import { _decorator ,Vec3,v3} 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 { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer"; import { Monster } from "../monster/Monster"; import { BoxSet } from "../common/config/BoxSet"; import { smc } from "../common/SingletonModuleComp"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { MapViewScene } from "./view/MapViewScene"; import { MissionSet,MissionNum,MonsetList } from "../common/config/MissionSet"; import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager"; const { ccclass, property } = _decorator; /** 视图层对象 */ @ccclass('MapMonsterComp') @ecs.register('MapMonster', false) export class MapMonsterComp extends CCComp { // scene: MapViewScene = null; max_count: number = 99 ; //最大波次 cur_count: number = 1; //波次 boss_count: number = 10; //boss波次间隔 monster_level:number = 1; //怪物池等级 max_monster_level:number = 4; //最高怪物次等级 min_monster_num:number = 2; ///最小每次刷新怪物数量 max_monster_num:number = 2; //最大每次刷新怪物数量 refresh_timer: Timer = new Timer(5); // 刷新怪物定时器 refresh_cd: Timer = new Timer(0.5); mission_up_timer: Timer = new Timer(30); //波次增加 cur_mission:number = 1; //当前关卡方案 mission_list:any = [] setp_timer: Timer = new Timer(0.5); setp_num:number = 2; onLoad(){ // 监听全局事件 oops.message.on("do_add_monster", this.on_do_add_monster, this); } start() { // this.scene = this.getComponent(MapViewScene); let num =RandomManager.instance.getRandomByObjectList(MissionNum,1) this.cur_mission = num[0] this.mission_list = MonsetList[this.cur_mission] console.log("当前关卡方案",this.cur_mission,this.mission_list) this.refresh_timer= new Timer(smc.vm_data.gold.cd); this.monster_refresh() } protected update(dt: number): void { if(this.setp_timer.update(dt)){ this.monster_refresh() } if (this.refresh_timer.update(dt)) { this.setp_num = RandomManager.instance.getRandomInt(this.max_monster_num,this.max_monster_level,2) } if (this.mission_up_timer.update(dt)) { // 刷新怪物定时器 this.cur_count += 1; } // if (this.game_timer.update(dt)) { // smc.vm_data.game.g_time += 1; // } // this.shuaxin(dt) } monster_refresh(){ if (this.setp_num <= 0){ return } console.log("当前波数",this.cur_count) console.log("当前怪物池",this.mission_list[this.monster_level]) let m:any = RandomManager.instance.getRandomByObjectList(this.mission_list[this.monster_level],1) console.log("刷怪",m) this.addMonster(m[0]) this.setp_num -= 1 } private addMonster(uuid:number=1101) { let monster = ecs.getEntity(Monster); let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE) let camp = -1 monster.load(pos,camp,uuid); smc.monsters.splice(0,1) } private on_do_add_monster(event: string, args: any) { // this.addMonster(args.uuid) } /** 视图层逻辑代码分离演示 */ /** 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(); } }