技能cd 完善

This commit is contained in:
2025-08-11 23:13:16 +08:00
parent 919ff09351
commit 13d0a6d190
8 changed files with 22 additions and 894 deletions

View File

@@ -1,102 +0,0 @@
import { EventHandler, EventTouch, _decorator } from "cc";
import { ButtonTouchLong } from "../../../../extensions/oops-plugin-framework/assets/libs/gui/button/ButtonTouchLong";
const { ccclass, property, menu } = _decorator;
/**
* 增强版长按按钮组件
* 支持长按触发和放开后触发两种事件
*/
@ccclass("EnhancedButtonTouchLong")
@menu('ui/button/EnhancedButtonTouchLong')
export class EnhancedButtonTouchLong extends ButtonTouchLong {
@property({
type: [EventHandler],
tooltip: "放开后触发的事件"
})
releaseEvents: EventHandler[] = [];
@property({
tooltip: "是否在长按后放开时触发事件"
})
triggerOnRelease: boolean = true;
@property({
tooltip: "是否在短按时也触发放开事件"
})
triggerOnShortPress: boolean = false;
private _wasLongPressed: boolean = false;
private _hasTriggeredRelease: boolean = false;
onLoad() {
super.onLoad();
this._wasLongPressed = false;
this._hasTriggeredRelease = false;
}
/** 触摸开始 */
onTouchtStart(event: EventTouch) {
this._wasLongPressed = false;
this._hasTriggeredRelease = false;
super.onTouchtStart(event);
}
/** 触摸结束 */
onTouchEnd(event: EventTouch) {
// 检查是否已经长按过
if (this._passTime > this.time) {
this._wasLongPressed = true;
}
// 触发放开事件
if (this.triggerOnRelease && !this._hasTriggeredRelease) {
if (this._wasLongPressed || this.triggerOnShortPress) {
this._hasTriggeredRelease = true;
this.onReleaseTrigger();
}
}
super.onTouchEnd(event);
}
/** 引擎更新事件 */
update(dt: number) {
super.update(dt);
// 在父类的update中如果触发了长按事件标记为已长按
if (this._passTime >= this.time && !this._isTouchLong) {
this._wasLongPressed = true;
}
}
/**
* 放开触发回调
*/
protected onReleaseTrigger() {
// 发送自定义事件
this.node.emit('releaseTrigger', this);
// 触发配置的事件
this.releaseEvents.forEach(event => {
event.emit([event.customEventData]);
});
console.log('放开触发!');
}
/**
* 获取是否已经长按过
*/
wasLongPressed(): boolean {
return this._wasLongPressed;
}
/**
* 获取当前按住时间
*/
getPassTime(): number {
return this._passTime;
}
}

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@@ -43,20 +43,12 @@ export class SingletonModuleComp extends ecs.Comp {
game_pause:false,
mission_data:{ },
hero:{ },
hero1:{},
hero2:{},
hero3:{},
boss:{ },
};
vmAdd() {
this.vmdata.mission_data=JSON.parse(JSON.stringify(MissionData))
this.vmdata.hero=JSON.parse(JSON.stringify(VmInfo))
this.vmdata.boss=JSON.parse(JSON.stringify(VmInfo))
this.vmdata.hero1=JSON.parse(JSON.stringify(HeroUI))
this.vmdata.hero2=JSON.parse(JSON.stringify(HeroUI))
this.vmdata.hero3=JSON.parse(JSON.stringify(HeroUI))
VM.add(this.vmdata, "data");
}
reset() {
for (var key in this.vmdata) {

View File

@@ -137,7 +137,6 @@ export class Hero extends ecs.Entity {
break
}
})
hv.atk_skill=hero.skills[0]
for(let i=0;i<hero.skills.length;i++){
hv.skills.push({
cd:0,

View File

@@ -94,8 +94,6 @@ export class HeroViewComp extends CCComp {
cd: number = 1.3; /**攻击速度 攻击间隔 */
cd_buff:number=0;
dis: number = 80;
at: number = 0; /** 冷却时间 */
atk_skill:number=0;
skills:any[]=[]
puncture:number=0; //穿刺敌人伤害后方敌人个数
puncture_damage:number=0; //后伤害加成
@@ -480,7 +478,7 @@ export class HeroViewComp extends CCComp {
break
case DebuffAttr.STUN:
if(this.DEBUFF_STUN>0) return
this.at=0 // 眩晕 cd归零
this.skills[0].cd=0 // 眩晕 cd归零
this.BUFFCOMP.in_yun(deV+FightSet.STUN_TIME) // 眩晕时间
this.DEBUFF_STUN+=deV+FightSet.STUN_TIME // 眩晕时间
// this.is_stop=true

