继续新技能系统
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@@ -1,7 +1,7 @@
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"atkPrefab": {
|
||||||
"ReadyTime": 0,
|
"__uuid__": "26ff5f8c-e160-4977-bf1b-0b6153052bef",
|
||||||
|
"__expectedType__": "cc.Prefab"
|
||||||
|
},
|
||||||
|
"runType": 0,
|
||||||
|
"hasReady": false,
|
||||||
|
"ReadyTime": 0.5,
|
||||||
"postion_y": 0,
|
"postion_y": 0,
|
||||||
"_id": ""
|
"_id": ""
|
||||||
},
|
},
|
||||||
@@ -492,12 +333,6 @@
|
|||||||
"instance": null,
|
"instance": null,
|
||||||
"targetOverrides": null,
|
"targetOverrides": null,
|
||||||
"nestedPrefabInstanceRoots": [
|
"nestedPrefabInstanceRoots": [
|
||||||
{
|
|
||||||
"__id__": 19
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"__id__": 11
|
|
||||||
},
|
|
||||||
{
|
{
|
||||||
"__id__": 2
|
"__id__": 2
|
||||||
}
|
}
|
||||||
@@ -8,6 +8,6 @@
|
|||||||
],
|
],
|
||||||
"subMetas": {},
|
"subMetas": {},
|
||||||
"userData": {
|
"userData": {
|
||||||
"syncNodeName": "atk_fire"
|
"syncNodeName": "atk_fires"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -130,8 +130,8 @@
|
|||||||
},
|
},
|
||||||
"_contentSize": {
|
"_contentSize": {
|
||||||
"__type__": "cc.Size",
|
"__type__": "cc.Size",
|
||||||
"width": 127,
|
"width": 77,
|
||||||
"height": 127
|
"height": 77
|
||||||
},
|
},
|
||||||
"_anchorPoint": {
|
"_anchorPoint": {
|
||||||
"__type__": "cc.Vec2",
|
"__type__": "cc.Vec2",
|
||||||
@@ -166,7 +166,10 @@
|
|||||||
"b": 255,
|
"b": 255,
|
||||||
"a": 255
|
"a": 255
|
||||||
},
|
},
|
||||||
"_spriteFrame": null,
|
"_spriteFrame": {
|
||||||
|
"__uuid__": "56a24460-ef67-4aa0-a3f7-fad4007046dc@3e926",
|
||||||
|
"__expectedType__": "cc.SpriteFrame"
|
||||||
|
},
|
||||||
"_type": 0,
|
"_type": 0,
|
||||||
"_fillType": 0,
|
"_fillType": 0,
|
||||||
"_sizeMode": 1,
|
"_sizeMode": 1,
|
||||||
@@ -179,7 +182,10 @@
|
|||||||
"_fillRange": 0,
|
"_fillRange": 0,
|
||||||
"_isTrimmedMode": true,
|
"_isTrimmedMode": true,
|
||||||
"_useGrayscale": false,
|
"_useGrayscale": false,
|
||||||
"_atlas": null,
|
"_atlas": {
|
||||||
|
"__uuid__": "56a24460-ef67-4aa0-a3f7-fad4007046dc",
|
||||||
|
"__expectedType__": "cc.SpriteAtlas"
|
||||||
|
},
|
||||||
"_id": ""
|
"_id": ""
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -328,9 +328,9 @@ export const SkillSet: Record<number, SkillConfig> = {
|
|||||||
buffs:[],debuffs:[],info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"
|
buffs:[],debuffs:[],info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"
|
||||||
},
|
},
|
||||||
6005: {
|
6005: {
|
||||||
uuid:6005,name:"火球术",for_hero:true,sp_name:"atk_fire",AtkedType:AtkedType.fire,path:"3039",quality:QualitySet.BLUE,TType:TType.Frontline,
|
uuid:6005,name:"火球术",for_hero:true,sp_name:"atk_fires",AtkedType:AtkedType.fire,path:"3039",quality:QualitySet.BLUE,TType:TType.Frontline,
|
||||||
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,EType:EType.collision,
|
TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,EType:EType.collision,
|
||||||
ap:100,cd:5,in:0,hit_num:1,hit:2,hited:0.3,speed:720,cost:10,fname:"max",flash:false,with:90,maxC:1,
|
ap:100,cd:5,in:1,hit_num:1,hit:2,hited:0.3,speed:720,cost:10,fname:"max",flash:false,with:90,maxC:1,
|
||||||
buffs:[],debuffs:[{debuff:DebuffAttr.STUN,dev:0,deC:1,deR:50}],info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧"
|
