技能cd 完善
This commit is contained in:
@@ -1,102 +0,0 @@
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import { EventHandler, EventTouch, _decorator } from "cc";
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import { ButtonTouchLong } from "../../../../extensions/oops-plugin-framework/assets/libs/gui/button/ButtonTouchLong";
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const { ccclass, property, menu } = _decorator;
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/**
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* 增强版长按按钮组件
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* 支持长按触发和放开后触发两种事件
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*/
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@ccclass("EnhancedButtonTouchLong")
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@menu('ui/button/EnhancedButtonTouchLong')
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export class EnhancedButtonTouchLong extends ButtonTouchLong {
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@property({
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type: [EventHandler],
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tooltip: "放开后触发的事件"
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})
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releaseEvents: EventHandler[] = [];
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@property({
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tooltip: "是否在长按后放开时触发事件"
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})
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triggerOnRelease: boolean = true;
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@property({
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tooltip: "是否在短按时也触发放开事件"
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})
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triggerOnShortPress: boolean = false;
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private _wasLongPressed: boolean = false;
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private _hasTriggeredRelease: boolean = false;
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onLoad() {
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super.onLoad();
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this._wasLongPressed = false;
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this._hasTriggeredRelease = false;
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}
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/** 触摸开始 */
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onTouchtStart(event: EventTouch) {
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this._wasLongPressed = false;
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this._hasTriggeredRelease = false;
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super.onTouchtStart(event);
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}
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/** 触摸结束 */
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onTouchEnd(event: EventTouch) {
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// 检查是否已经长按过
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if (this._passTime > this.time) {
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this._wasLongPressed = true;
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}
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// 触发放开事件
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if (this.triggerOnRelease && !this._hasTriggeredRelease) {
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if (this._wasLongPressed || this.triggerOnShortPress) {
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this._hasTriggeredRelease = true;
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this.onReleaseTrigger();
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}
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}
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super.onTouchEnd(event);
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}
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/** 引擎更新事件 */
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update(dt: number) {
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super.update(dt);
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// 在父类的update中,如果触发了长按事件,标记为已长按
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if (this._passTime >= this.time && !this._isTouchLong) {
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this._wasLongPressed = true;
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}
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}
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/**
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* 放开触发回调
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*/
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protected onReleaseTrigger() {
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// 发送自定义事件
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this.node.emit('releaseTrigger', this);
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// 触发配置的事件
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this.releaseEvents.forEach(event => {
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event.emit([event.customEventData]);
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});
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console.log('放开触发!');
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}
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/**
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* 获取是否已经长按过
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*/
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wasLongPressed(): boolean {
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return this._wasLongPressed;
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}
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/**
