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

268 lines
11 KiB
TypeScript

import { _decorator, resources, Sprite, SpriteAtlas ,Node, ProgressBar, tween, v3, Label} 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 { GameEvent } from "../common/config/GameEvent";
import { SkillSet } from "../common/config/SkillSet";
import { smc } from "../common/SingletonModuleComp";
import { oops } from "db://oops-framework/core/Oops";
import { MissionEvent } from "../common/config/MissionEvent";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('EquipSkillComp')
@ecs.register('EquipSkill', false)
export class EquipSkillComp extends CCComp {
skill1:any=null
skill2:any=null
skill3:any=null
boxs:Node=null
/** 视图层逻辑代码分离演示 */
onLoad() {
this.on(GameEvent.UseSkillCard, this.get_skill, this);
this.on(GameEvent.FightReady,this.fight_ready,this)
this.on(GameEvent.SKILL_STONE_UP,this.skill_stone_up,this)
this.boxs=this.node.getChildByName("boxs")
}
start(){
this.fight_ready()
}
skill_stone_up(e:GameEvent,data:any){
console.log("[EquipSkillComp]: skill_stone_up",data)
smc.vmdata.mission_data.skill_stone+=data
if(smc.vmdata.mission_data.skill_stone >= smc.vmdata.mission_data.skill_stone_max){
this.show_skill_get("skill1")
this.show_skill_get("skill2")
this.show_skill_get("skill3")
}
}
fight_ready(){
this.boxs=this.node.getChildByName("boxs")
console.log("[EquipSkillComp]: fight_ready",this.node)
this.boxs.getChildByName("skill1").getChildByName("icon").active=false
this.boxs.getChildByName("skill2").getChildByName("icon").active=false
this.boxs.getChildByName("skill3").getChildByName("icon").active=false
this.hide_skill_get(null,"skill1")
this.hide_skill_get(null,"skill2")
this.hide_skill_get(null,"skill3")
this.hide_skill_change(null,"skill1")
this.hide_skill_change(null,"skill2")
this.hide_skill_change(null,"skill3")
this.skill1={
uuid:0,
name:"skill1",
type:0, //1 被动 0 主动
level:0,
quality:0,
cd:0,
cd_time:0,
}
this.skill2={
uuid:0,
name:"skill2",
type:0,//
level:0,
quality:0,
cd:0,
cd_time:0,
}
this.skill3={
uuid:0,
name:"skill3",
type:0,//
level:0,
quality:0,
cd:0,
cd_time:0,
}
}
update(dt: number): void {
if(!smc.mission.play||smc.mission.pause) return
if(this.skill1.uuid!=0){
if(this.skill1.cd_time < (this.skill1.cd)){
this.skill1.cd_time+=dt
}else{
if(this.skill1.type==1){
this.do_skill1()
}
}
this.boxs.getChildByName("skill1").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=(1-this.skill1.cd_time/this.skill1.cd)
}
if(this.skill2.uuid!=0){
if(this.skill2.cd_time < (this.skill2.cd)){
this.skill2.cd_time+=dt
}else{
if(this.skill2.type==1){
this.do_skill2()
}
}
this.boxs.getChildByName("skill2").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=(1-this.skill2.cd_time/this.skill2.cd)
}
if(this.skill3.uuid!=0){
if(this.skill3.cd_time < (this.skill3.cd)){
this.skill3.cd_time+=dt
}else{
if(this.skill3.type==1){
// this.do_skill3()
}
}
this.boxs.getChildByName("skill3").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=(1-this.skill3.cd_time/this.skill3.cd)
}
}
do_skill1(){
console.log("do_skill1")
this.skill1.cd_time=0
tween(this.boxs.getChildByName("skill1")).to(0.1, {scale:v3(1.2,1.2,1)},{onComplete:()=>{
tween(this.boxs.getChildByName("skill1")).to(0.2, {scale:v3(1,1,1)}).start()
}}).start()
this.do_skill(this.skill1.uuid)
}
do_skill2(){
console.log("do_skill2")
this.skill2.cd_time=0
tween(this.boxs.getChildByName("skill2")).to(0.1, {scale:v3(1.2,1.2,1)},{onComplete:()=>{
tween(this.boxs.getChildByName("skill2")).to(0.2, {scale:v3(1,1,1)}).start()
}}).start()
this.do_skill(this.skill2.uuid)
}
do_skill3(){
if(this.skill3.uuid==0) return
if(this.skill3.cd_time < (this.skill3.cd)) return
if(smc.vmdata.mission_data.skill_stone < SkillSet[this.skill3.uuid].cost){
oops.gui.toast("技能石不足", false);
return
}
smc.vmdata.mission_data.skill_stone-=SkillSet[this.skill3.uuid].cost
this.skill3.cd_time=0
tween(this.boxs.getChildByName("skill3")).to(0.1, {scale:v3(1.2,1.2,1)},{onComplete:()=>{
tween(this.boxs.getChildByName("skill3")).to(0.2, {scale:v3(1,1,1)}).start()
}}).start()
this.do_skill(this.skill3.uuid)
}
do_skill(uuid:number){
console.log("出发技能:",uuid)
oops.message.dispatchEvent(GameEvent.CastHeroSkill,uuid)
}
get_skill(e:GameEvent,data:any){
