114 lines
4.8 KiB
TypeScript
114 lines
4.8 KiB
TypeScript
import { _decorator, Sprite, SpriteFrame, v3, Vec3 } 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 { BoxSet, GameSet } from "../common/config/BoxSet";
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import { HeroInfo, HeroList, HeroPos, HeroSet, HeroUpInfo } from "../common/config/heroSet";
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import { Hero } from "../hero/Hero";
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import { smc } from "../common/SingletonModuleComp";
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import { Timer } from "db://oops-framework/core/common/timer/Timer";
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import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
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import { GameEvent } from "../common/config/GameEvent";
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import { HeroModelComp } from "../hero/HeroModelComp";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { oops } from "db://oops-framework/core/Oops";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@ccclass('MissionHeroCompComp')
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@ecs.register('MissionHeroComp', false)
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export class MissionHeroCompComp extends CCComp {
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timer:Timer=new Timer(2)
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start_pos:any={
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0:{pos:v3(-140,135,0),has:false},
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1:{pos:v3(-270,205,0),has:false},
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2:{pos:v3(-270,65,0),has:false},
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}
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current_hero_uuid:number=0
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onLoad(){
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this.on(GameEvent.UseHeroCard,this.show_heros_pos,this)
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}
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start() {
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// this.test_call()
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this.node.getChildByName("location").active=false
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}
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protected update(dt: number): void {
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if(smc.mission.status != 1) return
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}
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init(){
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this.start_pos[0].has=false
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this.start_pos[1].has=false
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this.start_pos[2].has=false
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}
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test_call(){
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this.addHero(5010)
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}
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show_heros_pos(event: string, args: any){
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console.log("show_heros_pos",args)
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this.current_hero_uuid=args.uuid
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this.update_fight_hero_info()
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this.node.getChildByName("location").active=true
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}
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update_fight_hero_info(){
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let heros=ecs.query(ecs.allOf(HeroModelComp))
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for(let hero of heros){
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let hv = hero.get(HeroViewComp)
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if(hv.fight_pos==0){
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let icon=this.node.getChildByName("location").getChildByName("herospos").getChildByName("heropos1").getChildByName("hero").getChildByName("icon")
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let icon_frame=oops.res.get(HeroInfo[hv.hero_uuid].icon,SpriteFrame)!
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icon.getComponent(Sprite).spriteFrame=icon_frame
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}
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}
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}
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call_hero(event: string, args: any){
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this.node.getChildByName("location").active=false
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console.log("call_hero",args)
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let fight_pos=args
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this.timer.reset()
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let hero_list =HeroList
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let x=RandomManager.instance.getRandomInt(0,hero_list.length,1)
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// let uuid=args.uuid
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// console.log("call_hero",uuid)
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this.addHero(this.current_hero_uuid,fight_pos)
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}
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/** 添加玩家 */
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private addHero(uuid:number=1001,fight_pos:number=0) {
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console.log("call_hero addHero",uuid)
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let info:any=this.get_info_and_remove(fight_pos,uuid)
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let hero = ecs.getEntity<Hero>(Hero);
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let scale = 1
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let pos:Vec3 = this.start_pos[fight_pos].pos;
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console.log("hero load0",pos,this.start_pos)
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hero.load(pos,scale,uuid,info,fight_pos);
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this.current_hero_uuid=0
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}
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get_info_and_remove(fight_pos:number,uuid:number){
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let info:any={ap:0,hp:0}
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let heros=ecs.query(ecs.allOf(HeroModelComp))
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for(let hero of heros){
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if(hero.get(HeroViewComp).fight_pos==fight_pos){
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let hv = hero.get(HeroViewComp)
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let AP_UP_RATE = hv.hero_uuid === uuid ? GameSet.AP_UPDATE_RATE : GameSet.AP_CHANGE_RATE;
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let heroUpData = HeroUpInfo[hv.hero_uuid] || {}
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let o_ap_rate = heroUpData.ap_up_rate || 0 //被替换 升级的英雄额外被替换攻击增长比率
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let o_ap = heroUpData.ap_up || 0 //被替换 升级的英雄额外被替换攻击增长值
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let s_ap_rate = (HeroUpInfo[uuid] || {}).ap_up_rate || 0 //替换 升级的英雄额外替换攻击增长比率
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let s_ap = (HeroUpInfo[uuid] || {}).ap_up || 0 //替换 升级的英雄额外替换攻击增长值
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let o_hp_up = heroUpData.hp_up || 0 //被替换 升级的英雄额外被替换血量增长值
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let s_hp_up = (HeroUpInfo[uuid] || {}).hp_up || 0 //替换 升级的英雄额外替换血量增长值
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info.ap=Math.floor(hv.ap*(AP_UP_RATE+o_ap_rate+s_ap_rate)/100+o_ap+s_ap)
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info.hp=Math.floor(o_hp_up+s_hp_up)
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hero.destroy()
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return info
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}
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}
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return info
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}
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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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} |