import { _decorator, Component, instantiate, Node, Prefab } from 'cc'; import { SkillCom } from './SkillCom'; import { ecs } from 'db://oops-framework/libs/ecs/ECS'; import { Hero } from '../hero/Hero'; import { BoxSet } from '../common/config/BoxSet'; import { Monster } from '../hero/Mon'; import { HeroViewComp } from '../hero/HeroViewComp'; import { smc } from '../common/SingletonModuleComp'; import { HeroInfo } from '../common/config/heroSet'; import { oops } from 'db://oops-framework/core/Oops'; const { ccclass, property } = _decorator; @ccclass('ZhanCom') export class ZhanCom extends Component { base:SkillCom = null start() { this.base =this.node.getComponent(SkillCom) let pos = this.node.position let hero:any=null if(this.base.box_group==BoxSet.HERO) { hero = ecs.getEntity(Hero); let scale = 1 hero.load(pos,scale,this.base.hero); } if(this.base.box_group==BoxSet.MONSTER) hero = ecs.getEntity(Monster); } update(deltaTime: number) { } call_hero() { let scale = 1 let box_group=BoxSet.HERO var path = "game/heros/"+HeroInfo[this.base.hero].path; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); var scene = smc.map.MapView.scene; node.parent = scene.entityLayer!.node! node.setPosition(this.node.position) oops.message.dispatchEvent("hero_load",this) var hv = node.getComponent(HeroViewComp)!; // console.log("hero_init",buff) let hero= HeroInfo[this.base.hero] // 共用英雄数据数据 hv.scale = scale; hv.box_group = box_group; hv.hero_uuid= this.base.hero; hv.hero_name= hero.name; hv.speed =hv.ospeed = hero.speed; hv.dis = hero.dis; hv.pw = hero.pw; hv.pwm= hero.pwm; hv.pws= hero.pws hv.apw=hero.apw; hv.uapw=hero.uapw; hv.cpw=hero.cpw; hv.dpw=hero.dpw; hv.dopw=hero.dopw; hv.type = hero.type; let slv = hv.slv = 1; hv.sk1 = hero.sk1[slv]; hv.sk2 = hero.sk2[slv]; hv.sk3 = hero.sk3[slv]; hv.akc = hero.akc[slv]; hv.uac = hero.uac[slv]; hv.crc = hero.crc[slv]; hv.dgc = hero.dgc[slv]; hv.akr = hero.akr[slv]; hv.uar = hero.uar[slv]; hv.crr = hero.crr[slv]; hv.dgr = hero.dgr[slv]; hv.rhp_max=this.base.hp hv.ap = this.base.ap hv.def=this.base.def hv.cd = hero.a_cd hv.crit = hero.crit; //暴击率 hv.crit_add = hero.crit_add;//暴击伤害加成 hv.dodge = hero.dodge; //闪避率 hv.aexp=hero.aexp; hv.uaexp=hero.uaexp; hv.cexp=hero.cexp hv.doexp=hero.doexp hv.dexp=hero.dexp; } }