怪物 改为3条直线 进入, 攻击动画 直线的已改, 抛物线和群攻的 也需要修改
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@@ -87,15 +87,35 @@ export class SkillCom extends CCComp {
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collider.group = this.group;
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collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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}
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let bm=this.node.getComponent(BezierMove)
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// console.log(this.group +"技能 collider ",collider);
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switch(SkillSet[this.s_uuid].AType){
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case AType.parabolic:
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this.node.angle +=10
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let bm=this.node.getComponent(BezierMove)
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// bm.speed=700
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if(this.group==BoxSet.MONSTER) bm.controlPointSide=-1
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if(this.group==BoxSet.MONSTER) {bm.controlPointSide=-1 }
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bm.rotationSmoothness=0.6
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bm.moveTo(this.targetPos)
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break;
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case AType.linear:
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let s_x=this.startPos.x
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let s_y=this.startPos.y
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let t_x=this.targetPos.x
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let t_y=this.targetPos.y
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// 设定目标x
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this.targetPos.x = 400;
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if(this.group == BoxSet.MONSTER) {
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bm.controlPointSide = -1;
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this.targetPos.x = -400;
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}
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// 计算斜率
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const k = (t_y - s_y) / (t_x - s_x);
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// 按直线公式计算新的y
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this.targetPos.y = k * (this.targetPos.x - s_x) + s_y;
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bm.controlPointOffset=0
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bm.rotationSmoothness=0.6
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bm.moveTo(this.targetPos);
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break;
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case AType.StartEnd:
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// 2段位移:先升高,然后移到目的地
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this.executeTwoStageMovement();
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@@ -280,7 +300,7 @@ export class SkillCom extends CCComp {
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this.range_damage()
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}
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//直线移动
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if(this.AType == AType.linear) this.startLinearMove(deltaTime);
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// if(this.AType == AType.linear) this.startLinearMove(deltaTime);
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this.toDestroy();
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}
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