技能组件修改,由skillcom统一负责动画,只负责动画

This commit is contained in:
2025-02-08 08:06:42 +08:00
parent 8a6609f2c2
commit c619b97aa4
47 changed files with 450 additions and 555 deletions

View File

@@ -21,58 +21,40 @@ export class Skill extends ecs.Entity {
this.remove(SkillCom);
super.destroy();
}
load(pos: Vec3 = Vec3.ZERO,group:number,parent:Node,uuid:number=1001,
ap:number =10,t_pos:Vec3 = null,is_crit:boolean=false,crit_add:number=0,hp:number=0,lv:number=1)
{
var path = "game/skills/"+SkillSet[uuid].sp_name;
var prefab: Prefab = oops.res.get(path, Prefab)!;
console.log("load skill pos:",pos)
var node = instantiate(prefab);
if(SkillSet[uuid].with){node.parent = parent;t_pos=v3(0,0)}
if(!SkillSet[uuid].with){node.parent = parent.parent;}
node.setPosition(pos)
var sv = node.getComponent(SkillCom);
if(group==BoxSet.MONSTER) {
sv.scale=-1
node.setScale(v3(sv.scale*node.scale.x,node.scale.y));
}
// let angle=0
// if(SkillSet[uuid].angle){
// angle = Math.atan2(t_pos.y,t_pos.x) * 180 / Math.PI;
// if(t_pos.x<0){
// angle+=180
// }
// }
// sv.angle = angle;
// console.log(group+" "+SkillSet[uuid].name+"angle:"+angle)
sv.s_uuid = uuid;
sv.s_name = SkillSet[uuid].name;
sv.hero = SkillSet[uuid].hero;
sv.lv=lv
sv.ap = ap*SkillSet[uuid].ap/100; // 技能伤害
sv.def = ap*SkillSet[uuid].def/100; // 技能伤害
sv.apup = ap*SkillSet[uuid].apup/100; // 伤害增量
sv.hp = hp*SkillSet[uuid].hp/100; // 回复hp增量
sv.mhp = SkillSet[uuid].mhp/100; // hpmax增量 %
sv.shield =SkillSet[uuid].shield; // 护甲增量
sv.cd = SkillSet[uuid].cd;
sv.tg = SkillSet[uuid].tg;
sv.debtime = SkillSet[uuid].debtime;
sv.debuff = SkillSet[uuid].debuff;
sv.depb = SkillSet[uuid].depb;
sv.derate = SkillSet[uuid].derate;
sv.is_crit=is_crit
sv.crit_add=crit_add
// node.setScale(v3(node.scale.x*scale,node.scale.y))
sv.speed=SkillSet[uuid].speed;
sv.in_time=SkillSet[uuid].in;
sv.t_pos = t_pos; // 目标增量
sv.type = SkillSet[uuid].type;
sv.box_tag= BoxSet.SKILL_TAG;
sv.box_group=group
// console.log("load skill :",sv)
this.add(sv);
load(
startPos: Vec3, // 起始位置
group: number, // 阵营
parent: Node, // 父节点
uuid: number, // 技能ID
targetPos: Vec3 // 目标位置
) {
const config = SkillSet[uuid];
if (!config) return;
// 加载预制体
const path = `game/skills/${config.sp_name}`;
const prefab = oops.res.get(path, Prefab);
const node = instantiate(prefab);
// 设置节点属性
node.parent = parent;
node.setPosition(startPos);
// 添加技能组件
const skillComp = node.getComponent(SkillCom);
this.add(skillComp);
// 初始化技能参数
skillComp.animType = config.AnimType;
skillComp.endType = config.endType;
skillComp.speed = config.speed;
skillComp.duration = config.in;
skillComp.startPos = startPos.clone();
skillComp.targetPos = targetPos.clone();
skillComp.prefabName = config.sp_name;
skillComp.group = group;
// 初始化动画名称
skillComp.animName = config.animName; // 从配置获取动画名称
}
}

