英雄召唤基本完成 下一步 满3个英雄后 不再出现其他英雄
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@@ -73,6 +73,7 @@ export enum FightSet {
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MORE_RC=10,//更多次数 广告获取的次数
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TAL_NUM=3,//天赋数量
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HEARTPOS=-240,//基地位置
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HERO_MAX_NUM=3,//英雄最大数量
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// ATK_TO_ATK_RATIO=0.1,
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// ATK_TO_HP_RATIO=0.2,
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// ATK_TO_SHIELD_RATIO=2,
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@@ -70,8 +70,8 @@ export class BuffComp extends Component {
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}
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hp_show(){
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// if(this.node.getComponent(HeroViewComp).fac == 0) return
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let hp=this.HeroView.hp;
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let hp_max=this.HeroView.hp_max;
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let hp=this.HeroView.currentHp;
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let hp_max=this.HeroView.currentHpMax;
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let hp_progress= hp/hp_max;
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this.hp_bar.progress = hp_progress;
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if(this.HeroView.is_boss) return
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@@ -91,11 +91,11 @@ export class BuffComp extends Component {
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let view_atk = 0 //临时buff
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let view_deatk = 0 //临时debuff
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if(is_hp){
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info.hp=this.HeroView.hp
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info.hp_max=this.HeroView.hp_max
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info.hp=this.HeroView.currentHp
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info.hp_max=this.HeroView.currentHpMax
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}else{
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info.hp=this.HeroView.hp
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info.hp_max=this.HeroView.hp_max
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info.hp=this.HeroView.currentHp
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info.hp_max=this.HeroView.currentHpMax
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for(let i=0;i<this.HeroView.BUFF_ATKS.length;i++){
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view_atk += this.HeroView.BUFF_ATKS[i].value
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@@ -10,8 +10,9 @@ import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
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import { FriendModelComp } from "./FriendModel";
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import { MasterModelComp } from "./MasterModel";
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import { GameEvent } from "../common/config/GameEvent";
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import { BuffAttr } from "../common/config/SkillSet";
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import { BuffAttr, SkillSet } from "../common/config/SkillSet";
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import { FightSet } from "../common/config/Mission";
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import { Skill } from "../skills/Skill";
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/** 角色实体 */
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@ecs.register(`Hero`)
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@@ -39,20 +40,29 @@ export class Hero extends ecs.Entity {
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super.destroy();
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}
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/**
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* 获取所有英雄槽位
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* @returns 英雄槽位数组
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*/
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private getHeroSlots(): any[] {
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return [smc.vmdata.hero1, smc.vmdata.hero2, smc.vmdata.hero3]
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}
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/**
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* 查找可用的英雄槽位
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* @returns 可用的英雄槽位对象,如果没有可用槽位则返回null
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*/
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private findAvailableHeroSlot(): any {
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return this.getHeroSlots().find(slot => slot.uuid === 0) || null
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}
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/** 加载角色 */
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,info:any={ap:0,hp:0,lv:1,crit:0,crit_d:0,dod:0,dod_no:false,crit_no:false},fight_pos:number=1) {
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// console.log("英雄加载:",uuid,pos,scale,info)
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scale = 1
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if(smc.vmdata.hero1.uuid==0){
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this.vmHero=smc.vmdata.hero1
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}else if(smc.vmdata.hero2.uuid==0){
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this.vmHero=smc.vmdata.hero2
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}else if(smc.vmdata.hero3.uuid==0){
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this.vmHero=smc.vmdata.hero3
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}else{
