This commit is contained in:
2025-06-11 23:55:45 +08:00
parent d06d8fe910
commit a0bd1da1ca
26 changed files with 613 additions and 1430 deletions

View File

@@ -18,7 +18,6 @@ const { ccclass, property } = _decorator;
@ccclass('SkillCom')
@ecs.register('SkillCom')
export class SkillCom extends CCComp {
BezierMove:BezierMove=null!;
s_uuid:number = 0;
s_name:string = "";
hero:number = 0;
@@ -50,7 +49,7 @@ export class SkillCom extends CCComp {
}
start() {
this.BezierMove=this.node.getComponent(BezierMove)
oops.message.on(GameEvent.MissionEnd, this.doDestroy, this);
this.node.active = true;
let collider = this.getComponent(Collider2D);
@@ -59,44 +58,52 @@ export class SkillCom extends CCComp {
if (collider) {
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
}
let dir_x = this.targetPos.x > this.node.position.x ? 1 : -1
this.node.scale = v3(dir_x,1,1)
if(SkillSet[this.s_uuid].AnimType==AnimType.parabolic){
let bm=this.node.getComponent(BezierMove)
// bm.speed=700
if(this.group==BoxSet.MONSTER) bm.controlPointSide=-1
bm.moveTo(this.targetPos)
}
// let dir_x = this.targetPos.x > this.node.position.x ? 1 : -1
// this.node.scale = v3(dir_x,1,1)
// 根据目标位置设置节点朝向
if ( this.targetPos) {
// 计算朝向
let direction = this.targetPos.x > this.node.position.x ? 1 : -1;
// 设置节点缩放来改变朝向
this.node.scale = v3(direction * Math.abs(this.scale), this.scale, 1);
}
let dir_y = ( this.targetPos.y+BoxSet.ATK_Y) > this.node.position.y ? 1 : -1
if( this.targetPos.y+BoxSet.ATK_Y==this.node.position.y){
dir_y=0
}
// 计算这一帧的移动距离
this.distance_x = SkillSet[this.s_uuid].speed*dir_x;
this.distance_y = this.distance_x*Math.abs(this.targetPos.y-this.node.position.y)/Math.abs(this.targetPos.x-this.node.position.x)*dir_y;
this.startMovement();
// if ( this.targetPos) {
// // 计算朝向
// let direction = this.targetPos.x > this.node.position.x ? 1 : -1;
// // 设置节点缩放来改变朝向
// this.node.scale = v3(direction * Math.abs(this.scale), this.scale, 1);
// }
// let dir_y = ( this.targetPos.y+BoxSet.ATK_Y) > this.node.position.y ? 1 : -1
// if( this.targetPos.y+BoxSet.ATK_Y==this.node.position.y){
// dir_y=0
// }
// // 计算这一帧的移动距离
// this.distance_x = SkillSet[this.s_uuid].speed*dir_x;
// this.distance_y = this.distance_x*Math.abs(this.targetPos.y-this.node.position.y)/Math.abs(this.targetPos.x-this.node.position.x)*dir_y;
// this.startMovement();
// 计算目标角度
if (this.targetPos) {
const currentPos = this.node.position;
// // 计算目标角度
// if (this.targetPos) {
// const currentPos = this.node.position;
// 计算角度(弧度)
const dx = this.targetPos.x - currentPos.x;
const dy = (this.targetPos.y + BoxSet.ATK_Y) - currentPos.y;
const angle = Math.atan2(dy, dx);
// // 计算角度(弧度)
// const dx = this.targetPos.x - currentPos.x;
// const dy = (this.targetPos.y + BoxSet.ATK_Y) - currentPos.y;
// const angle = Math.atan2(dy, dx);
// 将弧度转换为角度并设置节点旋转
this.angle = angle * 180 / Math.PI;
this.node.angle = this.angle; // 移除负号,修正角度方向
}
// // 将弧度转换为角度并设置节点旋转
// this.angle = angle * 180 / Math.PI;
// this.node.angle = this.angle; // 移除负号,修正角度方向
// }
// 计算速度分量
const radians = this.angle * Math.PI / 180; // 移除负号,使用正确的角度
this.distance_x = this.speed * Math.cos(radians);
this.distance_y = this.speed * Math.sin(radians);
// // 计算速度分量
// const radians = this.angle * Math.PI / 180; // 移除负号,使用正确的角度
// this.distance_x = this.speed * Math.cos(radians);
// this.distance_y = this.speed * Math.sin(radians);
this.startMovement();
// this.startMovement();
// console.log("skill start",this.node.parent)
}
onBeginContact (seCol: Collider2D, oCol: Collider2D) {
@@ -114,7 +121,7 @@ export class SkillCom extends CCComp {
private startMovement() {
switch(this.animType) {
switch(SkillSet[this.s_uuid].AnimType) {
case AnimType.parabolic:
this.startBezierMove();
break;
@@ -146,18 +153,18 @@ export class SkillCom extends CCComp {
}
private startBezierMove() {
if (!this.targetPos) return;
let s_pos = v3(this.startPos.x,this.startPos.y)
let c_pos = v3((this.targetPos.x+this.startPos.x)/2,this.startPos.y+150)
let e_pos = v3(this.targetPos.x,this.targetPos.y)
let time =Math.abs(Math.abs(this.targetPos.x-this.startPos.x)/this.speed)
// let s_pos = v3(this.startPos.x,this.startPos.y)
// let c_pos = v3((this.targetPos.x+this.startPos.x)/2,this.startPos.y+150)
// let e_pos = v3(this.targetPos.x,this.targetPos.y)
// let time =Math.abs(Math.abs(this.targetPos.x-this.startPos.x)/this.speed)
// console.log("开始贝塞尔运动=>time:"+time,"s_pos:"+s_pos,"c_pos:"+c_pos,"e_pos:"+e_pos)
SkillCom.bezierTo(this.node,time,s_pos,c_pos,e_pos,{
onComplete: (target?: object) => {
this.is_destroy=true
},
}).start();
// // console.log("开始贝塞尔运动=>time:"+time,"s_pos:"+s_pos,"c_pos:"+c_pos,"e_pos:"+e_pos)
// SkillCom.bezierTo(this.node,time,s_pos,c_pos,e_pos,{
// onComplete: (target?: object) => {
// this.is_destroy=true
// },
// }).start();
}
private startFixedMove() {
@@ -233,7 +240,7 @@ export class SkillCom extends CCComp {
update(deltaTime: number) {
if(smc.mission.pause) return;
this.toDestroy();
this.startLinearMove(deltaTime);
if(this.animType==AnimType.linear) this.startLinearMove(deltaTime);
}
toDestroy() {