diff --git a/assets/resources/config/TS.meta b/assets/resources/config/TS.meta deleted file mode 100644 index 501b3247..00000000 --- a/assets/resources/config/TS.meta +++ /dev/null @@ -1,9 +0,0 @@ -{ - "ver": "1.2.0", - "importer": "directory", - "imported": true, - "uuid": "f6a556e5-ddfa-414b-bb82-ea1da78872f3", - "files": [], - "subMetas": {}, - "userData": {} -} diff --git a/assets/resources/game/hero/magic/f2/f2.plist b/assets/resources/game/hero/magic/f2/f2.plist index 2db04710..22ac478f 100644 --- a/assets/resources/game/hero/magic/f2/f2.plist +++ b/assets/resources/game/hero/magic/f2/f2.plist @@ -734,13 +734,13 @@ premultiplyAlpha realTextureFileName - a6.png + f2.png size {938,670} smartupdate $TexturePacker:SmartUpdate:d5d04c5fb788754a234a6c1c70e6a228:016e0863eb806096731b730bbe711037:0cab8998cdf7df9be777c4b42a91fbe6$ textureFileName - a6.png + f2.png diff --git a/assets/resources/game/hero/magic/f2/f2.plist.meta b/assets/resources/game/hero/magic/f2/f2.plist.meta index 76bdbb6d..e37e0f26 100644 --- a/assets/resources/game/hero/magic/f2/f2.plist.meta +++ b/assets/resources/game/hero/magic/f2/f2.plist.meta @@ -2217,7 +2217,7 @@ } }, "userData": { - "atlasTextureName": "a6.png", + "atlasTextureName": "f2.png", "format": 3, "uuid": "3447240f-ac71-4e7b-93d2-9de5907a4cf7", "textureUuid": "59fbc5be-4950-4b13-aa5d-76f8ca465187@6c48a" diff --git a/assets/resources/game/heros/role.prefab b/assets/resources/game/heros/role.prefab index 64600cd8..86f69779 100644 --- a/assets/resources/game/heros/role.prefab +++ b/assets/resources/game/heros/role.prefab @@ -644,12 +644,12 @@ "_restitution": 0, "_offset": { "__type__": "cc.Vec2", - "x": 0, + "x": 400, "y": 40 }, "_size": { "__type__": "cc.Size", - "width": 1000, + "width": 800, "height": 500 }, "_id": "" diff --git a/assets/script/game/Role/RoleViewComp.ts b/assets/script/game/Role/RoleViewComp.ts index c41618b4..98056e02 100644 --- a/assets/script/game/Role/RoleViewComp.ts +++ b/assets/script/game/Role/RoleViewComp.ts @@ -21,6 +21,7 @@ import { MoveToComp } from "../common/ecs/position/MoveTo"; import { RoleBuffComp } from "./RoleBuffComp"; import { RoleRangComp } from "./RoleRangComp"; import { Tooltip } from "../skills/Tooltip"; +import { MonViewComp } from "../mon/MonViewComp"; const { ccclass, property } = _decorator; /** 角色显示组件 */ @@ -180,8 +181,8 @@ export class RoleViewComp extends CCComp { } power_change(power: number){ this.power += power; - if(this.power >= this.power_max){ - // this.as.maxSkill() + if(this.power >= this.power_max&&this.check_enemy_alive()){ + this.as.atk() this.scheduleOnce(()=>{ this.do_max_skill(); },0.5) @@ -191,18 +192,37 @@ export class RoleViewComp extends CCComp { this.node.getChildByName("top").getChildByName("power").getComponent(ProgressBar)!.progress = power_progress; } shoot(skill_uuid:number){ - // console.log("monster shoot"); + // console.log("mon shoot"); let skill = ecs.getEntity(Skill); - let x=32 - let pos = v3(35*this.scale,50) let scale = this.scale let speed =smc.skills[skill_uuid].speed; let dis = smc.skills[skill_uuid].dis; let atk = smc.skills[skill_uuid].atk+this.atk; + let {pos,angle,t_pos}=this.get_enemy_pos() + skill.load(pos,speed,dis,scale,this.node,skill_uuid,atk,angle,t_pos); + // this.tooltip(3,smc.skills[skill_uuid].name,this.skill_uuid); + } + //使用max_skill + do_max_skill(){ + let skill = ecs.getEntity(Skill); + let scale = this.scale + let speed =smc.skills[this.max_skill_uuid].speed; + let dis = smc.skills[this.max_skill_uuid].dis; + let atk = smc.skills[this.max_skill_uuid].atk+this.atk; + let {pos,angle,t_pos}=this.get_enemy_pos() + skill.load(pos,speed,dis,scale,this.node,this.max_skill_uuid,atk,angle,t_pos); + this.tooltip(3,smc.skills[this.max_skill_uuid].name,this.max_skill_uuid); + } + get_enemy_pos(){ + let pos = v3(35*this.scale,50) let angle=0 let t_pos:Vec3 = v3(0,0) if(this.enemy){ - t_pos = v3(this.enemy.position.x-this.node.position.x,this.enemy.position.y-this.node.position.y) + if(!this.enemy.isValid){ + console.log("move_to",this.enemy.isValid); + return + } + t_pos = v3(this.enemy.position.x-(this.node.position.x+pos.x),this.enemy.position.y-(this.node.position.y+pos.y)+BoxSet.ATK_Y) angle = Math.atan2(t_pos.y,t_pos.x) * 180 / Math.PI; if(this.scale == -1){ angle = angle +180 @@ -210,27 +230,23 @@ export class RoleViewComp extends CCComp { }else{ t_pos=null } - skill.load(this.enemy,pos,speed,dis,scale,this.node,skill_uuid,atk,angle,t_pos); - // this.tooltip(3,smc.skills[skill_uuid].name,this.skill_uuid); + return {pos,t_pos,angle} } - //使用max_skill - do_max_skill(){ - let skill = ecs.getEntity(Skill); - let x=32 - let pos = v3(-40*this.scale,BoxSet.MAX_SKILL_SY) - let scale = this.scale - let speed =smc.skills[this.max_skill_uuid].speed; - let dis = smc.skills[this.max_skill_uuid].dis; - let atk = smc.skills[this.max_skill_uuid].atk+this.atk; - skill.load(this.enemy,pos,speed,dis,scale,this.node,this.max_skill_uuid,atk); - this.tooltip(3,smc.skills[this.max_skill_uuid].name,this.max_skill_uuid); + check_enemy_alive(){ + if(this.enemy){ + if(!this.enemy.isValid){ + return false + } + return true + }else{ + return false + } } in_atk(dt: number) { - if(this.atk_time >= this.atk_cd){ - if(this.is_atking){ + if(this.is_atking&&this.check_enemy_alive()){ this.atk_time = 0; - // console.log("atk_cd:",this.as); + // console.log("atk_cd:"+this.atk_cd); this.as.atk(); this.scheduleOnce(()=>{ this.shoot(this.skill_uuid); diff --git a/assets/script/game/common/SingletonModuleComp.ts b/assets/script/game/common/SingletonModuleComp.ts index 49facaa0..364f75a2 100644 --- a/assets/script/game/common/SingletonModuleComp.ts +++ b/assets/script/game/common/SingletonModuleComp.ts @@ -72,7 +72,7 @@ export class SingletonModuleComp extends ecs.Comp { g_time:0, }, role:{ - hp:300, + hp:30000, atk:10, lv:1, exp:0, diff --git a/assets/script/game/common/config/BoxSet.ts b/assets/script/game/common/config/BoxSet.ts index c9e07e0c..77f8f51b 100644 --- a/assets/script/game/common/config/BoxSet.ts +++ b/assets/script/game/common/config/BoxSet.ts @@ -36,6 +36,7 @@ export enum BoxSet { MOVE_RANGE_X = 20, MAX_SKILL_SY = 50, MAX_SKILL_BY = 80, + ATK_Y = 20, } export enum GameSet { ATK_TO_ATK_RATIO=0.1, diff --git a/assets/script/game/common/config/MonSet.ts