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