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

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13 KiB
TypeScript

import { _decorator,Button,EventHandler,EventTouch,Label,NodeEventType,resources,Sprite,SpriteAtlas,tween,UITransform,v3, Vec3,Animation, UI } 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 { smc } from "../common/SingletonModuleComp";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager";
import { HeroModelComp } from "../hero/HeroModelComp";
import { BoxSet } from "../common/config/BoxSet";
import { Hero } from "../hero/Hero";
import { HeroSet } from "../common/config/heroSet";
import { MonModelComp } from "../hero/MonModelComp";
import { MBSet, Missions,} from "../common/config/MissionSet";
import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
import { HCard } from "./HCard";
import { HCardComp } from "./HCardComp";
import { VictoryComp } from "./VictoryComp";
import { ItemComp } from "./ItemComp";
import { MSkillComp } from "./MSkillComp";
import { Monster } from "../hero/Mon";
import { UIID } from "../common/config/GameUIConfig";
import { CardControllerComp } from "./CardController";
import { MissionHomeComp } from "./MissionHomeComp";
import { GameEvent } from "../common/config/GameEvent";
import { BattleState } from "../battle/BattleStateComp";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('MissionComp')
@ecs.register('Mission', false)
export class MissionComp extends CCComp {
VictoryComp:any = null;
mon_list:any = []
call_hero_timer: Timer = new Timer(0.3);
target_timer: Timer = new Timer(0.1);
reward:number = 0;
reward_num:number = 0;
game_over:boolean = false;
fight_start:boolean = false;
mission_buff_type:number = 1 // 1 攻击 2 防御 3 HP
m_mission_buff_type:number = 1 // 1 攻击 2 防御 3 HP
mission_buff_up_exp:number = 99999999
MSComp:MSkillComp=null
MMSComp:MSkillComp=null
onLoad(){
// this.MSComp=this.node.getChildByName("msk").getComponent(MSkillComp)
// this.MMSComp=this.node.getChildByName("mmsk").getComponent(MSkillComp)
// this.MSComp.group=BoxSet.HERO
// this.MSComp.s_uuid=smc.mission.mskill
// this.MMSComp.group=BoxSet.MONSTER
// this.MMSComp.s_uuid=smc.mission.mmskill
}
start() {
// this.VictoryComp=this.node.getChildByName("victory").getComponent(VictoryComp)
}
protected update(dt: number): void {
if(!smc.mission.play||smc.mission.pause){
return
}
if(this.fight_start){
this.check_mon_num()
}
this.count_hero_pos()
this.count_mon_pos()
this.check_buff()
// if (this.game_timer.update(dt)) {
// smc.vmdata.game.g_time += 1;
// }
// this.shuaxin(dt)
}
mission_start(){
/* todo 关卡设定完善*/
console.log("mission_start Missions mons:",Missions[smc.mission.lv])
this.colose_victory()
this.mission_init()
// this.mskill_init()
this.mon_refresh()
this.heros_call()
}
mission_end(){
oops.message.dispatchEvent(GameEvent.MissionEnd)
smc.mission.play=false
smc.mission.pause=false
let heros:any= this.get_heros();;
let monsters:any= this.get_mons();
let hcards:any= ecs.query(ecs.allOf(HCardComp));
let rewards:any= ecs.query(ecs.allOf(ItemComp));
// let hcns=this.node.getChildByName("hcards")
// for(let i=0;i<hcns.children.length;i++){
// hcns.children[i].destroy()
// }
for(let i=0;i<heros.length;i++){
heros[i].HeroView.reset()
heros[i].HeroView.ent.destroy()
}
