dd
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@@ -58,7 +58,7 @@ export class MapViewComp extends CCComp {
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this.scene.node.active = true
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if (smc.monsters.length>0){
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let monster = ecs.getEntity<Monster>(Monster);
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let pos:Vec3 = v3(BoxSet.RIGHT_END,-60)
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let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE)
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let speed =smc.monsters[0].speed
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let camp = -1
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let prefab_path = smc.monsters[0].prefab_path
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@@ -70,7 +70,7 @@ export class MapViewComp extends CCComp {
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if(smc.heros.length>0) {
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console.log("heros load")
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let monster = ecs.getEntity<Monster>(Monster);
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let pos = v3(BoxSet.LETF_END,-60)
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let pos = v3(BoxSet.HERO_START,BoxSet.GAME_LINE)
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let speed =smc.heros[0].speed
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let camp = 1
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let prefab_path = smc.heros[0].prefab_path
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56
assets/script/game/map/view/map/layer/SkillLayer.ts
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56
assets/script/game/map/view/map/layer/SkillLayer.ts
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@@ -0,0 +1,56 @@
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/*
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* @Author: dgflash
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* @Date: 2022-08-04 15:22:33
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* @LastEditors: dgflash
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* @LastEditTime: 2023-05-12 18:04:45
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*/
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import { Component, Node, Prefab, _decorator ,instantiate} from 'cc';
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import { Timer } from '../../../../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer';
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import {oops} from "../../../../../../../extensions/oops-plugin-framework/assets/core/Oops";
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const { ccclass, property } = _decorator;
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/**
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* 物体层
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* 注:
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* 1、这里的深度排序,如果有性能问题,可考虑修改为非每帧排序
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* 2、如果全3D世界显示角色相关显示对象,则不需要2D深度排序,只引用2D地图上的位置信息
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*/
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@ccclass('SkillLayer')
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export default class SkillLayer extends Component {
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private timer: Timer = new Timer(0.2);
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@property(Prefab)
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light: Prefab = null;
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onLoad(){
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// 监听全局事件
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oops.message.on("monster_load", this.onMonsterLoaded, this);
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oops.message.on("hero_load", this.onHeroLoaded, this);
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}
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onMonsterLoaded(){
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const light = instantiate(this.light);
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light.setPosition(300,-30,0);
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this.node.addChild(light);
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}
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onHeroLoaded(){
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const light = instantiate(this.light);
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light.setPosition(-300,-30,0);
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this.node.addChild(light);
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}
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update(dt: number) {
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this.timer.update(dt)
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// if (this.timer.update(dt))
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// this.node.children.sort(this.zIndexSort);
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}
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// private zIndexSort(a: Node, b: Node) {
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// let a_zIndex = a.getComponent(Charactor)!.zIndex;
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// let b_zIndex = b.getComponent(Charactor)!.zIndex;
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// return a_zIndex - b_zIndex;
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// }
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public clear() {
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this.node.children.forEach(n => {
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});
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}
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}
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1
assets/script/game/map/view/map/layer/SkillLayer.ts.meta
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1
assets/script/game/map/view/map/layer/SkillLayer.ts.meta
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@@ -0,0 +1 @@
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{"ver":"4.0.23","importer":"typescript","imported":true,"uuid":"7852ab4a-120b-4c93-9d76-9b48c382599f","files":[],"subMetas":{},"userData":{"simulateGlobals":[]}}
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23
assets/script/game/map/view/map/layer/light.ts
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23
assets/script/game/map/view/map/layer/light.ts
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@@ -0,0 +1,23 @@
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import { _decorator, Component, Node, sp } from 'cc';
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const { ccclass, property ,} = _decorator;
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@ccclass('light')
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export class light extends Component {
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private spine!: sp.Skeleton;
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start() {
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}
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protected onLoad(): void {
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this.spine = this.getComponent(sp.Skeleton)!;
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this.spine.setCompleteListener(trackEntry => {
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this.node.destroy()
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});
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}
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update(deltaTime: number) {
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}
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}
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9
assets/script/game/map/view/map/layer/light.ts.meta
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9
assets/script/game/map/view/map/layer/light.ts.meta
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@@ -0,0 +1,9 @@
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{
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"ver": "4.0.23",
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"importer": "typescript",
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"imported": true,
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"uuid": "fc960e39-45c0-41bf-8ff8-04a4acca0c38",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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