import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { BoxSet, FacSet } from "../common/config/BoxSet"; import { HType } from "../common/config/heroSet"; import {Attrs, SkillSet } from "../common/config/SkillSet"; import { smc } from "../common/SingletonModuleComp"; import { HeroViewComp } from "../hero/HeroViewComp"; import { SkillCom } from "./SkillCom"; import { instantiate, Node, Prefab, Vec3 ,tween, v3,animation,Label,resources,SpriteFrame,Sprite} from "cc"; /** Skill 模块 */ @ecs.register(`Skill`) export class Skill extends ecs.Entity { SkillView!: SkillCom; /** 实始添加的数据层组件 */ protected init() { } /** 模块资源释放 */ destroy() { // 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放 this.remove(SkillCom); super.destroy(); } load( startPos: Vec3, // 起始位置 parent: Node, // 父节点 uuid: number, // 技能ID targetPos: Vec3, // 目标位置 caster:any=null, // 施法者 angle:number=0, dmg:number=0 ) { const config = SkillSet[uuid]; if (!config) { console.error("[Skill] 技能配置不存在:", uuid); return; } // 检查施法者 if (!caster) { console.error("[Skill] 施法者为空"); return; } // 加载预制体 const path = `game/skill/atk/${config.sp_name}`; const prefab:Prefab = oops.res.get(path, Prefab); if (!prefab) { console.error("[Skill] 预制体加载失败:", path); return; } if(uuid==6001){ console.log("load skill startPos",startPos) } const node = instantiate(prefab); var scene = smc.map.MapView.scene; // 设置节点属性 node.parent = parent; node.setPosition(startPos); if(caster.fac==FacSet.MON){ node.scale=v3(node.scale.x*-1,1,1) }else{ if(caster.type==HType.warrior){ if(caster.node.scale.x<0){ node.scale=v3(node.scale.x*-1,node.scale.y,1) } } } node.angle+=angle // 添加技能组件 const SComp = node.getComponent(SkillCom); // 初始化技能参数 // 只设置必要的运行时属性,配置信息通过 SkillSet[uuid] 访问 Object.assign(SComp, { // 核心标识 s_uuid: uuid, // 位置和施法者信息 startPos: startPos, targetPos: targetPos, group: caster.box_group, fac: caster.fac, // 技能数值 }); this.add(SComp); } }