buffs:[],debuffs:[{debuff:DebuffAttr.STUN,dev:0,deC:1,deR:50}],info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧"
|
||||||
},
|
},
|
||||||
6006: {
|
6006: {
|
||||||
@@ -442,9 +442,9 @@ export const SkillSet: Record<number, SkillConfig> = {
|
|||||||
// debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:70,cd:60,in:0,hit_num:1,hit:1,hited:1,speed:720,hero:5221,cost:10,info:"召唤一个骷髅战士为我方而战"},
|
// debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:70,cd:60,in:0,hit_num:1,hit:1,hited:1,speed:720,hero:5221,cost:10,info:"召唤一个骷髅战士为我方而战"},
|
||||||
// ========== 超必杀 ========== 6200-6299
|
// ========== 超必杀 ========== 6200-6299
|
||||||
6201: {
|
6201: {
|
||||||
uuid:6201,name:"陨石风暴",for_hero:true,sp_name:"fireys",AtkedType:AtkedType.atked,path:"3101",quality:QualitySet.ORANGE,TType:TType.Frontline,
|
uuid:6201,name:"满天火雨",for_hero:true,sp_name:"atk_fires",AtkedType:AtkedType.atked,path:"3101",quality:QualitySet.ORANGE,TType:TType.Frontline,
|
||||||
TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.fixedEnd,EType:EType.animationEnd,
|
TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.fixedEnd,EType:EType.animationEnd,
|
||||||
ap:500,cd:5,in:0,hit_num:1,hit:1,hited:0.3,speed:720,cost:10,fname:"max",flash:false,with:90,maxC:5,
|
ap:100,cd:5,in:2,hit_num:1,hit:5,hited:0.3,speed:720,cost:10,fname:"max",flash:false,with:90,maxC:5,
|
||||||
buffs:[],debuffs:[],info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"
|
buffs:[],debuffs:[],info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"
|
||||||
},
|
},
|
||||||
|
|
||||||
|
|||||||
@@ -191,7 +191,7 @@ export const HeroInfo = {
|
|||||||
buff:[],info:"普通怪物-战士型"},
|
buff:[],info:"普通怪物-战士型"},
|
||||||
|
|
||||||
5225:{uuid:5225,name:"精英独眼",path:"mo1", fac:FacSet.MON, quality:QualitySet.BLUE,lv:1,kind:1,
|
5225:{uuid:5225,name:"精英独眼",path:"mo1", fac:FacSet.MON, quality:QualitySet.BLUE,lv:1,kind:1,
|
||||||
type:HType.warrior,hp:45,mp:100,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6006],
|
type:HType.warrior,hp:45,mp:100,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6005],
|
||||||
buff:[],info:"精英怪物-战士型"},
|
buff:[],info:"精英怪物-战士型"},
|
||||||
|
|
||||||
5226:{uuid:5226,name:"精英牛头",path:"mo1", fac:FacSet.MON, quality:QualitySet.BLUE,lv:1,kind:1,
|
5226:{uuid:5226,name:"精英牛头",path:"mo1", fac:FacSet.MON, quality:QualitySet.BLUE,lv:1,kind:1,
|
||||||
|
|||||||
@@ -12,7 +12,7 @@ import { MonModelComp } from './MonModelComp';
|
|||||||
import { HeroModelComp } from './HeroModelComp';
|
import { HeroModelComp } from './HeroModelComp';
|
||||||
import { FightSet } from '../common/config/Mission';
|
import { FightSet } from '../common/config/Mission';
|
||||||
import { Timer } from 'db://oops-framework/core/common/timer/Timer';
|
import { Timer } from 'db://oops-framework/core/common/timer/Timer';
|
||||||
import { SkillCon } from '../skill/SkillCon';
|
import { SkillEnt } from '../skill/SkillEnt';
|
||||||
const { ccclass, property } = _decorator;
|
const { ccclass, property } = _decorator;
|
||||||
|
|
||||||
@ccclass('SkillCon')
|
@ccclass('SkillCon')
|
||||||
@@ -104,7 +104,7 @@ export class SkillConComp extends CCComp {
|
|||||||
}
|
}
|
||||||
|
|
||||||
this.HeroView.playSkillEffect(config.uuid)
|
this.HeroView.playSkillEffect(config.uuid)
|
||||||
const skillEntity = ecs.getEntity<SkillCon>(SkillCon);
|
const sEnt = ecs.getEntity<SkillEnt>(SkillEnt);
|
||||||
|
|
||||||
|
|
||||||
const timerId = setTimeout(() => {
|
