技能弹道完善

This commit is contained in:
2024-08-28 17:45:51 +08:00
parent 4096a17330
commit 5094cb4f3c
7 changed files with 109 additions and 76 deletions

View File

@@ -92,7 +92,7 @@
}, },
"_lpos": { "_lpos": {
"__type__": "cc.Vec3", "__type__": "cc.Vec3",
"x": -52.535, "x": 0,
"y": 0, "y": 0,
"z": 0 "z": 0
}, },
@@ -287,13 +287,13 @@
"_restitution": 0, "_restitution": 0,
"_offset": { "_offset": {
"__type__": "cc.Vec2", "__type__": "cc.Vec2",
"x": 1.2, "x": 0,
"y": 0.3 "y": 0
}, },
"_size": { "_size": {
"__type__": "cc.Size", "__type__": "cc.Size",
"width": 28.9, "width": 15,
"height": 86.1 "height": 80
}, },
"_id": "" "_id": ""
}, },

View File

@@ -92,7 +92,7 @@
}, },
"_lpos": { "_lpos": {
"__type__": "cc.Vec3", "__type__": "cc.Vec3",
"x": -52.535, "x": 0,
"y": 0, "y": 0,
"z": 0 "z": 0
}, },
@@ -287,13 +287,13 @@
"_restitution": 0, "_restitution": 0,
"_offset": { "_offset": {
"__type__": "cc.Vec2", "__type__": "cc.Vec2",
"x": 15.2, "x": 0,
"y": 0.3 "y": 0
}, },
"_size": { "_size": {
"__type__": "cc.Size", "__type__": "cc.Size",
"width": 28.9, "width": 15,
"height": 86.1 "height": 80
}, },
"_id": "" "_id": ""
}, },

View File

@@ -29,8 +29,10 @@ export enum BoxSet {
//游戏地平线 //游戏地平线
GAME_LINE = 10, GAME_LINE = 10,
CSKILL_X = 280, CSKILL_X = 280,
CSKILL_Y = 420, CSKILL_Y = 300,
//攻击距离 //攻击距离
ATK_RANGE_X = 85, ATK_RANGE_X = 85,
MOVE_RANGE_X = 20, MOVE_RANGE_X = 20,
MAX_SKILL_SY = 50,
MAX_SKILL_BY = 80,
} }

View File

@@ -197,7 +197,7 @@ export class MonsterViewComp extends CCComp {
do_max_skill(){ do_max_skill(){
let skill = ecs.getEntity<Skill>(Skill); let skill = ecs.getEntity<Skill>(Skill);
let x=32 let x=32
let pos = v3(35*this.scale,40) let pos = v3(-40*this.scale,BoxSet.MAX_SKILL_SY)
let scale = this.scale let scale = this.scale
let speed =smc.skills[this.max_skill_uuid].speed; let speed =smc.skills[this.max_skill_uuid].speed;
let dis = smc.skills[this.max_skill_uuid].dis; let dis = smc.skills[this.max_skill_uuid].dis;

View File

@@ -29,30 +29,35 @@ export class Skill extends ecs.Entity {
this.remove(SkillCom); this.remove(SkillCom);
super.destroy(); super.destroy();
} }
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) { load(pos: Vec3 = Vec3.ZERO,speed:number = 100,
var path = "game/skills/"+smc.skills[uuid].sp_name; dis:number = 50,scale:number = 1,parent:Node,
var prefab: Prefab = oops.res.get(path, Prefab)!; uuid:number=1001,atk:number =10,angle = 0,
var node = instantiate(prefab); t_pos:Vec3 = null,run_type:number=0)
// console.log("load skill parent.position :",parent.position) {
pos=v3(parent.position.x+pos.x,parent.position.y+pos.y) var path = "game/skills/"+smc.skills[uuid].sp_name;
node.parent = parent.parent; var prefab: Prefab = oops.res.get(path, Prefab)!;
node.setScale(scale,1) var node = instantiate(prefab);
//转换pos为世界坐标 // console.log("load skill parent.position :",parent.position)
node.setPosition(pos) pos=v3(parent.position.x+pos.x,parent.position.y+pos.y)
var sv = node.getComponent(SkillCom)!; node.parent = parent.parent;
sv.speed = speed; node.setScale(scale,1)
sv.dis = dis; //转换pos为世界坐标
sv.scale = scale; node.setPosition(pos)
sv.atk = atk; var sv = node.getComponent(SkillCom)!;
sv.angle = angle; sv.speed = speed;
sv.t_pos = t_pos; // 目标增量 sv.dis = dis;
sv.type = smc.skills[uuid].type; sv.scale = scale;
sv.box_tag= BoxSet.SKILL_TAG; sv.atk = atk;
if(scale == 1){ sv.angle = angle;
sv.box_group=BoxSet.HERO sv.t_pos = t_pos; // 目标增量
}else{ sv.type = smc.skills[uuid].type;
sv.box_group=BoxSet.MONSTER sv.box_tag= BoxSet.SKILL_TAG;
} sv.run_type== run_type;
this.add(sv); if(scale == 1){
sv.box_group=BoxSet.HERO
}else{
sv.box_group=BoxSet.MONSTER
}
this.add(sv);
} }
} }

