技能碰撞改回物理碰撞

This commit is contained in:
2025-03-30 16:59:40 +08:00
parent 67704725b2
commit 798a831227
85 changed files with 13428 additions and 7394 deletions

File diff suppressed because it is too large Load Diff

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"tag": 8,
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"_restitution": 0,
"_offset": {
"__type__": "cc.Vec2",
"x": 2.9,
"y": 0.4
},
"_size": {
"__type__": "cc.Size",
"width": 36.7,
"height": 11
},
"_id": "" "_id": ""
}, },
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"fileId": "4eMHumwftHy4v/nD7o8Ys6" "fileId": "7058mXCyVNT56BSSjBCnpW"
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"__editorExtras__": {}, "__editorExtras__": {},
"node": { "node": {
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}, },
"enabledContactListener": true,
"bullet": false,
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"_group": 1,
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}, },
"tag": 8,
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"_sensor": true,
"_friction": 0.2,
"_restitution": 0,
"_offset": {
"__type__": "cc.Vec2",
"x": 2.9,
"y": 0.4
},
"_size": {
"__type__": "cc.Size",
"width": 36.7,
"height": 11
},
"_id": "" "_id": ""
}, },
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}, },
"enabledContactListener": true,
"bullet": false,
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"_group": 1,
"_type": 3,
"_allowSleep": false,
"_gravityScale": 1,
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"_angularDamping": 0,
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},
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}, },
"tag": 8,
"_group": 2,
"_density": 1,
"_sensor": true,
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"_restitution": 0,
"_offset": {
"__type__": "cc.Vec2",
"x": 2.9,
"y": 0.4
},
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"width": 36.7,
"height": 11
},
"_id": "" "_id": ""
}, },
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"fileId": "4eMHumwftHy4v/nD7o8Ys6" "fileId": "f3tl/Nq31Hqa6sV70h2iYv"
}, },
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}, },
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}, },
"enabledContactListener": true,
"bullet": false,
"awakeOnLoad": true,
"_group": 1,
"_type": 3,
"_allowSleep": false,
"_gravityScale": 1,
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"_angularDamping": 0,
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},
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"_id": "" "_id": ""
}, },
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View File

@@ -28,10 +28,13 @@
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},
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} }
], ],
"_prefab": { "_prefab": {
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}, },
"_lpos": { "_lpos": {
"__type__": "cc.Vec3", "__type__": "cc.Vec3",
@@ -109,22 +112,72 @@
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}, },
"tag": 8,
"_group": 4,
"_density": 1,
"_sensor": true,
"_friction": 0.2,
"_restitution": 0,
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"__type__": "cc.Vec2",
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},
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"height": 11
},
"_id": "" "_id": ""
}, },
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},
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},
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},
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},
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},
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@@ -2,12 +2,12 @@
"ver": "1.1.50", "ver": "1.1.50",
"importer": "prefab", "importer": "prefab",
"imported": true, "imported": true,
"uuid": "f42f24c5-d559-4e45-93de-5d1296a9fa03", "uuid": "eab34733-3779-4103-81f1-b0452ebeca7a",
"files": [ "files": [
".json" ".json"
], ],
"subMetas": {}, "subMetas": {},
"userData": { "userData": {
"syncNodeName": "mkl3" "syncNodeName": "heroinfo"
} }
} }

View File

@@ -4013,7 +4013,7 @@
<key>size</key> <key>size</key>
<string>{2038,1129}</string> <string>{2038,1129}</string>
<key>smartupdate</key> <key>smartupdate</key>
<string>$TexturePacker:SmartUpdate:c484f26c3aa8cdf2ac295e0a63fd62c3:d69e20efcb52d21d8d1c33e6747f4654:5f86533554b8a62fd9d2a17dd9533d7c$</string> <string>$TexturePacker:SmartUpdate:5f5bc23a77114872ce3c38400b5ed264:d69e20efcb52d21d8d1c33e6747f4654:5f86533554b8a62fd9d2a17dd9533d7c$</string>
<key>textureFileName</key> <key>textureFileName</key>
<string>gui.png</string> <string>gui.png</string>
</dict> </dict>

