diff --git a/assets/resources/game/gui/card.prefab b/assets/resources/game/gui/card.prefab
index 920d1f1b..8342b64b 100644
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diff --git a/assets/resources/game/heros/mkl4.prefab b/assets/resources/game/heros/mkl4.prefab
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index 05d85c88..3174c65f 100644
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index 0cf10f00..956812b8 100644
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diff --git a/assets/resources/game/heros/mor2.prefab b/assets/resources/game/heros/mor2.prefab
index 1f41f3bb..eb486b57 100644
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@@ -59,10 +59,16 @@
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diff --git a/assets/resources/game/heros/mor3.prefab b/assets/resources/game/heros/mor3.prefab
index 08f7367b..a0b5d880 100644
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@@ -59,10 +59,16 @@
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diff --git a/assets/resources/game/heros/mor4.prefab b/assets/resources/game/heros/mor4.prefab
index e17869b4..6e764773 100644
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@@ -59,10 +59,16 @@
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@@ -1403,6 +1409,74 @@
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diff --git a/assets/resources/game/heros/my1.prefab b/assets/resources/game/heros/my1.prefab
index d4618dc1..05c90e5e 100644
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@@ -59,10 +59,16 @@
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diff --git a/assets/resources/game/heros/my2.prefab b/assets/resources/game/heros/my2.prefab
index eff9d96b..d54243c2 100644
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@@ -59,10 +59,16 @@
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diff --git a/assets/resources/game/heros/my3.prefab b/assets/resources/game/heros/my3.prefab
index bc0d5eaf..acb1ade8 100644
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@@ -59,10 +59,16 @@
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diff --git a/assets/resources/game/heros/zh1.prefab b/assets/resources/game/heros/zh1.prefab
index f4a765e6..870217c6 100644
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@@ -59,10 +59,16 @@
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diff --git a/assets/resources/game/map/maps.png b/assets/resources/game/map/maps.png
index 5a330f86..b6f618f9 100644
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index 1a71f785..a6702ef0 100644
--- a/assets/resources/game/skills/arrow.prefab
+++ b/assets/resources/game/skills/arrow.prefab
@@ -29,10 +29,16 @@
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{
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diff --git a/assets/resources/game/skills/arrow_blue.prefab b/assets/resources/game/skills/arrow_blue.prefab
index 9d3c3af6..07ca353b 100644
--- a/assets/resources/game/skills/arrow_blue.prefab
+++ b/assets/resources/game/skills/arrow_blue.prefab
@@ -32,10 +32,16 @@
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@@ -130,8 +136,8 @@
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@@ -166,7 +172,10 @@
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diff --git a/assets/resources/game/skills/arrow_yellow.prefab b/assets/resources/game/skills/arrow_yellow.prefab
index d9c8d2b1..85e5b494 100644
--- a/assets/resources/game/skills/arrow_yellow.prefab
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@@ -82,10 +85,13 @@
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@@ -166,7 +172,10 @@
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@@ -186,6 +195,40 @@
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diff --git a/assets/resources/game/skills/ball_blue.prefab b/assets/resources/game/skills/ball_blue.prefab
index e17198c9..0b3041af 100644
--- a/assets/resources/game/skills/ball_blue.prefab
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@@ -32,10 +32,16 @@
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{
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@@ -277,6 +283,74 @@
"__type__": "cc.CompPrefabInfo",
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diff --git a/assets/resources/game/skills/ball_green.prefab b/assets/resources/game/skills/ball_green.prefab
index a5451f06..e73bca44 100644
--- a/assets/resources/game/skills/ball_green.prefab
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@@ -32,10 +32,16 @@
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diff --git a/assets/resources/game/skills/ball_red.prefab b/assets/resources/game/skills/ball_red.prefab
index 8b39a265..607b541f 100644
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diff --git a/assets/resources/game/skills/ball_yellow.prefab b/assets/resources/game/skills/ball_yellow.prefab
index 7e0dabe9..c8d6daf7 100644
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"_enabled": true,
"__prefab": {
- "__id__": 894
+ "__id__": 1061
},
"_contentSize": {
"__type__": "cc.Size",
@@ -19519,11 +21887,11 @@
"_objFlags": 0,
"__editorExtras__": {},
"node": {
- "__id__": 886
+ "__id__": 1053
},
"_enabled": true,
"__prefab": {
- "__id__": 896
+ "__id__": 1063
},
"_customMaterial": null,
"_srcBlendFactor": 2,
@@ -19577,11 +21945,11 @@
"_objFlags": 0,
"__editorExtras__": {},
"node": {
- "__id__": 863
+ "__id__": 1030
},
"_enabled": true,
"__prefab": {
- "__id__": 899
+ "__id__": 1066
},
"_contentSize": {
"__type__": "cc.Size",
@@ -19605,11 +21973,11 @@
"_objFlags": 0,
"__editorExtras__": {},
"node": {
- "__id__": 863
+ "__id__": 1030
},
"_enabled": true,
"__prefab": {
- "__id__": 901
+ "__id__": 1068
},
"_alignFlags": 12,
"_target": null,
@@ -19654,11 +22022,11 @@
"_objFlags": 0,
"__editorExtras__": {},
"node": {
- "__id__": 702
+ "__id__": 869
},
"_enabled": true,
"__prefab": {
- "__id__": 904
+ "__id__": 1071
},
"_contentSize": {
"__type__": "cc.Size",
@@ -19682,11 +22050,11 @@
"_objFlags": 0,
"__editorExtras__": {},
"node": {
- "__id__": 702
+ "__id__": 869
},
"_enabled": true,
"__prefab": {
- "__id__": 906
+ "__id__": 1073
},
"_alignFlags": 41,
"_target": null,
@@ -19718,11 +22086,11 @@
"_objFlags": 0,
"__editorExtras__": {},
"node": {
- "__id__": 702
+ "__id__": 869
},
"_enabled": true,
"__prefab": {
- "__id__": 908
+ "__id__": 1075
},
"_resizeMode": 0,
"_layoutType": 1,
@@ -19773,7 +22141,7 @@
},
"_enabled": true,
"__prefab": {
- "__id__": 911
+ "__id__": 1078
},
"_contentSize": {
"__type__": "cc.Size",
@@ -19801,7 +22169,7 @@
},
"_enabled": true,
"__prefab": {
- "__id__": 913
+ "__id__": 1080
},
"_alignFlags": 45,
"_target": null,
@@ -19837,7 +22205,7 @@
},
"_enabled": true,
"__prefab": {
- "__id__": 915
+ "__id__": 1082
},
"_id": ""
},
@@ -19855,32 +22223,74 @@
},
"fileId": "6514ysgfJNtIx/ak03+nce",
"instance": null,
- "targetOverrides": null,
+ "targetOverrides": [
+ {
+ "__id__": 1084
+ }
+ ],
"nestedPrefabInstanceRoots": [
{
- "__id__": 663
+ "__id__": 830
},
{
- "__id__": 588
+ "__id__": 773
},
{
- "__id__": 550
+ "__id__": 743
},
