英雄卡片 召唤成功, todo 细节优化
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@@ -24,223 +24,21 @@ const { ccclass, property } = _decorator;
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@ccclass('MapMonsterComp')
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@ecs.register('MapMonster', false)
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export class MapMonsterComp extends CCComp {
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scene: MapViewScene = null;
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max_count: number = 99 ; //最大波次
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cur_count: number = 1; //波次
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boss_count: number = 10; //boss波次间隔
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monster_level:number = 1; //怪物池等级
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max_monster_level:number = 4; //最高怪物次等级
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min_monster_num:number = 1; ///最小每次刷新怪物数量
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max_monster_num:number = 1; //最大每次刷新怪物数量
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refresh_timer: Timer = new Timer(5); // 刷新怪物定时器
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refresh_cd: Timer = new Timer(0.5);
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mission_up_timer: Timer = new Timer(30); //波次增加
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boss_timer: Timer = new Timer(10);
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boss_num:number = 1;
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cur_mission:number = 1; //当前关卡方案
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mission_list:any = []
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boss_list:any = []
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setp_timer: Timer = new Timer(0.3);
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call_hero_timer: Timer = new Timer(0.3);
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target_timer: Timer = new Timer(0.1);
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setp_num:number = smc.vm_data.mission.once;
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total:number = 0;
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hero_total:number = 0;
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reward:number = 0;
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reward_num:number = 0;
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game_over:boolean = false;
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start_ys:any[] = [0,70,-70];
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mon_index:number = 0
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hero_index:number = 0
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hero_x:number = 0;
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@property(Node)
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start_p: Node = null;
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onLoad(){
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// 监听全局事件
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oops.message.on("other_add_monster", this.on_other_add_monster, this);
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oops.message.on("do_add_hero", this.on_do_add_hero, this);
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oops.message.on("mission_start", this.mission_start, this);
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oops.message.on("mission_end", this.mission_end, this);
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oops.message.on("normal_call", this.on_normal_call, this);
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oops.message.on("better_call", this.on_better_call, this);
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oops.message.on("mon_dead", this.on_mon_dead, this);
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}
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start() {
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// this.scene = this.getComponent(MapViewScene);
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// this.scene.node.active = true
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// this.scene = this.getComponent(MapViewScene);
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var scene = smc.map.MapView.scene;
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this.start_p.parent=scene.mapLayer!.node!
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this.set_start_point()
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}
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protected update(dt: number): void {
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if(!smc.vm_data.mission.play||smc.vm_data.pause){
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return
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}
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if(this.setp_timer.update(dt)){
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if(this.total<=0) return
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this.monster_refresh()
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}
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if(this.call_hero_timer.update(dt)){
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if(this.hero_total <= 0) return
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this.on_normal_call()
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}
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if(this.boss_timer.update(dt)){
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if(this.boss_num <=0 ) return
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// this.load_boss()
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}
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this.is_reward()
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if (this.refresh_timer.update(dt)) {
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this.setp_num=smc.vm_data.mission.once
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}
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if (this.mission_up_timer.update(dt)) {
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// 刷新怪物定时器
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this.cur_count += 1;
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}
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this.count_hero_pos()
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this.count_mon_pos()
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// if (this.game_timer.update(dt)) {
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// smc.vm_data.game.g_time += 1;
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// }
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// this.shuaxin(dt)
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}
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mission_start(){
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this.total=smc.vm_data.mission.m_less=smc.vm_data.mission.m_alive=smc.vm_data.mission.total;
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this.hero_total=1
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let num =RandomManager.instance.getRandomByObjectList(MissionNum,1)
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this.cur_mission = num[0]
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this.mission_list = MonsetList[this.cur_mission]
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this.boss_list = BossList[this.cur_mission]
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// console.log("当前关卡方案",this.cur_mission,this.mission_list)
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this.refresh_timer= new Timer(smc.vm_data.mission.refresh_timer);
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this.boss_num=1
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this.boss_timer = new Timer(smc.vm_data.mission.boss_cd)
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this.hero_x=0
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this.hero_index=0
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smc.vm_data.mission.coin = 0
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}
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mission_end(){
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smc.vm_data.mission.play=false
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let heros:any= ecs.query(ecs.allOf(HeroViewComp));
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for(let i=0;i<heros.length;i++){
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heros[i].HeroView.ent.destroy()
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}
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}
