去掉了 技能系统,技能由单个精灵独立处理
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94
assets/resources/game/map/backgroud.plist
Normal file
94
assets/resources/game/map/backgroud.plist
Normal file
@@ -0,0 +1,94 @@
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<string>$TexturePacker:SmartUpdate:b0c4cf088e3f86610f129d430d0b767b:b980e467236c0a489aebd5fbb53cdcf3:2971cbda4d170f8c8fc849f191b96de4$</string>
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</plist>
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201
assets/resources/game/map/backgroud.plist.meta
Normal file
201
assets/resources/game/map/backgroud.plist.meta
Normal file
@@ -0,0 +1,201 @@
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BIN
assets/resources/game/map/backgroud.png
Normal file
BIN
assets/resources/game/map/backgroud.png
Normal file
Binary file not shown.
|
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@@ -2,7 +2,7 @@
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"uuid": "1590e471-41f5-48e9-a3ad-ad8ae02edbed",
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"uuid": "e9988462-8836-48d1-bb42-4cff07b7067e",
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".json",
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".png"
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"displayName": "maps",
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"uuid": "e9988462-8836-48d1-bb42-4cff07b7067e@6c48a",
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"id": "6c48a",
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File diff suppressed because it is too large
Load Diff
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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<string>maps.png</string>
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"_anchorPoint": {
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@@ -492,17 +489,14 @@
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"_lineHeight": 30,
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"_enableWrapText": true,
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@@ -746,11 +740,8 @@
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File diff suppressed because it is too large
Load Diff
@@ -22,6 +22,7 @@ export enum GameEvent {
|
||||
MissionLoss = "MissionLoss",
|
||||
MissionWin = "MissionWin",
|
||||
MissionStart = "MissionStart",
|
||||
FightReady = "FightReady",
|
||||
FightStart = "FightStart",
|
||||
FightPause = "FightPause",
|
||||
FightResume = "FightResume",
|
||||
|
||||
@@ -43,10 +43,9 @@ export const HeroPos={
|
||||
2:{pos:v3(-300,130,0)},
|
||||
}
|
||||
export const MonSet = {
|
||||
0:{pos:v3(320,220,0)},
|
||||
1:{pos:v3(320,150,0)},
|
||||
2:{pos:v3(320,80,0)},
|
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3:{pos:v3(320,10,0)},
|
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0:{pos:v3(320,0,0)},
|
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1:{pos:v3(320,10,0)},
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2:{pos:v3(320,-10,0)},
|
||||
}
|
||||
export const HeroInfo = {
|
||||
5001:{uuid:5001,name:"神圣守护",path:"k2", lv:3,kind:1,type:0,hp:5,ap:10,ap_u:0,ap_ur:0,hp_up:0,dis:700,a_cd:1,speed:100,skills:[6005],tals:"说明"},
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
import { oops } from "db://oops-framework/core/Oops";
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { HeroViewComp } from "./HeroViewComp";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
|
||||
/**
|
||||
* 角色属性数据
|
||||
@@ -9,6 +11,9 @@ export class HartModelComp extends ecs.Comp {
|
||||
onLoad(){
|
||||
console.log("HartModel加载",this)
|
||||
}
|
||||
start(){
|
||||
oops.message.dispatchEvent(GameEvent.FightReady,this)
|
||||
}
|
||||
reset() {
|
||||
|
||||
}
|
||||
|
||||
@@ -7,8 +7,8 @@ import { HeroViewComp } from "./HeroViewComp";
|
||||
import { BoxSet } from "../common/config/BoxSet";
|
||||
import { HeroInfo } from "../common/config/heroSet";
|
||||
import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
|
||||
import { HeroSkillsComp } from "../skill/heroSkillsComp";
|
||||
import { HartModelComp } from "./HartModelComp";
|
||||
import { SkillConComp } from "./SkillConComp";
|
||||
/** 角色实体 */
|
||||
@ecs.register(`Hero`)
|
||||
|
||||
@@ -20,12 +20,13 @@ export class Hero extends ecs.Entity {
|
||||
protected init() {
|
||||
this.addComponents<ecs.Comp>(
|
||||
BattleMoveComp,
|
||||
HeroModelComp
|
||||
HeroModelComp,
|
||||
);
|
||||
}
|
||||
|
||||
destroy(): void {
|
||||
this.remove(HeroViewComp);
|
||||
this.remove(HeroModelComp);
|
||||
super.destroy();
|
||||
}
|
||||
hart_load() {
|
||||
@@ -36,7 +37,7 @@ export class Hero extends ecs.Entity {
|
||||
var node = instantiate(prefab);
|
||||
var scene = smc.map.MapView.scene;
|
||||
node.parent = scene.entityLayer!.node!
