技能运动基础修改完成,todo 完善各类技能实现
This commit is contained in:
@@ -1,50 +1,50 @@
|
||||
import { _decorator, Component, Node, tween, v3, Vec3 } from 'cc';
|
||||
import { SkillCom } from './SkillCom';
|
||||
import { smc } from '../common/SingletonModuleComp';
|
||||
const { ccclass, property } = _decorator;
|
||||
// import { _decorator, Component, Node, tween, v3, Vec3 } from 'cc';
|
||||
// import { SkillCom } from './SkillCom';
|
||||
// import { smc } from '../common/SingletonModuleComp';
|
||||
// const { ccclass, property } = _decorator;
|
||||
|
||||
@ccclass('BezCom')
|
||||
export class BezCom extends Component {
|
||||
start() {
|
||||
let base =this.node.getComponent(SkillCom)
|
||||
// if(this.node.parent.scale.x < 0){
|
||||
// base.t_pos.x=base.t_pos.x*-1
|
||||
// }
|
||||
let s_pos = v3(this.node.position.x,this.node.position.y+35)
|
||||
let c_pos = v3((base.t_pos.x+this.node.position.x)/2,this.node.position.y+200)
|
||||
let e_pos = v3(base.t_pos.x,this.node.position.y+50)
|
||||
let time =Math.abs(Math.abs(base.t_pos.x-this.node.position.x)/base.speed)
|
||||
BezCom.bezierTo(this.node,time,s_pos,c_pos,e_pos,{
|
||||
onComplete: (target?: object) => {
|
||||
base.is_destroy=true
|
||||
},
|
||||
}).start();
|
||||
}
|
||||
// @ccclass('BezCom')
|
||||
// export class BezCom extends Component {
|
||||
// start() {
|
||||
// let base =this.node.getComponent(SkillCom)
|
||||
// // if(this.node.parent.scale.x < 0){
|
||||
// // base.t_pos.x=base.t_pos.x*-1
|
||||
// // }
|
||||
// let s_pos = v3(this.node.position.x,this.node.position.y+35)
|
||||
// let c_pos = v3((base.t_pos.x+this.node.position.x)/2,this.node.position.y+200)
|
||||
// let e_pos = v3(base.t_pos.x,this.node.position.y+50)
|
||||
// let time =Math.abs(Math.abs(base.t_pos.x-this.node.position.x)/base.speed)
|
||||
// BezCom.bezierTo(this.node,time,s_pos,c_pos,e_pos,{
|
||||
// onComplete: (target?: object) => {
|
||||
// base.is_destroy=true
|
||||
// },
|
||||
// }).start();
|
||||
// }
|
||||
|
||||
update(deltaTime: number) {
|
||||
if(smc.mission.pause) return
|
||||
}
|
||||
// update(deltaTime: number) {
|
||||
// if(smc.mission.pause) return
|
||||
// }
|
||||
|
||||
public static bezierTo(target: any, duration: number, c1: Vec3, c2: Vec3, to: Vec3, opts: any) {
|
||||
opts = opts || Object.create(null);
|
||||
/*
|
||||
* @desc 二阶贝塞尔
|
||||
* @param {number} t 当前百分比
|
||||
* @param {} p1 起点坐标
|
||||
* @param {} cp 控制点
|
||||
* @param {} p2 终点坐标
|
||||
* @returns {any}
|
||||
*/
|
||||
let twoBezier = (t:number, p1: Vec3, cp: Vec3, p2: Vec3) => {
|
||||
let x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x;
|
||||
let y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y;
|
||||
return v3(x, y, 0);
|
||||
};
|
||||
opts.onUpdate = (arg: Vec3, ratio: number) => {
|
||||
target.position = twoBezier(ratio, c1, c2, to);
|
||||
};
|
||||
return tween(target).to(duration, {}, opts);
|
||||
}
|
||||
}
|
||||
// public static bezierTo(target: any, duration: number, c1: Vec3, c2: Vec3, to: Vec3, opts: any) {
|
||||
// opts = opts || Object.create(null);
|
||||
// /*
|
||||
// * @desc 二阶贝塞尔
|
||||
// * @param {number} t 当前百分比
|
||||
// * @param {} p1 起点坐标
|
||||
// * @param {} cp 控制点
|
||||
// * @param {} p2 终点坐标
|
||||
// * @returns {any}
|
||||
// */
|
||||
// let twoBezier = (t:number, p1: Vec3, cp: Vec3, p2: Vec3) => {
|
||||
// let x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x;
|
||||
// let y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y;
|
||||
// return v3(x, y, 0);
|
||||
// };
|
||||
// opts.onUpdate = (arg: Vec3, ratio: number) => {
