Files
heros/assets/script/game/hero/Hero.ts

96 lines
3.3 KiB
TypeScript

import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas} from "cc";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { smc } from "../common/SingletonModuleComp";
import { HeroModelComp } from "./HeroModelComp";
import { HeroViewComp } from "./HeroViewComp";
import { BoxSet } from "../common/config/BoxSet";
import { HeroInfo } from "../common/config/heroSet";
import { Talents } from "../common/config/TalentSet";
import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
import { HeroSkillsComp } from "../skill/heroSkillsComp";
/** 角色实体 */
@ecs.register(`Hero`)
export class Hero extends ecs.Entity {
HeroModel!: HeroModelComp;
HeroView!: HeroViewComp;
BattleMove!: BattleMoveComp;
HeroSkills!: HeroSkillsComp;
protected init() {
this.addComponents<ecs.Comp>(
BattleMoveComp,
HeroSkillsComp,
HeroModelComp
);
}
destroy(): void {
this.remove(HeroViewComp);;
super.destroy();
}
/** 加载角色 */
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_call:boolean=false,lv:number=1) {
scale = 1
let box_group=BoxSet.HERO
var path = "game/heros/"+HeroInfo[uuid].path;
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
var scene = smc.map.MapView.scene;
node.parent = scene.entityLayer!.node!
node.setPosition(pos)
this.hero_init(uuid,node,scale,box_group,is_call,lv)
oops.message.dispatchEvent("hero_load",this)
}
hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_call:boolean=false,lv:number=1){
var hv = node.getComponent(HeroViewComp)!;
let hero= HeroInfo[uuid] // 共用英雄数据
let role =smc.heros[uuid]
if(is_call){
role={slv:0,lv:lv}
}
let talents=Talents;
hv.scale = scale;
hv.fac = 0;
hv.type = hero.type;
hv.box_group = box_group;
hv.hero_uuid= uuid;
hv.hero_name= hero.name;
hv.speed =hv.ospeed = hero.speed;
hv.dis = hero.dis;
hv.pw = hero.pw;
hv.pwm= hero.pwm;
hv.pws= hero.pws
hv.apw=hero.apw;
hv.uapw=hero.uapw;
hv.cpw=hero.cpw;
hv.dpw=hero.dpw;
hv.dopw=hero.dopw;
hv.lv = role.lv;
let slv= Math.floor(( hv.lv) / 5);
hv.rhp_max=hv.hp= hv.hp_max =(hero.hp+hero.hp_up*hv.lv)*(1+hero.shp_up/100*slv) ;
hv.ap = (hero.ap+hero.ap_up*hv.lv) *(1+hero.sap_up/100*slv);
hv.def= (hero.def+hero.def_up*hv.lv)*(1+hero.sdef_up/100*slv);
hv.cd = hero.a_cd
hv.crit = hero.crit; //暴击率
hv.crit_add = hero.crit_add;//暴击伤害加成
hv.dodge = hero.dodge; //闪避率
hv.aexp=hero.aexp;
hv.uaexp=hero.uaexp;
hv.cexp=hero.cexp
hv.doexp=hero.doexp
hv.dexp=hero.dexp;
this.add(hv);
// 初始化多个技能组件
// 初始化移动参数
const move = this.get(BattleMoveComp);
move.direction = 1; // 向右移动
move.targetX = 800; // 右边界
}
}