Files
heros/assets/script/game/map/MIssionController.ts
2024-12-11 13:55:36 +08:00

247 lines
8.7 KiB
TypeScript

import { _decorator,Button,EventHandler,EventTouch,Label,NodeEventType,resources,Sprite,SpriteAtlas,tween,UITransform,v3, Vec3,Animation } 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 { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager";
import { MSkillset, MSlist, SkillSet } from "../common/config/SkillSet";
import { HeroModelComp } from "../hero/HeroModelComp";
import { RewardSet } from "../common/config/RewardSet";
import { BoxSet, GameSet } from "../common/config/BoxSet";
import { GameMap } from "./GameMap";
import { MapModelComp } from "./model/MapModelComp";
import { Talent } from "../Role/Talent";
import { Talents } from "../common/config/TalentSet";
import { HeroViewComp } from "../hero/HeroViewComp";
import { BossViewComp } from "../Boss/BossViewComp";
import { Hero } from "../hero/Hero";
import { HeroInfo, HeroSet } from "../common/config/heroSet";
import { Boss } from "../Boss/Boss";
import { MonModelComp } from "../hero/MonModelComp";
import { BossList, MBSet, MissionNum, MissionSet, MonsetList } from "../common/config/MissionSet";
import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
import { HCard } from "./HCard";
import { HCardComp } from "./HCardComp";
import { VictoryComp } from "./VictoryComp";
import { ItemComp } from "./ItemComp";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('MissionComp')
@ecs.register('Mission', false)
export class MissionComp extends CCComp {
VictoryComp:any = null;
mon_list:any = []
call_hero_timer: Timer = new Timer(0.3);
target_timer: Timer = new Timer(0.1);
reward:number = 0;
reward_num:number = 0;
game_over:boolean = false;
fight_start:boolean = false;
mission_buff_type:number = 1 // 1 攻击 2 防御 3 HP
m_mission_buff_type:number = 1 // 1 攻击 2 防御 3 HP
mission_buff_up_exp:number = 99999999
msk:any=null
mmsk:any=null
onLoad(){
}
start() {
this.VictoryComp=this.node.getChildByName("victory").getComponent(VictoryComp)
}
protected update(dt: number): void {
if(!smc.vmdata.mission.play||smc.vmdata.mission.pause){
return
}
if(this.fight_start){
this.check_mon_num()
}
this.count_hero_pos()
this.count_mon_pos()
this.check_buff()
// if (this.game_timer.update(dt)) {
// smc.vmdata.game.g_time += 1;
// }
// this.shuaxin(dt)
}
mission_start(){
/* todo 关卡设定完善*/
let mon_set=RandomManager.instance.getRandomByObjectList(MissionSet,1)
this.mon_list=mon_set[0]
console.log("mission_start:",this.mon_list,smc.vmdata.mission.mbt ,smc.vmdata.mission.mmbt)
//局内数据初始化
this.fight_start=false
smc.vmdata.mission.is_victory=false
smc.vmdata.mission.is_defeat=false
smc.vmdata.mission.exp=0 //局内经验
smc.vmdata.mission.m_exp=0 //敌方局内经验
smc.vmdata.mission.ap=0
smc.vmdata.mission.hp=0
smc.vmdata.mission.def=0
smc.vmdata.mission.crit=0
smc.vmdata.mission.dodge=0
smc.vmdata.mission.dead=0
smc.vmdata.mission.map=0
smc.vmdata.mission.mhp=0
smc.vmdata.mission.mdef=0
smc.vmdata.mission.mcrit=0
smc.vmdata.mission.mdead=0
smc.vmdata.mission.mdodge=0
this.msk=SkillSet[smc.vmdata.mission.msk]
this.mmsk=SkillSet[smc.vmdata.mission.mmsk]
smc.vmdata.mission.exp_max=this.msk.exp;
smc.vmdata.mission.m_exp_max=this.mmsk.exp;
this.mon_refresh()
this.heros_call()
}
mission_end(){
smc.vmdata.mission.play=false
smc.vmdata.mission.pause=false
smc.vmdata.mission.mmbt=1
smc.vmdata.mission.mbt=1
let heros:any= this.get_heros();;