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* 获取当前按住时间
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*/
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getPassTime(): number {
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return this._passTime;
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}
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}
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@@ -43,20 +43,12 @@ export class SingletonModuleComp extends ecs.Comp {
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game_pause:false,
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mission_data:{ },
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hero:{ },
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hero1:{},
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hero2:{},
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hero3:{},
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boss:{ },
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};
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vmAdd() {
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this.vmdata.mission_data=JSON.parse(JSON.stringify(MissionData))
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this.vmdata.hero=JSON.parse(JSON.stringify(VmInfo))
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this.vmdata.boss=JSON.parse(JSON.stringify(VmInfo))
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this.vmdata.hero1=JSON.parse(JSON.stringify(HeroUI))
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this.vmdata.hero2=JSON.parse(JSON.stringify(HeroUI))
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this.vmdata.hero3=JSON.parse(JSON.stringify(HeroUI))
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VM.add(this.vmdata, "data");
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}
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reset() {
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for (var key in this.vmdata) {
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@@ -137,7 +137,6 @@ export class Hero extends ecs.Entity {
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break
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}
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})
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hv.atk_skill=hero.skills[0]
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for(let i=0;i<hero.skills.length;i++){
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hv.skills.push({
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cd:0,
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@@ -94,8 +94,6 @@ export class HeroViewComp extends CCComp {
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cd: number = 1.3; /**攻击速度 攻击间隔 */
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cd_buff:number=0;
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dis: number = 80;
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at: number = 0; /** 冷却时间 */
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atk_skill:number=0;
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skills:any[]=[]
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puncture:number=0; //穿刺敌人伤害后方敌人个数
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puncture_damage:number=0; //后伤害加成
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@@ -480,7 +478,7 @@ export class HeroViewComp extends CCComp {
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break
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case DebuffAttr.STUN:
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if(this.DEBUFF_STUN>0) return
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this.at=0 // 眩晕 cd归零
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this.skills[0].cd=0 // 眩晕 cd归零
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this.BUFFCOMP.in_yun(deV+FightSet.STUN_TIME) // 眩晕时间
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this.DEBUFF_STUN+=deV+FightSet.STUN_TIME // 眩晕时间
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// this.is_stop=true
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@@ -103,7 +103,6 @@ export class Monster extends ecs.Entity {
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}
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hv.cd = hero.cd
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hv.atk_skill=hero.skills[0]
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for(let i=0;i<hero.skills.length;i++){
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hv.skills.push({
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cd:0,
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@@ -37,8 +37,7 @@ export class SkillConComp extends CCComp {
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onLoad(){
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this.HeroView=this.node.getComponent(HeroViewComp)
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// //console.log(this.HeroView.uid+"=>"+this.HeroView.hero_name+"=> SkillConComp onLoad")
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this.on(GameEvent.CastHeroSkill,this.cast_master_skill,this)
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this.on(GameEvent.MaxSkill,this.use_max_skill,this)
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}
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start() {
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@@ -51,11 +50,11 @@ export class SkillConComp extends CCComp {
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if(this.HeroView.DEBUFF_STUN <= 0&&this.HeroView.DEBUFF_FROST <= 0) {
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for(let i=0;i<this.HeroView.skills.length;i++){
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this.HeroView.skills[i].cd += dt;
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if(this.HeroView.skills[i].cd > this.HeroView.skills[i].cd_max){