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// 查找空闲英雄槽位
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this.vmHero = this.findAvailableHeroSlot()
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if (!this.vmHero) {
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console.log("[Hero] 英雄已满")
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return
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}
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@@ -95,7 +105,7 @@ export class Hero extends ecs.Entity {
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hv.hero_name= hero.name;
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hv.speed =hv.ospeed = hero.speed;
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hv.dis = hero.dis;
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this.vmHero.cd_max=hv.cd = hv.cd_base = hero.cd
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hv.cd = hv.cd_base = hero.cd
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this.vmHero.hp=this.vmHero.hp_max= hv.hp = hv.hp_max = hv.hp_base=hero.hp+info.hp
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hv.ap = hv.ap_base=hero.ap+info.ap;
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hero.buff.forEach((buff:any)=>{
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@@ -151,6 +161,8 @@ export class Hero extends ecs.Entity {
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}
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})
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hv.atk_skill=hero.skills[0]
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hv.skills=hero.skills
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this.vmHero.cd_max=SkillSet[hv.skills[1]].cd
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return hv
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}
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@@ -39,6 +39,48 @@ export class HeroViewComp extends CCComp {
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vmHero:any={}
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/**
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* 获取当前血量 - 根据阵营选择正确的变量
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*/
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get currentHp(): number {
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if (this.fac === FacSet.HERO) {
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return this.vmHero.hp || 0;
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}
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return this.hp;
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}
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/**
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* 设置当前血量 - 根据阵营选择正确的变量
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*/
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set currentHp(value: number) {
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if (this.fac === FacSet.HERO) {
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this.vmHero.hp = value;
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} else {
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this.hp = value;
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}
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}
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/**
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* 获取最大血量 - 根据阵营选择正确的变量
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*/
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get currentHpMax(): number {
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if (this.fac === FacSet.HERO) {
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return this.vmHero.hp_max || 0;
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}
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return this.hp_max;
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}
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/**
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* 设置最大血量 - 根据阵营选择正确的变量
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*/
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set currentHpMax(value: number) {
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if (this.fac === FacSet.HERO) {
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this.vmHero.hp_max = value;
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} else {
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this.hp_max = value;
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}
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}
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box_group:number = BoxSet.HERO;
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is_dead:boolean = false; //是否摧毁
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@@ -68,6 +110,7 @@ export class HeroViewComp extends CCComp {
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dis: number = 80;
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at: number = 0; /** 冷却时间 */
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atk_skill:number=0;
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skills:any[]=[]
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puncture:number=0; //穿刺敌人伤害后方敌人个数
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puncture_damage:number=0; //后伤害加成
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def: number = 0; //免伤
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@@ -156,6 +199,7 @@ export class HeroViewComp extends CCComp {
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this.as = this.getComponent(HeroSpine);
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//console.log("[HeroViewComp]:hero view comp ",this.FIGHTCON)
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this.on(GameEvent.EXPUP,this.exp_up,this)
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this.on(GameEvent.HeroLvUp,this.to_update_lv,this)
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const collider = this.node.getComponent(BoxCollider2D);
