Files
heros/assets/script/game/map/EquipsComp.ts
2025-07-04 15:40:36 +08:00

371 lines
16 KiB
TypeScript

import { _decorator, Component, Label, 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';
import { Quality } from '../common/config/CardSet';
const { ccclass, property } = _decorator;
@ccclass('EquipsComp')
export class EquipsComp extends Component {
weapon:any=null
armor:any=null
accessory:any=null
boxs:Node=null
attrs:any={
hero_buff:getBuffNum(),
friend_buff:getBuffNum(),
enemy_buff: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")
oops.message.on(GameEvent.EQUIP_STONE_UP,this.equip_stone_up,this)
}
equip_stone_up(e:GameEvent,data:any){
console.log("[EquipsComp]:equip_stone_up",data)
smc.vmdata.mission_data.equip_stone+=data
if(smc.vmdata.mission_data.equip_stone >= smc.vmdata.mission_data.equip_stone_max){
this.show_equip_get("weapon")
this.show_equip_get("armor")
this.show_equip_get("accessory")
}
}
call_equip_card(e:any,data:any){
let mission_data=smc.vmdata.mission_data
if(mission_data.equip_stone < mission_data.equip_stone_max){
oops.gui.toast("装备石不足", false);
return
}
oops.message.dispatchEvent(GameEvent.EquipSelect,{slot:data})
mission_data.equip_stone-=mission_data.equip_stone_max
mission_data.equip_stone_max=mission_data.equip_stone_max*2
}
start(){
this.fight_ready()
}
fight_ready(){
this.hide_equip_get(null,"weapon")
this.hide_equip_get(null,"armor")
this.hide_equip_get(null,"accessory")
this.hide_equip_change(null,"weapon")
this.hide_equip_change(null,"armor")
this.hide_equip_change(null,"accessory")
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.boxs.getChildByName("weapon").getChildByName("icon")
icon.active=true
var icon_path = "game/heros/equips2"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("icon").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(EquipInfo[uuid].path);
});
icon.getChildByName("lv1").active=EquipInfo[uuid].lv==1
icon.getChildByName("lv2").active=EquipInfo[uuid].lv==2
icon.getChildByName("lv3").active=EquipInfo[uuid].lv==3
icon.getChildByName("lv4").active=EquipInfo[uuid].lv==4
icon.getChildByName("lv5").active=EquipInfo[uuid].lv==5
icon.getChildByName("q1").active=EquipInfo[uuid].quality==Quality.WHITE
icon.getChildByName("q2").active=EquipInfo[uuid].quality==Quality.GREEN
icon.getChildByName("q3").active=EquipInfo[uuid].quality==Quality.BLUE
icon.getChildByName("q4").active=EquipInfo[uuid].quality==Quality.PURPLE
icon.getChildByName("q5").active=EquipInfo[uuid].quality==Quality.ORANGE
}
show_armor(uuid:number){
let icon = this.boxs.getChildByName("armor").getChildByName("icon")
icon.active=true
var icon_path = "game/heros/equips2"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("icon").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(EquipInfo[uuid].path);
});
icon.getChildByName("lv1").active=EquipInfo[uuid].lv==1
icon.getChildByName("lv2").active=EquipInfo[uuid].lv==2
icon.getChildByName("lv3").active=EquipInfo[uuid].lv==3
icon.getChildByName("lv4").active=EquipInfo[uuid].lv==4
icon.getChildByName("lv5").active=EquipInfo[uuid].lv==5
icon.getChildByName("q1").active=EquipInfo[uuid].quality==Quality.WHITE
icon.getChildByName("q2").active=EquipInfo[uuid].quality==Quality.GREEN
icon.getChildByName("q3").active=EquipInfo[uuid].quality==Quality.BLUE
icon.getChildByName("q4").active=EquipInfo[uuid].quality==Quality.PURPLE
icon.getChildByName("q5").active=EquipInfo[uuid].quality==Quality.ORANGE
}
show_accessory(uuid:number){
let icon = this.boxs.getChildByName("accessory").getChildByName("icon")
icon.active=true
var icon_path = "game/heros/equips2"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("icon").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(EquipInfo[uuid].path);
});
icon.getChildByName("lv1").active=EquipInfo[uuid].lv==1
icon.getChildByName("lv2").active=EquipInfo[uuid].lv==2
icon.getChildByName("lv3").active=EquipInfo[uuid].lv==3
icon.getChildByName("lv4").active=EquipInfo[uuid].lv==4
icon.getChildByName("lv5").active=EquipInfo[uuid].lv==5