|
||||
// target.position = twoBezier(ratio, c1, c2, to);
|
||||
// };
|
||||
// return tween(target).to(duration, {}, opts);
|
||||
// }
|
||||
// }
|
||||
|
||||
|
||||
|
||||
@@ -39,22 +39,22 @@ export class Skill extends ecs.Entity {
|
||||
// 设置节点属性
|
||||
node.parent = parent;
|
||||
node.setPosition(startPos);
|
||||
|
||||
console.log("加载预制体:",startPos,targetPos)
|
||||
// 添加技能组件
|
||||
const skillComp = node.getComponent(SkillCom);
|
||||
this.add(skillComp);
|
||||
|
||||
// 初始化技能参数
|
||||
const skillComp = node.getComponent(SkillCom); // 初始化技能参数
|
||||
skillComp.animType = config.AnimType;
|
||||
skillComp.endType = config.endType;
|
||||
skillComp.speed = config.speed;
|
||||
skillComp.duration = config.in;
|
||||
skillComp.startPos = startPos.clone();
|
||||
skillComp.targetPos = targetPos.clone();
|
||||
skillComp.inTime = config.in;
|
||||
skillComp.startPos = v3(startPos.x,BoxSet.GAME_LINE+35,0)
|
||||
skillComp.targetPos = v3(targetPos.x,BoxSet.GAME_LINE+50,0)
|
||||
skillComp.prefabName = config.sp_name;
|
||||
skillComp.group = group;
|
||||
|
||||
// 初始化动画名称
|
||||
skillComp.animName = config.animName; // 从配置获取动画名称
|
||||
this.add(skillComp);
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,13 +1,11 @@
|
||||
import { _decorator,Collider2D ,Contact2DType,v3,IPhysics2DContact,Vec3, tween, math} from "cc";
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||
import { BoxSet } from "../common/config/BoxSet";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
|
||||
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import { SkillSet } from "../common/config/SkillSet";
|
||||
import { AnimType, endType } from "../common/config/SkillSet";
|
||||
import { EndAnmCom } from './EndAnmCom';
|
||||
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
@@ -22,7 +20,6 @@ export class SkillCom extends CCComp {
|
||||
speed:number = 200;
|
||||
scale:number = 1;
|
||||
angle:number = 0;
|
||||
t_pos:Vec3 = v3(0,0,0); // 目标增量
|
||||
is_destroy:boolean = false;
|
||||
enemys:any = [];
|
||||
animType: number = 0; // 运动类型
|
||||
@@ -55,45 +52,39 @@ export class SkillCom extends CCComp {
|
||||
case AnimType.fixed:
|
||||
this.startFixedMove();
|
||||
break;
|
||||
case AnimType.fixedStart:
|
||||
this.startFixedStartMove();
|
||||
break;
|
||||
case AnimType.fixedEnd:
|
||||
this.startFixedEndMove();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private startLinearMove() {
|
||||
if (!this.targetPos) return;
|
||||
|
||||
const duration = Vec3.distance(this.node.position, this.targetPos) / this.speed;
|
||||
|
||||
const duration = Vec3.distance(this.startPos, this.targetPos) / this.speed;
|
||||
tween(this.node)
|
||||
.to(duration, { position: this.targetPos })
|
||||
.call(() => {
|
||||
if (this.endType === endType.distanceEnd) {
|
||||
this.is_destroy = true;
|
||||
}
|
||||
this.is_destroy = true;
|
||||
})
|
||||
.start();
|
||||
}
|
||||
|
||||
private startBezierMove() {
|
||||
if (!this.targetPos) return;
|
||||
|
||||
const startPos = this.node.position;
|
||||
const endPos = this.targetPos;
|
||||
const controlPos = v3(
|
||||
(startPos.x + endPos.x) / 2,
|
||||
Math.max(startPos.y, endPos.y) + 200
|
||||
);
|
||||
|
||||
const duration = Vec3.distance(startPos, endPos) / this.speed;
|
||||
|
||||
tween(this.node)
|
||||
.to(duration, {}, {
|
||||
onUpdate: (target, ratio) => {
|
||||
const pos = this.twoBezier(ratio, startPos, controlPos, endPos);
|
||||
this.node.setPosition(pos);
|
||||
}
|
||||
})
|
||||
.call(() => this.is_destroy = true)
|
||||
.start();
|
||||
let s_pos = v3(this.startPos.x,this.startPos.y)
