import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas} from "cc"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { smc } from "../common/SingletonModuleComp"; import { HeroAttrsComp } from "./HeroAttrsComp"; import { HeroViewComp } from "./HeroViewComp"; import { BoxSet, FacSet } from "../common/config/BoxSet"; import { HeroInfo, HeroPos, HType } from "../common/config/heroSet"; import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp"; import { GameEvent } from "../common/config/GameEvent"; import { SkillSet } from "../common/config/SkillSet"; import { time } from "console"; import { getNeAttrs, getAttrs ,Attrs} from "../common/config/HeroAttrs"; import { TalComp } from "./TalComp"; import { EBusComp } from "./EBusComp"; /** 角色实体 */ @ecs.register(`Hero`) export class Hero extends ecs.Entity { HeroModel!: HeroAttrsComp; View!: HeroViewComp; BattleMove!: BattleMoveComp; protected init() { this.addComponents( BattleMoveComp, HeroAttrsComp, TalComp, EBusComp, ); } destroy(): void { this.remove(HeroViewComp); this.remove(HeroAttrsComp); this.remove(TalComp); this.remove(EBusComp); super.destroy(); } /** 加载角色 */ load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,fight_pos:number=1) { // console.log("英雄加载:",uuid,pos,scale,info) scale = 1 // 查找空闲英雄槽位 var path = "game/heros/"+HeroInfo[uuid].path; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); var scene = smc.map.MapView.scene; node.parent = scene.entityLayer!.node! node.setPosition(pos) // console.log("hero load",pos) var hv = node.getComponent(HeroViewComp)!; const model = this.get(HeroAttrsComp); let hero = HeroInfo[uuid]; // 共用英雄数据 // 设置 View 层属性(表现相关) hv.scale = 1; hv.box_group = BoxSet.HERO; // 设置 Model 层属性(数据相关) model.hero_uuid = uuid; model.hero_name = hero.name; model.lv = hero.lv ? hero.lv : 1; model.type = hero.type; model.fac = FacSet.HERO; model.is_master = true; // 设置技能 for(let i=0; i