{
- "__id__": 94
+ "__id__": 718
},
{
- "__id__": 86
+ "__id__": 680
},
{
- "__id__": 78
+ "__id__": 660
},
{
- "__id__": 70
+ "__id__": 646
+ },
+ {
+ "__id__": 590
+ },
+ {
+ "__id__": 552
+ },
+ {
+ "__id__": 96
+ },
+ {
+ "__id__": 88
+ },
+ {
+ "__id__": 80
+ },
+ {
+ "__id__": 72
},
{
"__id__": 62
}
]
+ },
+ {
+ "__type__": "cc.TargetOverrideInfo",
+ "source": {
+ "__id__": 778
+ },
+ "sourceInfo": null,
+ "propertyPath": [],
+ "target": {
+ "__id__": 773
+ },
+ "targetInfo": {
+ "__id__": 1085
+ }
+ },
+ {
+ "__type__": "cc.TargetInfo",
+ "localID": [
+ "841G+myV1NcpxWQqAe0eEu"
+ ]
}
]
\ No newline at end of file
diff --git a/assets/script/game/common/config/BoxSet.ts b/assets/script/game/common/config/BoxSet.ts
index bb21dc27..a5e583a4 100644
--- a/assets/script/game/common/config/BoxSet.ts
+++ b/assets/script/game/common/config/BoxSet.ts
@@ -28,7 +28,7 @@ export enum BoxSet {
MONSTER_START = 360,
END_POINT = 360,
//游戏地平线
- GAME_LINE = 10,
+ GAME_LINE = 130,
CSKILL_X = 320,
CSKILL_Y = 400,
//攻击距离
diff --git a/assets/script/game/common/config/GameEvent.ts b/assets/script/game/common/config/GameEvent.ts
index 55f67ec4..e4dc8480 100644
--- a/assets/script/game/common/config/GameEvent.ts
+++ b/assets/script/game/common/config/GameEvent.ts
@@ -19,5 +19,6 @@ export enum GameEvent {
UseCard = "UseCard",
UserHeroCard = "UserHeroCard",
UserSkillCard = "UserSkillCard",
+ CallHero = "CallHero",
}
\ No newline at end of file
diff --git a/assets/script/game/common/config/MissionSet.ts b/assets/script/game/common/config/MissionSet.ts
index d8ef76d4..ee34ab12 100644
--- a/assets/script/game/common/config/MissionSet.ts
+++ b/assets/script/game/common/config/MissionSet.ts
@@ -13,12 +13,12 @@ export const BossList = {
}
export const MissionNum = 3 //对应关卡数MissionSet 的索引
export const MissionSet = [
- [5201,5202,5203,5204,5205,5206,5207,5208,5209,5210,5211,5212],
+ [5201,5202,5203,5204,5205,5206,5210,5211,5212],
[5213,5214,5215],
[5201],
]
export const Missions = [
- [5201,5202,5203,5204,5205,5206,5207,5208,5209,5210,5211,5212,5219,5220,5221],
+ [5201,5202,5203,5204,5205,5206,5210,5211,5212,5219,5220,5221],
[5213,5214,5215,5216,5217,5218],
[5225,5226,5227],
]
diff --git a/assets/script/game/common/config/heroSet.ts b/assets/script/game/common/config/heroSet.ts
index a13d3a4b..c7992a50 100644
--- a/assets/script/game/common/config/heroSet.ts
+++ b/assets/script/game/common/config/heroSet.ts
@@ -1,3 +1,5 @@
+import { v3 } from "cc"
+
/**
* kind :1:烈焰 2:寒冰 3:自然 4:暗影 5:神圣
**/
@@ -30,52 +32,56 @@ export enum HeroFac {
enemy = 1,
}
export const HeroList = [5001,5002,5003,5004,5005,5006,5007,5008,5009,5010,5011]
-export const MonList = [5201,5202,5203,5204,5205,5206,5207,5208,5209,5210,5211,5212,5213,5214,5215,5216,5217,5218,5219,5220,5221,5222,5223,5224,5225,5226,5227]
+export const MonList = [5201,5202,5203,5204,5205,5206,5210,5211,5212,5213,5214,5215,5216,5217,5218,5219,5220,5221,5222,5223,5224,5225,5226,5227]
export const HeroSet = {
Start_x:[-200,-260,-320],
Start_y:[70,0,-70]
}
+export const HeroPos={
+ 0:{pos:v3(-140,130,0)},
+ 1:{pos:v3(-220,130,0)},
+ 2:{pos:v3(-300,130,0)},
+}
export const MonSet = {
- Start_x:[200,260,320],
- Start_y:[70,0,-70]
+ 0:{pos:v3(320,220,0)},
+ 1:{pos:v3(320,150,0)},
+ 2:{pos:v3(320,80,0)},
+ 3:{pos:v3(320,10,0)},
}
export const HeroInfo = {
- 5001:{uuid:5001,name:"神圣守护",path:"k2", quality:3,kind:1,type:0,hp:200,ap:10,dis:400,a_cd:1,speed:50,skills:[6005],tals:"说明"},
- 5002:{uuid:5002,name:"幻影剑豪",path:"k1", quality:3,kind:2,type:0,hp:200,ap:10,dis:400,a_cd:1,speed:50,skills:[6005],tals:"说明"},
- 5003:{uuid:5003,name:"战争领主",path:"k5", quality:3,kind:2,type:0,hp:200,ap:10,dis:400,a_cd:1,speed:50,skills:[6005],tals:"说明"},
- 5004:{uuid:5004,name:"混沌法师",path:"zh1", quality:3,kind:2,type:2,hp:200,ap:10,dis:500,a_cd:1.5,speed:50,skills:[6003],tals:"说明"},
- 5005:{uuid:5005,name:"火焰法师",path:"zh2", quality:3,kind:2,type:2,hp:200,ap:15,dis:500,a_cd:1.5,speed:50,skills:[6003],tals:"说明"},
- 5006:{uuid:5006,name:"风暴精灵",path:"m4", quality:3,kind:2,type:2,hp:200,ap:15,dis:500,a_cd:1.5,speed:50,skills:[6001],tals:"说明"},
- 5007:{uuid:5007,name:"生命圣者",path:"d1", quality:3,kind:2,type:2,hp:200,ap:10,dis:500,a_cd:1.5,speed:50,skills:[6003],tals:"说明"},
- 5008:{uuid:5008,name:"战争祭祀",path:"d2", quality:3,kind:2,type:2,hp:200,ap:10,dis:500,a_cd:1.5,speed:50,skills:[6003],tals:"说明"},
- 5009:{uuid:5009,name:"暴风射手",path:"a5", quality:3,kind:2,type:1,hp:200,ap:15,dis:400,a_cd:1.2,speed:50,skills:[6006],tals:"说明"},
- 5010:{uuid:5010,name:"苍穹射手",path:"a3", quality:3,kind:1,type:1,hp:200,ap:15,dis:400,a_cd:1.2,speed:50,skills:[6006],tals:"说明"},
- 5011:{uuid:5011,name:"幽灵射手",path:"a4", quality:3,kind:2,type:1,hp:200,ap:15,dis:400,a_cd:1.2,speed:50,skills:[6006],tals:"说明"},
- 5201:{uuid:5201,name:"兽人战士",path:"mor1", quality:1,kind:1,type:0,hp:200,ap:10,dis:400,a_cd:1,speed:50,skills:[6005],tals:"说明"},
- 5202:{uuid:5202,name:"兽人刺客",path:"mor2", quality:1,kind:1,type:0,hp:200,ap:10,dis:400,a_cd:1,speed:50,skills:[6005],tals:"说明"},
- 5203:{uuid:5203,name:"兽人护卫",path:"mor3", quality:1,kind:1,type:1,hp:200,ap:15,dis:400,a_cd:1.2,speed:50,skills:[6007],tals:"说明"},
- 5204:{uuid:5204,name:"石卫", path:"mgem1",quality:1,kind:1,type:0,hp:200,ap:10,dis:400,a_cd:1,speed:50,skills:[6005],tals:"说明"},
- 5205:{uuid:5205,name:"土卫", path:"mgem2",quality:1,kind:1,type:0,hp:200,ap:10,dis:400,a_cd:1,speed:50,skills:[6005],tals:"说明"},
- 5206:{uuid:5206,name:"树人", path:"mgem3",quality:1,kind:1,type:0,hp:200,ap:10,dis:400,a_cd:1,speed:50,skills:[6005],tals:"说明"},
- 5207:{uuid:5207,name:"小骷髅", path:"mkl1", quality:1,kind:1,type:0,hp:200,ap:10,dis:400,a_cd:1,speed:50,skills:[6005],tals:"说明"},
- 5208:{uuid:5208,name:"小骷髅", path:"mkl2", quality:1,kind:1,type:0,hp:200,ap:10,dis:400,a_cd:1,speed:50,skills:[6005],tals:"说明"},
- 5209:{uuid:5209,name:"小骷髅", path:"mkl3", quality:1,kind:1,type:0,hp:200,ap:10,dis:400,a_cd:1,speed:50,skills:[6005],tals:"说明"},
- 5210:{uuid:5210,name:"骷髅战士",path:"mkl4", quality:1,kind:1,type:0,hp:200,ap:10,dis:400,a_cd:1,speed:50,skills:[6005],tals:"说明"},
- 5211:{uuid:5211,name:"骷髅战士",path:"mkl5", quality:1,kind:1,type:0,hp:200,ap:10,dis:400,a_cd:1,speed:50,skills:[6005],tals:"说明"},
- 5212:{uuid:5212,name:"骷髅战士",path:"mkl6", quality:1,kind:1,type:0,hp:200,ap:10,dis:400,a_cd:1,speed:50,skills:[6005],tals:"说明"},
- 5213:{uuid:5213,name:"骷髅射手",path:"mkla1",quality:1,kind:1,type:1,hp:200,ap:15,dis:400,a_cd:1.2,speed:50,skills:[6005],tals:"说明"},
- 5214:{uuid:5214,name:"骷髅射手",path:"mkla2",quality:1,kind:1,type:1,hp:200,ap:15,dis:400,a_cd:1.2,speed:50,skills:[6005],tals:"说明"},
- 5215:{uuid:5215,name:"骷髅射手",path:"mkla3",quality:1,kind:1,type:1,hp:200,ap:15,dis:400,a_cd:1.2,speed:50,skills:[6005],tals:"说明"},
- 5216:{uuid:5216,name:"元素1", path:"my1", quality:2,kind:1,type:2,hp:200,ap:15,dis:500,a_cd:1.5,speed:50,skills:[6001],tals:"说明"},
- 5217:{uuid:5217,name:"元素2", path:"my2", quality:2,kind:1,type:2,hp:200,ap:15,dis:500,a_cd:1.5,speed:50,skills:[6002],tals:"说明"},
