添加 缓冲倒计时

This commit is contained in:
2025-07-29 00:04:57 +08:00
parent 98039f36ca
commit 9f820436fc
5 changed files with 2040 additions and 634 deletions

View File

@@ -18,9 +18,7 @@ const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('MissionMonCompComp')
@ecs.register('MissionMonComp', false)
export class MissionMonCompComp extends CCComp {
timer:Timer=new Timer(1)
// 添加刷怪队列 - 扩展支持词条
export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 扩展支持词条
private monsterQueue: Array<{
uuid: number,
position: number,
@@ -34,43 +32,20 @@ export class MissionMonCompComp extends CCComp {
private isSpawning: boolean = false;// 是否正在生成怪物
private spawnInterval: number = 0.1; // 每个怪物生成间隔时间
private spawnTimer: number = 0; // 生成计时器
private is_fight:boolean = false;
onLoad(){
this.on(GameEvent.FightStart,this.to_fight,this)
this.on(GameEvent.MonDead,this.check_mon,this)
this.on(GameEvent.NewWave,this.do_mon_wave,this)
}
/** 视图层逻辑代码分离演示 */
start() {
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
// this.on(ModuleEvent.Cmd, this.onHandler, this);
// this.test_call()
}
check_mon(){
let mon=ecs.query(ecs.allOf(MonModelComp))
console.log("[MissionMonComp]:check_mon",mon)
if(mon.length==1) {
// do 倒计时
this.do_mon_wave()
}
}
//奖励发放
do_reward(){
let wave=smc.vmdata.mission_data.current_wave
// 奖励发放
}
protected update(dt: number): void {
if(!smc.mission.play||smc.mission.pause) return
if(this.is_fight) {
// if(this.timer.update(dt)){
// this.do_mon_wave()
// }
}
// 处理刷怪队列
if (this.monsterQueue.length > 0 && !this.isSpawning) {
this.spawnTimer += dt;
@@ -81,18 +56,8 @@ export class MissionMonCompComp extends CCComp {
}
}
to_fight(){
console.log("[MissionMonComp]:to_fight")
this.is_fight=true
this.do_mon_wave()
this.timer=new Timer(FightSet.MON_WAVE_TIME)
}
test_call(){
this.addToSpawnQueue(5202, 0, true, 1);
}
do_mon_wave(){
oops.message.dispatchEvent(GameEvent.WaveUpdate)
console.log("[MissionMonComp]:怪物登场,当前波次 :",smc.vmdata.mission_data.current_wave)
const currentWave = smc.vmdata.mission_data.current_wave;
// 使用肉鸽模式配置
@@ -107,7 +72,7 @@ export class MissionMonCompComp extends CCComp {
const { monsters, waveType } = rogueWaveConfig;
const currentWave = smc.vmdata.mission_data.current_wave;
const monsterLevel = RogueConfig.getMonsterLevel(currentWave);
smc.vmdata.mission_data.mon_num=monsters.reduce((total: number, group: any) => total + group.count, 0);
// 固定9波模式所有波次都是战斗波次
console.log(`[MissionMonComp]:第${currentWave}波 - ${waveType}战斗波次`);