属性弹窗++
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@@ -1,6 +1,8 @@
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import { _decorator, Label, Node, ProgressBar } from "cc";
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import { _decorator, Label, Node, ProgressBar, tween, v3 } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { ButtonTouchLong } from "../../../../extensions/oops-plugin-framework/assets/libs/gui/button/ButtonTouchLong";
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import { EnhancedButtonTouchLong } from "../common/EnhancedButtonTouchLong";
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import { GameEvent } from "../common/config/GameEvent";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { HeroModelComp } from "../hero/HeroModelComp";
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@@ -13,50 +15,70 @@ const { ccclass, property } = _decorator;
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@ccclass('BarCompComp')
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@ecs.register('BarComp', false)
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export class BarCompComp extends CCComp {
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hero_bar:Node = null;
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friend_bar:Node = null;
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boss_bar:Node = null;
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hero:HeroViewComp = null;
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friend:HeroViewComp = null;
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boss:HeroViewComp = null;
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/** 视图层逻辑代码分离演示 */
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protected onLoad(): void {
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this.on(GameEvent.FightReady,this.readay,this)
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this.on(GameEvent.FriendCalled,this.friend_called,this)
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}
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start() {
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// this.hero_bar = this.node.getChildByName("bar");
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// this.friend_bar = this.node.getChildByName("fbar");
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// this.boss_bar = this.node.getChildByName("bar");
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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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}
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private readay(){
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this.hero_bar.active = this.get_hero()
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this.friend_bar.active = this.get_friend()
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this.node.getChildByName("bar").active = true
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this.node.getChildByName("fbar").active = false
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this.node.getChildByName("bar").getChildByName("more").active=false
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this.node.getChildByName("fbar").getChildByName("more").active=false
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}
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private friend_called(){
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this.node.getChildByName("fbar").active=true
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}
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private get_hero(){
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let heros = ecs.query(ecs.allOf(MasterModelComp))
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if(heros.length > 0){
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this.hero = heros[0].get(HeroViewComp)
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return true
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}else{
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this.hero = null
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return false
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}
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show_master_more(){
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let barNode = this.node.getChildByName("bar");
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let node = barNode.getChildByName("more");
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node.active = true;
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node.setScale(v3(1, 0, 1));
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console.log("[barcomp]:show_master_more",node)
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// 使用缓动动画放大和移动
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tween(node).to(0.2, {scale:v3(1,1,1)}).start()
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}
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private get_friend(){
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let friend = ecs.query(ecs.allOf(FriendModelComp))
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if(friend.length > 0){
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this.friend = friend[0].get(HeroViewComp)
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return true
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}else{
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this.friend = null
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return false
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}
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hide_master_more(){
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let barNode = this.node.getChildByName("bar");
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let node = barNode.getChildByName("more");
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console.log("[barcomp]:hide_master_more",node)
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// 使用缓动动画放大和移动
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tween(node).to(0.2, {scale:v3(1,0,1)}).start()
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node.active = false;
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}
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show_friend_more(){
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let barNode = this.node.getChildByName("fbar");
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let node = barNode.getChildByName("more");
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node.active = true;
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node.setScale(v3(1, 0, 1));
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console.log("[barcomp]:show_friend_more",node)
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// 使用缓动动画放大和移动
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tween(node).to(0.2, {scale:v3(1,1,1)}).start()
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}
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hide_friend_more(){
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let barNode = this.node.getChildByName("fbar");
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let node = barNode.getChildByName("more");
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console.log("[barcomp]:hide_friend_more",node)
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// 使用缓动动画放大和移动
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tween(node).to(0.2, {scale:v3(1,0,1)}).start()
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node.active = false;
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}
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update_bar(){
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if(!this.get_hero()) return
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}
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/** 全局消息逻辑处理 */
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@@ -71,4 +93,6 @@ export class BarCompComp extends CCComp {
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reset() {
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this.node.destroy();
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}
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}
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@@ -30,7 +30,7 @@ export class MissionComp extends CCComp {
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this.on(GameEvent.MissionEnd,this.mission_end,this)
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// this.on(GameEvent.CardsClose,this.after_used_skill_card,this)
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this.on(GameEvent.WaveUpdate,this.on_mon_wave_update,this)
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this.on(GameEvent.FriendCalled,this.friend_called,this)
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}
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protected update(dt: number): void {
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@@ -89,7 +89,6 @@ export class MissionComp extends CCComp {
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async mission_start(){
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oops.message.dispatchEvent(GameEvent.FightReady)
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this.node.getChildByName("herobar").getChildByName("fbar").active=false //隐藏伙伴栏
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this.node.active=true
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this.data_init()
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this.hart_hero_load()
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@@ -109,9 +108,7 @@ export class MissionComp extends CCComp {
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to_call_friend(){
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oops.message.dispatchEvent(GameEvent.HeroSelect)
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}
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friend_called(){
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this.node.getChildByName("herobar").getChildByName("fbar").active=true
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}
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to_fight(){
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smc.vmdata.mission_data.in_fight=true
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oops.message.dispatchEvent(GameEvent.FightStart) //MissionMonComp 监听刷怪
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