卡牌技能

This commit is contained in:
2024-08-21 08:40:25 +08:00
parent b9edfd7001
commit fa8a2d1c6d
23 changed files with 1279 additions and 264 deletions

View File

@@ -7,38 +7,72 @@ import { BoxSet } from "../common/config/BoxSet";
import { smc } from "../common/SingletonModuleComp";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { MapViewScene } from "./view/MapViewScene";
import { MissionSet,MissionNum,MonsetList } from "../common/config/MissionSet";
import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('MapMonsterComp')
@ecs.register('MapMonster', false)
export class MapMonsterComp extends CCComp {
scene: MapViewScene = null;
current_map: any;
private monster_refresh_rtimer: Timer = new Timer(1);
async onLoad(){
// scene: MapViewScene = null;
max_count: number = 99 ; //最大波次
cur_count: number = 1; //波次
boss_count: number = 10; //boss波次间隔
monster_level:number = 1; //怪物池等级
max_monster_level:number = 4; //最高怪物次等级
min_monster_num:number = 2; ///最小每次刷新怪物数量
max_monster_num:number = 2; //最大每次刷新怪物数量
refresh_timer: Timer = new Timer(5); // 刷新怪物定时器
refresh_cd: Timer = new Timer(0.5);
mission_up_timer: Timer = new Timer(30); //波次增加
cur_mission:number = 1; //当前关卡方案
mission_list:any = []
setp_timer: Timer = new Timer(0.5);
setp_num:number = 2;
onLoad(){
// 监听全局事件
oops.message.on("do_add_monster", this.on_do_add_monster, this);
}
start() {
// this.scene = this.getComponent(MapViewScene);
let num =RandomManager.instance.getRandomByObjectList(MissionNum,1)
this.cur_mission = num[0]
this.mission_list = MonsetList[this.cur_mission]
console.log("当前关卡方案",this.cur_mission,this.mission_list)
this.refresh_timer= new Timer(smc.vm_data.gold.cd);
this.monster_refresh()
}
protected update(dt: number): void {
if (this.monster_refresh_rtimer.update(dt)) {
// 刷新怪物定时器
if(this.setp_timer.update(dt)){
this.monster_refresh()
}
if (this.refresh_timer.update(dt)) {
this.setp_num = RandomManager.instance.getRandomInt(this.max_monster_num,this.max_monster_level,2)
}
if (this.mission_up_timer.update(dt)) {
// 刷新怪物定时器
this.cur_count += 1;
}
// if (this.game_timer.update(dt)) {
// smc.vm_data.game.g_time += 1;
// }
// this.shuaxin(dt)
}
monster_refresh(){
if(smc.monsters.length > 0 ){
this.addMonster(smc.monsters[0].uuid)
if (this.setp_num <= 0){
return
}
console.log("当前波数",this.cur_count)
console.log("当前怪物池",this.mission_list[this.monster_level])
let m:any = RandomManager.instance.getRandomByObjectList(this.mission_list[this.monster_level],1)
console.log("刷怪",m)
this.addMonster(m[0])
this.setp_num -= 1
}
private addMonster(uuid:number=1101) {
let monster = ecs.getEntity<Monster>(Monster);
let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE)
let camp = -1
@@ -50,10 +84,7 @@ export class MapMonsterComp extends CCComp {
// this.addMonster(args.uuid)
}
/** 视图层逻辑代码分离演示 */
start() {
this.scene = this.getComponent(MapViewScene);
}
/** 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 */
reset() {

View File

@@ -1,15 +1,17 @@
import { _decorator ,Prefab,instantiate,Node} from "cc";
import { _decorator ,v3,Prefab,instantiate,Node} from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { BoxSet } from "../common/config/BoxSet";
import { MapViewScene } from "./view/MapViewScene";
import { CSkill } from "../monster/CSkill";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('MapSkillComp')
@ecs.register('MapSkill', false)
export class MapSkillComp extends CCComp {
// scene: MapViewScene = null;
@property(Prefab)
light: Prefab = null;
onLoad(){
@@ -18,19 +20,24 @@ export class MapSkillComp extends CCComp {
oops.message.on("do_use_skill", this.doSkill, this);
}
doSkill(){
// console.log("doSkill")
this.addSkill();
}
addSkill(uuid:number=1001){
let csk =ecs.getEntity<CSkill>(CSkill);
let camp = 1
let pos = v3(BoxSet.CSKILL_X*-camp,BoxSet.CSKILL_Y)
csk.load(pos,camp,uuid);
}
doMonsterLoad(){
// const light = instantiate(this.light);
// light.setPosition(300,-30,0);
// this.node.addChild(light);
}
doHeroLoad(){
// console.log(this.light)
// const light = instantiate(this.light);
// light.setPosition(BoxSet.HERO_START,BoxSet.GAME_LINE,0);
// this.node.addChild(light);
console.log(this.light)
const light = instantiate(this.light);
light.setPosition(BoxSet.HERO_START,BoxSet.GAME_LINE,0);
this.node.addChild(light);
}
/** 视图层逻辑代码分离演示 */
start() {

View File

@@ -25,7 +25,9 @@ export default class EntityLayer extends Component {
// this.node.children.sort(this.zIndexSort);
}
protected start(): void {
console.log("EntityLayer start")
}
public clear() {
this.node.children.forEach(n => {

View File

@@ -36,9 +36,9 @@ export default class SkillLayer extends Component {
// this.node.addChild(light);
}
doHeroLoad(){
const light = instantiate(this.light);
light.setPosition(BoxSet.HERO_START,BoxSet.GAME_LINE,0);
this.node.addChild(light);
// const light = instantiate(this.light);
// light.setPosition(BoxSet.HERO_START,BoxSet.GAME_LINE,0);
// this.node.addChild(light);
}
update(dt: number) {
// this.timer.update(dt)
@@ -46,7 +46,9 @@ export default class SkillLayer extends Component {
// this.node.children.sort(this.zIndexSort);
}
start(){
console.log("SkillLayer start")
}
public clear() {
this.node.children.forEach(n => {