Files
heros/assets/script/game/map/EquipSkillComp.ts
2025-08-03 08:52:33 +08:00

241 lines
9.5 KiB
TypeScript

import { _decorator, resources, Sprite, SpriteAtlas ,Node, ProgressBar, tween, v3, Label, 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 { GameEvent } from "../common/config/GameEvent";
import { CdType, SkillSet } from "../common/config/SkillSet";
import { smc } from "../common/SingletonModuleComp";
import { oops } from "db://oops-framework/core/Oops";
import { MissionEvent } from "../common/config/MissionEvent";
import { HeroInfo } from "../common/config/heroSet";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('EquipSkillComp')
@ecs.register('EquipSkill', false)
export class EquipSkillComp extends CCComp {
skill1:any=null
skill2:any=null
boxs:Node=null
skill1_cd_bar_progress:any=null
skill2_cd_bar_progress:any=null
max_show:boolean=false
/** 视图层逻辑代码分离演示 */
onLoad() {
this.on(GameEvent.UseSkillCard, this.get_skill, this);
this.on(GameEvent.FightReady,this.fight_ready,this)
this.on(GameEvent.MasterCalled,this.master_called,this)
this.boxs=this.node.getChildByName("boxs")
this.skill1_cd_bar_progress=this.boxs.getChildByName("skill1").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar)
this.skill2_cd_bar_progress=this.boxs.getChildByName("skill2").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar)
this.boxs.getChildByName("skill2").getChildByName("icon").getChildByName("cd").active=false
}
start(){
this.fight_ready()
}
private master_called(e:any,data:any){
console.log("[EquipSkillComp]: master_called",data)
let hero=HeroInfo[data.uuid]
if(hero.skills.length>0){
this.get_skill(null,{slot:"skill1",uuid:hero.skills[1]})
this.get_skill(null,{slot:"skill2",uuid:hero.skills[2]})
}
}
fight_ready(){
this.boxs=this.node.getChildByName("boxs")
console.log("[EquipSkillComp]: fight_ready",this.node)
this.boxs.getChildByName("skill1").getChildByName("icon").active=false
this.boxs.getChildByName("skill2").getChildByName("icon").active=false
this.boxs.getChildByName("skill3").getChildByName("icon").active=false
this.hide_skill_get(null,"skill1")
this.hide_skill_get(null,"skill2")
this.hide_skill_get(null,"skill3")
this.hide_skill_change(null,"skill1")
this.hide_skill_change(null,"skill2")
this.hide_skill_change(null,"skill3")
this.skill1={
uuid:0,
name:"skill1",
type:0, //1 被动 0 主动
level:0,
quality:0,
cd:0,
cd_time:0,
active:false,
}
this.skill2={
uuid:0,
name:"skill2",
type:0,//
level:0,
quality:0,
cd:0,
cd_time:0,
active:false,
}
}
update(dt: number): void {
if(!smc.mission.play||smc.mission.pause) return
if(this.skill1.uuid!=0){
let cd=this.skill1.cd/((smc.vmdata.hero.skill_cd_buff)/100+1)
if(this.skill1.cd_time < cd){
this.skill1.cd_time+=dt
}else{
if(this.skill1.type==1){
this.do_skill1()
}
}
this.skill1_cd_bar_progress.progress=(1-this.skill1.cd_time/cd)
}
if(this.skill2.uuid!=0&&smc.vmdata.hero.power>=smc.vmdata.hero.power_max&&!this.max_show){
this.show_max()
this.max_show=true
}
}
show_max(){
this.boxs.getChildByName("skill2").getChildByName("light").active=true
this.boxs.getChildByName("skill2").getComponent(Animation).play()
}
hide_max(){
this.max_show=false
this.boxs.getChildByName("skill2").getChildByName("light").active=false
this.boxs.getChildByName("skill2").setScale(1,1,1)
this.boxs.getChildByName("skill2").getComponent(Animation).stop()
}
do_skill1(){
console.log("do_skill1")
this.skill1.cd_time=0
tween(this.boxs.getChildByName("skill1")).to(0.1, {scale:v3(1.2,1.2,1)},{onComplete:()=>{
tween(this.boxs.getChildByName("skill1")).to(0.2, {scale:v3(1,1,1)}).start()
}}).start()
this.do_skill(this.skill1.uuid)
}
do_skill2(){
if(smc.vmdata.hero.power<smc.vmdata.hero.power_max) return
console.log("do_skill2")