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if(this.HeroView.skills[i].cd > (i==0?this.count_cd(this.HeroView.skills[i].cd_max,this.HeroView):this.HeroView.skills[i].cd_max)){
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let sc=SkillSet[this.HeroView.skills[i].uuid]
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if(!sc) return
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if(sc.SType==SType.damage&&!this.HeroView.is_atking) return
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this.castSkill(sc,false,0)
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this.castSkill(sc)
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this.HeroView.skills[i].cd = 0
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}
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}
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@@ -91,35 +90,29 @@ export class SkillConComp extends CCComp {
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}
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}
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cast_master_skill(e:string,uuid:any){
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if(!this.HeroView) return
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if(this.HeroView.fac==FacSet.MON) return
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//console.log("hart cast_skill",uuid ,e)
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const config = SkillSet[uuid];
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this.castSkill(config,false,this.HeroView.skill_dmg)
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count_cd(cd:number,view:HeroViewComp){
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// 汇总DEBUFF_DECD,不再按次数减少,改为按时间减少
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let decd = 0;
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for (let i = view.DEBUFF_DECDS.length - 1; i >= 0; i--) {
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decd += view.DEBUFF_DECDS[i].value;
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// 不再在这里减少duration,改为在update中按时间减少
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}
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let bcd=0
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for (let i = view.BUFF_CDS.length - 1; i >= 0; i--) {
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bcd += view.BUFF_CDS[i].value;
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// 不再在这里减少duration,改为在update中按时间减少
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}
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return cd/((bcd+decd)/100+1)
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}
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/** 施放技能 */
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castSkill(config: typeof SkillSet[keyof typeof SkillSet],is_wfuny:boolean=false,dmg:number=0) {
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castSkill(config: typeof SkillSet[keyof typeof SkillSet]) {
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// //console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid);
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this.doSkill(config,is_wfuny,dmg);
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let wfuny=this.check_wfuny()
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let dmg=0
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this.doSkill(config,wfuny,dmg);
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}
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use_max_skill(e:GameEvent,data:any){
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if(!this.HeroView) return
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if(this.HeroView.fac==FacSet.MON) return
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//console.log("[SkillConComp]:use_max_skill:",data)
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this.skill_id_counter++;
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this.aoe_queues.push({
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id: this.skill_id_counter,
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s_uuid:data.uuid,
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count:SkillSet[data.uuid].maxC,
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damage:0})
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// 初始化该技能的计时器
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this.aoe_timers.set(this.skill_id_counter, 0);
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}
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private doSkill(config: typeof SkillSet[keyof typeof SkillSet],is_wfuny:boolean=false,dmg:number=0) {
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// 添加节点有效性检查
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@@ -1,413 +0,0 @@
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import { _decorator,Button,EventHandler,EventTouch,Label,NodeEventType,resources,Sprite,SpriteAtlas,tween,UITransform,v3, Vec3,Animation, UI, instantiate, Prefab, screen } 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 { FightSet, HeroUI, MissionData, VmInfo} from "../common/config/Mission";
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import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
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import { GameEvent } from "../common/config/GameEvent";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { Hero } from "../hero/Hero";
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import { defaultEnhancements, EnhancementOptions } from "../common/config/LevelUp";
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import { MonModelComp } from "../hero/MonModelComp";
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import { TalentSlot } from "../common/config/TalentSet";
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import { RogueTalWave } from "./RogueConfig";