b/assets/script/game/common/config/MonSet.ts index b571b638..751b08c7 100644 --- a/assets/script/game/common/config/MonSet.ts +++ b/assets/script/game/common/config/MonSet.ts @@ -1,33 +1,33 @@ export const MonSet={ - 1001:{uuid: 1001,path: "ge1",type: 1,level: 1,name: "战斗哥",atk: 4,hp: 24,atk_dis:40,atk_cd: 2,power: 50,speed: 30, + 1001:{uuid: 1001,path: "ge1",type: 1,level: 1,name: "战斗哥",atk: 4,hp: 30,atk_dis:40,atk_cd: 2,power: 50,speed: 30, skill: "base",max_skill: "base",skill_uuid: 9001,max_skill_uuid: 1001,word: "守护",info: "自身护盾", atktype: "攻击型",mon: "orc"}, - 1002:{uuid: 1002,path: "ge2",type: 1,level: 1,name: "墨西哥",atk: 4,hp: 24,atk_dis:40,atk_cd: 2,power: 50,speed: 30, + 1002:{uuid: 1002,path: "ge2",type: 1,level: 1,name: "墨西哥",atk: 4,hp: 30,atk_dis:40,atk_cd: 2,power: 50,speed: 30, skill: "base",max_skill: "base",skill_uuid: 9001,max_skill_uuid: 1001,word: "守护",info: "自身护盾", atktype: "攻击型",mon: "orc"}, - 1003:{uuid: 1003,path: "ge3",type: 1,level: 1,name: "铁头哥",atk: 4,hp: 24,atk_dis:40,atk_cd: 2,power: 50,speed: 30, + 1003:{uuid: 1003,path: "ge3",type: 1,level: 1,name: "铁头哥",atk: 4,hp: 30,atk_dis:40,atk_cd: 2,power: 50,speed: 30, skill: "base",max_skill: "base",skill_uuid: 9001,max_skill_uuid: 1001,word: "守护",info: "自身护盾", atktype: "攻击型",mon: "orc"}, - 1011:{uuid: 1011,path: "orc1",type: 1,level: 1,name: "森林兽人",atk: 4,hp: 24,atk_dis:40,atk_cd: 2,power: 50,speed: 30, + 1011:{uuid: 1011,path: "orc1",type: 1,level: 1,name: "森林兽人",atk: 4,hp: 30,atk_dis:40,atk_cd: 2,power: 50,speed: 30, skill: "base",max_skill: "base",skill_uuid: 9001,max_skill_uuid: 1001,word: "守护",info: "自身护盾", atktype: "攻击型",mon: "orc"}, - 1012:{uuid: 1012,path: "orc2",type: 1,level: 1,name: "荒野兽人",atk: 4,hp: 24,atk_dis:40,atk_cd: 2,power: 50,speed: 30, + 1012:{uuid: 1012,path: "orc2",type: 1,level: 1,name: "荒野兽人",atk: 4,hp: 30,atk_dis:40,atk_cd: 2,power: 50,speed: 30, skill: "base",max_skill: "base",skill_uuid: 9001,max_skill_uuid: 1001,word: "守护",info: "自身护盾", atktype: "攻击型",mon: "orc"}, - 1013:{uuid: 1013,path: "orc3",type: 1,level: 1,name: "兽人战士",atk: 4,hp: 24,atk_dis:40,atk_cd: 2,power: 50,speed: 30, + 1013:{uuid: 1013,path: "orc3",type: 1,level: 1,name: "兽人战士",atk: 4,hp: 30,atk_dis:40,atk_cd: 2,power: 50,speed: 30, skill: "base",max_skill: "base",skill_uuid: 9001,max_skill_uuid: 1001,word: "守护",info: "自身护盾", atktype: "攻击型",mon: "orc"}, - 1021:{uuid: 1021,path: "gou1",type: 1,level: 1,name: "黄皮豺狼",atk: 4,hp: 24,atk_dis:40,atk_cd: 2,power: 50,speed: 30, + 1021:{uuid: 1021,path: "gou1",type: 1,level: 1,name: "黄皮豺狼",atk: 4,hp: 30,atk_dis:40,atk_cd: 2,power: 50,speed: 30, skill: "base",max_skill: "base",skill_uuid: 9001,max_skill_uuid: 1001,word: "守护",info: "自身护盾", atktype: "攻击型",mon: "gou"}, - 1022:{uuid: 1022,path: "gou2",type: 1,level: 1,name: "白皮豺狼",atk: 4,hp: 24,atk_dis:40,atk_cd: 2,power: 50,speed: 30, + 1022:{uuid: 1022,path: "gou2",type: 1,level: 1,name: "白皮豺狼",atk: 4,hp: 30,atk_dis:40,atk_cd: 2,power: 50,speed: 30, skill: "base",max_skill: "base",skill_uuid: 9001,max_skill_uuid: 1001,word: "守护",info: "自身护盾", atktype: "攻击型",mon: "gou"}, - 1023:{uuid: 1023,path: "gou3",type: 