View File

@@ -103,7 +103,6 @@ export class Monster extends ecs.Entity {
}
hv.cd = hero.cd
hv.atk_skill=hero.skills[0]
for(let i=0;i<hero.skills.length;i++){
hv.skills.push({
cd:0,

View File

@@ -37,8 +37,7 @@ export class SkillConComp extends CCComp {
onLoad(){
this.HeroView=this.node.getComponent(HeroViewComp)
// //console.log(this.HeroView.uid+"=>"+this.HeroView.hero_name+"=> SkillConComp onLoad")
this.on(GameEvent.CastHeroSkill,this.cast_master_skill,this)
this.on(GameEvent.MaxSkill,this.use_max_skill,this)
}
start() {
@@ -51,11 +50,11 @@ export class SkillConComp extends CCComp {
if(this.HeroView.DEBUFF_STUN <= 0&&this.HeroView.DEBUFF_FROST <= 0) {
for(let i=0;i<this.HeroView.skills.length;i++){
this.HeroView.skills[i].cd += dt;
if(this.HeroView.skills[i].cd > this.HeroView.skills[i].cd_max){
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)){
let sc=SkillSet[this.HeroView.skills[i].uuid]
if(!sc) return
if(sc.SType==SType.damage&&!this.HeroView.is_atking) return
this.castSkill(sc,false,0)
this.castSkill(sc)
this.HeroView.skills[i].cd = 0
}
}
@@ -91,35 +90,29 @@ export class SkillConComp extends CCComp {
}
}
cast_master_skill(e:string,uuid:any){
if(!this.HeroView) return
if(this.HeroView.fac==FacSet.MON) return
//console.log("hart cast_skill",uuid ,e)
const config = SkillSet[uuid];
this.castSkill(config,false,this.HeroView.skill_dmg)
count_cd(cd:number,view:HeroViewComp){
// 汇总DEBUFF_DECD不再按次数减少改为按时间减少
let decd = 0;
for (let i = view.DEBUFF_DECDS.length - 1; i >= 0; i--) {
decd += view.DEBUFF_DECDS[i].value;
// 不再在这里减少duration改为在update中按时间减少
}
let bcd=0
for (let i = view.BUFF_CDS.length - 1; i >= 0; i--) {
bcd += view.BUFF_CDS[i].value;
// 不再在这里减少duration改为在update中按时间减少
}
return cd/((bcd+decd)/100+1)
}
/** 施放技能 */
castSkill(config: typeof SkillSet[keyof typeof SkillSet],is_wfuny:boolean=false,dmg:number=0) {
castSkill(config: typeof SkillSet[keyof typeof SkillSet]) {
// //console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid);
this.doSkill(config,is_wfuny,dmg);
let wfuny=this.check_wfuny()
let dmg=0
this.doSkill(config,wfuny,dmg);
}
use_max_skill(e:GameEvent,data:any){
if(!this.HeroView) return
if(this.HeroView.fac==FacSet.MON) return
//console.log("[SkillConComp]:use_max_skill:",data)
this.skill_id_counter++;
this.aoe_queues.push({
id: this.skill_id_counter,
s_uuid:data.uuid,
count:SkillSet[data.uuid].maxC,
damage:0})
// 初始化该技能的计时器
this.aoe_timers.set(this.skill_id_counter, 0);
}
private doSkill(config: typeof SkillSet[keyof typeof SkillSet],is_wfuny:boolean=false,dmg:number=0) {
// 添加节点有效性检查

