技能碰撞改回物理碰撞

This commit is contained in:
2025-03-31 08:16:41 +08:00
parent 798a831227
commit 063764dc82
5 changed files with 59 additions and 38 deletions

View File

@@ -27,7 +27,6 @@ export class Skill extends ecs.Entity {
parent: Node, // 父节点
uuid: number, // 技能ID
targetPos: Vec3, // 目标位置
target:any=null, // 目标
caster:any=null // 施法者
) {
const config = SkillSet[uuid];
@@ -53,7 +52,6 @@ export class Skill extends ecs.Entity {
skillComp.atk_count = 0;
skillComp.startPos = startPos
skillComp.targetPos =targetPos
skillComp.target = target;
skillComp.caster = caster;
skillComp.prefabName = config.sp_name;
skillComp.group = group;

View File

@@ -37,7 +37,6 @@ export class SkillCom extends CCComp {
animName: string = "";
group:number = 0; //阵营
fac:number=0; //阵营
target:any=null;
caster:any=null;
distance_x:number=0;
distance_y:number=0;
@@ -58,32 +57,31 @@ export class SkillCom extends CCComp {
if (collider) {
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
}
let dir_x = this.target.node.position.x > this.node.position.x ? 1 : -1
let dir_x = this.targetPos.x > this.node.position.x ? 1 : -1
this.node.scale = v3(dir_x,1,1)
// 根据目标位置设置节点朝向
if (this.target && this.target.node) {
if ( this.targetPos) {
// 计算朝向
let direction = this.target.node.position.x > this.node.position.x ? 1 : -1;
let direction = this.targetPos.x > this.node.position.x ? 1 : -1;
// 设置节点缩放来改变朝向
this.node.scale = v3(direction * Math.abs(this.scale), this.scale, 1);
}
let dir_y = (this.target.node.position.y+BoxSet.ATK_Y) > this.node.position.y ? 1 : -1
if(this.target.node.position.y+BoxSet.ATK_Y==this.node.position.y){
let dir_y = ( this.targetPos.y+BoxSet.ATK_Y) > this.node.position.y ? 1 : -1
if( this.targetPos.y+BoxSet.ATK_Y==this.node.position.y){
dir_y=0
}
// 计算这一帧的移动距离
this.distance_x = SkillSet[this.s_uuid].speed*dir_x;
this.distance_y = this.distance_x*Math.abs(this.target.node.position.y-this.node.position.y)/Math.abs(this.target.node.position.x-this.node.position.x)*dir_y;
this.distance_y = this.distance_x*Math.abs(this.targetPos.y-this.node.position.y)/Math.abs(this.targetPos.x-this.node.position.x)*dir_y;
this.startMovement();
// 计算目标角度
if (this.target && this.target.node) {
const targetPos = this.target.node.position;
if (this.targetPos) {
const currentPos = this.node.position;
// 计算角度(弧度)
const dx = targetPos.x - currentPos.x;
const dy = (targetPos.y + BoxSet.ATK_Y) - currentPos.y;
const dx = this.targetPos.x - currentPos.x;
const dy = (this.targetPos.y + BoxSet.ATK_Y) - currentPos.y;
const angle = Math.atan2(dy, dx);
// 将弧度转换为角度并设置节点旋转