装备添加

This commit is contained in:
panfudan
2025-06-08 23:16:40 +08:00
parent 63f4d1067e
commit 094b55f349
50 changed files with 20810 additions and 62152 deletions

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@@ -1,261 +1,212 @@
import { _decorator, resources, Sprite, SpriteAtlas ,Node, ProgressBar} 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 { 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 { _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;
/** 视图层对象 */
@ccclass('EquipsCompComp')
@ecs.register('EquipsComp', false)
export class EquipsCompComp extends CCComp {
@ccclass('EquipsComp')
export class EquipsComp extends Component {
weapon:any=null
armor:any=null
ring:any=null
accessory:any=null
skill1:any=null
skill2:any=null
skill3:any=null
boxs:Node=null
attrs:any={
hero:{
ap:0,
hp:0,
atk_count:0,
atk_speed:0,
skill_dmg:0,
skill_cd:0,
},
ally:{
ap:0,
hp:0,
atk_count:0,
atk_speed:0,
skill_dmg:0,
skill_cd:0,
},
enemy:{
ap:0,
hp:0,
atk_count:0,
atk_speed:0,
skill_dmg:0,
skill_cd:0,
},
friend:{
ap:0,
hp:0,
atk_count:0,
atk_speed:0,
skill_dmg:0,
skill_cd:0,
}
}
/** 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)
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("skill1").getChildByName("icon").active=false
this.boxs.getChildByName("skill2").getChildByName("icon").active=false
this.boxs.getChildByName("skill3").getChildByName("icon").active=false
this.boxs.getChildByName("weapon").getChildByName("icon").active=false
this.boxs.getChildByName("armor").getChildByName("icon").active=false
this.boxs.getChildByName("ring").getChildByName("icon").active=false
this.boxs.getChildByName("accessory").getChildByName("icon").active=false
this.weapon={
uuid:0,
uuid:2001,
name:"weapon",
type:"weapon",
level:0,
quality:0,
skill_uuid:0,
skill_name:"skill1",
skill_type:0,
cd:0,
cd_time:0,
}
this.armor={
uuid:0,
uuid:2002,
name:"armor",
type:"armor",
level:0,
quality:0,
skill_uuid:0,
skill_name:"skill1",
skill_type:0,
cd:0,
cd_time:0,
}
this.ring={
this.accessory={
uuid:0,
name:"ring",
type:"ring",
name:"accessory",
type:"accessory",
level:0,
quality:0,
skill_uuid:0,
skill_name:"skill1",
skill_type:0,
cd:0,
cd_time:0,
}
this.skill1={
uuid:0,
name:"skill1",
type:0, //1 被动 0 主动
level:0,
quality:0,
cd:0,
cd_time: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)
}
this.skill2={
uuid:0,
name:"skill2",
type:0,//
level:0,
quality:0,
cd:0,
cd_time:0,
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)
}
this.skill3={
uuid:0,
name:"skill3",
type:0,//
level:0,
quality:0,
cd:0,
cd_time:0,
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)
}
}
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].ap += attr.value;
break;
case EquipAttr.HP:
this.attrs[targetKey].hp += attr.value;
break;
case EquipAttr.ATK_COUNT:
this.attrs[targetKey].atk_count += attr.value;
break;
case EquipAttr.ATK_SPEED:
this.attrs[targetKey].atk_speed += attr.value;
break;
case EquipAttr.SKILL_DMG:
this.attrs[targetKey].skill_dmg += attr.value;
break;
case EquipAttr.SKILL_SPEED:
this.attrs[targetKey].skill_cd += attr.value;
break;
}
}
});
console.log("count_attrs",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.SELF:
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
if(this.skill1.uuid!=0){
if(this.skill1.cd_time>0){
this.skill1.cd_time-=dt
}else{
this.skill1.cd_time=0
if(this.skill1.type==1){
this.do_skill1()
}
}
this.boxs.getChildByName("skill1").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=this.skill1.cd_time/this.skill1.cd
}
if(this.skill2.uuid!=0){
