refactor(skill): 重构技能移动系统,整合移动逻辑到SMoveComp

将技能移动逻辑从SkillView迁移到SMoveComp,实现统一的移动管理
添加多种移动类型支持(线性、贝塞尔、固定位置)
优化移动参数配置,从SkillView获取攻击偏移量
This commit is contained in:
2025-11-01 12:16:21 +08:00
parent ab03e32278
commit d014e63d27
5 changed files with 465 additions and 118 deletions

View File

@@ -285,8 +285,8 @@
}, },
"atk_x": 0, "atk_x": 0,
"atk_y": 0, "atk_y": 0,
"runType": 2, "runType": 0,
"endType": 0, "endType": 2,
"_id": "" "_id": ""
}, },
{ {

View File

@@ -46,6 +46,7 @@ export enum SType {
zhaohuan = 10, zhaohuan = 10,
buff = 11, buff = 11,
} }
//受伤动画名称 //受伤动画名称
export enum AtkedName { export enum AtkedName {
atked = "atked", atked = "atked",
@@ -143,7 +144,7 @@ interface IEndAnm {
// 技能配置接口 - 按照6001格式排列 // 技能配置接口 - 按照6001格式排列
export interface SkillConfig { export interface SkillConfig {
uuid:number,name:string,sp_name:string,AtkedName:AtkedName,path:string,TGroup:TGroup,SType:SType,act:string,DTType:DTType,DType:DType, uuid:number,name:string,sp_name:string,AtkedName:AtkedName,path:string,TGroup:TGroup,SType:SType,act:string,DTType:DTType,DType:DType,
ap:number,cd:number,t_num:number,hit_num:number,hit:number,hitcd:number,speed:number,cost:number,with:number,ready:number,endAnm:number,RType:RType, ap:number,cd:number,t_num:number,hit_num:number,hit:number,hitcd:number,speed:number,cost:number,with:number,ready:number,endAnm:number,RType:RType,EType:EType,
buffs:BuffConf[],neAttrs:NeAttrsConf[],info:string,hero?:number , buffs:BuffConf[],neAttrs:NeAttrsConf[],info:string,hero?:number ,
} }
@@ -151,17 +152,17 @@ export const SkillSet: Record<number, SkillConfig> = {
// ========== 基础攻击 ========== 6001-6099 // ========== 基础攻击 ========== 6001-6099
6001: { 6001: {
uuid:6001,name:"挥击",sp_name:"atk_s1",AtkedName:AtkedName.atked,path:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,DType:DType.ATK, uuid:6001,name:"挥击",sp_name:"atk_s1",AtkedName:AtkedName.atked,path:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,DType:DType.ATK,
ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:0,with:0,ready:0,endAnm:0,RType:RType.fixed, ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:0,with:0,ready:0,endAnm:0,RType:RType.fixed,EType:EType.animationEnd,
buffs:[],neAttrs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害", buffs:[],neAttrs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害",
}, },
6002: { 6002: {
uuid:6002,name:"挥砍",sp_name:"atk_s2",AtkedName:AtkedName.atked,path:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,DType:DType.ATK, uuid:6002,name:"挥砍",sp_name:"atk_s2",AtkedName:AtkedName.atked,path:"3036",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,DType:DType.ATK,
ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:0,with:0,ready:0,endAnm:0,RType:RType.fixed, ap:100,cd:1,t_num:1,hit_num:1,hit:1,hitcd:0.2,speed:720,cost:0,with:0,ready:0,endAnm:0,RType:RType.fixed,EType:EType.animationEnd,
buffs:[],neAttrs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害", buffs:[],neAttrs:[],info:"向最前方敌人扔出石斧,造成100%攻击的伤害",
