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

295 lines
12 KiB
TypeScript

import { _decorator, Component, Node, resources, Sprite, SpriteAtlas } from 'cc';
import { oops } from 'db://oops-framework/core/Oops';
import { GameEvent } from '../common/config/GameEvent';
import { smc } from '../common/SingletonModuleComp';
import { EquipInfo, EquipType, EquipAttrTarget, EquipSpecialAttr} from '../common/config/Equips';
import { BuffAttr, DebuffAttr, geDebuffNum, getBuffNum } from '../common/config/SkillSet';
import { FightSet } from '../common/config/Mission';
const { ccclass, property } = _decorator;
@ccclass('EquipsComp')
export class EquipsComp extends Component {
weapon:any=null
armor:any=null
accessory:any=null
skill1:any=null
skill2:any=null
skill3:any=null
boxs:Node=null
attrs:any={
hero_buff:getBuffNum(),
friend_buff:getBuffNum(),
enemy_debuff:getBuffNum(),
}
/** 视图层逻辑代码分离演示 */
onLoad() {
oops.message.on(GameEvent.FightReady,this.fight_ready,this)
oops.message.on(GameEvent.EquipAdd,this.equip_add,this)
oops.message.on(GameEvent.EquipRemove,this.equip_remove,this)
this.boxs=this.node.getChildByName("boxs")
}
start(){
this.fight_ready()
}
fight_ready(){
this.boxs.getChildByName("weapon").getChildByName("icon").active=false
this.boxs.getChildByName("armor").getChildByName("icon").active=false
this.boxs.getChildByName("accessory").getChildByName("icon").active=false
this.weapon={
uuid:0,
name:"weapon",
type:"weapon",
level:0,
}
this.armor={
uuid:0,
name:"armor",
type:"armor",
level:0,
}
this.accessory={
uuid:0,
name:"accessory",
type:"accessory",
level:0,
}
this.count_attrs()
}
equip_add(e:GameEvent,data:any){
console.log("equip_add",data)
if(data.type==EquipType.WEAPON){
this.weapon.uuid=data.uuid
this.weapon.name=data.name
this.weapon.type=data.type
this.weapon.level=data.level
this.show_weapon(data.uuid)
}
if(data.type==EquipType.ARMOR){
this.armor.uuid=data.uuid
this.armor.name=data.name
this.armor.type=data.type
this.armor.level=data.level
this.show_armor(data.uuid)
}
if(data.type==EquipType.ACCESSORY){
this.accessory.uuid=data.uuid
this.accessory.name=data.name
this.accessory.type=data.type
this.accessory.level=data.level
this.show_accessory(data.uuid)
}
this.count_attrs()
}
show_weapon(uuid:number){
let icon = this.node.getChildByName("boxs").getChildByName("weapon").getChildByName("icon")
icon.active=true
var icon_path = "game/heros/equips"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("icon").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(uuid.toString());
});
}
show_armor(uuid:number){
let icon = this.node.getChildByName("boxs").getChildByName("armor").getChildByName("icon")
icon.active=true
var icon_path = "game/heros/equips"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("icon").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(uuid.toString());
});
}
show_accessory(uuid:number){
let icon = this.node.getChildByName("boxs").getChildByName("accessory").getChildByName("icon")
icon.active=true
var icon_path = "game/heros/equips"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("icon").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(uuid.toString());
});
}
count_attrs(){
// 重置所有属性
this.reset_attrs();
console.log("[EquipsComp]:重置后的属性", this.attrs);
// 获取所有装备的属性
let weapon_buffs = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.buff || [] : [];
let armor_buffs = this.armor.uuid ? EquipInfo[this.armor.uuid]?.buff || [] : [];
let accessory_buffs = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.buff || [] : [];
let weapon_debuffs = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.debuff || [] : [];
let armor_debuffs = this.armor.uuid ? EquipInfo[this.armor.uuid]?.debuff || [] : [];
let accessory_debuffs = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.debuff || [] : [];
let weapon_special_attr = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.special_attr : [];
let armor_special_attr = this.armor.uuid ? EquipInfo[this.armor.uuid]?.special_attr : [];
let accessory_special_attr = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.special_attr : [];
console.log("[EquipsComp]:weapon_special_attr", weapon_special_attr);
console.log("[EquipsComp]:armor_special_attr", armor_special_attr);
console.log("[EquipsComp]:accessory_special_attr", accessory_special_attr);
