Files
heros/assets/script/game/map/CardsComp.ts

184 lines
6.1 KiB
TypeScript

import { _decorator, tween, 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 { GameEvent } from "../common/config/GameEvent";
import { CardComp } from "./CardComp";
import { cardType, getRandomCardsByType } from "../common/config/CardSet";
import { smc } from "../common/SingletonModuleComp";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('CardsCompComp')
@ecs.register('CardsComp', false)
export class CardsCompComp extends CCComp {
card1:any=null
card2:any=null
card3:any=null
card4:any=null
card1c:CardComp=null
card2c:CardComp=null
card3c:CardComp=null
card4c:CardComp=null
/** 卡牌展示队列 */
private cardQueue: Array<{type: GameEvent, data?: any}> = [];
/** 是否正在展示卡牌 */
private isShowing: boolean = false;
/** 视图层逻辑代码分离演示 */
onLoad() {
// 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(GameEvent.HeroSkillSelect, this.addToQueue, this);
this.on(GameEvent.HeroSelect, this.addToQueue, this);
this.on(GameEvent.CardRefresh, this.addToQueue, this);
this.on(GameEvent.HeroSkillSelectEnd, this.close_cards, this);
this.on(GameEvent.CardsClose, this.close_cards, this);
this.card1=this.node.getChildByName("card1")
this.card2=this.node.getChildByName("card2")
this.card3=this.node.getChildByName("card3")
this.card4=this.node.getChildByName("card4")
this.card1c=this.card1.getComponent(CardComp)
this.card2c=this.card2.getComponent(CardComp)
this.card3c=this.card3.getComponent(CardComp)
this.card4c=this.card4.getComponent(CardComp)
}
hero_select(){
let list=getRandomCardsByType(cardType.HERO,4)
console.log("英雄选择卡牌列表",list)
this.card1c.hero_select(list[0])
this.card2c.hero_select(list[1])
this.card3c.hero_select(list[2])
this.card4c.hero_select(list[3])
}
hero_skill_select(){
let list=getRandomCardsByType(cardType.SKILL,4)
console.log("技能选择卡牌列表",list)
this.card1c.hero_skill_select(list[0])
this.card2c.hero_skill_select(list[1])
this.card3c.hero_skill_select(list[2])
this.card4c.hero_skill_select(list[3])
}
equip_select(){
let list=getRandomCardsByType(cardType.EQUIP,4)
console.log("装备选择卡牌列表",list)
this.card1c.equip_select(list[0])
this.card2c.equip_select(list[1])
this.card3c.equip_select(list[2])
this.card4c.equip_select(list[3])
}
func_select(){
console.log("功能选择卡牌")
}
random_select(){
this.card1c.random_select()
this.card2c.random_select()
this.card3c.random_select()
this.card4c.random_select()
}
/** 添加卡牌展示到队列 */
private addToQueue(e: GameEvent, data?: any) {
console.log("添加卡牌到队列", e);
this.cardQueue.push({type: e, data: data});
this.processQueue();
}
/** 处理卡牌队列 */
private processQueue() {
if (this.isShowing || this.cardQueue.length === 0) {
return;
}
const nextCard = this.cardQueue.shift();
this.isShowing = true;
this.show_cards(nextCard.type, nextCard.data);
}
show_cards(e:GameEvent,data:any){
this.node.getChildByName("Button").active=false
switch(e){
case GameEvent.HeroSelect:
console.log("显示英雄选择卡牌")
this.hero_select()
break
case GameEvent.HeroSkillSelect:
console.log("显示技能选择卡牌")
this.hero_skill_select()
break
case GameEvent.CardRefresh:
console.log("显示随机刷新卡牌")
this.node.getChildByName("Button").active=true
this.random_select()
break
}
this.show()
}
close_cards(e:GameEvent,data:any){
switch(e){
case GameEvent.HeroSelect:
console.log("关闭英雄选择卡牌")
break
case GameEvent.HeroSkillSelect:
console.log("关闭技能选择卡牌")
break
case GameEvent.CardRefresh:
console.log("关闭随机刷新卡牌")
break
case GameEvent.CardsClose:
console.log("关闭所有卡牌")
break
}
this.hide()
}
show(){
// 设置初始状态
smc.mission.pause=true
this.node.setPosition(v3(0, 0, 0));
this.node.setScale(v3(0, 0, 1));
// 使用缓动动画放大和移动
tween(this.node)
.parallel(
tween().to(0.3, { scale: v3(1, 1, 1) }, { easing: 'backOut' }),
tween().to(0.3, { position: v3(0, 640, 0) }, { easing: 'backOut' })
)
.start();
}
hide(){
smc.mission.pause=false
tween(this.node)
.parallel(
tween().to(0.3, { scale: v3(0, 0, 1) }, { easing: 'backIn' }),
tween().to(0.3, { position: v3(0, 0, 0) }, { easing: 'backIn' })
)
.call(()=>{
this.node.setPosition(v3(0, -1000, 0));
this.isShowing = false;
this.processQueue(); // 处理队列中的下一个卡牌
})
.start();
}
//放弃选择
give_up_select(){
this.hide()
let mission_data=smc.vmdata.mission_data
mission_data.gold+=(mission_data.back_gold+mission_data.buff_back_gold) //返还金币
}
/** 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.cardQueue = [];
this.isShowing = false;
this.node.destroy();
}
}