View File

@@ -7,57 +7,117 @@ import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { SkillSet } from "../common/config/SkillSet";
import { AnimType, endType } from "../common/config/SkillSet";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('SkillCom')
@ecs.register('SkillView', false)
@ecs.register('SkillCom')
export class SkillCom extends CCComp {
s_uuid:number = 0;
s_name:string = "";
hero:number = 0;
speed:number = 200;
scale:number = 1;
lv:number = 1;
ap:number = 10;
def:number = 10;
apup:number = 0;//
mhp:number = 0;
hp:number = 0; //治疗总量
shield:number = 0;//护甲总量
cd:number = 1;
debuff:number = 0;
debtime:number = 0;
depb:number = 0;
derate:number = 0;
atk_count:number = 0;
is_crit:boolean = false;
crit_add: number = 0;//暴击伤害加成
angle:number = 0;
t_pos:Vec3 = v3(0,0,0); // 目标增量
is_destroy:boolean = false;
box_group:number = 0;
box_tag:number=0;
type:number = 1;
run:number = 0;
tg:number = 3;
in_time:number = 0.3; // 不动技能持续时间
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
prefabName: string = ""; // 预制体名称
group:number = 0; //阵营
animName: string = ""; // 动画名称
start() {
oops.message.on(GameEvent.MissionEnd, this.doDestroy, this);
this.node.active=true
this.node.active = true;
// 根据动画类型开始相应的运动
this.startMovement();
}
private startMovement() {
switch(this.animType) {
case AnimType.linear:
this.startLinearMove();
break;
case AnimType.parabolic:
this.startBezierMove();
break;
case AnimType.fixed:
this.startFixedMove();
break;
}
}
private startLinearMove() {
if (!this.targetPos) return;
const duration = Vec3.distance(this.node.position, this.targetPos) / this.speed;
tween(this.node)
.to(duration, { position: this.targetPos })
.call(() => {
if (this.endType === endType.distanceEnd) {
this.is_destroy = true;
}
})
.start();
}
private startBezierMove() {
if (!this.targetPos) return;
const startPos = this.node.position;
const endPos = this.targetPos;
const controlPos = v3(
(startPos.x + endPos.x) / 2,
Math.max(startPos.y, endPos.y) + 200
);
const duration = Vec3.distance(startPos, endPos) / this.speed;
tween(this.node)
.to(duration, {}, {
onUpdate: (target, ratio) => {
const pos = this.twoBezier(ratio, startPos, controlPos, endPos);
this.node.setPosition(pos);
}
})
.call(() => this.is_destroy = true)
.start();
}
private startFixedMove() {
if (this.endType === endType.timeEnd) {
tween(this.node)
.delay(this.inTime)
.call(() => this.is_destroy = true)
.start();
}
}
private twoBezier(t: number, p1: Vec3, cp: Vec3, p2: Vec3): Vec3 {
const x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x;
const y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y;
return v3(x, y, 0);
}
to_console(value:any,value2:any=null,value3:any=null){
console.log("["+this.s_name+this.s_uuid+"]:",value,value2,value3)
}
update(deltaTime: number) {
if(smc.mission.pause) return
this.toDestroy()
if(smc.mission.pause) return;
this.toDestroy();
}
toDestroy() {
if(this.is_destroy){
@@ -71,6 +131,12 @@ export class SkillCom extends CCComp {
reset() {
this.is_destroy=false
this.node.destroy();
this.animType = 0;
this.endType = 0;
this.speed = 0;
this.inTime = 0;
this.startPos.set();
this.targetPos.set();
}
}

View File

@@ -0,0 +1,143 @@
import { _decorator, Vec3, v3, tween } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { SkillCom } from "./SkillCom";
import { SkillSet, AnimType, endType } from "../common/config/SkillSet";
import { Animation, sp } from "cc";
/** 技能运动系统 */
@ecs.register('SkillSystem')
export class SkillSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
filter(): ecs.IMatcher {
return ecs.allOf(SkillCom);
}
update(entity: ecs.Entity) {
const skill = entity.get(SkillCom);
if (!skill || skill.is_destroy) return;
this.updateSkillMovement(skill);
this.checkDestroy(skill);
}
private updateSkillMovement(skill: SkillCom) {
switch(skill.animType) {
case AnimType.linear:
this.linearMove(skill);
break;
case AnimType.parabolic:
this.bezierMove(skill);
break;
case AnimType.fixed:
this.fixedMove(skill);
break;
default:
console.warn(`未知运动类型: ${skill.animType}`);
}
}
private checkDestroy(skill: SkillCom) {
let shouldDestroy = false;
switch(skill.endType) {
case endType.animationEnd:
// 同时检测普通动画和Spine动画
const anim = skill.node.getComponent(Animation);
const spine = skill.node.getComponentInChildren(sp.Skeleton);
if (anim) {
const state = anim.getState(skill.animName);
shouldDestroy = state?.isPlaying === false;
}
else if (spine) {
shouldDestroy = spine.animation === 'end';
}
break;
case endType.timeEnd:
skill.duration -= this.dt;
shouldDestroy = skill.duration <= 0;
break;
case endType.distanceEnd:
shouldDestroy = skill.targetPos &&
Vec3.distance(skill.node.position, skill.targetPos) < 10;
break;
}
if (shouldDestroy) {
skill.is_destroy = true;
skill.node.destroy();
}
}
private linearMove(skill: SkillCom) {
if (!skill.targetPos) return;
// 计算移动方向
const dir = skill.targetPos.clone().subtract(skill.node.position).normalize();
// 计算新位置
const newPos = skill.node.position.clone().add(
dir.multiplyScalar(skill.speed * this.dt)
);
// 更新位置和角度
skill.node.setPosition(newPos);
// 自动处理距离销毁
if (skill.endType === endType.distanceEnd) {
const remaining = Vec3.distance(newPos, skill.targetPos);
if (remaining < 10) {
skill.is_destroy = true;
}
}
}
private bezierMove(skill: SkillCom) {
if (!skill.targetPos) return;
// 计算控制点(拱顶位置)
const startPos = skill.startPos;
const endPos = skill.targetPos;
const controlHeight = Math.max(startPos.y, endPos.y) + 200;
const controlPos = v3(
(startPos.x + endPos.x) / 2,
controlHeight
);
// 计算当前进度
skill.duration += this.dt * skill.speed;
const t = skill.duration / skill.inTime;
// 使用二阶贝塞尔曲线公式计算位置
const newPos = this.twoBezier(t, startPos, controlPos, endPos);
skill.node.setPosition(newPos);
// 自动结束判断
if (t >= 1) {
skill.is_destroy = true;
}
}
private twoBezier(t: number, p1: Vec3, cp: Vec3, p2: Vec3): Vec3 {
const x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x;
const y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y;
return v3(x, y, 0);
}
private fixedMove(skill: SkillCom) {
// 仅处理时间结束逻辑
skill.duration += this.dt * skill.speed;
// 示例:在固定位置播放动画
if (skill.endType === endType.timeEnd && skill.duration >= skill.inTime) {
skill.is_destroy = true;
}
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "02c5af20-5daa-4384-bcc4-c4c73d827ab7",
"files": [],
"subMetas": {},
"userData": {}
}