}, },
6005: { 6005: {
uuid:6005,name:"水球",sp_name:"m_water_ball_1",AtkedName:AtkedName.atked,path:"3039",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,DType:DType.MAGE, uuid:6005,name:"水球",sp_name:"m_water_ball_1",AtkedName:AtkedName.atked,path:"3039",TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,DType:DType.MAGE,
ap:100,cd:5,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,cost:20,with:90,ready:8001,endAnm:9001,RType:RType.linear, ap:100,cd:5,t_num:1,hit_num:1,hit:2,hitcd:0.3,speed:720,cost:20,with:90,ready:8001,endAnm:9001,RType:RType.linear,EType:EType.collision,
buffs:[],neAttrs:[],info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧", buffs:[],neAttrs:[],info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧",
}, },

View File

@@ -1,68 +1,471 @@
import { Vec3, v3 } from "cc"; import { Vec3, v3, Node } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { BezierMove } from "../BezierMove/BezierMove"; import { RType, EType, SkillSet } from "../common/config/SkillSet";
import { RType, SkillSet } from "../common/config/SkillSet";
import { BoxSet } from "../common/config/BoxSet"; import { BoxSet } from "../common/config/BoxSet";
import { ECSEntity } from "db://oops-framework/libs/ecs/ECSEntity";
import { SkillView } from "./SkillView"; import { SkillView } from "./SkillView";
/** /**
* 技能移动数据组件 * ==================== 技能移动数据组件 ====================
* 存储技能实体的移动相关数据 *
* 用途:
* - 存储技能实体的移动相关数据
* - 管理移动状态和参数
* - 支持多种移动类型(线性、贝塞尔、固定位置等)
*/ */
@ecs.register('SMoveDataComp') @ecs.register('SMoveDataComp')
export class SMoveDataComp extends ecs.Comp { export class SMoveDataComp extends ecs.Comp {
/** 起始位置 */ /** 起始位置 */
startPos: Vec3 = null; startPos: Vec3 = v3(0, 0, 0);
/** 目标位置 */ /** 目标位置 */
targetPos: Vec3 = null; targetPos: Vec3 = v3(0, 0, 0);
/** 当前位置 */
currentPos: Vec3 = v3(0, 0, 0);
/** 移动速度 */ /** 移动速度 */
speed: number = 500; speed: number = 500;
/** 移动持续时间 */
duration: number = 0; /** 移动进度 (0-1) */
/** 移动方向 */ progress: number = 0;
/** 移动方向缩放 */
scale: number = 1; scale: number = 1;
/** 技能UUID */
s_uuid: number = 0;
/** 运行类型 */
runType: RType = RType.linear;
/** 结束类型 */
endType: EType = EType.collision;
/** 攻击偏移X - 从视图层传递 */
atk_x: number = 0;
/** 攻击偏移Y - 从视图层传递 */
atk_y: number = 0;
/** 是否正在移动 */
isMoving: boolean = false;
/** 是否已完成移动 */
isCompleted: boolean = false;
/** 移动开始时间 */
startTime: number = 0;
/** 移动总时间 */
totalTime: number = 0;
/** 贝塞尔曲线控制点 */
controlPoint: Vec3 = v3(0, 0, 0);
/** 是否自动销毁(到达目标后) */ /** 是否自动销毁(到达目标后) */
autoDestroy: boolean = true; autoDestroy: boolean = true;
s_uuid:number=0;
reset() { reset() {
this.startPos.set(0, 0, 0); this.startPos.set(0, 0, 0);
this.targetPos.set(0, 0, 0); this.targetPos.set(0, 0, 0);
this.currentPos.set(0, 0, 0);
this.controlPoint.set(0, 0, 0);
this.speed = 500; this.speed = 500;
this.duration = 0; this.progress = 0;
this.scale = 1; this.scale = 1;
this.s_uuid = 0;
this.runType = RType.linear;
this.endType = EType.collision;