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this.scheduleOnce(()=>{
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if (collider) collider.enabled = true; // 先禁用
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@@ -311,7 +355,6 @@ export class HeroViewComp extends CCComp {
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return this.cd_base/((this.cd_buff+this.TALENT[BuffAttr.ATK_CD])/100+1)
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case BuffAttr.HP:
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return Math.floor(this.hp_base*(100+this.hp_buff+this.TALENT[BuffAttr.HP])/100)
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}
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}
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@@ -326,9 +369,9 @@ export class HeroViewComp extends CCComp {
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// this.update_vmdata()
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break
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case BuffAttr.HP:
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let diff=this.check_atrr(BuffAttr.HP)-this.hp_max
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this.hp_max=this.check_atrr(BuffAttr.HP)
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this.hp+=diff
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let diff=this.check_atrr(BuffAttr.HP)-this.currentHpMax
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this.currentHpMax=this.check_atrr(BuffAttr.HP)
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this.currentHp+=diff
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// this.update_vmdata()
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break
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}
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@@ -363,7 +406,7 @@ export class HeroViewComp extends CCComp {
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}
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add_hp_max(hp: number=0,is_num:boolean=false){
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// console.log("[HeroViewComp]:add_hp_max add:",hp,this.hp_max)
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// console.log("[HeroViewComp]:add_hp_max add:",hp,this.currentHpMax)
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if(is_num){
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this.hp_base += Math.floor(hp) ;
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}else{
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@@ -374,7 +417,7 @@ export class HeroViewComp extends CCComp {
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}
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de_hp_max(hp: number=0,is_num:boolean=true){ //最大值 只存在数值添加, 比例通过hp_buff处理
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//console.log("[HeroViewComp]:de_hp_max de:",hp,this.hp_max)
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//console.log("[HeroViewComp]:de_hp_max de:",hp,this.currentHpMax)
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this.hp_base -= Math.floor(hp) ;
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this.count_atrr(BuffAttr.HP)
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// this.update_vm
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@@ -383,8 +426,8 @@ export class HeroViewComp extends CCComp {
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add_hp(hp: number = 0,is_num:boolean=true) {
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this.BUFFCOMP.heathed();
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let real_hp=0
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let hp_max=Math.floor(this.hp_max*(100+this.hp_buff)/100)
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let lost_hp=hp_max-this.hp
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let hp_max=Math.floor(this.currentHpMax*(100+this.hp_buff)/100)
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let lost_hp=hp_max-this.currentHp
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if(is_num){
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if(lost_hp > hp){
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real_hp=Math.floor(hp);
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@@ -399,7 +442,7 @@ export class HeroViewComp extends CCComp {
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}
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}
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if(real_hp > 0){
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this.hp+=real_hp;
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this.currentHp+=real_hp;
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this.BUFFCOMP.tooltip(TooltipTypes.health,real_hp.toFixed(0));
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}
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// this.update_vm
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@@ -486,8 +529,8 @@ export class HeroViewComp extends CCComp {
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// this.is_stop=true
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break
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case DebuffAttr.DEHP:
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this.hp_max-=deV/100*this.hp_max
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if(this.hp-this.hp_max>0) this.hp=this.hp_max
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this.currentHpMax-=deV/100*this.currentHpMax
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if(this.currentHp-this.currentHpMax>0) this.currentHp=this.currentHpMax
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break
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case DebuffAttr.DEATK: //99为具体数字 并且局内永久生效,其他为百分比
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if(deC == 99){
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@@ -610,11 +653,11 @@ export class HeroViewComp extends CCComp {