- 5218:{uuid:5218,name:"元素3", path:"my3", quality:2,kind:1,type:2,hp:200,ap:15,dis:500,a_cd:1.5,speed:50,skills:[6003],tals:"说明"},
- 5219:{uuid:5219,name:"牛头战士",path:"mn1", quality:2,kind:1,type:0,hp:200,ap:10,dis:400,a_cd:1,speed:50,skills:[6005],tals:"说明"},
- 5220:{uuid:5220,name:"牛头战士",path:"mn2", quality:1,kind:1,type:1,hp:200,ap:15,dis:400,a_cd:1.2,speed:50,skills:[6010],tals:"说明"},
- 5221:{uuid:5221,name:"牛头战士",path:"mn3", quality:1,kind:1,type:0,hp:200,ap:10,dis:400,a_cd:1,speed:50,skills:[6005],tals:"说明"},
- 5222:{uuid:5222,name:"独眼巨人",path:"md1", quality:1,kind:1,type:0,hp:200,ap:10,dis:400,a_cd:1,speed:50,skills:[6005],tals:"说明"},
- 5223:{uuid:5223,name:"独眼巨人",path:"md2", quality:1,kind:1,type:0,hp:200,ap:10,dis:400,a_cd:1,speed:50,skills:[6008],tals:"说明"},
- 5224:{uuid:5224,name:"独眼巨人",path:"md3", quality:1,kind:1,type:1,hp:200,ap:15,dis:400,a_cd:1.2,speed:50,skills:[6005],tals:"说明"},
- 5225:{uuid:5225,name:"精英独眼",path:"md4", quality:3,kind:1,type:2,hp:200,ap:15,dis:500,a_cd:1,speed:50,skills:[6009],tals:"说明"},
- 5226:{uuid:5226,name:"精英牛头",path:"mn4", quality:3,kind:1,type:2,hp:200,ap:15,dis:500,a_cd:1,speed:50,skills:[6010],tals:"说明"},
- 5227:{uuid:5227,name:"精英兽人",path:"mor4", quality:3,kind:1,type:2,hp:200,ap:15,dis:500,a_cd:1,speed:50,skills:[6009],tals:"说明"}
+ 5001:{uuid:5001,name:"神圣守护",path:"k2", lv:3,kind:1,type:0,hp:200,ap:10,rate:50,ra_up:0,dis:700,a_cd:1,speed:50,skills:[6005],tals:"说明"},
+ 5002:{uuid:5002,name:"幻影剑豪",path:"k1", lv:3,kind:2,type:0,hp:200,ap:10,rate:50,ra_up:0,dis:700,a_cd:1,speed:50,skills:[6005],tals:"说明"},
+ 5003:{uuid:5003,name:"战争领主",path:"k5", lv:3,kind:2,type:0,hp:200,ap:10,rate:50,ra_up:0,dis:700,a_cd:1,speed:50,skills:[6005],tals:"说明"},
+ 5004:{uuid:5004,name:"混沌法师",path:"zh1", lv:3,kind:2,type:2,hp:200,ap:10,rate:50,ra_up:0,dis:700,a_cd:1.5,speed:50,skills:[6003],tals:"说明"},
+ 5005:{uuid:5005,name:"火焰法师",path:"zh2", lv:3,kind:2,type:2,hp:200,ap:15,rate:50,ra_up:0,dis:700,a_cd:1.5,speed:50,skills:[6003],tals:"说明"},
+ 5006:{uuid:5006,name:"风暴精灵",path:"m4", lv:3,kind:2,type:2,hp:200,ap:15,rate:50,ra_up:0,dis:700,a_cd:1.5,speed:50,skills:[6001],tals:"说明"},
+ 5007:{uuid:5007,name:"生命圣者",path:"d1", lv:3,kind:2,type:2,hp:200,ap:10,rate:50,ra_up:0,dis:700,a_cd:1.5,speed:50,skills:[6003],tals:"说明"},
+ 5008:{uuid:5008,name:"战争祭祀",path:"d2", lv:3,kind:2,type:2,hp:200,ap:10,rate:50,ra_up:0,dis:700,a_cd:1.5,speed:50,skills:[6003],tals:"说明"},
+ 5009:{uuid:5009,name:"暴风射手",path:"a5", lv:3,kind:2,type:1,hp:200,ap:15,rate:50,ra_up:0,dis:700,a_cd:1.2,speed:50,skills:[6006],tals:"说明"},
+ 5010:{uuid:5010,name:"苍穹射手",path:"a3", lv:3,kind:1,type:1,hp:200,ap:15,rate:50,ra_up:0,dis:700,a_cd:1.2,speed:50,skills:[6006],tals:"说明"},
+ 5011:{uuid:5011,name:"幽灵射手",path:"a4", lv:3,kind:2,type:1,hp:200,ap:15,rate:50,ra_up:0,dis:700,a_cd:1.2,speed:50,skills:[6006],tals:"说明"},
+ 5201:{uuid:5201,name:"兽人战士",path:"mor1", lv:1,kind:1,type:0,hp:200,ap:10,rate:50,ra_up:0,dis:80,a_cd:1,speed:50,skills:[6005],tals:"说明"},
+ 5202:{uuid:5202,name:"兽人刺客",path:"mor2", lv:1,kind:1,type:0,hp:200,ap:10,rate:50,ra_up:0,dis:80,a_cd:1,speed:50,skills:[6005],tals:"说明"},
+ 5203:{uuid:5203,name:"兽人护卫",path:"mor3", lv:1,kind:1,type:1,hp:200,ap:15,rate:50,ra_up:0,dis:80,a_cd:1.2,speed:50,skills:[6007],tals:"说明"},
+ 5204:{uuid:5204,name:"石卫", path:"mgem1",lv:1,kind:1,type:0,hp:200,ap:10,rate:50,ra_up:0,dis:80,a_cd:1,speed:50,skills:[6005],tals:"说明"},
+ 5205:{uuid:5205,name:"土卫", path:"mgem2",lv:1,kind:1,type:0,hp:200,ap:10,rate:50,ra_up:0,dis:80,a_cd:1,speed:50,skills:[6005],tals:"说明"},
+ 5206:{uuid:5206,name:"树人", path:"mgem3",lv:1,kind:1,type:0,hp:200,ap:10,rate:50,ra_up:0,dis:80,a_cd:1,speed:50,skills:[6005],tals:"说明"},
+ 5210:{uuid:5210,name:"骷髅战士",path:"mkl4", lv:1,kind:1,type:0,hp:200,ap:10,rate:50,ra_up:0,dis:80,a_cd:1,speed:50,skills:[6005],tals:"说明"},
+ 5211:{uuid:5211,name:"骷髅战士",path:"mkl5", lv:1,kind:1,type:0,hp:200,ap:10,rate:50,ra_up:0,dis:80,a_cd:1,speed:50,skills:[6005],tals:"说明"},
+ 5212:{uuid:5212,name:"骷髅战士",path:"mkl6", lv:1,kind:1,type:0,hp:200,ap:10,rate:50,ra_up:0,dis:80,a_cd:1,speed:50,skills:[6005],tals:"说明"},
+ 5213:{uuid:5213,name:"骷髅射手",path:"mkla1",lv:1,kind:1,type:1,hp:200,ap:15,rate:50,ra_up:0,dis:80,a_cd:1.2,speed:50,skills:[6005],tals:"说明"},
+ 5214:{uuid:5214,name:"骷髅射手",path:"mkla2",lv:1,kind:1,type:1,hp:200,ap:15,rate:50,ra_up:0,dis:80,a_cd:1.2,speed:50,skills:[6005],tals:"说明"},
+ 5215:{uuid:5215,name:"骷髅射手",path:"mkla3",lv:1,kind:1,type:1,hp:200,ap:15,rate:50,ra_up:0,dis:80,a_cd:1.2,speed:50,skills:[6005],tals:"说明"},
+ 5216:{uuid:5216,name:"元素1", path:"my1", lv:2,kind:1,type:2,hp:200,ap:15,rate:50,ra_up:0,dis:200,a_cd:1.5,speed:50,skills:[6001],tals:"说明"},
+ 5217:{uuid:5217,name:"元素2", path:"my2", lv:2,kind:1,type:2,hp:200,ap:15,rate:50,ra_up:0,dis:200,a_cd:1.5,speed:50,skills:[6002],tals:"说明"},
+ 5218:{uuid:5218,name:"元素3", path:"my3", lv:2,kind:1,type:2,hp:200,ap:15,rate:50,ra_up:0,dis:200,a_cd:1.5,speed:50,skills:[6003],tals:"说明"},
+ 5219:{uuid:5219,name:"牛头战士",path:"mn1", lv:2,kind:1,type:0,hp:200,ap:10,rate:50,ra_up:0,dis:80,a_cd:1,speed:50,skills:[6005],tals:"说明"},
+ 5220:{uuid:5220,name:"牛头战士",path:"mn2", lv:1,kind:1,type:1,hp:200,ap:15,rate:50,ra_up:0,dis:80,a_cd:1.2,speed:50,skills:[6010],tals:"说明"},
+ 5221:{uuid:5221,name:"牛头战士",path:"mn3", lv:1,kind:1,type:0,hp:200,ap:10,rate:50,ra_up:0,dis:80,a_cd:1,speed:50,skills:[6005],tals:"说明"},
+ 5222:{uuid:5222,name:"独眼巨人",path:"md1", lv:1,kind:1,type:0,hp:200,ap:10,rate:50,ra_up:0,dis:80,a_cd:1,speed:50,skills:[6005],tals:"说明"},
+ 5223:{uuid:5223,name:"独眼巨人",path:"md2", lv:1,kind:1,type:0,hp:200,ap:10,rate:50,ra_up:0,dis:80,a_cd:1,speed:50,skills:[6008],tals:"说明"},
+ 5224:{uuid:5224,name:"独眼巨人",path:"md3", lv:1,kind:1,type:1,hp:200,ap:15,rate:50,ra_up:0,dis:80,a_cd:1.2,speed:50,skills:[6005],tals:"说明"},
+ 5225:{uuid:5225,name:"精英独眼",path:"md4", lv:3,kind:1,type:2,hp:200,ap:15,rate:50,ra_up:0,dis:200,a_cd:1,speed:50,skills:[6009],tals:"说明"},
+ 5226:{uuid:5226,name:"精英牛头",path:"mn4", lv:3,kind:1,type:2,hp:200,ap:15,rate:50,ra_up:0,dis:200,a_cd:1,speed:50,skills:[6010],tals:"说明"},
+ 5227:{uuid:5227,name:"精英兽人",path:"mor4", lv:3,kind:1,type:2,hp:200,ap:15,rate:50,ra_up:0,dis:200,a_cd:1,speed:50,skills:[6009],tals:"说明"}
};
\ No newline at end of file
diff --git a/assets/script/game/common/ecs/position/BattleMoveSystem.ts b/assets/script/game/common/ecs/position/BattleMoveSystem.ts
index f9a75c0b..03e26da9 100644
--- a/assets/script/game/common/ecs/position/BattleMoveSystem.ts
+++ b/assets/script/game/common/ecs/position/BattleMoveSystem.ts
@@ -28,7 +28,7 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
this.updateRenderOrder(e);
// 同步状态
- if (!shouldStop) {
+ if (!shouldStop&&view.fac==1) {
if(view.is_stop||view.is_dead) return //停止移动或者死亡不移动
// 计算移动量
const delta = (view.speed/3) * this.dt * move.direction;
diff --git a/assets/script/game/hero/Hero.ts b/assets/script/game/hero/Hero.ts
index 39e8a9c7..8e96a144 100644
--- a/assets/script/game/hero/Hero.ts
+++ b/assets/script/game/hero/Hero.ts
