206 lines
7.3 KiB
TypeScript
206 lines
7.3 KiB
TypeScript
import { _decorator, Vec3,Animation, instantiate, Prefab, Node } 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 { FightSet} from "../common/config/Mission";
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import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
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import { GameEvent } from "../common/config/GameEvent";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { MonModelComp } from "../hero/MonModelComp";
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import { SkillCom } from "../skills/SkillCom";
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import { UIID } from "../common/config/GameUIConfig";
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import { ItemComp } from "./ItemComp";
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const { ccclass, property } = _decorator;
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//@todo this is a test
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/** 视图层对象 */
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@ccclass('MissionComp')
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@ecs.register('MissionComp', false)
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export class MissionComp extends CCComp {
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// VictoryComp:any = null;
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// reward:number = 0;
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// reward_num:number = 0;
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rewards:any[]=[]
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onLoad(){
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this.on(GameEvent.MissionStart,this.mission_start,this)
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this.on(GameEvent.MonDead,this.do_mon_dead,this)
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this.on(GameEvent.HeroDead,this.do_hero_dead,this)
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this.on(GameEvent.FightEnd,this.fight_end,this)
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this.on(GameEvent.MissionEnd,this.mission_end,this)
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this.on(GameEvent.DO_AD_BACK,this.do_ad,this)
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// this.on(GameEvent.CanUpdateLv,this.show_uplv_button,this)
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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(smc.mission.in_fight){
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smc.vmdata.mission_data.fight_time+=dt
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}
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}
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//奖励发放
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do_reward(){
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// 奖励发放
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}
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do_drop(drop_item:any[]){
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console.log("[MissionComp] do_drop",drop_item)
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let parent=this.node.getChildByName("reward").getChildByName("items")
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let items=parent.children
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if(drop_item.length>0){
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for(let i=0;i<drop_item.length;i++){
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let d_item=drop_item[i]
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// 查找是否已存在该物品
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const existingItem = this.rewards.find(item => item.item_uuid === d_item.item_uuid);
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if(existingItem){
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// 如果已存在该物品,累加数量
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existingItem.count += d_item.count;
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}else{
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// 如果不存在该物品,添加新物品
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this.rewards.push({item_uuid: d_item.item_uuid, count: d_item.count});
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}
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}
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}
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for(let i=0;i<items.length;i++){
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let hitem=items[i].getComponent(ItemComp)
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for(let j=0;j<drop_item.length;j++){
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let d_item=drop_item[j]
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if(d_item.item_uuid==hitem.item_uuid){
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hitem.addItemCount(d_item.count)
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drop_item.splice(j,1)
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break
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}
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}
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}
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if(drop_item.length>0){
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console.log("[MissionComp] do_drop 剩余物品",drop_item)
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for(let i=0;i<drop_item.length;i++){
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let d_item=drop_item[i]
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let path="game/gui/item"
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const prefab = oops.res.get(path, Prefab);
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if (!prefab) {
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console.error("[MissionComp=>do_drop] 预制体加载失败:", path);
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return;
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}
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const node = instantiate(prefab) as unknown as Node;
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node.parent=parent
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node.getComponent(ItemComp)!.update_data(d_item.item_uuid,d_item.count)
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}
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}
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}
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do_mon_dead(event:any,data:any){
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console.log("[MissionComp] do_mon_dead",event,data)
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smc.vmdata.mission_data.mon_num--
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if(data.drops){
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if(data.drops.length>0){
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this.do_drop(data.drops)
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}
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}
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if(smc.vmdata.mission_data.mon_num<=0) {
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smc.vmdata.mission_data.level++
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if(smc.vmdata.mission_data.level < smc.vmdata.mission_data.max_mission){
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oops.message.dispatchEvent(GameEvent.NewWave)
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return
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}
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smc.addMission(1)
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oops.message.dispatchEvent(GameEvent.FightEnd,{victory:true})
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oops.gui.open(UIID.Victory,{victory:true,rewards:this.rewards})
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}
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}
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do_hero_dead(event:any,data:any){
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console.log("[MissionComp] do_hero_dead",event,data)
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smc.vmdata.mission_data.hero_num--
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if(smc.vmdata.mission_data.hero_num<=0) {
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oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false})
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oops.gui.open(UIID.Victory,{victory:false,rewards:this.rewards})
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}
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}
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do_ad(){
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if(this.ad_back()){
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oops.message.dispatchEvent(GameEvent.AD_BACK_TRUE)
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smc.vmdata.mission_data.refresh_count+=FightSet.MORE_RC
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}else{
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oops.message.dispatchEvent(GameEvent.AD_BACK_FALSE)
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}
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}
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ad_back(){
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return true
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}
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async mission_start(){
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console.log("[MissionComp] ** 1 ** mission_start")
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this.node.getChildByName("ending").getComponent(Animation).play("startFight")
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oops.message.dispatchEvent(GameEvent.FightReady)
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this.node.active=true
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this.data_init()
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let loading=this.node.parent.getChildByName("loading")
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loading.active=true
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this.scheduleOnce(()=>{
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loading.active=false
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},0.5)
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this.scheduleOnce(()=>{
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this.to_fight()
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},0.1)
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}
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to_fight(){
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smc.mission.in_fight=true
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oops.message.dispatchEvent(GameEvent.FightStart) //MissionMonComp 监听刷怪
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}
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to_end_fight(){
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oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false})
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oops.gui.open(UIID.Victory,{victory:false,rewards:this.rewards})
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}
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fight_end(){
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console.log("任务结束")
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// 延迟0.5秒后执行任务结束逻辑
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this.scheduleOnce(() => {
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smc.mission.play=false
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smc.mission.pause=false
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this.cleanComponents()
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}, 0.5)
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}
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mission_end(){
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console.log("[MissionComp] mission_end")
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this.node.getChildByName("ending").active=false
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this.node.active=false
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}
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data_init(){
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//局内数据初始化 smc 数据初始化
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smc.mission.play = true;
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smc.vmdata.mission_data.in_fight=false
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smc.vmdata.mission_data.fight_time=0
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smc.vmdata.mission_data.level=0
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this.rewards=[] // 改为数组,用于存储掉落物品列表
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this.node.getChildByName("reward").getChildByName("items").removeAllChildren()
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console.log("[MissionComp]局内数据初始化",smc.vmdata.mission_data)
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}
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private cleanComponents() {
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ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {entity.remove(HeroViewComp);entity.destroy()});
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ecs.query(ecs.allOf(SkillCom)).forEach(entity => {entity.remove(SkillCom);entity.destroy()});
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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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} |