View File

@@ -6695,10 +6695,10 @@
"height": 80, "height": 80,
"rawWidth": 80, "rawWidth": 80,
"rawHeight": 80, "rawHeight": 80,
"borderTop": 25, "borderTop": 36,
"borderBottom": 25, "borderBottom": 34,
"borderLeft": 34, "borderLeft": 37,
"borderRight": 33, "borderRight": 37,
"packable": true, "packable": true,
"pixelsToUnit": 100, "pixelsToUnit": 100,
"pivotX": 0.5, "pivotX": 0.5,
@@ -6741,10 +6741,10 @@
"height": 83, "height": 83,
"rawWidth": 80, "rawWidth": 80,
"rawHeight": 83, "rawHeight": 83,
"borderTop": 32, "borderTop": 37,
"borderBottom": 33, "borderBottom": 37,
"borderLeft": 34, "borderLeft": 37,
"borderRight": 31, "borderRight": 37,
"packable": true, "packable": true,
"pixelsToUnit": 100, "pixelsToUnit": 100,
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@@ -28,7 +28,7 @@ export enum BoxSet {
MONSTER_START = 360, MONSTER_START = 360,
END_POINT = 360, END_POINT = 360,
//游戏地平线 //游戏地平线
GAME_LINE = 10, GAME_LINE = 130,
CSKILL_X = 320, CSKILL_X = 320,
CSKILL_Y = 400, CSKILL_Y = 400,
//攻击距离 //攻击距离

View File

@@ -19,5 +19,6 @@ export enum GameEvent {
UseCard = "UseCard", UseCard = "UseCard",
UserHeroCard = "UserHeroCard", UserHeroCard = "UserHeroCard",
UserSkillCard = "UserSkillCard", UserSkillCard = "UserSkillCard",
CallHero = "CallHero",
} }

View File

@@ -13,12 +13,12 @@ export const BossList = {
} }
export const MissionNum = 3 //对应关卡数MissionSet 的索引 export const MissionNum = 3 //对应关卡数MissionSet 的索引
export const MissionSet = [ 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], [5213,5214,5215],
[5201], [5201],
] ]
export const Missions = [ 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], [5213,5214,5215,5216,5217,5218],
[5225,5226,5227], [5225,5226,5227],
] ]

View File

@@ -1,3 +1,5 @@
import { v3 } from "cc"
/** /**
* kind 1:烈焰 2:寒冰 3:自然 4:暗影 5:神圣 * 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, enemy = 1,
} }
export const HeroList = [5001,5002,5003,5004,5005,5006,5007,5008,5009,5010,5011] 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 = { export const HeroSet = {
Start_x:[-200,-260,-320], Start_x:[-200,-260,-320],
Start_y:[70,0,-70] 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 = { export const MonSet = {
Start_x:[200,260,320], 0:{pos:v3(320,220,0)},
Start_y:[70,0,-70] 1:{pos:v3(320,150,0)},
2:{pos:v3(320,80,0)},
3:{pos:v3(320,10,0)},
} }
export const HeroInfo = { 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"}, 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", quality:3,kind:2,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", 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", 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", 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", quality:3,kind:2,type:2,hp:200,ap:10,dis:500,a_cd:1.5,speed:50,skills:[6003],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", quality:3,kind:2,type:2,hp:200,ap:15,dis:500,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", quality:3,kind:2,type:2,hp:200,ap:15,dis:500,a_cd:1.5,speed:50,skills:[6001],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", quality:3,kind:2,type:2,hp:200,ap:10,dis:500,a_cd:1.5,speed:50,skills:[6003],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", 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", 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", quality:3,kind:2,type:1,hp:200,ap:15,dis:400,a_cd:1.2,speed:50,skills:[6006],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", quality:3,kind:1,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", 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", quality:3,kind:2,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", 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", quality:1,kind:1,type:0,hp:200,ap:10,dis:400,a_cd:1,speed:50,skills:[6005],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", 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", 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", quality:1,kind:1,type:1,hp:200,ap:15,dis:400,a_cd:1.2,speed:50,skills:[6007],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",quality:1,kind:1,type:0,hp:200,ap:10,dis:400,a_cd:1,speed:50,skills:[6005],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",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",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",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",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"},
5207:{uuid:5207,name:"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"}, 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"},
5208:{uuid:5208,name:"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"}, 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"},
5209:{uuid:5209,name:"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"}, 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"},
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"}, 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"},
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"}, 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"},
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"}, 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"},
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"}, 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"},
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"}, 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"},
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"}, 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"},
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"}, 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"},
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"}, 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"},
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"}, 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"},
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"}, 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"},
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"}, 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"},
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"}, 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"},
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"}, 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"},
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"}, 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"},
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"}, 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"}
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"}
}; };

View File

@@ -28,7 +28,7 @@ export class BattleMoveSystem extends ecs.ComblockSystem implements ecs.ISystemU
this.updateRenderOrder(e); this.updateRenderOrder(e);
// 同步状态 // 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 if(view.is_stop||view.is_dead) return //停止移动或者死亡不移动
// 计算移动量 // 计算移动量
const delta = (view.speed/3) * this.dt * move.direction; const delta = (view.speed/3) * this.dt * move.direction;