|
||||
let c_pos = v3((this.targetPos.x+this.startPos.x)/2,this.startPos.y+150)
|
||||
let e_pos = v3(this.targetPos.x,this.targetPos.y)
|
||||
let time =Math.abs(Math.abs(this.targetPos.x-this.startPos.x)/this.speed)
|
||||
|
||||
console.log("开始贝塞尔运动=>time:"+time,"s_pos:"+s_pos,"c_pos:"+c_pos,"e_pos:"+e_pos)
|
||||
SkillCom.bezierTo(this.node,time,s_pos,c_pos,e_pos,{
|
||||
onComplete: (target?: object) => {
|
||||
this.is_destroy=true
|
||||
},
|
||||
}).start();
|
||||
}
|
||||
|
||||
private startFixedMove() {
|
||||
@@ -102,15 +93,66 @@ export class SkillCom extends CCComp {
|
||||
.delay(this.inTime)
|
||||
.call(() => this.is_destroy = true)
|
||||
.start();
|
||||
} else if (this.endType === endType.animationEnd) {
|
||||
if (!this.node.getComponent(EndAnmCom)) {
|
||||
this.node.addComponent(EndAnmCom);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private twoBezier(t: number, p1: Vec3, cp: Vec3, p2: Vec3): Vec3 {
|
||||
const x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x;
|
||||
const y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y;
|
||||
return v3(x, y, 0);
|
||||
private startFixedStartMove() {
|
||||
console.log("开始固定起点运动")
|
||||
this.node.position = this.startPos;
|
||||
if (this.endType === endType.timeEnd) {
|
||||
console.log("开始固定起点运动=>time:"+this.inTime)
|
||||
tween(this.node)
|
||||
.delay(this.inTime)
|
||||
.call(() => this.is_destroy = true)
|
||||
.start();
|
||||
} else if (this.endType === endType.animationEnd) {
|
||||
if (!this.node.getComponent(EndAnmCom)) {
|
||||
this.node.addComponent(EndAnmCom);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private startFixedEndMove() {
|
||||
console.log("开始固定终点运动")
|
||||
this.node.position = this.targetPos;
|
||||
if (this.endType === endType.timeEnd) {
|
||||
console.log("开始固定终点运动=>time:"+this.inTime)
|
||||
tween(this.node)
|
||||
.delay(this.inTime)
|
||||
.call(() => this.is_destroy = true)
|
||||
.start();
|
||||
} else if (this.endType === endType.animationEnd) {
|
||||
if (!this.node.getComponent(EndAnmCom)) {
|
||||
this.node.addComponent(EndAnmCom);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static bezierTo(target: any, duration: number, c1: Vec3, c2: Vec3, to: Vec3, opts: any) {
|
||||
opts = opts || Object.create(null);
|
||||
/*
|
||||
* @desc 二阶贝塞尔
|
||||
* @param {number} t 当前百分比
|
||||
* @param {} p1 起点坐标
|
||||
* @param {} cp 控制点
|
||||
* @param {} p2 终点坐标
|
||||
* @returns {any}
|
||||
*/
|
||||
let twoBezier = (t:number, p1: Vec3, cp: Vec3, p2: Vec3) => {
|
||||
let x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x;
|
||||
let y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y;
|
||||
return v3(x, y, 0);
|
||||
};
|
||||
opts.onUpdate = (arg: Vec3, ratio: number) => {
|
||||
target.position = twoBezier(ratio, c1, c2, to);
|
||||
};
|
||||
return tween(target).to(duration, {}, opts);
|
||||
}
|
||||
|
||||
to_console(value:any,value2:any=null,value3:any=null){
|
||||
console.log("["+this.s_name+this.s_uuid+"]:",value,value2,value3)
|
||||
}
|
||||
|
||||
@@ -1,143 +0,0 @@
|
||||
import { _decorator, Vec3, v3, tween } from "cc";
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import { SkillCom } from "./SkillCom";
|
||||
import { SkillSet, AnimType, endType } from "../common/config/SkillSet";
|
||||
import { Animation, sp } from "cc";
|
||||
|
||||
/** 技能运动系统 */
|
||||
@ecs.register('SkillSystem')
|
||||
export class SkillSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
|
||||
|
||||
filter(): ecs.IMatcher {
|
||||
return ecs.allOf(SkillCom);
|
||||
}
|
||||
|
||||
|
||||
|
||||