@@ -6,7 +6,6 @@ import { HeroModelComp } from "./HeroModelComp";
import { HeroViewComp } from "./HeroViewComp";
import { BoxSet } from "../common/config/BoxSet";
import { HeroInfo } from "../common/config/heroSet";
-import { Talents } from "../common/config/TalentSet";
import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
import { HeroSkillsComp } from "../skill/heroSkillsComp";
/** 角色实体 */
@@ -25,12 +24,13 @@ export class Hero extends ecs.Entity {
}
destroy(): void {
- this.remove(HeroViewComp);;
+ this.remove(HeroViewComp);
super.destroy();
}
/** 加载角色 */
- load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_call:boolean=false,lv:number=1) {
+ load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,info:any={ap:0,hp:0}) {
+ console.log("英雄加载:",uuid,pos,scale,info)
scale = 1
let box_group=BoxSet.HERO
var path = "game/heros/"+HeroInfo[uuid].path;
@@ -39,10 +39,7 @@ export class Hero extends ecs.Entity {
var scene = smc.map.MapView.scene;
node.parent = scene.entityLayer!.node!
node.setPosition(pos)
- this.hero_init(uuid,node,scale,box_group,is_call,lv)
- oops.message.dispatchEvent("hero_load",this)
- }
- hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_call:boolean=false,lv:number=1){
+
var hv = node.getComponent(HeroViewComp)!;
let hero= HeroInfo[uuid] // 共用英雄数据
hv.scale = scale;
@@ -53,25 +50,22 @@ export class Hero extends ecs.Entity {
hv.hero_name= hero.name;
hv.speed =hv.ospeed = hero.speed;
hv.dis = hero.dis;
- hv.hp= hv.hp_max =hero.hp;
- hv.ap = hero.ap;
+ hv.hp= hv.hp_max =hero.hp+info.hp;
+ hv.ap = hero.ap+info.ap;
hv.cd = hero.a_cd
+ hv.rate=hero.rate
+ hv.r_up=hero.ra_up
hv.atk_skill=hero.skills[0]
this.add(hv);
-
- // // 初始化多个技能组件
- // const skillsComp = this.get(HeroSkillsComp);
- // // 正确初始化已有技能
- // hero.skills.forEach(skillId => {
- // this.addSkill(skillId); // 使用addSkill方法确保初始化
- // });
-
- // 初始化移动参数
const move = this.get(BattleMoveComp);
move.direction = 1; // 向右移动
- move.targetX = 800; // 右边界
+ move.targetX = 800; // 右边界'
+
+
+ oops.message.dispatchEvent("hero_load",this)
}
+
// 添加技能
public addSkill(skillId: number) {
const comp = this.get(HeroSkillsComp);
diff --git a/assets/script/game/hero/HeroAnmComp.ts b/assets/script/game/hero/HeroAnmComp.ts
index c368b0d2..4e1d9c6e 100644
--- a/assets/script/game/hero/HeroAnmComp.ts
+++ b/assets/script/game/hero/HeroAnmComp.ts
@@ -10,21 +10,21 @@ export default class HeroAnmComp extends Component{
private _hasStop = true;
onLoad () {
var spine = this.spine = this.getComponent('sp.Skeleton') as sp.Skeleton;
- this._setMix('Walking', 'Idle');
- this._setMix('Walking', 'Attacking');
- this._setMix('Walking', 'Taunt');
- this._setMix('Idle', 'Attacking');
- this._setMix('Idle', 'Taunt');
- this._setMix('Idle', 'Walking');
- this._setMix('Attacking', 'Idle');
- this._setMix('Attacking', 'Walking');
- this._setMix('Taunt', 'Walking');
- this._setMix('Taunt', 'Idle');
+ // this._setMix('Walking', 'Idle');
+ // this._setMix('Walking', 'Attacking');
+ // this._setMix('Walking', 'Taunt');
+ // this._setMix('Idle', 'Attacking');
+ // this._setMix('Idle', 'Taunt');
+ // this._setMix('Idle', 'Walking');
+ // this._setMix('Attacking', 'Idle');
+ // this._setMix('Attacking', 'Walking');
+ // this._setMix('Taunt', 'Walking');
+ // this._setMix('Taunt', 'Idle');
spine.setCompleteListener((trackEntry) => {
var animationName = trackEntry.animation ? trackEntry.animation.name : "";
if (animationName === 'Attacking'||animationName==='Taunt'||animationName==='Hurt') {
- this.spine!.clearTrack(1);
+ // this.spine!.clearTrack(1);
}
var loopCount = Math.floor(trackEntry.trackTime / trackEntry.animationEnd);
// console.log("[track %s][animation %s] complete: %s", trackEntry.trackIndex, animationName, loopCount);
@@ -67,7 +67,7 @@ export default class HeroAnmComp extends Component{
// ANIMATIONS
stop () {
- this.spine?.clearTrack(0);
+ // this.spine?.clearTrack(0);
this._hasStop = true;
}
@@ -92,8 +92,8 @@ export default class HeroAnmComp extends Component{
this.spine?.setAnimation(0, 'Idle', true);
}
- _setMix (anim1: string, anim2: string) {
- this.spine?.setMix(anim1, anim2, this.mixTime);
- this.spine?.setMix(anim2, anim1, this.mixTime);
- }
+ // _setMix (anim1: string, anim2: string) {
+ // this.spine?.setMix(anim1, anim2, this.mixTime);
+ // this.spine?.setMix(anim2, anim1, this.mixTime);
+ // }
}
\ No newline at end of file
diff --git a/assets/script/game/hero/HeroInfoComp.ts b/assets/script/game/hero/HeroInfoComp.ts
new file mode 100644
index 00000000..4641d67a
--- /dev/null
+++ b/assets/script/game/hero/HeroInfoComp.ts
@@ -0,0 +1,68 @@
+import { _decorator, Label, resources, Sprite, SpriteAtlas } 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 { smc } from "../common/SingletonModuleComp";
+import { HeroModelComp } from "./HeroModelComp";
+import { HeroViewComp } from "./HeroViewComp";
+import { HeroInfo, HeroPos, HeroSet } from "../common/config/heroSet";
+import { MissionComp } from "../map/MissionComp";
+
+const { ccclass, property } = _decorator;
+
+/** 视图层对象 */
+@ccclass('HeroInfoCompComp')
+@ecs.register('HeroInfoComp', false)
+export class HeroInfoCompComp extends CCComp {
+ @property(Number)
+ c_id:number=0
+ @property(Boolean)
+ is_Change:boolean=false
+
+ has_hero:boolean=false
+ /** 视图层逻辑代码分离演示 */
+ start() {
+ // var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
+ // this.on(ModuleEvent.Cmd, this.onHandler, this);
+ this.init()
+ }
+ init(){
+ this.has_hero=false
+ }
+ update(dt: number): void {
+ if(!smc.mission.play) return
+ this.update_info()
+ }
+ update_info(){
+ let heros=ecs.query(ecs.allOf(HeroModelComp))
+ for(let hero of heros){
+ let info=hero.get(HeroViewComp)
+ if(info.node.position.x==HeroPos[this.c_id].pos.x){
+ this.has_hero=true
+ this.node.getChildByName("info").getChildByName("ap").getChildByName("num").getComponent(Label).string=info.ap.toString()
+ this.node.getChildByName("info").getChildByName("hp").getChildByName("num").getComponent(Label).string=info.hp.toString()
+ this.node.getChildByName("name").getComponent(Label).string=HeroInfo[info.hero_uuid].name
+ var icon_path = "game/heros/herois"
+ resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
+ const sprite = this.node.getChildByName("mask").getChildByName("icon").getComponent(Sprite);
+ sprite.spriteFrame = atlas.getSpriteFrame(HeroInfo[info.hero_uuid].path);
+ });
+ }
+ }
+ if(this.is_Change){
+ this.node.getChildByName("change").active=this.has_hero
+ this.node.getChildByName("select").active=!this.has_hero
+ }
+ }
+ /** 全局消息逻辑处理 */
+ // private onHandler(event: string, args: any) {
+ // switch (event) {
+ // case ModuleEvent.Cmd:
+ // break;
+ // }
+ // }
+
+ /** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
+ reset() {
+ this.node.destroy();
+ }
+}
\ No newline at end of file
diff --git a/assets/script/game/skill/SkillSystem.ts.meta b/assets/script/game/hero/HeroInfoComp.ts.meta
similarity index 70%
rename from assets/script/game/skill/SkillSystem.ts.meta
rename to assets/script/game/hero/HeroInfoComp.ts.meta