View File

@@ -6,7 +6,6 @@ import { HeroModelComp } from "./HeroModelComp";
import { HeroViewComp } from "./HeroViewComp"; import { HeroViewComp } from "./HeroViewComp";
import { BoxSet } from "../common/config/BoxSet"; import { BoxSet } from "../common/config/BoxSet";
import { HeroInfo } from "../common/config/heroSet"; import { HeroInfo } from "../common/config/heroSet";
import { Talents } from "../common/config/TalentSet";
import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp"; import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
import { HeroSkillsComp } from "../skill/heroSkillsComp"; import { HeroSkillsComp } from "../skill/heroSkillsComp";
/** 角色实体 */ /** 角色实体 */
@@ -25,12 +24,13 @@ export class Hero extends ecs.Entity {
} }
destroy(): void { destroy(): void {
this.remove(HeroViewComp);; this.remove(HeroViewComp);
super.destroy(); super.destroy();
} }
/** 加载角色 */ /** 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 scale = 1
let box_group=BoxSet.HERO let box_group=BoxSet.HERO
var path = "game/heros/"+HeroInfo[uuid].path; var path = "game/heros/"+HeroInfo[uuid].path;
@@ -39,10 +39,7 @@ export class Hero extends ecs.Entity {
var scene = smc.map.MapView.scene; var scene = smc.map.MapView.scene;
node.parent = scene.entityLayer!.node! node.parent = scene.entityLayer!.node!
node.setPosition(pos) 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)!; var hv = node.getComponent(HeroViewComp)!;
let hero= HeroInfo[uuid] // 共用英雄数据 let hero= HeroInfo[uuid] // 共用英雄数据
hv.scale = scale; hv.scale = scale;
@@ -53,25 +50,22 @@ export class Hero extends ecs.Entity {
hv.hero_name= hero.name; hv.hero_name= hero.name;
hv.speed =hv.ospeed = hero.speed; hv.speed =hv.ospeed = hero.speed;
hv.dis = hero.dis; hv.dis = hero.dis;
hv.hp= hv.hp_max =hero.hp; hv.hp= hv.hp_max =hero.hp+info.hp;
hv.ap = hero.ap; hv.ap = hero.ap+info.ap;
hv.cd = hero.a_cd hv.cd = hero.a_cd
hv.rate=hero.rate
hv.r_up=hero.ra_up
hv.atk_skill=hero.skills[0] hv.atk_skill=hero.skills[0]
this.add(hv); 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); const move = this.get(BattleMoveComp);
move.direction = 1; // 向右移动 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 // 添加技能
public addSkill(skillId: number) { public addSkill(skillId: number) {
const comp = this.get(HeroSkillsComp); const comp = this.get(HeroSkillsComp);

View File

@@ -10,21 +10,21 @@ export default class HeroAnmComp extends Component{
private _hasStop = true; private _hasStop = true;
onLoad () { onLoad () {
var spine = this.spine = this.getComponent('sp.Skeleton') as sp.Skeleton; var spine = this.spine = this.getComponent('sp.Skeleton') as sp.Skeleton;
this._setMix('Walking', 'Idle'); // this._setMix('Walking', 'Idle');
this._setMix('Walking', 'Attacking'); // this._setMix('Walking', 'Attacking');
this._setMix('Walking', 'Taunt'); // this._setMix('Walking', 'Taunt');
this._setMix('Idle', 'Attacking'); // this._setMix('Idle', 'Attacking');
this._setMix('Idle', 'Taunt'); // this._setMix('Idle', 'Taunt');
this._setMix('Idle', 'Walking'); // this._setMix('Idle', 'Walking');
this._setMix('Attacking', 'Idle'); // this._setMix('Attacking', 'Idle');
this._setMix('Attacking', 'Walking'); // this._setMix('Attacking', 'Walking');
this._setMix('Taunt', 'Walking'); // this._setMix('Taunt', 'Walking');
this._setMix('Taunt', 'Idle'); // this._setMix('Taunt', 'Idle');
spine.setCompleteListener((trackEntry) => { spine.setCompleteListener((trackEntry) => {
var animationName = trackEntry.animation ? trackEntry.animation.name : ""; var animationName = trackEntry.animation ? trackEntry.animation.name : "";
if (animationName === 'Attacking'||animationName==='Taunt'||animationName==='Hurt') { if (animationName === 'Attacking'||animationName==='Taunt'||animationName==='Hurt') {
this.spine!.clearTrack(1); // this.spine!.clearTrack(1);
} }
var loopCount = Math.floor(trackEntry.trackTime / trackEntry.animationEnd); var loopCount = Math.floor(trackEntry.trackTime / trackEntry.animationEnd);
// console.log("[track %s][animation %s] complete: %s", trackEntry.trackIndex, animationName, loopCount); // console.log("[track %s][animation %s] complete: %s", trackEntry.trackIndex, animationName, loopCount);
@@ -67,7 +67,7 @@ export default class HeroAnmComp extends Component{
// ANIMATIONS // ANIMATIONS
stop () { stop () {
this.spine?.clearTrack(0); // this.spine?.clearTrack(0);
this._hasStop = true; this._hasStop = true;
} }
@@ -92,8 +92,8 @@ export default class HeroAnmComp extends Component{
this.spine?.setAnimation(0, 'Idle', true); this.spine?.setAnimation(0, 'Idle', true);
} }
_setMix (anim1: string, anim2: string) { // _setMix (anim1: string, anim2: string) {
this.spine?.setMix(anim1, anim2, this.mixTime); // this.spine?.setMix(anim1, anim2, this.mixTime);
this.spine?.setMix(anim2, anim1, this.mixTime); // this.spine?.setMix(anim2, anim1, this.mixTime);
} // }
} }