|
||||
let pos=v3(-277,150,0)
|
||||
let pos=v3(-277,0,0)
|
||||
node.setPosition(pos)
|
||||
var hv = node.getComponent(HeroViewComp)!;
|
||||
hv.scale = 1;
|
||||
@@ -97,31 +98,5 @@ export class Hero extends ecs.Entity {
|
||||
}
|
||||
|
||||
|
||||
// 添加技能
|
||||
public addSkill(skillId: number) {
|
||||
const comp = this.get(HeroSkillsComp);
|
||||
if (comp.skills.indexOf(skillId) === -1) {
|
||||
comp.skills.push(skillId);
|
||||
comp.cooldowns.set(skillId, 0);
|
||||
comp.counters.set(skillId, 0);
|
||||
console.log(`技能${skillId}初始化完成`,
|
||||
'当前cooldowns:', comp.cooldowns,
|
||||
'当前counters:', comp.counters);
|
||||
}
|
||||
}
|
||||
|
||||
// 移除技能
|
||||
public removeSkill(skillId: number) {
|
||||
const comp = this.get(HeroSkillsComp);
|
||||
comp.skills = comp.skills.filter(id => id !== skillId);
|
||||
}
|
||||
|
||||
public levelUp() {
|
||||
// ...升级逻辑...
|
||||
const comp = this.get(HeroSkillsComp);
|
||||
comp.skills.forEach(skillId => {
|
||||
comp.resetCooldown(skillId);
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
@@ -10,16 +10,16 @@ export default class HeroAnmComp extends Component{
|
||||
private _hasStop = true;
|
||||
onLoad () {
|
||||
var spine = this.spine = this.getComponent('sp.Skeleton') as sp.Skeleton;
|
||||
// this._setMix('Walking', 'Idle');
|
||||
// this._setMix('Walking', 'Attacking');
|
||||
// this._setMix('Walking', 'Taunt');
|
||||
// this._setMix('Idle', 'Attacking');
|
||||
// this._setMix('Idle', 'Taunt');
|
||||
// this._setMix('Idle', 'Walking');
|
||||
// this._setMix('Attacking', 'Idle');
|
||||
// this._setMix('Attacking', 'Walking');
|
||||
// this._setMix('Taunt', 'Walking');
|
||||
// this._setMix('Taunt', 'Idle');
|
||||
this._setMix('Walking', 'Idle');
|
||||
this._setMix('Walking', 'Attacking');
|
||||
this._setMix('Walking', 'Taunt');
|
||||
this._setMix('Idle', 'Attacking');
|
||||
this._setMix('Idle', 'Taunt');
|
||||
this._setMix('Idle', 'Walking');
|
||||
this._setMix('Attacking', 'Idle');
|
||||
this._setMix('Attacking', 'Walking');
|
||||
this._setMix('Taunt', 'Walking');
|
||||
this._setMix('Taunt', 'Idle');
|
||||
|
||||
spine.setCompleteListener((trackEntry) => {
|
||||
var animationName = trackEntry.animation ? trackEntry.animation.name : "";
|
||||
@@ -92,8 +92,8 @@ export default class HeroAnmComp extends Component{
|
||||
this.spine?.setAnimation(0, 'Idle', true);
|
||||
}
|
||||
|
||||
// _setMix (anim1: string, anim2: string) {
|
||||
// this.spine?.setMix(anim1, anim2, this.mixTime);
|
||||
// this.spine?.setMix(anim2, anim1, this.mixTime);
|
||||
// }
|
||||
_setMix (anim1: string, anim2: string) {
|
||||
this.spine?.setMix(anim1, anim2, this.mixTime);
|
||||
this.spine?.setMix(anim2, anim1, this.mixTime);
|
||||
}
|
||||
}
|
||||
@@ -11,7 +11,6 @@ import { RandomManager } from "../../../../extensions/oops-plugin-framework/asse
|
||||
import { HeroSet } from "../common/config/heroSet";
|
||||
import { BuffComp } from "./BuffComp";
|
||||
import { getMonsterDrops, MonsterType } from "../common/config/RewardSet";
|
||||
import { HeroSkillsComp } from "../skill/heroSkillsComp";
|
||||
import { oops } from "db://oops-framework/core/Oops";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
const { ccclass, property } = _decorator;
|
||||
@@ -332,11 +331,7 @@ export class HeroViewComp extends CCComp {
|
||||
break
|
||||
}
|
||||
}
|
||||
public revive() {
|
||||
this.hp = this.hp_max;
|
||||
const skills = this.ent.get(HeroSkillsComp);
|
||||
skills.resetAllCooldowns();
|
||||
}
|
||||
|
||||
|
||||
to_update(){
|
||||
this.ap=this.ap*this.lv
|
||||
|
||||
@@ -7,6 +7,7 @@ import { BoxSet } from "../common/config/BoxSet";
|
||||
import { HeroInfo } from "../common/config/heroSet";
|
||||
import { MonModelComp } from "./MonModelComp";
|
||||
import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
|
||||
import { SkillConComp } from "./SkillConComp";
|
||||
/** 角色实体 */
|
||||
@ecs.register(`Monster`)
|
||||
export class Monster extends ecs.Entity {
|
||||
@@ -17,12 +18,13 @@ export class Monster extends ecs.Entity {
|
||||
protected init() {
|
||||