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import { cardType, getRandomCardsByType, SuperCards, SuperCardsList, SuperCardsType } from "../common/config/CardSet";
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import { LuckCardComp } from "./LuckCardComp";
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const { ccclass, property } = _decorator;
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//@todo this is a test
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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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// VictoryComp:any = null;
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// reward:number = 0;
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// reward_num:number = 0;
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GlodAddTimer:Timer = new Timer(1);
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normal_max_wave:number = 10;
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is_fight:boolean = false;
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enhancements:any=[0,0,0,0,0]
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update_count:number = 0;
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is_show_time:boolean = false;
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time_num:number = 0;
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time_cd:Timer=new Timer(1);
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next_func?:Function;
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wave_time_num:number = 0;
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wave_time_cd:Timer=new Timer(1);
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is_in_wave:boolean = false;
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tals:any={
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0:false,
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1:false,
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2:false,
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3:false,
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4:false,
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5:false,
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}
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heros:any={
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0:{uuid:0,count:0},
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1:{uuid:0,count:0},
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2:{uuid:0,count:0},
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}
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func_queue:any=[]
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onLoad(){
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this.on(GameEvent.MissionStart,this.mission_start,this)
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this.on(GameEvent.MasterCalled,this.ready_to_fight,this)
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// this.on(GameEvent.CardsClose,this.after_used_skill_card,this)
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this.on(GameEvent.MonDead,this.do_mon_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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// this.on(GameEvent.CanUpdateLv,this.show_uplv_button,this)
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this.on(GameEvent.UseHeroCard,this.hero_called,this)
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}
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protected update(dt: number): void {
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if(!smc.mission.play||smc.mission.pause){
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return
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}
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if(smc.vmdata.mission_data.in_fight){
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smc.vmdata.mission_data.fight_time+=dt
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if(this.GlodAddTimer.update(dt)){
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smc.vmdata.mission_data.gold+=(smc.vmdata.mission_data.add_gold+smc.vmdata.mission_data.buff_add_gold)
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}
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}
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if(this.is_show_time){
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if(this.time_cd.update(dt)){
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this.run_time()
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}
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}
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// if(this.is_in_wave){
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// if(this.wave_time_cd.update(dt)){
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// smc.vmdata.mission_data.wave_time_num--
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// if(smc.vmdata.mission_data.wave_time_num<=0){
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// this.hide_wave_time()
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// this.show_time(this.do_next_wave.bind(this))
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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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hero_called(event: any, data: any) {
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// 查找空位或已存在的英雄
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const heroIndex = this.findHeroSlot(data.uuid);
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if (heroIndex !== -1) {
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// 找到英雄位置,增加数量
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this.heros[heroIndex].count += 1;
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} else {
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// 查找空位
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const emptySlot = this.findEmptySlot();
