/* * @Author: dgflash * @Date: 2021-11-18 17:47:56 * @LastEditors: dgflash * @LastEditTime: 2022-08-04 15:43:04 */ import { instantiate, Node, Prefab, tween, Vec3,Label,resources ,SpriteAtlas,Sprite,v3} 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 { RoleModelComp } from "./RoleModelComp"; import { RoleSpine } from "./RoleSpine"; import { MoveToComp } from "../common/ecs/position/MoveTo"; import { RoleViewComp } from "./RoleViewComp"; import { BoxSet } from "../common/config/BoxSet"; /** 角色实体 */ @ecs.register(`Role`) export class Role extends ecs.Entity { // 数据层 RoleModel!: RoleModelComp; RoleMoveTo!: MoveToComp; // 移动 // 视图层 RoleView!: RoleViewComp; protected init() { this.addComponents( RoleModelComp); } destroy(): void { this.remove(RoleViewComp); super.destroy(); } /** 加载角色 */ load(pos: Vec3 = Vec3.ZERO,uuid:number=101) { // var path = "game/monster/"+prefab_path; var path = "game/heros/role"; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); var scene = smc.map.MapView.scene; node.parent = scene.entityLayer!.node!; node.setScale(node.scale.x, node.scale.y, node.scale.z); node.setPosition(pos) this.hero_init(uuid,node) } hero_init(uuid:number=1001,node:Node,pos:Vec3=v3(0,0,0)){ var rv = node.getComponent(RoleViewComp)!; let role=smc.vm_data.role; rv.hero_uuid=uuid; rv.speed =rv.ospeed = role.speed; rv.hero_name= "role"; rv.hp= rv.hp_max = role.hp*(1+smc.vm_data.talent[1].bonus*smc.vm_data.talent[1].lv); rv.level = role.lv; rv.atk = role.atk*(1+smc.vm_data.talent[2].bonus*smc.vm_data.talent[2].lv); rv.atk_cd = role.atk_cd*(1-smc.vm_data.talent[3].bonus*smc.vm_data.talent[3].lv); rv.st_boncus=1+smc.vm_data.talent[15].bonus*smc.vm_data.talent[15].lv; rv.s_boncus=1+smc.vm_data.talent[16].bonus*smc.vm_data.talent[16].lv; rv.power = role.power; rv.skills = role.skills; for (let i = 0; i < rv.skills.length; i++) { rv.skills[i].cd*(1-smc.vm_data.talent[4].bonus*smc.vm_data.talent[4].lv) } rv.skill = role.skill; rv.box_group = BoxSet.HERO; this.add(rv); } move(target: Vec3) { var move = this.get(MoveToComp) || this.add(MoveToComp); move.target = target; move.node = this.RoleView.node; move.speed = 300; } }