this.atk_x = 0;
this.atk_y = 0;
this.isMoving = false;
this.isCompleted = false;
this.startTime = 0;
this.totalTime = 0;
this.autoDestroy = true; this.autoDestroy = true;
} }
/**
* 重新计算位置(用于线性移动的延长)
*/
rePos(originalStart: Vec3) { rePos(originalStart: Vec3) {
if (!originalStart) { if (!originalStart) {
return return;
} }
console.log("[SMoveDataComp]rePos",originalStart,this.targetPos)
// 计算延长后的目标点坐标 // 对于直线运动只在x轴方向延长y轴保持不变
const originalTarget = v3(this.targetPos.x, this.targetPos.y + BoxSet.ATK_Y); const originalTarget = v3(this.targetPos.x, this.targetPos.y + BoxSet.ATK_Y);
const direction = new Vec3();
Vec3.subtract(direction, originalTarget, originalStart); // 计算x轴方向
const distance = direction.length(); const xDirection = originalTarget.x > originalStart.x ? 1 : -1;
direction.normalize();
const extendedTarget = new Vec3(); // 延长720像素但只在x轴方向
Vec3.scaleAndAdd(extendedTarget, originalTarget, direction, 720); const extendedTarget = v3(
originalTarget.x + (xDirection * 720),
originalStart.y, // y轴保持起始位置不变
originalStart.z // z轴保持起始位置不变
);
this.startPos.set(originalStart); this.startPos.set(originalStart);
this.targetPos.set(extendedTarget); this.targetPos.set(extendedTarget);
} }
/**
* 开始移动
*/
startMove() {
this.isMoving = true;
this.isCompleted = false;
this.progress = 0;
this.startTime = Date.now();
this.currentPos.set(this.startPos);
// 根据移动类型计算总时间和控制点
this.calculateMoveParameters();
} }
/** 业务层业务逻辑处理对象 */ /**
* 计算移动参数
*/
private calculateMoveParameters() {
const distance = Vec3.distance(this.startPos, this.targetPos);
this.totalTime = distance / this.speed;
// 为贝塞尔移动生成控制点
if (this.runType === RType.bezier) {
this.generateBezierControlPoint();
}
}
/**
* 生成贝塞尔曲线控制点
*/
private generateBezierControlPoint() {
const midPoint = new Vec3();
Vec3.lerp(midPoint, this.startPos, this.targetPos, 0.5);
// 计算垂直方向
const direction = new Vec3();
Vec3.subtract(direction, this.targetPos, this.startPos);
const perpendicular = v3(-direction.y, direction.x, 0);
perpendicular.normalize();
// 根据scale决定控制点方向
const offset = 100 * this.scale;
Vec3.scaleAndAdd(this.controlPoint, midPoint, perpendicular, offset);
}
/**
* 更新移动进度
*/
updateProgress(deltaTime: number): boolean {
if (!this.isMoving || this.isCompleted) {
return false;
}
this.progress += deltaTime / this.totalTime;
if (this.progress >= 1) {
this.progress = 1;
this.isCompleted = true;
this.isMoving = false;
}
// 根据移动类型计算当前位置
this.calculateCurrentPosition();
return true;
}
/**
* 根据移动类型计算当前位置
*/
private calculateCurrentPosition() {
switch (this.runType) {
case RType.linear:
// 直线运动只在x轴移动y轴保持不变
this.currentPos.x = this.startPos.x + (this.targetPos.x - this.startPos.x) * this.progress;
this.currentPos.y = this.startPos.y; // y轴保持不变
this.currentPos.z = this.startPos.z; // z轴保持不变
break;
case RType.bezier:
this.calculateBezierPosition(this.progress);
break;
case RType.fixed:
case RType.fixedEnd:
// 固定位置类型不需要移动
this.currentPos.set(this.startPos);
break;
default:
Vec3.lerp(this.currentPos, this.startPos, this.targetPos, this.progress);
