- 删除 HeroAttrsComp 中的 is_master 字段 - 简化 Hero.load() 方法签名,移除 is_master 和 is_friend 参数 - 移除 MissionComp 中的怪物死亡事件监听和奖励计算逻辑 - 移除 HeroViewComp 中主角复活时恢复怪物行动的逻辑 - 修改 HeroAtkSystem 中复活逻辑,不再区分主角 - 将 MissionHeroComp 中的 CallFriend 事件改为 CallHero,并清理事件监听 - 移除英雄死亡时停止怪物刷新的逻辑,简化阵营判断 这些更改旨在简化英雄系统架构,消除主角与普通英雄之间的特殊处理差异,使系统更加统一和可维护。怪物死亡奖励计算等逻辑被移至其他系统处理。
236 lines
7.7 KiB
TypeScript
236 lines
7.7 KiB
TypeScript
import { _decorator, Vec3,Animation, instantiate, Prefab, Node, ProgressBar, Label } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { smc } from "../common/SingletonModuleComp";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { MonsterCost, MonType, calculateMonsterGold, getLevelExp, calculateMonsterExp, SpecialMonsterSchedule } from "./RogueConfig";
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import { GameEvent } from "../common/config/GameEvent";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { UIID } from "../common/config/GameUIConfig";
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import { SkillView } from "../skill/SkillView";
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import { FightSet } from "../common/config/GameSet";
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import { mLogger } from "../common/Logger";
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const { ccclass, property } = _decorator;
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//@todo 需要关注 当boss死亡的时候的动画播放完成后,需要触发事件,通知 MissionComp 进行奖励处理
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/** 视图层对象 */
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@ccclass('MissionComp')
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@ecs.register('MissionComp', false)
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export class MissionComp extends CCComp {
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@property({ tooltip: "是否启用调试日志" })
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private debugMode: boolean = false;
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// VictoryComp:any = null;
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// reward:number = 0;
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// reward_num:number = 0;
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@property(Node)
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coins_node:Node = null!
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@property(Node)
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lv_node:Node = null!
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@property(Node)
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chou_node:Node = null!
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@property(Node)
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time_node:Node = null!
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@property(Node)
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hero_info_node:Node = null!
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@property(Node)
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update_node:Node = null!
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FightTime:number = FightSet.FiIGHT_TIME
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/** 剩余复活次数 */
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revive_times: number = 1;
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rewards:any[]=[]
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game_data:any={
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exp:0,
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gold:0,
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diamond:0
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}
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private lastTimeStr: string = "";
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// 记录已触发的特殊刷怪索引
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private spawnedSpecialIndices: Set<number> = new Set();
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onLoad(){
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this.on(GameEvent.MissionStart,this.mission_start,this)
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// this.on(GameEvent.HeroDead,this.do_hero_dead,this)
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// this.on(GameEvent.FightEnd,this.fight_end,this)
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this.on(GameEvent.MissionEnd,this.mission_end,this)
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this.on(GameEvent.DO_AD_BACK,this.do_ad,this)
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}
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protected update(dt: number): void {
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if(!smc.mission.play) return
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if(smc.mission.pause) return
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if(smc.mission.in_fight){
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if(smc.mission.stop_mon_action) return
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smc.vmdata.mission_data.fight_time+=dt
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this.FightTime-=dt
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// 检查特殊刷怪时间
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this.checkSpecialSpawns(smc.vmdata.mission_data.fight_time);
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this.update_time();
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}
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}
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update_time(){
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let time = Math.max(0, this.FightTime);
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let m = Math.floor(time / 60);
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let s = Math.floor(time % 60);
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let str = `${m.toString().padStart(2, '0')}:${s.toString().padStart(2, '0')}`;
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if(str != this.lastTimeStr){
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this.time_node.getChildByName("time").getComponent(Label).string = str;
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this.lastTimeStr = str;
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}
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}
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private checkSpecialSpawns(fightTime: number) {
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SpecialMonsterSchedule.forEach((item, index) => {
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if (!this.spawnedSpecialIndices.has(index) && fightTime >= item.time) {
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this.spawnedSpecialIndices.add(index);
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mLogger.log(this.debugMode, 'MissionComp', ` 触发特殊刷怪: ${item.desc}`);
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oops.message.dispatchEvent("SpawnSpecialMonster", {
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uuid: item.uuid,
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type: item.type,
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level: item.level
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});
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}
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});
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}
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//奖励发放
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do_reward(){
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// 奖励发放
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}
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cal_gold_reward(data: any, type: MonType) {
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const cost = MonsterCost[data.uuid] || 1;
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const level = data.lv || 1;
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let add_gold = calculateMonsterGold(data.uuid, level, type);
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smc.updateGold(add_gold, false);
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}
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do_hero_dead(event:any,data:any){
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}
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do_ad(){
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if(this.ad_back()){
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oops.message.dispatchEvent(GameEvent.AD_BACK_TRUE)
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smc.vmdata.mission_data.refresh_count+=FightSet.MORE_RC
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}else{
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oops.message.dispatchEvent(GameEvent.AD_BACK_FALSE)
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}
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}
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ad_back(){
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return true
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}
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async mission_start(){
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// 防止上一局的 fight_end 延迟回调干扰新局
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this.unscheduleAllCallbacks();
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// 确保清理上一局的残留实体
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this.cleanComponents();
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oops.message.dispatchEvent(GameEvent.FightReady)
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this.node.active=true
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this.data_init()
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let loading=this.node.parent.getChildByName("loading")
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loading.active=true
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this.scheduleOnce(()=>{
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loading.active=false
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},0.5)
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this.scheduleOnce(()=>{
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this.to_fight()
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},0.1)
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}
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to_fight(){
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smc.mission.in_fight=true
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oops.message.dispatchEvent(GameEvent.FightStart) //GameSetMonComp 监听刷怪
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}
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open_Victory(e:any,is_hero_dead: boolean = false){
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// 暂停游戏循环和怪物行为
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// smc.mission.play = false;
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smc.mission.pause = true;
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// oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false})
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mLogger.log(this.debugMode, 'MissionComp', " open_Victory",is_hero_dead,this.revive_times)
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oops.gui.open(UIID.Victory,{
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victory:false,
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rewards:this.rewards,
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game_data:this.game_data,
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can_revive: is_hero_dead && this.revive_times > 0
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})
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}
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fight_end(){
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// mLogger.log(this.debugMode, 'MissionComp', "任务结束")
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// 延迟0.5秒后执行任务结束逻辑
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this.scheduleOnce(() => {
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smc.mission.play=false
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this.cleanComponents()
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}, 0.5)
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}
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mission_end(){
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// mLogger.log(this.debugMode, 'MissionComp', " mission_end")
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// 合并 FightEnd 逻辑:清理组件、停止游戏循环
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smc.mission.play=false
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this.cleanComponents()
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this.node.active=false
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}
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data_init(){
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// 重置金币为初始值 (如果需要保留金币,请注释掉此行)
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smc.vmdata.gold = 0;
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//局内数据初始化 smc 数据初始化
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smc.mission.play = true;
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smc.mission.pause = false;
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smc.mission.stop_mon_action = false;
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smc.vmdata.mission_data.in_fight=false
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smc.vmdata.mission_data.fight_time=0
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smc.vmdata.mission_data.level=0
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this.FightTime=FightSet.FiIGHT_TIME
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this.rewards=[] // 改为数组,用于存储掉落物品列表
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this.revive_times = 1; // 每次任务开始重置复活次数
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this.spawnedSpecialIndices.clear(); // 重置特殊刷怪记录
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// 重置全局属性加成和主角引用 (确保新一局数据干净)
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// smc.role = null;
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// 重置英雄数据,确保新一局是初始状态
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// mLogger.log(this.debugMode, 'MissionComp', "局内数据初始化",smc.vmdata.mission_data)
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}
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private cleanComponents() {
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// 优化销毁顺序:直接销毁实体,让ECS系统自动处理组件清理
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// 这样可以避免在组件reset方法中访问已经被销毁的实体引用
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ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {
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entity.destroy();
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});
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ecs.query(ecs.allOf(SkillView)).forEach(entity => {
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entity.destroy();
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});
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}
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/** 视图层逻辑代码分离演示 */
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/** 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 */
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reset() {
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this.node.destroy();
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}
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} |