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heros/assets/script/game/hero/Mon.ts

131 lines
4.6 KiB
TypeScript

import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas, BoxCollider2D} from "cc";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { smc } from "../common/SingletonModuleComp";
import { BoxSet, FacSet } from "../common/config/BoxSet";
import { HeroInfo } from "../common/config/heroSet";
import { MonModelComp } from "./MonModelComp";
import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
import { SkillConComp } from "./SkillConComp";
import { BuffConf, SkillSet } from "../common/config/SkillSet";
import { getNeAttrs, getAttrs ,Attrs} from "../common/config/HeroAttrs";
import { TalComp } from "./TalComp";
import { getMonAttr, MonType } from "../map/RogueConfig";
import { EBusComp } from "./EBusComp";
import { MonViewComp } from "./MonViewComp";
/** 角色实体 */
@ecs.register(`Monster`)
export class Monster extends ecs.Entity {
HeroModel!: MonModelComp;
HeroView!: MonViewComp;
BattleMove!: BattleMoveComp;
protected init() {
this.addComponents<ecs.Comp>(
BattleMoveComp,
MonModelComp,
TalComp,
EBusComp,
);
}
destroy(): void {
this.remove(MonViewComp);
this.remove(MonModelComp);
this.remove(TalComp);
this.remove(EBusComp);
super.destroy();
}
/** 加载角色 */
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,lv:number=1,monType:MonType=MonType.NORMAL, buffs: BuffConf[] = [],is_call=false) {
scale=-1
let box_group=BoxSet.MONSTER
var scene = smc.map.MapView.scene;
var path = "game/heros/"+HeroInfo[uuid].path;
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
node.parent = scene.entityLayer!.node!
const collider = node.getComponent(BoxCollider2D);
if (collider) collider.enabled = false; // 先禁用 // 延迟一帧启用碰撞体
node.setPosition(pos)
var view = node.getComponent(MonViewComp)!;
const model = this.get(MonModelComp);
let hero = HeroInfo[uuid]; // 共用英雄数据
// 设置 View 层属性(表现相关)
view.scale = scale;
view.box_group = box_group;
// 设置 Model 层属性(数据相关)
model.hero_uuid = uuid;
model.hero_name = hero.name;
model.lv = lv;
model.type = hero.type;
model.fac = FacSet.MON;
model.is_boss = monType == MonType.BOSS;
if(!model.is_boss){
model.is_kalami = true;
}
// 根据等级和类型获取怪物属性
const {hp, mp, ap, map, def, mdef} = getMonAttr(lv, uuid, monType);
// 初始化属性数组
model.Attrs = getAttrs();
model.hp = model.Attrs[Attrs.HP_MAX] = hp;
model.mp = model.Attrs[Attrs.MP_MAX] = mp;
model.Attrs[Attrs.DEF] = def;
model.Attrs[Attrs.MDEF] = mdef;
model.Attrs[Attrs.AP] = ap;
model.Attrs[Attrs.MAP] = map;
model.Attrs[Attrs.SPEED] = hero.speed;
model.Attrs[Attrs.DIS] = hero.dis;
// 初始化师兄
// 设置技能
for(let i=0; i<hero.skills.length; i++){
let skill = {
uuid: SkillSet[hero.skills[i]].uuid,
cd_max: SkillSet[hero.skills[i]].cd,
cost: SkillSet[hero.skills[i]].cost,
cd: 0
};
model.skills.push(skill);
}
this.add(view);
oops.message.dispatchEvent("monster_load",this)
// 初始化移动参数
const move = this.get(BattleMoveComp);
move.direction = -1; // 向左移动
move.targetX = -800; // 左边界
smc.vmdata.mission_data.mon_num++
}
reset() {
// 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放
super.destroy();
}
}
export class MonLifecycleSystem extends ecs.ComblockSystem
implements ecs.IEntityEnterSystem, ecs.IEntityRemoveSystem {
filter() {
return ecs.allOf(MonModelComp);
}
entityEnter(e: ecs.Entity): void {
// 英雄实体创建时的特殊处理
console.log(`怪物进入世界: ${e.get(MonModelComp).hero_name}`);
}
entityRemove(e: ecs.Entity): void {
// 英雄实体销毁时的清理工作
console.log(`怪物离开世界: ${e.get(MonModelComp).hero_name}`);
}
}