1,level: 1,name: "灰皮豺狼",atk: 4,hp: 24,atk_dis:40,atk_cd: 2,power: 50,speed: 30, + 1023:{uuid: 1023,path: "gou3",type: 1,level: 1,name: "灰皮豺狼",atk: 4,hp: 30,atk_dis:40,atk_cd: 2,power: 50,speed: 30, skill: "base",max_skill: "base",skill_uuid: 9001,max_skill_uuid: 1001,word: "守护",info: "自身护盾", atktype: "攻击型",mon: "gou"}, - 1031:{uuid: 1031,path: "gou1",type: 1,level: 1,name: "独眼巨人",atk: 4,hp: 24,atk_dis:40,atk_cd: 2,power: 50,speed: 30, + 1031:{uuid: 1031,path: "gou1",type: 1,level: 1,name: "独眼巨人",atk: 4,hp: 30,atk_dis:40,atk_cd: 2,power: 50,speed: 30, skill: "base",max_skill: "base",skill_uuid: 9001,max_skill_uuid: 1001,word: "守护",info: "自身护盾", atktype: "攻击型",mon: "gou"}, - 1032:{uuid: 1032,path: "gou2",type: 1,level: 1,name: "狂暴独眼",atk: 4,hp: 24,atk_dis:40,atk_cd: 2,power: 50,speed: 30, + 1032:{uuid: 1032,path: "gou2",type: 1,level: 1,name: "狂暴独眼",atk: 4,hp: 30,atk_dis:40,atk_cd: 2,power: 50,speed: 30, skill: "base",max_skill: "base",skill_uuid: 9001,max_skill_uuid: 1001,word: "守护",info: "自身护盾", atktype: "攻击型",mon: "gou"}, - 1033:{uuid: 1033,path: "gou3",type: 1,level: 1,name: "独眼首领",atk: 4,hp: 24,atk_dis:40,atk_cd: 2,power: 50,speed: 30, + 1033:{uuid: 1033,path: "gou3",type: 1,level: 1,name: "独眼首领",atk: 4,hp: 30,atk_dis:40,atk_cd: 2,power: 50,speed: 30, skill: "base",max_skill: "base",skill_uuid: 9001,max_skill_uuid: 1001,word: "守护",info: "自身护盾", atktype: "攻击型",mon: "gou"}, - 1041:{uuid: 1041,path: "ys1",type: 1,level: 1,name: "火元素",atk: 4,hp: 24,atk_dis:400,atk_cd: 2,power: 50,speed: 30, + 1041:{uuid: 1041,path: "ys1",type: 1,level: 1,name: "火元素",atk: 4,hp: 30,atk_dis:400,atk_cd: 2,power: 50,speed: 30, skill: "base",max_skill: "base",skill_uuid: 9001,max_skill_uuid: 1001,word: "守护",info: "自身护盾", atktype: "攻击型",mon: "gou"}, - 1042:{uuid: 1042,path: "ys2",type: 1,level: 1,name: "冰元素",atk: 4,hp: 24,atk_dis:400,atk_cd: 2,power: 50,speed: 30, + 1042:{uuid: 1042,path: "ys2",type: 1,level: 1,name: "冰元素",atk: 4,hp: 30,atk_dis:400,atk_cd: 2,power: 50,speed: 30, skill: "base",max_skill: "base",skill_uuid: 9001,max_skill_uuid: 1001,word: "守护",info: "自身护盾", atktype: "攻击型",mon: "ys"}, - 1043:{uuid: 1043,path: "ys3",type: 1,level: 1,name: "气元素",atk: 4,hp: 24,atk_dis:400,atk_cd: 2,power: 50,speed: 30, + 1043:{uuid: 1043,path: "ys3",type: 1,level: 1,name: "气元素",atk: 4,hp: 30,atk_dis:400,atk_cd: 2,power: 50,speed: 30, skill: "base",max_skill: "base",skill_uuid: 9001,max_skill_uuid: 1001,word: "守护",info: "自身护盾", atktype: "攻击型",mon: "ys"}, } \ No newline at end of file diff --git a/assets/script/game/common/config/heroSet.ts b/assets/script/game/common/config/heroSet.ts index 0fd01634..3282edd7 100644 --- a/assets/script/game/common/config/heroSet.ts +++ b/assets/script/game/common/config/heroSet.ts @@ -15,7 +15,6 @@ export const HeroSet={ 9041:{uuid: 9009,path: "arc1",type: 3,level: 1,name: "弓箭手",atk: 3,hp: 15,atk_dis:400,atk_cd: 1,power:0,power_max: 10,speed: 30, skill: "base3",max_skill: "base3",skill_uuid: 9001,max_skill_uuid: 1001,word: "狂暴",info: "全体攻击", atktype: 2}, - } \ No newline at end of file diff --git a/assets/script/game/hero/HeroViewComp.ts b/assets/script/game/hero/HeroViewComp.ts