View File

@@ -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();
}
}

View File

@@ -2,7 +2,7 @@
"ver": "4.0.23", "ver": "4.0.23",
"importer": "typescript", "importer": "typescript",
"imported": true, "imported": true,
"uuid": "9b14bcef-b9c5-4132-ab96-e089fc1d8545", "uuid": "e8cba331-88b0-4b08-9756-374a422d3c28",
"files": [], "files": [],
"subMetas": {}, "subMetas": {},
"userData": {} "userData": {}

View File

@@ -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 { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { HeroSpine } from "./HeroSpine"; import { HeroSpine } from "./HeroSpine";
@@ -39,7 +39,6 @@ export class HeroViewComp extends CCComp {
atk_range:number = 150; atk_range:number = 150;
box_group:number = BoxSet.HERO; box_group:number = BoxSet.HERO;
rigid:RigidBody2D=null!;
is_dead:boolean = false; //是否摧毁 is_dead:boolean = false; //是否摧毁
@@ -47,7 +46,8 @@ export class HeroViewComp extends CCComp {
is_atking:boolean = false; is_atking:boolean = false;
is_boss:boolean = false; is_boss:boolean = false;
is_big_boss:boolean = false; is_big_boss:boolean = false;
rate:number=0;
r_up:number=0;
hp: number = 100; /** 血量 */ hp: number = 100; /** 血量 */
hp_max: number = 100; /** 最大血量 */ hp_max: number = 100; /** 最大血量 */
hp_speed: number = 0; //每秒回复量 hp_speed: number = 0; //每秒回复量
@@ -90,7 +90,7 @@ export class HeroViewComp extends CCComp {
onLoad() { onLoad() {
this.as = this.getComponent(HeroSpine); this.as = this.getComponent(HeroSpine);
let anm = this.node.getChildByName("anm") 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 // 注册单个碰撞体的回调函数
// let collider = this.getComponent(Collider2D); // 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.PRE_SOLVE, this.onPreSolve, this);
// // collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, 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) { // onBeginContact (seCol: Collider2D, oCol: Collider2D) {
// console.log("碰撞开始 ",this.scale,seCol,oCol); // 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);} // 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);} // 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){ update(dt: number){
if(!smc.mission.play||smc.mission.pause) return if(!smc.mission.play||smc.mission.pause) return
if(this.is_dead) { // if(this.is_dead) {
if(!this.in_grave()) this.to_grave() // this.ent.destroy();
return // return
} // }
this.hp_show() this.hp_show()
if(this.ice_cd > 0){ if(this.ice_cd > 0){
this.ice_cd -=dt; this.ice_cd -=dt;
@@ -248,31 +242,23 @@ export class HeroViewComp extends CCComp {
} }
//掉落物品 //掉落物品
to_drop(){ to_drop(){
let Drops = getMonsterDrops(1, MonsterType.Normal, 1.2); // let Drops = getMonsterDrops(1, MonsterType.Normal, 1.2);
if(this.is_boss) Drops =getMonsterDrops(1, MonsterType.Elite, 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); // 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){ to_console(value:any,value2:any=null,value3:any=null){
console.log("["+this.scale+this.hero_name+']'+value,value2,value3) console.log("["+this.scale+this.hero_name+']'+value,value2,value3)
} }
reset() { reset() {
this.is_dead = false; this.is_dead = false;
const collider = this.getComponent(Collider2D);
if (collider) {
collider.off(Contact2DType.BEGIN_CONTACT);
}
this.scheduleOnce(() => {
this.node.destroy(); this.node.destroy();
}, 0.1);
} }
playSkillEffect(skill_id:number) { playSkillEffect(skill_id:number) {
let skill = SkillSet[skill_id] let skill = SkillSet[skill_id]