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if (emptySlot !== -1) {
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// 有空位,添加新英雄
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this.heros[emptySlot].uuid = data.uuid;
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this.heros[emptySlot].count = 1;
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} else {
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console.log("[MissionComp] 英雄已满");
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}
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}
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}
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/**
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* 查找英雄位置
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* @param uuid 英雄UUID
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* @returns 英雄索引,未找到返回-1
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*/
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private findHeroSlot(uuid: number): number {
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for (let i = 0; i < 3; i++) {
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if (this.heros[i].uuid === uuid) {
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return i;
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}
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}
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return -1;
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}
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/**
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* 查找空位
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* @returns 空位索引,无空位返回-1
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*/
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private findEmptySlot(): number {
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for (let i = 0; i < 3; i++) {
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if (this.heros[i].uuid === 0) {
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return i;
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}
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}
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return -1;
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}
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count_tal(){
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let count=0
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for(let i=0;i<FightSet.TAL_NUM;i++){
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if(this.tals[i]){
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count++
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}
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}
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return count
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}
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do_mon_dead(){
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this.do_mon_dead_thing()
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smc.vmdata.mission_data.mon_num--
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if(smc.vmdata.mission_data.mon_num<=0) {
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// if(smc.vmdata.mission_data.current_wave == RogueTalWave[this.count_tal()].wave){
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// console.log("[MissionComp] current_wave:"+smc.vmdata.mission_data.current_wave+" tal wave:"+RogueTalWave[this.count_tal()].wave)
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// oops.message.dispatchEvent(GameEvent.TalentSelect,{slot:TalentSlot[this.count_tal()]})
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// this.tals[this.count_tal()]=true
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// }
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this.show_time(this.do_next_wave.bind(this))
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}
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}
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do_mon_dead_thing(){
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smc.vmdata.mission_data.gold+=smc.vmdata.mission_data.add_gold+smc.vmdata.mission_data.buff_add_gold
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}
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do_next_wave(){ //怪物死亡后,重置时间
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smc.vmdata.mission_data.current_wave++
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smc.vmdata.mission_data.refresh_count++
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oops.message.dispatchEvent(GameEvent.NewWave)
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this.show_wave_time()
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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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show_wave_time(){
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smc.vmdata.mission_data.wave_time_num=FightSet.ONE_WAVE_TIME
|
||||
this.is_in_wave=true
|
||||
}
|
||||
|
||||
hide_wave_time(){
|
||||
this.is_in_wave=false
|
||||
}
|
||||
|
||||
show_time(onHide?:Function){
|
||||
this.time_num=FightSet.DOWN_TIME
|
||||
this.node.getChildByName("time").active=true
|
||||
this.is_show_time=true
|
||||
this.run_time()
|
||||
this.next_func=onHide
|
||||
}
|
||||
hide_time(){
|
||||
if(this.next_func){
|
||||
this.next_func()
|
||||
}
|
||||
this.node.getChildByName("time").active=false
|
||||
this.is_show_time=false
|
||||
this.next_func=undefined
|
||||
this.time_cd.reset()
|
||||
}
|
||||
clear_time(){
|
||||
this.node.getChildByName("time").active=false
|
||||
this.is_show_time=false
|
||||
this.next_func=undefined
|
||||
this.time_cd.reset()
|
||||
}
|
||||
run_time(){
|
||||
this.node.getChildByName("time").setScale(0,0,0)
|
||||
tween(this.node.getChildByName("time"))
