229 lines
8.2 KiB
TypeScript
229 lines
8.2 KiB
TypeScript
import { _decorator, Component, Node, resources, Sprite, SpriteAtlas } from 'cc';
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import { oops } from 'db://oops-framework/core/Oops';
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import { GameEvent } from '../common/config/GameEvent';
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import { smc } from '../common/SingletonModuleComp';
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import { EquipInfo, EquipType, EquipAttrTarget} from '../common/config/Equips';
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import { BuffAttr, getBuffNum } from '../common/config/SkillSet';
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const { ccclass, property } = _decorator;
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@ccclass('EquipsComp')
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export class EquipsComp extends Component {
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weapon:any=null
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armor:any=null
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accessory:any=null
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skill1:any=null
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skill2:any=null
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skill3:any=null
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boxs:Node=null
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attrs:any={
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hero:getBuffNum(),
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ally:getBuffNum(),
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enemy:getBuffNum(),
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friend:getBuffNum(),
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}
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/** 视图层逻辑代码分离演示 */
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onLoad() {
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oops.message.on(GameEvent.FightReady,this.fight_ready,this)
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oops.message.on(GameEvent.EquipAdd,this.equip_add,this)
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oops.message.on(GameEvent.EquipRemove,this.equip_remove,this)
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this.boxs=this.node.getChildByName("boxs")
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}
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start(){
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this.fight_ready()
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}
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fight_ready(){
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this.boxs.getChildByName("weapon").getChildByName("icon").active=false
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this.boxs.getChildByName("armor").getChildByName("icon").active=false
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this.boxs.getChildByName("accessory").getChildByName("icon").active=false
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this.weapon={
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uuid:0,
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name:"weapon",
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type:"weapon",
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level:0,
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}
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this.armor={
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uuid:0,
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name:"armor",
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type:"armor",
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level:0,
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}
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this.accessory={
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uuid:0,
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name:"accessory",
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type:"accessory",
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level:0,
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}
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this.count_attrs()
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}
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equip_add(e:GameEvent,data:any){
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console.log("equip_add",data)
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if(data.type==EquipType.WEAPON){
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this.weapon.uuid=data.uuid
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this.weapon.name=data.name
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this.weapon.type=data.type
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this.weapon.level=data.level
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this.show_weapon(data.uuid)
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}
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if(data.type==EquipType.ARMOR){
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this.armor.uuid=data.uuid
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this.armor.name=data.name
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this.armor.type=data.type
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this.armor.level=data.level
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this.show_armor(data.uuid)
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}
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if(data.type==EquipType.ACCESSORY){
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this.accessory.uuid=data.uuid
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this.accessory.name=data.name
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this.accessory.type=data.type
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this.accessory.level=data.level
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this.show_accessory(data.uuid)
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}
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this.count_attrs()
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}
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show_weapon(uuid:number){
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let icon = this.node.getChildByName("boxs").getChildByName("weapon").getChildByName("icon")
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icon.active=true
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var icon_path = "game/heros/equips"
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resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
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const sprite = icon.getChildByName("icon").getComponent(Sprite);
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sprite.spriteFrame = atlas.getSpriteFrame(uuid.toString());
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});
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}
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show_armor(uuid:number){
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let icon = this.node.getChildByName("boxs").getChildByName("armor").getChildByName("icon")
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icon.active=true
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var icon_path = "game/heros/equips"
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resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
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const sprite = icon.getChildByName("icon").getComponent(Sprite);
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sprite.spriteFrame = atlas.getSpriteFrame(uuid.toString());
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});
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}
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show_accessory(uuid:number){
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let icon = this.node.getChildByName("boxs").getChildByName("accessory").getChildByName("icon")
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icon.active=true
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var icon_path = "game/heros/equips"
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resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
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const sprite = icon.getChildByName("icon").getComponent(Sprite);
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sprite.spriteFrame = atlas.getSpriteFrame(uuid.toString());
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});
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}
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count_attrs(){
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// 重置所有属性
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this.reset_attrs();
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console.log("重置后的属性", this.attrs);
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// 获取所有装备的属性
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let weapon_attrs = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.attributes || [] : [];
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let armor_attrs = this.armor.uuid ? EquipInfo[this.armor.uuid]?.attributes || [] : [];
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let accessory_attrs = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.attributes || [] : [];
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console.log("武器属性", weapon_attrs);
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console.log("防具属性", armor_attrs);
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console.log("饰品属性", accessory_attrs);
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// 合并所有装备属性
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const allAttrs = [...weapon_attrs, ...armor_attrs, ...accessory_attrs];
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console.log("合并后的所有属性", allAttrs);
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// 计算每个目标的属性加成
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allAttrs.forEach(attr => {
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const target = attr.target || EquipAttrTarget.ALL;
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let targetKey = null;
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// 根据目标类型获取对应的key
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switch (target) {
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case EquipAttrTarget.ALL:
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targetKey = 'ally';
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break;
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case EquipAttrTarget.HERO:
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targetKey = 'hero';
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break;
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case EquipAttrTarget.FRIEND:
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targetKey = 'friend';
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break;
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case EquipAttrTarget.ENEMY:
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targetKey = 'enemy';
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break;
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}
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console.log("处理属性加成", {
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target: target,
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targetKey: targetKey,
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attr: attr,
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beforeValue: targetKey ? this.attrs[targetKey][BuffAttr[attr.type]] : null
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});
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if (targetKey) {
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switch (attr.type) {
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case BuffAttr.ATK:
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this.attrs[targetKey].ATK += attr.value;
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break;
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case BuffAttr.ATK_COUNT:
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this.attrs[targetKey].ATK_COUNT += attr.value;
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break;
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case BuffAttr.ATK_CD:
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this.attrs[targetKey].ATK_CD += attr.value;
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break;
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case BuffAttr.HP:
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this.attrs[targetKey].HP += attr.value;
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break;
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case BuffAttr.DEF:
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this.attrs[targetKey].DEF += attr.value;
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break;
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case BuffAttr.SKILL_DMG:
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this.attrs[targetKey].SKILL_DMG += attr.value;
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break;
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case BuffAttr.SKILL_CD:
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this.attrs[targetKey].SKILL_CD += attr.value;
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break;
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case BuffAttr.CARD_EFFECT:
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this.attrs[targetKey].CARD_EFFECT += attr.value;
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break;
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case BuffAttr.CARD_COUNT:
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this.attrs[targetKey].CARD_COUNT += attr.value;
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break;
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}
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console.log("属性加成后", {
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targetKey: targetKey,
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attrType: BuffAttr[attr.type],
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afterValue: this.attrs[targetKey][BuffAttr[attr.type]]
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});
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}
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});
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console.log("最终属性加成", this.attrs);
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oops.message.dispatchEvent(GameEvent.EquipChange, this.attrs);
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}
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// 重置所有属性为0
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private reset_attrs() {
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// 创建新的属性对象
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const newAttrs = {
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hero: getBuffNum(),
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ally: getBuffNum(),
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enemy: getBuffNum(),
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friend: getBuffNum()
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};
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// 替换整个 attrs 对象
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this.attrs = newAttrs;
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console.log("重置属性", {
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hero: this.attrs.hero,
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ally: this.attrs.ally,
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enemy: this.attrs.enemy,
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friend: this.attrs.friend
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});
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}
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equip_remove(e:GameEvent,data:any){
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console.log("equip_remove",data)
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}
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update(dt: number): void {
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if(!smc.mission.play||smc.mission.pause) return
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}
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}
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