let monsters:any= this.get_mons();
let hcards:any= ecs.query(ecs.allOf(HCardComp));
let rewards:any= ecs.query(ecs.allOf(ItemComp));
// let hcns=this.node.getChildByName("hcards")
// for(let i=0;i<hcns.children.length;i++){
// hcns.children[i].destroy()
// }
for(let i=0;i<heros.length;i++){
heros[i].HeroView.reset()
heros[i].HeroView.ent.destroy()
}
for(let i=0;i<hcards.length;i++){
hcards[i].HCardComp.reset()
hcards[i].HCardComp.ent.destroy()
}
for(let i=0;i<monsters.length;i++){
monsters[i].HeroView.reset()
monsters[i].HeroView.ent.destroy()
}
for(let i=0;i<rewards.length;i++){
rewards[i].ItemComp.reset()
rewards[i].ItemComp.ent.destroy()
}
}
check_buff(){
if(smc.vmdata.mission.exp >= smc.vmdata.mission.exp_max){
smc.vmdata.mission.exp-=smc.vmdata.mission.exp_max
this.node.getChildByName("msk").getChildByName("flash").getComponent(Animation).play()
console.log("tudo 局内技能")
}
if(smc.vmdata.mission.m_exp >= smc.vmdata.mission.m_exp_max){
smc.vmdata.mission.m_exp-=smc.vmdata.mission.m_exp_max
this.node.getChildByName("mmsk").getChildByName("flash").getComponent(Animation).play()
console.log("tudo 敌方局内技能")
}
}
check_mon_num(){
let mons:any = this.get_mons()
let heros:any= this.get_heros()
let h_alive=false
let m_alive=false
for (let i = 0; i < heros.length; i++) {
if ( !heros[i].HeroView.is_dead) {
h_alive=true
}
}
for (let i = 0; i < mons.length; i++) {
if ( !mons[i].HeroView.is_dead) {
m_alive=true
}
}
if (!m_alive) smc.vmdata.mission.is_victory = true
if (!h_alive) smc.vmdata.mission.is_defeat = true
this.to_end_mission()
}
to_end_mission(){
if (smc.vmdata.mission.is_victory){
this.VictoryComp.do_victiry(true)
smc.vmdata.mission.pause=true
}
if (smc.vmdata.mission.is_defeat){
this.VictoryComp.do_victiry(false)
smc.vmdata.mission.pause=true
}
}
get_mons(){
return ecs.query(ecs.allOf(MonModelComp));
}
get_heros(){
return ecs.query(ecs.allOf(HeroModelComp))
}
count_mon_pos(){
let monsters:any= this.get_mons()
for(let i=0;i<monsters.length;i++){
if(monsters[i].HeroView == undefined) return
let mon:any = monsters[i].HeroView.node.position
smc.enemy_pos[i]= mon
}
}
count_hero_pos(){
let heros:any= this.get_heros()
for(let i=0;i<heros.length;i++){
if(heros[i].HeroView == undefined) return
let ho:any = heros[i].HeroView.node.position
smc.hero_pos[i]= ho
}
}
mon_refresh(){
let mons=this.mon_list
for(let i=0;i<mons.length;i++){
this.addMonster(mons[i],i)
}
}
heros_call(){
let heros=smc.vmdata.fight_heros
console.log("heros_call",heros)
for(let i=0;i<heros.length;i++){
this.addHero(heros[i],i)
}
this.hcard_call()
}
hcard_call(){
let node =this.node.getChildByName("hcards")
let heros:any= this.get_heros();
for(let i=0;i<heros.length;i++){
let hcard = ecs.getEntity<HCard>(HCard)
// console.log("hcard:",hcard)
hcard.load(heros[i].HeroView.hero_uuid,i,node)
}
this.fight_start= true
}
/** 添加玩家 */
private addHero(uuid:number=1001,i:number=0) {
let hero = ecs.getEntity<Hero>(Hero);
let scale = 1
let pos:Vec3 = v3(HeroSet.StartPos[HeroInfo[uuid].type]-i*15,BoxSet.GAME_LINE);
// console.log("addHero:",pos)
hero.load(pos,scale,uuid);
}
private addMonster(uuid:number=1001,i:number=0) {
let monster = ecs.getEntity<Hero>(Hero);
let scale = -1
let pos:Vec3 = v3(-1*HeroSet.StartPos[HeroInfo[uuid].type]+i*15,BoxSet.GAME_LINE);
console.log("addMonster:",pos)
monster.load(pos,scale,uuid,false);
}
/** 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();
}
}