View File

@@ -22,6 +22,7 @@ export class SkillCom extends CCComp {
dis:number = 80; dis:number = 80;
scale:number = 1; scale:number = 1;
atk:number = 10; atk:number = 10;
atk_count:number = 0;
angle:number = 0; angle:number = 0;
t_pos:Vec3 = null; // 目标增量 t_pos:Vec3 = null; // 目标增量
is_destroy:boolean = false; is_destroy:boolean = false;
@@ -29,6 +30,8 @@ export class SkillCom extends CCComp {
box_tag:number=0; box_tag:number=0;
type:number = 1; type:number = 1;
time:Timer = new Timer(0.01); time:Timer = new Timer(0.01);
run_type:number = 0; // 0直线1贝塞尔曲线 2 不动
in_time:number = 1.5; // 不动技能持续时间
start() { start() {
// console.log("skill start parent :",this.node.parent) // console.log("skill start parent :",this.node.parent)
// console.log("skill start t position :",this.t_pos) // console.log("skill start t position :",this.t_pos)
@@ -46,48 +49,69 @@ export class SkillCom extends CCComp {
collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, this); collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, this);
} }
if(this.t_pos){ if(this.t_pos){
this.x_speed=this.t_pos.x; this.x_speed=Math.cos(this.angle * Math.PI / 180) * this.speed-30*this.scale;
this.y_speed=this.t_pos.y; this.y_speed=Math.sin(this.angle * Math.PI / 180) * this.speed;
}else{ }else{
let s_pos = v3(this.node.position.x,this.node.position.y) this.x_speed=this.speed
let c_pos = v3(this.node.position.x,this.node.position.y+200) this.y_speed=0
let e_pos = v3(this.node.position.x+100*this.scale,BoxSet.GAME_LINE-50) }
SkillCom.bezierTo(this.node,2,s_pos,c_pos,e_pos,{onUpdate: (target: Vec3, ratio: number) => { if(this.run_type == 1){
} let s_pos = v3(this.node.position.x,this.node.position.y)
}).start(); let c_pos = v3(this.node.position.x,this.node.position.y)
let e_pos = v3(this.node.position.x+this.dis*this.scale,BoxSet.GAME_LINE-50)
SkillCom.bezierTo(this.node,2,s_pos,c_pos,e_pos,{onUpdate: (target: Vec3, ratio: number) => {
}
}).start();
}
if(this.run_type == 2){
tween(this.node).to( this.in_time,
{ position: new Vec3(this.node.position.x,this.node.position.y) },
{
onComplete: (target?: object) => {
this.is_destroy=true
},
}
).start();
}
if(this.run_type == 0){
if(this.t_pos){
let l_x=Math.cos(this.angle * Math.PI / 180) * 50;
let l_y=Math.sin(this.angle * Math.PI / 180) * 50;
let squaredDistance = this.t_pos.x * this.t_pos.x + this.t_pos.y * this.t_pos.y;
let distance = Math.sqrt(squaredDistance);
let time = distance / this.speed-0.2;
//通过欧拉角 延长 目标点 增量
// this.t_pos.x=Math.cos(this.angle * Math.PI / 180) * this.dis;
// this.t_pos.y=Math.sin(this.angle * Math.PI / 180) * this.dis;
let e_pos=v3(this.node.position.x+l_x+this.t_pos.x,this.node.position.y+this.t_pos.y)
tween(this.node).to( 0.7,{ angle:this.angle,position: e_pos},
{
onUpdate: (target: Vec3, ratio: number) => { // onUpdate 接受当前缓动的进度
// 将缓动系统计算出的结果赋予 node 的位置
},
onComplete: (target?: object) => {
this.is_destroy=true
},
}
).start();
}else{
tween(this.node).to( this.dis/this.speed,
{ position: new Vec3(this.node.position.x+this.scale*this.dis,this.node.position.y) },
{
onComplete: (target?: object) => {