index 9860dc5d..fb38ee39 100644
--- a/assets/script/game/skill/SkillSystem.ts.meta
+++ b/assets/script/game/hero/HeroInfoComp.ts.meta
@@ -2,7 +2,7 @@
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
- "uuid": "9b14bcef-b9c5-4132-ab96-e089fc1d8545",
+ "uuid": "e8cba331-88b0-4b08-9756-374a422d3c28",
"files": [],
"subMetas": {},
"userData": {}
diff --git a/assets/script/game/hero/HeroViewComp.ts b/assets/script/game/hero/HeroViewComp.ts
index 3deabf73..ce7efca4 100644
--- a/assets/script/game/hero/HeroViewComp.ts
+++ b/assets/script/game/hero/HeroViewComp.ts
@@ -1,4 +1,4 @@
-import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Color, RigidBody, RigidBody2D} from "cc";
+import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Color} 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 { HeroSpine } from "./HeroSpine";
@@ -39,7 +39,6 @@ export class HeroViewComp extends CCComp {
atk_range:number = 150;
box_group:number = BoxSet.HERO;
- rigid:RigidBody2D=null!;
is_dead:boolean = false; //是否摧毁
@@ -47,7 +46,8 @@ export class HeroViewComp extends CCComp {
is_atking:boolean = false;
is_boss:boolean = false;
is_big_boss:boolean = false;
-
+ rate:number=0;
+ r_up:number=0;
hp: number = 100; /** 血量 */
hp_max: number = 100; /** 最大血量 */
hp_speed: number = 0; //每秒回复量
@@ -90,7 +90,7 @@ export class HeroViewComp extends CCComp {
onLoad() {
this.as = this.getComponent(HeroSpine);
let anm = this.node.getChildByName("anm")
- anm.setScale(anm.scale.x*0.7,anm.scale.y*0.7);
+ anm.setScale(anm.scale.x*0.8,anm.scale.y*0.8);
// 注册单个碰撞体的回调函数
// let collider = this.getComponent(Collider2D);
@@ -102,16 +102,10 @@ export class HeroViewComp extends CCComp {
// collider.on(Contact2DType.PRE_SOLVE, this.onPreSolve, this);
// // collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, this);
// }
- // this.rigid = this.getComponent(RigidBody2D);
- // if(this.rigid.sleep){
- // console.log("hero rigid sleep ",this.scale,this.rigid);
- // this.rigid.wakeUp();
- // }
+
}
// onBeginContact (seCol: Collider2D, oCol: Collider2D) {
// console.log("碰撞开始 ",this.scale,seCol,oCol);
-
-
// }
// onEndContact (seCol: Collider2D, oCol: Collider2D) { console.log("碰撞结束 ",this.scale,seCol,oCol);}
// onPreSolve (seCol: Collider2D, oCol: Collider2D) {console.log("碰撞预处理 ",this.scale,seCol,oCol);}
@@ -133,10 +127,10 @@ export class HeroViewComp extends CCComp {
}
update(dt: number){
if(!smc.mission.play||smc.mission.pause) return
- if(this.is_dead) {
- if(!this.in_grave()) this.to_grave()
- return
- }
+ // if(this.is_dead) {
+ // this.ent.destroy();
+ // return
+ // }
this.hp_show()
if(this.ice_cd > 0){
this.ice_cd -=dt;
@@ -248,31 +242,23 @@ export class HeroViewComp extends CCComp {
}
//掉落物品
to_drop(){
- let Drops = getMonsterDrops(1, MonsterType.Normal, 1.2);
- if(this.is_boss) Drops =getMonsterDrops(1, MonsterType.Elite, 1.2);
- if(this.is_big_boss) Drops =getMonsterDrops(1, MonsterType.Boss, 1.2);
+ // let Drops = getMonsterDrops(1, MonsterType.Normal, 1.2);
+ // if(this.is_boss) Drops =getMonsterDrops(1, MonsterType.Elite, 1.2);
+ // if(this.is_big_boss) Drops =getMonsterDrops(1, MonsterType.Boss, 1.2);
}
- //进入墓地
- to_grave(){
- let pos =v3(-1000,this.node.position.y,this.node.position.z)
- if(this.fac==1) pos.x=1000
- this.node.setPosition(pos)
- }
- //是否在墓地
- in_grave(){
- return this.node.position.y <= -900;
- }
- to_alive(){
- let pos =v3(HeroSet.Start_x[this.type],HeroSet.Start_y[this.type],this.node.position.z)
- this.node.setPosition(pos)
- this.revive()
- }
+
to_console(value:any,value2:any=null,value3:any=null){
console.log("["+this.scale+this.hero_name+']'+value,value2,value3)
}
reset() {
this.is_dead = false;
- this.node.destroy();
+ const collider = this.getComponent(Collider2D);
+ if (collider) {
+ collider.off(Contact2DType.BEGIN_CONTACT);
+ }
+ this.scheduleOnce(() => {
+ this.node.destroy();
+ }, 0.1);
}
playSkillEffect(skill_id:number) {
let skill = SkillSet[skill_id]
diff --git a/assets/script/game/hero/Mon.ts b/assets/script/game/hero/Mon.ts
index 1005d627..08ac932e 100644
--- a/assets/script/game/hero/Mon.ts
+++ b/assets/script/game/hero/Mon.ts
@@ -1,37 +1,22 @@
-/*
- * @Author: dgflash
- * @Date: 2021-11-18 17:47:56
- * @LastEditors: dgflash
- * @LastEditTime: 2022-08-04 15:43:04
- */
import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas} from "cc";
-import { UICallbacks } from "../../../../extensions/oops-plugin-framework/assets/core/gui/layer/Defines";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
-import { UIID } from "../common/config/GameUIConfig";
import { smc } from "../common/SingletonModuleComp";
-import { HeroModelComp } from "./HeroModelComp";
-import { HeroSpine } from "./HeroSpine";
import { HeroViewComp } from "./HeroViewComp";
import { BoxSet } from "../common/config/BoxSet";
-import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager";
import { HeroInfo } from "../common/config/heroSet";
-import { Talents } from "../common/config/TalentSet";
import { MonModelComp } from "./MonModelComp";
import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
-import { HeroSkillsComp } from "../skill/heroSkillsComp";
/** 角色实体 */
@ecs.register(`Monster`)
export class Monster extends ecs.Entity {
HeroModel!: MonModelComp;
HeroView!: HeroViewComp;
BattleMove!: BattleMoveComp;
- HeroSkills!: HeroSkillsComp;
protected init() {
this.addComponents(
BattleMoveComp,
- HeroSkillsComp,
MonModelComp
);
}
@@ -46,7 +31,7 @@ export class Monster extends ecs.Entity {
scale=-1
let box_group=BoxSet.MONSTER
console.log("mon load",uuid)
- this.addComponents( MonModelComp, BattleMoveComp);
+ // this.addComponents( MonModelComp, BattleMoveComp);
var path = "game/heros/"+HeroInfo[uuid].path;
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
@@ -67,8 +52,6 @@ export class Monster extends ecs.Entity {
var hv = node.getComponent(HeroViewComp)!;
// console.log("hero_init",buff)
let hero= HeroInfo[uuid] // 共用英雄数据
- let talent= smc.vmdata.talent //角色英雄数据
- let talents=Talents;
hv.scale = scale;
hv.fac = 1;
hv.type = hero.type;
@@ -84,42 +67,7 @@ export class Monster extends ecs.Entity {
hv.atk_skill=hero.skills[0]
this.add(hv);
- // // 初始化多个技能组件
- // const skillsComp = this.get(HeroSkillsComp);
- // // 正确初始化已有技能
- // hero.skills.forEach(skillId => {
- // this.addSkill(skillId); // 使用addSkill方法确保初始化
- // });
-
- // 初始化移动参数
- const move = this.get(BattleMoveComp);
- move.direction = 1; // 向右移动
- move.targetX = 800; // 右边界
- }
- // 添加技能
- public addSkill(skillId: number) {
- const comp = this.get(HeroSkillsComp);
- if (comp.skills.indexOf(skillId) === -1) {
- comp.skills.push(skillId);
- comp.cooldowns.set(skillId, 0);
- comp.counters.set(skillId, 0);
- console.log(`技能${skillId}初始化完成`,
- '当前cooldowns:', comp.cooldowns,
- '当前counters:', comp.counters);
- }
+
}
- // 移除技能
- public removeSkill(skillId: number) {
- const comp = this.get(HeroSkillsComp);
- comp.skills = comp.skills.filter(id => id !== skillId);
- }
-
- public levelUp() {
- // ...升级逻辑...
