302 lines
12 KiB
TypeScript
302 lines
12 KiB
TypeScript
import { _decorator, Label, tween, v3 } 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 { GameEvent } from "../common/config/GameEvent";
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import { CardComp } from "./CardComp";
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import { cardType, getRandomCardsByType } from "../common/config/CardSet";
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import { smc } from "../common/SingletonModuleComp";
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import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
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import { EquipType } from "../common/config/Equips";
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import { getSkills, Quality } from "../common/config/SkillSet";
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import { getEnhancement } from "../common/config/LevelUp";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@ccclass('CardsCompComp')
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@ecs.register('CardsComp', false)
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export class CardsCompComp extends CCComp {
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card1:any=null
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card2:any=null
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card3:any=null
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// card4:any=null
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card1c:CardComp=null
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card2c:CardComp=null
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card3c:CardComp=null
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// card4c:CardComp=null
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/** 卡牌展示队列 */
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private cardQueue: Array<{type: GameEvent, data?: any}> = [];
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/** 是否正在展示卡牌 */
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private isShowing: boolean = false;
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//**当前卡组 */
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private now_card:any=null;
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//**是否正在倒计时 */
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private is_countdown:boolean=false;
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//**倒计时时间 */
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private countdown_time:number=10;
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/** 视图层逻辑代码分离演示 */
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onLoad() {
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// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
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this.on(GameEvent.HeroSkillSelect, this.addToQueue, this);
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this.on(GameEvent.HeroSelect, this.addToQueue, this);
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this.on(GameEvent.CardRefresh, this.addToQueue, this);
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this.on(GameEvent.FuncSelect, this.addToQueue, this);
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this.on(GameEvent.MissionEnd, this.clear_cards, this);
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this.on(GameEvent.HeroSkillSelectEnd, this.close_cards, this);
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this.on(GameEvent.CardsClose, this.close_cards, this);
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this.on(GameEvent.EquipSelect, this.addToQueue, this);
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this.on(GameEvent.EnhancementSelect, this.addToQueue, this);
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this.on(GameEvent.TalentSelect, this.addToQueue, this);
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this.card1=this.node.getChildByName("cards").getChildByName("card1")
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this.card2=this.node.getChildByName("cards").getChildByName("card2")
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this.card3=this.node.getChildByName("cards").getChildByName("card3")
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// this.card4=this.node.getChildByName("card4")
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this.card1c=this.card1.getComponent(CardComp)
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this.card2c=this.card2.getComponent(CardComp)
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this.card3c=this.card3.getComponent(CardComp)
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// this.card4c=this.card4.getComponent(CardComp)
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}
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show_cards(e:GameEvent,data:any,is_refresh:boolean=false){
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this.node.getChildByName("btns").getChildByName("cancel").active=false
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switch(e){
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case GameEvent.HeroSelect:
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console.log("[CardsComp]:显示英雄选择卡牌",data)
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let title="选择伙伴"
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if(data.is_master) title="选择英雄"
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this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string=title
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this.hero_select(data)
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break
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case GameEvent.HeroSkillSelect:
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console.log("[CardsComp]:显示技能选择卡牌")
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this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择技能"
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this.hero_skill_select(data)
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break
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case GameEvent.FuncSelect:
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console.log("[CardsComp]:显示功能卡牌")
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this.node.getChildByName("btns").getChildByName("cancel").active=true
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this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择卡牌"
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this.func_select()
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break
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case GameEvent.EquipSelect:
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console.log("[CardsComp]:显示装备选择卡牌")
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this.node.getChildByName("btns").getChildByName("cancel").active=true
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this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择装备"
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this.equip_select(data)
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break
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case GameEvent.EnhancementSelect:
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console.log("[CardsComp]:显示强化选择卡牌")
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this.node.getChildByName("btns").getChildByName("cancel").active=true
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this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择强化"
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this.enhancement_select()
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break
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case GameEvent.TalentSelect:
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console.log("[CardsComp]:显示天赋选择卡牌")
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this.node.getChildByName("btns").getChildByName("cancel").active=true
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this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择天赋"
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this.talent_select(data)
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break
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}
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if(!is_refresh) this.show()
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}
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talent_select(data:any){
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let list=getRandomCardsByType(cardType.TALENT,3,Quality.GREEN)
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console.log("[CardsComp]:天赋选择卡牌列表",list)
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this.card1c.talent_select(list[0],data)
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this.card2c.talent_select(list[1],data)
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this.card3c.talent_select(list[2],data)
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}
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enhancement_select(){
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let list=getEnhancement(smc.enhancements,3)
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console.log("[CardsComp]:强化选择卡牌列表",smc.enhancements,list)
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this.card1c.enhancement_select(list[0])
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this.card2c.enhancement_select(list[1])
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this.card3c.enhancement_select(list[2])
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}
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hero_select(data:any){
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let list=[]
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if(data.is_master){ //1是主将,0 是伙伴
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list=getRandomCardsByType(cardType.HERO,3,1)
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}else{
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list=getRandomCardsByType(cardType.HERO,3,0)
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}
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console.log("[CardsComp]:英雄选择卡牌列表",list)
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this.card1c.hero_select(list[0],data.is_master)
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this.card2c.hero_select(list[1],data.is_master)
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this.card3c.hero_select(list[2],data.is_master)
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// this.card4c.hero_select(list[3])
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}
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hero_skill_select(data:any){
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let list=[]
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if(data.slot=="skill1"){
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list =getRandomCardsByType(cardType.SKILL,3,Quality.GREEN)
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}else if(data.slot=="skill2"){
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list=getRandomCardsByType(cardType.SKILL,3,Quality.BLUE)
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}else if(data.slot=="skill3"){
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list=getRandomCardsByType(cardType.SKILL,3,Quality.PURPLE)
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}
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console.log("[CardsComp]:技能选择卡牌列表",list)
