import { _decorator ,Vec3,v3, Prefab, instantiate,Node} 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 { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer"; import { BoxSet } from "../common/config/BoxSet"; import { smc } from "../common/SingletonModuleComp"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { MapViewScene } from "./view/MapViewScene"; import { MissionSet,MissionNum,MonsetList, BossList } from "../common/config/MissionSet"; import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager"; import { Role } from "../Role/Role"; import { Hero } from "../hero/Hero"; import { HeroModelComp } from "../hero/HeroModelComp"; import { Mon } from "../mon/Mon"; import { MonModelComp } from "../mon/MonModelComp"; import { Boss} from "../Boss/Boss"; import { UIID } from "../common/config/GameUIConfig"; const { ccclass, property } = _decorator; /** 视图层对象 */ @ccclass('MapMonsterComp') @ecs.register('MapMonster', false) export class MapMonsterComp extends CCComp { scene: MapViewScene = null; max_count: number = 99 ; //最大波次 cur_count: number = 1; //波次 boss_count: number = 10; //boss波次间隔 monster_level:number = 1; //怪物池等级 max_monster_level:number = 4; //最高怪物次等级 min_monster_num:number = 1; ///最小每次刷新怪物数量 max_monster_num:number = 1; //最大每次刷新怪物数量 refresh_timer: Timer = new Timer(5); // 刷新怪物定时器 refresh_cd: Timer = new Timer(0.5); mission_up_timer: Timer = new Timer(30); //波次增加 boss_timer: Timer = new Timer(10); boss_num:number = 1; cur_mission:number = 1; //当前关卡方案 mission_list:any = [] boss_list:any = [] setp_timer: Timer = new Timer(0.3); call_hero_timer: Timer = new Timer(0.3); target_timer: Timer = new Timer(0.1); setp_num:number = smc.vm_data.mission.once; total:number = 0; hero_total:number = 0; reward:number = 0; reward_num:number = 0; game_over:boolean = false; start_ys:any[] = [0,70,-70]; mon_index:number = 0 hero_index:number = 0 hero_x:number = 0; @property(Node) start_p: Node = null; onLoad(){ // 监听全局事件 oops.message.on("other_add_monster", this.on_other_add_monster, this); oops.message.on("do_add_hero", this.on_do_add_hero, this); oops.message.on("mission_start", this.mission_start, this); oops.message.on("normal_call", this.on_normal_call, this); oops.message.on("better_call", this.on_better_call, this); } start() { // this.scene = this.getComponent(MapViewScene); // this.scene.node.active = true // this.scene = this.getComponent(MapViewScene); var scene = smc.map.MapView.scene; this.start_p.parent=scene.mapLayer!.node! this.set_start_point() } protected update(dt: number): void { if(!smc.vm_data.mission.play||smc.vm_data.pause){ return } if(this.setp_timer.update(dt)){ if(this.total<=0) return this.monster_refresh() } if(this.call_hero_timer.update(dt)){ if(this.hero_total <= 0) return this.on_normal_call() } if(this.boss_timer.update(dt)){ if(this.boss_num <=0 ) return this.load_boss() } this.is_reward() if (this.refresh_timer.update(dt)) { this.setp_num=smc.vm_data.mission.once } if (this.mission_up_timer.update(dt)) { // 刷新怪物定时器 this.cur_count += 1; } this.count_hero_pos() this.count_mon_pos() // if (this.game_timer.update(dt)) { // smc.vm_data.game.g_time += 1; // } // this.shuaxin(dt) } mission_start(){ this.total=smc.vm_data.mission.m_less=smc.vm_data.mission.m_alive=smc.vm_data.mission.total; this.hero_total=smc.vm_data.role.hero_num let num =RandomManager.instance.getRandomByObjectList(MissionNum,1) this.cur_mission = num[0] this.mission_list = MonsetList[this.cur_mission] this.boss_list = BossList[this.cur_mission] // console.log("当前关卡方案",this.cur_mission,this.mission_list) this.refresh_timer= new Timer(smc.vm_data.mission.refresh_timer); this.boss_num=1 this.boss_timer = new Timer(smc.vm_data.mission.boss_cd) this.hero_x=0 this.hero_index=0 smc.vm_data.mission.coin = 0 this.load_role() } on_normal_call(){ let hero:any =RandomManager.instance.getRandomByObjectList(smc.cards, 1); this.addHero(hero[0].uuid) this.hero_total -= 1 } on_better_call(){ let hero:any =RandomManager.instance.getRandomByObjectList(smc.cards, 1); console.log("better_call:",hero) this.addHero(hero[0].uuid) this.addHero(hero[0].uuid) } monster_refresh(){ if (this.setp_num <= 0){ return } let m:any = RandomManager.instance.getRandomByObjectList(this.mission_list[this.monster_level],1) var scene = smc.map.MapView.scene; let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE+this.start_ys[this.mon_index]) let monster_layer = scene.entityLayer!.node! this.addMonster(m[0],monster_layer,pos) this.mon_index += 1 if(this.mon_index>2){ this.mon_index = 0 } smc.vm_data.mission.m_less=this.total -= 1 // this.setp_num -= 1 } is_reward(){ if(smc.vm_data.mission.reward_num < smc.vm_data.mission.reward) return // this.do_reward() smc.vm_data.mission.reward_num = 0 } do_reward(){ console.log("do_reward") oops.message.dispatchEvent("do_reward"); } private addMonster(uuid:number=1001,layer:any,pos:Vec3=v3(0,0,0)) { let monster = ecs.getEntity(Mon); let scale = -1 monster.load(pos,scale,uuid,layer); } private on_other_add_monster(event: string, args: any) { var scene = smc.map.MapView.scene; let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE) let monster_layer = scene.entityLayer!.node! this.addMonster(args.uuid,monster_layer,pos) } set_start_point(){ // this.start_p.setPosition(-240,BoxSet.GAME_LINE+this.start_ys[this.hero_index]+30,0) } check_mon_count(){ let count = 0; let list = ecs.query(ecs.allOf(MonModelComp)); count = list.length return count; } count_mon_pos(){ let monsters:any= ecs.query(ecs.allOf(MonModelComp)); smc.enemy_pos[0].x=320 smc.enemy_pos[1].x=320 smc.enemy_pos[2].x=320 for(let i=0;i smc.hero_pos[0].x&&ho.y == smc.hero_pos[0].y){ smc.hero_pos[0].x = ho.x continue } if(ho.x > smc.hero_pos[0].x&&ho.y == smc.hero_pos[1].y ){ smc.hero_pos[1].x = ho.x continue } if(ho.x > smc.hero_pos[0].x&&ho.y == smc.hero_pos[2].y){ smc.hero_pos[2].x = ho.x continue } } // console.log("count_hero_pos",smc.hero_pos); } load_role(){ let role = ecs.getEntity(Role); let pos = v3(BoxSet.HERO_START+50,BoxSet.GAME_LINE-5) role.load(pos,109) smc.Role=role // console.log("加载玩家",role) } private on_do_add_hero(event: string, args: any) { this.addHero(args.uuid) } /** 添加玩家 */ private addHero(uuid:number=1001) { let hero = ecs.getEntity(Hero); var scene = smc.map.MapView.scene; let pos:Vec3 = v3(-210-this.hero_x*30,BoxSet.GAME_LINE+this.start_ys[this.hero_index]); let monster_layer = scene.entityLayer!.node! let scale = 1 hero.load(pos,scale,uuid,monster_layer); this.hero_index += 1 if(this.hero_index > 2){ this.hero_index = 0 this.hero_x +=1 } this.set_start_point() } load_boss(){ let bs:any = RandomManager.instance.getRandomByObjectList(this.boss_list[this.monster_level],1) var scene = smc.map.MapView.scene; let pos:Vec3 = v3(260,BoxSet.GAME_LINE) let layer = scene.entityLayer!.node! let b = ecs.getEntity(Boss); let scale = -1 b.load(pos,scale,bs[0],layer); this.boss_num -= 1 } /** 视图层逻辑代码分离演示 */ /** 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(); } }