index 148afbb9..61f28830 100644 --- a/assets/script/game/hero/HeroViewComp.ts +++ b/assets/script/game/hero/HeroViewComp.ts @@ -152,7 +152,7 @@ export class HeroViewComp extends CCComp { this.in_destroy(); this.in_shield(dt); this.in_stop(dt); - this.in_act(dt); + this.in_atk(dt); this.move(dt); // if(this.m_timer.update(dt)){ // this.move_to() @@ -214,7 +214,7 @@ export class HeroViewComp extends CCComp { } power_change(power: number){ this.power += power; - if(this.power >= this.power_max){ + if(this.power >= this.power_max&&this.check_enemy_alive()){ this.as.atk() this.scheduleOnce(()=>{ this.do_max_skill(); @@ -225,26 +225,37 @@ export class HeroViewComp extends CCComp { this.node.getChildByName("top").getChildByName("power").getComponent(ProgressBar)!.progress = power_progress; } shoot(skill_uuid:number){ - console.log("hero shoot"); - console.log(this.enemy) - console.log("hero box",this.enemy.getComponent(MonViewComp)) + // console.log("mon shoot"); let skill = ecs.getEntity(Skill); - let x=32 - let pos = v3(35*this.scale,50) let scale = this.scale let speed =smc.skills[skill_uuid].speed; let dis = smc.skills[skill_uuid].dis; let atk = smc.skills[skill_uuid].atk+this.atk; + let {pos,angle,t_pos}=this.get_enemy_pos() + skill.load(pos,speed,dis,scale,this.node,skill_uuid,atk,angle,t_pos); + // this.tooltip(3,smc.skills[skill_uuid].name,this.skill_uuid); + } + //使用max_skill + do_max_skill(){ + let skill = ecs.getEntity(Skill); + let scale = this.scale + let speed =smc.skills[this.max_skill_uuid].speed; + let dis = smc.skills[this.max_skill_uuid].dis; + let atk = smc.skills[this.max_skill_uuid].atk+this.atk; + let {pos,angle,t_pos}=this.get_enemy_pos() + skill.load(pos,speed,dis,scale,this.node,this.max_skill_uuid,atk,angle,t_pos); + this.tooltip(3,smc.skills[this.max_skill_uuid].name,this.max_skill_uuid); + } + get_enemy_pos(){ + let pos = v3(35*this.scale,50) let angle=0 let t_pos:Vec3 = v3(0,0) - let eid = 0 if(this.enemy){ if(!this.enemy.isValid){ console.log("move_to",this.enemy.isValid); return } - eid = this.enemy.getComponent(MonViewComp).ent.eid - t_pos = v3(this.enemy.position.x-this.node.position.x,this.enemy.position.y-this.node.position.y) + t_pos = v3(this.enemy.position.x-(this.node.position.x+pos.x),this.enemy.position.y-(this.node.position.y+pos.y)+BoxSet.ATK_Y) angle = Math.atan2(t_pos.y,t_pos.x) * 180 / Math.PI; if(this.scale == -1){ angle = angle +180 @@ -252,31 +263,21 @@ export class HeroViewComp extends CCComp { }else{ t_pos=null } - - skill.load(eid,this.enemy,pos,speed,dis,scale,this.node,skill_uuid,atk,angle,t_pos); - // this.tooltip(3,smc.skills[skill_uuid].name,this.skill_uuid); + return {pos,t_pos,angle} } - //使用max_skill - do_max_skill(){ - let skill = ecs.getEntity(Skill); - let x=32 - let pos = v3(-40*this.scale,BoxSet.MAX_SKILL_SY) - let scale = this.scale - let speed =smc.skills[this.max_skill_uuid].speed; - let dis = smc.skills[this.max_skill_uuid].dis; - let atk = smc.skills[this.max_skill_uuid].atk+this.atk; - let eid = 0 + check_enemy_alive(){ if(this.enemy){ - if(this.enemy.isValid){ - eid = this.enemy.getComponent(MonViewComp).ent.eid + if(!this.enemy.isValid){ + return false } + return true + }else{ + return false } - skill.load(eid,this.enemy,pos,speed,dis,scale,this.node,this.max_skill_uuid,atk); - this.tooltip(3,smc.skills[this.max_skill_uuid].name,this.max_skill_uuid,100); } - in_act(dt: number) { + in_atk(dt: number) { if(this.atk_time >= this.atk_cd){ - if(this.is_atking){ + if(this.is_atking&&this.check_enemy_alive()){ this.atk_time = 0; // console.log("atk_cd:"+this.atk_cd); this.as.atk(); diff --git a/assets/script/game/initialize/Initialize.ts b/assets/script/game/initialize/Initialize.ts index 719a9456..7cc51958 100644 --- a/assets/script/game/initialize/Initialize.ts +++ b/assets/script/game/initialize/Initialize.ts @@ -25,7 +25,7 @@ import { MonSet } from "../common/config/MonSet"; @ecs.register(`Initialize`) export class Initialize extends ecs.Entity { LoadingView!: LoadingViewComp; - + // data:data=null!; protected init() { @@ -68,8 +68,8 @@ export class Initialize extends ecs.Entity { } // 设置语言包路径 - oops.language.pack.json = oops.config.game.languagePathJson; - oops.language.pack.texture = oops.config.game.languagePathTexture; + // oops.language.pack.json = oops.config.game.languagePathJson; + // oops.language.pack.texture = oops.config.game.languagePathTexture; // 加载语言包资源 oops.language.setLanguage(lan, next); diff --git a/assets/script/game/map/MapMonsterComp.ts b/assets/script/game/map/MapMonsterComp.ts index 834cd885..dd35092a 100644 --- a/assets/script/game/map/MapMonsterComp.ts +++ b/assets/script/game/map/MapMonsterComp.ts @@ -156,8 +156,8 @@ export class MapMonsterComp extends CCComp { let monster_layer = scene.entityLayer!.node! let monster_layer1 = scene.entityLayer1!.node!; let monster_layer2 = scene.entityLayer2!.node!; - this.addMonster(m[0],monster_layer,pos2) - this.addMonster(m1[0],monster_layer1,pos2) + this.addMonster(m[0],monster_layer,pos) + this.addMonster(m1[0],monster_layer1,pos1) this.addMonster(m2[0],monster_layer2,pos2) this.setp_num -= 1 } diff --git a/assets/script/game/mon/MonViewComp.ts b/assets/script/game/mon/MonViewComp.ts index 6140a0c7..d66d0b92 100644 --- a/assets/script/game/mon/MonViewComp.ts +++ b/assets/script/game/mon/MonViewComp.ts @@ -172,7 +172,7 @@ export class MonViewComp extends CCComp { this.in_destroy(); this.in_shield(); this.in_stop(dt); - this.in_act(dt); + this.in_atk(dt); this.move(dt); // if(this.m_timer.update(dt)){ // this.move_to() @@ -234,7 +234,7 @@ export class MonViewComp extends CCComp { } power_change(power: number){ this.power += power; - if(this.power >= this.power_max){ + if(this.power >= this.power_max&&this.check_enemy_alive()){ this.as.atk() this.scheduleOnce(()=>{ this.do_max_skill(); @@ -247,12 +247,27 @@ export class MonViewComp extends CCComp { shoot(skill_uuid:number){ // console.log("mon shoot"); let skill = ecs.getEntity(Skill); - let x=32 - let pos = v3(35*this.scale,50) let scale = this.scale let speed =smc.skills[skill_uuid].speed; let dis = smc.skills[skill_uuid].dis; let atk = smc.skills[skill_uuid].atk+this.atk; + let {pos,angle,t_pos}=this.get_enemy_pos() + skill.load(pos,speed,dis,scale,this.node,skill_uuid,atk,angle,t_pos); + // this.tooltip(3,smc.skills[skill_uuid].name,this.skill_uuid); + } + //使用max_skill + do_max_skill(){ + let skill = ecs.getEntity(Skill); + let scale = this.scale + let speed =smc.skills[this.max_skill_uuid].speed; + let dis = smc.skills[this.max_skill_uuid].dis; + let atk = smc.skills[this.max_skill_uuid].atk+this.atk; + let {pos,angle,t_pos}=this.get_enemy_pos() + skill.load(pos,speed,dis,scale,this.node,this.max_skill_uuid,atk,angle,t_pos); + this.tooltip(3,smc.skills[this.max_skill_uuid].name,this.max_skill_uuid); + } + get_enemy_pos(){ + let pos = v3(35*this.scale,50) let angle=0 let t_pos:Vec3 = v3(0,0) if(this.enemy){ @@ -260,7 +275,7 @@ export class MonViewComp extends CCComp { console.log("move_to",this.enemy.isValid); return } - t_pos = v3(this.enemy.position.x-this.node.position.x,this.enemy.position.y-this.node.position.y) + t_pos = v3(this.enemy.position.x-(this.node.position.x+pos.x),this.enemy.position.y-(this.node.position.y+pos.y)+BoxSet.ATK_Y) angle = Math.atan2(t_pos.y,t_pos.x) * 180 / Math.PI; if(this.scale == -1){ angle = angle +180 @@ -268,25 +283,21 @@ export class MonViewComp extends CCComp { }else{ t_pos=null } - skill.load(this.enemy,pos,speed,dis,scale,this.node,skill_uuid,atk,angle,t_pos); - // this.tooltip(3,smc.skills[skill_uuid].name,this.skill_uuid); + return {pos,t_pos,angle} } - //使用max_skill - do_max_skill(){ - let skill = ecs.getEntity(Skill); - let x=32 - let pos = v3(-40*this.scale,BoxSet.MAX_SKILL_SY) - let scale = this.scale - let speed =smc.skills[this.max_skill_uuid].speed; - let dis = smc.skills[this.max_skill_uuid].dis; - let atk = smc.skills[this.max_skill_uuid].atk+this.atk; - skill.load(this.enemy,pos,speed,dis,scale,this.node,this.max_skill_uuid,atk); - this.tooltip(3,smc.skills[this.max_skill_uuid].name,this.max_skill_uuid); + check_enemy_alive(){ + if(this.enemy){ + if(!this.enemy.isValid){ + return false + } + return true + }else{ + return false + } } - in_act(dt: number) { - + in_atk(dt: number) { if(this.atk_time >= this.atk_cd){ - if(this.is_atking){ + if(this.is_atking&&this.check_enemy_alive()){ this.atk_time = 0; // console.log("atk_cd:"+this.atk_cd); this.as.atk(); diff --git a/assets/script/game/skills/CSkillComp.ts b/assets/script/game/skills/CSkillComp.ts index 8fa5d7d1..7ea6ec29 100644 --- a/assets/script/game/skills/CSkillComp.ts +++ b/assets/script/game/skills/CSkillComp.ts @@ -60,16 +60,10 @@ export class CSkillComp extends CCComp { let t_pos = v3(0,0) let angle = 0 let m_pos=v3(0,0) - let target:any = null - let eid=0 let monsters:any = ecs.query(ecs.allOf(MonModelComp)); if (monsters.length > 0) { m_pos = monsters[0].MonView.node.position - target= monsters[0].MonView.node - eid = monsters[0].MonView.eid - }else{ - return m_pos = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE) } t_pos = v3(m_pos.x-this.node.position.x,m_pos.y-this.node.position.y) // 目标增量 @@ -82,7 +76,7 @@ export class CSkillComp extends CCComp { let dis = smc.skills[this.skill_uuid].dis+this.dis; let atk = smc.skills[this.skill_uuid].atk+this.atk; let speed = smc.skills[this.skill_uuid].speed+this.speed; - skill.load(eid,target,pos,speed,dis,scale,this.node,this.skill_uuid,atk,angle,t_pos); + skill.load(pos,speed,dis,scale,this.node,this.skill_uuid,atk,angle,t_pos); } add_buff(){ // 1: 远距离攻击,碰撞后 结束 diff --git a/assets/script/game/skills/Skill.ts b/assets/script/game/skills/Skill.ts index 8330e4c5..7b197af5 100644 --- a/assets/script/game/skills/Skill.ts +++ b/assets/script/game/skills/Skill.ts @@ -29,7 +29,7 @@ export class Skill extends ecs.Entity { this.remove(SkillCom); super.destroy(); } - load(target_eid:number,target:any,pos: Vec3 = Vec3.ZERO,speed:number = 100, + 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,run_type:number=0,) @@ -53,8 +53,6 @@ export class Skill extends ecs.Entity { sv.type = smc.skills[uuid].type; sv.box_tag= BoxSet.SKILL_TAG; sv.run_type== run_type; - sv.target=target; - sv.target_eid=target_eid if(scale == 1){ sv.box_group=BoxSet.HERO }else{ diff --git a/assets/script/game/skills/SkillCom.ts b/assets/script/game/skills/SkillCom.ts index 6bdd32ed..a2b5e97b 100644 --- a/assets/script/game/skills/SkillCom.ts +++ b/assets/script/game/skills/SkillCom.ts @@ -28,8 +28,6 @@ export class SkillCom extends CCComp { atk_count:number = 0; angle:number = 0; t_pos:Vec3 = null; // 目标增量 - target:any =null - target_eid:number = 0; is_destroy:boolean = false; box_group:number = 0; box_tag:number=0; @@ -53,63 +51,63 @@ export class SkillCom extends CCComp { // collider.on(Contact2DType.END_CONTACT, this.onEndContact, this); collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, this); } - // if(this.t_pos){ - // this.x_speed=Math.cos(this.angle * Math.PI / 180) * this.speed-30*this.scale; - // this.y_speed=Math.sin(this.angle * Math.PI / 180) * this.speed; - // }else{ - // this.x_speed=this.speed - // this.y_speed=0 - // } - // if(this.run_type == 1){ - // let s_pos = v3(this.node.position.x,this.node.position.y) - // 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){ + this.x_speed=Math.cos(this.angle * Math.PI / 180) * this.speed-30*this.scale; + this.y_speed=Math.sin(this.angle * Math.PI / 180) * this.speed; + }else{ + this.x_speed=this.speed + this.y_speed=0 + } + if(this.run_type == 1){ + let s_pos = v3(this.node.position.x,this.node.position.y) + 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(); + } + } } onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) { @@ -152,50 +150,12 @@ export class SkillCom extends CCComp { // this.node.setScale(v3(this.scale,this.node.scale.y,this.node.scale.z)) // this.move(deltaTime) this.toDestroy() - let enemy_is_alive=false - if(this.box_group==BoxSet.HERO){ - let mons =ecs.query(ecs.allOf(MonModelComp)); - for(let i=0;i 400||this.node.position.x < -400||this.node.position.y > 1000||this.node.position.y < -100) { this.is_destroy=true } } - - move_to(target:any){ - if(target.x > this.node.position.x){ - this.node.setScale(v3(1,1,1)) - }else{ - this.node.setScale(v3(-1,1,1)) - } - var move = this.ent.get(MoveToComp) || this.ent.add(MoveToComp); - move.target = v3(target.x,target.y); - move.node = this.node; - move.speed = this.speed; - } - - t_move(dt: number){ if( this.run_type!=0){ return