171 lines
6.0 KiB
TypeScript
171 lines
6.0 KiB
TypeScript
import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas} from "cc";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { smc } from "../common/SingletonModuleComp";
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import { HeroModelComp } from "./HeroModelComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { BoxSet, FacSet } from "../common/config/BoxSet";
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import { HeroInfo, HeroPos, HType } from "../common/config/heroSet";
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import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
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import { FriendModelComp } from "./FriendModel";
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import { MasterModelComp } from "./MasterModel";
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import { GameEvent } from "../common/config/GameEvent";
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import { BuffAttr, SkillSet } from "../common/config/SkillSet";
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import { FightSet } from "../common/config/Mission";
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import { Skill } from "../skills/Skill";
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/** 角色实体 */
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@ecs.register(`Hero`)
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export class Hero extends ecs.Entity {
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HeroModel!: HeroModelComp;
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HeroView!: HeroViewComp;
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BattleMove!: BattleMoveComp;
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vmHero:any={}
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protected init() {
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this.addComponents<ecs.Comp>(
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BattleMoveComp,
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HeroModelComp,
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);
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}
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destroy(): void {
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this.remove(HeroViewComp);
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this.remove(HeroModelComp);
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if(this.get(FriendModelComp)){
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this.remove(FriendModelComp);
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}
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if(this.get(MasterModelComp)){
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this.remove(MasterModelComp);
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}
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super.destroy();
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}
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/**
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* 获取所有英雄槽位
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* @returns 英雄槽位数组
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*/
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private getHeroSlots(): any[] {
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return [smc.vmdata.hero1, smc.vmdata.hero2, smc.vmdata.hero3]
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}
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/**
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* 查找可用的英雄槽位
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* @returns 可用的英雄槽位对象,如果没有可用槽位则返回null
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*/
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private findAvailableHeroSlot(): any {
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return this.getHeroSlots().find(slot => slot.uuid === 0) || null
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}
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/** 加载角色 */
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,info:any={ap:0,hp:0,lv:1,crit:0,crit_d:0,dod:0,dod_no:false,crit_no:false},fight_pos:number=1) {
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// console.log("英雄加载:",uuid,pos,scale,info)
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scale = 1
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// 查找空闲英雄槽位
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this.vmHero = this.findAvailableHeroSlot()
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if (!this.vmHero) {
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console.log("[Hero] 英雄已满")
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return
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}
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this.vmHero.uuid=uuid
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this.vmHero.count=1
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var path = "game/heros/"+HeroInfo[uuid].path;
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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var scene = smc.map.MapView.scene;
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node.parent = scene.entityLayer!.node!
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node.setPosition(pos)
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// console.log("hero load",pos)
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var hv = this.hero_init(uuid,node,info)
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this.add(hv);
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this.addComponents<ecs.Comp>(MasterModelComp)
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oops.message.dispatchEvent(GameEvent.MasterCalled,{uuid:uuid})
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const move = this.get(BattleMoveComp);
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move.direction = 1; // 向右移动
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move.targetX = 0; // 右边界'
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if(HeroInfo[uuid].type==HType.remote){
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move.targetX = -100; // 右边界'
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}
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if(HeroInfo[uuid].type==HType.mage){
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move.targetX = -200; // 右边界'
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}
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}
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hero_init(uuid:number=1001,node:Node,info:any={ap:0,hp:0,lv:1,crit:0,crit_d:0,dod:0,dod_no:false,crit_no:false}) {
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var hv = node.getComponent(HeroViewComp)!;
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let hero= HeroInfo[uuid] // 共用英雄数据
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hv.vmHero=this.vmHero
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this.vmHero.name=hero.name
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hv.scale = 1;
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hv.is_master=true;
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hv.lv=1
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hv.lv=info.lv
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hv.fac = FacSet.HERO;
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hv.type = hero.type;
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hv.box_group = BoxSet.HERO;
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hv.hero_uuid= uuid;
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hv.hero_name= hero.name;
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hv.speed =hv.ospeed = hero.speed;
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hv.dis = hero.dis;
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hv.cd = hv.cd_base = hero.cd
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this.vmHero.hp=this.vmHero.hp_max= hv.hp = hv.hp_max = hv.hp_base=hero.hp+info.hp
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hv.ap = hv.ap_base=hero.ap+info.ap;
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hero.buff.forEach((buff:any)=>{
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switch(buff.buff_type){
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case BuffAttr.CRITICAL:
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hv.crit=buff.value
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break
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case BuffAttr.CRITICAL_DMG:
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hv.crit_d=buff.value
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break
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case BuffAttr.DODGE:
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hv.dod=buff.value
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break
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case BuffAttr.DODGE_NO:
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hv.dod_no=buff.value
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break
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case BuffAttr.CRITICAL_NO:
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hv.crit_no=buff.value
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break
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case BuffAttr.PUNCTURE:
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hv.puncture=buff.value
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break
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case BuffAttr.PUNCTURE_DMG:
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hv.puncture_damage=buff.value
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break
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case BuffAttr.WFUNY:
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hv.wfuny=buff.value
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break
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case BuffAttr.ATK_CD:
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hv.cd=hv.cd*(100-buff.value)/100
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break
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case BuffAttr.HP:
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hv.hp_max=hv.hp_max*(100+buff.value)/100
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break
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case BuffAttr.DEF:
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hv.def=buff.value
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break
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case BuffAttr.ATK:
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hv.ap=hv.ap*(100+buff.value)/100
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break
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case BuffAttr.STUN_RATTO:
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hv.stun_ratto=buff.value
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break
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case BuffAttr.FROST_RATIO:
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hv.frost_ratto=buff.value
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break
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case BuffAttr.KNOCKBACK:
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hv.knockback=buff.value
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break
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case BuffAttr.POWER_UP:
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smc.vmdata.hero.POWER_UP+=buff.value
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break
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}
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})
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hv.atk_skill=hero.skills[0]
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hv.skills=hero.skills
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this.vmHero.cd_max=SkillSet[hv.skills[1]].cd
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return hv
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}
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} |