修改了 spine 为缓存模式
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@@ -391,6 +391,9 @@ export const HeroInfo = {
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5227:{uuid:5227,name:"精英兽人",path:"mor4", quality:HQuality.BLUE,lv:1,kind:1,
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type:HType.warrior,hp:45,ap:12,dis:200,cd:2,speed:25,skills:[6007],
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buff:[ ],info:"精英怪物-战士型"},
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5231:{uuid:5231,name:"龙1",path:"bosswd", quality:HQuality.BLUE,lv:1,kind:1,
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type:HType.warrior,hp:450,ap:12,dis:200,cd:2,speed:25,skills:[6007],
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buff:[ ],info:"精英怪物-战士型"},
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};
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// ==================== 怪物系列分类配置 ====================
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@@ -411,7 +414,7 @@ export const MonsterSeriesConfig = {
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name: "兽人系列",
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description: "来自荒野的兽人族群",
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monsters: {
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warrior: [5201, 5203, 5227], // 兽人战士、兽人护卫、精英兽人
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warrior: [5201, 5203, 5227,5231], // 兽人战士、兽人护卫、精英兽人
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remote: [5202], // 兽人刺客
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mage: [] // 无法师
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},
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@@ -423,7 +426,7 @@ export const MonsterSeriesConfig = {
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name: "独眼系列",
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description: "古老的独眼巨人族群",
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monsters: {
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warrior: [5222, 5223, 5225], // 独眼巨人x2、精英独眼
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warrior: [5222, 5223, 5225,5231], // 独眼巨人x2、精英独眼
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remote: [5224], // 独眼巨人(远程)
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mage: [] // 无法师
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},
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@@ -435,7 +438,7 @@ export const MonsterSeriesConfig = {
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name: "牛头系列",
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description: "迷宫中的牛头怪族群",
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monsters: {
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warrior: [5219, 5220, 5226], // 牛头战士x2、精英牛头
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warrior: [5219, 5220, 5226,5231], // 牛头战士x2、精英牛头
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remote: [5221], // 牛头战士(远程)
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mage: [] // 无法师
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},
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@@ -449,7 +452,7 @@ export const MonsterSeriesConfig = {
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monsters: {
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warrior: [], // 无战士
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remote: [], // 无远程
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mage: [5204, 5205, 5206] // 石卫、土卫、树卫
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mage: [5204, 5205, 5206,5231] // 石卫、土卫、树卫
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},
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allMonsters: [5204, 5205, 5206]
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},
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@@ -461,7 +464,7 @@ export const MonsterSeriesConfig = {
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monsters: {
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warrior: [], // 无战士
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remote: [], // 无远程
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mage: [5216, 5217, 5218] // 元素1、元素2、元素3
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mage: [5216, 5217, 5218,5231] // 元素1、元素2、元素3
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},
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allMonsters: [5216, 5217, 5218]
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}
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@@ -1,4 +1,7 @@
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import { _decorator, CCClass, Component, sp,Animation} from "cc";
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import { FightSet } from "../common/config/Mission";
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import { FacSet } from "../common/config/BoxSet";
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import { HeroViewComp } from "./HeroViewComp";
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const { ccclass, property } = _decorator;
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@ccclass('HeroAnmComp')
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@@ -15,17 +18,19 @@ export default class HeroAnmComp extends Component{
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this.is_spine=true
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this.spine=this.getComponent('sp.Skeleton') as sp.Skeleton;
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var spine = this.spine = this.getComponent('sp.Skeleton') as sp.Skeleton;
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this._setMix('Walking', 'Idle');
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this._setMix('Walking', 'Attacking');
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this._setMix('Walking', 'Taunt');
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this._setMix('Idle', 'Attacking');
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this._setMix('Idle', 'Taunt');
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this._setMix('Idle', 'Walking');
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this._setMix('Attacking', 'Idle');
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this._setMix('Attacking', 'Walking');
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this._setMix('Taunt', 'Walking');
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this._setMix('Taunt', 'Idle');
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if(this.node.parent.getComponent(HeroViewComp).fac==1){
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console.log('hero parent',this.node.parent.getComponent(HeroViewComp))
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this._setMix('Walking', 'Idle');
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this._setMix('Walking', 'Attacking');
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this._setMix('Walking', 'Taunt');
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this._setMix('Idle', 'Attacking');
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this._setMix('Idle', 'Taunt');
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this._setMix('Idle', 'Walking');
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this._setMix('Attacking', 'Idle');
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this._setMix('Attacking', 'Walking');
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this._setMix('Taunt', 'Walking');
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this._setMix('Taunt', 'Idle');
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}
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spine.setCompleteListener((trackEntry) => {
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var animationName = trackEntry.animation ? trackEntry.animation.name : "";
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if (animationName === 'Attacking'||animationName==='Taunt'||animationName==='Hurt') {
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@@ -109,7 +109,7 @@ export class HeroViewComp extends CCComp {
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delay: number
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}> = [];
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private isProcessingDamage: boolean = false;
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private damageInterval: number = 0.2; // 伤害数字显示间隔
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private damageInterval: number = 0.01; // 伤害数字显示间隔
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private timer:Timer=new Timer(1);
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@@ -196,6 +196,7 @@ export class SkillCom extends CCComp {
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let target = oCol.getComponent(HeroViewComp)
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if(oCol.group!=this.group){
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if(target == null) return;
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console.log("[SkillCom]:onBeginContact targetPos||skillPos",target.node.position,this.node.position)
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this.single_damage(target)
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// this.ent.destroy()
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}
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