const timerId = setTimeout(() => {
|
||||||
@@ -112,17 +112,16 @@ export class SkillConComp extends CCComp {
|
|||||||
if (!this.node || !this.node.isValid || !this.HeroView || !this.HeroView.node || !this.HeroView.node.isValid) {
|
if (!this.node || !this.node.isValid || !this.HeroView || !this.HeroView.node || !this.HeroView.node.isValid) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if(config.uuid==6001){
|
if(config.uuid==6021){
|
||||||
console.log("[SkillConComp] 技能起始坐标:",this.HeroView.node.position.x + BoxSet.ATK_X * this.HeroView.scale,this.HeroView.node.position.y + BoxSet.ATK_Y,0)
|
console.log("[SkillConComp] 技能起始坐标:",this.HeroView.node.position.x + BoxSet.ATK_X * this.HeroView.scale,this.HeroView.node.position.y + BoxSet.ATK_Y,0)
|
||||||
}
|
}
|
||||||
skillEntity.load(
|
sEnt.load(
|
||||||
new Vec3(this.HeroView.node.position.x + BoxSet.ATK_X * this.HeroView.scale,
|
new Vec3(this.HeroView.node.position.x + BoxSet.ATK_X * this.HeroView.scale,
|
||||||
this.HeroView.node.position.y + BoxSet.ATK_Y, 0),
|
this.HeroView.node.position.y + BoxSet.ATK_Y, 0),
|
||||||
this.node.parent,
|
this.node.parent,
|
||||||
config.uuid,
|
config.uuid,
|
||||||
new Vec3(target.x, target.y+BoxSet.ATK_Y, 0),
|
[new Vec3(target.x, target.y+BoxSet.ATK_Y, 0)],
|
||||||
this.HeroView,
|
this.HeroView,
|
||||||
0,
|
|
||||||
dmg
|
dmg
|
||||||
);
|
);
|
||||||
}, 300);
|
}, 300);
|
||||||
|
|||||||
@@ -67,62 +67,15 @@ export class AtkConCom extends CCComp {
|
|||||||
this.initializeSkillConfig();
|
this.initializeSkillConfig();
|
||||||
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
|
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
|
||||||
// this.on(ModuleEvent.Cmd, this.onHandler, this);
|
// this.on(ModuleEvent.Cmd, this.onHandler, this);
|
||||||
this.node.setPosition(this.startPos.x,this.startPos.y,0)
|
|
||||||
this.anim=this.node.getComponent(Animation)
|
|
||||||
this.on(GameEvent.MissionEnd, this.doDestroy, this);
|
|
||||||
this.node.active = true;
|
|
||||||
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(this.skillConfig.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.node.setPosition(this.startPos.x > 360?300:this.startPos.x,0,0)
|
|
||||||
this.do_anim()
|
|
||||||
break;
|
|
||||||
case AType.fixedEnd:
|
|
||||||
this.node.setPosition(this.targetPos.x > 360?300:this.targetPos.x,0,0)
|
|
||||||
this.do_anim()
|
|
||||||
break;
|
|
||||||
case AType.fixedStart: //
|
|
||||||
if(this.s_uuid==6001){
|
|
||||||
console.log("skillcom startPos",this.startPos)
|
|
||||||
}
|
|
||||||
this.node.setPosition(this.startPos.x > 360?300:this.startPos.x,0,0)
|
|
||||||
this.do_anim()
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
this.anim=this.node.getComponent(Animation)
|
||||||
|
this.on(GameEvent.MissionEnd, this.doDestroy, this);
|
||||||
|
this.node.active = true;
|
||||||
|
let collider = this.getComponent(Collider2D);
|
||||||
|
if(collider) {
|
||||||
|
collider.group = this.group;
|
||||||
|
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
do_anim(){
|
do_anim(){
|
||||||
if(this.node.getComponent(Animation)){
|
if(this.node.getComponent(Animation)){
|
||||||
|
|||||||
@@ -6,12 +6,13 @@ import { smc } from "../common/SingletonModuleComp";
|
|||||||
import { FacSet } from "../common/config/BoxSet";
|
import { FacSet } from "../common/config/BoxSet";
|
||||||
import { HType } from "../common/config/heroSet";
|
