ui重做
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@@ -25,28 +25,18 @@ export class MissionHomeComp extends CCComp {
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{uuid:0,px:-300},
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]
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protected onLoad(): void {
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oops.message.on("hero_card_select", this.select_hero, this);
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oops.message.on("hero_card_cancel_select", this.cancel_hero, this);
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}
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/** 视图层逻辑代码分离演示 */
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start() {
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// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
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// this.on(ModuleEvent.Cmd, this.onHandler, this);
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this.load_hero_card()
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this.load_ui_heros()
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// this.load_skill_card()
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// this.select_skill()
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this.init_buff()
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}
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to_start(){
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this.show_heros()
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}
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start_mission() {
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if (this.heros.length <=0 ) {
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oops.gui.toast("请先选择英雄")
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return
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}
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this.hide_heros()
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for(let i=0;i<this.heros.length;i++){
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this.heros[i].to_destroy()
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}
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@@ -59,107 +49,15 @@ export class MissionHomeComp extends CCComp {
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oops.message.dispatchEvent(GameEvent.MissionStart, {})
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this.node.active=false;
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}
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init_buff(){
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smc.vmdata.mission.ap_up=MBSet.ap_add*smc.vmdata.buff_num[0]/MBSet.ap_cost
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smc.vmdata.mission.def_up=MBSet.def_add*smc.vmdata.buff_num[1]/MBSet.def_cost
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smc.vmdata.mission.hp_up=MBSet.hp_add*smc.vmdata.buff_num[2]/MBSet.hp_cost
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smc.vmdata.mission.crit_up=MBSet.crit_add*smc.vmdata.buff_num[3]/MBSet.crit_cost
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smc.vmdata.mission.dodge_up=MBSet.dodge_add*smc.vmdata.buff_num[4]/MBSet.dodge_cost
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smc.vmdata.buff_num_less=smc.vmdata.buff_num_max-smc.vmdata.buff_num[0]-smc.vmdata.buff_num[1]-smc.vmdata.buff_num[2]-smc.vmdata.buff_num[3]-smc.vmdata.buff_num[4]
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}
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load_hero_card(){
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let hc:number =HeroList.length
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let parent= this.node.getChildByName("heros").getChildByName("view").getChildByName("content")
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let height=Math.ceil(hc / 4)*160 +100
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parent.getComponent(UITransform).height=height
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for (let i = 0; i < hc; i++) {
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// if (HeroInfo[HeroList[i]].quality==3) {
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let hcc =ecs.getEntity<HeroSelect>(HeroSelect)
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hcc.load(HeroList[i],parent)
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// }
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}
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// for (let i = 0; i < hc; i++) {
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// if (HeroInfo[HeroList[i]].quality==2) {
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// let hcc =ecs.getEntity<HeroSelect>(HeroSelect)
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// hcc.load(HeroList[i],parent)
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// }
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// }
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// for (let i = 0; i < hc; i++) {
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// if (HeroInfo[HeroList[i]].quality==1) {
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// let hcc =ecs.getEntity<HeroSelect>(HeroSelect)
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// hcc.load(HeroList[i],parent)
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// }
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// }
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this.update_hero_cards()
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}
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update_hero_cards(){
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let loaded:any = ecs.query(ecs.allOf(HeroSelectComp));
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for(let i=0;i<loaded.length;i++){
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if(smc.heros[loaded[i].HeroSelectComp.h_uuid].slv ==0 ) {
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loaded[i].HeroSelectComp.node.active=false
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}else{
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loaded[i].HeroSelectComp.node.active=true
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}
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}
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}
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load_skill_card(){
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}
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load_ui_heros(){
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for(let i=0;i<smc.fight_heros.length;i++){
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this.select_hero("local",{uuid:smc.fight_heros[i]})
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}
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}
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select_hero(event:any,args:any){
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console.log("select_hero",args.uuid)
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for(let i=0;i<GameSet.HERO_NUM;i++){
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if(this.heros_pos[i].uuid==0){
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this.heros_pos[i].uuid=args.uuid
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this.call_hero(args.uuid,i)
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break
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}
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}
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}
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cancel_hero(event:any,args:any){
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for(let i=0;i<GameSet.HERO_NUM;i++){
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if(this.heros_pos[i].uuid==args.uuid){
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this.heros_pos[i].uuid=0
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this.destory_hero(args.uuid)
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}
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}
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}
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call_hero(h_uuid:number,index:number){
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var path = "game/heros/uiheros/"+HeroInfo[h_uuid].path;
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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.setPosition(this.heros_pos[index].px,BoxSet.GAME_LINE,0);
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let comp = node.getComponent(UiHeroComp)
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comp.h_uuid = h_uuid
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this.heros.push(comp)
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}
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destory_hero(h_uuid:number){
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for(let i=0;i<this.heros.length;i++){
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if(this.heros[i].h_uuid==h_uuid){
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this.heros[i].to_destroy()
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this.heros.splice(i,1)
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return
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}
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}
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}
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show_heros(){
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this.node.getChildByName("heros").setPosition(0,290)
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}
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hide_heros(){
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this.node.getChildByName("heros").setPosition(0,-800)
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}
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/** 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 */
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reset() {
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this.node.destroy();
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