icon.getChildByName("q1").active=EquipInfo[uuid].quality==Quality.WHITE
icon.getChildByName("q2").active=EquipInfo[uuid].quality==Quality.GREEN
icon.getChildByName("q3").active=EquipInfo[uuid].quality==Quality.BLUE
icon.getChildByName("q4").active=EquipInfo[uuid].quality==Quality.PURPLE
icon.getChildByName("q5").active=EquipInfo[uuid].quality==Quality.ORANGE
}
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_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);
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];
console.log("[EquipsComp]:合并后的所有属性", allBuff);
// 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)
});
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;
}
}
// 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_buff: 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_buff: this.attrs.enemy_buff,
});
}
equip_remove(e:GameEvent,data:any){
console.log("equip_remove",data)
}
update(dt: number): void {
if(!smc.mission.play||smc.mission.pause) return
}
private show_equip_get(e:string){
if(this.weapon.uuid==0){
this.boxs.getChildByName("weapon").getChildByName("get").active =true
this.boxs.getChildByName("weapon").getChildByName("light").active=true
this.boxs.getChildByName("weapon").getChildByName("tip").active=true
this.boxs.getChildByName("weapon").getChildByName("tip").getComponent(Label).string="可购买"
}
if(this.armor.uuid==0){
this.boxs.getChildByName("armor").getChildByName("get").active =true
this.boxs.getChildByName("armor").getChildByName("light").active=true
this.boxs.getChildByName("armor").getChildByName("tip").active=true
this.boxs.getChildByName("armor").getChildByName("tip").getComponent(Label).string="可购买"
}
if(this.accessory.uuid==0){
this.boxs.getChildByName("accessory").getChildByName("get").active =true
this.boxs.getChildByName("accessory").getChildByName("light").active=true
this.boxs.getChildByName("accessory").getChildByName("tip").active=true
this.boxs.getChildByName("accessory").getChildByName("tip").getComponent(Label).string="可购买"
}
}
private hide_equip_get(e:any,data:string){
this.boxs.getChildByName("weapon").getChildByName("get").active =false
this.boxs.getChildByName("weapon").getChildByName("light").active=false
this.boxs.getChildByName("weapon").getChildByName("tip").active=false
this.boxs.getChildByName("weapon").getChildByName("icon").active =false
this.boxs.getChildByName("armor").getChildByName("get").active =false
this.boxs.getChildByName("armor").getChildByName("light").active=false
this.boxs.getChildByName("armor").getChildByName("tip").active=false
this.boxs.getChildByName("armor").getChildByName("icon").active =false
this.boxs.getChildByName("accessory").getChildByName("get").active =false
this.boxs.getChildByName("accessory").getChildByName("light").active=false
this.boxs.getChildByName("accessory").getChildByName("tip").active=false
this.boxs.getChildByName("accessory").getChildByName("icon").active =false
}
private show_equip_change(e:string){
if(this.weapon.uuid!=0){
this.boxs.getChildByName("weapon").getChildByName("change").active =true
}
if(this.armor.uuid!=0){
this.boxs.getChildByName("armor").getChildByName("change").active =true
}
if(this.accessory.uuid!=0){
this.boxs.getChildByName("accessory").getChildByName("change").active =true
}
}
private hide_equip_change(e:any,data:any){
this.boxs.getChildByName("weapon").getChildByName("change").active =false
this.boxs.getChildByName("weapon").getChildByName("light").active=false
this.boxs.getChildByName("weapon").getChildByName("tip").active=false
this.boxs.getChildByName("armor").getChildByName("change").active =false
this.boxs.getChildByName("armor").getChildByName("light").active=false
this.boxs.getChildByName("armor").getChildByName("tip").active=false
this.boxs.getChildByName("accessory").getChildByName("change").active =false
this.boxs.getChildByName("accessory").getChildByName("light").active=false
this.boxs.getChildByName("accessory").getChildByName("tip").active=false
}
}