View File

@@ -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 { 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 { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { UIID } from "../common/config/GameUIConfig";
import { smc } from "../common/SingletonModuleComp"; import { smc } from "../common/SingletonModuleComp";
import { HeroModelComp } from "./HeroModelComp";
import { HeroSpine } from "./HeroSpine";
import { HeroViewComp } from "./HeroViewComp"; import { HeroViewComp } from "./HeroViewComp";
import { BoxSet } from "../common/config/BoxSet"; 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 { HeroInfo } from "../common/config/heroSet";
import { Talents } from "../common/config/TalentSet";
import { MonModelComp } from "./MonModelComp"; import { MonModelComp } from "./MonModelComp";
import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp"; import { BattleMoveComp } from "../common/ecs/position/BattleMoveComp";
import { HeroSkillsComp } from "../skill/heroSkillsComp";
/** 角色实体 */ /** 角色实体 */
@ecs.register(`Monster`) @ecs.register(`Monster`)
export class Monster extends ecs.Entity { export class Monster extends ecs.Entity {
HeroModel!: MonModelComp; HeroModel!: MonModelComp;
HeroView!: HeroViewComp; HeroView!: HeroViewComp;
BattleMove!: BattleMoveComp; BattleMove!: BattleMoveComp;
HeroSkills!: HeroSkillsComp;
protected init() { protected init() {
this.addComponents<ecs.Comp>( this.addComponents<ecs.Comp>(
BattleMoveComp, BattleMoveComp,
HeroSkillsComp,
MonModelComp MonModelComp
); );
} }
@@ -46,7 +31,7 @@ export class Monster extends ecs.Entity {
scale=-1 scale=-1
let box_group=BoxSet.MONSTER let box_group=BoxSet.MONSTER
console.log("mon load",uuid) console.log("mon load",uuid)
this.addComponents<ecs.Comp>( MonModelComp, BattleMoveComp); // this.addComponents<ecs.Comp>( MonModelComp, BattleMoveComp);
var path = "game/heros/"+HeroInfo[uuid].path; var path = "game/heros/"+HeroInfo[uuid].path;
var prefab: Prefab = oops.res.get(path, Prefab)!; var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab); var node = instantiate(prefab);
@@ -67,8 +52,6 @@ export class Monster extends ecs.Entity {
var hv = node.getComponent(HeroViewComp)!; var hv = node.getComponent(HeroViewComp)!;
// console.log("hero_init",buff) // console.log("hero_init",buff)
let hero= HeroInfo[uuid] // 共用英雄数据 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.scale = scale;
hv.fac = 1; hv.fac = 1;
hv.type = hero.type; hv.type = hero.type;
@@ -84,42 +67,7 @@ export class Monster extends ecs.Entity {
hv.atk_skill=hero.skills[0] hv.atk_skill=hero.skills[0]
this.add(hv); 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);
});
}
} }

View File

@@ -46,6 +46,10 @@ export class CardComp extends CCComp {
show.getChildByName("name").getComponent(Label).string=HeroInfo[uuid].name show.getChildByName("name").getComponent(Label).string=HeroInfo[uuid].name
show.getChildByName("ap").getChildByName("num").getComponent(Label).string=HeroInfo[uuid].ap.toString() 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("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" var icon_path = "game/heros/herois"
resources.load(icon_path, SpriteAtlas, (err: any, atlas) => { resources.load(icon_path, SpriteAtlas, (err: any, atlas) => {
const sprite = show.getChildByName("mask").getChildByName("icon").getComponent(Sprite); const sprite = show.getChildByName("mask").getChildByName("icon").getComponent(Sprite);

