skill
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@@ -105,8 +105,8 @@
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},
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"_lscale": {
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"__type__": "cc.Vec3",
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"x": -0.6,
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"y": 0.6,
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"x": -0.5,
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"y": 0.5,
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"z": 1
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},
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"_mobility": 0,
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@@ -105,8 +105,8 @@
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},
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"_lscale": {
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"__type__": "cc.Vec3",
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"x": -1,
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"y": 1,
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"x": -0.5,
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"y": 0.5,
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"z": 1
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},
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"_mobility": 0,
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@@ -62,7 +62,9 @@ export class CSkillComp extends CCComp {
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m_pos = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE)
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}
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t_pos = v3(m_pos.x-this.node.position.x,m_pos.y-this.node.position.y) // 目标增量
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// console.log("m_pos",this.node.position,m_pos);
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// console.log("m_pos",m_pos);
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// console.log("pos",this.node.position);
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// console.log("t_pos",t_pos);
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let dx=m_pos.x-this.node.position.x
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let dy=m_pos.y-this.node.position.y
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let dir=v3(dx,dy,0)
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@@ -30,7 +30,9 @@ export class SkillCom extends CCComp {
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type:number = 1;
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time:Timer = new Timer(0.01);
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start() {
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// console.log("skill start position :",this.node.position)
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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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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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@@ -44,30 +46,42 @@ export class SkillCom extends CCComp {
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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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//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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tween(this.node).to( 0.5,{ angle:this.angle,position: this.t_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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this.x_speed=this.t_pos.x;
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this.y_speed=this.t_pos.y;
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}else{
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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+200)
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let e_pos = v3(this.node.position.x+100*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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}).start();
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}
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// if(this.t_pos){
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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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// tween(this.node).to( 0.5,{ angle:this.angle,position: this.t_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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onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
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@@ -109,10 +123,25 @@ export class SkillCom extends CCComp {
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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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// if(this.t_pos){
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// this.t_move(deltaTime)
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// }else{
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// this.line_move(deltaTime)
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// }
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if (this.node.position.x > 400||this.node.position.x < -400||this.node.position.y > 1000||this.node.position.y < BoxSet.GAME_LINE) {
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this.is_destroy=true
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}
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}
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move(dt: number) {
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// this.node.setPosition(v3(this.node.position.x+dt*this.x_speed*this.scale,this.node.position.y+this.y_speed,this.node.position.z))
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t_move(dt: number){
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this.node.setPosition(v3(this.node.position.x+this.x_speed*dt*this.scale,this.node.position.y+this.y_speed*dt))
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}
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line_move(dt: number) {
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this.node.setPosition(v3(this.node.position.x+dt*this.speed*this.scale,this.node.position.y))
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}
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bezier(t:number){
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}
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toDestroy() {
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if(this.is_destroy){
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@@ -125,4 +154,24 @@ export class SkillCom extends CCComp {
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this.is_destroy=false
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this.node.destroy();
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}
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public static bezierTo(target: any, duration: number, c1: Vec3, c2: Vec3, to: Vec3, opts: any) {
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opts = opts || Object.create(null);
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/*
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* @desc 二阶贝塞尔
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* @param {number} t 当前百分比
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* @param {} p1 起点坐标
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* @param {} cp 控制点
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* @param {} p2 终点坐标
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* @returns {any}
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*/
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let twoBezier = (t:number, p1: Vec3, cp: Vec3, p2: Vec3) => {
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let x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x;
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let y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y;
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return v3(x, y, 0);
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};
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opts.onUpdate = (arg: Vec3, ratio: number) => {
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target.position = twoBezier(ratio, c1, c2, to);
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};
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return tween(target).to(duration, {}, opts);
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}
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}
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