102 lines
3.5 KiB
TypeScript
102 lines
3.5 KiB
TypeScript
import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas} from "cc";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { smc } from "../common/SingletonModuleComp";
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import { HeroModelComp } from "./HeroModelComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { BoxSet } from "../common/config/BoxSet";
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import { HeroInfo } from "../common/config/heroSet";
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import { Talents } from "../common/config/TalentSet";
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import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
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import { HeroSkillsComp } from "../skill/heroSkillsComp";
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/** 角色实体 */
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@ecs.register(`Hero`)
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export class Hero extends ecs.Entity {
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HeroModel!: HeroModelComp;
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HeroView!: HeroViewComp;
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BattleMove!: BattleMoveComp;
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protected init() {
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this.addComponents<ecs.Comp>(
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BattleMoveComp,
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HeroModelComp
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);
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}
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destroy(): void {
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this.remove(HeroViewComp);;
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super.destroy();
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}
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/** 加载角色 */
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_call:boolean=false,lv:number=1) {
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scale = 1
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let box_group=BoxSet.HERO
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var path = "game/heros/"+HeroInfo[uuid].path;
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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var scene = smc.map.MapView.scene;
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node.parent = scene.entityLayer!.node!
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node.setPosition(pos)
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this.hero_init(uuid,node,scale,box_group,is_call,lv)
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oops.message.dispatchEvent("hero_load",this)
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}
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hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_call:boolean=false,lv:number=1){
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var hv = node.getComponent(HeroViewComp)!;
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let hero= HeroInfo[uuid] // 共用英雄数据
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hv.scale = scale;
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hv.fac = 0;
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hv.type = hero.type;
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hv.box_group = box_group;
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hv.hero_uuid= uuid;
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hv.hero_name= hero.name;
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hv.speed =hv.ospeed = hero.speed;
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hv.dis = hero.dis;
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hv.hp= hv.hp_max =hero.hp;
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hv.ap = hero.ap;
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hv.cd = hero.a_cd
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hv.atk_skill=hero.skills[0]
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this.add(hv);
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// // 初始化多个技能组件
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// const skillsComp = this.get(HeroSkillsComp);
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// // 正确初始化已有技能
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// hero.skills.forEach(skillId => {
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// this.addSkill(skillId); // 使用addSkill方法确保初始化
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// });
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// 初始化移动参数
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const move = this.get(BattleMoveComp);
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move.direction = 1; // 向右移动
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move.targetX = 800; // 右边界
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}
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// 添加技能
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public addSkill(skillId: number) {
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const comp = this.get(HeroSkillsComp);
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if (comp.skills.indexOf(skillId) === -1) {
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comp.skills.push(skillId);
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comp.cooldowns.set(skillId, 0);
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comp.counters.set(skillId, 0);
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console.log(`技能${skillId}初始化完成`,
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'当前cooldowns:', comp.cooldowns,
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'当前counters:', comp.counters);
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}
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}
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// 移除技能
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public removeSkill(skillId: number) {
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const comp = this.get(HeroSkillsComp);
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comp.skills = comp.skills.filter(id => id !== skillId);
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}
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public levelUp() {
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// ...升级逻辑...
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const comp = this.get(HeroSkillsComp);
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comp.skills.forEach(skillId => {
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comp.resetCooldown(skillId);
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});
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}
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} |