View File

@@ -33,9 +33,12 @@ export class MissionComp extends CCComp {
mission_buff_up_exp:number = 99999999 mission_buff_up_exp:number = 99999999
MSComp:MSkillComp=null MSComp:MSkillComp=null
MMSComp: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(){ onLoad(){
// this.on(GameEvent.UserHeroCard,this.show_herosc,this)
// this.MSComp=this.node.getChildByName("msk").getComponent(MSkillComp) // this.MSComp=this.node.getChildByName("msk").getComponent(MSkillComp)
// this.MMSComp=this.node.getChildByName("mmsk").getComponent(MSkillComp) // this.MMSComp=this.node.getChildByName("mmsk").getComponent(MSkillComp)
// this.MSComp.group=BoxSet.HERO // this.MSComp.group=BoxSet.HERO
@@ -44,6 +47,11 @@ export class MissionComp extends CCComp {
// this.MMSComp.s_uuid=smc.mission.mmskill // this.MMSComp.s_uuid=smc.mission.mmskill
} }
start() { 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) // this.VictoryComp=this.node.getChildByName("victory").getComponent(VictoryComp)
} }
@@ -51,19 +59,37 @@ export class MissionComp extends CCComp {
if(!smc.mission.play||smc.mission.pause){ if(!smc.mission.play||smc.mission.pause){
return return
} }
if(this.fight_start){
this.check_mon_num()
}
this.count_hero_pos()
this.count_mon_pos()
// if (this.game_timer.update(dt)) { // if (this.game_timer.update(dt)) {
// smc.vmdata.game.g_time += 1; // 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(){ mission_start(){
/* todo 关卡设定完善*/ /* 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 smc.mission.status=1
this.colose_victory() this.colose_victory()
this.mission_init() this.mission_init()
@@ -109,23 +135,6 @@ export class MissionComp extends CCComp {
this.MSComp.init() this.MSComp.init()
this.MMSComp.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(){ get_mons(){
return ecs.query(ecs.allOf(MonModelComp)); return ecs.query(ecs.allOf(MonModelComp));
@@ -133,47 +142,7 @@ export class MissionComp extends CCComp {
get_heros(){ get_heros(){
return ecs.query(ecs.allOf(HeroModelComp)) 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<monsters.length;i++){
if(monsters[i].HeroView == undefined) return
if(monsters[i].HeroView.node.position.x > 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<heros.length;i++){
if(heros[i].HeroView == undefined) return
if(heros[i].HeroView.node.position.x < -400) continue
let ho:any = heros[i].HeroView.node.position
smc.hero_pos[i]= ho
if(heros[i].HeroView.node.position.x > 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(){ card_refresh(){
oops.message.dispatchEvent(GameEvent.CardRefresh) oops.message.dispatchEvent(GameEvent.CardRefresh)
} }

View File

@@ -2,12 +2,14 @@ import { _decorator, v3, Vec3 } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { BoxSet } from "../common/config/BoxSet"; 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 { Hero } from "../hero/Hero";
import { smc } from "../common/SingletonModuleComp"; import { smc } from "../common/SingletonModuleComp";
import { Timer } from "db://oops-framework/core/common/timer/Timer"; import { Timer } from "db://oops-framework/core/common/timer/Timer";
import { RandomManager } from "db://oops-framework/core/common/random/RandomManager"; import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
import { GameEvent } from "../common/config/GameEvent"; import { GameEvent } from "../common/config/GameEvent";
import { HeroModelComp } from "../hero/HeroModelComp";
import { HeroViewComp } from "../hero/HeroViewComp";
const { ccclass, property } = _decorator; const { ccclass, property } = _decorator;
@@ -16,6 +18,11 @@ const { ccclass, property } = _decorator;
@ecs.register('MissionHeroComp', false) @ecs.register('MissionHeroComp', false)
export class MissionHeroCompComp extends CCComp { export class MissionHeroCompComp extends CCComp {
timer:Timer=new Timer(2) 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(){ onLoad(){
this.on(GameEvent.UserHeroCard,this.call_hero,this) this.on(GameEvent.UserHeroCard,this.call_hero,this)
} }
@@ -27,7 +34,9 @@ export class MissionHeroCompComp extends CCComp {
} }
init(){ init(){
this.start_pos[0].has=false
this.start_pos[1].has=false
this.start_pos[2].has=false
} }
test_call(){ test_call(){
this.addHero(5010) this.addHero(5010)
@@ -41,12 +50,30 @@ export class MissionHeroCompComp extends CCComp {
this.addHero(uuid) this.addHero(uuid)
} }
/** 添加玩家 */ /** 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>(Hero); let hero = ecs.getEntity<Hero>(Hero);
let scale = 1 let scale = 1
let y=RandomManager.instance.getRandomInt(0,HeroSet.Start_y.length,1) let pos:Vec3 = v3(HeroPos[HeroInfo[uuid].type].pos);
let pos:Vec3 = v3(HeroSet.Start_x[HeroInfo[uuid].type],HeroSet.Start_y[y]); hero.load(pos,scale,uuid,info);
hero.load(pos,scale,uuid); 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 */ /** 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() { reset() {

