技能弹道完善
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@@ -29,30 +29,35 @@ export class Skill extends ecs.Entity {
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this.remove(SkillCom);
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super.destroy();
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}
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load(pos: Vec3 = Vec3.ZERO,speed:number = 100,dis:number = 50,scale:number = 1,parent:Node,uuid:number=1001,atk:number =10,angle = 0,t_pos:Vec3 = null) {
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var path = "game/skills/"+smc.skills[uuid].sp_name;
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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// console.log("load skill parent.position :",parent.position)
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pos=v3(parent.position.x+pos.x,parent.position.y+pos.y)
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node.parent = parent.parent;
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node.setScale(scale,1)
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//转换pos为世界坐标
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node.setPosition(pos)
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var sv = node.getComponent(SkillCom)!;
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sv.speed = speed;
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sv.dis = dis;
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sv.scale = scale;
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sv.atk = atk;
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sv.angle = angle;
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sv.t_pos = t_pos; // 目标增量
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sv.type = smc.skills[uuid].type;
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sv.box_tag= BoxSet.SKILL_TAG;
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if(scale == 1){
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sv.box_group=BoxSet.HERO
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}else{
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sv.box_group=BoxSet.MONSTER
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}
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this.add(sv);
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load(pos: Vec3 = Vec3.ZERO,speed:number = 100,
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dis:number = 50,scale:number = 1,parent:Node,
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uuid:number=1001,atk:number =10,angle = 0,
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t_pos:Vec3 = null,run_type:number=0)
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{
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var path = "game/skills/"+smc.skills[uuid].sp_name;
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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// console.log("load skill parent.position :",parent.position)
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pos=v3(parent.position.x+pos.x,parent.position.y+pos.y)
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node.parent = parent.parent;
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node.setScale(scale,1)
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//转换pos为世界坐标
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node.setPosition(pos)
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var sv = node.getComponent(SkillCom)!;
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sv.speed = speed;
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sv.dis = dis;
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sv.scale = scale;
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sv.atk = atk;
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sv.angle = angle;
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sv.t_pos = t_pos; // 目标增量
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sv.type = smc.skills[uuid].type;
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sv.box_tag= BoxSet.SKILL_TAG;
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sv.run_type== run_type;
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if(scale == 1){
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sv.box_group=BoxSet.HERO
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}else{
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sv.box_group=BoxSet.MONSTER
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}
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this.add(sv);
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}
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}
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@@ -22,6 +22,7 @@ export class SkillCom extends CCComp {
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dis:number = 80;
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scale:number = 1;
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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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is_destroy:boolean = false;
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@@ -29,6 +30,8 @@ export class SkillCom extends CCComp {
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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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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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@@ -46,48 +49,69 @@ 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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this.x_speed=this.t_pos.x;
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this.y_speed=this.t_pos.y;
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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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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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this.x_speed=this.speed
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this.y_speed=0
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}
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if(this.run_type == 1){
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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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}).start();
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}
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if(this.run_type == 2){
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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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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 == 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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// 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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if(otherCollider.group != selfCollider.group&&otherCollider.tag !=BoxSet.ATK_RANGE&&otherCollider.tag !=BoxSet.SKILL_TAG){
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this.atk_count+=1
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// console.log("skill onBeginContact",selfCollider.group,otherCollider.group)
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if(this.type==1){
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if(this.type==1 ){
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this.is_destroy=true
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}
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}
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@@ -123,19 +147,21 @@ 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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this.t_move(deltaTime)
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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 < BoxSet.GAME_LINE) {
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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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if(!this.t_pos){
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if( this.run_type!=0){
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return
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}
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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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if( this.run_type!=0 && this.t_pos){
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return
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}
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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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@@ -49,7 +49,7 @@ export class TooltipCom extends CCComp {
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}
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update(deltaTime: number) {
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this.node.setPosition(v3(this.node.position.x,this.node.position.y+deltaTime*10))
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this.node.setPosition(v3(this.node.position.x+deltaTime*20,this.node.position.y+deltaTime*50))
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if(this.alive_time >=0){
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this.alive_time -= deltaTime;
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}else{
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