技能还有错误
This commit is contained in:
@@ -287,7 +287,7 @@
|
||||
"_restitution": 0,
|
||||
"_offset": {
|
||||
"__type__": "cc.Vec2",
|
||||
"x": 15.2,
|
||||
"x": 1.2,
|
||||
"y": 0.3
|
||||
},
|
||||
"_size": {
|
||||
@@ -328,7 +328,6 @@
|
||||
"__id__": 0
|
||||
},
|
||||
"fileId": "c46/YsCPVOJYA4mWEpNYRx",
|
||||
"instance": null,
|
||||
"targetOverrides": null
|
||||
"instance": null
|
||||
}
|
||||
]
|
||||
@@ -47,7 +47,7 @@ export const HeroSet ={
|
||||
|
||||
}
|
||||
export const SkillSet={
|
||||
1001:{uuid: 1001,path: "1001",type: 1,level: 1,name: "火球术-初级",sp_name:"fire",dis:720,count:1,atk: 4,sd:10,cd:1,speed:400,},
|
||||
1001:{uuid: 1001,path: "1001",type: 1,level: 1,name: "火球术-初级",sp_name:"fire",dis:1720,count:1,atk: 4,sd:10,cd:1,speed:400,},
|
||||
1002:{uuid: 1002,path: "1002",type: 1,level: 1,name: "寒冰箭-初级",sp_name:"fire",dis:720,count:1,atk: 4,sd:10,cd:1,speed:400,},
|
||||
1003:{uuid: 1003,path: "1003",type: 1,level: 1,name: "狂暴-初级",sp_name:"fire",dis:720,count:1,atk: 4,sd:10,cd:1,speed:400,},
|
||||
1004:{uuid: 1004,path: "1004",type: 1,level: 1,name: "守护-初级",sp_name:"fire",dis:720,count:1,atk: 4,sd:10,cd:1,speed:400,},
|
||||
|
||||
@@ -34,7 +34,7 @@ export class CSkill extends ecs.Entity {
|
||||
var scene = smc.map.MapView.scene;
|
||||
node.parent = scene.entityLayer!.node!;
|
||||
node.getChildByName("skill").setScale(node.getChildByName("skill").scale.x*scale, node.getChildByName("skill").scale.y, node.getChildByName("skill").scale.z);
|
||||
let cskills = ecs.query(ecs.allOf(CSkillComp))
|
||||
// let cskills = ecs.query(ecs.allOf(CSkillComp))
|
||||
for (let index = 1; index <= 8; index++) {
|
||||
if(smc.player_buffs[index].eid == 0){
|
||||
pos.x=smc.player_buffs[index].x
|
||||
@@ -44,7 +44,7 @@ export class CSkill extends ecs.Entity {
|
||||
}
|
||||
|
||||
}
|
||||
console.log("load skill",pos,smc.player_buffs)
|
||||
// console.log("load skill",pos,smc.player_buffs)
|
||||
node.setPosition(pos.x*scale,pos.y,pos.z)
|
||||
// console.log(node.getChildByName("avatar").getChildByName("TNode").getChildByName("bb").getComponent(Sprite))
|
||||
const url = 'game/heros/skill';
|
||||
|
||||
@@ -7,6 +7,7 @@ import { SkillSet } from "../common/config/CardSet";
|
||||
import { Monster } from "./Monster";
|
||||
import { MonsterModelComp } from "./MonsterModelComp";
|
||||
import { MonsterViewComp } from "./MonsterViewComp";
|
||||
import { BoxSet } from "../common/config/BoxSet";
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
/** 视图层对象 */
|
||||
@@ -44,17 +45,30 @@ export class CSkillComp extends CCComp {
|
||||
shoot() {
|
||||
let skill = ecs.getEntity<Skill>(Skill);
|
||||
let pos = v3(0,0)
|
||||
let t_pos:Vec3=null
|
||||
let t_pos = v3(0,0)
|
||||
let angle = 0
|
||||
let m_pos=v3(0,0)
|
||||
let monsters:any = ecs.query(ecs.allOf(MonsterModelComp));
|
||||
for (const monster of monsters) {
|
||||
t_pos= monster.getComponent(MonsterViewComp).get_monster_pos()
|
||||
if (monsters.length > 0) {
|
||||
m_pos = monsters[0].MonsterView.get_monster_pos()
|
||||
|
||||
}else{
|
||||
m_pos = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE)
