基础技能完善
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29
assets/script/game/common/FlashSprite.ts
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29
assets/script/game/common/FlashSprite.ts
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@@ -0,0 +1,29 @@
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import { _decorator, color, Component, Material, Node, Sprite } from 'cc';
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const { ccclass, property } = _decorator;
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@ccclass('FlashSprite')
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export class FlashSprite extends Component {
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@property(Material)
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hitFlashMaterial: Material;
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orginalFlashMaterial: Material;
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sprite: Sprite;
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start() {
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this.sprite = this.node.getComponent(Sprite);
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this.orginalFlashMaterial = this.sprite.getRenderMaterial(0);
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}
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update(deltaTime: number) {
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}
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public clickFlash() {
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this.sprite.setSharedMaterial(this.hitFlashMaterial, 0);
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this.scheduleOnce(() => {
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this.sprite.setSharedMaterial(this.orginalFlashMaterial, 0);
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}, 0.1);
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}
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}
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9
assets/script/game/common/FlashSprite.ts.meta
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9
assets/script/game/common/FlashSprite.ts.meta
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@@ -0,0 +1,9 @@
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{
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"ver": "4.0.23",
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"importer": "typescript",
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"imported": true,
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"uuid": "df953176-a9fa-4f3e-865e-7956fccc4c52",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -22,7 +22,7 @@ export class MapMonsterComp extends CCComp {
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monster_level:number = 1; //怪物池等级
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max_monster_level:number = 4; //最高怪物次等级
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min_monster_num:number = 2; ///最小每次刷新怪物数量
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max_monster_num:number = 2; //最大每次刷新怪物数量
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max_monster_num:number = 4; //最大每次刷新怪物数量
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refresh_timer: Timer = new Timer(5); // 刷新怪物定时器
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refresh_cd: Timer = new Timer(0.5);
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mission_up_timer: Timer = new Timer(30); //波次增加
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@@ -49,7 +49,7 @@ export class MapMonsterComp extends CCComp {
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this.monster_refresh()
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}
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if (this.refresh_timer.update(dt)) {
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this.setp_num = RandomManager.instance.getRandomInt(this.max_monster_num,this.max_monster_level,2)
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this.setp_num = RandomManager.instance.getRandomInt(this.min_monster_num,this.max_monster_num,2)
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}
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if (this.mission_up_timer.update(dt)) {
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// 刷新怪物定时器
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@@ -73,7 +73,6 @@ export class Hero extends ecs.Entity {
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mv.scale = 1;
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mv.change_name(smc.heros[uuid].name,1)
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this.add(mv);
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this.push_monsters_in(uuid,mv.ent.eid)
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}
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push_monsters_in(uuid:number=1001,eid:number=0){
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smc.monsters_in.push({name:smc.heros[uuid].name,eid:eid})
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@@ -4,7 +4,7 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
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import { data } from "../data/data";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { smc } from "../common/SingletonModuleComp";
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import { CardSet } from "../common/config/CardSet";
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import { CardSet, SkillSet } from "../common/config/CardSet";
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import { HeroCard } from "./HeroCard";
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import { HeroModelComp } from "./HeroModelComp";
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import { Hero } from "./Hero";
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@@ -105,7 +105,7 @@ export class HeroCardViewComp extends CCComp {
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let heros = ecs.query(ecs.allOf(HeroModelComp))
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// let heross= ecs.query(ecs.allOf(MonsterViewComp))
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// console.log("heross",heross)
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if(heros.length >= 4){
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if(heros.length >= 4&&this.card_type == 1){
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oops.gui.toast("英雄数量达到上限");
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this.node.setPosition(this.pos_x,this.pos_y);
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return;
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@@ -5,7 +5,7 @@
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* @LastEditTime: 2022-08-17 12:36:18
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*/
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import { Vec3, _decorator , v3,Collider2D,Contact2DType,IPhysics2DContact,PhysicsSystem2D,EPhysics2DDrawFlags,Label,Node,Prefab,instantiate,ProgressBar} from "cc";
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import { Vec3, _decorator , v3,Collider2D,Contact2DType,IPhysics2DContact,PhysicsSystem2D,EPhysics2DDrawFlags,Label,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite} from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { MonsterSpine } from "./MonsterSpine";
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@@ -24,6 +24,12 @@ const { ccclass, property } = _decorator;
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@ccclass('MonsterViewComp') // 定义为 Cocos Creator 组件
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@ecs.register('MonsterView', false) // 定义为 ECS 组件
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export class MonsterViewComp extends CCComp {
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@property(Material)
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hitFlashMaterial: Material;
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orginalFlashMaterial: Material;
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sprite: Sprite;
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/** 角色动画 */
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as: MonsterSpine = null!;
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hero_uuid:number = 1001;
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@@ -41,7 +47,7 @@ export class MonsterViewComp extends CCComp {
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power_max: number = 100; /** 能量最大值 */
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power_speed: number = 1; //能量回复速度每0.1秒回复量
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skill_name: string = "base"; //技能名称
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skill_name: string = "atk"; //技能名称
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max_skill_name: string = "base"; //大技能名称
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atk: number = 10; /**攻击力 */
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@@ -63,6 +69,8 @@ export class MonsterViewComp extends CCComp {
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/** 视图层逻辑代码分离演示 */
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start () {
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this.sprite = this.node.getChildByName("avatar").getChildByName("TNode").getChildByName("bb").getComponent(Sprite);
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this.orginalFlashMaterial = this.sprite.getRenderMaterial(0);
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// 注册单个碰撞体的回调函数
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let collider = this.getComponent(Collider2D);
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if (collider) {
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@@ -147,7 +155,7 @@ export class MonsterViewComp extends CCComp {
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* 如果角色属于正向阵营 (scale == 1) 且 x 轴位置大于等于 0,则直接返回。
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* 如果角色属于反向阵营 (scale != 1) 且 x 轴位置小于等于 0,则直接返回。
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*/
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if ((this.scale === 1 && this.node.position.x >= 0) || (this.scale !== 1 && this.node.position.x <= -180)) {
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if ((this.scale === 1 && this.node.position.x >= 120) || (this.scale !== 1 && this.node.position.x <= -180)) {
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return;
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}
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@@ -226,22 +234,33 @@ export class MonsterViewComp extends CCComp {
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}
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});
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}
