import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas} from "cc"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { smc } from "../common/SingletonModuleComp"; import { HeroModelComp } from "./HeroModelComp"; import { HeroViewComp } from "./HeroViewComp"; import { BoxSet, FacSet } from "../common/config/BoxSet"; import { HeroInfo } from "../common/config/heroSet"; import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp"; import { SkillConComp } from "./SkillConComp"; /** 角色实体 */ @ecs.register(`Hero`) export class Hero extends ecs.Entity { HeroModel!: HeroModelComp; HeroView!: HeroViewComp; BattleMove!: BattleMoveComp; protected init() { this.addComponents( BattleMoveComp, HeroModelComp, ); } destroy(): void { this.remove(HeroViewComp); this.remove(HeroModelComp); super.destroy(); } hart_load(uuid:number=5004) { console.log("主体加载") let box_group=BoxSet.HERO var path = "game/heros/"+HeroInfo[uuid].path; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); var scene = smc.map.MapView.scene; node.parent = scene.entityLayer!.node! let pos=v3(-277,0,0) node.setPosition(pos) var hv = node.getComponent(HeroViewComp)!; let hero= HeroInfo[uuid] // 共用英雄数据 hv.scale = 1; hv.fac = FacSet.HERO; hv.is_master=true; hv.type = hero.type; hv.box_group = box_group; hv.hero_uuid= uuid; hv.hero_name= hero.name; hv.speed =hv.ospeed = hero.speed; hv.dis = hero.dis; hv.hp= hv.hp_max =hero.hp; hv.ap = hero.ap; hv.lv=1 hv.cd = hero.a_cd hv.ap_u=hero.ap_u hv.ap_ur=hero.ap_ur hv.hp_up=hero.hp_up hv.atk_skill=hero.skills[0] console.log(hv.hero_name+"dis=>"+hv.dis) this.add(hv); } /** 加载角色 */ load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,info:any={ap:0,hp:0},fight_pos:number=0) { // console.log("英雄加载:",uuid,pos,scale,info) scale = 1 let box_group=BoxSet.HERO var path = "game/heros/"+HeroInfo[uuid].path; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); var scene = smc.map.MapView.scene; node.parent = scene.entityLayer!.node! node.setPosition(pos) // console.log("hero load",pos) var hv = node.getComponent(HeroViewComp)!; let hero= HeroInfo[uuid] // 共用英雄数据 hv.scale = scale; hv.fac = FacSet.HERO; hv.fight_pos=fight_pos hv.type = hero.type; hv.box_group = box_group; hv.hero_uuid= uuid; hv.hero_name= hero.name; hv.speed =hv.ospeed = hero.speed; hv.dis = hero.dis; hv.hp= hv.hp_max =hero.hp+info.hp; hv.ap = hero.ap+info.ap; hv.lv=info.lv+1 hv.cd = hero.a_cd hv.ap_u=hero.ap_u hv.ap_ur=hero.ap_ur hv.hp_up=hero.hp_up hv.atk_skill=hero.skills[0] this.add(hv); const move = this.get(BattleMoveComp); move.direction = 1; // 向右移动 move.targetX = 800; // 右边界' oops.message.dispatchEvent("hero_load",this) } }