View File

@@ -15,7 +15,7 @@ const { ccclass, property } = _decorator;
@ccclass('MissionMonCompComp') @ccclass('MissionMonCompComp')
@ecs.register('MissionMonComp', false) @ecs.register('MissionMonComp', false)
export class MissionMonCompComp extends CCComp { 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 */ /** 视图层逻辑代码分离演示 */
start() { start() {
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象 // 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 tc=1
let yc=2 let yc=2
let bc=1 let bc=1
for(let i=0;i<tc;i++){
let x=RandomManager.instance.getRandomInt(0,t_num,1)
this.addMonster(Missions[0][x],i)
console.log("Missions t:"+x,Missions[0][x])
}
for(let i=0;i<yc;i++){
let x=RandomManager.instance.getRandomInt(0,y_num,1) let x=RandomManager.instance.getRandomInt(0,y_num,1)
this.addMonster(Missions[1][x],i) this.addMonster(Missions[0][x],0)
console.log("Missions y:"+x,Missions[1][x]) x=RandomManager.instance.getRandomInt(0,y_num,1)
} this.addMonster(Missions[0][x],1)
for(let i=0;i<bc;i++){ x=RandomManager.instance.getRandomInt(0,y_num,1)
let x=RandomManager.instance.getRandomInt(0,b_num,1) this.addMonster(Missions[0][x],2)
console.log("Missions b:"+x,Missions[2][x]) x=RandomManager.instance.getRandomInt(0,y_num,1)
x=RandomManager.instance.getRandomInt(0,b_num,1) this.addMonster(Missions[0][x],3)
console.log("Missions b:"+x,Missions[2][x])
x=RandomManager.instance.getRandomInt(0,b_num,1) console.log("Missions t:"+x,Missions[0][x])
console.log("Missions b:"+x,Missions[2][x])
x=RandomManager.instance.getRandomInt(0,b_num,1)
console.log("Missions b:"+x,Missions[2][x])
x=RandomManager.instance.getRandomInt(0,b_num,1)
console.log("Missions b:"+x,Missions[2][x])
x=RandomManager.instance.getRandomInt(0,b_num,1)
console.log("Missions b:"+x,Missions[2][x])
this.addMonster(Missions[2][x],i,true)
}
} }
private addMonster(uuid:number=1001,i:number=0,is_boss:boolean=false) { private addMonster(uuid:number=1001,i:number=0,is_boss:boolean=false) {
let mon = ecs.getEntity<Monster>(Monster); let mon = ecs.getEntity<Monster>(Monster);
let scale = -1 let scale = -1
let x=RandomManager.instance.getRandomInt(0,MonSet.Start_x.length,1) let pos:Vec3 = v3(MonSet[i].pos);
let y=RandomManager.instance.getRandomInt(0,MonSet.Start_y.length,1)
let pos:Vec3 = v3(MonSet.Start_x[2],MonSet.Start_y[y]);
mon.load(pos,scale,uuid,is_boss); 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 */ /** 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 */

View File

@@ -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]) { private castSkill(caster: ecs.Entity, skillId: number, config: typeof SkillSet[keyof typeof SkillSet]) {
const view = caster.get(HeroViewComp); const view = caster.get(HeroViewComp);
const skillEntity = ecs.getEntity<Skill>(Skill); const skillEntity = ecs.getEntity<Skill>(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) { if (config.TargetGroup === TargetGroup.Enemy) {
const targets = this.selectEnemyTargets(caster, config); const targets = this.selectEnemyTargets(caster, config);
console.log("敌人 targets:"+targets);
if (targets.length === 0) return; if (targets.length === 0) return;
skillEntity.load( skillEntity.load(
new Vec3(view.node.position.x, view.node.position.y+BoxSet.ATK_Y, 0), // 起始位置 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 view.node.parent, // 父节点
config.uuid, // 技能ID 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 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), targets[0]?.get(HeroViewComp),
view view
); );
targets.forEach(target => { caster.get(HeroViewComp).playSkillEffect(config.uuid);
this.applySkillEffect(caster, target, config,skillEntity); console.log("技能:"+config.uuid+"=>"+targets[0]?.get(HeroViewComp).hero_name);
console.log("施放技能:"+config.uuid+"=>"+target.get(HeroViewComp).hero_name);
});
} }
if (config.TargetGroup === TargetGroup.Ally) { if (config.TargetGroup === TargetGroup.Ally) {
const targets = this.selectAllyTargets(caster, config); const targets = this.selectAllyTargets(caster, config);
if (targets.length === 0) return; if (targets.length === 0) return;
targets.forEach(target => {
this.applySkillEffect(caster, target, config,skillEntity);
});
} }
if (config.TargetGroup === TargetGroup.Self) { 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); 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() { public clear_timer() {
console.log("clear_timer"); console.log("clear_timer");

View File

@@ -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(`${casterView.hero_name}${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...
}
}

