Files
heros/assets/script/game/map/EquipsComp.ts
2025-06-13 15:10:47 +08:00

229 lines
8.2 KiB
TypeScript

import { _decorator, Component, Node, resources, Sprite, SpriteAtlas } from 'cc';
import { oops } from 'db://oops-framework/core/Oops';
import { GameEvent } from '../common/config/GameEvent';
import { smc } from '../common/SingletonModuleComp';
import { EquipInfo, EquipType, EquipAttrTarget} from '../common/config/Equips';
import { BuffAttr, getBuffNum } from '../common/config/SkillSet';
const { ccclass, property } = _decorator;
@ccclass('EquipsComp')
export class EquipsComp extends Component {
weapon:any=null
armor:any=null
accessory:any=null
skill1:any=null
skill2:any=null
skill3:any=null
boxs:Node=null
attrs:any={
hero:getBuffNum(),
ally:getBuffNum(),
enemy:getBuffNum(),
friend:getBuffNum(),
}
/** 视图层逻辑代码分离演示 */
onLoad() {
oops.message.on(GameEvent.FightReady,this.fight_ready,this)
oops.message.on(GameEvent.EquipAdd,this.equip_add,this)
oops.message.on(GameEvent.EquipRemove,this.equip_remove,this)
this.boxs=this.node.getChildByName("boxs")
}
start(){
this.fight_ready()
}
fight_ready(){
this.boxs.getChildByName("weapon").getChildByName("icon").active=false
this.boxs.getChildByName("armor").getChildByName("icon").active=false
this.boxs.getChildByName("accessory").getChildByName("icon").active=false
this.weapon={
uuid:0,
name:"weapon",
type:"weapon",
level:0,
}
this.armor={
uuid:0,
name:"armor",
type:"armor",
level:0,
}
this.accessory={
uuid:0,
name:"accessory",
type:"accessory",
level:0,
}
this.count_attrs()
}
equip_add(e:GameEvent,data:any){
console.log("equip_add",data)
if(data.type==EquipType.WEAPON){
this.weapon.uuid=data.uuid
this.weapon.name=data.name
this.weapon.type=data.type
this.weapon.level=data.level
this.show_weapon(data.uuid)
}
if(data.type==EquipType.ARMOR){
this.armor.uuid=data.uuid
this.armor.name=data.name
this.armor.type=data.type
this.armor.level=data.level
this.show_armor(data.uuid)
}
if(data.type==EquipType.ACCESSORY){
this.accessory.uuid=data.uuid
this.accessory.name=data.name
this.accessory.type=data.type
this.accessory.level=data.level
this.show_accessory(data.uuid)
}
this.count_attrs()
}
show_weapon(uuid:number){
let icon = this.node.getChildByName("boxs").getChildByName("weapon").getChildByName("icon")
icon.active=true
var icon_path = "game/heros/equips"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("icon").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(uuid.toString());
});
}
show_armor(uuid:number){
let icon = this.node.getChildByName("boxs").getChildByName("armor").getChildByName("icon")
icon.active=true
var icon_path = "game/heros/equips"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("icon").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(uuid.toString());
});
}
show_accessory(uuid:number){
let icon = this.node.getChildByName("boxs").getChildByName("accessory").getChildByName("icon")
icon.active=true
var icon_path = "game/heros/equips"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("icon").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(uuid.toString());
});
}
count_attrs(){
// 重置所有属性
this.reset_attrs();
console.log("重置后的属性", this.attrs);
// 获取所有装备的属性
let weapon_attrs = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.attributes || [] : [];
let armor_attrs = this.armor.uuid ? EquipInfo[this.armor.uuid]?.attributes || [] : [];
let accessory_attrs = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.attributes || [] : [];
console.log("武器属性", weapon_attrs);
console.log("防具属性", armor_attrs);
console.log("饰品属性", accessory_attrs);
// 合并所有装备属性
const allAttrs = [...weapon_attrs, ...armor_attrs, ...accessory_attrs];
console.log("合并后的所有属性", allAttrs);
// 计算每个目标的属性加成
allAttrs.forEach(attr => {
const target = attr.target || EquipAttrTarget.ALL;
let targetKey = null;
// 根据目标类型获取对应的key
switch (target) {
case EquipAttrTarget.ALL:
targetKey = 'ally';
break;
case EquipAttrTarget.HERO:
targetKey = 'hero';
break;
case EquipAttrTarget.FRIEND:
targetKey = 'friend';
break;
case EquipAttrTarget.ENEMY:
targetKey = 'enemy';
break;
}
console.log("处理属性加成", {
target: target,
targetKey: targetKey,
attr: attr,
beforeValue: targetKey ? this.attrs[targetKey][BuffAttr[attr.type]] : null
});
if (targetKey) {
switch (attr.type) {
case BuffAttr.ATK:
this.attrs[targetKey].ATK += attr.value;
break;
case BuffAttr.ATK_COUNT:
this.attrs[targetKey].ATK_COUNT += attr.value;
break;
case BuffAttr.ATK_CD:
this.attrs[targetKey].ATK_CD += attr.value;
break;
case BuffAttr.HP:
this.attrs[targetKey].HP += attr.value;
break;
case BuffAttr.DEF:
this.attrs[targetKey].DEF += attr.value;
break;
case BuffAttr.SKILL_DMG:
this.attrs[targetKey].SKILL_DMG += attr.value;
break;
case BuffAttr.SKILL_CD:
this.attrs[targetKey].SKILL_CD += attr.value;
break;
case BuffAttr.CARD_EFFECT:
this.attrs[targetKey].CARD_EFFECT += attr.value;
break;
case BuffAttr.CARD_COUNT:
this.attrs[targetKey].CARD_COUNT += attr.value;
break;
}
console.log("属性加成后", {
targetKey: targetKey,
attrType: BuffAttr[attr.type],
afterValue: this.attrs[targetKey][BuffAttr[attr.type]]
});
}
});
console.log("最终属性加成", this.attrs);
oops.message.dispatchEvent(GameEvent.EquipChange, this.attrs);
}
// 重置所有属性为0
private reset_attrs() {
// 创建新的属性对象
const newAttrs = {
hero: getBuffNum(),
ally: getBuffNum(),
enemy: getBuffNum(),
friend: getBuffNum()
};
// 替换整个 attrs 对象
this.attrs = newAttrs;
console.log("重置属性", {
hero: this.attrs.hero,
ally: this.attrs.ally,
enemy: this.attrs.enemy,
friend: this.attrs.friend
});
}
equip_remove(e:GameEvent,data:any){
console.log("equip_remove",data)
}
update(dt: number): void {
if(!smc.mission.play||smc.mission.pause) return
}
}