121 lines
4.0 KiB
TypeScript
121 lines
4.0 KiB
TypeScript
import { _decorator,Button,EventHandler,EventTouch,Label,NodeEventType,resources,Sprite,SpriteAtlas,tween,UITransform,v3, Vec3,Animation, UI } 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 { smc } from "../common/SingletonModuleComp";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { Missions} from "../common/config/Mission";
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import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
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import { VictoryComp } from "./VictoryComp";
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import { CardControllerComp } from "./CardController";
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import { GameEvent } from "../common/config/GameEvent";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { Hero } from "../hero/Hero";
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import { HartModelComp } from "../hero/HartModelComp";
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import { TimerManager } from "db://oops-framework/core/common/timer/TimerManager";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@ccclass('MissionComp')
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@ecs.register('Mission', false)
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export class MissionComp extends CCComp {
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VictoryComp:any = null;
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reward:number = 0;
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reward_num:number = 0;
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GlodAddTimer:Timer = new Timer(1);
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mission_data:any={
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gold:10,//金币
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refresh_gold:1,//刷新金币
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refrsh_time:1, //刷新时间
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call_gold:3,//召唤金币
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add_gold:1,//金币增加
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change_gold:1,//金币变化
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exp:0,//经验
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skp:0,//技能点
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box:0,//宝箱
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energy:0,//能量
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hp:0,//血量
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ap:0,//攻击
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}
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onLoad(){
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this.on(GameEvent.MissionStart,this.mission_start,this)
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this.on(GameEvent.FightEnd,this.fight_end,this)
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this.on(GameEvent.MissionEnd,this.mission_end,this)
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}
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protected update(dt: number): void {
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if(!smc.mission.play||smc.mission.pause){
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return
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}
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if(this.GlodAddTimer.update(dt)){
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smc.vmdata.mission_data.gold+=smc.vmdata.mission_data.add_gold
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}
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}
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to_end_fight(){
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oops.message.dispatchEvent(GameEvent.FightEnd)
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}
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mission_start(){
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/* todo 关卡设定完善*/
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console.log("战斗开始 关卡怪物:",Missions[smc.mission.lv])
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this.node.active=true
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this.data_init()
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this.hero_init()
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}
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fight_end(){
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console.log("任务结束")
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// 延迟0.5秒后执行任务结束逻辑
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this.scheduleOnce(() => {
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smc.mission.play=false
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smc.mission.pause=false
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this.cleanComponents()
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}, 0.5)
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}
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mission_end(){
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this.node.active=false
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}
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data_init(){
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//局内数据初始化
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this.GlodAddTimer=new Timer(smc.vmdata.mission_data.refrsh_time)
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smc.mission.status=1
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smc.mission.play = true;
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smc.mission.is_victory=false
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smc.mission.is_defeat=false
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smc.vmdata.mission_data ={...smc.vmdata.mission_data}
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}
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//角色初始化
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hero_init(){
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let hero = ecs.getEntity<Hero>(Hero);
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hero.hart_load()
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this.scheduleOnce(() => {
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this.card_init()
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}, 0.3)
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}
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card_init(){
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oops.message.dispatchEvent(GameEvent.CardRefresh)
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}
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card_refresh(){
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if(smc.vmdata.mission_data.gold< smc.vmdata.mission_data.refresh_gold){
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oops.gui.toast("金币不足", false);
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return
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}
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oops.message.dispatchEvent(GameEvent.CardRefresh)
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smc.vmdata.mission_data.gold-=smc.vmdata.mission_data.refresh_gold
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}
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private cleanComponents() {
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ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {entity.remove(HeroViewComp);entity.destroy()});
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}
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/** 视图层逻辑代码分离演示 */
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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.node.destroy();
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}
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} |