tween(this.boxs.getChildByName("skill2")).to(0.1, {scale:v3(1.5,1.5,1)},{onComplete:()=>{
tween(this.boxs.getChildByName("skill2")).to(0.2, {scale:v3(1,1,1)}).start()
}}).start()
this.do_skill(this.skill2.uuid)
smc.vmdata.hero.power=0
this.hide_max()
}
do_skill(uuid:number){
oops.message.dispatchEvent(GameEvent.CastHeroSkill,uuid)
}
get_skill(e:GameEvent,data:any){
// console.log("get_skill",data)
switch(data.slot){
case "skill1":
this.skill1.uuid=data.uuid
this.skill1.skill_name=SkillSet[data.uuid].name
this.skill1.type=1
this.skill1.cd=SkillSet[data.uuid].cd
this.skill1.cd_time=SkillSet[data.uuid].cd
let icon1 = this.boxs.getChildByName("skill1").getChildByName("icon")
icon1.active=true
if(SkillSet[data.uuid].CdType!=CdType.cd){
icon1.getChildByName("cd").active=false
}
var icon_path = "game/heros/cards"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon1.getChildByName("skill").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
});
break
case "skill2":
this.skill2.uuid=data.uuid
this.skill2.skill_name=SkillSet[data.uuid].name
this.skill2.type=1
this.skill2.cd=SkillSet[data.uuid].cd
this.skill2.cd_time=SkillSet[data.uuid].cd
let icon2 = this.boxs.getChildByName("skill2").getChildByName("icon")
icon2.active=true
var icon_path = "game/heros/cards"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon2.getChildByName("skill").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
});
break
}
}
call_skill_card(e:any,data:any){
oops.message.dispatchEvent(GameEvent.HeroSkillSelect,{slot:data})
}
private show_skill_get(e:string){
if(this.skill1.uuid==0){
this.boxs.getChildByName("skill1").getChildByName("get").active =true
this.boxs.getChildByName("skill1").getChildByName("light").active=true
this.boxs.getChildByName("skill1").getChildByName("tip").active =true
this.boxs.getChildByName("skill1").getChildByName("tip").getComponent(Label).string="学习"
}
if(this.skill2.uuid==0&&this.skill1.uuid!=0){
this.boxs.getChildByName("skill2").getChildByName("get").active =true
this.boxs.getChildByName("skill2").getChildByName("light").active=true
this.boxs.getChildByName("skill2").getChildByName("tip").active =true
this.boxs.getChildByName("skill2").getChildByName("tip").getComponent(Label).string="学习"
}
}
show_info(e:any,data:any){
switch(data){
case "skill1":
console.log("[EquipSkillComp]: show_info",this.skill1)
break
case "skill2":
console.log("[EquipSkillComp]: show_info",this.skill2)
break
}
}
private hide_skill_get(e:any,data:string){
this.boxs.getChildByName("skill1").getChildByName("get").active =false
this.boxs.getChildByName("skill1").getChildByName("tip").active =false
this.boxs.getChildByName("skill1").getChildByName("light").active=false
this.boxs.getChildByName("skill2").getChildByName("get").active =false
this.boxs.getChildByName("skill2").getChildByName("tip").active =false
this.boxs.getChildByName("skill2").getChildByName("light").active=false
this.boxs.getChildByName("skill3").getChildByName("get").active =false
this.boxs.getChildByName("skill3").getChildByName("tip").active =false
this.boxs.getChildByName("skill3").getChildByName("light").active=false
}
private show_skill_change(e:string){
if(this.skill1.uuid!=0){
this.boxs.getChildByName("skill1").getChildByName("change").active =true
}
if(this.skill2.uuid!=0){
this.boxs.getChildByName("skill2").getChildByName("change").active =true
}
}
private hide_skill_change(e:any,data:any){
this.boxs.getChildByName("skill1").getChildByName("change").active =false
this.boxs.getChildByName("skill2").getChildByName("change").active =false
this.boxs.getChildByName("skill3").getChildByName("change").active =false
}
/** 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();
}
}