import { _decorator, Component, Node, resources, Sprite, SpriteAtlas } from 'cc'; import { oops } from 'db://oops-framework/core/Oops'; import { GameEvent } from '../common/config/GameEvent'; import { smc } from '../common/SingletonModuleComp'; import { EquipInfo, EquipType, EquipAttr, EquipAttrTarget } from '../common/config/Equips'; const { ccclass, property } = _decorator; @ccclass('EquipsComp') export class EquipsComp extends Component { weapon:any=null armor:any=null accessory:any=null skill1:any=null skill2:any=null skill3:any=null boxs:Node=null attrs:any={ hero:{ ap:0, hp:0, atk_count:0, atk_speed:0, skill_dmg:0, skill_cd:0, }, ally:{ ap:0, hp:0, atk_count:0, atk_speed:0, skill_dmg:0, skill_cd:0, }, enemy:{ ap:0, hp:0, atk_count:0, atk_speed:0, skill_dmg:0, skill_cd:0, }, friend:{ ap:0, hp:0, atk_count:0, atk_speed:0, skill_dmg:0, skill_cd:0, } } /** 视图层逻辑代码分离演示 */ onLoad() { oops.message.on(GameEvent.FightReady,this.fight_ready,this) oops.message.on(GameEvent.EquipAdd,this.equip_add,this) oops.message.on(GameEvent.EquipRemove,this.equip_remove,this) this.boxs=this.node.getChildByName("boxs") } start(){ this.fight_ready() } fight_ready(){ this.boxs.getChildByName("weapon").getChildByName("icon").active=false this.boxs.getChildByName("armor").getChildByName("icon").active=false this.boxs.getChildByName("accessory").getChildByName("icon").active=false this.weapon={ uuid:2001, name:"weapon", type:"weapon", level:0, } this.armor={ uuid:2002, name:"armor", type:"armor", level:0, } this.accessory={ uuid:0, name:"accessory", type:"accessory", level:0, } this.count_attrs() } equip_add(e:GameEvent,data:any){ console.log("equip_add",data) if(data.type==EquipType.WEAPON){ this.weapon.uuid=data.uuid this.weapon.name=data.name this.weapon.type=data.type this.weapon.level=data.level this.show_weapon(data.uuid) } if(data.type==EquipType.ARMOR){ this.armor.uuid=data.uuid this.armor.name=data.name this.armor.type=data.type this.armor.level=data.level this.show_armor(data.uuid) } if(data.type==EquipType.ACCESSORY){ this.accessory.uuid=data.uuid this.accessory.name=data.name this.accessory.type=data.type this.accessory.level=data.level this.show_accessory(data.uuid) } } show_weapon(uuid:number){ let icon = this.node.getChildByName("boxs").getChildByName("weapon").getChildByName("icon") icon.active=true var icon_path = "game/heros/equips" resources.load(icon_path, SpriteAtlas, (err: any, atlas) => { const sprite = icon.getChildByName("icon").getComponent(Sprite); sprite.spriteFrame = atlas.getSpriteFrame(uuid.toString()); }); } show_armor(uuid:number){ let icon = this.node.getChildByName("boxs").getChildByName("armor").getChildByName("icon") icon.active=true var icon_path = "game/heros/equips" resources.load(icon_path, SpriteAtlas, (err: any, atlas) => { const sprite = icon.getChildByName("icon").getComponent(Sprite); sprite.spriteFrame = atlas.getSpriteFrame(uuid.toString()); }); } show_accessory(uuid:number){ let icon = this.node.getChildByName("boxs").getChildByName("accessory").getChildByName("icon") icon.active=true var icon_path = "game/heros/equips" resources.load(icon_path, SpriteAtlas, (err: any, atlas) => { const sprite = icon.getChildByName("icon").getComponent(Sprite); sprite.spriteFrame = atlas.getSpriteFrame(uuid.toString()); }); } count_attrs(){ // 重置所有属性 this.reset_attrs(); // 获取所有装备的属性 let weapon_attrs = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.attributes || [] : []; let armor_attrs = this.armor.uuid ? EquipInfo[this.armor.uuid]?.attributes || [] : []; let accessory_attrs = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.attributes || [] : []; // 合并所有装备属性 const allAttrs = [...weapon_attrs, ...armor_attrs, ...accessory_attrs]; // 计算每个目标的属性加成 allAttrs.forEach(attr => { const target = attr.target || EquipAttrTarget.ALL; const targetKey = this.getTargetKey(target); if (targetKey) { switch (attr.type) { case EquipAttr.ATK: this.attrs[targetKey].ap += attr.value; break; case EquipAttr.HP: this.attrs[targetKey].hp += attr.value; break; case EquipAttr.ATK_COUNT: this.attrs[targetKey].atk_count += attr.value; break; case EquipAttr.ATK_SPEED: this.attrs[targetKey].atk_speed += attr.value; break; case EquipAttr.SKILL_DMG: this.attrs[targetKey].skill_dmg += attr.value; break; case EquipAttr.SKILL_SPEED: this.attrs[targetKey].skill_cd += attr.value; break; } } }); console.log("count_attrs",this.attrs) } // 重置所有属性为0 private reset_attrs() { Object.keys(this.attrs).forEach(key => { Object.keys(this.attrs[key]).forEach(attrKey => { this.attrs[key][attrKey] = 0; }); }); } // 根据目标类型获取对应的key private getTargetKey(target: EquipAttrTarget): string | null { switch (target) { case EquipAttrTarget.ALL: return 'hero'; // 默认作用于英雄 case EquipAttrTarget.SELF: return 'hero'; case EquipAttrTarget.FRIEND: return 'friend'; case EquipAttrTarget.ENEMY: return 'enemy'; default: return null; } } equip_remove(e:GameEvent,data:any){ console.log("equip_remove",data) } update(dt: number): void { if(!smc.mission.play||smc.mission.pause) return } }