console.log("get_skill",data)
switch(data.slot){
case "skill1":
this.skill1.uuid=data.uuid
this.skill1.skill_name=SkillSet[data.uuid].name
this.skill1.type=1
this.skill1.cd=SkillSet[data.uuid].cd
this.skill1.cd_time=SkillSet[data.uuid].cd
let icon1 = this.boxs.getChildByName("skill1").getChildByName("icon")
icon1.active=true
var icon_path = "game/skills/skill_icon"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon1.getChildByName("skill").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
});
break
case "skill2":
this.skill2.uuid=data.uuid
this.skill2.skill_name=SkillSet[data.uuid].name
this.skill2.type=1
this.skill2.cd=SkillSet[data.uuid].cd
this.skill2.cd_time=SkillSet[data.uuid].cd
let icon2 = this.boxs.getChildByName("skill2").getChildByName("icon")
icon2.active=true
var icon_path = "game/skills/skill_icon"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon2.getChildByName("skill").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
});
break
case "skill3":
this.skill3.uuid=data.uuid
this.skill3.skill_name=SkillSet[data.uuid].name
this.skill3.type=1
this.skill3.cd=SkillSet[data.uuid].cd
this.skill3.cd_time=SkillSet[data.uuid].cd
let icon = this.boxs.getChildByName("skill3").getChildByName("icon")
icon.active=true
var icon_path = "game/skills/skill_icon"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("skill").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
});
break
}
}
call_skill_card(e:any,data:any){
let mission_data=smc.vmdata.mission_data
if(mission_data.skill_stone < mission_data.skill_stone_max){
oops.gui.toast("技能石不足", false);
return
}
oops.message.dispatchEvent(GameEvent.HeroSkillSelect,{slot:data})
mission_data.skill_stone-=mission_data.skill_stone_max
mission_data.skill_stone_max=mission_data.skill_stone_max*2
}
private show_skill_get(e:string){
if(this.skill1.uuid==0){
this.boxs.getChildByName("skill1").getChildByName("get").active =true
this.boxs.getChildByName("skill1").getChildByName("light").active=true
this.boxs.getChildByName("skill1").getChildByName("tip").active =true
this.boxs.getChildByName("skill1").getChildByName("tip").getComponent(Label).string="学习"
}
if(this.skill2.uuid==0&&this.skill1.uuid!=0){
this.boxs.getChildByName("skill2").getChildByName("get").active =true
this.boxs.getChildByName("skill2").getChildByName("light").active=true
this.boxs.getChildByName("skill2").getChildByName("tip").active =true
this.boxs.getChildByName("skill2").getChildByName("tip").getComponent(Label).string="学习"
}
if(this.skill3.uuid==0&&this.skill1.uuid!=0&&this.skill2.uuid!=0){
this.boxs.getChildByName("skill3").getChildByName("get").active =true
this.boxs.getChildByName("skill3").getChildByName("light").active=true
this.boxs.getChildByName("skill3").getChildByName("tip").active =true
this.boxs.getChildByName("skill3").getChildByName("tip").getComponent(Label).string="学习"
}
}
private hide_skill_get(e:any,data:string){
this.boxs.getChildByName("skill1").getChildByName("get").active =false
this.boxs.getChildByName("skill1").getChildByName("tip").active =false
this.boxs.getChildByName("skill1").getChildByName("light").active=false
this.boxs.getChildByName("skill2").getChildByName("get").active =false
this.boxs.getChildByName("skill2").getChildByName("tip").active =false
this.boxs.getChildByName("skill2").getChildByName("light").active=false
this.boxs.getChildByName("skill3").getChildByName("get").active =false
this.boxs.getChildByName("skill3").getChildByName("tip").active =false
this.boxs.getChildByName("skill3").getChildByName("light").active=false
}
private show_skill_change(e:string){
if(this.skill1.uuid!=0){
this.boxs.getChildByName("skill1").getChildByName("change").active =true
}
if(this.skill2.uuid!=0){
this.boxs.getChildByName("skill2").getChildByName("change").active =true
}
if(this.skill3.uuid!=0){
this.boxs.getChildByName("skill3").getChildByName("change").active =true
}
}
private hide_skill_change(e:any,data:any){
this.boxs.getChildByName("skill1").getChildByName("change").active =false
this.boxs.getChildByName("skill2").getChildByName("change").active =false
this.boxs.getChildByName("skill3").getChildByName("change").active =false
}
/** 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();
}
}