- const comp = this.get(HeroSkillsComp);
- comp.skills.forEach(skillId => {
- comp.resetCooldown(skillId);
- });
- }
}
\ No newline at end of file
diff --git a/assets/script/game/map/CardComp.ts b/assets/script/game/map/CardComp.ts
index 45729515..d3826a88 100644
--- a/assets/script/game/map/CardComp.ts
+++ b/assets/script/game/map/CardComp.ts
@@ -46,6 +46,10 @@ export class CardComp extends CCComp {
show.getChildByName("name").getComponent(Label).string=HeroInfo[uuid].name
show.getChildByName("ap").getChildByName("num").getComponent(Label).string=HeroInfo[uuid].ap.toString()
show.getChildByName("hp").getChildByName("num").getComponent(Label).string=HeroInfo[uuid].hp.toString()
+ show.getChildByName("type").getChildByName("war").active=HeroInfo[uuid].type==0
+ show.getChildByName("type").getChildByName("bow").active=HeroInfo[uuid].type==1
+ show.getChildByName("type").getChildByName("mag").active=HeroInfo[uuid].type==2
+ show.getChildByName("lv").getChildByName("num").getComponent(Label).string=HeroInfo[uuid].lv.toString()
var icon_path = "game/heros/herois"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = show.getChildByName("mask").getChildByName("icon").getComponent(Sprite);
diff --git a/assets/script/game/map/MissionComp.ts b/assets/script/game/map/MissionComp.ts
index 7bd80e5f..4f4550df 100644
--- a/assets/script/game/map/MissionComp.ts
+++ b/assets/script/game/map/MissionComp.ts
@@ -33,9 +33,12 @@ export class MissionComp extends CCComp {
mission_buff_up_exp:number = 99999999
MSComp:MSkillComp=null
MMSComp:MSkillComp=null
-
-
+ heros_node:any=null
+ heros_node_pos:any=v3(0,0,0)
+ herosc_node:any=null
+ hero_args:any=null
onLoad(){
+ // this.on(GameEvent.UserHeroCard,this.show_herosc,this)
// this.MSComp=this.node.getChildByName("msk").getComponent(MSkillComp)
// this.MMSComp=this.node.getChildByName("mmsk").getComponent(MSkillComp)
// this.MSComp.group=BoxSet.HERO
@@ -44,6 +47,11 @@ export class MissionComp extends CCComp {
// this.MMSComp.s_uuid=smc.mission.mmskill
}
start() {
+ this.heros_node=this.node.getChildByName("heros")
+ this.herosc_node=this.node.getChildByName("herosc")
+ this.herosc_node.active=false
+ this.node.getChildByName('hbg').active=false
+ this.heros_node_pos=v3(this.heros_node.position.x,this.heros_node.position.y,this.heros_node.position.z)
// this.VictoryComp=this.node.getChildByName("victory").getComponent(VictoryComp)
}
@@ -51,19 +59,37 @@ export class MissionComp extends CCComp {
if(!smc.mission.play||smc.mission.pause){
return
}
- if(this.fight_start){
- this.check_mon_num()
- }
- this.count_hero_pos()
- this.count_mon_pos()
+
// if (this.game_timer.update(dt)) {
// smc.vmdata.game.g_time += 1;
// }
- // this.shuaxin(dt)
- }
+ }
+ show_herosc(event: string, args: any){
+ this.node.getChildByName('hbg').active=true
+ const screenSize = this.node.getComponent(UITransform).contentSize;
+ const centerY = screenSize.height / 2;
+ tween(this.heros_node).to(0.1,{position:v3(this.heros_node.position.x,centerY,0)}, // 这里以node的位置信息坐标缓动的目标
+ { // ITweenOption 的接口实现:
+ onComplete:()=>{
+
+ this.herosc_node.active=true
+ this.heros_node.active=false
+ this.hero_args=args
+ }
+ }).start()
+ }
+ call_hero(event: string, args: any){
+ console.log("call_hero",args)
+ oops.message.dispatchEvent(GameEvent.CallHero,{uuid:this.hero_args.uuid,pos:args})
+ this.herosc_node.active=false
+ this.heros_node.active=true
+ this.heros_node.position=this.heros_node_pos
+ this.hero_args=null
+ this.node.getChildByName('hbg').active=false
+ }
mission_start(){
/* todo 关卡设定完善*/
- console.log("mission_start Missions mons:",Missions[smc.mission.lv])
+ console.log("战斗开始 Missions mons:",Missions[smc.mission.lv])
smc.mission.status=1
this.colose_victory()
this.mission_init()
@@ -109,71 +135,14 @@ export class MissionComp extends CCComp {
this.MSComp.init()
this.MMSComp.init()
}
- check_mon_num(){
- let mons:any = this.get_mons()
- let heros:any= this.get_heros()
- let h_alive=false
- let m_alive=false
- for (let i = 0; i < heros.length; i++) {
- if ( !heros[i].HeroView.is_dead) {
- h_alive=true
- }
- }
- for (let i = 0; i < mons.length; i++) {
- if ( !mons[i].HeroView.is_dead) {
- m_alive=true
- }
- }
- // if (!m_alive||!h_alive) this.mission_end()
- }
-
+
get_mons(){
return ecs.query(ecs.allOf(MonModelComp));
}
get_heros(){
return ecs.query(ecs.allOf(HeroModelComp))
}
- count_mon_pos(){
- let right_x:number=360
- let left_x:number=-360
- let monsters:any= this.get_mons()
- for(let i=0;i 400) continue
- let mon:any = monsters[i].HeroView.node.position
- smc.enemy_pos[i]= mon
- if(monsters[i].HeroView.node.position.x > left_x){
- left_x = monsters[i].HeroView.node.position.x
- }
- if(monsters[i].HeroView.node.position.x < right_x){
- right_x = monsters[i].HeroView.node.position.x
- }
- }
- smc.mon_front_x=right_x
- smc.mon_back_x=left_x
- // console.log("count_mon_pos",smc.mon_pos,smc.mon_front_x,smc.mon_back_x)
- }
- count_hero_pos(){
- let right_x:number=360
- let left_x:number=-360
- let heros:any= this.get_heros()
- for(let i=0;i left_x){
- left_x = heros[i].HeroView.node.position.x
- }
- if(heros[i].HeroView.node.position.x < right_x){
- right_x = heros[i].HeroView.node.position.x
- }
- }
- smc.hero_front_x=left_x
- smc.hero_back_x=right_x
- // console.log("count_hero_pos",smc.hero_pos,smc.hero_front_x,smc.mon_front_x)
- }
+
card_refresh(){
oops.message.dispatchEvent(GameEvent.CardRefresh)
}
diff --git a/assets/script/game/map/MissionHeroComp.ts b/assets/script/game/map/MissionHeroComp.ts
index f1894d25..dcf45d25 100644
--- a/assets/script/game/map/MissionHeroComp.ts
+++ b/assets/script/game/map/MissionHeroComp.ts
@@ -2,12 +2,14 @@ import { _decorator, v3, Vec3 } 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 { HeroInfo, HeroList, HeroSet } from "../common/config/heroSet";
+import { HeroInfo, HeroList, HeroPos, HeroSet } from "../common/config/heroSet";
import { Hero } from "../hero/Hero";
import { smc } from "../common/SingletonModuleComp";
import { Timer } from "db://oops-framework/core/common/timer/Timer";
import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
import { GameEvent } from "../common/config/GameEvent";
+import { HeroModelComp } from "../hero/HeroModelComp";
+import { HeroViewComp } from "../hero/HeroViewComp";
const { ccclass, property } = _decorator;
@@ -16,6 +18,11 @@ const { ccclass, property } = _decorator;
@ecs.register('MissionHeroComp', false)
export class MissionHeroCompComp extends CCComp {
timer:Timer=new Timer(2)
+ start_pos:any={
+ 0:{pos:v3(-140,130,0),has:false},
+ 1:{pos:v3(-220,130,0),has:false},
+ 2:{pos:v3(-300,130,0),has:false},
+ }
onLoad(){
this.on(GameEvent.UserHeroCard,this.call_hero,this)
}
@@ -27,7 +34,9 @@ export class MissionHeroCompComp extends CCComp {
}
init(){
-
+ this.start_pos[0].has=false
+ this.start_pos[1].has=false
+ this.start_pos[2].has=false
}
test_call(){
this.addHero(5010)
@@ -41,12 +50,30 @@ export class MissionHeroCompComp extends CCComp {
this.addHero(uuid)