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load_skill(skill_name){
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load_skill(skill_name:string){
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// console.log("load_skill");
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let skill = ecs.getEntity<Skill>(Skill);
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let pos = v3(this.scale*30,30)
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let speed =400
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let x=30
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if(this.scale==1){
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x=40
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}else{
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x=-20
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}
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let pos = v3(x,50)
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let speed =350
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let scale = this.scale
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let range = 120;
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skill.load(pos,speed,range,scale,this.node,skill_name,this.atk);
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let dis = 30;
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console.log(speed);
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skill.load(pos,speed,dis,scale,this.node,skill_name,this.atk);
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}
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in_atked() {
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var path = "game/skills/atked";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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let pos = v3(0,30)
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node.setPosition(pos)
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node.parent = this.node;
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this.sprite.setSharedMaterial(this.hitFlashMaterial, 0);
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this.scheduleOnce(() => {
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this.sprite.setSharedMaterial(this.orginalFlashMaterial, 0);
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}, 0.1);
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// var path = "game/skills/atked";
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// var prefab: Prefab = oops.res.get(path, Prefab)!;
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// var node = instantiate(prefab);
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// let pos = v3(0,30)
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// node.setPosition(pos)
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// node.parent = this.node;
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}
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dead(){
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var path = "game/skills/dead";
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@@ -252,8 +271,7 @@ export class MonsterViewComp extends CCComp {
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}
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toDestroy(){
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this.dead();
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smc.monsters_in = smc.monsters_in.filter(element => element.eid !== this.ent.eid);
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smc.monsters_in = smc.monsters_in.filter(element => element.eid !== this.ent.eid);
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this.ent.destroy();
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}
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reset() {
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@@ -36,7 +36,7 @@ export class Skill extends ecs.Entity {
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node.setScale(scale,1)
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//转换pos为世界坐标
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node.setPosition(pos)
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console.log(speed)
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var sv = node.getComponent(SkillCom)!;
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sv.speed = speed;
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sv.dis = dis;
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@@ -44,7 +44,7 @@ export class SkillCom extends CCComp {
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tween(this.node).to( 1,{ angle:this.angle,position: this.t_pos},
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{
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onComplete: (target?: object) => {
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// this.check_to_destroy()
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this.toDestroy()
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},
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} ).start();
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}else{
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@@ -52,7 +52,7 @@ export class SkillCom extends CCComp {
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{ position: new Vec3(this.node.position.x+this.scale*this.dis,this.node.position.y) },
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{
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onComplete: (target?: object) => {
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this.check_to_destroy()
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this.toDestroy()
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},
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}
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).start();
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@@ -66,7 +66,9 @@ export class SkillCom extends CCComp {
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switch (otherCollider.group){
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case BoxSet.MONSTER:
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case BoxSet.DEFAULT:
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this.check_to_destroy()
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setTimeout(() => {
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this.toDestroy()
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}, 10);
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break
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}
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break;
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@@ -75,7 +77,9 @@ export class SkillCom extends CCComp {
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case BoxSet.PLAYER:
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case BoxSet.HERO:
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case BoxSet.DEFAULT:
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this.check_to_destroy()
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setTimeout(() => {
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this.toDestroy()
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}, 10);
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break
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}
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}
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@@ -91,7 +95,7 @@ export class SkillCom extends CCComp {
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this.move(deltaTime)
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// if(Math.abs(this.node.position.x) > this.dis)
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// {
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// this.check_to_destroy()
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// this.toDestroy()
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// }
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@@ -99,36 +103,17 @@ export class SkillCom extends CCComp {
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move(dt: number) {
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// this.node.setPosition(v3(this.node.position.x+dt*this.x_speed*this.scale,this.node.position.y+this.y_speed,this.node.position.z))
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}
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check_to_destroy(){
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if(!this.is_destroy){
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this.is_destroy = true;
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setTimeout(() => {
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this.toDestroy();
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}, 10);
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this.toDestroy();
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}
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}
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/** 全局消息逻辑处理 */
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// private onHandler(event: string, args: any) {
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// switch (event) {
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// case ModuleEvent.Cmd:
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// break;
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// }
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// }
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toDestroy() {
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// this.node.active = false;
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// var scene = smc.map.MapView.scene;
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// this.node.parent = scene.entityLayer!.node!;
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// console.log("toDestroy");
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// console.log("this.node.isValid");
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setTimeout(() => {
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// console.log("SkillCom.node.destroy",this);
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this.ent.destroy()
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}, 10);
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if(!this.is_destroy){
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this.is_destroy = true;
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if(this.node.isValid) this.node.destroy()
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}
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}
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/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
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reset() {
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