break;
}
}
/**
* 计算贝塞尔曲线位置
*/
private calculateBezierPosition(t: number) {
// 二次贝塞尔曲线公式: B(t) = (1-t)²P0 + 2(1-t)tP1 + t²P2
const oneMinusT = 1 - t;
const oneMinusTSquared = oneMinusT * oneMinusT;
const tSquared = t * t;
const twoOneMinusTt = 2 * oneMinusT * t;
this.currentPos.x = oneMinusTSquared * this.startPos.x +
twoOneMinusTt * this.controlPoint.x +
tSquared * this.targetPos.x;
this.currentPos.y = oneMinusTSquared * this.startPos.y +
twoOneMinusTt * this.controlPoint.y +
tSquared * this.targetPos.y;
this.currentPos.z = oneMinusTSquared * this.startPos.z +
twoOneMinusTt * this.controlPoint.z +
tSquared * this.targetPos.z;
}
/**
* 停止移动
*/
stopMove() {
this.isMoving = false;
this.isCompleted = true;
}
/**
* 获取移动统计信息(用于调试)
*/
getMoveStats(): {
isMoving: boolean;
isCompleted: boolean;
progress: number;
runType: RType;
endType: EType;
totalTime: number;
elapsedTime: number;
} {
const currentTime = Date.now();
return {
isMoving: this.isMoving,
isCompleted: this.isCompleted,
progress: this.progress,
runType: this.runType,
endType: this.endType,
totalTime: this.totalTime,
elapsedTime: (currentTime - this.startTime) / 1000
};
}
}
/**
* ==================== 技能移动系统 ====================
*
* 职责:
* 1. 处理技能实体的移动逻辑
* 2. 更新技能位置
* 3. 管理移动生命周期
* 4. 支持多种移动类型
*
* 设计理念:
* - 参考DamageQueueComp的实现方式
* - 独立的移动处理系统
* - 支持从视图层获取的参数
*/
@ecs.register('SMoveSystem')
export class SMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate { export class SMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
filter(): ecs.IMatcher { filter(): ecs.IMatcher {
return ecs.allOf(SMoveDataComp, SkillView); return ecs.allOf(SMoveDataComp, SkillView);
} }
entityEnter(e: ecs.Entity): void {
// 注:自定义业务逻辑
let s_uuid=e.get(SMoveDataComp).s_uuid
let SConf=SkillSet[s_uuid]
} entityEnter(entity: ecs.Entity): void {
update(entity: ECSEntity): void { const moveComp = entity.get(SMoveDataComp);
const skillView = entity.get(SkillView);
if (!moveComp || !skillView || !skillView.node) return;
// 获取技能配置
const skillConfig = SkillSet[moveComp.s_uuid];
if (!skillConfig) {
console.warn(`[SMoveSystem] 技能配置不存在: ${moveComp.s_uuid}`);
return;
} }
// 根据配置设置移动速度
if (skillConfig.speed > 0) {
moveComp.speed = skillConfig.speed;
}
// 根据runType设置初始位置
this.initializePosition(moveComp, skillView);
// 开始移动(除了固定位置类型)
if (moveComp.runType !== RType.fixed && moveComp.runType !== RType.fixedEnd) {
moveComp.startMove();
}
// console.log(`[SMoveSystem] 技能 ${skillConfig.name} 开始移动,类型: ${moveComp.runType}`);
}
/**
* 根据runType初始化技能位置
*/
private initializePosition(moveComp: SMoveDataComp, skillView: SkillView): void {
const node = skillView.node;
switch(moveComp.runType) {
case RType.linear:
// linear类型根据atk_x和atk_y调整位置
const linearPos = v3(
node.position.x + moveComp.atk_x,
node.position.y + moveComp.atk_y,
node.position.z
);
moveComp.rePos(linearPos);
break;
case RType.fixed:
// 固定起始位置
node.setPosition(moveComp.startPos.x, node.position.y, 0);
break;
case RType.fixedEnd:
// 固定结束位置
