import { _decorator, resources, Sprite, SpriteAtlas, SpriteFrame, v3, Vec3 } 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 { Hero } from "../hero/Hero"; import { smc } from "../common/SingletonModuleComp"; import { Timer } from "db://oops-framework/core/common/timer/Timer"; import { GameEvent } from "../common/config/GameEvent"; import { HeroModelComp } from "../hero/HeroModelComp"; import { HeroViewComp } from "../hero/HeroViewComp"; import { oops } from "db://oops-framework/core/Oops"; import { HeroPos } from "../common/config/heroSet"; import { FightSet } from "../common/config/Mission"; import { QualitySet } from "../common/config/BoxSet"; const { ccclass, property } = _decorator; /** 视图层对象 */ @ccclass('MissionHeroCompComp') @ecs.register('MissionHeroComp', false) export class MissionHeroCompComp extends CCComp { timer:Timer=new Timer(2) Friend_is_dead:boolean=false current_hero_uuid:number=0 current_hero_num:number=-1 heros:any=[] onLoad(){ this.on(GameEvent.UseHeroCard,this.call_hero,this) this.on(GameEvent.FightReady,this.fight_ready,this) this.on(GameEvent.Zhaohuan,this.zhao_huan,this) this.on(GameEvent.FightEnd,this.clear_heros,this) } start() { // this.test_call() } clear_heros(){ // console.log("[MissionHeroComp]: FightEnd clear heros") } fight_ready(){ // this.heros=[] // for(let i=0;i= FightSet.HERO_MAX_NUM) return this.current_hero_uuid = uuid this.heros[this.current_hero_num].uuid = uuid this.heros[this.current_hero_num].count = 1 this.heros[this.current_hero_num].quality = QualitySet.GREEN this.addHero(uuid, false) } /** 添加英雄 */ private addHero(uuid:number=1001,is_zhaohuan:boolean=false) { // console.log("[MissionHeroComp]:addHero",uuid,is_zhaohuan) let hero_pos=0 let hero = ecs.getEntity(Hero); let scale = 1 let pos:Vec3 = HeroPos[hero_pos].pos; hero.load(pos,scale,uuid); } /** 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(); } }