|
||||
.to(0.2, {scale:v3(1,1,1)}, {easing:"backOut"})
|
||||
.to(0.2, {scale:v3(0,0,0)}, {easing:"backIn"})
|
||||
.start()
|
||||
this.time_num--
|
||||
this.node.getChildByName("time").getChildByName("time").getComponent(Label).string=this.time_num.toString()
|
||||
if(this.time_num<=0){
|
||||
this.hide_time()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
async mission_start(){
|
||||
console.log("[MissionComp] ** 1 ** mission_start")
|
||||
|
||||
this.node.getChildByName("ending").getComponent(Animation).play("startFight")
|
||||
oops.message.dispatchEvent(GameEvent.FightReady)
|
||||
this.node.active=true
|
||||
this.data_init()
|
||||
let loading=this.node.parent.getChildByName("loading")
|
||||
loading.active=true
|
||||
this.scheduleOnce(()=>{
|
||||
loading.active=false
|
||||
this.node.getChildByName("ending").active=false
|
||||
},0.5)
|
||||
this.to_ready()
|
||||
|
||||
|
||||
}
|
||||
to_ready(){
|
||||
console.log("[MissionComp] ** 2 ** to_ready")
|
||||
oops.message.dispatchEvent(GameEvent.HeroSelect,{called:[]})
|
||||
}
|
||||
ready_to_fight(){
|
||||
console.log("[MissionComp] ** 3 ** ready_to_fight")
|
||||
this.time_num=5
|
||||
this.show_time(this.to_fight.bind(this))
|
||||
}
|
||||
// show_uplv_button(){
|
||||
// this.update_count++
|
||||
// this.node.getChildByName("uplv").active=true
|
||||
// }
|
||||
// hide_uplv_button(){
|
||||
// this.update_count--
|
||||
// if(this.update_count > 0) return
|
||||
// this.node.getChildByName("uplv").active=false
|
||||
// }
|
||||
// to_uplv(){
|
||||
// oops.message.dispatchEvent(GameEvent.EnhancementSelect)
|
||||
// }
|
||||
to_call_friend(){
|
||||
let called = Object.values(this.heros).filter((item: any) => item.uuid != 0)
|
||||
oops.message.dispatchEvent(GameEvent.HeroSelect,{called:called})
|
||||
}
|
||||
|
||||
to_fight(){
|
||||
console.log("[MissionComp] ** 4 ** to_fight")
|
||||
smc.vmdata.mission_data.in_fight=true
|
||||
oops.message.dispatchEvent(GameEvent.FightStart) //MissionMonComp 监听刷怪
|
||||
this.do_next_wave()
|
||||
}
|
||||
|
||||
|
||||
to_end_fight(){
|
||||
oops.message.dispatchEvent(GameEvent.FightEnd)
|
||||
}
|
||||
|
||||
|
||||
fight_end(){
|
||||
console.log("任务结束")
|
||||
this.node.getChildByName("ending").active=true
|
||||
this.node.getChildByName("ending").getComponent(Animation).play("endFight")
|
||||
// 延迟0.5秒后执行任务结束逻辑
|
||||
this.scheduleOnce(() => {
|
||||
smc.mission.play=false
|
||||
smc.mission.pause=false
|
||||
this.cleanComponents()
|
||||
}, 0.5)
|
||||
}
|
||||
|
||||
mission_end(){
|
||||
this.node.getChildByName("ending").active=false
|
||||
this.node.active=false
|
||||
}
|
||||
|
||||
data_init(){
|
||||
//局内数据初始化 smc 数据初始化
|
||||
smc.mission.play = true;
|
||||
smc.vmdata.mission_data = JSON.parse(JSON.stringify(MissionData));
|
||||
smc.vmdata.hero = JSON.parse(JSON.stringify(VmInfo));
|
||||
smc.vmdata.boss = JSON.parse(JSON.stringify(VmInfo));
|
||||
this.update_count=0
|
||||
this.GlodAddTimer=new Timer(smc.vmdata.mission_data.refrsh_time)
|
||||
smc.enhancements=defaultEnhancements()
|
||||
this.heros={
|
||||
0:{uuid:0,count:0},
|
||||
1:{uuid:0,count:0},
|
||||
2:{uuid:0,count:0},
|
||||
}
|
||||
|
||||
this.clear_time()
|
||||
this.hide_wave_time()
|
||||
this.tals={
|
||||
0:false,
|
||||
1:false,
|
||||
2:false,
|
||||
3:false,
|
||||
4:false,
|
||||
5:false,
|
||||
}
|
||||
smc.vmdata.mission_data.wave_time_num=FightSet.ONE_WAVE_TIME
|
||||
console.log("局内数据初始化",smc.enhancements,defaultEnhancements())
|
||||
|
||||
}
|
||||
|
||||
|
||||
card_init(){
|
||||
oops.message.dispatchEvent(GameEvent.CardRefresh)
|
||||
}
|
||||
|
||||
card_refresh(){
|
||||
let mission_data=smc.vmdata.mission_data
|
||||
if(mission_data.gold < (mission_data.refresh_gold+mission_data.buff_refresh_gold)){
|
||||
oops.gui.toast("金币不足", false);
|
||||
return
|
||||
}
|
||||
oops.message.dispatchEvent(GameEvent.CardRefresh)
|
||||
mission_data.gold-=(mission_data.refresh_gold+mission_data.buff_refresh_gold)
|
||||
|
||||
}
|
||||
call_friend_card(){
|
||||
oops.message.dispatchEvent(GameEvent.HeroSelect)
|
||||
}
|
||||
call_tal_card(){
|
||||
oops.message.dispatchEvent(GameEvent.TalentSelect)
|
||||
}
|
||||
call_func_card(){
|
||||
if(smc.vmdata.mission_data.gold < smc.vmdata.mission_data.lucky_gold){
|
||||
oops.gui.toast("金币不足", false);
|
||||
return
|
||||
}
|
||||
this.do_lucky_card()
|
||||
|
||||
}
|
||||
do_lucky_card(){
|
||||
smc.vmdata.mission_data.gold-=smc.vmdata.mission_data.lucky_gold
|
||||
let list=getRandomCardsByType(cardType.SPECIAL,1)
|
||||
let card=SuperCards[list[0].uuid]
|
||||
console.log("[MissionComp] do_lucky_card",card)
|
||||
this.show_lucky_gold(card)
|
||||
oops.message.dispatchEvent(GameEvent.LuckCardUsed,card)
|
||||
}
|
||||
show_lucky_gold(card:any){
|
||||
// this.node.getChildByName("luckybox").getComponent(Animation).play("luckyopen")
|
||||
var path = "game/gui/lcard";
|
||||
var prefab: Prefab = oops.res.get(path, Prefab)!;
|
||||
var node = instantiate(prefab);
|
||||
node.setScale(0,0,0)
|
||||
node.getComponent(LuckCardComp).show_card(card)
|
||||
node.parent = this.node
|
||||
node.setPosition(v3(this.node.getChildByName("luckybox").position.x,this.node.getChildByName("luckybox").position.y));
|
||||
let height=this.node.getComponent(UITransform).height
|
||||
tween(node) .to(1, {
|
||||
scale: v3(1,1,1),
|
||||
position: v3(0, height-300),
|
||||
}, {easing:"backOut"})
|
||||
.start();
|
||||
|
||||
}
|
||||
private cleanComponents() {
|
||||
smc.vmdata.hero1=JSON.parse(JSON.stringify(HeroUI))
|
||||
smc.vmdata.hero2=JSON.parse(JSON.stringify(HeroUI))
|
||||
smc.vmdata.hero3=JSON.parse(JSON.stringify(HeroUI))
|
||||
ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {entity.remove(HeroViewComp);entity.destroy()});
|
||||
}
|
||||
|
||||
|
||||
/** 视图层逻辑代码分离演示 */
|
||||
|
||||
/** 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 */
|
||||
reset() {
|
||||
this.node.destroy();
|
||||
}
|
