Files
heros/assets/script/game/map/EquipsComp.ts
2025-06-11 16:54:50 +08:00

236 lines
8.7 KiB
TypeScript

import { _decorator, Component, Node, resources, Sprite, SpriteAtlas } from 'cc';
import { oops } from 'db://oops-framework/core/Oops';
import { GameEvent } from '../common/config/GameEvent';
import { smc } from '../common/SingletonModuleComp';
import { EquipInfo, EquipType, EquipAttr, EquipAttrTarget } from '../common/config/Equips';
const { ccclass, property } = _decorator;
@ccclass('EquipsComp')
export class EquipsComp extends Component {
weapon:any=null
armor:any=null
accessory:any=null
skill1:any=null
skill2:any=null
skill3:any=null
boxs:Node=null
attrs:any={
hero:{
ATK:0, // 攻击力
ATK_COUNT:0, // 攻击个数
ATK_CD:0, // 攻击速度
HP:0, // 生命值
DEF:0, // 免伤
SKILL_DMG:0, // 技能效果
SKILL_CD:0, // 技能冷却缩减
CARD_EFFECT:0, // 卡牌效果
CARD_COUNT:0, // 卡牌起效次数,每3次多起效一次
},
ally:{
ATK:0, // 攻击力
ATK_COUNT:0, // 攻击个数
ATK_CD:0, // 攻击速度
HP:0, // 生命值
DEF:0, // 免伤
SKILL_DMG:0, // 技能效果
SKILL_CD:0, // 技能冷却缩减
CARD_EFFECT:0, // 卡牌效果
CARD_COUNT:0, // 卡牌起效次数,每3次多起效一次
},
enemy:{
ATK:0, // 攻击力
ATK_COUNT:0, // 攻击个数
ATK_CD:0, // 攻击速度
HP:0, // 生命值
DEF:0, // 免伤
SKILL_DMG:0, // 技能效果
SKILL_CD:0, // 技能冷却缩减
CARD_EFFECT:0, // 卡牌效果
CARD_COUNT:0, // 卡牌起效次数,每3次多起效一次
},
friend:{
ATK:0, // 攻击力
ATK_COUNT:0, // 攻击个数
ATK_CD:0, // 攻击速度
HP:0, // 生命值
DEF:0, // 免伤
SKILL_DMG:0, // 技能效果
SKILL_CD:0, // 技能冷却缩减
CARD_EFFECT:0, // 卡牌效果
CARD_COUNT:0, // 卡牌起效次数,每3次多起效一次
}
}
/** 视图层逻辑代码分离演示 */
onLoad() {
oops.message.on(GameEvent.FightReady,this.fight_ready,this)
oops.message.on(GameEvent.EquipAdd,this.equip_add,this)
oops.message.on(GameEvent.EquipRemove,this.equip_remove,this)
this.boxs=this.node.getChildByName("boxs")
}
start(){
this.fight_ready()
}
fight_ready(){
this.boxs.getChildByName("weapon").getChildByName("icon").active=false
this.boxs.getChildByName("armor").getChildByName("icon").active=false
this.boxs.getChildByName("accessory").getChildByName("icon").active=false
this.weapon={
uuid:0,
name:"weapon",
type:"weapon",
level:0,
}
this.armor={
uuid:0,
name:"armor",
type:"armor",
level:0,
}
this.accessory={
uuid:0,
name:"accessory",
type:"accessory",
level:0,
}
this.count_attrs()
}
equip_add(e:GameEvent,data:any){
console.log("equip_add",data)
if(data.type==EquipType.WEAPON){
this.weapon.uuid=data.uuid
this.weapon.name=data.name
this.weapon.type=data.type
this.weapon.level=data.level
this.show_weapon(data.uuid)
}
if(data.type==EquipType.ARMOR){
this.armor.uuid=data.uuid
this.armor.name=data.name
this.armor.type=data.type
this.armor.level=data.level
this.show_armor(data.uuid)
}
if(data.type==EquipType.ACCESSORY){
this.accessory.uuid=data.uuid
this.accessory.name=data.name
this.accessory.type=data.type
this.accessory.level=data.level
this.show_accessory(data.uuid)
}
this.count_attrs()
}
show_weapon(uuid:number){
let icon = this.node.getChildByName("boxs").getChildByName("weapon").getChildByName("icon")
icon.active=true
var icon_path = "game/heros/equips"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("icon").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(uuid.toString());
});
}
show_armor(uuid:number){
let icon = this.node.getChildByName("boxs").getChildByName("armor").getChildByName("icon")
icon.active=true
var icon_path = "game/heros/equips"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("icon").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(uuid.toString());
});
}
show_accessory(uuid:number){
let icon = this.node.getChildByName("boxs").getChildByName("accessory").getChildByName("icon")
icon.active=true
var icon_path = "game/heros/equips"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("icon").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(uuid.toString());
});
}
count_attrs(){
// 重置所有属性
this.reset_attrs();
// 获取所有装备的属性
let weapon_attrs = this.weapon.uuid ? EquipInfo[this.weapon.uuid]?.attributes || [] : [];
let armor_attrs = this.armor.uuid ? EquipInfo[this.armor.uuid]?.attributes || [] : [];
let accessory_attrs = this.accessory.uuid ? EquipInfo[this.accessory.uuid]?.attributes || [] : [];
// 合并所有装备属性
const allAttrs = [...weapon_attrs, ...armor_attrs, ...accessory_attrs];
// 计算每个目标的属性加成
allAttrs.forEach(attr => {
const target = attr.target || EquipAttrTarget.ALL;
const targetKey = this.getTargetKey(target);
if (targetKey) {
switch (attr.type) {
case EquipAttr.ATK:
this.attrs[targetKey].ATK += attr.value;
break;
case EquipAttr.ATK_COUNT:
this.attrs[targetKey].ATK_COUNT += attr.value;
break;
case EquipAttr.ATK_CD:
this.attrs[targetKey].ATK_CD += attr.value;
break;
case EquipAttr.HP:
this.attrs[targetKey].HP += attr.value;
break;
case EquipAttr.DEF:
this.attrs[targetKey].DEF += attr.value;
break;
case EquipAttr.SKILL_DMG:
this.attrs[targetKey].SKILL_DMG += attr.value;
break;
case EquipAttr.SKILL_CD:
this.attrs[targetKey].SKILL_CD += attr.value;
break;
case EquipAttr.CARD_EFFECT:
this.attrs[targetKey].CARD_EFFECT += attr.value;
break;
case EquipAttr.CARD_COUNT:
this.attrs[targetKey].CARD_COUNT += attr.value;
break;
}
}
});
console.log("count_attrs",this.attrs)
oops.message.dispatchEvent(GameEvent.EquipChange,this.attrs)
}
// 重置所有属性为0
private reset_attrs() {
Object.keys(this.attrs).forEach(key => {
Object.keys(this.attrs[key]).forEach(attrKey => {
this.attrs[key][attrKey] = 0;
});
});
}
// 根据目标类型获取对应的key
private getTargetKey(target: EquipAttrTarget): string | null {
switch (target) {
case EquipAttrTarget.ALL:
return 'hero'; // 默认作用于英雄
case EquipAttrTarget.HERO:
return 'hero';
case EquipAttrTarget.FRIEND:
return 'friend';
case EquipAttrTarget.ENEMY:
return 'enemy';
default:
return null;
}
}
equip_remove(e:GameEvent,data:any){
console.log("equip_remove",data)
}
update(dt: number): void {
if(!smc.mission.play||smc.mission.pause) return
}
}