加血技能完成 怪物动画减少
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@@ -1,4 +1,4 @@
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import { _decorator,Collider2D ,Contact2DType,v3,IPhysics2DContact,Vec3, tween} from "cc";
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import { _decorator,Collider2D ,Contact2DType,v3,IPhysics2DContact,Vec3, tween, math} 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 { BoxSet } from "../common/config/BoxSet";
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@@ -7,6 +7,7 @@ import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/
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import { MoveToComp } from "../common/ecs/position/MoveTo";
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import { MonModelComp } from "../mon/MonModelComp";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { SkillSet } from "../common/config/SkillSet";
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const { ccclass, property } = _decorator;
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@@ -19,6 +20,7 @@ export class SkillCom extends CCComp {
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// // var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
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// // this.on(ModuleEvent.Cmd, this.onHandler, this);
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// }
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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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@@ -27,23 +29,24 @@ export class SkillCom extends CCComp {
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atk:number = 10;
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atk_count:number = 0;
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angle:number = 0;
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t_pos:Vec3 = null; // 目标增量
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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直线,1贝塞尔曲线 2 不动
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in_time:number = 1.5; // 不动技能持续时间
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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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// console.log("skill start parent :",this.node.parent)
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// console.log("skill start t position :",this.t_pos)
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// console.log("skill start run_type",this.run_type)
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this.x_speed=Math.cos(this.angle * Math.PI / 180) * this.speed-30*this.scale;
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this.y_speed=Math.sin(this.angle * Math.PI / 180) * this.speed;
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this.node.active=true
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this.node.angle = this.angle;
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let collider = this.getComponent(Collider2D);
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collider.group = this.box_group;
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// console.log("skill 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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@@ -51,22 +54,40 @@ export class SkillCom extends CCComp {
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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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if(this.t_pos){
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this.x_speed=Math.cos(this.angle * Math.PI / 180) * this.speed-30*this.scale;
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this.y_speed=Math.sin(this.angle * Math.PI / 180) * this.speed;
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}else{
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this.x_speed=this.speed
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this.y_speed=0
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if(this.run_type == 0){ //直线,默认直线,有特定目标 朝向目标直线
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let time = 720 / this.speed;
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let squaredDistance = this.t_pos.x * this.t_pos.x + this.t_pos.y * this.t_pos.y;
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let distance = Math.sqrt(squaredDistance);
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time = distance / this.speed;
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let e_pos=v3(this.node.position.x+this.t_pos.x,this.node.position.y+this.t_pos.y)
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tween(this.node).to( time,{ angle:this.angle,position: e_pos},
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{
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easing: "linear",
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onUpdate: (target: Vec3, ratio: number) => { },
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onComplete: (target?: object) => {
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this.is_destroy=true
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},
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}
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).start();
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}
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if(this.run_type == 1){
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// console.log("skill run_type",this.run_type)
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if(this.run_type == 1){ //贝塞尔曲线
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console.log("skill bezierTo",this.t_pos)
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let s_pos = v3(this.node.position.x,this.node.position.y)
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let c_pos = v3(this.node.position.x,this.node.position.y)
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let e_pos = v3(this.node.position.x+this.dis*this.scale,BoxSet.GAME_LINE-50)
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SkillCom.bezierTo(this.node,2,s_pos,c_pos,e_pos,{onUpdate: (target: Vec3, ratio: number) => {
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}
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let c_pos = v3((this.t_pos.x+this.node.position.x)/2,this.node.position.y+100)
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let e_pos = v3(this.node.position.x+this.t_pos.x,this.node.position.y+this.t_pos.y)
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let time =Math.abs(this.t_pos.x/this.speed)
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SkillCom.bezierTo(this.node,time,s_pos,c_pos,e_pos,{
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onComplete: (target?: object) => {
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this.is_destroy=true
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},
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}).start();
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}
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if(this.run_type == 2){
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if(this.run_type == 2){ //原地不动的
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tween(this.node).to( this.in_time,
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{ position: new Vec3(this.node.position.x,this.node.position.y) },
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{
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@@ -76,38 +97,6 @@ export class SkillCom extends CCComp {
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}
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).start();
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}
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if(this.run_type == 0){
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if(this.t_pos){
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let l_x=Math.cos(this.angle * Math.PI / 180) * 50;
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let l_y=Math.sin(this.angle * Math.PI / 180) * 50;
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let squaredDistance = this.t_pos.x * this.t_pos.x + this.t_pos.y * this.t_pos.y;
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let distance = Math.sqrt(squaredDistance);
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let time = distance / this.speed-0.2;
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//通过欧拉角 延长 目标点 增量
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// this.t_pos.x=Math.cos(this.angle * Math.PI / 180) * this.dis;
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// this.t_pos.y=Math.sin(this.angle * Math.PI / 180) * this.dis;
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let e_pos=v3(this.node.position.x+l_x+this.t_pos.x,this.node.position.y+this.t_pos.y)
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tween(this.node).to( 0.7,{ angle:this.angle,position: e_pos},
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{
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onUpdate: (target: Vec3, ratio: number) => { // onUpdate 接受当前缓动的进度
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// 将缓动系统计算出的结果赋予 node 的位置
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},
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onComplete: (target?: object) => {
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this.is_destroy=true
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},
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}
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).start();
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}else{
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tween(this.node).to( this.dis/this.speed,
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{ position: new Vec3(this.node.position.x+this.scale*this.dis,this.node.position.y) },
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{
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onComplete: (target?: object) => {
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this.is_destroy=true
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},
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}
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).start();
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}
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}
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}
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onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
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@@ -120,40 +109,13 @@ export class SkillCom extends CCComp {
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}
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}
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onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
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// console.log("skill post contact")
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// switch (selfCollider.group) {
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// case BoxSet.HERO:
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// switch (otherCollider.group){
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// case BoxSet.MONSTER:
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// case BoxSet.DEFAULT:
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// setTimeout(() => {
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// this.toDestroy()
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// }, 10);
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// break
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// }
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// break;
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// case BoxSet.MONSTER:
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// switch (otherCollider.group){
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// case BoxSet.PLAYER:
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// case BoxSet.HERO:
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// case BoxSet.DEFAULT:
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// setTimeout(() => {
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// this.toDestroy()
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// }, 10);
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// break
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// }
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// }
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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.move(deltaTime)
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this.toDestroy()
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// this.t_move(deltaTime)
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if (this.node.position.x > 400||this.node.position.x < -400||this.node.position.y > 1000||this.node.position.y < -100) {
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this.is_destroy=true
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}
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}
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t_move(dt: number){
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