dd
This commit is contained in:
@@ -1,9 +0,0 @@
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{
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"ver": "1.2.0",
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"importer": "directory",
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"imported": true,
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"uuid": "f6a556e5-ddfa-414b-bb82-ea1da78872f3",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -734,13 +734,13 @@
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<key>premultiplyAlpha</key>
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<false/>
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<key>realTextureFileName</key>
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<string>a6.png</string>
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<string>f2.png</string>
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<key>size</key>
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<string>{938,670}</string>
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<key>smartupdate</key>
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<string>$TexturePacker:SmartUpdate:d5d04c5fb788754a234a6c1c70e6a228:016e0863eb806096731b730bbe711037:0cab8998cdf7df9be777c4b42a91fbe6$</string>
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<key>textureFileName</key>
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<string>a6.png</string>
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<string>f2.png</string>
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</dict>
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</dict>
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</plist>
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@@ -2217,7 +2217,7 @@
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}
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},
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"userData": {
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"atlasTextureName": "a6.png",
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"atlasTextureName": "f2.png",
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"format": 3,
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"uuid": "3447240f-ac71-4e7b-93d2-9de5907a4cf7",
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"textureUuid": "59fbc5be-4950-4b13-aa5d-76f8ca465187@6c48a"
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@@ -644,12 +644,12 @@
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"_restitution": 0,
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"_offset": {
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"__type__": "cc.Vec2",
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"x": 0,
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"x": 400,
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"y": 40
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},
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"_size": {
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"__type__": "cc.Size",
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"width": 1000,
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"width": 800,
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"height": 500
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},
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"_id": ""
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@@ -21,6 +21,7 @@ import { MoveToComp } from "../common/ecs/position/MoveTo";
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import { RoleBuffComp } from "./RoleBuffComp";
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import { RoleRangComp } from "./RoleRangComp";
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import { Tooltip } from "../skills/Tooltip";
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import { MonViewComp } from "../mon/MonViewComp";
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const { ccclass, property } = _decorator;
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/** 角色显示组件 */
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@@ -180,8 +181,8 @@ export class RoleViewComp extends CCComp {
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}
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power_change(power: number){
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this.power += power;
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if(this.power >= this.power_max){
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// this.as.maxSkill()
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if(this.power >= this.power_max&&this.check_enemy_alive()){
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this.as.atk()
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this.scheduleOnce(()=>{
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this.do_max_skill();
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},0.5)
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@@ -191,18 +192,37 @@ export class RoleViewComp extends CCComp {
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this.node.getChildByName("top").getChildByName("power").getComponent(ProgressBar)!.progress = power_progress;
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}
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shoot(skill_uuid:number){
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// console.log("monster shoot");
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// console.log("mon shoot");
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let skill = ecs.getEntity<Skill>(Skill);
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let x=32
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let pos = v3(35*this.scale,50)
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let scale = this.scale
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let speed =smc.skills[skill_uuid].speed;
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let dis = smc.skills[skill_uuid].dis;
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let atk = smc.skills[skill_uuid].atk+this.atk;
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let {pos,angle,t_pos}=this.get_enemy_pos()
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skill.load(pos,speed,dis,scale,this.node,skill_uuid,atk,angle,t_pos);
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// this.tooltip(3,smc.skills[skill_uuid].name,this.skill_uuid);
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}
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//使用max_skill
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do_max_skill(){
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let skill = ecs.getEntity<Skill>(Skill);
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let scale = this.scale
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let speed =smc.skills[this.max_skill_uuid].speed;
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let dis = smc.skills[this.max_skill_uuid].dis;
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let atk = smc.skills[this.max_skill_uuid].atk+this.atk;
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let {pos,angle,t_pos}=this.get_enemy_pos()
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skill.load(pos,speed,dis,scale,this.node,this.max_skill_uuid,atk,angle,t_pos);
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this.tooltip(3,smc.skills[this.max_skill_uuid].name,this.max_skill_uuid);
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}
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get_enemy_pos(){
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let pos = v3(35*this.scale,50)
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let angle=0
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let t_pos:Vec3 = v3(0,0)
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if(this.enemy){
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t_pos = v3(this.enemy.position.x-this.node.position.x,this.enemy.position.y-this.node.position.y)
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if(!this.enemy.isValid){
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console.log("move_to",this.enemy.isValid);
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return
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}
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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)
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angle = Math.atan2(t_pos.y,t_pos.x) * 180 / Math.PI;
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if(this.scale == -1){
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angle = angle +180
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@@ -210,27 +230,23 @@ export class RoleViewComp extends CCComp {
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}else{
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t_pos=null
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}
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skill.load(this.enemy,pos,speed,dis,scale,this.node,skill_uuid,atk,angle,t_pos);
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// this.tooltip(3,smc.skills[skill_uuid].name,this.skill_uuid);
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return {pos,t_pos,angle}
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}
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check_enemy_alive(){
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if(this.enemy){
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if(!this.enemy.isValid){
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return false
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}
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return true
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}else{
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return false
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}
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//使用max_skill
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do_max_skill(){
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let skill = ecs.getEntity<Skill>(Skill);
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let x=32
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let pos = v3(-40*this.scale,BoxSet.MAX_SKILL_SY)
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let scale = this.scale
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let speed =smc.skills[this.max_skill_uuid].speed;
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let dis = smc.skills[this.max_skill_uuid].dis;
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let atk = smc.skills[this.max_skill_uuid].atk+this.atk;
