import { instantiate, Node, Prefab, v3, Vec3 } from "cc"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { Attrs, SkillSet } from "../common/config/SkillSet"; import { oops } from "db://oops-framework/core/Oops"; import { smc } from "../common/SingletonModuleComp"; import { FacSet } from "../common/config/BoxSet"; import { HType } from "../common/config/heroSet"; import { SkillViewCom } from "./SkillViewCom"; import { HeroViewComp } from "../hero/HeroViewComp"; /** SkillCon 模块 */ @ecs.register(`SkillEnt`) export class SkillEnt extends ecs.Entity { load(startPos: Vec3, parent: Node, uuid: number, targetPos: any[], caster:HeroViewComp=null,dmg:number=0) { const config = SkillSet[uuid]; if (!config) { console.error("[Skill] 技能配置不存在:", uuid); return; } // 检查施法者 if (!caster) { console.error("[Skill] 施法者为空"); return; } // 加载预制体 const path = `game/skill/atk/${config.sp_name}`; const prefab:Prefab = oops.res.get(path, Prefab); if (!prefab) { console.error("[Skill] 预制体加载失败:", path); return; } // console.log("load skill startPos",startPos) const node: Node = instantiate(prefab); console.log("load skill node",node) node.parent = parent; // 设置节点属性 node.setPosition(startPos); if(caster.fac==FacSet.MON){ node.scale=v3(node.scale.x*-1,1,1) }else{ if(caster.type==HType.warrior){ if(caster.node.scale.x<0){ node.scale=v3(node.scale.x*-1,node.scale.y,1) } } } // 添加技能组件 const SComp = node.getComponent(SkillViewCom); // 初始化技能参数 // 只设置必要的运行时属性,配置信息通过 SkillSet[uuid] 访问 // 核心标识 SComp.s_uuid= uuid SComp.cName=caster.hero_name SComp.scale= caster.node.scale.x // 位置和施法者信息 SComp.startPos= startPos SComp.targetPos= targetPos SComp.group= caster.box_group SComp.fac= caster.fac, // 技能数值(深拷贝避免引用问题) SComp.Attrs = { ...caster.Attrs } // 或使用 Object.assign({}, caster.Attrs) SComp.caster= caster, this.add(SComp); } /** 实始添加的数据层组件 */ protected init() { // this.addComponents(); } /** 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 this.remove(SkillViewCom); super.destroy(); } }