dd
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@@ -1,9 +1,10 @@
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import { _decorator, Label, ProgressBar, resources, Sprite, SpriteAtlas } from "cc";
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import { _decorator, Label, ProgressBar, resources, Sprite, SpriteAtlas, v3, Vec3 } 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 { SkillSet } from "../common/config/SkillSet";
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import { BoxSet } from "../common/config/BoxSet";
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import { smc } from "../common/SingletonModuleComp";
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import { Skill } from "../skills/Skill";
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const { ccclass, property } = _decorator;
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@@ -11,53 +12,35 @@ const { ccclass, property } = _decorator;
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@ccclass('MSkillComp')
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@ecs.register('MSkillComp', false)
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export class MSkillComp extends CCComp {
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s_uuid: number = 0;
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group: number = 0;
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lv:number = 0;
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skill_on:boolean = false;
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cd:number = 0;
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/** 视图层逻辑代码分离演示 */
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start() {
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}
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init(){
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this.lv=0
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console.log("MSkillComp init s_uuid:",this.s_uuid,this.group);
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this.node.getChildByName("lv").getComponent(Label).string=this.lv.toString()
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if(SkillSet[this.s_uuid]==undefined){this.skill_on=false; return}
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this.cd=SkillSet[this.s_uuid].cd;
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this.s_uuid=smc.mission.mskill
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if(this.group == BoxSet.MONSTER){
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this.s_uuid=smc.mission.mmskill
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}
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var icon_path = "game/skills/skill_icon"
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resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
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const sprite = this.node.getChildByName("icon").getComponent(Sprite);
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sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[this.s_uuid].path);
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});
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this.skill_on=true
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}
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protected update(dt: number): void {
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if(!this.skill_on) return
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this.doing_cd(dt)
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}
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doing_cd(dt: number){
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this.cd-=dt
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this.node.getChildByName("cd").getComponent(ProgressBar).progress=this.cd/SkillSet[this.s_uuid].cd
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if(this.cd<=0){
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console.log("cd<=0")
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this.cd=SkillSet[this.s_uuid].cd
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if(!smc.mission.play||smc.mission.pause){
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return
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}
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}
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lvup(){
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this.lv++
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this.node.getChildByName("lv").getComponent(Label).string=this.lv.toString()
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private doSkill(config: typeof SkillSet[keyof typeof SkillSet]) {
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const skillEntity = ecs.getEntity<Skill>(Skill);
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const start_pos=v3(0,0)
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const target_pos=v3(0,0)
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skillEntity.load(
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start_pos, // 起始位置
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BoxSet.HERO, // 阵营
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this.node.parent, // 父节点
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config.uuid, // 技能ID
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target_pos, // 目标位置
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);
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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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}
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}
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