node.setPosition(moveComp.targetPos.x > 360 ? 300 : moveComp.targetPos.x, node.position.y, 0);
break;
default:
// 其他类型包括bezier根据atk_x和atk_y调整起始位置
if (moveComp.atk_x !== 0 || moveComp.atk_y !== 0) {
const adjustedStartPos = v3(
moveComp.startPos.x + moveComp.atk_x * moveComp.scale,
moveComp.startPos.y + moveComp.atk_y,
moveComp.startPos.z
);
moveComp.startPos.set(adjustedStartPos);
node.setPosition(adjustedStartPos);
}
break;
}
}
update(entity: ecs.Entity): void {
const moveComp = entity.get(SMoveDataComp);
const skillView = entity.get(SkillView);
if (!moveComp || !skillView || !skillView.node) return;
// 更新移动进度
const isMoving = moveComp.updateProgress(this.dt);
if (isMoving) {
// 更新节点位置
skillView.node.setPosition(moveComp.currentPos);
// 处理自动旋转(贝塞尔移动)
if (moveComp.runType === RType.bezier) {
this.updateRotation(skillView.node, moveComp);
}
}
// 检查移动完成
if (moveComp.isCompleted && moveComp.autoDestroy) {
// 根据结束类型决定是否销毁
if (moveComp.endType === EType.timeEnd || moveComp.endType === EType.collision) {
entity.destroy();
}
}
}
/**
* 更新节点旋转(用于贝塞尔移动)
*/
private updateRotation(node: Node, moveComp: SMoveDataComp) {
if (moveComp.progress < 1) {
// 计算下一帧的位置来确定方向
const nextProgress = Math.min(moveComp.progress + 0.01, 1);
const nextPos = v3(0, 0, 0);
// 计算下一个位置
const t = nextProgress;
const oneMinusT = 1 - t;
const oneMinusTSquared = oneMinusT * oneMinusT;
const tSquared = t * t;
const twoOneMinusTt = 2 * oneMinusT * t;
nextPos.x = oneMinusTSquared * moveComp.startPos.x +
twoOneMinusTt * moveComp.controlPoint.x +
tSquared * moveComp.targetPos.x;
nextPos.y = oneMinusTSquared * moveComp.startPos.y +
twoOneMinusTt * moveComp.controlPoint.y +
tSquared * moveComp.targetPos.y;
// 计算方向角度
const direction = new Vec3();
Vec3.subtract(direction, nextPos, moveComp.currentPos);
if (direction.length() > 0.01) {
const angle = Math.atan2(direction.y, direction.x) * (180 / Math.PI);
node.angle = angle;
}
}
}
}
/**
* ==================== 技能移动辅助工具 ====================
*/
export class SMoveHelper {
/**
* 为技能实体设置移动参数
*/
static setupMoveForSkill(entity: ecs.Entity, startPos: Vec3, targetPos: Vec3, s_uuid: number): void {
let moveComp = entity.get(SMoveDataComp);
if (!moveComp) {
moveComp = entity.add(SMoveDataComp);
}
moveComp.startPos.set(startPos);
moveComp.targetPos.set(targetPos);
moveComp.s_uuid = s_uuid;
// 从技能配置获取默认参数
const skillConfig = SkillSet[s_uuid];
if (skillConfig) {
moveComp.runType = skillConfig.RType || RType.linear;
moveComp.speed = skillConfig.speed || 500;
}
}
/**
* 检查技能是否正在移动
*/
static isSkillMoving(entity: ecs.Entity): boolean {
const moveComp = entity.get(SMoveDataComp);
return moveComp ? moveComp.isMoving : false;
}
/**
* 获取技能移动统计信息
*/
static getSkillMoveStats(entity: ecs.Entity): any {
const moveComp = entity.get(SMoveDataComp);
return moveComp ? moveComp.getMoveStats() : null;
}
/**
* 停止技能移动
*/
static stopSkillMove(entity: ecs.Entity): void {
const moveComp = entity.get(SMoveDataComp);
if (moveComp) {
moveComp.stopMove();
}
}
} }

View File

