游戏流程控制通过节点间 通信完成

This commit is contained in:
2025-05-29 16:45:43 +08:00
parent 8cb3fe192d
commit e695b9bdac
7 changed files with 75 additions and 82 deletions

View File

@@ -7602,7 +7602,7 @@
},
"component": "",
"_componentId": "e7482dUVpJEJZzHkqJl1ZWP",
"handler": "mission_end",
"handler": "to_end_fight",
"customEventData": ""
},
{
@@ -7803,7 +7803,7 @@
"__id__": 488
}
],
"_active": false,
"_active": true,
"_components": [
{
"__id__": 572
@@ -7827,7 +7827,7 @@
"_lpos": {
"__type__": "cc.Vec3",
"x": 0,
"y": 640,
"y": -1000,
"z": 0
},
"_lrot": {
@@ -12509,8 +12509,8 @@
"_target": null,
"_left": 0,
"_right": 0,
"_top": 0,
"_bottom": 0,
"_top": 1640,
"_bottom": -1640,
"_horizontalCenter": 0,
"_verticalCenter": 0,
"_isAbsLeft": false,

View File

@@ -12,8 +12,6 @@ export enum GameEvent {
/** 登陆成功 */
LoginSuccess = "LoginSuccess",
MSSelected = "MSSelected",
MissionStart = "MissionStart",
MissionEnd = "MissionEnd",
CastSkill = "CastSkill",
CardRefresh = "CardRefresh",
UseCard = "UseCard",
@@ -23,5 +21,12 @@ export enum GameEvent {
MissionSkill = "MissionSkill",
MissionLoss = "MissionLoss",
MissionWin = "MissionWin",
MissionStart = "MissionStart",
FightStart = "FightStart",
FightPause = "FightPause",
FightResume = "FightResume",
FightEnd = "FightEnd",
MissionEnd = "MissionEnd",
MissionComplete = "MissionComplete",//战斗结算完成
}

View File

@@ -265,7 +265,7 @@ export class HeroViewComp extends CCComp {
console.log("角色死亡",this.hero_uuid)
if(this.hero_uuid == 9999){
console.log("任务失败")
oops.message.dispatchEvent(GameEvent.MissionLoss,this)
oops.message.dispatchEvent(GameEvent.FightEnd,this)
}
}
do_atked(remainingDamage:number){

View File

@@ -19,17 +19,8 @@ const { ccclass, property } = _decorator;
@ecs.register('Mission', false)
export class MissionComp extends CCComp {
VictoryComp:any = null;
mon_list:any = []
call_hero_timer: Timer = new Timer(0.3);
target_timer: Timer = new Timer(0.1);
reward:number = 0;
reward_num:number = 0;
game_over:boolean = false;
fight_start:boolean = false;
heros_node:any=null
heros_node_pos:any=v3(0,0,0)
herosc_node:any=null
hero_args:any=null
mission_data:any={
gold:10,//金币
refresh_gold:1,//刷新金币
@@ -42,69 +33,45 @@ export class MissionComp extends CCComp {
ap:0,//攻击
}
onLoad(){
this.on(GameEvent.MissionLoss,this.mission_end,this)
this.on(GameEvent.MissionWin,this.mission_end,this)
this.on(GameEvent.MissionStart,this.mission_start,this)
this.on(GameEvent.FightEnd,this.fight_end,this)
this.on(GameEvent.MissionEnd,this.mission_end,this)
}
start() {
}
protected update(dt: number): void {
if(!smc.mission.play||smc.mission.pause){
return
}
// if (this.game_timer.update(dt)) {
// smc.vmdata.game.g_time += 1;
// }
}
to_end_fight(){
oops.message.dispatchEvent(GameEvent.FightEnd)
}
call_hero(event: string, args: any){
console.log("召唤英雄",args)
oops.message.dispatchEvent(GameEvent.CallHero,{uuid:this.hero_args.uuid,pos:args})
this.hero_args=null
}
mission_start(){
/* todo 关卡设定完善*/
console.log("战斗开始 关卡怪物:",Missions[smc.mission.lv])
smc.mission.status=1
this.colose_victory()
this.mission_init()
this.node.active=true
this.data_init()
this.hero_init()
}
mission_end(){
fight_end(){
console.log("任务结束")
// 延迟0.5秒后执行任务结束逻辑
this.scheduleOnce(() => {
oops.message.dispatchEvent(GameEvent.MissionEnd)
smc.mission.play=false
smc.mission.pause=false
this.cleanComponents()
// this.to_mission_home()
this.open_victory()
}, 0.5)
}
private cleanComponents() {
ecs.query(ecs.allOf(HeroSkillsComp)).forEach(entity => {entity.remove(HeroSkillsComp);entity.destroy()});
ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {entity.remove(HeroViewComp);entity.destroy()});
mission_end(){
this.node.active=false
}
open_victory(){
this.node.getChildByName("victory").active=true
this.node.getChildByName("victory").getComponent(VictoryComp).open()
}
colose_victory(){
this.node.getChildByName("victory").active=false
}
to_mission_home(){
this.colose_victory()
let home =this.node.parent.getComponent(CardControllerComp);
home.mission_to_mission_home()
}
mission_init(){
data_init(){
//局内数据初始化
this.fight_start=false
smc.mission.status=1
smc.mission.play = true;
smc.mission.is_victory=false
smc.mission.is_defeat=false
smc.vmdata.mission_data ={
@@ -118,20 +85,28 @@ export class MissionComp extends CCComp {
hp:0,//血量
ap:0,//攻击
}
}
//角色初始化
hero_init(){
let hero = ecs.getEntity<Hero>(Hero);
hero.hart_load()
this.scheduleOnce(() => {
this.card_refresh()
}, 0.5)
this.card_init()
}, 0.3)
}
card_init(){
oops.message.dispatchEvent(GameEvent.CardRefresh)
}
card_refresh(){
oops.message.dispatchEvent(GameEvent.CardRefresh)
}
private cleanComponents() {
ecs.query(ecs.allOf(HeroSkillsComp)).forEach(entity => {entity.remove(HeroSkillsComp);entity.destroy()});
ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {entity.remove(HeroViewComp);entity.destroy()});
}
/** 视图层逻辑代码分离演示 */