this.addComponents<ecs.Comp>(
|
||||
BattleMoveComp,
|
||||
MonModelComp
|
||||
MonModelComp,
|
||||
);
|
||||
}
|
||||
|
||||
destroy(): void {
|
||||
this.remove(HeroViewComp);
|
||||
this.remove(MonModelComp);
|
||||
super.destroy();
|
||||
}
|
||||
|
||||
@@ -67,8 +69,6 @@ export class Monster extends ecs.Entity {
|
||||
hv.cd = hero.a_cd
|
||||
hv.atk_skill=hero.skills[0]
|
||||
this.add(hv);
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
129
assets/script/game/hero/SkillConComp.ts
Normal file
129
assets/script/game/hero/SkillConComp.ts
Normal file
@@ -0,0 +1,129 @@
|
||||
import { _decorator, Component, Node, Vec3 } from 'cc';
|
||||
import { HeroViewComp } from './HeroViewComp';
|
||||
import { SkillSet, TargetGroup, TargetType } from '../common/config/SkillSet';
|
||||
import { Skill } from '../skills/Skill';
|
||||
import { ecs } from 'db://oops-framework/libs/ecs/ECS';
|
||||
import { oops } from 'db://oops-framework/core/Oops';
|
||||
import { GameEvent } from '../common/config/GameEvent';
|
||||
import { BoxSet } from '../common/config/BoxSet';
|
||||
import { smc } from '../common/SingletonModuleComp';
|
||||
import { CCComp } from 'db://oops-framework/module/common/CCComp';
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@ccclass('SkillCon')
|
||||
@ecs.register('SkillCon')
|
||||
export class SkillConComp extends CCComp {
|
||||
|
||||
HeroView:any=null;
|
||||
HeroEntity:any=null;
|
||||
private _timers: { [key: string]: number } = {};
|
||||
private _damageQueue: Array<{ timer: number; callback: () => void }> = [];
|
||||
init(): void {
|
||||
oops.message.on(GameEvent.FightEnd, this.clear_timer, this);
|
||||
}
|
||||
start() {
|
||||
// console.log("SkillConComp start")
|
||||
this.HeroView=this.node.getComponent(HeroViewComp)
|
||||
this.HeroEntity=this.HeroView.ent
|
||||
}
|
||||
|
||||
update(dt: number) {
|
||||
if(!smc.mission.play||smc.mission.pause) return
|
||||
if (this.HeroView.is_atking &&this.HeroView.at > this.HeroView.cd) {
|
||||
const config = SkillSet[this.HeroView.atk_skill];
|
||||
if (!config) return;
|
||||
this.castSkill(this.HeroView, this.HeroView.atk_skill, config);
|
||||
this.HeroView.at = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/** 施放技能 */
|
||||
private castSkill(view: HeroViewComp, skillId: number, config: typeof SkillSet[keyof typeof SkillSet]) {
|
||||
// console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid);
|
||||
if (config.TargetGroup === TargetGroup.Enemy) {
|
||||
view.playSkillEffect(config.uuid);
|
||||
this.doSkill(view,config);
|
||||
}
|
||||
|
||||
if (config.TargetGroup === TargetGroup.Ally) {
|
||||
const targets = this.selectAllyTargets(view, config);
|
||||
if (targets.length === 0) return;
|
||||
|
||||
}
|
||||
if (config.TargetGroup === TargetGroup.Self) {
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
private doSkill(view: HeroViewComp, config: typeof SkillSet[keyof typeof SkillSet]) {
|
||||
|
||||
const skillEntity = ecs.getEntity<Skill>(Skill);
|
||||
const targets = this.selectEnemyTargets(view, config);
|
||||
if (targets.length === 0) return;
|
||||
skillEntity.load(
|
||||
new Vec3(view.node.position.x, view.node.position.y+BoxSet.ATK_Y, 0), // 起始位置
|
||||
view.box_group, // 阵营
|
||||
view.node.parent, // 父节点
|
||||
config.uuid, // 技能ID
|
||||
new Vec3(targets[0]?.get(HeroViewComp).node.position.x, targets[0]?.get(HeroViewComp).node.position.y, 0), // 目标位置
|
||||
view
|
||||
);
|
||||
// console.log("技能:"+config.uuid+"=>"+targets[0]?.get(HeroViewComp).hero_name);
|
||||
}
|
||||
|
||||
private selectEnemyTargets(View: HeroViewComp, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] {
|
||||
const team = View.fac;
|
||||
const isEnemyTeam = team === 0 ? 1 : 0;
|
||||
const candidates= ecs.query(ecs.allOf(HeroViewComp)).filter(e => e.get(HeroViewComp).fac !== team);
|
||||
return this.filterFrontRow(candidates, isEnemyTeam);
|
||||
}
|
||||
|
||||
/** 筛选最前排单位 */
|
||||
private filterFrontRow(entities: ecs.Entity[], isEnemyTeam: number): ecs.Entity[] {
|
||||
// 敌方最前排是x坐标最大的,我方最前排是x坐标最小的
|
||||
const keyPos = isEnemyTeam ?