@@ -56,19 +56,24 @@ export class Skill extends ecs.Entity {
// 初始视图 // 初始视图
const SView = node.getComponent(SkillView); const SView = node.getComponent(SkillView);
console.log("load skill SView",SView)
// 只设置必要的运行时属性,配置信息通过 SkillSet[uuid] 访问 // 只设置必要的运行时属性,配置信息通过 SkillSet[uuid] 访问
// 核心标识 // 核心标识
SView.s_uuid= s_uuid SView.s_uuid= s_uuid
SView.group= caster.box_group SView.group= caster.box_group
this.add(SView); this.add(SView);
// 初始化移动组件
// 初始化移动组件 - 从SkillView获取移动参数
const sMoveCom = this.get(SMoveDataComp); const sMoveCom = this.get(SMoveDataComp);
sMoveCom.startPos=startPos sMoveCom.startPos.set(startPos);
sMoveCom.targetPos=targetPos sMoveCom.targetPos.set(targetPos);
sMoveCom.s_uuid=s_uuid sMoveCom.s_uuid = s_uuid;
sMoveCom.scale=caster.node.scale.x < 0 ? -1 : 1 sMoveCom.scale = caster.node.scale.x < 0 ? -1 : 1;
sMoveCom.runType = config.RType;
sMoveCom.endType = config.EType;
// 从SkillView获取移动参数位置初始化由SMoveSystem统一处理
sMoveCom.atk_x = SView.atk_x;
sMoveCom.atk_y = SView.atk_y;
let cAttrsComp=caster.ent.get(HeroAttrsComp) let cAttrsComp=caster.ent.get(HeroAttrsComp)
// 初始化数据组件 // 初始化数据组件

View File

@@ -3,7 +3,6 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { HeroViewComp } from "../hero/HeroViewComp"; import { HeroViewComp } from "../hero/HeroViewComp";
import { DTType, EType, RType, SkillConfig, SkillSet } from "../common/config/SkillSet"; import { DTType, EType, RType, SkillConfig, SkillSet } from "../common/config/SkillSet";
import { BezierMove } from "../BezierMove/BezierMove";
import { BoxSet, FacSet } from "../common/config/BoxSet"; import { BoxSet, FacSet } from "../common/config/BoxSet";
import { SDataCom } from "./SDataCom"; import { SDataCom } from "./SDataCom";
import { SMoveDataComp } from "./SMoveComp"; import { SMoveDataComp } from "./SMoveComp";
@@ -24,10 +23,6 @@ export class SkillView extends CCComp {
atk_x: number = 0 atk_x: number = 0
@property({ type: CCInteger }) @property({ type: CCInteger })
atk_y: number = 0 atk_y: number = 0
@property({ type: CCInteger })
runType: RType = 0 //技能运行类型 0-线性 1-贝塞尔 2-开始位置固定 3-目标位置固定
@property({ type: CCInteger })
endType: EType = 0 //
anim:Animation=null; anim:Animation=null;
group:number=0; group:number=0;
@@ -44,87 +39,30 @@ export class SkillView extends CCComp {
collider.group = this.group; collider.group = this.group;
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this); collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
} }
const SMove=this.ent.get(SMoveDataComp) if(this.node.getComponent(Animation)){
// 计算延长后的目标点坐标 let anim = this.node.getComponent(Animation);
//console.log("[SkillCom]:has anim",anim)
switch(this.runType){ anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
case RType.linear:
SMove.rePos(v3(this.node.position.x + this.atk_x, this.node.position.y + this.atk_y))
this.do_linear(SMove.startPos,SMove.targetPos)
break
case RType.bezier:
this.do_bezier(SMove.startPos,SMove.targetPos)
break
case RType.fixed:
