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, HeroPos, HType } from "../common/config/heroSet"; import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp"; import { GameEvent } from "../common/config/GameEvent"; /** 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(); } /** 加载角色 */ load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,fight_pos:number=1) { // console.log("英雄加载:",uuid,pos,scale,info) scale = 1 // 查找空闲英雄槽位 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 = this.hero_init(uuid,node) this.add(hv); oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid}) const move = this.get(BattleMoveComp); move.direction = 1; // 向右移动 move.targetX = 0; // 右边界' if(HeroInfo[uuid].type==HType.remote){ move.targetX = -100; // 右边界' } if(HeroInfo[uuid].type==HType.mage){ move.targetX = -200; // 右边界' } smc.vmdata.mission_data.hero_num++ } hero_init(uuid:number=1001,node:Node) { var hv = node.getComponent(HeroViewComp)!; let hero= HeroInfo[uuid] // 共用英雄数据 hv.scale = 1; hv.is_master=true; hv.lv=HeroInfo[uuid].lv?HeroInfo[uuid].lv:1 hv.fac = FacSet.HERO; hv.type = hero.type; hv.box_group = BoxSet.HERO; hv.hero_uuid= uuid; hv.hero_name= hero.name; hv.hp=hv.hp_max=hv.hp_base=HeroInfo[uuid].hp; hv.mp=hv.mp_max=hv.mp_base=HeroInfo[uuid].mp; // hv.Attrs=getBuffNum() // hv.Attrs[BuffAttr.SPEED]=hv.speed = hero.speed; // hv.Attrs[BuffAttr.DIS]=hv.dis=hero.dis; // hv.Attrs[BuffAttr.ATK_CD]=hv.cd=hero.cd // hv.Attrs[BuffAttr.AP]=hv.ap=HeroInfo[uuid].ap; // hv.Attrs[BuffAttr.DEF]=HeroInfo[uuid].def; // hero.buff.forEach((buff:any)=>{ // hv.apply_buff(buff.type,buff.value) // }) // for(let i=0;i{ // hv.apply_buff(buff.buff, buff.buV) // }) // continue // }else{ // hv.skills.push({ // cd:0, // uuid:hero.skills[i], // cd_max:i==0?hero.cd:SkillSet[hero.skills[i]].cd // }) // } // } return hv } }