dd
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@@ -37,7 +37,12 @@ export class RoleSpine extends Component {
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atk() {
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this.spine.setAnimation(0, "atk", false);
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}
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magic(){
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this.spine.setAnimation(0, "magic", false);
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}
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setSkin(value: string): void {
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console.log("RoleSpine setSkin", value);
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@@ -52,13 +57,8 @@ export class RoleSpine extends Component {
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this.spine.color = color;
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}
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setPos(value: Vec3): void {
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this.node.position = value;
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}
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checkTouch(event: EventTouch): boolean {
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return false;
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}
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onDestroy() {
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this.node.destroy();
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@@ -16,23 +16,30 @@ const { ccclass, property, requireComponent, disallowMultiple } = _decorator;
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@disallowMultiple
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@requireComponent(sp.Skeleton)
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export default class RoleSpineAnimator extends Component {
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private animName: string = "idle";
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private animName: string = "move";
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private loop: boolean = true;
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private spine!: sp.Skeleton;
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mixTime:number= 0.2;
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protected onLoad(): void {
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this.spine = this.getComponent(sp.Skeleton)!;
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this.spine.setEndListener(trackEntry => {
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var animationName = trackEntry.animation ? trackEntry.animation.name : "";
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// console.log("[track %s][animation %s] end.", trackEntry.trackIndex, animationName);
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if (animationName == "atk"||animationName == "magic") {
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this.spine.setAnimation(0, "move", true);
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}
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});
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}
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start() {
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this.spine = this.getComponent(sp.Skeleton)!;
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console.log("RoleSpineAnimator start smc.heros",smc.heros);
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this.playAnimation(this.animName, this.loop);
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}
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lateUpdate(dt: number) {
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}
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getRandomInt(min: number, max: number): number {
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min = Math.ceil(min);
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max = Math.floor(max);
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return Math.floor(Math.random() * (max - min + 1)) + min;
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}
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play(animName: string, loop: boolean) {
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if (animName) {
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@@ -5,28 +5,108 @@
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* @LastEditTime: 2022-08-17 12:36:18
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*/
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import { Vec3, _decorator } from "cc";
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import { Vec3, _decorator ,v3,Collider2D,Contact2DType,IPhysics2DContact,Prefab,instantiate} from "cc";
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import { ecs } from "../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { RoleSpine } from "./RoleSpine";
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import { BoxSet } from "../../common/config/BoxSet";
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import { smc } from "../../common/SingletonModuleComp";
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import { oops } from "../../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { Timer } from "../../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
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import { SkillCom } from "../../skills/SkillCom";
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import { Skill } from "../../skills/Skill";
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const { ccclass, property } = _decorator;
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/** 角色显示组件 */
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@ccclass('RoleViewComp') // 定义为 Cocos Creator 组件
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@ecs.register('RoleView', false) // 定义为 ECS 组件
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export class RoleViewComp extends CCComp {
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/** 角色动画 */
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as: RoleSpine = null!;
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/** 角色控制器 */
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hero_uuid:string = 'h001';
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hero_name : string = "hero";
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level:number =1;
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state: number = 1; /** 状态 1:move ,2: act 3: stop */
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/** 视图层逻辑代码分离演示 */
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hp: number = 100; /** 血量 */
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hp_max: number = 100; /** 最大血量 */
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hp_speed: number = 0; //回复速度
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power: number = 0; /**能量**/
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power_max: number = 100; /** 能量最大值 */
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power_speed: number = 1; //能量回复速度每0.1秒回复量
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skill_name: string = "base"; //技能名称
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max_skill_name: string = "base"; //大技能名称
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atk: number = 10; /**攻击力 */
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// atk_speed: number = 1;
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atk_cd: number = 2; /**攻击速度 攻击间隔 */
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atk_time: number = 0; /** 冷却时间 */
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stop_cd: number = 0; /*停止倒计时*/
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is_dead:boolean = false; //是否摧毁
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shield:number = 0; //护盾量
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shield_time:number = 0; //护盾持续时间
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private timer:Timer = new Timer(0.1); //计时器
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onLoad() {
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this.as = this.getComponent(RoleSpine);
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}
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protected start(): void {
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let collider = this.getComponent(Collider2D);
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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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collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, this);
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}
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}
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onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
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}
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onEndContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
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// 只在两个碰撞体结束接触时被调用一次
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}
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onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
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if(otherCollider.group== BoxSet.HERO_SKILL || otherCollider.group== BoxSet.MONSTER_SKILL){
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let skill = otherCollider.node.getComponent(SkillCom)!;
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// console.log('onPostSolve',skill);
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this.in_atked();
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// this.hp_change(skill.atk);
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}
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}
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update(dt: number){
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if (this.timer.update(dt)) {
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}
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this.in_act(dt);
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}
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in_act(dt: number) {
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if(this.atk_time >= this.atk_cd){
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this.atk_time = 0;
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// console.log("atk_cd:"+this.atk_cd);
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this.as.atk();
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this.load_skill(this.skill_name);
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}
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this.atk_time += dt;
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}
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load_skill(skill_name:string){
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let skill = ecs.getEntity<Skill>(Skill);
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let pos = v3(30,30)
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let speed =400
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let scale = 1
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let range = 720
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skill.load(pos,speed,range,scale,this.node,skill_name,this.atk);
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}
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in_atked() {
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var path = "game/skills/atked";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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let pos = v3(0,30)
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node.setPosition(pos)
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node.parent = this.node;
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}
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reset() {
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this.node.destroy();
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}
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