Files
heros/assets/script/game/map/MapMonsterComp.ts
2024-09-11 18:00:43 +08:00

199 lines
7.7 KiB
TypeScript

import { _decorator ,Vec3,v3} 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(0.5);
target_timer: Timer = new Timer(0.1);
setp_num:number = 1;
game_over:boolean = false;
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);
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 = 1
}
if (this.mission_up_timer.update(dt)) {
// 刷新怪物定时器
this.cur_count += 1;
}
// if(this.target_timer.update(dt)){
// this.target_update()
// }
// if (this.game_timer.update(dt)) {
// smc.vm_data.game.g_time += 1;
// }
// this.shuaxin(dt)
}
target_update(){
console.log("map ",smc.t_hero,smc.t_monster)
let heros:any = ecs.query(ecs.allOf(HeroModelComp));
let monsters:any =ecs.query(ecs.allOf(MonModelComp));
let h_x=-1000
let m_x=1000
let thi=9999
let tmi=9999
for (let i = 0; i < heros.length; i++) {
const hero = heros[i];
if(hero.MonsterView.node.position.x > h_x){
h_x = hero.MonsterView.node.position.x
thi = i
if(smc.t_hero.eid == hero.MonsterView.eid){
break
}
}
}
for (let i = 0; i < monsters.length; i++) {
const monster = monsters[i];
if(monster.MonsterView.node.position.x < m_x){
m_x = monster.MonsterView.node.position.x
tmi = i
if(smc.t_monster.eid == monster.MonsterView.eid){
break
}
}
}
if(thi==9999){
smc.t_hero={eid:0,pos:v3(0,0,0)}
}else{
smc.t_hero = {eid:heros[thi].MonsterView.eid,pos:v3(heros[thi].MonsterView.node.position,heros[thi].MonsterView.node.position.y)}
}
if(tmi==9999){
smc.t_monster={eid:0,pos:v3(0,0,0)}
}else{
smc.t_monster ={eid:monsters[tmi].MonsterView.eid,pos:v3(monsters[tmi].MonsterView.node.position,monsters[tmi].MonsterView.node.position.y)}
}
}
load_role(){
let role = ecs.getEntity<Role>(Role);
let pos = v3(BoxSet.HERO_START,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);
let {pos,monster_layer}=this.set_layer(BoxSet.HERO_START)
let scale = 1
hero.load(pos,scale,uuid,monster_layer);
}
monster_refresh(){
if (this.setp_num <= 0){
return
}
// console.log("当前波数",this.cur_count)
// console.log("当前怪物池",this.mission_list[this.monster_level])
let m:any = RandomManager.instance.getRandomByObjectList(this.mission_list[this.monster_level],1)
let m1:any = RandomManager.instance.getRandomByObjectList(this.mission_list[this.monster_level],1)
let m2:any = RandomManager.instance.getRandomByObjectList(this.mission_list[this.monster_level],1)
// console.log("刷怪",m)
var scene = smc.map.MapView.scene;
let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE)
let pos1:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE+60)
let pos2:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE-60)
let monster_layer = scene.entityLayer!.node!
let monster_layer1 = scene.entityLayer1!.node!;
let monster_layer2 = scene.entityLayer2!.node!;
this.addMonster(m[0],monster_layer,pos)
this.addMonster(m1[0],monster_layer1,pos1)
this.addMonster(m2[0],monster_layer2,pos2)
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);
}
set_layer(start:number=0){
var scene = smc.map.MapView.scene;
let pos:Vec3 = v3(start,BoxSet.GAME_LINE)
let x = RandomManager.instance.getRandomInt(0,2, 2);
let monster_layer = scene.entityLayer!.node!
switch (x) {
case 1:
monster_layer = scene.entityLayer1!.node!;
pos.y=pos.y+80;
break;
case 2:
monster_layer= scene.entityLayer2!.node!;
pos.y=pos.y-80;
break;
}
return {pos,monster_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();
}
}