import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Color, BoxCollider2D} 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 { HeroSpine } from "./HeroSpine"; import { BoxSet, FacSet } from "../common/config/BoxSet"; import { smc } from "../common/SingletonModuleComp"; import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer"; import { BuffAttr, DebuffAttr, geDebuffNum, getBuffNum, SkillSet, TGroup, TType } from "../common/config/SkillSet"; import { BuffComp } from "./BuffComp"; import { oops } from "db://oops-framework/core/Oops"; import { GameEvent } from "../common/config/GameEvent"; import { EquipSpecialAttr } from "../common/config/Equips"; import { FightSet, getExpDrops, getStoneDrops, TooltipTypes } from "../common/config/Mission"; import { RandomManager } from "db://oops-framework/core/common/random/RandomManager"; import { EnhancementType } from "../common/config/LevelUp"; import { MonsterDropManager } from "../common/config/Items"; import { HeroInfo } from "../common/config/heroSet"; const { ccclass, property } = _decorator; /** 角色显示组件 */ @ccclass('HeroViewComp') // 定义为 Cocos Creator 组件 @ecs.register('HeroView', false) // 定义为 ECS 组件 export class HeroViewComp extends CCComp { BUFFCOMP:BuffComp=null! as: HeroSpine = null! status:String = "idle" hero_uuid:number = 1001; hero_name : string = "hero"; lv:number =1; scale: number = 1; /** 角色阵营 1:hero -1 :mon */ type: number = 0; /**角色类型 0近战-需要贴身 1远程-保持距离 2辅助 */ fac:number=0; //阵营 0:hero 1:monster box_group:number = BoxSet.HERO; is_dead:boolean = false; //是否摧毁 is_count_dead:boolean = false; //是否计数死亡 is_stop:boolean = false; is_atking:boolean = false; is_boss:boolean = false; is_big_boss:boolean = false; is_master:boolean =false; is_friend:boolean =false; is_kalami:boolean =false; speed: number = 100; /** 角色移动速度 */ speed_base: number = 100; /** 角色初始速度 */ power:number=0; power_max:number=100; hp: number = 100; /** 血量 */ hp_max: number = 100; /** 最大血量 */ hp_base:number=0; shield:number=0; //当前护甲值 shield_max:number=0; //最大护甲值 ap: number = 10; /**攻击力 */ ap_base:number=0; // atk_speed: number = 1; cd: number = 1.3; /**攻击速度 攻击间隔 */ def: number = 0; //防御 dmg_red:number=0//免伤 dis: number = 80; skills:any[]=[] puncture:number=0; //穿刺敌人伤害后方敌人个数 puncture_damage:number=0; //后伤害加成 burn: number = 0; //易伤 伤害加成 stun_time:number=0; //眩晕加成 stun_ratio:number=0; //攻击眩晕概率加成 stun_no:boolean=false; //眩晕免疫 dod: number = 0; //闪避率 dod_no:boolean=false; crit:number=0; //暴击率 crit_no:boolean=false; //暴击免疫 crit_d:number=0; //暴击伤害 wfuny:number=0; //风怒概率 frost_ratio:number=0; //冰冻概率 frost_time:number=0; //冰冻时间 frost_no:boolean=false; //冰冻免疫 knockback:number=0; //击退概率 knockback_no:boolean=false; //击退免疫 reflect:number=0; //反射伤害比率 lifesteal:number=0; //吸血比率 skill_dmg:number=0 debuff_down:number=0 Attrs:any=getBuffNum() debuff_status:any=geDebuffNum() atk_count: number = 0; atked_count: number = 0; stop_cd: number = 0; /*停止倒计时*/ speek_time:number = 0; BUFFS:Array<{value: number, duration: number,type:number}> = [] //buff DEBUFF_BURNS: Array<{value: number, duration: number}> = [] //易伤 DEBUFF_DEATKS: Array<{value: number, duration: number}> = [] //减攻击 DEBUFF_DECDS: Array<{value: number, duration: number}> = [] //减攻击速度 DEBUFF_SLOW: number = 0; //减速 DEBUFF_FROST: number = 0; //冰冻 DEBUFF_STUN: number = 0; //眩晕 DEBUFF_VALUE:number=0; //debuff 增益值 