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 } from "../common/config/BoxSet"; import { HeroInfo } from "../common/config/heroSet"; import { Talents } from "../common/config/TalentSet"; import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp"; import { HeroSkillsComp } from "../skill/heroSkillsComp"; /** 角色实体 */ @ecs.register(`Hero`) export class Hero extends ecs.Entity { HeroModel!: HeroModelComp; HeroView!: HeroViewComp; BattleMove!: BattleMoveComp; HeroSkills!: HeroSkillsComp; protected init() { this.addComponents( BattleMoveComp, HeroSkillsComp, HeroModelComp ); } destroy(): void { this.remove(HeroViewComp);; super.destroy(); } /** 加载角色 */ load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_call:boolean=false,lv:number=1) { scale = 1 let box_group=BoxSet.HERO 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) this.hero_init(uuid,node,scale,box_group,is_call,lv) oops.message.dispatchEvent("hero_load",this) } hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_call:boolean=false,lv:number=1){ var hv = node.getComponent(HeroViewComp)!; let hero= HeroInfo[uuid] // 共用英雄数据 let role =smc.heros[uuid] if(is_call){ role={slv:0,lv:lv} } let talents=Talents; hv.scale = scale; hv.fac = 0; hv.type = hero.type; hv.box_group = box_group; hv.hero_uuid= uuid; 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.lv = role.lv; let slv= Math.floor(( hv.lv) / 5); hv.hp= hv.hp_max =(hero.hp+hero.hp_up*hv.lv)*(1+hero.shp_up/100*slv) ; hv.ap = (hero.ap+hero.ap_up*hv.lv) *(1+hero.sap_up/100*slv); hv.def= (hero.def+hero.def_up*hv.lv)*(1+hero.sdef_up/100*slv); 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; this.add(hv); // 初始化多个技能组件 const skillsComp = this.get(HeroSkillsComp); // 正确初始化已有技能 hero.skills.forEach(skillId => { this.addSkill(skillId); // 使用addSkill方法确保初始化 }); // 初始化移动参数 const move = this.get(BattleMoveComp); move.direction = 1; // 向右移动 move.targetX = 800; // 右边界 } // 添加技能 public addSkill(skillId: number) { const comp = this.get(HeroSkillsComp); if (comp.skills.indexOf(skillId) === -1) { comp.skills.push(skillId); comp.cooldowns.set(skillId, 0); comp.counters.set(skillId, 0); console.log(`技能${skillId}初始化完成`, '当前cooldowns:', comp.cooldowns, '当前counters:', comp.counters); } } // 移除技能 public removeSkill(skillId: number) { const comp = this.get(HeroSkillsComp); comp.skills = comp.skills.filter(id => id !== skillId); } public levelUp() { // ...升级逻辑... const comp = this.get(HeroSkillsComp); comp.skills.forEach(skillId => { comp.resetCooldown(skillId); }); } }