import { instantiate, Node, Prefab, v3, Vec3 } from "cc"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { Hero } from "../hero/Hero"; import { Monster } from "../hero/Mon"; import { ECSEntity } from "db://oops-framework/libs/ecs/ECSEntity"; import { SkillSet } from "../common/config/SkillSet"; import { oops } from "db://oops-framework/core/Oops"; import { AtkConCom } from "./AtkConCom"; import { HeroAttrsComp } from "../hero/HeroAttrsComp"; import { BoxSet, FacSet } from "../common/config/BoxSet"; import { HType } from "../common/config/heroSet"; import { SkillView } from "./SkillView"; import { SDataCom } from "./SDataCom"; import { Attrs } from "../common/config/HeroAttrs"; import { SMoveDataComp } from "../skill/SMoveComp"; import { HeroViewComp } from "../hero/HeroViewComp"; /** Skill 模块 */ @ecs.register(`Skill`) export class Skill extends ecs.Entity { /** ---------- 数据层 ---------- */ SDataCom!: SDataCom; SMoveCom!: SMoveDataComp /** ---------- 业务层 ---------- */ // SkillBll!: SkillBllComp; /** ---------- 视图层 ---------- */ SView!: SkillView; /** 实始添加的数据层组件 */ protected init() { this.addComponents(); this.addComponents(); } load(startPos: Vec3, parent: Node, s_uuid: number, targetPos: Vec3, caster:HeroViewComp) { const config = SkillSet[s_uuid]; let casterAttrs=caster.ent.get(HeroAttrsComp).Attrs if (!config) { console.error("[Skill] 技能配置不存在:", s_uuid); 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; } // console.log("load skill startPos",startPos) const node: Node = instantiate(prefab); console.log("load skill node",node) node.parent = parent; // 设置节点属性 node.setPosition(startPos); if(casterAttrs.fac==FacSet.MON){ node.scale=v3(node.scale.x*-1,1,1) }else{ if(casterAttrs.type==HType.warrior){ if(casterAttrs.node.scale<0){ node.scale=v3(node.scale.x*-1,node.scale.y,1) } } } // 初始视图 const SView = node.getComponent(SkillView); // 只设置必要的运行时属性,配置信息通过 SkillSet[uuid] 访问 // 核心标识 SView.s_uuid= s_uuid SView.group= caster.box_group this.add(SView); // 初始化移动组件 const sMoveCom = this.get(SMoveDataComp); sMoveCom.startPos=startPos sMoveCom.targetPos=targetPos sMoveCom.s_uuid=s_uuid // 初始化数据组件 const sDataCom = this.get(SDataCom); sDataCom.group=caster.box_group sDataCom.caster=caster sDataCom.attrs=casterAttrs sDataCom.s_uuid=s_uuid } /** 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(SDataCom); this.remove(SkillView) super.destroy(); } }