View File

@@ -1,413 +0,0 @@
import { _decorator,Button,EventHandler,EventTouch,Label,NodeEventType,resources,Sprite,SpriteAtlas,tween,UITransform,v3, Vec3,Animation, UI, instantiate, Prefab, screen } 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 { FightSet, HeroUI, MissionData, VmInfo} from "../common/config/Mission";
import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
import { GameEvent } from "../common/config/GameEvent";
import { HeroViewComp } from "../hero/HeroViewComp";
import { Hero } from "../hero/Hero";
import { defaultEnhancements, EnhancementOptions } from "../common/config/LevelUp";
import { MonModelComp } from "../hero/MonModelComp";
import { TalentSlot } from "../common/config/TalentSet";
import { RogueTalWave } from "./RogueConfig";
import { cardType, getRandomCardsByType, SuperCards, SuperCardsList, SuperCardsType } from "../common/config/CardSet";
import { LuckCardComp } from "./LuckCardComp";
const { ccclass, property } = _decorator;
//@todo this is a test
/** 视图层对象 */
@ccclass('MissionComp')
@ecs.register('MissionComp', false)
export class MissionComp extends CCComp {
// VictoryComp:any = null;
// reward:number = 0;
// reward_num:number = 0;
GlodAddTimer:Timer = new Timer(1);
normal_max_wave:number = 10;
is_fight:boolean = false;
enhancements:any=[0,0,0,0,0]
update_count:number = 0;
is_show_time:boolean = false;
time_num:number = 0;
time_cd:Timer=new Timer(1);
next_func?:Function;
wave_time_num:number = 0;
wave_time_cd:Timer=new Timer(1);
is_in_wave:boolean = false;
tals:any={
0:false,
1:false,
2:false,
3:false,
4:false,
5:false,
}
heros:any={
0:{uuid:0,count:0},
1:{uuid:0,count:0},
2:{uuid:0,count:0},
}
func_queue:any=[]
onLoad(){
this.on(GameEvent.MissionStart,this.mission_start,this)
this.on(GameEvent.MasterCalled,this.ready_to_fight,this)
// this.on(GameEvent.CardsClose,this.after_used_skill_card,this)
this.on(GameEvent.MonDead,this.do_mon_dead,this)
this.on(GameEvent.FightEnd,this.fight_end,this)
this.on(GameEvent.MissionEnd,this.mission_end,this)
this.on(GameEvent.DO_AD_BACK,this.do_ad,this)
// this.on(GameEvent.CanUpdateLv,this.show_uplv_button,this)
this.on(GameEvent.UseHeroCard,this.hero_called,this)
}
protected update(dt: number): void {
if(!smc.mission.play||smc.mission.pause){
return
}
if(smc.vmdata.mission_data.in_fight){
smc.vmdata.mission_data.fight_time+=dt
if(this.GlodAddTimer.update(dt)){
smc.vmdata.mission_data.gold+=(smc.vmdata.mission_data.add_gold+smc.vmdata.mission_data.buff_add_gold)
}
}
if(this.is_show_time){
if(this.time_cd.update(dt)){
this.run_time()
}
}
// if(this.is_in_wave){
// if(this.wave_time_cd.update(dt)){
// smc.vmdata.mission_data.wave_time_num--
// if(smc.vmdata.mission_data.wave_time_num<=0){
// this.hide_wave_time()
// this.show_time(this.do_next_wave.bind(this))
// }
// }
// }
}
//奖励发放
do_reward(){
// 奖励发放
}
hero_called(event: any, data: any) {
// 查找空位或已存在的英雄
const heroIndex = this.findHeroSlot(data.uuid);
if (heroIndex !== -1) {
// 找到英雄位置,增加数量
this.heros[heroIndex].count += 1;
} else {
// 查找空位
const emptySlot = this.findEmptySlot();
if (emptySlot !== -1) {
// 有空位,添加新英雄
this.heros[emptySlot].uuid = data.uuid;
this.heros[emptySlot].count = 1;
} else {
console.log("[MissionComp] 英雄已满");
}
}
}
/**
* 查找英雄位置
* @param uuid 英雄UUID
* @returns 英雄索引,未找到返回-1
*/
private findHeroSlot(uuid: number): number {
for (let i = 0; i < 3; i++) {
if (this.heros[i].uuid === uuid) {
return i;
}
}
return -1;
}
/**
* 查找空位
* @returns 空位索引,无空位返回-1
*/
private findEmptySlot(): number {
for (let i = 0; i < 3; i++) {
if (this.heros[i].uuid === 0) {
return i;
}
}
return -1;
}
count_tal(){
let count=0
for(let i=0;i<FightSet.TAL_NUM;i++){
if(this.tals[i]){
count++
}
}
return count
}
do_mon_dead(){
this.do_mon_dead_thing()
smc.vmdata.mission_data.mon_num--
if(smc.vmdata.mission_data.mon_num<=0) {
// if(smc.vmdata.mission_data.current_wave == RogueTalWave[this.count_tal()].wave){
// console.log("[MissionComp] current_wave:"+smc.vmdata.mission_data.current_wave+" tal wave:"+RogueTalWave[this.count_tal()].wave)
// oops.message.dispatchEvent(GameEvent.TalentSelect,{slot:TalentSlot[this.count_tal()]})
// this.tals[this.count_tal()]=true
// }
this.show_time(this.do_next_wave.bind(this))
}
}
do_mon_dead_thing(){
smc.vmdata.mission_data.gold+=smc.vmdata.mission_data.add_gold+smc.vmdata.mission_data.buff_add_gold
}
do_next_wave(){ //怪物死亡后,重置时间
smc.vmdata.mission_data.current_wave++
smc.vmdata.mission_data.refresh_count++
oops.message.dispatchEvent(GameEvent.NewWave)
this.show_wave_time()
}
do_ad(){
if(this.ad_back()){
oops.message.dispatchEvent(GameEvent.AD_BACK_TRUE)
smc.vmdata.mission_data.refresh_count+=FightSet.MORE_RC
}else{
oops.message.dispatchEvent(GameEvent.AD_BACK_FALSE)
}
}
ad_back(){
return true
}
show_wave_time(){
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();
}
}

View File

@@ -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);
}
}