View File

@@ -41,27 +41,24 @@ export class Skill extends ecs.Entity {
// 设置节点属性 // 设置节点属性
node.parent = parent; node.parent = parent;
node.setPosition(startPos); 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 // 添加技能组件
const skillComp = node.getComponent(SkillCom); // 初始化技能参数 const skillComp = node.getComponent(SkillCom); // 初始化技能参数
skillComp.ap = caster.ap;
skillComp.s_uuid = uuid; skillComp.s_uuid = uuid;
skillComp.animType = config.AnimType; skillComp.animType = config.AnimType;
skillComp.endType = config.endType; skillComp.endType = config.endType;
skillComp.speed = config.speed; skillComp.speed = config.speed;
skillComp.inTime = config.in; skillComp.inTime = config.in;
skillComp.atk_count = 0; skillComp.atk_count = 0;
skillComp.startPos = v3(startPos.x,BoxSet.GAME_LINE+35,0) skillComp.startPos = startPos
skillComp.targetPos = v3(targetPos.x,BoxSet.GAME_LINE+50,0) skillComp.targetPos =targetPos
skillComp.target = target; skillComp.target = target;
skillComp.caster = caster; skillComp.caster = caster;
skillComp.prefabName = config.sp_name; skillComp.prefabName = config.sp_name;
skillComp.group = group; skillComp.group = group;
skillComp.fac = group; skillComp.fac= group==BoxSet.HERO?0:1;
if(group==BoxSet.HERO){
skillComp.fac=0;
}else{
skillComp.fac=1;
}
console.log(config.sp_name+"技能配置",skillComp); console.log(config.sp_name+"技能配置",skillComp);
// 初始化动画名称 // 初始化动画名称
skillComp.animName = config.animName; // 从配置获取动画名称 skillComp.animName = config.animName; // 从配置获取动画名称

View File

@@ -8,6 +8,7 @@ import { AnimType, endType, SkillSet } from "../common/config/SkillSet";
import { EndAnmCom } from './EndAnmCom'; import { EndAnmCom } from './EndAnmCom';
import { BoxSet } from "../common/config/BoxSet"; import { BoxSet } from "../common/config/BoxSet";
import { HeroFac, HeroSet } from "../common/config/heroSet"; import { HeroFac, HeroSet } from "../common/config/heroSet";
import { HeroViewComp } from "../hero/HeroViewComp";
const { ccclass, property } = _decorator; const { ccclass, property } = _decorator;
@@ -36,11 +37,11 @@ export class SkillCom extends CCComp {
animName: string = ""; animName: string = "";
group:number = 0; //阵营 group:number = 0; //阵营
fac:number=0; //阵营 fac:number=0; //阵营
rigid:RigidBody2D=null!; // 动画名称
target:any=null; target:any=null;
caster:any=null; caster:any=null;
distance_x:number=0; distance_x:number=0;
distance_y: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 private moveDirection: Vec3 | null = null; // 添加一个属性来存储移动方向
protected onLoad(): void { protected onLoad(): void {
@@ -51,19 +52,12 @@ export class SkillCom extends CCComp {
start() { start() {
oops.message.on(GameEvent.MissionEnd, this.doDestroy, this); oops.message.on(GameEvent.MissionEnd, this.doDestroy, this);
this.node.active = true; this.node.active = true;
// let collider = this.getComponent(Collider2D); let collider = this.getComponent(Collider2D);
// console.log(this.group +"技能 collider ",collider); console.log(this.group +"技能 collider ",collider);
// collider.group = this.group; collider.group = this.group;
// if (collider) { if (collider) {
// collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this); 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 dir_x = this.target.node.position.x > this.node.position.x ? 1 : -1 let dir_x = this.target.node.position.x > this.node.position.x ? 1 : -1
this.node.scale = v3(dir_x,1,1) this.node.scale = v3(dir_x,1,1)
// 根据目标位置设置节点朝向 // 根据目标位置设置节点朝向
@@ -104,9 +98,35 @@ export class SkillCom extends CCComp {
this.startMovement(); this.startMovement();
} }
// onBeginContact (seCol: Collider2D, oCol: Collider2D) { onBeginContact (seCol: Collider2D, oCol: Collider2D) {
// console.log(this.scale+"碰撞开始 ",seCol,oCol); 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 */ /** 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() { reset() {
this.is_destroy = false; this.is_destroy = false;
this.node.destroy();
this.animType = 0; this.animType = 0;
this.endType = 0; this.endType = 0;
this.speed = 0; this.speed = 0;
@@ -252,6 +271,14 @@ export class SkillCom extends CCComp {
this.startPos.set(); this.startPos.set();
this.targetPos.set(); this.targetPos.set();
this.moveDirection = null; // 重置移动方向 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);
} }
} }

View File

@@ -51,7 +51,7 @@
"_value": false "_value": false
}, },
"physics-2d": { "physics-2d": {
"_value": false, "_value": true,
"_option": "physics-2d-box2d" "_option": "physics-2d-box2d"
}, },
"physics-2d-box2d": { "physics-2d-box2d": {
@@ -134,6 +134,7 @@
"gfx-webgl2", "gfx-webgl2",
"intersection-2d", "intersection-2d",
"particle-2d", "particle-2d",
"physics-2d-box2d",
"profiler", "profiler",
"skeletal-animation", "skeletal-animation",
"spine", "spine",