}
/** 添加玩家 */
- private addHero(uuid:number=1001,i:number=0) {
+ private addHero(uuid:number=1001) {
+ console.log("call_hero addHero",uuid)
+ let info:any={ap:0,hp:0}
+ if(this.start_pos[HeroInfo[uuid].type].has){
+ info=this.remove_hero(HeroInfo[uuid].type)
+ }
let hero = ecs.getEntity(Hero);
let scale = 1
- let y=RandomManager.instance.getRandomInt(0,HeroSet.Start_y.length,1)
- let pos:Vec3 = v3(HeroSet.Start_x[HeroInfo[uuid].type],HeroSet.Start_y[y]);
- hero.load(pos,scale,uuid);
+ let pos:Vec3 = v3(HeroPos[HeroInfo[uuid].type].pos);
+ hero.load(pos,scale,uuid,info);
+ this.start_pos[HeroInfo[uuid].type].has=true
+ }
+ remove_hero(i:number){
+ let info:any={ap:0,hp:0}
+ let heros=ecs.query(ecs.allOf(HeroModelComp))
+ for(let hero of heros){
+ if(hero.get(HeroViewComp).node.position.x==HeroPos[i].pos.x){
+ info.ap=hero.get(HeroViewComp).ap*(100+hero.get(HeroViewComp).r_up)/100
+ info.hp=hero.get(HeroViewComp).hp*(100+hero.get(HeroViewComp).r_up)/100
+ hero.destroy()
+ return info
+ }
+ }
+ return info
}
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
reset() {
diff --git a/assets/script/game/map/MissionMonComp.ts b/assets/script/game/map/MissionMonComp.ts
index 522eed6a..df9db183 100644
--- a/assets/script/game/map/MissionMonComp.ts
+++ b/assets/script/game/map/MissionMonComp.ts
@@ -15,7 +15,7 @@ const { ccclass, property } = _decorator;
@ccclass('MissionMonCompComp')
@ecs.register('MissionMonComp', false)
export class MissionMonCompComp extends CCComp {
- timer:Timer=new Timer(5)
+ timer:Timer=new Timer(3)
/** 视图层逻辑代码分离演示 */
start() {
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
@@ -42,39 +42,23 @@ export class MissionMonCompComp extends CCComp {
let tc=1
let yc=2
let bc=1
- for(let i=0;i(Monster);
let scale = -1
- let x=RandomManager.instance.getRandomInt(0,MonSet.Start_x.length,1)
- let y=RandomManager.instance.getRandomInt(0,MonSet.Start_y.length,1)
- let pos:Vec3 = v3(MonSet.Start_x[2],MonSet.Start_y[y]);
+ let pos:Vec3 = v3(MonSet[i].pos);
mon.load(pos,scale,uuid,is_boss);
}
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
diff --git a/assets/script/game/skill/HeroSkillSystem.ts b/assets/script/game/skill/HeroSkillSystem.ts
index 6e32233f..854873bd 100644
--- a/assets/script/game/skill/HeroSkillSystem.ts
+++ b/assets/script/game/skill/HeroSkillSystem.ts
@@ -43,34 +43,31 @@ export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUp
private castSkill(caster: ecs.Entity, skillId: number, config: typeof SkillSet[keyof typeof SkillSet]) {
const view = caster.get(HeroViewComp);
const skillEntity = ecs.getEntity(Skill);
- console.log(view.hero_name+"施放技能:"+config.uuid+"=>"+view.hero_name);
+ console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid);
if (config.TargetGroup === TargetGroup.Enemy) {
const targets = this.selectEnemyTargets(caster, config);
+ console.log("敌人 targets:"+targets);
if (targets.length === 0) return;
skillEntity.load(
new Vec3(view.node.position.x, view.node.position.y+BoxSet.ATK_Y, 0), // 起始位置
- view.fac, // 阵营
+ view.box_group, // 阵营
view.node.parent, // 父节点
config.uuid, // 技能ID
new Vec3(targets[0]?.get(HeroViewComp).node.position.x, targets[0]?.get(HeroViewComp).node.position.y, 0), // 目标位置
targets[0]?.get(HeroViewComp),
view
);
- targets.forEach(target => {
- this.applySkillEffect(caster, target, config,skillEntity);
- console.log("施放技能:"+config.uuid+"=>"+target.get(HeroViewComp).hero_name);
- });
+ caster.get(HeroViewComp).playSkillEffect(config.uuid);
+ console.log("技能:"+config.uuid+"=>"+targets[0]?.get(HeroViewComp).hero_name);
}
if (config.TargetGroup === TargetGroup.Ally) {
const targets = this.selectAllyTargets(caster, config);
if (targets.length === 0) return;
- targets.forEach(target => {
- this.applySkillEffect(caster, target, config,skillEntity);
- });
+
}
if (config.TargetGroup === TargetGroup.Self) {
- this.applySkillEffect(caster, caster, config,skillEntity);
+
}
}
@@ -119,13 +116,6 @@ export class HeroSkillSystem extends ecs.ComblockSystem implements ecs.ISystemUp
return shuffled.slice(0, count);
}
- /** 应用技能效果 */
- private applySkillEffect(caster: ecs.Entity, target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet],skillEntity:ecs.Entity) {
- const casterView = caster.get(HeroViewComp);
- // 播放技能特效
- casterView.playSkillEffect(config.uuid);
-
- }
public clear_timer() {
console.log("clear_timer");
diff --git a/assets/script/game/skill/SkillSystem.ts b/assets/script/game/skill/SkillSystem.ts
deleted file mode 100644
index 199eb8bb..00000000
--- a/assets/script/game/skill/SkillSystem.ts
+++ /dev/null
@@ -1,148 +0,0 @@
-import { Node, Vec3 } from "cc";
-import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
-import { HeroViewComp } from "../hero/HeroViewComp";
-import { HeroSkillsComp } from "./heroSkillsComp";
-import { endType, SkillSet, TargetGroup, TargetType } from "../common/config/SkillSet";
-import { CdType } from "../common/config/SkillSet";
-import { oops } from "db://oops-framework/core/Oops";
-import { GameEvent } from "../common/config/GameEvent";
-import { Skill } from "../skills/Skill";
-import { SkillCom } from "../skills/SkillCom";
-import { AnimType } from "../common/config/SkillSet";
-
-
-/** 技能系统 */
-@ecs.register('SkillSystem')
-export class SkillSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
- private _timers: { [key: string]: number } = {};
- private _damageQueue: Array<{ timer: number; callback: () => void }> = [];
- private readonly SKILL_RANGE_X = 10; // x轴判定范围
- private readonly SKILL_RANGE_Y = 10; // y轴判定范围
- init(): void {
- oops.message.on(GameEvent.MissionEnd, this.clear_timer, this);
- }
- filter(): ecs.IMatcher {
- return ecs.allOf(SkillCom);
- }
-
-
- update(e: ecs.Entity) {
- const skill = e.get(SkillCom);
- if(this.checkSkill(skill)){
- if(skill.atk_count < 1){
- skill.atk_count++;
- // console.log("技能命中目标",skill.caster,skill.target,SkillSet[skill.s_uuid]);
- this.applySkillEffect(skill.caster,skill.target,SkillSet[skill.s_uuid],e);
- }
- }
- this.processDamageQueue();
-
- }
-
- private processDamageQueue() {
- const delta = this.dt;
- for (let i = this._damageQueue.length - 1; i >= 0; i--) {
- this._damageQueue[i].timer -= delta;
- if (this._damageQueue[i].timer <= 0) {
- this._damageQueue[i].callback();
- this._damageQueue.splice(i, 1);
- }
- }
- }
- checkSkill(skill: SkillCom) {
- const targetPos = skill.target.node.position;
- const target = skill.target;
- const skillPos = skill.node.position;
- // 根据技能配置获取判定范围
- const config = SkillSet[skill.s_uuid];
- const rangeX = config?.rangeX || 30; // 默认值为10
- const rangeY = config?.rangeY || 40;
- const distanceX = Math.abs(targetPos.x - skillPos.x);
- const distanceY = Math.abs(targetPos.y+40 - skillPos.y);
- const isInRange = distanceX < rangeX && distanceY < rangeY;
- return isInRange;
- }
- /** 应用技能效果 */
- private applySkillEffect(casterView:HeroViewComp, targetView: HeroViewComp, config: typeof SkillSet[keyof typeof SkillSet],e:ecs.Entity) {