for(let i=0;i<hcards.length;i++){
hcards[i].HCardComp.reset()
hcards[i].HCardComp.ent.destroy()
}
for(let i=0;i<monsters.length;i++){
monsters[i].HeroView.reset()
monsters[i].HeroView.ent.destroy()
}
// this.to_mission_home()
this.open_victory()
}
open_victory(){
this.node.getChildByName("victory").active=true
this.node.getChildByName("victory").getComponent(VictoryComp).open()
}
colose_victory(){
this.node.getChildByName("victory").active=false
}
to_mission_home(){
this.colose_victory()
let home =this.node.parent.getComponent(CardControllerComp);
let mission_home=home.node.getChildByName("mission_home").getComponent(MissionHomeComp)
home.bar_change(null,"home")
home.node.getChildByName("bar").active=true;
mission_home.load_ui_heros()
}
mission_init(){
//局内数据初始化
this.fight_start=false
smc.mission.is_victory=false
smc.mission.is_defeat=false
smc.vmdata.mission.exp=0 //局内经验
smc.vmdata.mission.mexp=0 //敌方局内经验
smc.vmdata.mission.exp_max= smc.vmdata.mission.mexp_max=MBSet.exp
smc.vmdata.mission.ap=0
smc.vmdata.mission.hp=0
smc.vmdata.mission.def=0
smc.vmdata.mission.crit=0
smc.vmdata.mission.dodge=0
smc.vmdata.mission.dead=0
smc.vmdata.mission.map=0
smc.vmdata.mission.mhp=0
smc.vmdata.mission.mdef=0
smc.vmdata.mission.mcrit=0
smc.vmdata.mission.mdead=0
smc.vmdata.mission.mdodge=0
// smc.vmdata.mission.ap_up=0
// smc.vmdata.mission.hp_up=0
// smc.vmdata.mission.def_up=0
// smc.vmdata.mission.crit_up=0
// smc.vmdata.mission.dodge_up=0
// smc.vmdata.mission.map_up=0
// smc.vmdata.mission.mhp_up=0
// smc.vmdata.mission.mdef_up=0
// smc.vmdata.mission.mcrit_up=0
// smc.vmdata.mission.mdodge_up=0
// this.clear_x1()
}
clear_x1(){
for (let i in smc.items) {
smc.items[i].x1=0
}
// for (let i in smc.skills) {
// smc.skills[i].x1=0
// }
for (let i in smc.heros) {
smc.heros[i].x1=0
}
// console.log("clear_x1",smc.items,smc.heros)
}
mskill_init(){
this.MSComp.group=BoxSet.HERO
this.MMSComp.group=BoxSet.MONSTER
this.MSComp.init()
this.MMSComp.init()
}
check_buff(){
if(smc.vmdata.mission.exp >= smc.vmdata.mission.exp_max){
smc.vmdata.mission.exp-=smc.vmdata.mission.exp_max
this.do_buff()
}
// if(smc.mission.mexp >= smc.vmdata.mission.mexp_max){
// smc.vmdata.mission.mexp-=smc.vmdata.mission.mexp_max
// this.do_mbuff()
// }
}
do_buff(){
smc.vmdata.mission.ap+=smc.vmdata.mission.ap_up
smc.vmdata.mission.hp+=smc.vmdata.mission.hp_up
smc.vmdata.mission.def+=smc.vmdata.mission.def_up
smc.vmdata.mission.crit+=smc.vmdata.mission.crit_up
smc.vmdata.mission.dodge+=smc.vmdata.mission.dodge_up
if(smc.vmdata.mission.hp_up > 0 ){
let heros:any =ecs.query(ecs.allOf(HeroModelComp));
for (let i = 0; i < heros.length; i++) {
heros[i].HeroView.add_hp2(smc.vmdata.mission.hp_up)
}
}
}
// do_mbuff(){
// smc.vmdata.mission.map+=smc.vmdata.mission.map_up
// smc.vmdata.mission.mhp+=smc.vmdata.mission.mhp_up
// //todo hp 需要特殊处理
// smc.vmdata.mission.mdef+=smc.vmdata.mission.mdef_up
// smc.vmdata.mission.mcrit+=smc.vmdata.mission.mcrit_up
// smc.vmdata.mission.mdodge+=smc.vmdata.mission.mdodge_up
// }
check_mon_num(){
let mons:any = this.get_mons()
let heros:any= this.get_heros()
let h_alive=false
let m_alive=false
for (let i = 0; i < heros.length; i++) {
if ( !heros[i].HeroView.is_dead) {
h_alive=true
}
}
for (let i = 0; i < mons.length; i++) {
if ( !mons[i].HeroView.is_dead) {