||||
}
|
||||
@@ -1,338 +0,0 @@
|
||||
import { _decorator,Collider2D ,Contact2DType,v3,IPhysics2DContact,Vec3, tween, math, RigidBody2D, Animation, sp, Tween} from "cc";
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import { AType, DTType, EType, RType, SkillSet, SType, TGroup } from "../common/config/SkillSet";
|
||||
import { BoxSet, FacSet } from "../common/config/BoxSet";
|
||||
import { HeroViewComp } from "../hero/HeroViewComp";
|
||||
import { BezierMove } from "../BezierMove/BezierMove";
|
||||
import { MonModelComp } from "../hero/MonModelComp";
|
||||
import { FightSet } from "../common/config/Mission";
|
||||
import { HeroModelComp } from "../hero/HeroModelComp";
|
||||
import { Skill } from "./Skill";
|
||||
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
/** 视图层对象 */
|
||||
@ccclass('SkillCom')
|
||||
@ecs.register('SkillCom')
|
||||
export class SkillCom extends CCComp {
|
||||
s_uuid:number = 0;
|
||||
s_name:string = "";
|
||||
hero:number = 0;
|
||||
speed:number = 200;
|
||||
scale:number = 1;
|
||||
angle:number = 0;
|
||||
atk_count:number = 0;
|
||||
is_destroy:boolean = false;
|
||||
enemys:any = [];
|
||||
AType: number = 0; // 运动类型
|
||||
startPos: Vec3 = v3(); // 起始位置
|
||||
targetPos: Vec3 = v3(); // 目标位置
|
||||
duration: number = 0; // 技能持续时间
|
||||
prefabName: string = ""; // 预制体名称
|
||||
animName: string = "";
|
||||
group:number = 0; //阵营
|
||||
fac:number=0; //阵营
|
||||
caster:any=null;
|
||||
distance_x:number=0;
|
||||
distance_y:number=0;
|
||||
ap:number=0;
|
||||
buV:number=0;
|
||||
buC:number=0;
|
||||
buR:number=0;
|
||||
burn_count:number=0;
|
||||
burn_value:number=0;
|
||||
stun_time:number=0;
|
||||
stun_ratto:number=0;
|
||||
frost_ratto:number=0;
|
||||
frost_time:number=0;
|
||||
run_time:number=0;
|
||||
hited_time:number=0;
|
||||
hit_count:number=0;
|
||||
spine:sp.Skeleton=null;
|
||||
anim:Animation=null;
|
||||
tweenInstance:Tween<any> = null;
|
||||
t_end_x:number=0;
|
||||
caster_crit:number=0;
|
||||
caster_crit_d:number=0;
|
||||
puncture:number=0;
|
||||
puncture_damage:number=0;
|
||||
EType:any=null
|
||||
private moveDirection: Vec3 | null = null; // 添加一个属性来存储移动方向
|
||||
|
||||
protected onLoad(): void {
|
||||
|
||||
}
|
||||
|
||||
start() {
|
||||
this.EType=SkillSet[this.s_uuid].EType
|
||||
this.node.setPosition(this.startPos.x,this.startPos.y,0)
|
||||
if(this.node.getChildByName('anm')){
|
||||
this.spine=this.node.getChildByName('anm').getComponent('sp.Skeleton') as sp.Skeleton;
|
||||
}else{
|
||||
this.anim=this.node.getComponent(Animation)
|
||||
}
|
||||
this.on(GameEvent.MissionEnd, this.doDestroy, this);
|
||||
this.node.active = true;
|
||||
//console.log("[SkillCom]:caster",this.caster)
|
||||
|
||||
|
||||
let collider = this.getComponent(Collider2D);
|
||||
if(collider) {
|
||||
collider.group = this.group;
|
||||
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
|
||||
}
|
||||
let bm=this.node.getComponent(BezierMove)
|
||||
// //console.log(this.group +"技能 collider ",collider);
|
||||
switch(SkillSet[this.s_uuid].AType){
|
||||
case AType.parabolic:
|
||||
this.node.angle +=10
|
||||
// bm.speed=700
|
||||
if(this.group==BoxSet.MONSTER) {bm.controlPointSide=-1 }
|
||||
bm.rotationSmoothness=0.6
|
||||
bm.moveTo(this.targetPos)
|
||||
break;
|
||||
case AType.linear:
|
||||
let s_x=this.startPos.x
|
||||
let s_y=this.startPos.y
|
||||
let t_x=this.targetPos.x
|
||||
let t_y=this.targetPos.y
|
||||
// 设定目标x
|
||||
this.targetPos.x = 400;
|
||||
if(this.group == BoxSet.MONSTER) {
|
||||
bm.controlPointSide = -1;
|
||||
this.targetPos.x = -400;
|
||||
}
|
||||
// 计算斜率
|
||||
const k = (t_y - s_y) / (t_x - s_x);
|
||||
// 按直线公式计算新的y
|
||||
this.targetPos.y = k * (this.targetPos.x - s_x) + s_y;
|
||||
bm.controlPointOffset=0
|
||||
bm.rotationSmoothness=0.6
|
||||
bm.moveTo(this.targetPos);
|
||||
break;
|
||||
case AType.StartEnd:
|
||||
// 2段位移:先升高,然后移到目的地
|
||||
this.executeTwoStageMovement();
|
||||
break;
|
||||
case AType.fixedEnd:
|
||||
this.node.setPosition(this.targetPos.x > 360?300:this.targetPos.x,0,0)
|
||||
if(this.node.getComponent(Animation)){
|
||||
let anim = this.node.getComponent(Animation);
|
||||
//console.log("[SkillCom]:has anim",anim)
|
||||
anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
|
||||
}
|
||||
if(this.node.getChildByName('anm')){
|
||||
if(this.node.getChildByName('anm').getComponent('sp.Skeleton')){
|
||||
//console.log("[SkillCom]:has spine",this.spine)
|
||||
this.spine.setCompleteListener((trackEntry) => {
|
||||
this.onAnimationFinished()
|
||||
//console.log("[SkillCom]:[track %s][animation %s] complete: %s", trackEntry.trackIndex);
|
||||
});
|
||||
}
|
||||
}
|
||||
break;
|
||||
case AType.fixedStart: //
|
||||
|
||||
this.node.setPosition(this.startPos.x > 360?300:this.startPos.x,0,0)
|
||||
|
||||
if(this.node.getComponent(Animation)){
|
||||
let anim = this.node.getComponent(Animation);
|
||||
//console.log("[SkillCom]:has anim",anim)
|
||||
anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
|
||||
}
|
||||
if(this.node.getChildByName('anm')){
|
||||
if(this.node.getChildByName('anm').getComponent('sp.Skeleton')){
|
||||
//console.log("[SkillCom]:has spine",this.spine)
|
||||
this.spine.setCompleteListener((trackEntry) => {
|
||||
this.onAnimationFinished()
|
||||
//console.log("[SkillCom]:[track %s][animation %s] complete: %s", trackEntry.trackIndex);
|
||||
});
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
onAnimationFinished(){
|
||||
console.log("[SkillCom]:onAnimationFinished",this.s_uuid)
|
||||
if(SkillSet[this.s_uuid].EType==EType.timeEnd) return
|
||||
this.is_destroy=true
|
||||
}
|
||||
//范围伤害
|
||||
range_damage(){
|
||||
// console.log("[SkillCom]:range_damage",this.s_uuid)
|
||||
let enemys=ecs.query(ecs.allOf(MonModelComp))
|
||||
if(this.fac==FacSet.MON) enemys=ecs.query(ecs.allOf(HeroModelComp))
|
||||
enemys.forEach(entity => {
|
||||
let view=entity.get(HeroViewComp)
|
||||
if(view){