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damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+crit_d)/100))
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if(this.fac==FacSet.MON) smc.vmdata.hero.power+=smc.vmdata.hero.POWER_UP+FightSet.CRIT_TO_POWER //暴击涨能量 怪物被暴击,因为只有一个英雄 直接处理
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}
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this.hp -= damage;
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this.currentHp -= damage;
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if(this.fac==FacSet.HERO) smc.vmdata.hero.power+=smc.vmdata.hero.POWER_UP+FightSet.ATKED_TO_POWER //被攻击涨能量
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if(this.fac==FacSet.MON) smc.vmdata.hero.power+=smc.vmdata.hero.POWER_UP+FightSet.ATK_TO_POWER //攻击命中涨能量 因为是只有1个英雄 直接处理
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if(this.hp <= 0) {
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if(this.currentHp <= 0) {
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if(this == null) return;
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this.is_dead=true
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this.BUFFCOMP.dead()
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@@ -727,7 +770,7 @@ export class HeroViewComp extends CCComp {
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}
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// to_alive(){
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// this.is_dead=false
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// this.hp=this.hp_max*(100+this.hp_buff)/100
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// this.currentHp=this.currentHpMax*(100+this.hp_buff)/100
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// this.BUFFCOMP.vmdata_update(true)
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// this.node.setPosition(HeroPos[this.fight_pos].pos)
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// this.BUFFCOMP.heathed()
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@@ -775,14 +818,18 @@ export class HeroViewComp extends CCComp {
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// smc.vmdata.hero.next_exp=getUpExp(this.lv)
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if(smc.vmdata.hero.exp >= smc.vmdata.hero.next_exp){
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// console.log("[HeroViewComp]:升级")
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this.to_update()
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this.to_update_lv("seft",data)
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oops.message.dispatchEvent(GameEvent.CanUpdateLv)
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}
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}
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to_update(){
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to_update_lv(event:string,data:any){
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if(this.fac==FacSet.MON) return
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console.log("[HeroViewComp]:升级",this.BUFFCOMP)
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if(this.hero_uuid!=data.uuid) return
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this.add_ap(HeroInfo[data.uuid].ap,true)
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this.add_hp_max(HeroInfo[data.uuid].hp,true)
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this.BUFFCOMP.lv_up()
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// this.BUFFCOMP.tooltip(TooltipTypes.lvup)
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}
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@@ -47,8 +47,16 @@ export class SkillConComp extends CCComp {
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update(dt: number) {
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if(!smc.mission.play||smc.mission.pause) return
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if(this.HeroView.DEBUFF_STUN <= 0&&this.HeroView.DEBUFF_FROST <= 0) this.HeroView.at += dt;
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if(this.HeroView.DEBUFF_STUN <= 0&&this.HeroView.DEBUFF_FROST <= 0) {
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this.HeroView.at += dt;
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this.HeroView.vmHero.cd += dt
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}
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if(this.HeroView.vmHero.cd > this.HeroView.vmHero.cd_max){
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let sc=SkillSet[this.HeroView.skills[1]]
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if(!sc) return
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this.castSkill(sc,false,0)
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this.HeroView.vmHero.cd = 0
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}
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let cd = this.count_cd(this.HeroView.cd,this.HeroView)
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if (this.HeroView.is_atking &&(this.HeroView.at > cd)) {
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if(this.HeroView.is_dead) return
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@@ -10,17 +10,25 @@ import { HeroInfo } from "../common/config/heroSet";
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const { ccclass, property } = _decorator;
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/** 英雄数据接口 */
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interface HeroData {
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uuid: number;
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name: string;
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type: number; // 1 被动 0 主动
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level: number;
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quality: number;
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cd: number;
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cd_time: number;
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active: boolean;