import { HType } from "../common/config/heroSet";
|
||||||
import { SkillViewCom } from "./SkillViewCom";
|
import { SkillViewCom } from "./SkillViewCom";
|
||||||
|
import { HeroViewComp } from "../hero/HeroViewComp";
|
||||||
|
|
||||||
/** SkillCon 模块 */
|
/** SkillCon 模块 */
|
||||||
@ecs.register(`SkillCon`)
|
@ecs.register(`SkillEnt`)
|
||||||
export class SkillCon extends ecs.Entity {
|
export class SkillEnt extends ecs.Entity {
|
||||||
|
|
||||||
load(startPos: Vec3, parent: Node, uuid: number, targetPos: Vec3, caster:any=null, angle:number=0,dmg:number=0) {
|
load(startPos: Vec3, parent: Node, uuid: number, targetPos: any[], caster:HeroViewComp=null,dmg:number=0) {
|
||||||
const config = SkillSet[uuid];
|
const config = SkillSet[uuid];
|
||||||
if (!config) {
|
if (!config) {
|
||||||
console.error("[Skill] 技能配置不存在:", uuid);
|
console.error("[Skill] 技能配置不存在:", uuid);
|
||||||
@@ -45,10 +46,8 @@ load(startPos: Vec3, parent: Node, uuid: number, targetPos: Vec3, caster:any=n
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
node.angle+=angle
|
|
||||||
// 添加技能组件
|
// 添加技能组件
|
||||||
const SComp = node.getComponent(SkillViewCom); // 初始化技能参数
|
const SComp = node.getComponent(SkillViewCom); // 初始化技能参数
|
||||||
|
|
||||||
// 只设置必要的运行时属性,配置信息通过 SkillSet[uuid] 访问
|
// 只设置必要的运行时属性,配置信息通过 SkillSet[uuid] 访问
|
||||||
Object.assign(SComp, {
|
Object.assign(SComp, {
|
||||||
// 核心标识
|
// 核心标识
|
||||||
@@ -60,6 +59,7 @@ load(startPos: Vec3, parent: Node, uuid: number, targetPos: Vec3, caster:any=n
|
|||||||
fac: caster.fac,
|
fac: caster.fac,
|
||||||
// 技能数值
|
// 技能数值
|
||||||
ap: caster.Attrs[BuffAttr.AP],
|
ap: caster.Attrs[BuffAttr.AP],
|
||||||
|
caster: caster,
|
||||||
caster_crit: caster.Attrs[BuffAttr.CRITICAL],
|
caster_crit: caster.Attrs[BuffAttr.CRITICAL],
|
||||||
caster_crit_d: caster.Attrs[BuffAttr.CRITICAL_DMG],
|
caster_crit_d: caster.Attrs[BuffAttr.CRITICAL_DMG],
|
||||||
puncture: caster.Attrs[BuffAttr.PUNCTURE],
|
puncture: caster.Attrs[BuffAttr.PUNCTURE],
|
||||||
@@ -89,12 +89,3 @@ load(startPos: Vec3, parent: Node, uuid: number, targetPos: Vec3, caster:any=n
|
|||||||
super.destroy();
|
super.destroy();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/** SkillCon 模块业务逻辑系统组件,如无业务逻辑处理可删除此对象 */
|
|
||||||
export class EcsSkillConSystem extends ecs.System {
|
|
||||||
constructor() {
|
|
||||||
super();
|
|
||||||
|
|
||||||
// this.add(new ecs.ComblockSystem());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,7 +1,9 @@
|
|||||||
import { _decorator } from "cc";
|
import { _decorator, instantiate, Node, Prefab } from "cc";
|
||||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||||
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||||
import { HeroViewComp } from "../hero/HeroViewComp";
|
import { HeroViewComp } from "../hero/HeroViewComp";
|
||||||
|
import { BuffAttr, RType, SkillSet } from "../common/config/SkillSet";
|
||||||
|
import { AtkConCom } from "./AtkConCom";
|
||||||
|
|
||||||
const { ccclass, property } = _decorator;
|
const { ccclass, property } = _decorator;
|
||||||
|
|
||||||
@@ -10,18 +12,23 @@ const { ccclass, property } = _decorator;
|
|||||||
@ecs.register('SkillView', false)
|
@ecs.register('SkillView', false)
|
||||||
export class SkillViewCom extends CCComp {
|
export class SkillViewCom extends CCComp {
|
||||||
/** 视图层逻辑代码分离演示 */
|
/** 视图层逻辑代码分离演示 */
|
||||||
|
@property({ type: Prefab })
|
||||||
|
atkPrefab: Prefab = null!