|
||||
Math.min(...entities.map(e => e.get(HeroViewComp).node.position.x)) :
|
||||
Math.max(...entities.map(e => e.get(HeroViewComp).node.position.x));
|
||||
|
||||
return entities.filter(e =>
|
||||
Math.abs(e.get(HeroViewComp).node.position.x - keyPos) < 10
|
||||
);
|
||||
}
|
||||
private selectAllyTargets(View: HeroViewComp, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] {
|
||||
const team = View.fac;
|
||||
const candidates= ecs.query(ecs.allOf(HeroViewComp)).filter(e => e.get(HeroViewComp).fac === team);
|
||||
// 第二阶段:位置/血量等精细筛选
|
||||
switch(config.TargetType) {
|
||||
case TargetType.Melee:
|
||||
return candidates.filter(e => e.get(HeroViewComp).type === 0);
|
||||
case TargetType.Ranged:
|
||||
return candidates.filter(e => e.get(HeroViewComp).type === 1);
|
||||
case TargetType.SupportClass:
|
||||
return candidates.filter(e => e.get(HeroViewComp).type === 2);
|
||||
case TargetType.Random:
|
||||
return this.pickRandomTarget(candidates, config.count || 1);
|
||||
default:
|
||||
return candidates;
|
||||
}
|
||||
}
|
||||
/** 随机选择目标 */
|
||||
private pickRandomTarget(entities: ecs.Entity[], count: number): ecs.Entity[] {
|
||||
const shuffled = [...entities].sort(() => 0.5 - Math.random());
|
||||
return shuffled.slice(0, count);
|
||||
}
|
||||
public clear_timer() {
|
||||
// console.log("clear_timer");
|
||||
Object.values(this._timers).forEach(clearTimeout);
|
||||
}
|
||||
|
||||
reset() {
|
||||
this.clear_timer();
|
||||
}
|
||||
|
||||
onDestroy() {
|
||||
// console.log("SkillConComp onDestroy")
|
||||
Object.values(this._timers).forEach(clearTimeout);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "42bf4f68-80fe-4b71-88d1-89cbaea575cb",
|
||||
"uuid": "6f882a1f-6f5a-4ef5-9ea0-21a0192c2785",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
@@ -18,10 +18,25 @@ export class CardComp extends CCComp {
|
||||
c_uuid:number=0;
|
||||
c_type:number=0;
|
||||
is_used:boolean=false;
|
||||
|
||||
onLoad(){
|
||||
this.on(GameEvent.CardRefresh,this.onCardRefresh,this)
|
||||
this.on(GameEvent.MissionStart,this.mission_start,this)
|
||||
this.on(GameEvent.MissionEnd,this.mission_end,this)
|
||||
this.on(GameEvent.CardRefresh,this.onHandler,this)
|
||||
this.on(GameEvent.MissionStart,this.onHandler,this)
|
||||
this.on(GameEvent.MissionEnd,this.onHandler,this)
|
||||
}
|
||||
/** 全局消息逻辑处理 */
|
||||
private onHandler(event: string, args: any) {
|
||||
switch (event) {
|
||||
case GameEvent.CardRefresh:
|
||||
this.onCardRefresh(event,args)
|
||||
break;
|
||||
case GameEvent.MissionStart:
|
||||
this.mission_start(event,args)
|
||||
break;
|
||||
case GameEvent.MissionEnd:
|
||||
this.mission_end(event,args)
|
||||
break;
|
||||
}
|
||||
}
|
||||
start() {
|
||||
this.init_card()
|
||||
@@ -31,10 +46,10 @@ export class CardComp extends CCComp {
|
||||
this.node.getChildByName("Button").active=false
|
||||
this.node.getChildByName("show").active=false
|
||||
}
|
||||
mission_start(){
|
||||
mission_start(event: string, args: any){
|
||||
|
||||
}
|
||||
mission_end(){
|
||||
mission_end(event: string, args: any){
|
||||
|
||||
}
|
||||
onCardRefresh(event: string, args: any){
|
||||
|
||||
30
assets/script/game/map/CardsComp.ts
Normal file
30
assets/script/game/map/CardsComp.ts
Normal file
@@ -0,0 +1,30 @@
|
||||
import { _decorator } 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 { GameEvent } from "../common/config/GameEvent";
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
/** 视图层对象 */
|
||||
@ccclass('CardsCompComp')
|
||||
@ecs.register('CardsComp', false)
|
||||
export class CardsCompComp extends CCComp {
|
||||
/** 视图层逻辑代码分离演示 */
|
||||
start() {
|
||||
// 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(GameEvent.FightReady, this.onHandler, this);
|
||||
}
|
||||
|
||||
/** 全局消息逻辑处理 */
|
||||
private onHandler(event: string, args: any) {
|
||||
switch (event) {
|
||||
case GameEvent.FightReady:
|
||||
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 */
|
||||
reset() {
|
||||
this.node.destroy();
|
||||
}
|
||||
}
|
||||
9
assets/script/game/map/CardsComp.ts.meta
Normal file
9
assets/script/game/map/CardsComp.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "62b3677d-829c-4ccf-917c-8458242e255f",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -8,7 +8,6 @@ import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/