|
||||
let dis_x =Math.abs(this.node.position.x-view.node.position.x)
|
||||
let dis_y =Math.abs(this.node.position.y-view.node.position.y)
|
||||
if(dis_x > SkillSet[this.s_uuid].with||dis_y > SkillSet[this.s_uuid].with) return
|
||||
this.single_damage(view,true)
|
||||
}
|
||||
});
|
||||
}
|
||||
//单体伤害
|
||||
single_damage(target:HeroViewComp,is_range:boolean=false){
|
||||
// //console.log("[SkillCom]:onBeginContact hit_count:",this.hit_count,SkillSet[this.s_uuid].hit)
|
||||
// if(this.hit_count > 0&&!is_range) this.ap=this.ap*(50+this.puncture_damage)/100 // 穿刺后 伤害减半,过滤范围伤害
|
||||
if(target == null) return;
|
||||
let ap=this.ap
|
||||
if(this.hit_count > 0 &&!is_range ){
|
||||
ap=ap*(50+this.puncture_damage)/100
|
||||
}
|
||||
target.do_atked(ap,this.caster_crit,this.caster_crit_d,
|
||||
this.burn_count,this.burn_value,
|
||||
this.stun_time,this.stun_ratto,
|
||||
this.frost_time,this.frost_ratto) // ap 及暴击 属性已经在skill.ts 处理
|
||||
// console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position)
|
||||
if(SkillSet[this.s_uuid].debuff>0){
|
||||
let debuff=SkillSet[this.s_uuid]
|
||||
let dev=debuff.deV*(100+this.caster.DEBUFF_VALUE)/100
|
||||
let deR=debuff.deR+this.caster.DEBUFF_UP
|
||||
dev=Math.round(dev*100)/100
|
||||
let deC=debuff.deC+this.caster.DEBUFF_COUNT //dec只作为次数叠加
|
||||
// //console.log("[SkillCom]:debuff",SkillSet[this.s_uuid].name,debuff.debuff,deUP.deV,deUP.deC)
|
||||
target.add_debuff(debuff.debuff,dev,deC,deR)
|
||||
}
|
||||
this.hit_count++
|
||||
// console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,SkillSet[this.s_uuid].hit,this.puncture)
|
||||
if(this.hit_count>=(SkillSet[this.s_uuid].hit+this.puncture)&&(SkillSet[this.s_uuid].DTType!=DTType.range)&&(SkillSet[this.s_uuid].EType!=EType.animationEnd)) this.is_destroy=true // 技能命中次数
|
||||
}
|
||||
|
||||
onBeginContact (seCol: Collider2D, oCol: Collider2D) {
|
||||
// console.log(this.scale+"碰撞开始 ",seCol,oCol);
|
||||
if(seCol.node.position.x-oCol.node.position.x > 100 ) return
|
||||
let target = oCol.getComponent(HeroViewComp)
|
||||
if(oCol.group!=this.group){
|
||||
if(target == null) return;
|
||||
// console.log("[SkillCom]:onBeginContact oCol||seCol",oCol.node.position,seCol.node.position)
|
||||
this.single_damage(target,SkillSet[this.s_uuid].DTType==DTType.range?true:false)
|
||||
// this.ent.destroy()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 执行2段位移:先升高,然后移到目的地
|
||||
*/
|
||||
private executeTwoStageMovement() {
|
||||
const totalDuration = SkillSet[this.s_uuid].in-0.1
|
||||
const firstStageDuration = totalDuration * 0.4; // 第一段占40%时间
|
||||
const secondStageDuration = totalDuration * 0.6; // 第二段占60%时间
|
||||
|
||||
// 第一段:升高
|
||||
const riseHeight = 100; // 升高高度
|
||||
const midPosition = v3(this.node.position.x, this.node.position.y + riseHeight, 0);
|
||||
|
||||
// 第二段:移动到目标位置
|
||||
const finalPosition = v3(this.targetPos.x, this.targetPos.y, 0);
|
||||
|
||||
// 创建缓动序列
|
||||
tween(this.node)
|
||||
// 第一段:升高
|
||||
.to(firstStageDuration, { position: midPosition }, {
|
||||
easing: 'quadOut' // 使用二次缓出效果,让上升更自然
|
||||
})
|
||||
// 第二段:移动到目标位置
|
||||
.to(secondStageDuration, { position: finalPosition }, {
|
||||
easing: 'quadInOut' // 使用二次缓入缓出效果
|
||||
}).call(()=>{
|
||||
this.do_buff()
|
||||
})
|
||||
.start();
|
||||
}
|
||||
private do_buff(){
|
||||
//console.log("[SkillCom]:do_buff")
|
||||
let teams=ecs.query(ecs.allOf(HeroModelComp))
|
||||
if(this.fac==FacSet.MON) teams=ecs.query(ecs.allOf(MonModelComp))
|
||||
if(SkillSet[this.s_uuid].TGroup==TGroup.Team||SkillSet[this.s_uuid].TGroup==TGroup.Self) {
|
||||
teams.forEach(entity => {
|
||||
let view=entity.get(HeroViewComp)
|
||||
if(view.node.position.x==this.targetPos.x){
|
||||
if(SkillSet[this.s_uuid].SType==SType.heal){
|
||||
view.add_hp(this.buV,false)
|
||||
}
|
||||
if(SkillSet[this.s_uuid].SType==SType.shield){
|
||||
view.add_shield(this.buV)
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
update(deltaTime: number) {
|
||||
let config=SkillSet[this.s_uuid]
|
||||
if(smc.mission.pause) {
|
||||
if(this.spine) this.spine.paused=true
|
||||
if(this.anim) this.anim.pause()
|
||||
return;
|
||||
}
|
||||
if(this.anim) this.anim.resume()
|
||||
if(this.spine) this.spine.paused=false
|
||||
if (!this.node || !this.node.isValid) return;
|
||||
if(config.EType==EType.timeEnd){
|
||||
this.run_time+=deltaTime
|
||||
if(this.run_time>config.in){
|
||||
// //console.log("[SkillCom]: timeEnd destroy",this.s_uuid,this.run_time)
|
||||
this.is_destroy=true
|
||||
}
|
||||
}
|
||||
//范围伤害
|
||||
this.hited_time+=deltaTime
|
||||
if(this.hited_time>config.hited&&(SkillSet[this.s_uuid].DTType==DTType.range)){
|
||||
this.hited_time=0
|
||||
this.range_damage()
|
||||
}
|
||||
//直线移动
|
||||
// if(this.AType == AType.linear) this.startLinearMove(deltaTime);
|
||||
this.toDestroy();
|
||||
}
|
||||
|
||||
toDestroy() {
|
||||
if(this.is_destroy){
|
||||
if (this.ent) {
|
||||
this.ent.destroy();
|
||||
} else {
|
||||
// 如果ent不存在,直接销毁节点
|
||||
if (this.node && this.node.isValid) {
|
||||
this.node.destroy();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
doDestroy(){
|
||||
// //console.log("[SkillCom]:doDestroy")
|
||||
this.is_destroy=true
|
||||
}
|
||||
to_console(value:any,value2:any=null,value3:any=null){
|
||||
//console.log("[SkillCom]:["+this.s_name+this.s_uuid+"]:",value,value2,value3)
|
||||
}
|
||||
|
||||
/** 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 */
|
||||
reset() {
|
||||
this.is_destroy = false;
|
||||
this.AType = 0;
|
||||
this.speed = 0;
|
||||
this.startPos.set();
|
||||
this.targetPos.set();
|
||||
this.moveDirection = null; // 重置移动方向
|
||||
// 先移除所有碰撞回调
|
||||
const collider = this.getComponent(Collider2D);
|
||||
if (collider) {
|
||||
collider.off(Contact2DType.BEGIN_CONTACT);
|
||||
}
|
||||
this.scheduleOnce(() => {
|
||||
this.node.destroy();
|
||||
}, 0);
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user