role 也转为使用hero 预制体
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@@ -16,6 +16,9 @@ import { RoleSpine } from "./RoleSpine";
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import { RoleViewComp } from "./RoleViewComp";
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import { RoleSet } from "../common/config/RoleSet";
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import { MoveToComp } from "../common/ecs/position/MoveTo";
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import { MonsterViewComp } from "../monster/MonsterViewComp";
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import { MonsterBuffComp } from "../monster/MonsterBuffComp";
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import { BoxSet } from "../common/config/BoxSet";
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/** 角色实体 */
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@ecs.register(`Role`)
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export class Role extends ecs.Entity {
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@@ -24,7 +27,7 @@ export class Role extends ecs.Entity {
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RoleMoveTo!: MoveToComp; // 移动
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// 视图层
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RoleView!: RoleViewComp;
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MonsterView!: MonsterViewComp;
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protected init() {
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this.addComponents<ecs.Comp>(
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@@ -32,42 +35,62 @@ export class Role extends ecs.Entity {
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}
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destroy(): void {
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this.remove(RoleViewComp);
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this.remove(MonsterViewComp);
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super.destroy();
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}
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/** 加载角色 */
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load(pos: Vec3 = Vec3.ZERO,uuid:number=101) {
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// var path = "game/monster/"+prefab_path;
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var path = "game/heros/role";
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var path = "game/heros/hero";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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var scene = smc.map.MapView.scene;
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node.parent = scene.entityLayer!.node!;
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node.setScale(1.5*node.scale.x, 1.5*node.scale.y, node.scale.z);
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// var as = node.getComponent(MonsterSpine);
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node.setPosition(pos)
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console.log(node.getChildByName("avatar").getChildByName("TNode").getChildByName("bb").getComponent(Sprite))
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// const url = 'game/heros/player';
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// resources.load(url, SpriteAtlas, (err: any, atlas) => {
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// const sprite = node.getChildByName("avatar").getChildByName("TNode").getChildByName("bb").getComponent(Sprite);
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const url = 'game/heros/player';
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resources.load(url, SpriteAtlas, (err: any, atlas) => {
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const sprite = node.getChildByName("avatar").getChildByName("TNode").getChildByName("bb").getComponent(Sprite);
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// sprite.spriteFrame = atlas.getSpriteFrame(RoleSet[uuid].path);
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// });
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var rv = node.getComponent(RoleViewComp)!;
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this.add(rv);
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sprite.spriteFrame = atlas.getSpriteFrame(RoleSet[uuid].path);
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});
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// var rv = node.getComponent(MonsterViewComp)!;
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// this.add(rv);
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this.hero_init(uuid,node)
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}
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move(target: Vec3) {
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var move = this.get(MoveToComp) || this.add(MoveToComp);
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move.target = target;
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move.node = this.RoleView.node;
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move.node = this.MonsterView.node;
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move.speed = 300;
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}
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hero_init(uuid:number=1001,node:Node,pos:Vec3=v3(0,0,0)){
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var mv = node.getComponent(MonsterViewComp)!;
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var buff =node.getComponent(MonsterBuffComp)!;
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mv.is_role=true;
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mv.hero_uuid=uuid;
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mv.speed =mv.ospeed = 0;
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mv.hero_name= "role";
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buff.group= mv.box_group= BoxSet.HERO;
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mv.hp= mv.hp_max = 1000;
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mv.level = 1;
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mv.atk = 5;
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mv.atk_cd = 0.5;
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mv.power = 300;
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mv.type = 1;
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mv.skill_uuid = 9001;
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mv.max_skill_uuid = 9001;
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mv.Tpos = v3(0,0,0);
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mv.scale = 1;
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mv.atk_range=800;
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// mv.change_name(smc.heros[uuid].name,1)
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this.add(mv);
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this.add(buff);
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}
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}
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