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}
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/** 视图层对象 */
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@ccclass('HeroUiComp')
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@ecs.register('HeroUi', false)
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export class HeroUiComp extends CCComp {
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@property(CCString)
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hero_slot:string="skill1"
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@property(CCInteger)
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hero_slot_index:number=1
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heroUi:any=null
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skill_cd_bar_progress:any=null
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max_show:boolean=false
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heroes: HeroData[] = []
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private readonly MAX_HEROES = 3
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private readonly HERO_NODE_NAMES = ['hero1', 'hero2', 'hero3']
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/** 视图层逻辑代码分离演示 */
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onLoad() {
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this.on(GameEvent.FightReady,this.fight_ready,this)
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@@ -29,22 +37,30 @@ export class HeroUiComp extends CCComp {
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}
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start(){
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this.fight_ready()
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}
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fight_ready(){
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console.log("[HeroUiComp]: fight_ready",this.node)
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this.heroUi={
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uuid:0,
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name:"hero",
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type:0, //1 被动 0 主动
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level:0,
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quality:0,
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cd:0,
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cd_time:0,
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active:false,
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this.heroes = []
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for(let i = 0; i < this.MAX_HEROES; i++) {
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this.heroes.push(this.createDefaultHero())
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}
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}
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private createDefaultHero(): HeroData {
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return {
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uuid: 0,
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name: "hero",
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type: 0, //1 被动 0 主动
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level: 1,
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quality: 0,
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cd: 0,
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cd_time: 0,
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active: false,
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}
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}
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update(dt: number): void {
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if(!smc.mission.play||smc.mission.pause) return
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@@ -52,17 +68,137 @@ export class HeroUiComp extends CCComp {
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}
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get_hero(e:GameEvent,data:any){
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console.log("[HeroUiComp]: get_hero",data)
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let hero=HeroInfo[data.uuid]
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let icon=this.node.getChildByName("icon")
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icon.active=true
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var icon_path = "game/heros/herois"
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get_hero(e: GameEvent, data: { uuid: number }) {
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console.log("[HeroUiComp]: get_hero", data)
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// 尝试升级现有英雄
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if (this.tryUpgradeExistingHero(data.uuid)) {
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return
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}
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// 添加新英雄
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this.addNewHero(data)
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}
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resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
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const sprite = icon.getComponent(Sprite);
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sprite.spriteFrame = atlas.getSpriteFrame(hero.path);
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});
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/**
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* 尝试升级现有英雄
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* @param uuid 英雄UUID
|
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* @returns 是否成功升级
|
||||
*/
|
||||
private tryUpgradeExistingHero(uuid: number): boolean {
|
||||
for (let i = 0; i < this.heroes.length; i++) {
|
||||
if (this.heroes[i].uuid === uuid) {
|