this.do_fixedStart(SMove.startPos,SMove.targetPos)
break
case RType.fixedEnd:
this.do_fixedEnd(SMove.startPos,SMove.targetPos)
break
} }
} }
onBeginContact (seCol: Collider2D, oCol: Collider2D) { onBeginContact (seCol: Collider2D, oCol: Collider2D) {
// console.log(this.scale+"碰撞开始 ",seCol,oCol); // console.log(this.scale+"碰撞开始 ",seCol,oCol);
if(this.endType!=EType.collision) return if(this.SConf.EType!=EType.collision) return
let target = oCol.getComponent(HeroViewComp) let target = oCol.getComponent(HeroViewComp)
let model=target.ent.get(HeroAttrsComp) let model=target.ent.get(HeroAttrsComp)
if(model.is_dead) return if(model.is_dead) return
if(oCol.group!=this.group){ if(oCol.group!=this.group){
if(target == null) return; if(target == null) return;
if (!this.SConf) return; if (!this.SConf) return;
if(this.endType==EType.collision){ if(this.SConf.EType==EType.collision){
this.apply_damage(target) this.apply_damage(target)
} }
} }
} }
do_bezier(startPos:Vec3,targetPos:Vec3){
let bm=this.node.getComponent(BezierMove)
this.node.angle +=10
// bm.speed=700
if(this.group==BoxSet.MONSTER) {bm.controlPointSide=-1 }
bm.rotationSmoothness=0.6
bm.moveTo(targetPos)
}
do_linear(startPos:Vec3,targetPos:Vec3){
let bm=this.node.getComponent(BezierMove)
let s_x=startPos.x
let s_y=startPos.y
let t_x=targetPos.x
let t_y=targetPos.y
// 设定目标x
targetPos.x = 400;
if(this.group == BoxSet.MONSTER) {
bm.controlPointSide = -1;
targetPos.x = -400;
}
// 计算斜率
const k = (t_y - s_y) / (t_x - s_x);
// 按直线公式计算新的y
targetPos.y = k * (targetPos.x - s_x) + s_y;
bm.controlPointOffset=0
bm.rotationSmoothness=0.6
bm.moveTo(targetPos);
}
do_fixedEnd(startPos:Vec3,targetPos:Vec3){
this.node.setPosition(targetPos.x > 360?300:targetPos.x,this.node.position.y,0)
this.do_anim()
}
do_fixedStart(startPos:Vec3,targetPos:Vec3){
// console.log("do_fixedStart",startPos,targetPos)
this.node.setPosition(startPos.x,this.node.position.y,0)
this.do_anim()
}
do_anim(){
if(this.node.getComponent(Animation)){
let anim = this.node.getComponent(Animation);
//console.log("[SkillCom]:has anim",anim)
anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
}
}
onAnimationFinished(){ onAnimationFinished(){
if(this.endType==EType.animationEnd){ if(this.SConf.EType==EType.animationEnd){
this.ent.destroy() this.ent.destroy()
} }
} }
@@ -196,7 +134,7 @@ export class SkillView extends CCComp {
this.sData.hit_count++ this.sData.hit_count++
// 检查技能是否应该销毁 // 检查技能是否应该销毁
if( this.sData.hit_count>=(this.SConf.hit+ this.sData.Attrs[Attrs.PUNCTURE])&&(this.SConf.DTType!=DTType.range)&&(this.endType!=EType.animationEnd)&&(this.endType!=EType.timeEnd)) this.ent.destroy// 技能命中次数 if( this.sData.hit_count>=(this.SConf.hit+ this.sData.Attrs[Attrs.PUNCTURE])&&(this.SConf.DTType!=DTType.range)&&(this.SConf.EType!=EType.animationEnd)&&(this.SConf.EType!=EType.timeEnd)) this.ent.destroy// 技能命中次数
} }
/** 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 */ /** 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 */
reset() { reset() {