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skill.load(this.enemy,pos,speed,dis,scale,this.node,this.max_skill_uuid,atk);
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this.tooltip(3,smc.skills[this.max_skill_uuid].name,this.max_skill_uuid);
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}
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in_atk(dt: number) {
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if(this.atk_time >= this.atk_cd){
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if(this.is_atking){
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if(this.is_atking&&this.check_enemy_alive()){
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this.atk_time = 0;
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// console.log("atk_cd:",this.as);
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// console.log("atk_cd:"+this.atk_cd);
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this.as.atk();
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this.scheduleOnce(()=>{
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this.shoot(this.skill_uuid);
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@@ -72,7 +72,7 @@ export class SingletonModuleComp extends ecs.Comp {
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g_time:0,
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},
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role:{
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hp:300,
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hp:30000,
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atk:10,
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lv:1,
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exp:0,
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@@ -36,6 +36,7 @@ export enum BoxSet {
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MOVE_RANGE_X = 20,
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MAX_SKILL_SY = 50,
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MAX_SKILL_BY = 80,
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ATK_Y = 20,
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}
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export enum GameSet {
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ATK_TO_ATK_RATIO=0.1,
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@@ -1,33 +1,33 @@
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export const MonSet={
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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,
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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,
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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"},
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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,
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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,
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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"},
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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,
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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,
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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"},
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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,
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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,
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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"},
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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,
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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,
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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"},
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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,
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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,
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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"},
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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,
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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,
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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"},
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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,
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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,
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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"},
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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,
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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,
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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"},
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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,
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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,
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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"},
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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,
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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,
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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"},
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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,
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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,
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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"},
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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,
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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,
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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"},
|
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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,
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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,
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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"},
|
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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,
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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"},
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||||
}
|
||||
@@ -17,5 +17,4 @@ export const HeroSet={
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skill: "base3",max_skill: "base3",skill_uuid: 9001,max_skill_uuid: 1001,word: "狂暴",info: "全体攻击", atktype: 2},
|
||||
|
||||
|
||||
|
||||
}
|
||||
@@ -152,7 +152,7 @@ export class HeroViewComp extends CCComp {
|
||||
this.in_destroy();
|
||||
this.in_shield(dt);
|
||||
this.in_stop(dt);
|
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this.in_act(dt);
|
||||
this.in_atk(dt);
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||||
this.move(dt);
|
||||
// if(this.m_timer.update(dt)){
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||||
// this.move_to()
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||||
@@ -214,7 +214,7 @@ export class HeroViewComp extends CCComp {
|
||||
}
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||||
power_change(power: number){
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||||
this.power += power;
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||||
if(this.power >= this.power_max){
|
||||
if(this.power >= this.power_max&&this.check_enemy_alive()){
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||||
this.as.atk()
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||||
this.scheduleOnce(()=>{
|
||||
this.do_max_skill();
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||||
@@ -225,26 +225,37 @@ export class HeroViewComp extends CCComp {
|
||||
this.node.getChildByName("top").getChildByName("power").getComponent(ProgressBar)!.progress = power_progress;
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||||
}
|
||||
shoot(skill_uuid:number){
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console.log("hero shoot");
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console.log(this.enemy)
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||||
console.log("hero box",this.enemy.getComponent(MonViewComp))
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||||
// console.log("mon shoot");
|
||||
let skill = ecs.getEntity<Skill>(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>(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>(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();
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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
|
||||
}
|
||||
|
||||
@@ -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>(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>(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>(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
|
||||
}
|
||||
in_act(dt: number) {
|
||||
|
||||
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.atk_cd);
|
||||
this.as.atk();
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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{
|
||||
|
||||
@@ -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<mons.length;i++){
|
||||
if(mons[i].eid == this.target_eid){
|
||||
enemy_is_alive=true
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(this.box_group==BoxSet.MONSTER){
|
||||
let heros =ecs.query(ecs.allOf(HeroViewComp));
|
||||
for(let i=0;i<heros.length;i++){
|
||||
if(heros[i].eid == this.target_eid){
|
||||
enemy_is_alive=true
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(enemy_is_alive){
|
||||
this.move_to(this.target)
|
||||
}else{
|
||||
this.ent.destroy()
|
||||
}
|
||||
// this.t_move(deltaTime)
|
||||
if (this.node.position.x > 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
|
||||
|
||||
Reference in New Issue
Block a user