mon 和hero 统一
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@@ -1,7 +1,7 @@
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export const MissionNum = [1]
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export const MonsetList = {
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1:{
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1:[1031,1032,1033,1011,1012,1013],
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1:[9001,9011,9031,9021],
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}
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}
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@@ -61,6 +61,38 @@ export const HeroSet = {
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uuid: 9009, path: "arc1", type: 2, level: 1,cost:2, name: "弓箭手", atk: 15, hp: 50, atk_dis: 200, atk_cd: 1.5, power: 0, power_max: 20, speed: 30,
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skill_uuid: 9003, max_skill_uuid: 1003, atktype: 2
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},
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1011: {
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uuid: 1011, path: "orc1", type: 1, level: 1,cost:2, name: "森林兽人", atk: 5, hp: 15, atk_dis: 100, atk_cd: 2, power: 0, power_max: 20, speed: 30,
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max_skill: "精准打击", skill_uuid: 9001, max_skill_uuid: 0, atktype: 1
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},
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1012: {
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uuid: 1012, path: "orc2", type: 1, level: 1,cost:2, name: "荒野兽人", atk: 10, hp: 15, atk_dis: 100, atk_cd: 2, power: 0, power_max: 20, speed: 30,
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max_skill: "精准打击", skill_uuid: 9001, max_skill_uuid: 0, atktype: 1
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},
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1013: {
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uuid: 1013, path: "orc3", type: 1, level: 1,cost:2, name: "兽人战士", atk: 15, hp: 15, atk_dis: 100, atk_cd: 2, power: 0, power_max: 20, speed: 30,
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max_skill: "精准打击", skill_uuid: 9001, max_skill_uuid: 0, atktype: 1
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},
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1031: {
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uuid: 1031, path: "du1", type: 1, level: 1,cost:2, name: "独眼巨人", atk: 5, hp: 15, atk_dis: 100, atk_cd: 2, power: 0, power_max: 10, speed: 30,
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max_skill: "精准打击", skill_uuid: 9001, max_skill_uuid: 0, atktype: 1
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},
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1032: {
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uuid: 1032, path: "du2", type: 1, level: 1,cost:2, name: "狂暴独眼", atk: 10, hp: 15, atk_dis: 100, atk_cd: 2, power: 0, power_max: 10, speed: 30,
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max_skill: "精准打击", skill_uuid: 9001, max_skill_uuid: 0, atktype: 1
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},
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1033: {
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uuid: 1033, path: "du3", type: 1, level: 1,cost:2, name: "独眼首领", atk: 15, hp: 15, atk_dis: 100, atk_cd: 2, power: 0, power_max: 10, speed: 30,
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max_skill: "精准打击", skill_uuid: 9001, max_skill_uuid: 0, atktype: 1
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},
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5001: {
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uuid: 5001, path: "boss1", type: 1, level: 1,cost:2, name: "骷髅王", atk: 30, hp: 150, atk_dis: 200, atk_cd: 2, power: 0, power_max: 10, speed: 7,
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max_skill: "精准打击", skill_uuid: 1001, max_skill_uuid: 1002, atktype: 1
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},
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}
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export const MonSet = {
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@@ -20,6 +20,7 @@ import { HeroSet,MonSet } from "../common/config/heroSet";
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import { Role } from "../Role/Role";
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import { MoveToComp } from "../common/ecs/position/MoveTo";
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import { Talents } from "../common/config/TalentSet";
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import { MonModelComp } from "../mon/MonModelComp";
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/** 角色实体 */
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@ecs.register(`Hero`)
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export class Hero extends ecs.Entity {
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@@ -30,7 +31,7 @@ export class Hero extends ecs.Entity {
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protected init() {
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this.addComponents<ecs.Comp>( HeroModelComp);
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}
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@@ -41,7 +42,19 @@ export class Hero extends ecs.Entity {
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}
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/** 加载角色 */
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load(pos: Vec3 = Vec3.ZERO,scale:number = -1,uuid:number=1001,layer:Node=smc.map.MapView.scene.entityLayer!.node!,index:number=-1) {
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,layer:Node=smc.map.MapView.scene.entityLayer!.node!,index:number=-1,is_hero:boolean=true) {
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let box_group= 0
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if (is_hero) {
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scale = 1
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box_group=BoxSet.HERO
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this.addComponents<ecs.Comp>( HeroModelComp);
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}else{
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scale=-1
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box_group=BoxSet.MONSTER
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this.addComponents<ecs.Comp>( MonModelComp);
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}
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var path = "game/hero/"+smc.heros[uuid].path;
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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@@ -52,17 +65,18 @@ export class Hero extends ecs.Entity {
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// pos.x=smc.Role.RoleView.node.position.x+pos.x;
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// pos.y=smc.Role.RoleView.node.position.y+pos.y;
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node.setPosition(pos)
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this.hero_init(uuid,node,index)
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this.hero_init(uuid,node,index,scale,box_group)
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oops.message.dispatchEvent("hero_load",this)
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}
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hero_init(uuid:number=1001,node:Node,index:number=-1){
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hero_init(uuid:number=1001,node:Node,index:number=-1,scale:number=1,box_group=BoxSet.HERO){
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var hv = node.getComponent(HeroViewComp)!;
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// console.log("hero_init",buff)
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let hero_set= smc.heros[uuid]
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let role_talent= smc.vm_data.talent
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let talents=Talents;
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hv.scale = 1;
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hv.scale = scale;
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hv.box_group = box_group;
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hv.speed =hv.ospeed = hero_set.speed;
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hv.hero_uuid= uuid;
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hv.hero_name= hero_set.name;
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@@ -105,6 +105,7 @@ export class HeroViewComp extends CCComp {
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this.as.move()
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this.node.getChildByName("top").getChildByName("hp").active = false;
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this.sprite = this.node.getChildByName("anm").getComponent(Sprite);
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this.node.setScale(this.scale,1);
