import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas} from "cc"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { smc } from "../common/SingletonModuleComp"; import { HeroModelComp } from "./HeroModelComp"; import { HeroViewComp } from "./HeroViewComp"; import { BoxSet, FacSet } from "../common/config/BoxSet"; import { HeroInfo, HeroPos, HType } from "../common/config/heroSet"; import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp"; import { GameEvent } from "../common/config/GameEvent"; import { Attrs, getAttrs } from "../common/config/SkillSet"; /** 角色实体 */ @ecs.register(`Hero`) export class Hero extends ecs.Entity { HeroModel!: HeroModelComp; HeroView!: HeroViewComp; BattleMove!: BattleMoveComp; protected init() { this.addComponents( BattleMoveComp, HeroModelComp, ); } destroy(): void { this.remove(HeroViewComp); this.remove(HeroModelComp); super.destroy(); } /** 加载角色 */ load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,fight_pos:number=1) { // console.log("英雄加载:",uuid,pos,scale,info) scale = 1 // 查找空闲英雄槽位 var path = "game/heros/"+HeroInfo[uuid].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(pos) // console.log("hero load",pos) var hv = this.hero_init(uuid,node) this.add(hv); oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid}) const move = this.get(BattleMoveComp); move.direction = 1; // 向右移动 move.targetX = 0; // 右边界' if(HeroInfo[uuid].type==HType.remote){ move.targetX = -100; // 右边界' } if(HeroInfo[uuid].type==HType.mage){ move.targetX = -200; // 右边界' } smc.vmdata.mission_data.hero_num++ } hero_init(uuid:number=1001,node:Node) { var hv = node.getComponent(HeroViewComp)!; let hero= HeroInfo[uuid] // 共用英雄数据 hv.scale = 1; hv.is_master=true; hv.lv=hero.lv?hero.lv:1 hv.fac = FacSet.HERO; hv.type = hero.type; hv.box_group = BoxSet.HERO; hv.hero_uuid= uuid; hv.hero_name= hero.name; hv.base_ap=hero.ap hv.base_map=hero.mp hv.base_def=hero.def hv.hp=hv.base_hp=hero.hp hv.mp=hv.base_mp=hero.mp hv.Attrs=getAttrs() hv.Attrs[Attrs.HP_MAX]=hv.base_hp hv.Attrs[Attrs.MP_MAX]=hv.base_mp hv.Attrs[Attrs.DEF]=hv.base_def hv.Attrs[Attrs.AP]=hv.base_ap hv.Attrs[Attrs.MAP]=hv.base_map return hv } }