Files
heros/assets/script/game/map/MissionMonComp.ts

68 lines
2.4 KiB
TypeScript

import { _decorator, v3, Vec3 } 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 { Monster } from "../hero/Mon";
import { BoxSet } from "../common/config/BoxSet";
import { HeroSet, MonSet } from "../common/config/heroSet";
import { Missions } from "../common/config/MissionSet";
import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
import { Timer } from "db://oops-framework/core/common/timer/Timer";
import { smc } from "../common/SingletonModuleComp";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('MissionMonCompComp')
@ecs.register('MissionMonComp', false)
export class MissionMonCompComp extends CCComp {
timer:Timer=new Timer(3)
/** 视图层逻辑代码分离演示 */
start() {
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
// this.on(ModuleEvent.Cmd, this.onHandler, this);
// this.test_call()
}
protected update(dt: number): void {
if(!smc.mission.play||smc.mission.pause) return
if(this.timer.update(dt)){
this.mon_refresh()
}
}
test_call(){
this.addMonster(5202,0,true)
}
mon_refresh(){
let num =3
let t_num= Missions[0].length
let y_num= Missions[1].length
let b_num= Missions[2].length
let tc=1
let yc=2
let bc=1
let x=RandomManager.instance.getRandomInt(0,y_num,1)
this.addMonster(Missions[0][x],0)
x=RandomManager.instance.getRandomInt(0,y_num,1)
this.addMonster(Missions[0][x],1)
x=RandomManager.instance.getRandomInt(0,y_num,1)
this.addMonster(Missions[0][x],2)
x=RandomManager.instance.getRandomInt(0,y_num,1)
this.addMonster(Missions[0][x],3)
console.log("Missions t:"+x,Missions[0][x])
}
private addMonster(uuid:number=1001,i:number=0,is_boss:boolean=false) {
let mon = ecs.getEntity<Monster>(Monster);
let scale = -1
let pos:Vec3 = v3(MonSet[i].pos);
mon.load(pos,scale,uuid,is_boss);
}
/** 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();
}
}