feat(技能盒): 添加技能盒销毁事件与自动排列功能

- 新增 RemoveSkillBox 事件用于技能盒销毁时通知
- 在 SkillBoxComp 销毁时触发 RemoveSkillBox 事件
- 为 MissSkillsComp 实现技能盒槽位管理系统
- 技能盒添加时会自动分配到可用槽位
- 技能盒销毁后会自动重新排列剩余技能盒
- 调整技能盒预制体尺寸和位置以优化显示效果
This commit is contained in:
panw
2026-04-07 10:56:46 +08:00
parent d3126df601
commit 686e47b26c
5 changed files with 984 additions and 901 deletions

View File

@@ -1,5 +1,5 @@
import { mLogger } from "../common/Logger";
import { _decorator, Node, Prefab, instantiate } from "cc";
import { _decorator, Node, Prefab, instantiate, Vec3 } 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 { SkillBoxComp } from "./SkillBoxComp";
@@ -8,7 +8,12 @@ import { GameEvent } from "../common/config/GameEvent";
import { smc } from "../common/SingletonModuleComp";
const { ccclass, property } = _decorator;
interface SkillBoxSlot {
x: number;
y: number;
used: boolean;
node: Node | null;
}
/** 视图层对象 */
@ccclass('MissSkillsComp')
@@ -18,13 +23,62 @@ export class MissSkillsComp extends CCComp {
@property({type: Prefab})
private skill_box: Prefab = null;
private slots: SkillBoxSlot[] = [
{ x: -320, y: 220, used: false, node: null },
{ x: -240, y: 220, used: false, node: null },
{ x: -160, y: 220, used: false, node: null },
{ x: -80, y: 220, used: false, node: null },
{ x: 0, y: 220, used: false, node: null },
{ x: -320, y: 300, used: false, node: null },
{ x: -240, y: 300, used: false, node: null },
{ x: -160, y: 300, used: false, node: null },
{ x: -80, y: 300, used: false, node: null },
{ x: 0, y: 300, used: false, node: null },
];
onLoad() {
oops.message.on(GameEvent.UseSkillCard, this.onUseSkillCard, this);
this.node.parent=smc.map.MapView.scene.entityLayer!.node!
oops.message.on(GameEvent.RemoveSkillBox, this.onRemoveSkillBox, this);
}
onDestroy() {
oops.message.off(GameEvent.UseSkillCard, this.onUseSkillCard, this);
oops.message.off(GameEvent.RemoveSkillBox, this.onRemoveSkillBox, this);
}
private onRemoveSkillBox(event: string, args: any) {
const node = args as Node;
let removed = false;
for (let i = 0; i < this.slots.length; i++) {
if (this.slots[i].node === node) {
this.slots[i].used = false;
this.slots[i].node = null;
removed = true;
break;
}
}
if (removed) {
this.rearrangeSlots();
}
}
private rearrangeSlots() {
const validNodes: Node[] = [];
for (let i = 0; i < this.slots.length; i++) {
if (this.slots[i].used && this.slots[i].node && this.slots[i].node.isValid) {
validNodes.push(this.slots[i].node);
}
this.slots[i].used = false;
this.slots[i].node = null;
}
for (let i = 0; i < validNodes.length; i++) {
if (i < this.slots.length) {
this.slots[i].used = true;
this.slots[i].node = validNodes[i];
validNodes[i].setPosition(new Vec3(this.slots[i].x, this.slots[i].y, 0));
}
}
}
private onUseSkillCard(event: string, args: any) {
@@ -40,12 +94,26 @@ export class MissSkillsComp extends CCComp {
}
addSkill(uuid: number, card_lv: number) {
var parent = smc.map.MapView.scene.entityLayer!.node!.getChildByName("SKILL")!;
if (!this.skill_box) {
mLogger.error(this.debugMode, "MissSkillsComp", "skill_box prefab not set");
return;
}
const emptyIndex = this.slots.findIndex(slot => !slot.used);
if (emptyIndex === -1) {
mLogger.warn(this.debugMode, "MissSkillsComp", "skill_box slots are full");
return;
}
const node = instantiate(this.skill_box);
node.parent = this.node;
node.parent = parent;
node.setPosition(new Vec3(this.slots[emptyIndex].x, this.slots[emptyIndex].y, 0));
this.slots[emptyIndex].used = true;
this.slots[emptyIndex].node = node;
const comp = node.getComponent(SkillBoxComp) || node.addComponent(SkillBoxComp);
comp.init(uuid, card_lv);
}

View File

@@ -42,6 +42,7 @@ export class SkillBoxComp extends CCComp {
oops.message.off(GameEvent.MissionEnd, this.onMissionEnd, this);
this.node.off(GameEvent.NewWave, this.onNewWave, this);
oops.message.off(GameEvent.NewWave, this.onNewWaveGlobal, this);
oops.message.dispatchEvent(GameEvent.RemoveSkillBox, this.node);
}
init(uuid: number, card_lv: number) {