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// this.node.getChildByName("top").getChildByName("shield").active = false;
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// this.node.getChildByName("top").setScale(this.scale,1);
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// this.node.getChildByName("atk").setScale(this.scale,1);
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@@ -124,6 +125,7 @@ export class HeroViewComp extends CCComp {
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// 注册单个碰撞体的回调函数
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let collider = this.getComponent(Collider2D);
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collider.group = this.box_group;
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console.log("hero collider ",this.scale,collider);
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if (collider) {
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collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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// collider.on(Contact2DType.END_CONTACT, this.onEndContact, this);
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@@ -154,22 +156,22 @@ export class HeroViewComp extends CCComp {
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}
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onPreSolve (selfCollider: Collider2D, otherCollider: Collider2D) {
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if(selfCollider.group == otherCollider.group&&selfCollider.tag==otherCollider.tag){
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if(otherCollider.node.name=="role") return
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let self_x = selfCollider.node.position.x;
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let other_x = otherCollider.node.position.x;
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if(otherCollider.node.getComponent(HeroViewComp).type == this.type && self_x < other_x && Math.abs(other_x-self_x) < 15 ){
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this.stop_cd = 0.1;
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}
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// if(selfCollider.node.position.y < otherCollider.node.position.y){
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// if(selfCollider.node.getSiblingIndex() < otherCollider.node.getSiblingIndex()){
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// selfCollider.node.setSiblingIndex(otherCollider.node.getSiblingIndex()+1)
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// // console.log("onPreSolve b:"+selfCollider.node.uuid+":"+selfCollider.node.getSiblingIndex()+"/"+otherCollider.node.uuid+":"+otherCollider.node.getSiblingIndex());
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// if(selfCollider.group == otherCollider.group&&selfCollider.tag==otherCollider.tag){
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// if(otherCollider.node.name=="role") return
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// let self_x = selfCollider.node.position.x;
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// let other_x = otherCollider.node.position.x;
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// if(otherCollider.node.getComponent(HeroViewComp).type == this.type && self_x < other_x && Math.abs(other_x-self_x) < 15 ){
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// this.stop_cd = 0.1;
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// }
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// // if(selfCollider.node.position.y < otherCollider.node.position.y){
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// // if(selfCollider.node.getSiblingIndex() < otherCollider.node.getSiblingIndex()){
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// // selfCollider.node.setSiblingIndex(otherCollider.node.getSiblingIndex()+1)
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// // // console.log("onPreSolve b:"+selfCollider.node.uuid+":"+selfCollider.node.getSiblingIndex()+"/"+otherCollider.node.uuid+":"+otherCollider.node.getSiblingIndex());
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// // }
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// // }
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// }
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}
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if(selfCollider.group != otherCollider.group&&otherCollider.tag == 0){
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this.stop_cd = 0.1;
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this.is_atking=true
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@@ -230,7 +232,10 @@ export class HeroViewComp extends CCComp {
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if(this.stop_cd > 0){
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return
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}
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if (this.node.position.x >= 250-this.atk_dis/2) {
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if (this.node.position.x >= 360 && this.scale==1) {
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return;
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}
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if(this.scale===-1&&this.node.position.x <= -360){
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return;
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}
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// if(this.enemy){
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@@ -301,14 +306,14 @@ export class HeroViewComp extends CCComp {
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pos.y=pos.y + y
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pos.x=pos.x + x
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skill.load(pos,BoxSet.HERO,this.node,skill_uuid,atk,t_pos);
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skill.load(pos,this.box_group,this.node,skill_uuid,atk,t_pos);
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// this.tooltip(3,smc.skills[skill_uuid].name,this.skill_uuid);
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}
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to_add_buff(hero:any,s_uuid:number){
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let skill = ecs.getEntity<Skill>(Skill);
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let atk = smc.skills[s_uuid].atk+this.atk;
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let {pos,t_pos}=this.get_hero_pos(hero)
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skill.load(pos,BoxSet.HERO,this.node,this.max_skill_uuid,atk,t_pos);
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skill.load(pos,this.box_group,this.node,this.max_skill_uuid,atk,t_pos);
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if(smc.skills[s_uuid].hp > 0){ //buff加血
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let increase_hp=Math.floor(smc.skills[s_uuid].hp*this.atk*this.s_boncus*smc.vm_data.mission.hero.atk)
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hero.add_hp(increase_hp)
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@@ -171,11 +171,6 @@ export class MapMonsterComp extends CCComp {
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console.log("do_reward")
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oops.message.dispatchEvent("do_reward");
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}
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private addMonster(uuid:number=1001,layer:any,pos:Vec3=v3(0,0,0)) {
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let monster = ecs.getEntity<Mon>(Mon);
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let scale = -1
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monster.load(pos,scale,uuid,layer);
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}
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private on_other_add_monster(event: string, args: any) {
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var scene = smc.map.MapView.scene;
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@@ -262,6 +257,12 @@ export class MapMonsterComp extends CCComp {
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hero.load(pos,scale,uuid,monster_layer);
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this.set_start_point()
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}
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private addMonster(uuid:number=1001,layer:any,pos:Vec3=v3(0,0,0)) {
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let monster = ecs.getEntity<Hero>(Hero);
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let scale = -1
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let index = -1
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monster.load(pos,scale,uuid,layer,index,false);
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}
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load_boss(){
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let bs:any = RandomManager.instance.getRandomByObjectList(this.boss_list[this.monster_level],1)
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