m_alive=true
}
}
if (!m_alive||!h_alive) this.mission_end()
}
get_mons(){
return ecs.query(ecs.allOf(MonModelComp));
}
get_heros(){
return ecs.query(ecs.allOf(HeroModelComp))
}
count_mon_pos(){
let right_x:number=360
let left_x:number=-360
let monsters:any= this.get_mons()
for(let i=0;i<monsters.length;i++){
if(monsters[i].HeroView == undefined) return
if(monsters[i].HeroView.node.position.x > 400) continue
let mon:any = monsters[i].HeroView.node.position
smc.enemy_pos[i]= mon
if(monsters[i].HeroView.node.position.x > left_x){
left_x = monsters[i].HeroView.node.position.x
}
if(monsters[i].HeroView.node.position.x < right_x){
right_x = monsters[i].HeroView.node.position.x
}
}
smc.mon_front_x=right_x
smc.mon_back_x=left_x
// console.log("count_mon_pos",smc.mon_pos,smc.mon_front_x,smc.mon_back_x)
}
count_hero_pos(){
let right_x:number=360
let left_x:number=-360
let heros:any= this.get_heros()
for(let i=0;i<heros.length;i++){
if(heros[i].HeroView == undefined) return
if(heros[i].HeroView.node.position.x < -400) continue
let ho:any = heros[i].HeroView.node.position
smc.hero_pos[i]= ho
if(heros[i].HeroView.node.position.x > left_x){
left_x = heros[i].HeroView.node.position.x
}
if(heros[i].HeroView.node.position.x < right_x){
right_x = heros[i].HeroView.node.position.x
}
}
smc.hero_front_x=left_x
smc.hero_back_x=right_x
// console.log("count_hero_pos",smc.hero_pos,smc.hero_front_x,smc.mon_front_x)
}
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
for(let i=0;i<tc;i++){
let x=RandomManager.instance.getRandomInt(0,t_num,1)
this.addMonster(Missions[0][x],i)
console.log("Missions t:"+x,Missions[0][x])
}
for(let i=0;i<yc;i++){
let x=RandomManager.instance.getRandomInt(0,y_num,1)
this.addMonster(Missions[1][x],i)
console.log("Missions y:"+x,Missions[1][x])
}
for(let i=0;i<bc;i++){
let x=RandomManager.instance.getRandomInt(0,b_num,1)
console.log("Missions b:"+x,Missions[2][x])
x=RandomManager.instance.getRandomInt(0,b_num,1)
console.log("Missions b:"+x,Missions[2][x])
x=RandomManager.instance.getRandomInt(0,b_num,1)
console.log("Missions b:"+x,Missions[2][x])
x=RandomManager.instance.getRandomInt(0,b_num,1)
console.log("Missions b:"+x,Missions[2][x])
x=RandomManager.instance.getRandomInt(0,b_num,1)
console.log("Missions b:"+x,Missions[2][x])
x=RandomManager.instance.getRandomInt(0,b_num,1)
console.log("Missions b:"+x,Missions[2][x])
this.addMonster(Missions[2][x],i,true)
}
}
heros_call(){
let heros=smc.fight_heros
console.log("heros_call",heros)
for(let i=0;i<heros.length;i++){
this.addHero(heros[i],i)
}
this.hcard_call()
}
hcard_call(){
let node =this.node.getChildByName("hcards")
let heros:any= this.get_heros();
for(let i=0;i<heros.length;i++){
let hcard = ecs.getEntity<HCard>(HCard)
// console.log("hcard:",hcard)
hcard.load(heros[i].HeroView.hero_uuid,i,node)
}
this.fight_start= true
}
/** 添加玩家 */
private addHero(uuid:number=1001,i:number=0) {
let hero = ecs.getEntity<Hero>(Hero);
let scale = 1
let pos:Vec3 = v3(HeroSet.StartPos[1]-i*10,BoxSet.GAME_LINE);
hero.load(pos,scale,uuid);
}
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(-1*HeroSet.StartPos[1]+i*10,BoxSet.GAME_LINE);
mon.load(pos,scale,uuid,is_boss);
}
/** 视图层逻辑代码分离演示 */
/** 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();
}
}