View File

@@ -20,6 +20,7 @@ export class MissionHomeComp extends CCComp {
{uuid:0,px:-300},
]
protected onLoad(): void {
this.on(GameEvent.MissionEnd,this.mission_end,this)
}
/** 视图层逻辑代码分离演示 */
start() {
@@ -28,9 +29,11 @@ export class MissionHomeComp extends CCComp {
this.load_ui_heros()
}
to_start(){
}
start_mission() {
for(let i=0;i<this.heros.length;i++){
this.heros[i].to_destroy()
@@ -42,14 +45,11 @@ export class MissionHomeComp extends CCComp {
{uuid:0,px:-300},
]
oops.message.dispatchEvent(GameEvent.MissionStart, {})
let mission=this.node.parent.getChildByName("mission").getComponent(MissionComp)
mission.node.active = true;
mission.mission_start()
smc.mission.play = true;
this.node.active=false;
}
mission_end(){
this.node.active=true
}
load_ui_heros(){

View File

@@ -13,6 +13,7 @@ import { PopViewParams, UICallbacks } from "../../../../extensions/oops-plugin-f
import { RewardComp} from "./RewardComp";
import { HChipComp } from "../hero/HChipComp";
import { MissionComp } from "./MissionComp";
import { GameEvent } from "../common/config/GameEvent";
const { ccclass, property } = _decorator;
@@ -24,29 +25,41 @@ export class VictoryComp extends CCComp {
reward_lv:number=1
reward_num:number=2
/** 视图层逻辑代码分离演示 */
start() {
protected onLoad(): void {
this.on(GameEvent.MissionStart,this.mission_start,this)
this.on(GameEvent.FightEnd,this.mission_complete,this)
}
onAdded(args: any) {
}
mission_start(){
this.hide()
}
mission_complete(){
this.open()
}
victory_end(){
this.hide()
oops.message.dispatchEvent(GameEvent.MissionEnd)
}
open(){
this.show()
}
show(){
this.node.setPosition(v3(0,640,0))
}
hide(){
this.node.setPosition(v3(0,-1000,0))
}
do_x10(){
this.clear_x1()
}
do_x1(){
this.clear_x1()
}
clear_x1(){
this.node.parent.getComponent(MissionComp).to_mission_home()
this.victory_end()
}
item_show(e:any,val:any){
console.log("item_show",val)
}

View File

@@ -20,7 +20,7 @@ export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUp
private _timers: { [key: string]: number } = {};
private _damageQueue: Array<{ timer: number; callback: () => void }> = [];
init(): void {
oops.message.on(GameEvent.MissionEnd, this.clear_timer, this);
oops.message.on(GameEvent.FightEnd, this.clear_timer, this);
}
filter(): ecs.IMatcher {
return ecs.allOf(HeroViewComp);