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this.card1c.hero_skill_select(list[0],data)
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this.card2c.hero_skill_select(list[1],data)
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this.card3c.hero_skill_select(list[2],data)
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// this.card4c.hero_skill_select(list[3])
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}
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equip_select(data:any){
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let list=[]
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switch(data.slot){
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case "weapon":
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list=getRandomCardsByType(cardType.EQUIP,3,EquipType.WEAPON,data.lv)
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break
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case "armor":
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list=getRandomCardsByType(cardType.EQUIP,3,EquipType.ARMOR,data.lv)
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break
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case "accessory":
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list=getRandomCardsByType(cardType.EQUIP,3,EquipType.ACCESSORY,data.lv)
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break
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}
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console.log("[CardsComp]:装备选择卡牌列表",list)
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this.card1c.equip_select(list[0],data)
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this.card2c.equip_select(list[1],data)
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this.card3c.equip_select(list[2],data)
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// this.card4c.equip_select(list[3])
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}
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func_select(){
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let list=getRandomCardsByType(cardType.SPECIAL,3)
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console.log("[CardsComp]:功能选择卡牌列表",list)
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this.card1c.func_select(list[0])
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this.card2c.func_select(list[1])
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this.card3c.func_select(list[2])
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// this.card4c.func_select(list[3])
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}
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random_select(){
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this.card1c.random_select()
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this.card2c.random_select()
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this.card3c.random_select()
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// this.card4c.random_select()
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}
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/** 添加卡牌展示到队列 */
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private addToQueue(e: GameEvent, data?: any) {
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console.log("[CardsComp]:添加卡牌到队列", e,data);
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this.cardQueue.push({type: e, data: data});
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this.processQueue();
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}
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/** 处理卡牌队列 */
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private processQueue() {
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if (this.isShowing || this.cardQueue.length === 0) {
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return;
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}
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const nextCard = this.cardQueue.shift();
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this.isShowing = true;
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this.now_card=nextCard
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this.show_cards(nextCard.type, nextCard.data);
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}
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close_cards(e:GameEvent,data:any){
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switch(e){
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case GameEvent.HeroSelect:
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console.log("[CardsComp]:关闭英雄选择卡牌")
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break
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case GameEvent.HeroSkillSelect:
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console.log("[CardsComp]:关闭技能选择卡牌")
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break
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case GameEvent.CardRefresh:
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console.log("[CardsComp]:关闭随机刷新卡牌")
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break
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case GameEvent.CardsClose:
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console.log("[CardsComp]:关闭所有卡牌")
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break
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}
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this.hide()
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}
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show(){
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this.node.getChildByName("vip").active=false
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// 设置初始状态
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smc.mission.pause=true
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// this.node.getChildByName("btns").getChildByName("cancel").setPosition(v3(0, this.node.getChildByName("btns").getChildByName("cancel").getPosition().y, 0))
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// this.node.getChildByName("top").setPosition(v3(0, this.node.getChildByName("top").getPosition().y, 0))
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this.node.setPosition(v3(0, 0, 0));
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this.node.setScale(v3(0, 0, 1));
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// 使用缓动动画放大和移动
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tween(this.node)
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.parallel(
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tween().to(0.3, { scale: v3(1, 1, 1) }, { easing: 'backOut' }),
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tween().to(0.3, { position: v3(0, 640, 0) }, { easing: 'backOut' })
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)
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.start();
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let vip = RandomManager.instance.getRandomInt(0,100)
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console.log("[CardsComp]:vip",vip)
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if(vip < 30){
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this.node.getChildByName("vip").active=true
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this.is_countdown=true
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this.countdown_time=10
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}
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}
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hide(){
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smc.mission.pause=false
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tween(this.node)
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.parallel(
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tween().to(0.3, { scale: v3(0, 0, 1) }, { easing: 'backIn' }),
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tween().to(0.3, { position: v3(0, 0, 0) }, { easing: 'backIn' })
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)
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.call(()=>{
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this.node.setPosition(v3(1500, 640, 0));
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this.isShowing = false;
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this.processQueue(); // 处理队列中的下一个卡牌
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})
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.start();
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}
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clear_cards(){
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// console.log("[CardsComp]:清除卡牌队列")
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this.cardQueue = [];
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this.close_cards(GameEvent.CardsClose,null)
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}
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refresh_card(){
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this.show_cards(this.now_card.type,this.now_card.data,true)
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}
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//放弃选择
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give_up_select(){
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this.hide()
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// let mission_data=smc.vmdata.mission_data
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// mission_data.gold+=(mission_data.back_gold+mission_data.buff_back_gold) //返还金币
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}
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//点击看视频广告
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to_do_vip(){
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if(this.checkout_vip()){
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console.log("[CardsComp]:vip检查通过")
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}
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}
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//检测广告是否成功观看
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checkout_vip(){
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return true
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}
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update(dt: number) {
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if(this.is_countdown){
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this.countdown_time-=dt
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this.node.getChildByName("vip").getChildByName("num").getComponent(Label).string=Math.floor(this.countdown_time).toString()
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if(this.countdown_time<=0){
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this.is_countdown=false
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this.node.getChildByName("vip").active=false
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}
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}
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}
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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.cardQueue = [];
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this.isShowing = false;
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this.node.destroy();
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}
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} |