import { _decorator,Button,EventHandler,EventTouch,Label,NodeEventType,resources,Sprite,SpriteAtlas,tween,UITransform,v3, Vec3,Animation, UI, instantiate, Prefab, screen } 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 { smc } from "../common/SingletonModuleComp"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { FightSet, HeroUI, MissionData, VmInfo} from "../common/config/Mission"; import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer"; import { GameEvent } from "../common/config/GameEvent"; import { HeroViewComp } from "../hero/HeroViewComp"; const { ccclass, property } = _decorator; //@todo this is a test /** 视图层对象 */ @ccclass('MissionComp') @ecs.register('MissionComp', false) export class MissionComp extends CCComp { // VictoryComp:any = null; // reward:number = 0; // reward_num:number = 0; onLoad(){ this.on(GameEvent.MissionStart,this.mission_start,this) this.on(GameEvent.MonDead,this.do_mon_dead,this) this.on(GameEvent.FightEnd,this.fight_end,this) this.on(GameEvent.MissionEnd,this.mission_end,this) this.on(GameEvent.DO_AD_BACK,this.do_ad,this) // this.on(GameEvent.CanUpdateLv,this.show_uplv_button,this) } protected update(dt: number): void { if(!smc.mission.play||smc.mission.pause){ return } if(smc.vmdata.mission_data.in_fight){ smc.vmdata.mission_data.fight_time+=dt } } //奖励发放 do_reward(){ // 奖励发放 } do_mon_dead(){ this.do_mon_dead_thing() smc.vmdata.mission_data.mon_num-- if(smc.vmdata.mission_data.mon_num<=0) { // if(smc.vmdata.mission_data.current_wave == RogueTalWave[this.count_tal()].wave){ // console.log("[MissionComp] current_wave:"+smc.vmdata.mission_data.current_wave+" tal wave:"+RogueTalWave[this.count_tal()].wave) // oops.message.dispatchEvent(GameEvent.TalentSelect,{slot:TalentSlot[this.count_tal()]}) // this.tals[this.count_tal()]=true // } } } do_mon_dead_thing(){ smc.vmdata.mission_data.gold+=smc.vmdata.mission_data.add_gold+smc.vmdata.mission_data.buff_add_gold } do_ad(){ if(this.ad_back()){ oops.message.dispatchEvent(GameEvent.AD_BACK_TRUE) smc.vmdata.mission_data.refresh_count+=FightSet.MORE_RC }else{ oops.message.dispatchEvent(GameEvent.AD_BACK_FALSE) } } ad_back(){ return true } async mission_start(){ console.log("[MissionComp] ** 1 ** mission_start") this.node.getChildByName("ending").getComponent(Animation).play("startFight") oops.message.dispatchEvent(GameEvent.FightReady) this.node.active=true this.data_init() let loading=this.node.parent.getChildByName("loading") loading.active=true this.scheduleOnce(()=>{ loading.active=false this.node.getChildByName("ending").active=false },1) this.to_fight() } to_fight(){ console.log("[MissionComp] ** 3 ** to_fight") smc.vmdata.mission_data.in_fight=true oops.message.dispatchEvent(GameEvent.FightStart) //MissionMonComp 监听刷怪 } to_end_fight(){ oops.message.dispatchEvent(GameEvent.FightEnd) } fight_end(){ console.log("任务结束") this.node.getChildByName("ending").active=true this.node.getChildByName("ending").getComponent(Animation).play("endFight") // 延迟0.5秒后执行任务结束逻辑 this.scheduleOnce(() => { smc.mission.play=false smc.mission.pause=false this.cleanComponents() }, 0.5) } mission_end(){ this.node.getChildByName("ending").active=false this.node.active=false } data_init(){ //局内数据初始化 smc 数据初始化 smc.mission.play = true; smc.vmdata.mission_data = JSON.parse(JSON.stringify(MissionData)); console.log("局内数据初始化") } private cleanComponents() { ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {entity.remove(HeroViewComp);entity.destroy()}); } /** 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(); } }