- // 直接计算伤害(包含防御减免)
- const damageResult = this.calculateDamage(casterView, targetView, config);
- // 将施法者传入applyDamage方法
- this.applyDamage(targetView,damageResult);
- // 播放技能特效
- casterView.playSkillEffect(config.uuid);
- console.log(`${casterView.hero_name} 对 ${targetView.hero_name} 造成 ${damageResult.value}伤害`);
- if(config.endType === endType.collision){
- e.destroy();
- }
-}
-
-private calculateDamage(caster: HeroViewComp, target: HeroViewComp, config: typeof SkillSet[keyof typeof SkillSet]) {
- const result = {
- value: 0,
- isCrit: false,
- isDodged: false,
- delay: 0.3, // 默认延迟
- ignoreDefense: false,
- canCrit: true,
- }
- let final = caster.ap * config.ap / 100;
- // 伤害浮动(±10%)
- const damageFloat = 0.9 + Math.random() * 0.2; // 0.9~1.1
- final *= damageFloat;
- final = Math.round(final);
- result.value = Math.max(1, final); // 确保最小伤害为1
- result.isCrit = false;
- return result;
-}
-
-private applyDamage(targetView: HeroViewComp, result: any,) {;
-
- this._damageQueue.push({
- timer: 0,
- callback: () => {
- if (!targetView?.ent.has(HeroViewComp)) return;
-
- let remainingDamage = result.value;
- if (targetView.shield > 0) {
- const shieldAbsorb = Math.min(targetView.shield, remainingDamage);
- targetView.shield -= shieldAbsorb;
- remainingDamage -= shieldAbsorb;
-
- if (targetView.shield <= 0) {
- targetView.BUFFCOMP.show_shield(false);
- }
- }
-
- if (remainingDamage > 0) {
- targetView.hp -= remainingDamage;
- if(targetView.hp <= 0) {
- targetView.BUFFCOMP.dead()
- targetView.to_grave();
- }
- targetView.showDamage(result.value, true);
- } else {
- targetView.BUFFCOMP.tooltip(5,"*吸收*");
- }
- }
- });
-}
-
-
- public clear_timer() {
- console.log("clear_timer");
- Object.values(this._timers).forEach(clearTimeout);
- }
- onDestroy() {
- Object.values(this._timers).forEach(clearTimeout);
- }
-
-
- /** 应用负面状态 */
- private applyDebuff(target: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]) {
- // 实现debuff逻辑...
- }
-
-}
-
-
-
diff --git a/assets/script/game/skills/Skill.ts b/assets/script/game/skills/Skill.ts
index ee265a58..89844807 100644
--- a/assets/script/game/skills/Skill.ts
+++ b/assets/script/game/skills/Skill.ts
@@ -41,27 +41,24 @@ 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)
+ // console.log("加载预制体:",startPos,targetPos)
// 添加技能组件
const skillComp = node.getComponent(SkillCom); // 初始化技能参数
+ skillComp.ap = caster.ap;
skillComp.s_uuid = uuid;
skillComp.animType = config.AnimType;
skillComp.endType = config.endType;
skillComp.speed = config.speed;
skillComp.inTime = config.in;
skillComp.atk_count = 0;
- skillComp.startPos = v3(startPos.x,BoxSet.GAME_LINE+35,0)
- skillComp.targetPos = v3(targetPos.x,BoxSet.GAME_LINE+50,0)
+ skillComp.startPos = startPos
+ skillComp.targetPos =targetPos
skillComp.target = target;
skillComp.caster = caster;
skillComp.prefabName = config.sp_name;
skillComp.group = group;
- skillComp.fac = group;
- if(group==BoxSet.HERO){
- skillComp.fac=0;
- }else{
- skillComp.fac=1;
- }
+ skillComp.fac= group==BoxSet.HERO?0:1;
+
console.log(config.sp_name+"技能配置",skillComp);
// 初始化动画名称
skillComp.animName = config.animName; // 从配置获取动画名称
diff --git a/assets/script/game/skills/SkillCom.ts b/assets/script/game/skills/SkillCom.ts
index 77a692fa..252cf9b7 100644
--- a/assets/script/game/skills/SkillCom.ts
+++ b/assets/script/game/skills/SkillCom.ts
@@ -8,6 +8,7 @@ import { AnimType, endType, SkillSet } from "../common/config/SkillSet";
import { EndAnmCom } from './EndAnmCom';
import { BoxSet } from "../common/config/BoxSet";
import { HeroFac, HeroSet } from "../common/config/heroSet";
+import { HeroViewComp } from "../hero/HeroViewComp";
const { ccclass, property } = _decorator;
@@ -36,11 +37,11 @@ export class SkillCom extends CCComp {
animName: string = "";
group:number = 0; //阵营
fac:number=0; //阵营
- rigid:RigidBody2D=null!; // 动画名称
target:any=null;
caster:any=null;
distance_x:number=0;
distance_y:number=0;
+ ap:number=0;
private moveDirection: Vec3 | null = null; // 添加一个属性来存储移动方向
protected onLoad(): void {
@@ -51,19 +52,12 @@ export class SkillCom extends CCComp {
start() {
oops.message.on(GameEvent.MissionEnd, this.doDestroy, this);
this.node.active = true;
- // let collider = this.getComponent(Collider2D);
- // console.log(this.group +"技能 collider ",collider);
- // collider.group = this.group;
- // if (collider) {
- // collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
-
- // }
- // this.rigid = this.getComponent(RigidBody2D);
- // if(this.rigid.sleep){
- // console.log(this.scale+"技能 rigid sleep ",this.rigid);
- // this.rigid.wakeUp();
- // }
- // 根据动画类型开始相应的运动
+ let collider = this.getComponent(Collider2D);
+ console.log(this.group +"技能 collider ",collider);
+ collider.group = this.group;
+ if (collider) {
+ collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
+ }
let dir_x = this.target.node.position.x > this.node.position.x ? 1 : -1
this.node.scale = v3(dir_x,1,1)
// 根据目标位置设置节点朝向
@@ -104,9 +98,35 @@ export class SkillCom extends CCComp {
this.startMovement();
}
- // onBeginContact (seCol: Collider2D, oCol: Collider2D) {
- // console.log(this.scale+"碰撞开始 ",seCol,oCol);
- // }
+ onBeginContact (seCol: Collider2D, oCol: Collider2D) {
+ console.log(this.scale+"碰撞开始 ",seCol,oCol);
+ let target = oCol.getComponent(HeroViewComp)
+ let caster = seCol.getComponent(HeroViewComp)
+ if(oCol.group!=this.group){
+ if(target == null) return;
+ let remainingDamage = this.ap;
+ if (target.shield > 0) {
+ target.shield -= 1
+ target.BUFFCOMP.tooltip(5,"*吸收*");
+ remainingDamage = 0
+ if (target.shield <= 0) {
+ if(target == null) return;
+ target.BUFFCOMP.show_shield(false);
+ }
+ }else{
+ if(target == null) return;
+ target.hp -= remainingDamage;
+ if(target.hp <= 0) {
+ if(target == null) return;
+ target.BUFFCOMP.dead()
+ if(target.ent == null) return;
+ target.ent.destroy();
+ }
+ target.showDamage(remainingDamage, true);
+ }
+ this.ent.destroy()
+ }
+ }
@@ -244,7 +264,6 @@ export class SkillCom extends CCComp {
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
reset() {
this.is_destroy = false;
- this.node.destroy();
this.animType = 0;
this.endType = 0;
this.speed = 0;
@@ -252,6 +271,14 @@ export class SkillCom extends CCComp {
this.startPos.set();
this.targetPos.set();
this.moveDirection = null; // 重置移动方向
+ // 先移除所有碰撞回调
+ const collider = this.getComponent(Collider2D);
+ if (collider) {
+ collider.off(Contact2DType.BEGIN_CONTACT);
+ }
+ this.scheduleOnce(() => {
+ this.node.destroy();
+ }, 0);
}
}
\ No newline at end of file
diff --git a/settings/v2/packages/engine.json b/settings/v2/packages/engine.json
index a7b473b8..5331b8e0 100644
--- a/settings/v2/packages/engine.json
+++ b/settings/v2/packages/engine.json
@@ -51,7 +51,7 @@
"_value": false
},
"physics-2d": {
- "_value": false,
+ "_value": true,
"_option": "physics-2d-box2d"
},
"physics-2d-box2d": {
@@ -134,6 +134,7 @@
"gfx-webgl2",
"intersection-2d",
"particle-2d",
+ "physics-2d-box2d",
"profiler",
"skeletal-animation",
"spine",