|
||||
}
|
||||
t_pos = v3(m_pos.x-this.node.position.x,m_pos.y-this.node.position.y)
|
||||
// console.log("m_pos",this.node.position,m_pos);
|
||||
let dx=m_pos.x-this.node.position.x
|
||||
let dy=m_pos.y-this.node.position.y
|
||||
let dir=v3(dx,dy,0)
|
||||
let randian=Math.atan2(dir.y,dir.x)
|
||||
angle = randian * (180 / Math.PI);
|
||||
// console.log("angle",angle);
|
||||
let scale = this.scale
|
||||
let dis = SkillSet[this.skill_uuid].dis+this.dis;
|
||||
let atk = SkillSet[this.skill_uuid].atk+this.atk;
|
||||
let speed = SkillSet[this.skill_uuid].speed+this.speed;
|
||||
let sp_name = SkillSet[this.skill_uuid].sp_name
|
||||
skill.load(pos,speed,dis,scale,this.node,sp_name,atk,t_pos);
|
||||
skill.load(pos,speed,dis,scale,this.node,sp_name,atk,angle,t_pos);
|
||||
}
|
||||
/** 全局消息逻辑处理 */
|
||||
// private onHandler(event: string, args: any) {
|
||||
|
||||
@@ -28,7 +28,7 @@ export class Skill extends ecs.Entity {
|
||||
this.remove(SkillCom);
|
||||
super.destroy();
|
||||
}
|
||||
load(pos: Vec3 = Vec3.ZERO,speed:number = 100,dis:number = 50,scale:number = 1,parent:Node,skill_name:string = "base",atk:number =10,t_pos:Vec3 = null) {
|
||||
load(pos: Vec3 = Vec3.ZERO,speed:number = 100,dis:number = 50,scale:number = 1,parent:Node,skill_name:string = "base",atk:number =10,angle = 0,t_pos:Vec3 = null) {
|
||||
var path = "game/skills/"+skill_name;
|
||||
var prefab: Prefab = oops.res.get(path, Prefab)!;
|
||||
var node = instantiate(prefab);
|
||||
@@ -42,6 +42,7 @@ export class Skill extends ecs.Entity {
|
||||
sv.dis = dis;
|
||||
sv.scale = scale;
|
||||
sv.atk = atk;
|
||||
sv.angle = angle;
|
||||
sv.t_pos = t_pos;
|
||||
if(scale == 1){
|
||||
sv.change_collider_group(BoxSet.HERO_SKILL)
|
||||
|
||||
@@ -16,26 +16,43 @@ export class SkillCom extends CCComp {
|
||||
// // this.on(ModuleEvent.Cmd, this.onHandler, this);
|
||||
// }
|
||||
speed:number = 200;
|
||||
y_speed:number = 0;
|
||||
x_speed:number = 0;
|
||||
dis:number = 80;
|
||||
scale:number = 1;
|
||||
atk:number = 10;
|
||||
angle:number = 0;
|
||||
t_pos:Vec3 = null;
|
||||
is_destroy:boolean = false;
|
||||
start() {
|
||||
this.node.active=true
|
||||
this.node.angle = this.angle;
|
||||
//根据目标坐标、欧拉角、预设距离增量speed 来计算新的x增量,y增量
|
||||
// this.x_speed = Math.cos(this.angle * Math.PI / 180) * this.speed;
|
||||
// this.y_speed = Math.sin(this.angle * Math.PI / 180) * this.speed;
|
||||
|
||||
|
||||
let collider = this.getComponent(Collider2D);
|
||||
if (collider) {
|
||||
// collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
|
||||
collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, this);
|
||||
}
|
||||
if(this.t_pos){
|
||||
tween(this.node).to( 0.5,{ position: new Vec3(0, 10, 0) } ).start();
|
||||
//通过欧拉角 延长 目标点位置
|
||||
this.t_pos.x=Math.cos(this.angle * Math.PI / 180) * this.dis;
|
||||
this.t_pos.y=Math.sin(this.angle * Math.PI / 180) * this.dis;
|
||||
tween(this.node).to( 1,{ angle:this.angle,position: this.t_pos},
|
||||
{
|
||||
onComplete: (target?: object) => {
|
||||
// this.check_to_destroy()
|
||||
},
|
||||
} ).start();
|
||||
}else{
|
||||
