import { _decorator, v3, Vec3 } 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 { Monster } from "../hero/Mon"; import { BoxSet } from "../common/config/BoxSet"; import { HeroSet, MonSet } from "../common/config/heroSet"; import { Missions } from "../common/config/Mission"; import { RandomManager } from "db://oops-framework/core/common/random/RandomManager"; import { Timer } from "db://oops-framework/core/common/timer/Timer"; import { smc } from "../common/SingletonModuleComp"; import { GameEvent } from "../common/config/GameEvent"; import { oops } from "db://oops-framework/core/Oops"; const { ccclass, property } = _decorator; /** 视图层对象 */ @ccclass('MissionMonCompComp') @ecs.register('MissionMonComp', false) export class MissionMonCompComp extends CCComp { timer:Timer=new Timer(10) // 添加刷怪队列 private monsterQueue: Array<{uuid: number, position: number, isBoss: boolean}> = []; private isSpawning: boolean = false;// 是否正在生成怪物 private spawnInterval: number = 1; // 每个怪物生成间隔时间 private spawnTimer: number = 0; // 生成计时器 onLoad(){ this.on(GameEvent.FightStart,this.mon_refresh,this) } /** 视图层逻辑代码分离演示 */ start() { // var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象 // this.on(ModuleEvent.Cmd, this.onHandler, this); // this.test_call() } protected update(dt: number): void { if(!smc.mission.play||smc.mission.pause) return // if(this.timer.update(dt)){ // this.mon_refresh() // } // 处理刷怪队列 if (this.monsterQueue.length > 0 && !this.isSpawning) { this.spawnTimer += dt; if (this.spawnTimer >= this.spawnInterval) { this.spawnNextMonster(); this.spawnTimer = 0; } } } test_call(){ this.addToSpawnQueue(5202, 0, true); } mon_refresh(){ oops.message.dispatchEvent(GameEvent.WaveUpdate) console.log("怪物登场,当前波次 :",smc.vmdata.mission_data.current_wave) let positions = [0, 1, 2]; positions.forEach(pos => { let x = RandomManager.instance.getRandomInt(0, Missions[0].length, 1); this.addToSpawnQueue(Missions[0][x], pos, false); }); } // 新增:添加到刷怪队列 private addToSpawnQueue(uuid: number, position: number, isBoss: boolean = false) { this.monsterQueue.push({ uuid: uuid, position: position, isBoss: isBoss }); } // 新增:从队列中生成下一个怪物 private spawnNextMonster() { if (this.monsterQueue.length === 0) return; const monsterData = this.monsterQueue.shift(); if (monsterData) { this.addMonster(monsterData.uuid, monsterData.position, monsterData.isBoss); } } private addMonster(uuid:number=1001,i:number=0,is_boss:boolean=false) { let mon = ecs.getEntity(Monster); let scale = -1 let pos:Vec3 = v3(MonSet[i].pos); mon.load(pos,scale,uuid,is_boss); } /** 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() { // this.node.destroy(); } }