Files
heros/assets/script/game/map/MissionComp.ts
2025-06-26 10:49:08 +08:00

197 lines
7.1 KiB
TypeScript

import { _decorator,Button,EventHandler,EventTouch,Label,NodeEventType,resources,Sprite,SpriteAtlas,tween,UITransform,v3, Vec3,Animation, UI } 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 { smc } from "../common/SingletonModuleComp";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { FightSet, MissionData, Missions, MissionStatus} from "../common/config/Mission";
import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
import { GameEvent } from "../common/config/GameEvent";
import { HeroViewComp } from "../hero/HeroViewComp";
import { Hero } from "../hero/Hero";
const { ccclass, property } = _decorator;
//@todo this is a test
/** 视图层对象 */
@ccclass('MissionComp')
@ecs.register('MissionComp', false)
export class MissionComp extends CCComp {
VictoryComp:any = null;
reward:number = 0;
reward_num:number = 0;
GlodAddTimer:Timer = new Timer(1);
waveTimer:Timer = new Timer(10);
normal_max_wave:number = 10;
is_fight:boolean = false;
onLoad(){
this.on(GameEvent.MissionStart,this.mission_start,this)
this.on(GameEvent.FightEnd,this.fight_end,this)
this.on(GameEvent.MissionEnd,this.mission_end,this)
// this.on(GameEvent.CardsClose,this.after_used_skill_card,this)
this.on(GameEvent.WaveUpdate,this.on_mon_wave_update,this)
}
protected update(dt: number): void {
if(!smc.mission.play||smc.mission.pause){
return
}
if(smc.vmdata.mission_data.in_fight){
smc.vmdata.mission_data.fight_time+=dt
if(this.GlodAddTimer.update(dt)){
smc.vmdata.mission_data.gold+=(smc.vmdata.mission_data.add_gold+smc.vmdata.mission_data.buff_add_gold)
}
}
}
private on_mon_wave_update(){
smc.vmdata.mission_data.current_wave++
let wave=smc.vmdata.mission_data.current_wave
if(wave==FightSet.FRIEND_WAVE_UP){
console.log("[任务系统] FRIEND_WAVE_UP 英雄选择 :",wave,FightSet.FRIEND_WAVE_UP)
this.to_call_friend()
}
if(wave==FightSet.BOSS_WAVE_UP_1){
console.log("[任务系统] BOSS_WAVE_UP_1 装备选择 :",wave,FightSet.BOSS_WAVE_UP_1)
}
if(wave==FightSet.BOSS_WAVE_UP_2){
console.log("[任务系统] BOSS_WAVE_UP_2 装备选择 :",wave,FightSet.BOSS_WAVE_UP_2)
}
if(wave==FightSet.BOSS_WAVE_UP_3){
console.log("[任务系统] BOSS_WAVE_UP_3 装备选择 :",wave,FightSet.BOSS_WAVE_UP_3)
}
if(wave==FightSet.EQUIP_WAVE_UP_1){
console.log("[任务系统] EQUIP_WAVE_UP_1 装备选择 :",wave,FightSet.EQUIP_WAVE_UP_1)
}
if(wave==FightSet.EQUIP_WAVE_UP_2){
console.log("[任务系统] EQUIP_WAVE_UP_2 装备选择 :",wave,FightSet.EQUIP_WAVE_UP_2)
}
if(wave==FightSet.EQUIP_WAVE_UP_3){
console.log("[任务系统] EQUIP_WAVE_UP_3 装备选择 :",wave,FightSet.EQUIP_WAVE_UP_3)
}
if(wave==FightSet.SKILL_WAVE_UP_1){
console.log("[任务系统] SKILL_WAVE_UP_1 技能选择 :",wave,FightSet.SKILL_WAVE_UP_1)
oops.message.dispatchEvent(GameEvent.HeroSkillSelect)
}
if(wave==FightSet.SKILL_WAVE_UP_2){
console.log("[任务系统] SKILL_WAVE_UP_2 技能选择 :",wave,FightSet.SKILL_WAVE_UP_2)
oops.message.dispatchEvent(GameEvent.HeroSkillSelect)
}
if(wave==FightSet.SKILL_WAVE_UP_3){
console.log("[任务系统] SKILL_WAVE_UP_3 技能选择 :",wave,FightSet.SKILL_WAVE_UP_3)
oops.message.dispatchEvent(GameEvent.HeroSkillSelect)
}
}
async mission_start(){
oops.message.dispatchEvent(GameEvent.FightReady)
this.node.active=true
this.data_init()
this.hart_hero_load()
let loading=this.node.parent.getChildByName("loading")
loading.active=true
this.scheduleOnce(()=>{
this.to_ready()
this.to_fight()
loading.active=false
},0.5)
}
to_ready(){
console.log("英雄技能选择")
// oops.message.dispatchEvent(GameEvent.HeroSkillSelect)
}
to_call_friend(){
oops.message.dispatchEvent(GameEvent.HeroSelect)
}
to_fight(){
smc.vmdata.mission_data.in_fight=true
oops.message.dispatchEvent(GameEvent.FightStart) //MissionMonComp 监听刷怪
}
to_end_fight(){
oops.message.dispatchEvent(GameEvent.FightEnd)
}
fight_end(){
console.log("任务结束")
// 延迟0.5秒后执行任务结束逻辑
this.scheduleOnce(() => {
smc.mission.play=false
smc.mission.pause=false
this.cleanComponents()
}, 0.5)
}
mission_end(){
this.node.active=false
}
data_init(){
//局内数据初始化
console.log("局内数据初始化")
smc.mission.play = true;
smc.vmdata.mission_data = JSON.parse(JSON.stringify(MissionData));
this.GlodAddTimer=new Timer(smc.vmdata.mission_data.refrsh_time)
}
//角色初始化
hart_hero_load(){
let hero = ecs.getEntity<Hero>(Hero);
hero.hart_load()
}
card_init(){
oops.message.dispatchEvent(GameEvent.CardRefresh)
}
card_refresh(){
let mission_data=smc.vmdata.mission_data
if(mission_data.gold < (mission_data.refresh_gold+mission_data.buff_refresh_gold)){
oops.gui.toast("金币不足", false);
return
}
oops.message.dispatchEvent(GameEvent.CardRefresh)
mission_data.gold-=(mission_data.refresh_gold+mission_data.buff_refresh_gold)
}
call_friend_card(){
oops.message.dispatchEvent(GameEvent.HeroSelect)
}
call_equip_card(){
let mission_data=smc.vmdata.mission_data
if(mission_data.gold < (mission_data.refresh_gold+mission_data.buff_refresh_gold)){
oops.gui.toast("金币不足", false);
return
}
oops.message.dispatchEvent(GameEvent.EquipSelect)
mission_data.gold-=(mission_data.refresh_gold+mission_data.buff_refresh_gold)
}
call_func_card(){
let mission_data=smc.vmdata.mission_data
if(mission_data.gold < (mission_data.refresh_gold+mission_data.buff_refresh_gold)){
oops.gui.toast("金币不足", false);
return
}
oops.message.dispatchEvent(GameEvent.FuncSelect)
mission_data.gold-=(mission_data.refresh_gold+mission_data.buff_refresh_gold)
}
private cleanComponents() {
ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {entity.remove(HeroViewComp);entity.destroy()});
}
/** 视图层逻辑代码分离演示 */
/** 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();
}
}