/* * @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 { HeroSet,MonSet } from "../common/config/heroSet"; import { Role } from "../Role/Role"; import { MoveToComp } from "../common/ecs/position/MoveTo"; import { Talents } from "../common/config/TalentSet"; import { MonModelComp } from "../mon/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,layer:Node=smc.map.MapView.scene.entityLayer!.node!,index:number=-1,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/hero/"+smc.heros[uuid].path; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); node.parent=layer // var as = node.getComponent(HeroSpine); // let ratio=this.set_ratio(uuid); // node.setScale(node.scale.x*scale*ratio, node.scale.y*ratio, 0); // pos.x=smc.Role.RoleView.node.position.x+pos.x; // pos.y=smc.Role.RoleView.node.position.y+pos.y; node.setPosition(pos) this.hero_init(uuid,node,index,scale,box_group) oops.message.dispatchEvent("hero_load",this) } hero_init(uuid:number=1001,node:Node,index:number=-1,scale:number=1,box_group=BoxSet.HERO){ var hv = node.getComponent(HeroViewComp)!; // console.log("hero_init",buff) let hero_set= smc.heros[uuid] let role_talent= smc.vm_data.talent let talents=Talents; hv.scale = scale; hv.box_group = box_group; hv.speed =hv.ospeed = hero_set.speed; hv.hero_uuid= uuid; hv.hero_name= hero_set.name; hv.atk_dis = hero_set.atk_dis; hv.power = hero_set.power; hv.level = hero_set.level; hv.type = hero_set.type; hv.skill_uuid = hero_set.skill_uuid; hv.max_skill_uuid = hero_set.max_skill_uuid; hv.role_heros_index = index; hv.type = hero_set.type; hv.hp= hv.hp_max =Math.floor(hero_set.hp*(1+talents[1011].bonus*role_talent[1011].lv)*smc.vm_data.mission.hero.hp); hv.atk = Math.floor(hero_set.atk*(1+talents[1012].bonus*role_talent[1012].lv)) hv.atk_cd = hero_set.atk_cd*(1-talents[1013].bonus*role_talent[1013].lv); hv.st_boncus=1+talents[1015].bonus*role_talent[1015].lv; hv.s_boncus=1+talents[1016].bonus*role_talent[1016].lv; hv.power_max= hero_set.power_max*(1-talents[1014].bonus*role_talent[1014].lv);; this.add(hv); } set_ratio(uuid:number){ let ratio=1; switch (smc.heros[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; } }