import { instantiate, Prefab, v3 } from "cc"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { MSkillComp } from "./MSkillComp"; import { smc } from "../common/SingletonModuleComp"; import { BoxSet } from "../common/config/BoxSet"; /** MSkill 模块 */ @ecs.register(`MSkill`) export class MSkill extends ecs.Entity { /** 实始添加的数据层组件 */ protected init() { // this.addComponents(); } load(box_group:number=0,uuid:number=1001) { var path = "game/hero/mskill"; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); let entityLayer =smc.map.MapView.scene.entityLayer!.node! node.parent = entityLayer let pos=v3(-300,245) if(box_group==BoxSet.MONSTER){ pos.x=300 // node.setScale(-1,1) } node.setPosition(pos) var msc = node.getComponent(MSkillComp)!; msc.msk_uuid = uuid msc.box_group = box_group this.add(msc) } /** 模块资源释放 */ destroy() { // 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放 super.destroy(); } }