Files
heros/assets/script/game/map/MapMonsterComp.ts
2024-09-19 09:48:40 +08:00

207 lines
7.3 KiB
TypeScript

import { _decorator ,Vec3,v3, Prefab, instantiate,Node} 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 { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
import { BoxSet } from "../common/config/BoxSet";
import { smc } from "../common/SingletonModuleComp";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { MapViewScene } from "./view/MapViewScene";
import { MissionSet,MissionNum,MonsetList } from "../common/config/MissionSet";
import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager";
import { Role } from "../Role/Role";
import { Hero } from "../hero/Hero";
import { HeroModelComp } from "../hero/HeroModelComp";
import { Mon } from "../mon/Mon";
import { MonModelComp } from "../mon/MonModelComp";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('MapMonsterComp')
@ecs.register('MapMonster', false)
export class MapMonsterComp extends CCComp {
scene: MapViewScene = null;
max_count: number = 99 ; //最大波次
cur_count: number = 1; //波次
boss_count: number = 10; //boss波次间隔
monster_level:number = 1; //怪物池等级
max_monster_level:number = 4; //最高怪物次等级
min_monster_num:number = 1; ///最小每次刷新怪物数量
max_monster_num:number = 1; //最大每次刷新怪物数量
refresh_timer: Timer = new Timer(10); // 刷新怪物定时器
refresh_cd: Timer = new Timer(0.5);
mission_up_timer: Timer = new Timer(30); //波次增加
cur_mission:number = 1; //当前关卡方案
mission_list:any = []
setp_timer: Timer = new Timer(0.3);
target_timer: Timer = new Timer(0.1);
setp_num:number = 6;
game_over:boolean = false;
start_ys:any[] = [70,0,-70];
hero_start_ys:any[] = [35,-35];
mon_index:number = 0
hero_index:number = 0
@property(Node)
start_p: Node = null;
onLoad(){
// 监听全局事件
oops.message.on("other_add_monster", this.on_other_add_monster, this);
oops.message.on("do_add_hero", this.on_do_add_hero, this);
}
start() {
// this.scene = this.getComponent(MapViewScene);
// this.scene.node.active = true
// this.scene = this.getComponent(MapViewScene);
var scene = smc.map.MapView.scene;
this.start_p.parent=scene.mapLayer!.node!
this.set_start_point()
let num =RandomManager.instance.getRandomByObjectList(MissionNum,1)
this.cur_mission = num[0]
this.mission_list = MonsetList[this.cur_mission]
// console.log("当前关卡方案",this.cur_mission,this.mission_list)
this.refresh_timer= new Timer(smc.vm_data.gold.cd*5);
this.monster_refresh()
this.load_role()
}
protected update(dt: number): void {
if(smc.vm_data.game_over){
return
}
if(this.setp_timer.update(dt)){
this.monster_refresh()
}
if (this.refresh_timer.update(dt)) {
this.setp_num = 6
}
if (this.mission_up_timer.update(dt)) {
// 刷新怪物定时器
this.cur_count += 1;
}
this.count_hero_pos()
this.count_mon_pos()
// if (this.game_timer.update(dt)) {
// smc.vm_data.game.g_time += 1;
// }
// this.shuaxin(dt)
}
set_start_point(){
this.start_p.setPosition(-240,BoxSet.GAME_LINE+this.start_ys[this.hero_index]+30,0)
}
check_mon_count(){
let count = 0;
let list = ecs.query(ecs.allOf(MonModelComp));
count = list.length
return count;
}
count_mon_pos(){
let monsters:any= ecs.query(ecs.allOf(MonModelComp));
let x = 320
let x1 = 320
let x2 = 320
for(let i=0;i<monsters.length;i++){
if(monsters[i].MonView == undefined) return
let mon:any = monsters[i].MonView.node.position
if(mon.x < x&&mon.y == smc.enemy_pos[0].y){
x = mon.x
continue
}
if(mon.x < x1&&mon.y == smc.enemy_pos[1].y){
x1 = mon.x
continue
}
if(mon.x < x2&&mon.y == smc.enemy_pos[2].y){
x2 = mon.x
continue
}
}
smc.enemy_pos[0].x=x
smc.enemy_pos[1].x=x1
smc.enemy_pos[2].x=x2
}
count_hero_pos(){
let heros:any= ecs.query(ecs.allOf(HeroModelComp));
let x = -320
let x1 = -320
let x2 = -320
for(let i=0;i<heros.length;i++){
if(heros[i].HeroView == undefined) return
let ho:any = heros[i].HeroView.node.position
if(ho.x > x&&ho.y == smc.hero_pos[0].y){
x = ho.x
continue
}
if(ho.x > x1&&ho.y == smc.hero_pos[1].y ){
x1 = ho.x
continue
}
if(ho.x > x2&&ho.y == smc.hero_pos[2].y){
x2 = ho.x
continue
}
}
smc.hero_pos[0].x=x
smc.hero_pos[1].x=x1
smc.hero_pos[2].x=x2
}
load_role(){
let role = ecs.getEntity<Role>(Role);
let pos = v3(BoxSet.HERO_START+50,BoxSet.GAME_LINE)
role.load(pos,109)
smc.Role=role
// console.log("加载玩家",role)
}
private on_do_add_hero(event: string, args: any) {
this.addHero(args.uuid)
}
/** 添加玩家 */
private addHero(uuid:number=1001) {
let hero = ecs.getEntity<Hero>(Hero);
var scene = smc.map.MapView.scene;
let pos:Vec3 = v3(-240,BoxSet.GAME_LINE+this.start_ys[this.hero_index]);
let monster_layer = scene.entityLayer!.node!
let scale = 1
hero.load(pos,scale,uuid,monster_layer);
this.hero_index += 1
if(this.hero_index > 2){
this.hero_index = 0
}
this.set_start_point()
}
monster_refresh(){
if (this.setp_num <= 0){
return
}
let m:any = RandomManager.instance.getRandomByObjectList(this.mission_list[this.monster_level],3)
var scene = smc.map.MapView.scene;
let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE+this.start_ys[this.mon_index])
let monster_layer = scene.entityLayer!.node!
this.addMonster(m[0],monster_layer,pos)
this.mon_index += 1
if(this.mon_index>2){
this.mon_index = 0
}
this.setp_num -= 1
}
private addMonster(uuid:number=1001,layer:any,pos:Vec3=v3(0,0,0)) {
let monster = ecs.getEntity<Mon>(Mon);
let scale = -1
monster.load(pos,scale,uuid,layer);
}
private on_other_add_monster(event: string, args: any) {
var scene = smc.map.MapView.scene;
let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE)
let monster_layer = scene.entityLayer!.node!
this.addMonster(args.uuid,monster_layer,pos)
}
/** 视图层逻辑代码分离演示 */
/** 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();
}
}