This commit is contained in:
2025-06-20 00:25:05 +08:00
parent ff402f14ca
commit b7edf26cc9
7 changed files with 331 additions and 162 deletions

View File

@@ -31,50 +31,81 @@ export class Skill extends ecs.Entity {
angle:number=0,
dmg:number=0
) {
let FIGHTCON=parent.getComponent(FightConComp);
const config = SkillSet[uuid];
if (!config) return;
if (!config) {
console.error("[Skill] 技能配置不存在:", uuid);
return;
}
// 检查施法者
if (!caster) {
console.error("[Skill] 施法者为空");
return;
}
// 加载预制体
const path = `game/skills/${config.sp_name}`;
const prefab = oops.res.get(path, Prefab);
if (!prefab) {
console.error("[Skill] 预制体加载失败:", path);
return;
}
const node = instantiate(prefab);
// 设置节点属性
node.parent = parent;
node.setPosition(startPos);
node.angle+=angle
// console.log("加载预制体:",startPos,targetPos)
console.log("[Skill]:node=>",startPos)
// 添加技能组件
const skillComp = node.getComponent(SkillCom); // 初始化技能参数
skillComp.ap = caster.ap+dmg;
const SComp = node.getComponent(SkillCom); // 初始化技能参数
if (!SComp) {
console.error("[Skill] 技能组件获取失败");
return;
}
console.log("[Skill]:caster=>",caster,config.name+"scomp=>",SComp,"fightcon=>",FIGHTCON)
// 确保caster有必要的属性
if (typeof caster.ap === 'undefined') {
console.error("[Skill] caster.ap 未定义");
return;
}
if (typeof caster.box_group === 'undefined') {
console.error("[Skill] caster.box_group 未定义");
return;
}
SComp.ap = caster.ap*config.ap/100;
if(caster.fac==0){
if(caster.is_master){
skillComp.ap=Math.floor(skillComp.ap*(100+FIGHTCON.hero_buff.ATK)/100);
SComp.ap=Math.floor(SComp.ap*(100+FIGHTCON.hero_buff.ATK)/100);
}else{
skillComp.ap=Math.floor(skillComp.ap*(100+FIGHTCON.friend_buff.ATK)/100);
SComp.ap=Math.floor(SComp.ap*(100+FIGHTCON.friend_buff.ATK)/100);
}
}else{
skillComp.ap=Math.floor(skillComp.ap*(100-FIGHTCON.enemy_buff.ATK)/100);
SComp.ap=Math.floor(SComp.ap*(100-FIGHTCON.enemy_buff.ATK)/100);
}
skillComp.s_uuid = uuid;
skillComp.animType = config.AnimType;
skillComp.endType = config.endType;
skillComp.speed = config.speed;
skillComp.inTime = config.in;
skillComp.atk_count = 0;
skillComp.startPos = startPos
skillComp.targetPos =targetPos
skillComp.caster = caster;
skillComp.prefabName = config.sp_name;
skillComp.group = caster.box_group;
skillComp.fac= caster.box_group==BoxSet.HERO?0:caster.box_group==BoxSet.MONSTER?1:2;
SComp.ap=(100+dmg)/100*SComp.ap // master 主将 技能额外百分比加成
console.log("[Skill]:caster.box_group=>",caster.box_group,config.name+"scomp.group=>",SComp.group)
// 设置技能组件属性
Object.assign(SComp, {
s_uuid: uuid,
animType: config.AnimType,
speed: config.speed,
atk_count: 0,
startPos: startPos,
targetPos: targetPos,
caster: caster,
prefabName: config.sp_name,
group: caster.box_group,
fac: caster.fac,
animName: config.animName
});
// console.log(config.sp_name+"技能配置",skillComp);
// 初始化动画名称
skillComp.animName = config.animName; // 从配置获取动画名称
this.add(skillComp);
this.add(SComp);
}
}

