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@@ -28,8 +28,6 @@ export class SkillCom extends CCComp {
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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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target:any =null
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target_eid:number = 0;
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is_destroy:boolean = false;
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box_group:number = 0;
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box_tag:number=0;
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@@ -53,63 +51,63 @@ export class SkillCom extends CCComp {
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// collider.on(Contact2DType.END_CONTACT, this.onEndContact, this);
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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=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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// 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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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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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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}
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onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
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@@ -152,50 +150,12 @@ 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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let enemy_is_alive=false
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if(this.box_group==BoxSet.HERO){
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let mons =ecs.query(ecs.allOf(MonModelComp));
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for(let i=0;i<mons.length;i++){
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if(mons[i].eid == this.target_eid){
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enemy_is_alive=true
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}
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}
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}
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if(this.box_group==BoxSet.MONSTER){
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let heros =ecs.query(ecs.allOf(HeroViewComp));
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for(let i=0;i<heros.length;i++){
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if(heros[i].eid == this.target_eid){
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enemy_is_alive=true
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}
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}
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}
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if(enemy_is_alive){
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this.move_to(this.target)
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}else{
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this.ent.destroy()
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}
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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 < -100) {
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this.is_destroy=true
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}
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}
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move_to(target:any){
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if(target.x > this.node.position.x){
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this.node.setScale(v3(1,1,1))
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}else{
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this.node.setScale(v3(-1,1,1))
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}
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var move = this.ent.get(MoveToComp) || this.ent.add(MoveToComp);
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move.target = v3(target.x,target.y);
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move.node = this.node;
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move.speed = this.speed;
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}
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t_move(dt: number){
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if( this.run_type!=0){
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return
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