console.log("[EquipsComp]:weapon_buffs", weapon_buffs);
console.log("[EquipsComp]:防具属性", armor_buffs);
console.log("[EquipsComp]:饰品属性", accessory_buffs);
console.log("[EquipsComp]:武器减益", weapon_debuffs);
console.log("[EquipsComp]:防具减益", armor_debuffs);
console.log("[EquipsComp]:饰品减益", accessory_debuffs);
const all_special_attr=[...weapon_special_attr,...armor_special_attr,...accessory_special_attr]
let equip_special_attr=this.count_equip_special_attr(all_special_attr)
oops.message.dispatchEvent(GameEvent.ChangeATK_EQUIP_SPECIAL_ATTR,equip_special_attr)
// 合并所有装备属性
const allBuff = [...weapon_buffs, ...armor_buffs, ...accessory_buffs];
const allDebuff = [...weapon_debuffs, ...armor_debuffs, ...accessory_debuffs];
console.log("[EquipsComp]:合并后的所有属性", allBuff);
console.log("[EquipsComp]:合并后的所有减益", allDebuff);
// 计算每个目标的属性加成
allBuff.forEach(attr => {
const target = attr.target || EquipAttrTarget.HERO;
let targetKey = null;
// 根据目标类型获取对应的key
switch (target) {
case EquipAttrTarget.HERO:
targetKey = 'hero_buff';
break;
case EquipAttrTarget.FRIEND:
targetKey = 'friend_buff';
break;
}
this.add_attr(targetKey,attr)
});
allDebuff.forEach(attr => {
const target = attr.target || EquipAttrTarget.HERO;
let targetKey = null;
// 根据目标类型获取对应的key
switch (target) {
case EquipAttrTarget.HERO:
targetKey = 'hero_buff';
break;
case EquipAttrTarget.FRIEND:
targetKey = 'friend_buff';
break;
case EquipAttrTarget.ENEMY:
targetKey = 'enemy_debuff'; //都是敌人的减益
break;
}
this.add_debuff(targetKey,attr)
});
console.log("[EquipsComp]:debuff buff attrs ", this.attrs);
oops.message.dispatchEvent(GameEvent.EquipChange, this.attrs);
}
count_equip_special_attr(all_special_attr:any[]){
//特殊属性附加
let equip_special_attr={
ice:false,
fire:false,
wind:false,
friend_live_cd_less:0,
atk_add_friend_atk:0,
atk_add_friend_hp:0,
atk_add_glod:0,
atk_add_master_atk:0,
atk_add_master_hp:0,
}
console.log("[EquipsComp]:all_special_attr",all_special_attr)
all_special_attr.forEach(special_attr=>{
if(special_attr){
switch(special_attr.special_attr){
case EquipSpecialAttr.ICE:
equip_special_attr.ice=true
break
case EquipSpecialAttr.FIRE:
equip_special_attr.fire=true
break
case EquipSpecialAttr.WIND:
equip_special_attr.wind=true
break
case EquipSpecialAttr.FRIEND_LIVE_CD:
equip_special_attr.friend_live_cd_less+=special_attr.special_attr_value
break
case EquipSpecialAttr.ATK_ADD_FRIEND_ATK:
equip_special_attr.atk_add_friend_atk+=special_attr.special_attr_value
break
case EquipSpecialAttr.ATK_ADD_FRIEND_HP:
equip_special_attr.atk_add_friend_hp+=special_attr.special_attr_value
break
case EquipSpecialAttr.ATK_ADD_GLOD:
equip_special_attr.atk_add_glod+=special_attr.special_attr_value
break
case EquipSpecialAttr.ATK_ADD_MASTER_ATK:
equip_special_attr.atk_add_master_atk+=special_attr.special_attr_value
break
case EquipSpecialAttr.ATK_ADD_MASTER_HP:
equip_special_attr.atk_add_master_hp+=special_attr.special_attr_value
break
}
}
})
console.log("[EquipsComp]:equip_special_attr",equip_special_attr)
return equip_special_attr
}
add_attr(targetKey:string,attr:any){
if(targetKey){
this.attrs[targetKey][BuffAttr[attr.type]] += attr.value;
}
}
add_debuff(targetKey:string,attr:any){
switch(attr.type){
case DebuffAttr.BURN:
this.attrs[targetKey][BuffAttr.DEF] -= attr.value; //免伤, 负的免伤 就是加伤害
break
case DebuffAttr.DECD:
this.attrs[targetKey][BuffAttr.ATK_CD] -= attr.value; //加cd值 技能释放中 按-cd 计算 所以 cd 值负数实际是加cd
break
case DebuffAttr.DEHP:
this.attrs[targetKey][BuffAttr.HP] -= attr.value;
break
case DebuffAttr.DEATK:
this.attrs[targetKey][BuffAttr.ATK] -= attr.value;
break
case DebuffAttr.DECOUNT:
this.attrs[targetKey][BuffAttr.ATK_COUNT] -= attr.value;
break
case DebuffAttr.CRITICAL:
this.attrs[targetKey][BuffAttr.CRITICAL] -= attr.value;
break
case DebuffAttr.DODGE:
this.attrs[targetKey][BuffAttr.DODGE] -= attr.value;
break
}
}
// 重置所有属性为0
private reset_attrs() {
// 创建新的属性对象
const newAttrs = {
hero_buff: getBuffNum(),
friend_buff: getBuffNum(),
enemy_debuff: getBuffNum(),
};
// 替换整个 attrs 对象
this.attrs = newAttrs;
console.log("重置属性", {
hero_buff: this.attrs.hero_buff,
friend_buff: this.attrs.friend_buff,
enemy_debuff: this.attrs.enemy_debuff,
});
}
equip_remove(e:GameEvent,data:any){
console.log("equip_remove",data)
}
update(dt: number): void {
if(!smc.mission.play||smc.mission.pause) return
}
}