update(entity: ecs.Entity) {
|
||||
const skill = entity.get(SkillCom);
|
||||
if (!skill || skill.is_destroy) return;
|
||||
|
||||
this.updateSkillMovement(skill);
|
||||
this.checkDestroy(skill);
|
||||
}
|
||||
|
||||
private updateSkillMovement(skill: SkillCom) {
|
||||
switch(skill.animType) {
|
||||
case AnimType.linear:
|
||||
this.linearMove(skill);
|
||||
break;
|
||||
case AnimType.parabolic:
|
||||
this.bezierMove(skill);
|
||||
break;
|
||||
case AnimType.fixed:
|
||||
this.fixedMove(skill);
|
||||
break;
|
||||
default:
|
||||
console.warn(`未知运动类型: ${skill.animType}`);
|
||||
}
|
||||
}
|
||||
|
||||
private checkDestroy(skill: SkillCom) {
|
||||
let shouldDestroy = false;
|
||||
|
||||
switch(skill.endType) {
|
||||
case endType.animationEnd:
|
||||
// 同时检测普通动画和Spine动画
|
||||
const anim = skill.node.getComponent(Animation);
|
||||
const spine = skill.node.getComponentInChildren(sp.Skeleton);
|
||||
|
||||
if (anim) {
|
||||
const state = anim.getState(skill.animName);
|
||||
shouldDestroy = state?.isPlaying === false;
|
||||
}
|
||||
else if (spine) {
|
||||
shouldDestroy = spine.animation === 'end';
|
||||
}
|
||||
break;
|
||||
case endType.timeEnd:
|
||||
skill.duration -= this.dt;
|
||||
shouldDestroy = skill.duration <= 0;
|
||||
break;
|
||||
case endType.distanceEnd:
|
||||
shouldDestroy = skill.targetPos &&
|
||||
Vec3.distance(skill.node.position, skill.targetPos) < 10;
|
||||
break;
|
||||
}
|
||||
|
||||
if (shouldDestroy) {
|
||||
skill.is_destroy = true;
|
||||
skill.node.destroy();
|
||||
}
|
||||
}
|
||||
|
||||
private linearMove(skill: SkillCom) {
|
||||
if (!skill.targetPos) return;
|
||||
|
||||
// 计算移动方向
|
||||
const dir = skill.targetPos.clone().subtract(skill.node.position).normalize();
|
||||
|
||||
// 计算新位置
|
||||
const newPos = skill.node.position.clone().add(
|
||||
dir.multiplyScalar(skill.speed * this.dt)
|
||||
);
|
||||
|
||||
// 更新位置和角度
|
||||
skill.node.setPosition(newPos);
|
||||
|
||||
// 自动处理距离销毁
|
||||
if (skill.endType === endType.distanceEnd) {
|
||||
const remaining = Vec3.distance(newPos, skill.targetPos);
|
||||
if (remaining < 10) {
|
||||
skill.is_destroy = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bezierMove(skill: SkillCom) {
|
||||
if (!skill.targetPos) return;
|
||||
|
||||
// 计算控制点(拱顶位置)
|
||||
const startPos = skill.startPos;
|
||||
const endPos = skill.targetPos;
|
||||
const controlHeight = Math.max(startPos.y, endPos.y) + 200;
|
||||
const controlPos = v3(
|
||||
(startPos.x + endPos.x) / 2,
|
||||
controlHeight
|
||||
);
|
||||
|
||||
// 计算当前进度
|
||||
skill.duration += this.dt * skill.speed;
|
||||
const t = skill.duration / skill.inTime;
|
||||
|
||||
// 使用二阶贝塞尔曲线公式计算位置
|
||||
const newPos = this.twoBezier(t, startPos, controlPos, endPos);
|
||||
|
||||
skill.node.setPosition(newPos);
|
||||
|
||||
// 自动结束判断
|
||||
if (t >= 1) {
|
||||
skill.is_destroy = true;
|
||||
}
|
||||
}
|
||||
|
||||
private twoBezier(t: number, p1: Vec3, cp: Vec3, p2: Vec3): Vec3 {
|
||||
const x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x;
|
||||
const y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y;
|
||||
return v3(x, y, 0);
|
||||
}
|
||||
|
||||
private fixedMove(skill: SkillCom) {
|
||||
// 仅处理时间结束逻辑
|
||||
skill.duration += this.dt * skill.speed;
|
||||
|
||||
// 示例:在固定位置播放动画
|
||||
if (skill.endType === endType.timeEnd && skill.duration >= skill.inTime) {
|
||||
skill.is_destroy = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "02c5af20-5daa-4384-bcc4-c4c73d827ab7",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
Reference in New Issue
Block a user