this.is_destroy=true
},
}
).start();
}
} }
// if(this.t_pos){
// //通过欧拉角 延长 目标点 增量
// // this.t_pos.x=Math.cos(this.angle * Math.PI / 180) * this.dis;
// // this.t_pos.y=Math.sin(this.angle * Math.PI / 180) * this.dis;
// tween(this.node).to( 0.5,{ angle:this.angle,position: this.t_pos},
// {
// onUpdate: (target: Vec3, ratio: number) => { // onUpdate 接受当前缓动的进度
// // 将缓动系统计算出的结果赋予 node 的位置
// },
// onComplete: (target?: object) => {
// this.is_destroy=true
// },
// }
// ).start();
// }else{
// tween(this.node).to( this.dis/this.speed,
// { position: new Vec3(this.node.position.x+this.scale*this.dis,this.node.position.y) },
// {
// onComplete: (target?: object) => {
// this.is_destroy=true
// },
// }
// ).start();
// }
} }
onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) { onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
if(otherCollider.group != selfCollider.group&&otherCollider.tag !=BoxSet.ATK_RANGE&&otherCollider.tag !=BoxSet.SKILL_TAG){ if(otherCollider.group != selfCollider.group&&otherCollider.tag !=BoxSet.ATK_RANGE&&otherCollider.tag !=BoxSet.SKILL_TAG){
this.atk_count+=1
// console.log("skill onBeginContact",selfCollider.group,otherCollider.group) // console.log("skill onBeginContact",selfCollider.group,otherCollider.group)
if(this.type==1){ if(this.type==1 ){
this.is_destroy=true this.is_destroy=true
} }
} }
@@ -123,19 +147,21 @@ export class SkillCom extends CCComp {
// this.node.setScale(v3(this.scale,this.node.scale.y,this.node.scale.z)) // this.node.setScale(v3(this.scale,this.node.scale.y,this.node.scale.z))
// this.move(deltaTime) // this.move(deltaTime)
this.toDestroy() this.toDestroy()
this.t_move(deltaTime) // this.t_move(deltaTime)
if (this.node.position.x > 400||this.node.position.x < -400||this.node.position.y > 1000||this.node.position.y < BoxSet.GAME_LINE) { if (this.node.position.x > 400||this.node.position.x < -400||this.node.position.y > 1000||this.node.position.y < BoxSet.GAME_LINE) {
this.is_destroy=true this.is_destroy=true
} }
} }
t_move(dt: number){ t_move(dt: number){
if(!this.t_pos){ if( this.run_type!=0){
return return
} }
this.node.setPosition(v3(this.node.position.x+this.x_speed*dt*this.scale,this.node.position.y+this.y_speed*dt)) this.node.setPosition(v3(this.node.position.x+this.x_speed*dt*this.scale,this.node.position.y+this.y_speed*dt))
} }
line_move(dt: number) { line_move(dt: number) {
if( this.run_type!=0 && this.t_pos){
return
}
this.node.setPosition(v3(this.node.position.x+dt*this.speed*this.scale,this.node.position.y)) this.node.setPosition(v3(this.node.position.x+dt*this.speed*this.scale,this.node.position.y))
} }
bezier(t:number){ bezier(t:number){

View File

@@ -49,7 +49,7 @@ export class TooltipCom extends CCComp {
} }
update(deltaTime: number) { update(deltaTime: number) {
this.node.setPosition(v3(this.node.position.x,this.node.position.y+deltaTime*10)) this.node.setPosition(v3(this.node.position.x+deltaTime*20,this.node.position.y+deltaTime*50))
if(this.alive_time >=0){ if(this.alive_time >=0){
this.alive_time -= deltaTime; this.alive_time -= deltaTime;
}else{ }else{