|
||||
import { VictoryComp } from "./VictoryComp";
|
||||
import { CardControllerComp } from "./CardController";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import { HeroSkillsComp } from "../skill/heroSkillsComp";
|
||||
import { HeroViewComp } from "../hero/HeroViewComp";
|
||||
import { Hero } from "../hero/Hero";
|
||||
import { HartModelComp } from "../hero/HartModelComp";
|
||||
@@ -108,7 +107,6 @@ export class MissionComp extends CCComp {
|
||||
}
|
||||
|
||||
private cleanComponents() {
|
||||
ecs.query(ecs.allOf(HeroSkillsComp)).forEach(entity => {entity.remove(HeroSkillsComp);entity.destroy()});
|
||||
ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {entity.remove(HeroViewComp);entity.destroy()});
|
||||
}
|
||||
|
||||
|
||||
@@ -22,7 +22,7 @@ const { ccclass, property } = _decorator;
|
||||
export class MissionHeroCompComp extends CCComp {
|
||||
timer:Timer=new Timer(2)
|
||||
start_pos:any={
|
||||
0:{pos:v3(-50,135,0),has:false},
|
||||
0:{pos:v3(-50,0,0),has:false},
|
||||
1:{pos:v3(-170,205,0),has:false},
|
||||
2:{pos:v3(-170,65,0),has:false},
|
||||
}
|
||||
|
||||
@@ -19,7 +19,7 @@ export class MissionMonCompComp extends CCComp {
|
||||
// 添加刷怪队列
|
||||
private monsterQueue: Array<{uuid: number, position: number, isBoss: boolean}> = [];
|
||||
private isSpawning: boolean = false;// 是否正在生成怪物
|
||||
private spawnInterval: number = 0.5; // 每个怪物生成间隔时间
|
||||
private spawnInterval: number = 1; // 每个怪物生成间隔时间
|
||||
private spawnTimer: number = 0; // 生成计时器
|
||||
|
||||
/** 视图层逻辑代码分离演示 */
|
||||
@@ -49,7 +49,7 @@ export class MissionMonCompComp extends CCComp {
|
||||
|
||||
|
||||
mon_refresh(){
|
||||
let positions = [0, 1, 2, 3];
|
||||
let positions = [0, 1, 2];
|
||||
positions.forEach(pos => {
|
||||
let x = RandomManager.instance.getRandomInt(0, Missions[0].length, 1);
|
||||
this.addToSpawnQueue(Missions[0][x], pos, false);
|
||||
|
||||
@@ -1,139 +1,139 @@
|
||||
import { Node, UI, UITransform, Vec3 } from "cc";
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { HeroViewComp } from "../hero/HeroViewComp";
|
||||
import { SkillSet, TargetGroup, TargetType } from "../common/config/SkillSet";
|
||||
import { CdType } from "../common/config/SkillSet";
|
||||
import { oops } from "db://oops-framework/core/Oops";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import { Skill } from "../skills/Skill";
|
||||
import { SkillCom } from "../skills/SkillCom";
|
||||
import { AnimType } from "../common/config/SkillSet";
|
||||
import { BoxSet } from "../common/config/BoxSet";
|
||||
// import { Node, UI, UITransform, Vec3 } from "cc";
|
||||
// import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
// import { HeroViewComp } from "../hero/HeroViewComp";
|
||||
// import { SkillSet, TargetGroup, TargetType } from "../common/config/SkillSet";
|
||||
// import { CdType } from "../common/config/SkillSet";
|
||||
// import { oops } from "db://oops-framework/core/Oops";
|
||||
// import { GameEvent } from "../common/config/GameEvent";
|
||||
// import { Skill } from "../skills/Skill";
|
||||
// import { SkillCom } from "../skills/SkillCom";
|
||||
// import { AnimType } from "../common/config/SkillSet";
|
||||
// import { BoxSet } from "../common/config/BoxSet";
|
||||
|
||||
|
||||
/** 技能系统 */
|
||||
@ecs.register('HeroSkillSystem')
|
||||
export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
|
||||
// export class HeroSkillSystem implements ecs.ISystemUpdate {
|
||||
// private updateInterval: number = 0.1; // 每0.1秒更新一次
|
||||
// private accumulator: number = 0;
|
||||
private _timers: { [key: string]: number } = {};
|
||||
private _damageQueue: Array<{ timer: number; callback: () => void }> = [];
|
||||
init(): void {
|
||||
oops.message.on(GameEvent.FightEnd, this.clear_timer, this);
|
||||
}
|
||||
filter(): ecs.IMatcher {
|
||||
return ecs.allOf(HeroViewComp);
|
||||
}
|
||||
update(e: ecs.Entity) {
|
||||
//return false
|
||||
// 处理伤害队列
|
||||
const view = e.get(HeroViewComp);
|
||||
// 只在攻击状态触发技能
|
||||
if (view.is_atking &&view.at > view.cd) {
|
||||
const config = SkillSet[view.atk_skill];
|
||||
if (!config) return;
|
||||
this.castSkill(e, view.atk_skill, config);