View File

@@ -1,16 +1,16 @@
import { _decorator,Collider2D ,Contact2DType,v3,IPhysics2DContact,Vec3, tween, math, RigidBody2D} from "cc";
import { _decorator,Collider2D ,Contact2DType,v3,IPhysics2DContact,Vec3, tween, math, RigidBody2D, Animation, sp} 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 { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { AnimType, endType, SkillSet } from "../common/config/SkillSet";
import { EndAnmCom } from './EndAnmCom';
import { BoxSet } from "../common/config/BoxSet";
import { HeroFac, HeroSet } from "../common/config/heroSet";
import { HeroViewComp } from "../hero/HeroViewComp";
import { BezierMove } from "../BezierMove/BezierMove";
import { FightConComp } from "../map/FightConComp";
import { MonModelComp } from "../hero/MonModelComp";
const { ccclass, property } = _decorator;
@@ -29,8 +29,6 @@ export class SkillCom extends CCComp {
is_destroy:boolean = false;
enemys:any = [];
animType: number = 0; // 运动类型
endType: number = 0; // 结束类型
inTime: number = 0; // 持续时间
startPos: Vec3 = v3(); // 起始位置
targetPos: Vec3 = v3(); // 目标位置
duration: number = 0; // 技能持续时间
@@ -55,32 +53,56 @@ export class SkillCom extends CCComp {
oops.message.on(GameEvent.MissionEnd, this.doDestroy, this);
this.node.active = true;
let collider = this.getComponent(Collider2D);
// console.log(this.group +"技能 collider ",collider);
collider.group = this.group;
if (collider) {
if(collider) {
collider.group = this.group;
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
}
if(SkillSet[this.s_uuid].AnimType==AnimType.parabolic){
this.node.angle +=10
let bm=this.node.getComponent(BezierMove)
// bm.speed=700
if(this.group==BoxSet.MONSTER) bm.controlPointSide=-1
bm.moveTo(this.targetPos)
}
if(SkillSet[this.s_uuid].AnimType==AnimType.linear){
let tx =400
if(this.group==BoxSet.MONSTER){
tx=-400
this.node.scale=v3(this.node.scale.x*-1,1,1)
// console.log(this.group +"技能 collider ",collider);
switch(SkillSet[this.s_uuid].AnimType){
case AnimType.parabolic:
this.node.angle +=10
let bm=this.node.getComponent(BezierMove)
// bm.speed=700
if(this.group==BoxSet.MONSTER) bm.controlPointSide=-1
bm.moveTo(this.targetPos)
break;
case AnimType.linear:
let tx =400
if(this.group==BoxSet.MONSTER){
tx=-400
this.node.scale=v3(this.node.scale.x*-1,1,1)
}
tween(this.node).to(1, { position:v3(tx,this.node.position.y,0)},{
onComplete: (target?: object) => {
this.node.setPosition(tx,this.node.position.y-300,0)
}
}).start()
break;
case AnimType.fixed:
break;
case AnimType.fixedStart:
break;
case AnimType.fixedEnd:
if(this.node.getComponent(Animation)){
let anim = this.node.getComponent(Animation);
console.log("has anim",anim)
anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
}
if(this.node.getChildByName('anm')){
if(this.node.getChildByName('anm').getComponent('sp.Skeleton')){
var spine = this.node.getChildByName('anm').getComponent('sp.Skeleton') as sp.Skeleton;
console.log("has spine",spine)
spine.setCompleteListener((trackEntry) => {
this.onAnimationFinished()
console.log("[track %s][animation %s] complete: %s", trackEntry.trackIndex);
});
}
}
break;
}
tween(this.node).to(1, { position:v3(tx,this.node.position.y,0)},{
onComplete: (target?: object) => {
this.node.setPosition(tx,this.node.position.y-300,0)
}
}).start()
}
// 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
@@ -120,6 +142,21 @@ export class SkillCom extends CCComp {
// this.startMovement();
// console.log("skill start",this.node.parent)
}
onAnimationFinished(){
let remainingDamage = this.ap;
remainingDamage=remainingDamage*(100-this.FIGHTCON.enemy_buff.DEF+this.FIGHTCON.enemy_debuff.BURN)/100
let enemys=ecs.query(ecs.allOf(MonModelComp))
console.log("onAnimationFinished",enemys)
enemys.forEach(entity => {
let view=entity.get(HeroViewComp)
if(view){
view.do_atked(remainingDamage)
}
});
this.is_destroy=true
}
onBeginContact (seCol: Collider2D, oCol: Collider2D) {
// console.log(this.scale+"碰撞开始 ",seCol,oCol);
@@ -141,22 +178,6 @@ export class SkillCom extends CCComp {
private startMovement() {
switch(SkillSet[this.s_uuid].AnimType) {
case AnimType.parabolic:
this.startBezierMove();
break;
case AnimType.fixed:
this.startFixedMove();
break;
case AnimType.fixedStart:
this.startFixedStartMove();
break;
case AnimType.fixedEnd:
this.startFixedEndMove();
break;
}
}
private startLinearMove(dt: number) {
@@ -188,51 +209,7 @@ export class SkillCom extends CCComp {
// }).start();
}
private startFixedMove() {
if (this.endType === endType.timeEnd) {
tween(this.node)
.delay(this.inTime)
.call(() => this.is_destroy = true)
.start();
} else if (this.endType === endType.animationEnd) {
if (!this.node.getComponent(EndAnmCom)) {
this.node.addComponent(EndAnmCom);
}
}
}
private startFixedStartMove() {
// console.log("开始固定起点运动")
this.node.position = this.startPos;
if (this.endType === endType.timeEnd) {
// console.log("开始固定起点运动=>time:"+this.inTime)
tween(this.node)
.delay(this.inTime)
.call(() => this.is_destroy = true)
.start();
} else if (this.endType === endType.animationEnd) {
if (!this.node.getComponent(EndAnmCom)) {
this.node.addComponent(EndAnmCom);
}
}
}
private startFixedEndMove() {
// console.log("开始固定终点运动")
this.node.position = this.targetPos;
if (this.endType === endType.timeEnd) {
// console.log("开始固定终点运动=>time:"+this.inTime)
tween(this.node)
.delay(this.inTime)
.call(() => this.is_destroy = true)
.start();
} else if (this.endType === endType.animationEnd) {
if (!this.node.getComponent(EndAnmCom)) {
this.node.addComponent(EndAnmCom);
}
}
}
public static bezierTo(target: any, duration: number, c1: Vec3, c2: Vec3, to: Vec3, opts: any) {
opts = opts || Object.create(null);
/*
@@ -285,9 +262,7 @@ export class SkillCom extends CCComp {
reset() {
this.is_destroy = false;
this.animType = 0;
this.endType = 0;
this.speed = 0;
this.inTime = 0;
this.startPos.set();
this.targetPos.set();
this.moveDirection = null; // 重置移动方向