||||
this.heroes[i].level++
|
||||
// 播放升级动画
|
||||
this.playCardScaleAnimation(i)
|
||||
return true
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加新英雄
|
||||
* @param data 英雄数据
|
||||
*/
|
||||
private addNewHero(data: { uuid: number }) {
|
||||
const heroInfo = HeroInfo[data.uuid]
|
||||
if (!heroInfo) {
|
||||
console.error("[HeroUiComp]: Hero info not found for uuid:", data.uuid)
|
||||
return
|
||||
}
|
||||
|
||||
// 查找空闲位置
|
||||
const emptySlotIndex = this.findEmptyHeroSlot()
|
||||
if (emptySlotIndex === -1) {
|
||||
console.warn("[HeroUiComp]: No empty slot available for new hero")
|
||||
return
|
||||
}
|
||||
|
||||
// 设置英雄数据
|
||||
this.heroes[emptySlotIndex] = {
|
||||
uuid: data.uuid,
|
||||
name: heroInfo.name,
|
||||
type: heroInfo.type,
|
||||
level: 1,
|
||||
quality: heroInfo.quality,
|
||||
cd: 0,
|
||||
cd_time: 0,
|
||||
active: false,
|
||||
}
|
||||
|
||||
// 更新UI
|
||||
this.updateHeroUI(emptySlotIndex, heroInfo)
|
||||
// 播放新卡牌动画
|
||||
this.playCardScaleAnimation(emptySlotIndex)
|
||||
}
|
||||
|
||||
/**
|
||||
* 查找空闲英雄槽位
|
||||
* @returns 空闲槽位索引,-1表示没有空闲槽位
|
||||
*/
|
||||
private findEmptyHeroSlot(): number {
|
||||
for (let i = 0; i < this.heroes.length; i++) {
|
||||
if (this.heroes[i].uuid === 0) {
|
||||
return i
|
||||
}
|
||||
}
|
||||
return -1
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新英雄UI(图标和信息)
|
||||
* @param heroIndex 英雄索引
|
||||
* @param heroInfo 英雄信息
|
||||
*/
|
||||
private updateHeroUI(heroIndex: number, heroInfo: { path: string }) {
|
||||
const heroNodeName = this.HERO_NODE_NAMES[heroIndex]
|
||||
const heroNode = this.node.getChildByName(heroNodeName)
|
||||
if (!heroNode) return
|
||||
|
||||
const iconNode = heroNode.getChildByName("icon")
|
||||
if (iconNode) {
|
||||
iconNode.active = true
|
||||
this.loadHeroIcon(iconNode, heroInfo.path)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 加载英雄图标
|
||||
* @param iconNode 图标节点
|
||||
* @param heroPath 英雄路径
|
||||
*/
|
||||
private loadHeroIcon(iconNode: Node, heroPath: string) {
|
||||
const iconPath = "game/heros/herois"
|
||||
resources.load(iconPath, SpriteAtlas, (err: any, atlas) => {
|
||||
if (err) {
|
||||
console.error("[HeroUiComp]: Failed to load hero icon atlas:", err)
|
||||
return
|
||||
}
|
||||
const sprite = iconNode.getComponent(Sprite)
|
||||
if (sprite && atlas) {
|
||||
sprite.spriteFrame = atlas.getSpriteFrame(heroPath)
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
/**
|
||||
* 播放卡牌缩放动画
|
||||
* @param heroIndex 英雄索引
|
||||
*/
|
||||
private playCardScaleAnimation(heroIndex: number) {
|
||||
const heroNodeName = this.HERO_NODE_NAMES[heroIndex]
|
||||
const heroNode = this.node.getChildByName(heroNodeName)
|
||||
if (!heroNode) return
|
||||
|
||||
// 停止可能存在的动画
|
||||
tween(heroNode).stop()
|
||||
|
||||
// 播放缩放动画:放大 -> 恢复原始大小
|
||||
tween(heroNode)
|
||||
.to(0.1, { scale: v3(1.2, 1.2, 1) }, { easing: 'backOut' })
|
||||
.to(0.15, { scale: v3(1, 1, 1) }, { easing: 'backOut' })
|
||||
.start()
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -20,17 +20,27 @@ export class MissionHeroCompComp extends CCComp {
|
||||
timer:Timer=new Timer(2)
|
||||
Friend_is_dead:boolean=false
|
||||
current_hero_uuid:number=0
|
||||
current_hero_num:number=-1
|
||||
heros:any=[]
|
||||
onLoad(){
|
||||
this.on(GameEvent.UseHeroCard,this.call_hero,this)
|
||||
this.on(GameEvent.ChangeATK_EQUIP_SPECIAL_ATTR,this.change_equip_qpecial_attr,this)
|
||||
this.on(GameEvent.FightReady,this.fight_ready,this)
|
||||
this.on(GameEvent.Zhaohuan,this.zhao_huan,this)
|
||||
|
||||
}
|
||||
start() {
|
||||
// this.test_call()
|
||||
}
|
||||
fight_ready(){
|
||||
this.heros=[]
|
||||
for(let i=0;i<FightSet.HERO_MAX_NUM;i++){
|
||||
this.heros.push({
|
||||
uuid:0,
|
||||
count:0,
|
||||
quality:0,
|
||||
})
|
||||
}
|
||||
this.current_hero_num=-1
|
||||
this.current_hero_uuid=0
|
||||
}
|
||||
protected update(dt: number): void {
|
||||
if(smc.mission.status != 1) return
|
||||
@@ -38,9 +48,8 @@ export class MissionHeroCompComp extends CCComp {
|
||||
|
||||
}
|
||||
|
||||
change_equip_qpecial_attr(e:GameEvent,data:any){
|
||||
|
||||
}
|
||||
|
||||
|
||||
private zhao_huan(event: string, args: any){
|
||||
console.log("[MissionHeroComp]:zhaohuan",args)
|
||||
this.addHero(args.uuid,false)
|
||||
@@ -50,14 +59,48 @@ export class MissionHeroCompComp extends CCComp {
|
||||
|
||||
|
||||
call_hero(event: string, args: any){
|
||||
// console.log("call_hero",args)
|
||||
// let fight_pos=args
|
||||
// this.timer.reset()
|
||||
// let hero_list =HeroList
|
||||
// let x=RandomManager.instance.getRandomInt(0,hero_list.length,1)
|
||||
// // let uuid=args.uuid
|
||||
// // console.log("call_hero",uuid)
|
||||
this.addHero(args.uuid,false)
|
||||
console.log("[MissionHeroComp]:call_hero",this.heros,this.current_hero_num,args)
|
||||
|
||||
// 尝试升级现有英雄
|
||||
if (this.tryUpgradeExistingHero(args.uuid)) {
|
||||
return
|
||||
}
|
||||
|
||||
// 添加新英雄
|
||||
this.addNewHero(args.uuid)
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 尝试升级现有英雄
|
||||
* @param uuid 英雄UUID
|
||||
* @returns 是否成功升级
|
||||
*/
|
||||
private tryUpgradeExistingHero(uuid: number): boolean {
|
||||
for (let i = 0; i < this.heros.length; i++) {
|
||||
console.log("[MissionHeroComp]:tryUpgradeExistingHero",this.heros,i,uuid)
|
||||
if (this.heros[i].uuid === uuid) {
|
||||
this.heros[i].count++
|
||||
smc.vmdata[`hero${i+1}`].count=this.heros[i].count
|
||||
oops.message.dispatchEvent(GameEvent.HeroLvUp, { uuid: uuid })
|
||||
return true
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加新英雄到当前槽位
|
||||
* @param uuid 英雄UUID
|
||||
*/
|
||||
private addNewHero(uuid: number) {
|
||||
this.current_hero_num++
|
||||
if(this.current_hero_num >= FightSet.HERO_MAX_NUM) return
|
||||
this.current_hero_uuid = uuid
|
||||
this.heros[this.current_hero_num].uuid = uuid
|
||||
this.heros[this.current_hero_num].count = 1
|
||||
this.heros[this.current_hero_num].quality = 0
|
||||
this.addHero(uuid, false)
|
||||
}
|
||||
|
||||
/** 添加英雄 */
|
||||
|
||||
Reference in New Issue
Block a user