/* * @Author: dgflash * @Date: 2021-11-18 17:47:56 * @LastEditors: dgflash * @LastEditTime: 2022-08-04 15:43:04 */ import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas} from "cc"; import { UICallbacks } from "../../../../extensions/oops-plugin-framework/assets/core/gui/layer/Defines"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { UIID } from "../common/config/GameUIConfig"; import { smc } from "../common/SingletonModuleComp"; import { HeroModelComp } from "./HeroModelComp"; import { HeroSpine } from "./HeroSpine"; import { HeroViewComp } from "./HeroViewComp"; import { BoxSet } from "../common/config/BoxSet"; import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager"; import { HeroInfo,MonSet } from "../common/config/heroSet"; import { MoveToComp } from "../common/ecs/position/MoveTo"; import { Talents } from "../common/config/TalentSet"; import { MonModelComp } from "./MonModelComp"; /** 角色实体 */ @ecs.register(`Hero`) export class Hero extends ecs.Entity { // 数据层 HeroModel!: HeroModelComp; // 视图层 HeroView!: HeroViewComp; protected init() { } destroy(): void { this.remove(HeroViewComp); this.remove(MoveToComp); super.destroy(); } /** 加载角色 */ load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_hero:boolean=true) { let box_group= 0 if (is_hero) { scale = 1 box_group=BoxSet.HERO this.addComponents( HeroModelComp); }else{ scale=-1 box_group=BoxSet.MONSTER this.addComponents( MonModelComp); } 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) oops.message.dispatchEvent("hero_load",this) } hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO){ var hv = node.getComponent(HeroViewComp)!; // console.log("hero_init",buff) let hero= HeroInfo[uuid] // 共用英雄数据 let talent= smc.vmdata.talent //角色英雄数据 let role =smc.heros[uuid] let talents=Talents; hv.scale = scale; hv.box_group = box_group; hv.hero_uuid= uuid; hv.hero_name= hero.name; hv.hero_type= hero.type; 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; hv.slv = role.slv; hv.type = hero.type; hv.sk1 = hero.sk1[role.slv]; hv.sk2 = hero.sk2[role.slv]; hv.sk3 = hero.sk3[role.slv]; hv.akc = hero.akc[role.slv]; hv.uac = hero.uac[role.slv]; hv.crc = hero.crc[role.slv]; hv.dgc = hero.dgc[role.slv]; hv.akr = hero.akr[role.slv]; hv.uar = hero.uar[role.slv]; hv.crr = hero.crr[role.slv]; hv.dgr = hero.dgr[role.slv]; hv.type = hero.type; hv.hp= hv.hp_max =hero.hp+hero.hp_up*role.lv ; hv.ap = hero.ap+hero.ap_up*role.lv ; hv.def= hero.def+hero.def_up*role.lv; 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); } set_ratio(uuid:number){ let ratio=1; switch (HeroInfo[uuid].level) { case 2: ratio=1.05 break; case 3: ratio=1.1 break; case 4: ratio=1.15 break; case 5: ratio=1.2 break; default: ratio=1 } return ratio; } }