技能动画添加
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@@ -116,9 +116,9 @@ export class HeroViewComp extends CCComp {
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crit_count: number = 0;
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stop_cd: number = 0.5; /*停止倒计时*/
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yun_cd: number = 0.5; //眩晕倒计时
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ice_cd: number = 0.5; //冰冻倒计时
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stop_cd: number = 0; /*停止倒计时*/
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yun_cd: number = 0; //眩晕倒计时
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ice_cd: number = 0; //冰冻倒计时
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dir_y:number = 0;
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speek_time:number = 0;
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@@ -131,7 +131,6 @@ export class HeroViewComp extends CCComp {
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this.as.idle()
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this.BUFFCOMP=this.node.getComponent(BuffComp);
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/** 方向 */
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this.node.setScale(this.scale,1);
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this.node.getChildByName("top").setScale(this.scale,1);
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@@ -164,47 +163,48 @@ export class HeroViewComp extends CCComp {
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}
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onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D) {
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onBeginContact (seCol: Collider2D, oCol: Collider2D) {
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if(otherCollider.tag==BoxSet.SKILL_TAG &&selfCollider.tag!=BoxSet.SKILL_TAG){
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if(selfCollider.group != otherCollider.group){
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let skill = otherCollider.node.getComponent(SkillCom)!;
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console.log(Date.now()+this.hero_name+":"+this.uuid+' onBeginContact: '+skill.uuid);
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if(oCol.tag==BoxSet.SKILL_TAG &&seCol.tag!=BoxSet.SKILL_TAG){
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if(seCol.group != oCol.group){
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let skill = oCol.node.getComponent(SkillCom)!;
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console.log(Date.now()+this.hero_name+":"+this.uuid+' onBeginContact: '+skill.s_name+skill.uuid);
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if(this.hp <= 0 ) return
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this.check_uatk(skill);
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}
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}
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}
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onEndContact (selfCollider: Collider2D, otherCollider: Collider2D) {
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onEndContact (seCol: Collider2D, oCol: Collider2D) {
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}
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onPreSolve (selfCollider: Collider2D, otherCollider: Collider2D) {
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let self_x = selfCollider.node.position.x;
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let other_x = otherCollider.node.position.x;
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if(selfCollider.group == otherCollider.group&&selfCollider.tag==otherCollider.tag){
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onPreSolve (seCol: Collider2D, oCol: Collider2D) {
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let se_x = seCol.node.position.x;
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let ot_x = oCol.node.position.x;
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let oCom= oCol.node.getComponent(HeroViewComp)
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if(seCol.group == oCol.group&&seCol.tag==oCol.tag){
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if(selfCollider.group==BoxSet.HERO){
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if(otherCollider.node.getComponent(HeroViewComp).type == this.type && self_x < other_x && Math.abs(other_x-self_x) < 40 ){
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// this.node.setSiblingIndex(otherCollider.node.getSiblingIndex()-10)
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if(seCol.group==BoxSet.HERO){
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if(oCom.type == this.type&&oCom.yun_cd<=0&&oCom.ice_cd<=0 && se_x < ot_x && Math.abs(ot_x-se_x) < 40 ){
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// this.node.setSiblingIndex(oCol.node.getSiblingIndex()-10)
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this.stop_cd = 0.1;
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}
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}
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if(selfCollider.group==BoxSet.MONSTER){
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if(otherCollider.node.getComponent(HeroViewComp).type == this.type && self_x > other_x && Math.abs(other_x-self_x) < 40 ){
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// this.node.setSiblingIndex(otherCollider.node.getSiblingIndex()-10)
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if(seCol.group==BoxSet.MONSTER){
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if(oCom.type == this.type&&oCom.yun_cd<=0&&oCom.ice_cd<=0 && se_x > ot_x && Math.abs(ot_x-se_x) < 40 ){
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// this.node.setSiblingIndex(oCol.node.getSiblingIndex()-10)
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this.stop_cd = 0.1;
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}
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}
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}
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if(selfCollider.group != otherCollider.group&&otherCollider.tag == 0){
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if(seCol.group != oCol.group&&oCol.tag == 0){
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this.stop_cd = 0.1;
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this.is_atking=true
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}
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}
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onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D) {
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onPostSolve (seCol: Collider2D, oCol: Collider2D) {
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}
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update(dt: number){
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if(!smc.mission.play||smc.mission.pause) return
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@@ -222,10 +222,15 @@ export class HeroViewComp extends CCComp {
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this.check_enemy_alive()
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this.check_mission_buff()
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if(this.ice_cd > 0){ this.ice_cd -=dt; return }
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if(this.yun_cd > 0){ this.yun_cd -=dt; return }
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if(this.ice_cd > 0){
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this.ice_cd -=dt;
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return
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}
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if(this.yun_cd > 0){
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this.yun_cd -=dt;
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return
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}
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this.at += dt;
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this.in_stop(dt);
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this.in_atk(dt);
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this.move(dt);
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@@ -336,6 +341,7 @@ export class HeroViewComp extends CCComp {
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}
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return
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}
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this.check_debuff(skill)
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if(this.check_dodge()) return
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this.in_atked();
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let d=this.def/skill.ap
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@@ -347,6 +353,44 @@ export class HeroViewComp extends CCComp {
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l_hp=Math.ceil(l_hp)
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this.hp_less(l_hp,skill.is_crit);
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}
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check_debuff(skill:any){
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console.log(this.hero_name+":"+this.uuid+"check_debuff "+skill.debuff);
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if(skill.debuff == 0) return
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let num=RandomManager.instance.getRandomInt(0,100)
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switch (skill.debuff){
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case 1:
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// console.log(this.hero_name+":"+this.uuid+"冰冻触判断: i="+num+":rate="+skill.rate);
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if(num > skill.rate) return
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// console.log(this.hero_name+":"+this.uuid+"冰冻触成功: i="+num+":decd="+skill.decd);
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this.ice_cd = skill.decd
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this.BUFFCOMP.in_iced(skill.decd)
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break;
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case 2:
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if(num > skill.rate) return
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break;
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case 3:
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if(num > skill.rate) return
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this.yun_cd = skill.decd
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this.BUFFCOMP.in_yun(skill.decd)
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break;
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case 4:
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if(num > skill.rate) return
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break;
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case 5:
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if(num > skill.rate) return
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break;
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case 6:
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if(num > skill.rate) return
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break;
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case 7:
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if(num > skill.rate) return
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break;
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case 8:
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if(num > skill.rate) return
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break;
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}
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}
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//能量判断
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check_power(){
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if(this.pw >= this.pwm){
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