|
||||||
|
@property({ type: Number })
|
||||||
|
runType: number = 0;
|
||||||
@property({ type: Boolean })
|
@property({ type: Boolean })
|
||||||
hasReady: boolean = false;
|
hasReady: boolean = false;
|
||||||
@property({ type: Number })
|
@property({ type: Number })
|
||||||
ReadyTime: number = 0;
|
ReadyTime: number = 0;
|
||||||
@property({ type: Number })
|
@property({ type: Number })
|
||||||
postion_y: number = 0;
|
postion_y: number = 0;
|
||||||
|
endTime: number = 0;
|
||||||
s_uuid:number=0;
|
s_uuid:number=0;
|
||||||
s_count:number=1;
|
s_count:number=1;
|
||||||
s_interval:number=0.2;
|
s_interval:number=0.2;
|
||||||
s_cd:number=0;
|
s_cd:number=0;
|
||||||
caster:HeroViewComp=null;
|
caster:HeroViewComp=null;
|
||||||
|
cName:string="";
|
||||||
target:HeroViewComp=null;
|
target:HeroViewComp=null;
|
||||||
parent:Node=null;
|
parent:Node=null;
|
||||||
target_postions:any[]=null
|
target_postions:any[]=null
|
||||||
@@ -43,54 +50,104 @@ export class SkillViewCom extends CCComp {
|
|||||||
debuff_up:number=0;
|
debuff_up:number=0;
|
||||||
debuff_value:number=0;
|
debuff_value:number=0;
|
||||||
debuff_count:number=0;
|
debuff_count:number=0;
|
||||||
|
targetPos:any[]=null
|
||||||
start() {
|
start() {
|
||||||
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
|
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
|
||||||
// this.on(ModuleEvent.Cmd, this.onHandler, this);
|
this.cName = this.caster.hero_name
|
||||||
|
this.node.getChildByName("ready").active = this.hasReady
|
||||||
}
|
}
|
||||||
protected update(dt: number): void {
|
protected update(dt: number): void {
|
||||||
|
this.doTimer(dt)
|
||||||
|
this.move(dt)
|
||||||
|
this.doEnd(dt)
|
||||||
if(this.hasReady) {
|
if(this.hasReady) {
|
||||||
this.doTimer(dt)
|
|
||||||
if(this.ReadyTime <= 0) {
|
if(this.ReadyTime <= 0) {
|
||||||
this.doAtk(dt)
|
this.doAtk(dt)
|
||||||
}
|
}
|
||||||
}{
|
}{
|
||||||
this.doAtk(dt)
|
this.doAtk(dt)
|
||||||
}
|
}
|
||||||
this.move(dt)
|
}
|
||||||
|
doEnd(dt: number) {
|
||||||
|
this.endTime += dt
|
||||||
|
if(this.endTime >= SkillSet[this.s_uuid].in) {
|
||||||
|
this.ent.destroy()
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
doTimer(dt: number){
|
doTimer(dt: number){
|
||||||
if(this.ReadyTime <= 0) return
|
if(this.ReadyTime > 0&&this.hasReady) this.ReadyTime -= dt
|
||||||
this.ReadyTime -= dt
|
|
||||||
}
|
}
|
||||||
doAtk(dt:number): void {
|
doAtk(dt:number): void {
|
||||||
|
// console.log(`${this.cName}_[SkillViewCom] doAtkC`)
|
||||||
if(this.s_cd <= 0&&this.s_count > 0) {
|
if(this.s_cd <= 0&&this.s_count > 0) {
|
||||||
this.doSkill()
|
this.doSkill()
|
||||||
this.s_count--
|
this.s_count--
|
||||||
this.s_cd = this.s_interval
|
this.s_cd = this.s_interval
|
||||||
}
|
}
|
||||||
this.s_cd -= dt
|
if(this.s_cd > 0) this.s_cd -= dt
|
||||||
}
|
}
|
||||||
doSkill(){
|
doSkill(){
|
||||||
console.log("doSkill")
|
console.log(`${this.cName}_[SkillViewCom] doSkill`,this.atkPrefab)
|
||||||
|
if(this.atkPrefab!=null){
|
||||||
|
let atkNode:Node = instantiate(this.atkPrefab)
|
||||||
|
