Files
heros/assets/script/game/map/EquipsComp.ts
2025-06-05 23:06:53 +08:00

252 lines
8.6 KiB
TypeScript

import { _decorator, resources, Sprite, SpriteAtlas ,Node, ProgressBar} 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 { GameEvent } from "../common/config/GameEvent";
import { SkillSet } from "../common/config/SkillSet";
import { smc } from "../common/SingletonModuleComp";
import { oops } from "db://oops-framework/core/Oops";
import { MissionEvent } from "../common/config/MissionEvent";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('EquipsCompComp')
@ecs.register('EquipsComp', false)
export class EquipsCompComp extends CCComp {
weapon:any={
uuid:0,
name:"weapon",
type:"weapon",
level:0,
quality:0,
skill_uuid:0,
skill_name:"skill1",
skill_type:0,
cd:0,
cd_time:0,
}
armor:any={
uuid:0,
name:"armor",
type:"armor",
level:0,
quality:0,
skill_uuid:0,
skill_name:"skill1",
skill_type:0,
cd:0,
cd_time:0,
}
ring:any={
uuid:0,
name:"ring",
type:"ring",
level:0,
quality:0,
skill_uuid:0,
skill_name:"skill1",
skill_type:0,
cd:0,
cd_time:0,
}
skill1:any={
uuid:0,
name:"skill1",
type:0, //1 被动 0 主动
level:0,
quality:0,
cd:0,
cd_time:0,
}
skill2:any={
uuid:0,
name:"skill2",
type:0,//
level:0,
quality:0,
cd:0,
cd_time:0,
}
skill3:any={
uuid:0,
name:"skill3",
type:0,//
level:0,
quality:0,
cd:0,
cd_time:0,
}
boxs:Node=null
/** 视图层逻辑代码分离演示 */
onLoad() {
this.on(GameEvent.UseSkillCard, this.get_skill, this);
}
start(){
this.boxs=this.node.getChildByName("boxs")
this.boxs.getChildByName("skill1").getChildByName("icon").active=false
this.boxs.getChildByName("skill2").getChildByName("icon").active=false
this.boxs.getChildByName("skill3").getChildByName("icon").active=false
this.boxs.getChildByName("weapon").getChildByName("icon").active=false
this.boxs.getChildByName("armor").getChildByName("icon").active=false
this.boxs.getChildByName("ring").getChildByName("icon").active=false
}
update(dt: number): void {
if(!smc.mission.play||smc.mission.pause) return
if(this.skill1.uuid!=0){
if(this.skill1.cd_time>0){
this.skill1.cd_time-=dt
}else{
this.skill1.cd_time=0
if(this.skill1.type==1){
this.do_skill1()
}
}
this.boxs.getChildByName("skill1").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=this.skill1.cd_time/this.skill1.cd
}
if(this.skill2.uuid!=0){
if(this.skill2.cd_time>0){
this.skill2.cd_time-=dt
}else{
this.skill2.cd_time=0
if(this.skill2.type==1){
this.do_skill2()
}
}
this.boxs.getChildByName("skill2").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=this.skill2.cd_time/this.skill2.cd
}
if(this.skill3.uuid!=0){
if(this.skill3.cd_time>0){
this.skill3.cd_time-=dt
}else{
this.skill3.cd_time=0
if(this.skill3.type==1){
this.do_skill3()
}
}
this.boxs.getChildByName("skill3").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=this.skill3.cd_time/this.skill3.cd
}
if(this.weapon.skill_uuid!=0){
if(this.weapon.cd_time>0){
this.weapon.cd_time-=dt
}else{
this.weapon.cd_time=0
if(this.weapon.skill_type==1){
this.do_weapon()
}
}
this.boxs.getChildByName("weapon").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=this.weapon.cd_time/this.weapon.cd
}
if(this.armor.skill_uuid!=0){
if(this.armor.cd_time>0){
this.armor.cd_time-=dt
}else{
this.armor.cd_time=0
if(this.armor.skill_type==1){
this.do_armor()
}
}
this.boxs.getChildByName("armor").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=this.armor.cd_time/this.armor.cd
}
if(this.ring.skill_uuid!=0){
if(this.ring.cd_time>0){
this.ring.cd_time-=dt
}else{
this.ring.cd_time=0
if(this.ring.skill_type==1){
this.do_ring()
}
}
this.boxs.getChildByName("ring").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=this.ring.cd_time/this.ring.cd
}
}
do_weapon(){
console.log("do_weapon")
this.weapon.cd_time=this.weapon.cd
this.do_skill(this.weapon.skill_uuid)
}
do_armor(){
console.log("do_armor")
this.armor.cd_time=this.armor.cd
this.do_skill(this.armor.skill_uuid)
}
do_ring(){
console.log("do_ring")
this.ring.cd_time=this.ring.cd
this.do_skill(this.ring.skill_uuid)
}
do_skill1(){
console.log("do_skill1")
this.skill1.cd_time=this.skill1.cd
this.do_skill(this.skill1.uuid)
}
do_skill2(){
console.log("do_skill2")
this.skill2.cd_time=this.skill2.cd
this.do_skill(this.skill2.uuid)
}
do_skill3(){
console.log("do_skill3")
this.skill3.cd_time=this.skill3.cd
this.do_skill(this.skill3.uuid)
}
do_skill(uuid:number){
console.log("出发技能:",uuid)
oops.message.dispatchEvent(GameEvent.CastHeroSkill,uuid)
}
get_skill(e:GameEvent,data:any){
console.log("get_skill")
if(this.skill1.uuid==0){
this.skill1.uuid=data.uuid
this.skill1.skill_name=SkillSet[data.uuid].name
this.skill1.type=1
this.skill1.cd=SkillSet[data.uuid].cd
this.skill1.cd_time=SkillSet[data.uuid].cd
let icon = this.node.getChildByName("boxs").getChildByName("skill1").getChildByName("icon")
icon.active=true
var icon_path = "game/skills/skill_icon"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("skill").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
});
return
}
if(this.skill2.uuid==0){
this.skill2.uuid=data.uuid
this.skill2.skill_name=SkillSet[data.uuid].name
this.skill2.type=1
this.skill2.cd=SkillSet[data.uuid].cd
this.skill2.cd_time=SkillSet[data.uuid].cd
let icon = this.node.getChildByName("boxs").getChildByName("skill2").getChildByName("icon")
icon.active=true
var icon_path = "game/skills/skill_icon"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("skill").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
});
return
}
if(this.skill3.uuid==0){
this.skill3.uuid=data.uuid
this.skill3.skill_name=SkillSet[data.uuid].name
this.skill3.type=1
this.skill3.cd=SkillSet[data.uuid].cd
this.skill3.cd_time=SkillSet[data.uuid].cd
let icon = this.node.getChildByName("boxs").getChildByName("skill3").getChildByName("icon")
icon.active=true
var icon_path = "game/skills/skill_icon"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("skill").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
});
return
}
console.log("技能栏满了")
}
/** 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();
}
}