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on_mon_dead(){
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let coin =(GameSet.MON_COIN_ADD*smc.vm_data.mission.coin_reward_add*(1+Talents[1006].bonus*smc.vm_data.talent[1006].lv)).toFixed(0)
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smc.vm_data.mission.coin += parseFloat(coin)
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smc.vm_data.mission.reward_num += 1;
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smc.vm_data.mission.reward_gold +=10+(1-smc.vm_data.mission.mission_lv)*1
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smc.vm_data.mission.reward_exp +=10+(1-smc.vm_data.mission.mission_lv)*1
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smc.vm_data.mission.m_alive -= 1;
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if(smc.vm_data.mission.m_alive <= 0){
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smc.vm_data.mission.victory = 1;
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oops.message.dispatchEvent("minssion_victory");
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}
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}
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on_normal_call(){
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let hero:any =RandomManager.instance.getRandomByObjectList(smc.cards, 1);
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this.addHero(hero[0].uuid)
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this.hero_total -= 1
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}
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on_better_call(){
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let hero:any =RandomManager.instance.getRandomByObjectList(smc.cards, 1);
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console.log("better_call:",hero)
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this.addHero(hero[0].uuid)
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}
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monster_refresh(){
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if (this.setp_num <= 0){
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return
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}
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let m:any = RandomManager.instance.getRandomByObjectList(this.mission_list[this.monster_level],1)
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this.addMonster(m[0])
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this.mon_index += 1
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if(this.mon_index>2){
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this.mon_index = 0
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}
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smc.vm_data.mission.m_less=this.total -= 1
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// this.setp_num -= 1
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}
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is_reward(){
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if(smc.vm_data.mission.reward_num < smc.vm_data.mission.reward) return
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// this.do_reward()
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smc.vm_data.mission.reward_num = 0
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}
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do_reward(){
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console.log("do_reward")
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oops.message.dispatchEvent("do_reward");
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}
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private on_other_add_monster(event: string, args: any) {
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var scene = smc.map.MapView.scene;
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let pos:Vec3 = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE)
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let monster_layer = scene.entityLayer!.node!
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this.addMonster(args.uuid)
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}
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set_start_point(){
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// this.start_p.setPosition(-240,BoxSet.GAME_LINE+this.start_ys[this.hero_index]+30,0)
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}
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check_mon_count(){
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let count = 0;
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let list = ecs.query(ecs.allOf(MonModelComp));
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count = list.length
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return count;
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}
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count_mon_pos(){
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let monsters:any= ecs.query(ecs.allOf(MonModelComp));
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for(let i=0;i<monsters.length;i++){
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if(monsters[i].HeroView == undefined) return
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let mon:any = monsters[i].HeroView.node.position
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smc.enemy_pos[i].x= mon.x
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}
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}
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count_hero_pos(){
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let heros:any= ecs.query(ecs.allOf(HeroModelComp));
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for(let i=0;i<heros.length;i++){
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if(heros[i].HeroView == undefined) return
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let ho:any = heros[i].HeroView.node.position
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smc.hero_pos[i].x= ho.x
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}
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}
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private on_do_add_hero(event: string, args: any) {
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this.addHero(args.uuid)
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}
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/** 添加玩家 */
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private addHero(uuid:number=1001) {
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let hero = ecs.getEntity<Hero>(Hero);
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let scale = 1
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let pos:Vec3 = v3(HeroSet.StartPos[smc.heros[uuid].type],BoxSet.GAME_LINE);
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console.log("addHero:",pos)
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hero.load(pos,scale,uuid);
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this.set_start_point()
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}
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private addMonster(uuid:number=1001) {
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let monster = ecs.getEntity<Hero>(Hero);
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let scale = -1
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let index = -1
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let pos:Vec3 = v3(-1*HeroSet.StartPos[smc.heros[uuid].type],BoxSet.GAME_LINE);
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console.log("addMonster:",pos)
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monster.load(pos,scale,uuid,index,false);
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}
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load_boss(){
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let bs:any = RandomManager.instance.getRandomByObjectList(this.boss_list[this.monster_level],1)
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var scene = smc.map.MapView.scene;
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let pos:Vec3 = v3(260,BoxSet.GAME_LINE)
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let layer = scene.entityLayer!.node!
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let b = ecs.getEntity<Boss>(Boss);
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let scale = -1
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b.load(pos,scale,bs[0],layer);
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this.boss_num -= 1
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}
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/** 视图层逻辑代码分离演示 */
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