atkNode.parent = this.node.parent
|
||||||
|
atkNode.setPosition(this.node.position)
|
||||||
|
let atkCom=atkNode.getComponent(AtkConCom)
|
||||||
|
Object.assign(atkCom, {
|
||||||
|
// 核心标识
|
||||||
|
s_uuid: this.s_uuid,
|
||||||
|
// 位置和施法者信息
|
||||||
|
startPos: this.node.position,
|
||||||
|
targetPos: this.targetPos[0],
|
||||||
|
group: this.caster.box_group,
|
||||||
|
fac: this.caster.fac,
|
||||||
|
// 技能数值
|
||||||
|
ap: this.caster.Attrs[BuffAttr.AP],
|
||||||
|
caster: this.caster,
|
||||||
|
caster_crit: this.caster.Attrs[BuffAttr.CRITICAL],
|
||||||
|
caster_crit_d: this.caster.Attrs[BuffAttr.CRITICAL_DMG],
|
||||||
|
puncture: this.caster.Attrs[BuffAttr.PUNCTURE],
|
||||||
|
puncture_damage: this.caster.Attrs[BuffAttr.PUNCTURE_DMG],
|
||||||
|
burn_count: this.caster.Attrs[BuffAttr.BURN_COUNT],
|
||||||
|
burn_value: this.caster.Attrs[BuffAttr.BURN_VALUE],
|
||||||
|
stun_time: this.caster.Attrs[BuffAttr.STUN_TIME],
|
||||||
|
stun_ratio: this.caster.Attrs[BuffAttr.STUN_RATIO],
|
||||||
|
frost_time: this.caster.Attrs[BuffAttr.FROST_TIME],
|
||||||
|
frost_ratio: this.caster.Attrs[BuffAttr.FROST_RATIO],
|
||||||
|
debuff_up: this.caster.Attrs[BuffAttr.DEBUFF_UP],
|
||||||
|
debuff_value: this.caster.Attrs[BuffAttr.DEBUFF_VALUE],
|
||||||
|
debuff_count: this.caster.Attrs[BuffAttr.DEBUFF_COUNT],
|
||||||
|
});
|
||||||
|
switch(this.runType){
|
||||||
|
case RType.linear:
|
||||||
|
this.do_linear(atkNode)
|
||||||
|
break
|
||||||
|
case RType.bezier:
|
||||||
|
this.do_bezier(atkNode)
|
||||||
|
break
|
||||||
|
case RType.fixed:
|
||||||
|
this.do_fixed(atkNode)
|
||||||
|
break
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
move(dt: number): void {
|
do_linear(atkNode:any): void {
|
||||||
if(this.caster == null) return
|
console.log(`${this.cName}_[SkillViewCom] skille run type: linear`)
|
||||||
if(this.caster.is_dead) return
|
}
|
||||||
if(this.caster.node.isValid) return
|
do_bezier(atkNode:any): void {
|
||||||
this.node.setPosition(this.caster.node.position.x,this.caster.node.position.y+this.postion_y)
|
console.log(`${this.cName}_[SkillViewCom] skille run type: bezier`)
|
||||||
console.log("[skillview]move",this.caster.node.position,this.node.position)
|
}
|
||||||
|
do_fixed(atkNode:any): void {
|
||||||
|
console.log(`${this.cName}_[SkillViewCom] skille run type: fixed`)
|
||||||
}
|
}
|
||||||
/** 全局消息逻辑处理 */
|
|
||||||
// private onHandler(event: string, args: any) {
|
|
||||||
// switch (event) {
|
|
||||||
// case ModuleEvent.Cmd:
|
|
||||||
// break;
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
|
|
||||||
|
move(dt: number): void {
|
||||||
|
// console.log(`${this.cName}_[SkillViewCom] move`)
|
||||||
|
if(this.caster != null&&this.caster.node!=null) this.node.setPosition(this.caster.node.position.x,this.caster.node.position.y+this.postion_y)
|
||||||
|
// console.log(`${this.cName}_[skillview]move`,this.caster.node.position,this.node.position)
|
||||||
|
}
|
||||||
reset() {
|
reset() {
|
||||||
this.node.destroy();
|
this.node.destroy();
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user