import { FFAttr } from "../data/FFCalAttr"; import FF from "./FF"; import FMap from "./map/FMap"; import FSprite from "./object/FSprite"; import MSprite from "./object/MSprite"; import PSprite from "./object/PSprite"; /** * 载入战斗数据 */ export default class FLoad{ /** * * @param mapId 载入地图数据 * @param callback */ public static loadMap(ff:FF,stageData,callback:(fmap:FMap)=>void){ // cc.log('loadMap stageData = ',stageData); cc.resources.load('prefab/map/'+stageData.mapId, cc.Prefab, (err, prefab:cc.Prefab) =>{ if(err){ cc.error(err); }else{ //加载结束 let node:cc.Node = cc.instantiate(prefab); let fmap:FMap = node.getComponent(FMap); ff.mLietMap.loadMap(stageData.mapId) callback(fmap); } } ); } /** * 载入角色列表 * @param fDatas * @param callback */ public static loadRole(ff:FF,fDatas:Array,callback:(sprites:Array)=>void){ if(fDatas.length <= 0){ callback([]); return; } let paths = []; for (let i = 0; i < fDatas.length; i++) { const element = fDatas[i]; paths.push(element.path); } cc.resources.load(paths, cc.Prefab, (err, prefas:any) =>{ if(err){ cc.error(err); }else{ let player = ff.main.player let ss = []; for (let i = 0; i < fDatas.length; i++) { // for (let i = 0; i < 1; i++) { const prefab = prefas[i]; let node:cc.Node = cc.instantiate(prefab); let sp = null; let data = fDatas[i] // if(data.id != 2){ // continue // } // player.role.leader = 2 if(data.id == player.role.leader){//此处需要根据用户设置 sp = node.addComponent(MSprite); }else{ sp = node.addComponent(PSprite); } sp.ff = ff sp.setAttrData(fDatas[i]); sp.hp = sp.attrData.hp ss.push(sp); } callback(ss); } }); } }