技能组件修改,由skillcom统一负责动画,只负责动画
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@@ -7,57 +7,117 @@ import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { SkillSet } from "../common/config/SkillSet";
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import { AnimType, endType } from "../common/config/SkillSet";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@ccclass('SkillCom')
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@ecs.register('SkillView', false)
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@ecs.register('SkillCom')
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export class SkillCom extends CCComp {
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s_uuid:number = 0;
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s_name:string = "";
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hero:number = 0;
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speed:number = 200;
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scale:number = 1;
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lv:number = 1;
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ap:number = 10;
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def:number = 10;
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apup:number = 0;//
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mhp:number = 0;
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hp:number = 0; //治疗总量
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shield:number = 0;//护甲总量
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cd:number = 1;
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debuff:number = 0;
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debtime:number = 0;
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depb:number = 0;
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derate:number = 0;
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atk_count:number = 0;
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is_crit:boolean = false;
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crit_add: number = 0;//暴击伤害加成
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angle:number = 0;
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t_pos:Vec3 = v3(0,0,0); // 目标增量
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is_destroy:boolean = false;
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box_group:number = 0;
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box_tag:number=0;
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type:number = 1;
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run:number = 0;
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tg:number = 3;
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in_time:number = 0.3; // 不动技能持续时间
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enemys:any = [];
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animType: number = 0; // 运动类型
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endType: number = 0; // 结束类型
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inTime: number = 0; // 持续时间
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startPos: Vec3 = v3(); // 起始位置
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targetPos: Vec3 = v3(); // 目标位置
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duration: number = 0; // 技能持续时间
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prefabName: string = ""; // 预制体名称
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group:number = 0; //阵营
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animName: string = ""; // 动画名称
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start() {
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oops.message.on(GameEvent.MissionEnd, this.doDestroy, this);
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this.node.active=true
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this.node.active = true;
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// 根据动画类型开始相应的运动
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this.startMovement();
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}
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private startMovement() {
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switch(this.animType) {
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case AnimType.linear:
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this.startLinearMove();
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break;
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case AnimType.parabolic:
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this.startBezierMove();
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break;
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case AnimType.fixed:
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this.startFixedMove();
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break;
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}
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}
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private startLinearMove() {
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if (!this.targetPos) return;
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const duration = Vec3.distance(this.node.position, this.targetPos) / this.speed;
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tween(this.node)
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.to(duration, { position: this.targetPos })
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.call(() => {
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if (this.endType === endType.distanceEnd) {
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this.is_destroy = true;
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}
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})
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.start();
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}
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private startBezierMove() {
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if (!this.targetPos) return;
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const startPos = this.node.position;
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const endPos = this.targetPos;
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const controlPos = v3(
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(startPos.x + endPos.x) / 2,
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Math.max(startPos.y, endPos.y) + 200
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);
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const duration = Vec3.distance(startPos, endPos) / this.speed;
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tween(this.node)
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.to(duration, {}, {
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onUpdate: (target, ratio) => {
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const pos = this.twoBezier(ratio, startPos, controlPos, endPos);
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this.node.setPosition(pos);
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}
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})
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.call(() => this.is_destroy = true)
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.start();
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}
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private startFixedMove() {
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if (this.endType === endType.timeEnd) {
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tween(this.node)
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.delay(this.inTime)
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.call(() => this.is_destroy = true)
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.start();
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}
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}
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private twoBezier(t: number, p1: Vec3, cp: Vec3, p2: Vec3): Vec3 {
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const x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x;
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const y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y;
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return v3(x, y, 0);
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}
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to_console(value:any,value2:any=null,value3:any=null){
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console.log("["+this.s_name+this.s_uuid+"]:",value,value2,value3)
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}
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update(deltaTime: number) {
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if(smc.mission.pause) return
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this.toDestroy()
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if(smc.mission.pause) return;
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this.toDestroy();
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}
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toDestroy() {
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if(this.is_destroy){
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@@ -71,6 +131,12 @@ export class SkillCom extends CCComp {
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reset() {
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this.is_destroy=false
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this.node.destroy();
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this.animType = 0;
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this.endType = 0;
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this.speed = 0;
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this.inTime = 0;
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this.startPos.set();
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this.targetPos.set();
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}
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}
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