import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas, BoxCollider2D} 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 { HeroViewComp } from "./HeroViewComp"; import { BoxSet, FacSet } from "../common/config/BoxSet"; import { HeroInfo } from "../common/config/heroSet"; import { MonModelComp } from "./MonModelComp"; import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp"; import { SkillConComp } from "./SkillConComp"; import { Attrs, getAttrs, SkillSet } from "../common/config/SkillSet"; /** 角色实体 */ @ecs.register(`Monster`) export class Monster extends ecs.Entity { HeroModel!: MonModelComp; HeroView!: HeroViewComp; BattleMove!: BattleMoveComp; protected init() { this.addComponents( BattleMoveComp, MonModelComp, ); } destroy(): void { this.remove(HeroViewComp); this.remove(MonModelComp); super.destroy(); } /** 加载角色 */ load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false, strengthMultiplier: number = 1.0) { scale=-1 let box_group=BoxSet.MONSTER // console.log("mon load",uuid) // this.addComponents( MonModelComp, BattleMoveComp); var scene = smc.map.MapView.scene; var path = "game/heros/"+HeroInfo[uuid].path; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); node.parent = scene.entityLayer!.node! const collider = node.getComponent(BoxCollider2D); if (collider) collider.enabled = false; // 先禁用 // 延迟一帧启用碰撞体 node.setPosition(pos) this.hero_init(uuid,node,scale,box_group,is_boss,is_call, strengthMultiplier) oops.message.dispatchEvent("monster_load",this) // 初始化移动参数 const move = this.get(BattleMoveComp); move.direction = -1; // 向左移动 move.targetX = -800; // 左边界 smc.vmdata.mission_data.mon_num++ // console.log("[Mon] mission_data.mon_num:",smc.vmdata.mission_data.mon_num) } hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false,is_call:boolean=false, strengthMultiplier: number = 1.0) { var hv = node.getComponent(HeroViewComp)!; // console.log("hero_init",buff) let hero= HeroInfo[uuid] // 共用英雄数据 hv.scale = scale; hv.fac = FacSet.MON; hv.type = hero.type; hv.is_boss = is_boss; if(!is_boss){ hv.is_kalami=true } hv.box_group = box_group; hv.hero_uuid= uuid; hv.hero_name= hero.name; // 初始化基础属性,并根据强度倍率调整 const baseHp = Math.floor(hero.hp * strengthMultiplier); const baseAp = Math.floor(hero.ap * strengthMultiplier); const baseDef = Math.floor(hero.def * strengthMultiplier); for(let i=0;i