141 lines
4.6 KiB
TypeScript
141 lines
4.6 KiB
TypeScript
import { _decorator,Button,EventHandler,EventTouch,Label,NodeEventType,resources,Sprite,SpriteAtlas,tween,UITransform,v3, Vec3,Animation, UI } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { smc } from "../common/SingletonModuleComp";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { MissionData, Missions, MissionStatus} from "../common/config/Mission";
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import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
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import { GameEvent } from "../common/config/GameEvent";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { Hero } from "../hero/Hero";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@ccclass('MissionComp')
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@ecs.register('MissionComp', false)
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export class MissionComp extends CCComp {
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VictoryComp:any = null;
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reward:number = 0;
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reward_num:number = 0;
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GlodAddTimer:Timer = new Timer(1);
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onLoad(){
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this.on(GameEvent.MissionStart,this.mission_start,this)
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this.on(GameEvent.FightEnd,this.fight_end,this)
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this.on(GameEvent.MissionEnd,this.mission_end,this)
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this.on(GameEvent.CardsClose,this.after_used_skill_card,this)
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}
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protected update(dt: number): void {
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if(!smc.mission.play||smc.mission.pause){
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return
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}
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if(this.GlodAddTimer.update(dt)){
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smc.vmdata.mission_data.gold+=smc.vmdata.mission_data.add_gold
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}
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}
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async mission_start(){
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smc.mission.status=MissionStatus.ready
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oops.message.dispatchEvent(GameEvent.FightReady)
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this.node.active=true
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this.data_init()
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this.hart_hero_load()
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let loading=this.node.parent.getChildByName("loading")
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loading.active=true
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this.scheduleOnce(()=>{
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this.to_hero_skill_select()
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loading.active=false
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},0.5)
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}
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to_hero_skill_select(){
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console.log("英雄技能选择")
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oops.message.dispatchEvent(GameEvent.HeroSkillSelect)
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smc.mission.status=MissionStatus.ready_skill_select
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}
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after_used_skill_card(){
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switch(smc.mission.status){
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case MissionStatus.ready_skill_select:
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console.log("next to_hero_select")
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this.scheduleOnce(()=>{
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this.to_hero_select()
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},0.3)
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break
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case MissionStatus.ready_hero_select:
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console.log("netx to_fight")
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this.to_fight()
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break
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case MissionStatus.playing:
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break
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}
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}
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to_hero_select(){
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smc.mission.status=MissionStatus.ready_hero_select
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oops.message.dispatchEvent(GameEvent.HeroSelect)
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}
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to_fight(){
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smc.mission.status=MissionStatus.playing
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oops.message.dispatchEvent(GameEvent.FightStart)
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}
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to_end_fight(){
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smc.mission.status=MissionStatus.end
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oops.message.dispatchEvent(GameEvent.FightEnd)
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}
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fight_end(){
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console.log("任务结束")
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// 延迟0.5秒后执行任务结束逻辑
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this.scheduleOnce(() => {
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smc.mission.play=false
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smc.mission.pause=false
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this.cleanComponents()
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}, 0.5)
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}
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mission_end(){
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this.node.active=false
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}
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data_init(){
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//局内数据初始化
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console.log("局内数据初始化")
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smc.mission.play = true;
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smc.vmdata.mission_data = JSON.parse(JSON.stringify(MissionData));
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this.GlodAddTimer=new Timer(smc.vmdata.mission_data.refrsh_time)
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}
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//角色初始化
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hart_hero_load(){
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let hero = ecs.getEntity<Hero>(Hero);
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hero.hart_load()
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}
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card_init(){
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oops.message.dispatchEvent(GameEvent.CardRefresh)
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}
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card_refresh(){
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if(smc.vmdata.mission_data.gold< smc.vmdata.mission_data.refresh_gold){
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oops.gui.toast("金币不足", false);
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return
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}
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oops.message.dispatchEvent(GameEvent.CardRefresh)
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smc.vmdata.mission_data.gold-=smc.vmdata.mission_data.refresh_gold
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}
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private cleanComponents() {
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ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {entity.remove(HeroViewComp);entity.destroy()});
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}
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/** 视图层逻辑代码分离演示 */
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/** 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 */
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reset() {
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this.node.destroy();
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}
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} |