|
||||
view.at = 0;
|
||||
}
|
||||
// /** 技能系统 */
|
||||
// @ecs.register('HeroSkillSystem')
|
||||
// export class HeroSkillSystem extends ecs.ComblockSystem {
|
||||
// // export class HeroSkillSystem implements ecs.ISystemUpdate {
|
||||
// // private updateInterval: number = 0.1; // 每0.1秒更新一次
|
||||
// // private accumulator: number = 0;
|
||||
// private _timers: { [key: string]: number } = {};
|
||||
// private _damageQueue: Array<{ timer: number; callback: () => void }> = [];
|
||||
// init(): void {
|
||||
// oops.message.on(GameEvent.FightEnd, this.clear_timer, this);
|
||||
// }
|
||||
// filter(): ecs.IMatcher {
|
||||
// return ecs.allOf(HeroViewComp);
|
||||
// }
|
||||
// update(e: ecs.Entity) {
|
||||
// //return false
|
||||
// // 处理伤害队列
|
||||
// const view = e.get(HeroViewComp);
|
||||
// // 只在攻击状态触发技能
|
||||
// if (view.is_atking &&view.at > view.cd) {
|
||||
// const config = SkillSet[view.atk_skill];
|
||||
// if (!config) return;
|
||||
// this.castSkill(e, view.atk_skill, config);
|
||||
// view.at = 0;
|
||||
// }
|
||||
|
||||
}
|
||||
// }
|
||||
|
||||
/** 施放技能 */
|
||||
private castSkill(caster: ecs.Entity, skillId: number, config: typeof SkillSet[keyof typeof SkillSet]) {
|
||||
const view = caster.get(HeroViewComp);
|
||||
console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid);
|
||||
if (config.TargetGroup === TargetGroup.Enemy) {
|
||||
caster.get(HeroViewComp).playSkillEffect(config.uuid);
|
||||
this.doSkill(caster,config);
|
||||
}
|
||||
// /** 施放技能 */
|
||||
// private castSkill(caster: ecs.Entity, skillId: number, config: typeof SkillSet[keyof typeof SkillSet]) {
|
||||
// const view = caster.get(HeroViewComp);
|
||||
// console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid);
|
||||
// if (config.TargetGroup === TargetGroup.Enemy) {
|
||||
// caster.get(HeroViewComp).playSkillEffect(config.uuid);
|
||||
// this.doSkill(caster,config);
|
||||
// }
|
||||
|
||||
if (config.TargetGroup === TargetGroup.Ally) {
|
||||
const targets = this.selectAllyTargets(caster, config);
|
||||
if (targets.length === 0) return;
|
||||
// if (config.TargetGroup === TargetGroup.Ally) {
|
||||
// const targets = this.selectAllyTargets(caster, config);
|
||||
// if (targets.length === 0) return;
|
||||
|
||||
}
|
||||
if (config.TargetGroup === TargetGroup.Self) {
|
||||
// }
|
||||
// if (config.TargetGroup === TargetGroup.Self) {
|
||||
|
||||
}
|
||||
// }
|
||||
|
||||
}
|
||||
private doSkill(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) {
|
||||
const view = caster.get(HeroViewComp);
|
||||
const skillEntity = ecs.getEntity<Skill>(Skill);
|
||||
const targets = this.selectEnemyTargets(caster, config);
|
||||
if (targets.length === 0) return;
|
||||
skillEntity.load(
|
||||
new Vec3(view.node.position.x, view.node.position.y+BoxSet.ATK_Y, 0), // 起始位置
|
||||
view.box_group, // 阵营
|
||||
view.node.parent, // 父节点
|
||||
config.uuid, // 技能ID
|
||||
new Vec3(targets[0]?.get(HeroViewComp).node.position.x, targets[0]?.get(HeroViewComp).node.position.y, 0), // 目标位置
|
||||
view
|
||||
);
|
||||
console.log("技能:"+config.uuid+"=>"+targets[0]?.get(HeroViewComp).hero_name);
|
||||
}
|
||||
// }
|
||||
// private doSkill(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) {
|
||||
// const view = caster.get(HeroViewComp);
|
||||
// const skillEntity = ecs.getEntity<Skill>(Skill);
|
||||
// const targets = this.selectEnemyTargets(caster, config);
|
||||
// if (targets.length === 0) return;
|
||||
// skillEntity.load(
|
||||
// new Vec3(view.node.position.x, view.node.position.y+BoxSet.ATK_Y, 0), // 起始位置
|
||||
// view.box_group, // 阵营
|
||||
// view.node.parent, // 父节点
|
||||
// config.uuid, // 技能ID
|
||||
// new Vec3(targets[0]?.get(HeroViewComp).node.position.x, targets[0]?.get(HeroViewComp).node.position.y, 0), // 目标位置
|
||||
// view
|
||||
// );
|
||||
// console.log("技能:"+config.uuid+"=>"+targets[0]?.get(HeroViewComp).hero_name);
|
||||
// }
|
||||
|
||||
private selectEnemyTargets(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] {
|
||||
const casterView = caster.get(HeroViewComp);
|
||||
const team = casterView.fac;
|
||||
const isEnemyTeam = team === 0 ? 1 : 0;
|
||||
const candidates= ecs.query(ecs.allOf(HeroViewComp)).filter(e => e.get(HeroViewComp).fac !== team);
