技能开始
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@@ -12,16 +12,8 @@ const { ccclass, property } = _decorator;
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@ccclass('SkillCom')
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@ecs.register('SkillView', false)
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export class SkillCom extends CCComp {
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/** 视图层逻辑代码分离演示 */
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// start() {
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// // var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
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// // this.on(ModuleEvent.Cmd, this.onHandler, this);
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// }
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s_uuid:number = 0;
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speed:number = 200;
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y_speed:number = 0;
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x_speed:number = 0;
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dis:number = 80;
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scale:number = 1;
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ap:number = 10;
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atk_count:number = 0;
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@@ -33,21 +25,11 @@ export class SkillCom extends CCComp {
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box_group:number = 0;
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box_tag:number=0;
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type:number = 1;
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time:Timer = new Timer(0.01);
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run_type:number = 0; // 0有目标 带方向,1贝塞尔曲线 2 不动 ,3 直线
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in_time:number = 0.3; // 不动技能持续时间
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start() {
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console.log("skill start run_type:",this.run_type)
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if(this.node.parent.scale.x < 0){
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this.t_pos.x=this.t_pos.x*-1
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}
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this.x_speed=Math.cos(this.angle * Math.PI / 180) * this.speed-30*this.scale;
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this.y_speed=Math.sin(this.angle * Math.PI / 180) * this.speed;
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this.node.active=true
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let collider = this.getComponent(Collider2D);
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collider.group = this.box_group;
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collider.tag = this.box_tag;
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collider.sensor = true;
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if (collider) {
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@@ -56,125 +38,33 @@ export class SkillCom extends CCComp {
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collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, this);
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}
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if(this.run_type == 3){ //直线,默认直线
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let tx=this.node.position.x+this.dis
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// console.log("skill tx:"+tx+" node :"+this.node.position.x)
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let e_pos=v3(tx,this.node.position.y)
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tween(this.node).to( 0.2,{ position: e_pos},
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{onComplete: (target?: object) => { this.is_destroy=true },}
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).start();
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}
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if(this.run_type == 0){ //直线,默认直线,有特定目标 朝向目标直线
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let time = 720 / this.speed;
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let squaredDistance = this.t_pos.x * this.t_pos.x + this.t_pos.y * this.t_pos.y;
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let distance = Math.sqrt(squaredDistance);
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time = distance / this.speed;
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let e_pos=v3(this.node.position.x+this.t_pos.x,this.node.position.y+this.t_pos.y)
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// console.log("skill tx:"+e_pos.x+" node :"+this.node.position.x)
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this.node.getChildByName("skill").setRotationFromEuler(0,0,this.angle)
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// console.log("skill ",this.node.getRotation())
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tween(this.node).to( time,{ position: e_pos},
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{
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easing: "linear",
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onUpdate: (target: Vec3, ratio: number) => { },
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onComplete: (target?: object) => {
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this.is_destroy=true
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},
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}
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).start();
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}
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// console.log("skill run_type",this.run_type)
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if(this.run_type == 1){ //贝塞尔曲线
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// console.log("skill bezierTo",this.t_pos)
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let s_pos = v3(this.node.position.x,this.node.position.y)
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let c_pos = v3((this.t_pos.x+this.node.position.x)/2,this.node.position.y+100)
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let e_pos = v3(this.node.position.x+this.t_pos.x,this.node.position.y+this.t_pos.y)
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let time =Math.abs(this.t_pos.x/this.speed)
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SkillCom.bezierTo(this.node,time,s_pos,c_pos,e_pos,{
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onComplete: (target?: object) => {
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this.is_destroy=true
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},
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}).start();
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}
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if(this.run_type == 2){ //原地不动的
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tween(this.node).to( this.in_time,
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{ position: new Vec3(this.node.position.x,this.node.position.y) },
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{
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onComplete: (target?: object) => {
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this.is_destroy=true
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},
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}
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).start();
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}
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}
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onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
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if(otherCollider.group != selfCollider.group&&otherCollider.tag ==0){
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this.atk_count+=1
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// console.log("skill onBeginContact",selfCollider.group,otherCollider.group)
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if(this.type==1 ){
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this.is_destroy=true
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}
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// if(this.type==1 ){
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// this.is_destroy=true
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// }
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}
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}
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onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
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}
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update(deltaTime: number) {
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this.toDestroy()
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}
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t_move(dt: number){
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if( this.run_type!=0){
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return
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}
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this.node.setPosition(v3(this.node.position.x+this.x_speed*dt*this.scale,this.node.position.y+this.y_speed*dt))
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}
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line_move(dt: number) {
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if( this.run_type!=0 && this.t_pos){
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return
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}
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this.node.setPosition(v3(this.node.position.x+dt*this.speed*this.scale,this.node.position.y))
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}
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bezier(t:number){
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}
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toDestroy() {
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if(this.is_destroy){
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this.ent.destroy()
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}
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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.is_destroy=false
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this.node.destroy();
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}
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public static bezierTo(target: any, duration: number, c1: Vec3, c2: Vec3, to: Vec3, opts: any) {
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opts = opts || Object.create(null);
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/*
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* @desc 二阶贝塞尔
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* @param {number} t 当前百分比
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* @param {} p1 起点坐标
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* @param {} cp 控制点
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* @param {} p2 终点坐标
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* @returns {any}
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*/
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let twoBezier = (t:number, p1: Vec3, cp: Vec3, p2: Vec3) => {
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let x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x;
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let y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y;
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return v3(x, y, 0);
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};
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opts.onUpdate = (arg: Vec3, ratio: number) => {
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target.position = twoBezier(ratio, c1, c2, to);
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};
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return tween(target).to(duration, {}, opts);
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}
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}
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