技能继续

This commit is contained in:
2024-12-11 13:55:36 +08:00
parent 93e2f11274
commit eab71044d0
12 changed files with 703 additions and 1517 deletions

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@@ -1,40 +0,0 @@
import { instantiate, Prefab, v3 } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { MSkillComp } from "./MSkillComp";
import { smc } from "../common/SingletonModuleComp";
import { BoxSet } from "../common/config/BoxSet";
/** MSkill 模块 */
@ecs.register(`MSkill`)
export class MSkill extends ecs.Entity {
/** 实始添加的数据层组件 */
protected init() {
// this.addComponents<ecs.Comp>();
}
load(box_group:number=0,uuid:number=1001) {
var path = "game/heros/mskill";
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
let entityLayer =smc.map.MapView.scene.entityLayer!.node!
node.parent = entityLayer
let pos=v3(-300,245)
if(box_group==BoxSet.MONSTER){
pos.x=300
// node.setScale(-1,1)
}
node.setPosition(pos)
var msc = node.getComponent(MSkillComp)!;
msc.msk_uuid = uuid
msc.box_group = box_group
this.add(msc)
}
/** 模块资源释放 */
destroy() {
// 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放
super.destroy();
}
}

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@@ -1,9 +0,0 @@
{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "10489fd2-88db-4945-a7b2-b9f26aaceab2",
"files": [],
"subMetas": {},
"userData": {}
}

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@@ -1,99 +0,0 @@
import { _decorator, ProgressBar, UITransform, v3, Vec3 } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { MSkills } from "../common/config/SkillSet";
import { Skill } from "./Skill";
import { BoxSet } from "../common/config/BoxSet";
import { smc } from "../common/SingletonModuleComp";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('MSkillComp')
@ecs.register('MSkillComp', false)
export class MSkillComp extends CCComp {
msk_uuid: number = 0;
ap: number = 0;
cd: number = 0;
cdt: number = 0;
lv: number = 0;
skill:any=null
box_group:number=0
/** 视图层逻辑代码分离演示 */
start() {
this.skill=MSkills[this.msk_uuid]
this.ap=this.skill.ap
this.cd=this.cdt=this.skill.cd
}
protected update(dt: number): void {
if(!smc.vmdata.mission.play||smc.vmdata.mission.pause){
return
}
this.check_cd(dt)
}
check_cd(dt:number){
this.cdt-=dt
this.node.getComponent(ProgressBar).progress=this.cdt/this.cd
if(this.cdt<=0){
this.cdt=this.cd
if(this.skill.shoot){
this.shoot_enemy()
}else if(this.skill.buff){
this.add_buff()
}else{
this.to_mission()
}
}
}
to_mission(){
//特殊技能,如 增加一次免死, 复活等
}
add_buff(){
//buff 技能,如 加血 加攻 加生命值最大值
}
shoot_enemy(){
let skill = ecs.getEntity<Skill>(Skill);
let {pos,t_pos}=this.get_enemy_pos()
pos.y=pos.y
pos.x=pos.x
skill.load(pos,this.box_group,this.node,this.skill.ssk,this.ap,t_pos,false,0);
console.log("mskill 使用技能:"+this.skill.ssk);
}
get_enemy_pos(){
let pos =v3(0,0)
let t_pos:Vec3 = v3(0,0)
let dir = 720
let enemy = v3(720,BoxSet.GAME_LINE)
if(this.box_group == BoxSet.MONSTER){
let t_pos:Vec3 = v3(-720,0)
for (let i = 0; i < smc.hero_pos.length; i++) {
let ho:any = smc.hero_pos[i];
let x=Math.abs(ho.x-this.node.position.x)
if(x < dir){
dir = x
enemy = ho
}
}
}
if(this.box_group == BoxSet.HERO){
let t_pos:Vec3 = v3(720,0)
for (let i = 0; i < smc.enemy_pos.length; i++) {
let mon:any = smc.enemy_pos[i];
let x=Math.abs(mon.x-this.node.position.x)
if(x < dir){
dir = x
enemy = mon
}
}
}
t_pos = v3(enemy.x-this.node.position.x,enemy.y-this.node.position.y)
return {pos,t_pos}
}
/** 全局消息逻辑处理 */
/** 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() {
this.node.destroy();
}
}

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@@ -1,9 +0,0 @@
{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "87082774-5f64-4312-ad72-ea125b4a5826",
"files": [],
"subMetas": {},
"userData": {}
}