|
||||
return this.filterFrontRow(candidates, isEnemyTeam);
|
||||
}
|
||||
private selectAllyTargets(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] {
|
||||
const casterView = caster.get(HeroViewComp);
|
||||
const team = casterView.fac;
|
||||
const candidates= ecs.query(ecs.allOf(HeroViewComp)).filter(e => e.get(HeroViewComp).fac === team);
|
||||
// 第二阶段:位置/血量等精细筛选
|
||||
switch(config.TargetType) {
|
||||
case TargetType.Melee:
|
||||
return candidates.filter(e => e.get(HeroViewComp).type === 0);
|
||||
case TargetType.Ranged:
|
||||
return candidates.filter(e => e.get(HeroViewComp).type === 1);
|
||||
case TargetType.SupportClass:
|
||||
return candidates.filter(e => e.get(HeroViewComp).type === 2);
|
||||
case TargetType.Random:
|
||||
return this.pickRandomTarget(candidates, config.count || 1);
|
||||
default:
|
||||
return candidates;
|
||||
}
|
||||
}
|
||||
// private selectEnemyTargets(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] {
|
||||
// const casterView = caster.get(HeroViewComp);
|
||||
// const team = casterView.fac;
|
||||
// const isEnemyTeam = team === 0 ? 1 : 0;
|
||||
// const candidates= ecs.query(ecs.allOf(HeroViewComp)).filter(e => e.get(HeroViewComp).fac !== team);
|
||||
// return this.filterFrontRow(candidates, isEnemyTeam);
|
||||
// }
|
||||
// private selectAllyTargets(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] {
|
||||
// const casterView = caster.get(HeroViewComp);
|
||||
// const team = casterView.fac;
|
||||
// const candidates= ecs.query(ecs.allOf(HeroViewComp)).filter(e => e.get(HeroViewComp).fac === team);
|
||||
// // 第二阶段:位置/血量等精细筛选
|
||||
// switch(config.TargetType) {
|
||||
// case TargetType.Melee:
|
||||
// return candidates.filter(e => e.get(HeroViewComp).type === 0);
|
||||
// case TargetType.Ranged:
|
||||
// return candidates.filter(e => e.get(HeroViewComp).type === 1);
|
||||
// case TargetType.SupportClass:
|
||||
// return candidates.filter(e => e.get(HeroViewComp).type === 2);
|
||||
// case TargetType.Random:
|
||||
// return this.pickRandomTarget(candidates, config.count || 1);
|
||||
// default:
|
||||
// return candidates;
|
||||
// }
|
||||
// }
|
||||
|
||||
/** 筛选最前排单位 */
|
||||
private filterFrontRow(entities: ecs.Entity[], isEnemyTeam: number): ecs.Entity[] {
|
||||
// 敌方最前排是x坐标最大的,我方最前排是x坐标最小的
|
||||
const keyPos = isEnemyTeam ?
|
||||
Math.min(...entities.map(e => e.get(HeroViewComp).node.position.x)) :
|
||||
Math.max(...entities.map(e => e.get(HeroViewComp).node.position.x));
|
||||
// /** 筛选最前排单位 */
|
||||
// private filterFrontRow(entities: ecs.Entity[], isEnemyTeam: number): ecs.Entity[] {
|
||||
// // 敌方最前排是x坐标最大的,我方最前排是x坐标最小的
|
||||
// const keyPos = isEnemyTeam ?
|
||||
// Math.min(...entities.map(e => e.get(HeroViewComp).node.position.x)) :
|
||||
// Math.max(...entities.map(e => e.get(HeroViewComp).node.position.x));
|
||||
|
||||
return entities.filter(e =>
|
||||
Math.abs(e.get(HeroViewComp).node.position.x - keyPos) < 10
|
||||
);
|
||||
}
|
||||
// return entities.filter(e =>
|
||||
// Math.abs(e.get(HeroViewComp).node.position.x - keyPos) < 10
|
||||
// );
|
||||
// }
|
||||
|
||||
/** 随机选择目标 */
|
||||
private pickRandomTarget(entities: ecs.Entity[], count: number): ecs.Entity[] {
|
||||
const shuffled = [...entities].sort(() => 0.5 - Math.random());
|
||||
return shuffled.slice(0, count);
|
||||
}
|
||||
// /** 随机选择目标 */
|
||||
// private pickRandomTarget(entities: ecs.Entity[], count: number): ecs.Entity[] {
|
||||
// const shuffled = [...entities].sort(() => 0.5 - Math.random());
|
||||
// return shuffled.slice(0, count);
|
||||
// }
|
||||
|
||||
|
||||
public clear_timer() {
|
||||
console.log("clear_timer");
|
||||
Object.values(this._timers).forEach(clearTimeout);
|
||||
}
|
||||
onDestroy() {
|
||||
Object.values(this._timers).forEach(clearTimeout);
|
||||
}
|
||||
// public clear_timer() {
|
||||
// console.log("clear_timer");
|
||||
// Object.values(this._timers).forEach(clearTimeout);
|
||||
// }
|
||||
// onDestroy() {
|
||||
// Object.values(this._timers).forEach(clearTimeout);
|
||||
// }
|
||||
|
||||
|
||||
/** 应用负面状态 */
|
||||
private applyDebuff(target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) {
|
||||
// 实现debuff逻辑...
