This commit is contained in:
2024-08-22 15:47:37 +08:00
parent bdb96e61a1
commit 1be37ab104
11 changed files with 453 additions and 112 deletions

View File

@@ -18,6 +18,8 @@ import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/O
import { Skill } from "../skills/Skill";
import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
import { SkillCom } from "../skills/SkillCom";
import { SkillSet } from "../common/config/CardSet";
import { BoxRangComp } from "./BoxRangComp";
const { ccclass, property } = _decorator;
/** 角色显示组件 */
@@ -29,7 +31,8 @@ export class MonsterViewComp extends CCComp {
hitFlashMaterial: Material;
orginalFlashMaterial: Material;
sprite: Sprite;
@property(BoxRangComp)
BoxRang:BoxRangComp = null!;
/** 角色动画 */
as: MonsterSpine = null!;
hero_uuid:number = 1001;
@@ -49,7 +52,8 @@ export class MonsterViewComp extends CCComp {
skill_name: string = "base"; //技能名称
max_skill_name: string = "base"; //大技能名称
skill_uuid:number = 9001;
max_skill_uuid:number = 1001;
atk: number = 10; /**攻击力 */
// atk_speed: number = 1;
atk_cd: number = 1.3; /**攻击速度 攻击间隔 */
@@ -63,6 +67,7 @@ export class MonsterViewComp extends CCComp {
shield:number = 0; //护盾量
shield_time:number = 0; //护盾持续时间
box_group:number = 2;
private timer:Timer = new Timer(0.1); //计时器
is_dead:boolean = false; //是否摧毁
@@ -79,10 +84,13 @@ export class MonsterViewComp extends CCComp {
} /** 视图层逻辑代码分离演示 */
start () {
this.sprite = this.node.getChildByName("avatar").getChildByName("TNode").getChildByName("bb").getComponent(Sprite);
this.orginalFlashMaterial = this.sprite.getRenderMaterial(0);
// 注册单个碰撞体的回调函数
let collider = this.getComponent(Collider2D);
console.log(collider);
collider.group = this.box_group;
this.BoxRang.box_group = this.box_group;
// console.log(collider);
if (collider) {
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
collider.on(Contact2DType.END_CONTACT, this.onEndContact, this);
@@ -108,13 +116,11 @@ export class MonsterViewComp extends CCComp {
}
onPreSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
if(selfCollider.group != otherCollider.group&&otherCollider.tag != BoxSet.ATK_RANGE){
this.is_atking = true;
if(otherCollider.tag != BoxSet.SKILL_TAG&&selfCollider.tag != BoxSet.ATK_RANGE){
this.stop_cd = 0.1;
}
}
if(selfCollider.group != otherCollider.group&&otherCollider.tag != BoxSet.ATK_RANGE){
this.is_atking = true;
}
}
onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
@@ -189,7 +195,6 @@ export class MonsterViewComp extends CCComp {
if ((this.scale === 1 && this.node.position.x >= 120) || (this.scale !== 1 && this.node.position.x <= -180)) {
return;
}
this.node.setPosition(this.node.position.x+dt*this.speed*this.scale, this.node.position.y, this.node.position.z);
}
get_monster_pos(){
@@ -198,12 +203,24 @@ export class MonsterViewComp extends CCComp {
power_change(power: number){
this.power += power;
if(this.power >= this.power_max){
this.shoot(this.max_skill_name);
this.shoot(this.max_skill_uuid);
this.power = 0
}
let power_progress= this.power/this.power_max;
this.node.getChildByName("power").getComponent(ProgressBar)!.progress = power_progress;
}
shoot(skill_uuid:number){
console.log("monster shoot");
let skill = ecs.getEntity<Skill>(Skill);
let x=0
let pos = v3(x,40)
let speed =SkillSet[skill_uuid].speed;
let scale = this.scale
let dis = SkillSet[skill_uuid].dis;
let atk = SkillSet[skill_uuid].atk+this.atk;
let sp_name = SkillSet[skill_uuid].sp_name;
skill.load(pos,speed,dis,scale,this.node,sp_name,atk);
}
in_act(dt: number) {
if(this.atk_time >= this.atk_cd){
@@ -212,7 +229,7 @@ export class MonsterViewComp extends CCComp {
// console.log("atk_cd:"+this.atk_cd);
this.as.atk();
this.scheduleOnce(()=>{
this.shoot(this.skill_name);
this.shoot(this.skill_uuid);
},0.2)
}
}else{
@@ -269,22 +286,7 @@ export class MonsterViewComp extends CCComp {
}
});
}
shoot(skill_name:string){
console.log("monster shoot");
let skill = ecs.getEntity<Skill>(Skill);
let x=30
if(this.scale==1){
x=0
}else{
x=-0
}
let pos = v3(x,40)
let speed =350
let scale = this.scale
let dis = 50;
console.log(speed);
skill.load(pos,speed,dis,scale,this.node,skill_name,this.atk);
}
in_atked() {
this.sprite.setSharedMaterial(this.hitFlashMaterial, 0);
this.scheduleOnce(() => {