技能选择 需要确定是技能1 23 中的哪个

This commit is contained in:
2025-06-26 16:44:22 +08:00
parent d31c495a54
commit b00cc9536f
5 changed files with 3531 additions and 2608 deletions

View File

@@ -51,8 +51,8 @@ export class MissionComp extends CCComp {
smc.vmdata.mission_data.current_wave++
let wave=smc.vmdata.mission_data.current_wave
if(wave==FightSet.FRIEND_WAVE_UP){
console.log("[任务系统] FRIEND_WAVE_UP 英雄选择 :",wave,FightSet.FRIEND_WAVE_UP)
this.to_call_friend()
let node= this.node.getChildByName("new_hero")
tween(node).to(0.3, {position:v3(node.position.x-200,node.position.y,1)}).start()
}
if(wave==FightSet.BOSS_WAVE_UP_1){
console.log("[任务系统] BOSS_WAVE_UP_1 装备选择 :",wave,FightSet.BOSS_WAVE_UP_1)
@@ -74,15 +74,15 @@ export class MissionComp extends CCComp {
}
if(wave==FightSet.SKILL_WAVE_UP_1){
console.log("[任务系统] SKILL_WAVE_UP_1 技能选择 :",wave,FightSet.SKILL_WAVE_UP_1)
oops.message.dispatchEvent(GameEvent.HeroSkillSelect)
this.show_skill_get("skill1")
}
if(wave==FightSet.SKILL_WAVE_UP_2){
console.log("[任务系统] SKILL_WAVE_UP_2 技能选择 :",wave,FightSet.SKILL_WAVE_UP_2)
oops.message.dispatchEvent(GameEvent.HeroSkillSelect)
this.show_skill_get("skill2")
}
if(wave==FightSet.SKILL_WAVE_UP_3){
console.log("[任务系统] SKILL_WAVE_UP_3 技能选择 :",wave,FightSet.SKILL_WAVE_UP_3)
oops.message.dispatchEvent(GameEvent.HeroSkillSelect)
this.show_skill_get("skill3")
}
}
@@ -119,6 +119,22 @@ export class MissionComp extends CCComp {
oops.message.dispatchEvent(GameEvent.FightEnd)
}
private show_skill_get(e:string){
this.node.getChildByName("equips").getChildByName("boxs").getChildByName(e).getChildByName("get").active =true
}
private hide_skill_get(e:any,data:string){
this.node.getChildByName("equips").getChildByName("boxs").getChildByName(data).getChildByName("get").active =false
}
private show_skill_change(e:string){
this.node.getChildByName("equips").getChildByName("boxs").getChildByName(e).getChildByName("change").active =true
}
private hide_skill_change(e:any,data:any){
this.node.getChildByName("equips").getChildByName("boxs").getChildByName(data).getChildByName("change").active =false
}
fight_end(){
console.log("任务结束")
// 延迟0.5秒后执行任务结束逻辑
@@ -184,10 +200,16 @@ export class MissionComp extends CCComp {
mission_data.gold-=(mission_data.refresh_gold+mission_data.buff_refresh_gold)
}
call_skill_card(e:any){
oops.message.dispatchEvent(GameEvent.HeroSkillSelect)
}
private cleanComponents() {
ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {entity.remove(HeroViewComp);entity.destroy()});
}
hide_call_friend(){
let node =this.node.getChildByName("new_hero")
tween(node).to(0.3, {position:v3(node.position.x+200,node.position.y,1)}).start()
}
/** 视图层逻辑代码分离演示 */
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */