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