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@@ -1,41 +1,47 @@
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import { _decorator, Component, Node, tween ,Vec3,v3,Collider2D,Contact2DType} from 'cc';
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import { BoxSet } from '../common/config/BoxSet';
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import { Timer } from 'db://oops-framework/core/common/timer/Timer';
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const { ccclass, property } = _decorator;
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@ccclass('baseCom')
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export class baseCom extends Component {
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speed:number = 600;
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range:number = 80;
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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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is_crit:boolean = false;
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crit_add: number = 0;//暴击伤害加成
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angle:number = 0;
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t_pos:Vec3 = v3(0,0,0); // 目标增量
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is_destroy:boolean = false;
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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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let collider = this.getComponent(Collider2D);
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if (collider) {
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collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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}
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console.log("baseCom start")
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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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// collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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// // collider.on(Contact2DType.END_CONTACT, this.onEndContact, this);
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// collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, this);
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// }
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}
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onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D) {
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switch (selfCollider.group) {
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case BoxSet.HERO_SKILL:
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switch (otherCollider.group){
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case BoxSet.MONSTER:
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// this.reset()
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console.log('hero skill',selfCollider,otherCollider);
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// this.speed = 0;
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// this.timer = 1;
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// console.log("speed:"+this.speed+" | timer:"+this.timer);
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break;
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}
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break;
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case BoxSet.MONSTER_SKILL:
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switch (otherCollider.group){
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case BoxSet.HERO:
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// console.log('monster skill',selfCollider,otherCollider);
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// this.reset()
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break;
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}
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}
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}
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onPostSolve(selfCollider: Collider2D, otherCollider: Collider2D){
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}
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reset() {
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@@ -43,12 +49,7 @@ export class baseCom extends Component {
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}
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update(deltaTime: number) {
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this.node.setScale(v3(this.scale,this.node.scale.y,this.node.scale.z))
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this.node.setPosition(v3(this.node.position.x+deltaTime*this.speed*this.scale,this.node.position.y,this.node.position.z))
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if(Math.abs(this.node.position.x) > this.range)
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{
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this.node.destroy()
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}
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}
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}
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