199 lines
7.7 KiB
TypeScript
199 lines
7.7 KiB
TypeScript
import { _decorator ,Vec3,v3} 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 { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
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import { BoxSet } from "../common/config/BoxSet";
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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 { MapViewScene } from "./view/MapViewScene";
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import { MissionSet,MissionNum,MonsetList } from "../common/config/MissionSet";
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import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager";
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import { Role } from "../Role/Role";
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import { Hero } from "../hero/Hero";
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import { HeroModelComp } from "../hero/HeroModelComp";
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import { Mon } from "../mon/Mon";
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import { MonModelComp } from "../mon/MonModelComp";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@ccclass('MapMonsterComp')
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@ecs.register('MapMonster', false)
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export class MapMonsterComp extends CCComp {
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scene: MapViewScene = null;
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max_count: number = 99 ; //最大波次
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cur_count: number = 1; //波次
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boss_count: number = 10; //boss波次间隔
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monster_level:number = 1; //怪物池等级
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max_monster_level:number = 4; //最高怪物次等级
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min_monster_num:number = 1; ///最小每次刷新怪物数量
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max_monster_num:number = 1; //最大每次刷新怪物数量
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refresh_timer: Timer = new Timer(10); // 刷新怪物定时器
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refresh_cd: Timer = new Timer(0.5);
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mission_up_timer: Timer = new Timer(30); //波次增加
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cur_mission:number = 1; //当前关卡方案
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mission_list:any = []
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setp_timer: Timer = new Timer(0.5);
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target_timer: Timer = new Timer(0.1);
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setp_num:number = 1;
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game_over:boolean = false;
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onLoad(){
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// 监听全局事件
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oops.message.on("other_add_monster", this.on_other_add_monster, this);
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oops.message.on("do_add_hero", this.on_do_add_hero, this);
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}
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start() {
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// this.scene = this.getComponent(MapViewScene);
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// this.scene.node.active = true
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// this.scene = this.getComponent(MapViewScene);
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let num =RandomManager.instance.getRandomByObjectList(MissionNum,1)
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this.cur_mission = num[0]
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this.mission_list = MonsetList[this.cur_mission]
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// console.log("当前关卡方案",this.cur_mission,this.mission_list)
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this.refresh_timer= new Timer(smc.vm_data.gold.cd*5);
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this.monster_refresh()
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this.load_role()
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}
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protected update(dt: number): void {
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if(smc.vm_data.game_over){
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return
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}
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if(this.setp_timer.update(dt)){
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this.monster_refresh()
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}
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if (this.refresh_timer.update(dt)) {
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this.setp_num = 1
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}
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if (this.mission_up_timer.update(dt)) {
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// 刷新怪物定时器
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this.cur_count += 1;
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}
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// if(this.target_timer.update(dt)){
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// this.target_update()
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// }
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// if (this.game_timer.update(dt)) {
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// smc.vm_data.game.g_time += 1;
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// }
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// this.shuaxin(dt)
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}
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target_update(){
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console.log("map ",smc.t_hero,smc.t_monster)
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let heros:any = ecs.query(ecs.allOf(HeroModelComp));
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let monsters:any =ecs.query(ecs.allOf(MonModelComp));
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let h_x=-1000
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let m_x=1000
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let thi=9999
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let tmi=9999
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for (let i = 0; i < heros.length; i++) {
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const hero = heros[i];
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if(hero.MonsterView.node.position.x > h_x){
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h_x = hero.MonsterView.node.position.x
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thi = i
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if(smc.t_hero.eid == hero.MonsterView.eid){
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break
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}
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}
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}
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for (let i = 0; i < monsters.length; i++) {
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const monster = monsters[i];
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if(monster.MonsterView.node.position.x < m_x){
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m_x = monster.MonsterView.node.position.x
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tmi = i
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if(smc.t_monster.eid == monster.MonsterView.eid){
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break
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}
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}
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}
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if(thi==9999){
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smc.t_hero={eid:0,pos:v3(0,0,0)}
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}else{
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smc.t_hero = {eid:heros[thi].MonsterView.eid,pos:v3(heros[thi].MonsterView.node.position,heros[thi].MonsterView.node.position.y)}
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}
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if(tmi==9999){
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smc.t_monster={eid:0,pos:v3(0,0,0)}
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}else{
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smc.t_monster ={eid:monsters[tmi].MonsterView.eid,pos:v3(monsters[tmi].MonsterView.node.position,monsters[tmi].MonsterView.node.position.y)}
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}
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}
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load_role(){
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let role = ecs.getEntity<Role>(Role);
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let pos = v3(BoxSet.HERO_START+50,BoxSet.GAME_LINE)
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role.load(pos,109)
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smc.Role=role
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// console.log("加载玩家",role)
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}
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private on_do_add_hero(event: string, args: any) {
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this.addHero(args.uuid)
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}
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/** 添加玩家 */
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private addHero(uuid:number=1001) {
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let hero = ecs.getEntity<Hero>(Hero);
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let {pos,monster_layer}=this.set_layer(BoxSet.HERO_START)
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let scale = 1
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hero.load(pos,scale,uuid,monster_layer);
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}
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monster_refresh(){
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if (this.setp_num <= 0){
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return
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}
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// console.log("当前波数",this.cur_count)
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// console.log("当前怪物池",this.mission_list[this.monster_level])
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let m:any = RandomManager.instance.getRandomByObjectList(this.mission_list[this.monster_level],1)
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let m1:any = RandomManager.instance.getRandomByObjectList(this.mission_list[this.monster_level],1)
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let m2:any = RandomManager.instance.getRandomByObjectList(this.mission_list[this.monster_level],1)
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// console.log("刷怪",m)
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var scene = smc.map.MapView.scene;
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let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE)
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let pos1:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE+60)
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let pos2:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE-60)
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let monster_layer = scene.entityLayer!.node!
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let monster_layer1 = scene.entityLayer1!.node!;
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let monster_layer2 = scene.entityLayer2!.node!;
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this.addMonster(m[0],monster_layer,pos)
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this.addMonster(m1[0],monster_layer1,pos1)
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this.addMonster(m2[0],monster_layer2,pos2)
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this.setp_num -= 1
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}
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private addMonster(uuid:number=1001,layer:any,pos:Vec3=v3(0,0,0)) {
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let monster = ecs.getEntity<Mon>(Mon);
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let scale = -1
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monster.load(pos,scale,uuid,layer);
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}
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set_layer(start:number=0){
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var scene = smc.map.MapView.scene;
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let pos:Vec3 = v3(start,BoxSet.GAME_LINE)
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let x = RandomManager.instance.getRandomInt(0,2, 2);
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let monster_layer = scene.entityLayer!.node!
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switch (x) {
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case 1:
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monster_layer = scene.entityLayer1!.node!;
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pos.y=pos.y+80;
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break;
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case 2:
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monster_layer= scene.entityLayer2!.node!;
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pos.y=pos.y-80;
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break;
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}
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return {pos,monster_layer}
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}
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private on_other_add_monster(event: string, args: any) {
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var scene = smc.map.MapView.scene;
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let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE)
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let monster_layer = scene.entityLayer!.node!
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this.addMonster(args.uuid,monster_layer,pos)
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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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} |