tween(this.node).to( this.dis/this.speed,
|
||||
{ position: new Vec3(this.node.position.x+this.scale*this.dis,this.node.position.y) },
|
||||
{
|
||||
onComplete: (target?: object) => {
|
||||
this.toDestroy()
|
||||
this.check_to_destroy()
|
||||
},
|
||||
}
|
||||
).start();
|
||||
@@ -48,28 +65,17 @@ export class SkillCom extends CCComp {
|
||||
case BoxSet.HERO_SKILL:
|
||||
switch (otherCollider.group){
|
||||
case BoxSet.MONSTER:
|
||||
if(this.is_destroy){
|
||||
return
|
||||
}else{
|
||||
this.is_destroy = true;
|
||||
this.toDestroy();
|
||||
}
|
||||
|
||||
|
||||
// this.speed = 0;
|
||||
// this.timer = 1;
|
||||
// console.log("speed:"+this.speed+" | timer:"+this.timer);
|
||||
break;
|
||||
case BoxSet.DEFAULT:
|
||||
this.check_to_destroy()
|
||||
break
|
||||
}
|
||||
break;
|
||||
case BoxSet.MONSTER_SKILL:
|
||||
switch (otherCollider.group){
|
||||
case BoxSet.PLAYER:
|
||||
case BoxSet.HERO:
|
||||
if(!this.is_destroy){
|
||||
this.is_destroy = true;
|
||||
this.toDestroy();
|
||||
}
|
||||
case BoxSet.DEFAULT:
|
||||
this.check_to_destroy()
|
||||
break
|
||||
}
|
||||
}
|
||||
@@ -83,23 +89,26 @@ export class SkillCom extends CCComp {
|
||||
update(deltaTime: number) {
|
||||
// this.node.setScale(v3(this.scale,this.node.scale.y,this.node.scale.z))
|
||||
this.move(deltaTime)
|
||||
if(Math.abs(this.node.position.x) > this.dis)
|
||||
{
|
||||
if(this.is_destroy){
|
||||
return
|
||||
}else{
|
||||
this.is_destroy = true;
|
||||
this.toDestroy()
|
||||
}
|
||||
// if(Math.abs(this.node.position.x) > this.dis)
|
||||
// {
|
||||
// this.check_to_destroy()
|
||||
|
||||
}
|
||||
// }
|
||||
|
||||
}
|
||||
move(dt: number) {
|
||||
// this.node.setPosition(v3(this.node.position.x+dt*this.speed*this.scale,this.node.position.y,this.node.position.z))
|
||||
// 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))
|
||||
}
|
||||
|
||||
check_to_destroy(){
|
||||
if(!this.is_destroy){
|
||||
this.is_destroy = true;
|
||||
setTimeout(() => {
|
||||
this.toDestroy();
|
||||
}, 10);
|
||||
|
||||
}
|
||||
}
|
||||
/** 全局消息逻辑处理 */
|
||||
// private onHandler(event: string, args: any) {
|
||||
// switch (event) {
|
||||
@@ -109,16 +118,16 @@ export class SkillCom extends CCComp {
|
||||
// }
|
||||
toDestroy() {
|
||||
// this.node.active = false;
|
||||
var scene = smc.map.MapView.scene;
|
||||
this.node.parent = scene.entityLayer!.node!;
|
||||
// var scene = smc.map.MapView.scene;
|
||||
// this.node.parent = scene.entityLayer!.node!;
|
||||
// console.log("toDestroy");
|
||||
if (this.node.isValid) {
|
||||
|
||||
// console.log("this.node.isValid");
|
||||
setTimeout(() => {
|
||||
// console.log("SkillCom.node.destroy",this);
|
||||
this.ent.destroy()
|
||||
}, 10);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
/** 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 */
|
||||
|
||||
@@ -51,11 +51,11 @@
|
||||
}
|
||||
],
|
||||
"collisionMatrix": {
|
||||
"0": 103,
|
||||
"0": 127,
|
||||
"1": 55,
|
||||
"2": 79,
|
||||
"3": 36,
|
||||
"4": 66,
|
||||
"3": 37,
|
||||
"4": 67,
|
||||
"5": 11,
|
||||
"6": 21
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user