if(this.skill2.cd_time>0){
this.skill2.cd_time-=dt
}else{
this.skill2.cd_time=0
if(this.skill2.type==1){
this.do_skill2()
}
}
this.boxs.getChildByName("skill2").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=this.skill2.cd_time/this.skill2.cd
}
if(this.skill3.uuid!=0){
if(this.skill3.cd_time>0){
this.skill3.cd_time-=dt
}else{
this.skill3.cd_time=0
if(this.skill3.type==1){
this.do_skill3()
}
}
this.boxs.getChildByName("skill3").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=this.skill3.cd_time/this.skill3.cd
}
if(this.weapon.skill_uuid!=0){
if(this.weapon.cd_time>0){
this.weapon.cd_time-=dt
}else{
this.weapon.cd_time=0
if(this.weapon.skill_type==1){
this.do_weapon()
}
}
this.boxs.getChildByName("weapon").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=this.weapon.cd_time/this.weapon.cd
}
if(this.armor.skill_uuid!=0){
if(this.armor.cd_time>0){
this.armor.cd_time-=dt
}else{
this.armor.cd_time=0
if(this.armor.skill_type==1){
this.do_armor()
}
}
this.boxs.getChildByName("armor").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=this.armor.cd_time/this.armor.cd
}
if(this.ring.skill_uuid!=0){
if(this.ring.cd_time>0){
this.ring.cd_time-=dt
}else{
this.ring.cd_time=0
if(this.ring.skill_type==1){
this.do_ring()
}
}
this.boxs.getChildByName("ring").getChildByName("icon").getChildByName("cd").getComponent(ProgressBar).progress=this.ring.cd_time/this.ring.cd
}
}
do_weapon(){
console.log("do_weapon")
this.weapon.cd_time=this.weapon.cd
this.do_skill(this.weapon.skill_uuid)
}
do_armor(){
console.log("do_armor")
this.armor.cd_time=this.armor.cd
this.do_skill(this.armor.skill_uuid)
}
do_ring(){
console.log("do_ring")
this.ring.cd_time=this.ring.cd
this.do_skill(this.ring.skill_uuid)
}
do_skill1(){
console.log("do_skill1")
this.skill1.cd_time=this.skill1.cd
this.do_skill(this.skill1.uuid)
}
do_skill2(){
console.log("do_skill2")
this.skill2.cd_time=this.skill2.cd
this.do_skill(this.skill2.uuid)
}
do_skill3(){
console.log("do_skill3")
this.skill3.cd_time=this.skill3.cd
this.do_skill(this.skill3.uuid)
}
do_skill(uuid:number){
console.log("出发技能:",uuid)
oops.message.dispatchEvent(GameEvent.CastHeroSkill,uuid)
}
get_skill(e:GameEvent,data:any){
console.log("get_skill")
if(this.skill1.uuid==0){
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 icon = this.node.getChildByName("boxs").getChildByName("skill1").getChildByName("icon")
icon.active=true
var icon_path = "game/skills/skill_icon"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("skill").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
});
return
}
if(this.skill2.uuid==0){
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 icon = this.node.getChildByName("boxs").getChildByName("skill2").getChildByName("icon")
icon.active=true
var icon_path = "game/skills/skill_icon"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("skill").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
});
return
}
if(this.skill3.uuid==0){
this.skill3.uuid=data.uuid
this.skill3.skill_name=SkillSet[data.uuid].name
this.skill3.type=1
this.skill3.cd=SkillSet[data.uuid].cd
this.skill3.cd_time=SkillSet[data.uuid].cd
let icon = this.node.getChildByName("boxs").getChildByName("skill3").getChildByName("icon")
icon.active=true
var icon_path = "game/skills/skill_icon"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = icon.getChildByName("skill").getComponent(Sprite);
sprite.spriteFrame = atlas.getSpriteFrame(SkillSet[data.uuid].path);
});
return
}
console.log("技能栏满了")
}
}
/** 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();
}
}