Files
heros/assets/script/game/map/MissionMonComp.ts
2025-06-06 22:54:09 +08:00

92 lines
3.4 KiB
TypeScript

import { _decorator, 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 { Monster } from "../hero/Mon";
import { BoxSet } from "../common/config/BoxSet";
import { HeroSet, MonSet } from "../common/config/heroSet";
import { Missions } from "../common/config/Mission";
import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
import { Timer } from "db://oops-framework/core/common/timer/Timer";
import { smc } from "../common/SingletonModuleComp";
import { GameEvent } from "../common/config/GameEvent";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('MissionMonCompComp')
@ecs.register('MissionMonComp', false)
export class MissionMonCompComp extends CCComp {
timer:Timer=new Timer(10)
// 添加刷怪队列
private monsterQueue: Array<{uuid: number, position: number, isBoss: boolean}> = [];
private isSpawning: boolean = false;// 是否正在生成怪物
private spawnInterval: number = 1; // 每个怪物生成间隔时间
private spawnTimer: number = 0; // 生成计时器
onLoad(){
this.on(GameEvent.FightStart,this.mon_refresh,this)
}
/** 视图层逻辑代码分离演示 */
start() {
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
// this.on(ModuleEvent.Cmd, this.onHandler, this);
// this.test_call()
}
protected update(dt: number): void {
if(!smc.mission.play||smc.mission.pause) return
// if(this.timer.update(dt)){
// this.mon_refresh()
// }
// 处理刷怪队列
if (this.monsterQueue.length > 0 && !this.isSpawning) {
this.spawnTimer += dt;
if (this.spawnTimer >= this.spawnInterval) {
this.spawnNextMonster();
this.spawnTimer = 0;
}
}
}
test_call(){
this.addToSpawnQueue(5202, 0, true);
}
mon_refresh(){
console.log("mon_refresh:start load monster lv :",smc.mission.lv)
let positions = [0, 1, 2];
positions.forEach(pos => {
let x = RandomManager.instance.getRandomInt(0, Missions[0].length, 1);
this.addToSpawnQueue(Missions[0][x], pos, false);
});
}
// 新增:添加到刷怪队列
private addToSpawnQueue(uuid: number, position: number, isBoss: boolean = false) {
this.monsterQueue.push({
uuid: uuid,
position: position,
isBoss: isBoss
});
}
// 新增:从队列中生成下一个怪物
private spawnNextMonster() {
if (this.monsterQueue.length === 0) return;
const monsterData = this.monsterQueue.shift();
if (monsterData) {
this.addMonster(monsterData.uuid, monsterData.position, monsterData.isBoss);
}
}
private addMonster(uuid:number=1001,i:number=0,is_boss:boolean=false) {
let mon = ecs.getEntity<Monster>(Monster);
let scale = -1
let pos:Vec3 = v3(MonSet[i].pos);
mon.load(pos,scale,uuid,is_boss);
}
/** 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();
}
}