Files
heros/assets/script/game/hero/HeroConComp.ts

220 lines
8.4 KiB
TypeScript

import { _decorator } 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 { oops } from "db://oops-framework/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { EquipAttrTarget, EquipInfo } from "../common/config/Equips";
import { HeroViewComp } from "./HeroViewComp";
import { BuffAttr } from "../common/config/SkillSet";
import { EnhancementType } from "../common/config/LevelUp";
import { TalentList } from "../common/config/TalentSet";
import { smc } from "../common/SingletonModuleComp";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('HeroConComp')
@ecs.register('HeroCon')
export class HeroConComp extends CCComp {
/** 视图层逻辑代码分离演示 */
heroView:HeroViewComp=null
protected onLoad(): void {
this.on(GameEvent.EquipAdd,this.equip_add,this)
this.on(GameEvent.EquipChange,this.equip_change,this)
this.on(GameEvent.FightReady,this.fight_ready,this)
this.on(GameEvent.UseSpecialCard,this.use_special_card,this)
this.on(GameEvent.UseEnhancement,this.use_enhancement,this)
this.on(GameEvent.UseTalentCard,this.use_talent_card,this)
this.heroView=this.node.getComponent(HeroViewComp)
console.log("[HeroConCompComp]:onLoad",this.heroView)
}
start() {
console.log("[HeroConCompComp]:start",this.heroView)
// 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);
}
equip_add(e:GameEvent,data:any){
console.log("[HeroConCompComp]:equip_add",data,this.heroView)
let equip=EquipInfo[data.uuid]
let buffs=equip.buff
let special_attr=equip.special_attr
for(let i=0;i<buffs.length;i++){
let buff=buffs[i]
if(buff.target==EquipAttrTarget.HERO){
switch(buff.type){
case BuffAttr.AP:
this.heroView.add_ap(buff.value,true)
break
case BuffAttr.ATK:
this.heroView.add_ap(buff.value,false)
break
case BuffAttr.ATK_CD:
this.heroView.add_speed(buff.value)
break
case BuffAttr.DEF:
this.heroView.change_def(buff.value)
break
case BuffAttr.HP:
this.heroView.add_hp_max(buff.value,false)
break
case BuffAttr.HP_MAX:
this.heroView.add_hp_max(buff.value,true)
break
case BuffAttr.CRITICAL:
this.heroView.change_crit(buff.value)
break
case BuffAttr.CRITICAL_DMG:
this.heroView.change_crit_d(buff.value)
break
}
}
}
}
equip_change(e:GameEvent,data:any){
console.log("[HeroConCompComp]:equip_change",data)
}
fight_ready(e:GameEvent,data:any){
console.log("[HeroConCompComp]:fight_ready",data)
}
use_special_card(e:GameEvent,data:any){
console.log("[HeroConCompComp]:use_special_card",data)
}
use_enhancement(e:GameEvent,data:any){
// console.log("[HeroViewComp]:use_enhancement",data)
switch(data.type){
case EnhancementType.ATTACK:
this.heroView.add_ap(data.value)
break
case EnhancementType.ATTACK_SPEED:
this.heroView.add_speed(data.value)
break
case EnhancementType.HEALTH:
this.heroView.add_hp_max(data.value,true)
break
case EnhancementType.DEF:
this.heroView.change_def(data.value)
break
}
}
use_talent_card(e:GameEvent,data:any){
console.log("[HeroConCompComp]:use_talent_card",data)
let tal=TalentList[data.uuid]
switch(tal.buffType){
case BuffAttr.ATK:
this.heroView.TALENT[BuffAttr.ATK]+=tal.value
this.heroView.count_atrr(BuffAttr.ATK)
break
case BuffAttr.ATK_CD:
this.heroView.TALENT[BuffAttr.ATK_CD]+=tal.value
this.heroView.count_atrr(BuffAttr.ATK_CD)
break
case BuffAttr.SKILL_CD:
smc.vmdata.hero.skill_cd_buff+=tal.value //直接加到vmdata中
break
case BuffAttr.HP:
this.heroView.TALENT[BuffAttr.HP]+=tal.value
this.heroView.count_atrr(BuffAttr.HP)
break
case BuffAttr.DEF:
this.heroView.change_def(tal.value)
break
case BuffAttr.CRITICAL:
this.heroView.change_crit(tal.value)
break
case BuffAttr.CRITICAL_DMG:
this.heroView.change_crit_d(tal.value)
break
case BuffAttr.DODGE:
this.heroView.change_dodge(tal.value)
break
case BuffAttr.PUNCTURE:
this.heroView.change_puncture(tal.value)
break
case BuffAttr.PUNCTURE_DMG:
this.heroView.change_puncture_damage(tal.value)
break
case BuffAttr.FROST_RATIO:
this.heroView.change_frost_ratto(tal.value)
break
case BuffAttr.KNOCKBACK:
this.heroView.change_knockback(tal.value)
break
case BuffAttr.STUN_RATTO:
this.heroView.change_stun_ratto(tal.value)
break
case BuffAttr.LIFESTEAL:
this.heroView.change_lifesteal(tal.value)
break
case BuffAttr.WFUNY:
this.heroView.change_wfuny(tal.value)
break
}
}
remove_talent_card(e:GameEvent,data:any){
console.log("[HeroConCompComp]:remove_talent_card",data)
let tal=TalentList[data.uuid]
switch(tal.buffType){
case BuffAttr.ATK:
this.heroView.TALENT[BuffAttr.ATK]-=tal.value
this.heroView.count_atrr(BuffAttr.ATK)
break
case BuffAttr.ATK_CD:
this.heroView.TALENT[BuffAttr.ATK_CD]-=tal.value
this.heroView.count_atrr(BuffAttr.ATK_CD)
break
case BuffAttr.HP:
this.heroView.TALENT[BuffAttr.HP]-=tal.value
break
case BuffAttr.DEF:
this.heroView.change_def(-tal.value)
break
case BuffAttr.CRITICAL:
this.heroView.change_crit(-tal.value)
break
case BuffAttr.CRITICAL_DMG:
this.heroView.change_crit_d(-tal.value)
break
case BuffAttr.DODGE:
this.heroView.change_dodge(-tal.value)
break
case BuffAttr.PUNCTURE:
this.heroView.change_puncture(-tal.value)
break
case BuffAttr.PUNCTURE_DMG:
this.heroView.change_puncture_damage(-tal.value)
break
case BuffAttr.FROST_RATIO:
this.heroView.change_frost_ratto(-tal.value)
break
case BuffAttr.KNOCKBACK:
this.heroView.change_knockback(-tal.value)
break
case BuffAttr.STUN_RATTO:
this.heroView.change_stun_ratto(-tal.value)
break
case BuffAttr.REFLECT:
this.heroView.change_reflect(-tal.value)
break
case BuffAttr.LIFESTEAL:
this.heroView.change_lifesteal(-tal.value)
break
}
}
/** 全局消息逻辑处理 */
// private onHandler(event: string, args: any) {
// switch (event) {
// case ModuleEvent.Cmd:
// break;
// }
// }
/** 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();
}
}