|
||||
}
|
||||
// /** 应用负面状态 */
|
||||
// private applyDebuff(target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) {
|
||||
// // 实现debuff逻辑...
|
||||
// }
|
||||
|
||||
}
|
||||
// }
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -1,31 +0,0 @@
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
@ecs.register('HeroSkills')
|
||||
export class HeroSkillsComp extends ecs.Comp {
|
||||
/** 当前拥有的技能ID列表 */
|
||||
skills: number[] = [];
|
||||
/** 技能冷却计时器 [技能ID:剩余冷却时间] */
|
||||
cooldowns: Map<number, number> = new Map();
|
||||
/** 技能触发计数器 [技能ID:触发次数] */
|
||||
counters: Map<number, number> = new Map();
|
||||
|
||||
reset() {
|
||||
this.skills = [];
|
||||
this.cooldowns.clear();
|
||||
this.counters.clear();
|
||||
|
||||
}
|
||||
|
||||
/** 重置指定技能冷却 */
|
||||
resetCooldown(skillId: number) {
|
||||
if (this.cooldowns.has(skillId)) {
|
||||
this.cooldowns.set(skillId, 0);
|
||||
}
|
||||
}
|
||||
|
||||
/** 重置所有技能冷却 */
|
||||
resetAllCooldowns() {
|
||||
this.cooldowns.forEach((value, key) => {
|
||||
this.cooldowns.set(key, 0);
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -52,7 +52,7 @@ export class SkillCom extends CCComp {
|
||||
oops.message.on(GameEvent.MissionEnd, this.doDestroy, this);
|
||||
this.node.active = true;
|
||||
let collider = this.getComponent(Collider2D);
|
||||
console.log(this.group +"技能 collider ",collider);
|
||||
// console.log(this.group +"技能 collider ",collider);
|
||||
collider.group = this.group;
|
||||
if (collider) {
|
||||
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
|
||||
@@ -97,7 +97,7 @@ export class SkillCom extends CCComp {
|
||||
this.startMovement();
|
||||
}
|
||||
onBeginContact (seCol: Collider2D, oCol: Collider2D) {
|
||||
console.log(this.scale+"碰撞开始 ",seCol,oCol);
|
||||
// console.log(this.scale+"碰撞开始 ",seCol,oCol);
|
||||
let target = oCol.getComponent(HeroViewComp)
|
||||
let caster = seCol.getComponent(HeroViewComp)
|
||||
if(oCol.group!=this.group){
|
||||
@@ -149,7 +149,7 @@ export class SkillCom extends CCComp {
|
||||
let e_pos = v3(this.targetPos.x,this.targetPos.y)
|
||||
let time =Math.abs(Math.abs(this.targetPos.x-this.startPos.x)/this.speed)
|
||||
|
||||
console.log("开始贝塞尔运动=>time:"+time,"s_pos:"+s_pos,"c_pos:"+c_pos,"e_pos:"+e_pos)
|
||||
// console.log("开始贝塞尔运动=>time:"+time,"s_pos:"+s_pos,"c_pos:"+c_pos,"e_pos:"+e_pos)
|
||||
SkillCom.bezierTo(this.node,time,s_pos,c_pos,e_pos,{
|
||||
onComplete: (target?: object) => {
|
||||
this.is_destroy=true
|
||||
@@ -171,10 +171,10 @@ export class SkillCom extends CCComp {
|
||||
}
|
||||
|
||||
private startFixedStartMove() {
|
||||
console.log("开始固定起点运动")
|
||||
// console.log("开始固定起点运动")
|
||||
this.node.position = this.startPos;
|
||||
if (this.endType === endType.timeEnd) {
|
||||
console.log("开始固定起点运动=>time:"+this.inTime)
|
||||
// console.log("开始固定起点运动=>time:"+this.inTime)
|
||||
tween(this.node)
|
||||
.delay(this.inTime)
|
||||
.call(() => this.is_destroy = true)
|
||||
@@ -187,10 +187,10 @@ export class SkillCom extends CCComp {
|
||||
}
|
||||
|
||||
private startFixedEndMove() {
|
||||
console.log("开始固定终点运动")
|
||||
// console.log("开始固定终点运动")
|
||||
this.node.position = this.targetPos;
|
||||
if (this.endType === endType.timeEnd) {
|
||||
console.log("开始固定终点运动=>time:"+this.inTime)
|
||||
// console.log("开始固定终点运动=>time:"+this.inTime)
|
||||
tween(this.node)
|
||||
.delay(this.inTime)
|
||||
.call(() => this.is_destroy = true)
|
||||
|
||||
Reference in New Issue
Block a user