DEBUFF_COUNT:number=0; //debuff 持续次数 DEBUFF_UP:number=0; //debuff 概率提升 private damageQueue: Array<{ damage: number, isCrit: boolean, delay: number, anm:string, }> = []; private isProcessingDamage: boolean = false; private damageInterval: number = 0.01; // 伤害数字显示间隔 private timer:Timer=new Timer(1); onLoad() { this.as = this.getComponent(HeroSpine); //console.log("[HeroViewComp]:hero view comp ",this.FIGHTCON) this.on(GameEvent.HeroLvUp,this.to_update_lv,this) this.on(GameEvent.FightEnd,this.do_fight_end,this) const collider = this.node.getComponent(BoxCollider2D); this.scheduleOnce(()=>{ if (collider) collider.enabled = true; // 先禁用 },1) // let anm = this.node.getChildByName("anm") // anm.setScale(anm.scale.x*0.8,anm.scale.y*0.8); } /** 视图层逻辑代码分离演示 */ start () { this.as.idle() this.BUFFCOMP=this.node.getComponent(BuffComp); console.log("[HeroViewComp]:heroview"+this.hero_name,this.Attrs) /** 方向 */ this.node.setScale(this.scale,1); this.node.getChildByName("top").setScale(this.scale,1); if(this.is_boss){ this.node.getChildByName("top").position=v3(this.node.position.x,this.node.position.y+100,0) } /* 显示角色血量 */ this.node.getChildByName("top").getChildByName("hp").active = true; this.BUFFCOMP.show_shield(this.shield,this.shield_max) } update(dt: number){ if(!smc.mission.play||smc.mission.pause) return // if(this.is_dead) { // this.ent.destroy(); // return // } if(this.DEBUFF_FROST > 0){ this.DEBUFF_FROST -=dt; } if(this.DEBUFF_STUN > 0){ this.DEBUFF_STUN -=dt; } // 更新所有按时间减少的buff和debuff this.updateBuffsAndDebuffs(dt); this.in_stop(dt); // 处理伤害队列 this.processDamageQueue(); } do_fight_end(){ this.as.do_buff() } get isActive() { return this.ent.has(HeroViewComp) && this.node?.isValid; } hide_info(){ } //状态切换 status_change(type:string){ this.status=type if(type == "idle"){ this.as.idle() // this.as.change_default("idle") } if(type == "move"){ this.as.move() // this.as.change_default("move") } } add_shield(shield:number){ this.shield = this.shield_max +=shield if(this.shield>0) this.BUFFCOMP.show_shield(this.shield,this.shield_max) } add_hp(hp: number = 0,is_num:boolean=true) { this.BUFFCOMP.heathed(); let real_hp=0 let hp_max=this.Attrs[BuffAttr.HP_MAX] let lost_hp=hp_max-this.hp if(is_num){ if(lost_hp > hp){ real_hp=Math.floor(hp); }else{ real_hp=lost_hp; } }else{ if(lost_hp > hp/100*hp_max){ real_hp=Math.floor(hp/100*hp_max); }else{ real_hp=lost_hp; } } if(real_hp > 0){ this.hp+=real_hp; this.BUFFCOMP.tooltip(TooltipTypes.health,real_hp.toFixed(0)); } this.BUFFCOMP.hp_show(this.hp,this.Attrs[BuffAttr.HP_MAX]) // this.update_vm } /** 静止时间 */ in_stop (dt: number) { if(this.stop_cd > 0){ this.stop_cd -= dt; if(this.stop_cd <= 0){ this.stop_cd = 0; this.is_atking = false; } } } count_atk_count(){ //主将攻击 if(this.fac==FacSet.MON) return this.atk_count+=1 } do_dead(){ this.do_dead_trigger() //console.log("[HeroViewComp]:角色死亡",this.hero_uuid) if(this.is_count_dead) return this.is_count_dead=true if(this.fac==FacSet.MON){ this.scheduleOnce(()=>{ this.do_drop() },0.1) } if(this.fac==FacSet.HERO){ this.scheduleOnce(()=>{ oops.message.dispatchEvent(GameEvent.HeroDead,{hero_uuid:this.hero_uuid}) },0.1) } if(this.fac==FacSet.HERO){ //console.log("[HeroViewComp]:英雄死亡") // oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false}) } } do_drop(){ let drop_item=MonsterDropManager.calculateMonsterDrops(this.hero_uuid,smc.data.mission,1) let {exp,gold,diamond}=MonsterDropManager.calculateBaseResourceDrops(HeroInfo[this.hero_uuid].quality,smc.data.mission,this.BUFFS.length) oops.message.dispatchEvent(GameEvent.MonDead,{mon_uuid:this.hero_uuid,drops:drop_item,game_data:{exp:exp, gold:gold, diamond:diamond}}) if(drop_item.length>0){ for(let i=0;i0){ smc.addExp(exp) } if(gold>0){ smc.addGold(gold) } if(diamond>0){ smc.addDiamond(diamond) } console.log("[HeroViewComp]:do_drop",this.hero_uuid,drop_item,exp,gold,diamond) } add_debuff(type:number,deV:number,deC:number,deR:number){ let n_deR=deR-this.Attrs[BuffAttr.DEBUFF_DOWN] let r=RandomManager.instance.getRandomInt(0,100) // 随机数 //console.log("[HeroViewComp]:类型,值,次数,技能概率,实际概率,随机数",type,deV,deC,deR,n_deR,r) if(r < n_deR) { // this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*抵抗*") return } switch(type){ case DebuffAttr.BURN: this.DEBUFF_BURNS.push({value:deV,duration:deC+FightSet.BURN_COUNT}) break case DebuffAttr.DECD: this.DEBUFF_DECDS.push({value:deV,duration:deC}) break case DebuffAttr.SLOW: this.DEBUFF_SLOW+=deV break case DebuffAttr.FROST: this.BUFFCOMP.in_iced(deV) this.DEBUFF_FROST+=deV break case DebuffAttr.STUN: if(this.DEBUFF_STUN>0) return this.skills[0].cd=0 // 眩晕 cd归零 this.BUFFCOMP.in_yun(deV+FightSet.STUN_TIME) // 眩晕时间 this.DEBUFF_STUN+=deV+FightSet.STUN_TIME // 眩晕时间 // this.is_stop=true break case DebuffAttr.DEHP: this.Attrs[BuffAttr.HP_MAX]-=deV/100*this.Attrs[BuffAttr.HP_MAX] if(this.hp-this.Attrs[BuffAttr.HP_MAX]>0) this.hp=this.Attrs[BuffAttr.HP_MAX] break case DebuffAttr.DEATK: //99为具体数字 并且局内永久生效,其他为百分比 if(deC == 99){ this.ap-=deV }else{ this.DEBUFF_DEATKS.push({value:deV,duration:deC}) } break case DebuffAttr.DECOUNT: this.atk_count-=deV if(this.atk_count<0) this.atk_count=1 break case DebuffAttr.BACK: if(this.fac==FacSet.MON) { let tx=this.node.position.x+50 if(tx > 320) tx=320 tween(this.node).to(0.3, { position:v3(tx,this.node.position.y,0)}).start() } break } //console.log("[HeroViewComp]:debuffs",type,deV,deC,deR,this.DEBUFF_BURNS) } // 更新所有按时间减少的buff和debuff updateBuffsAndDebuffs(dt: number) { // 更新BUFFS for(let i = this.BUFFS.length - 1; i >= 0; i--) { this.BUFFS[i].duration -= dt; if(this.BUFFS[i].duration <= 0) { this.apply_buff(this.BUFFS[i].type,-this.BUFFS[i].value) this.BUFFS.splice(i, 1); } } // 更新DEBUFF_BURNS for(let i = this.DEBUFF_BURNS.length - 1; i >= 0; i--) { this.DEBUFF_BURNS[i].duration -= dt; if(this.DEBUFF_BURNS[i].duration <= 0) { this.DEBUFF_BURNS.splice(i, 1); } } // 更新DEBUFF_DEATKS for(let i = this.DEBUFF_DEATKS.length - 1; i >= 0; i--) { this.DEBUFF_DEATKS[i].duration -= dt; if(this.DEBUFF_DEATKS[i].duration <= 0) { this.DEBUFF_DEATKS.splice(i, 1); } } // 更新DEBUFF_DECDS for(let i = this.DEBUFF_DECDS.length - 1; i >= 0; i--) { this.DEBUFF_DECDS[i].duration -= dt; if(this.DEBUFF_DECDS[i].duration <= 0) { this.DEBUFF_DECDS.splice(i, 1); } } } add_buff(buff:number,duration:number,type:number){ if(this.BUFFS.find(b=>b.type==type)) { if(this.BUFFS.find(b=>b.type==type).valueb.type==type).value this.BUFFS.find(b=>b.type==type).value=buff this.BUFFS.find(b=>b.type==type).duration=duration this.apply_buff(type,dis_buff_value) } }else{ this.BUFFS.push({value:buff,duration:duration,type:type}) this.apply_buff(type,buff) } } // 应用buff,有基础值的需要特殊处理,其他的直接加减 apply_buff(buff_type:number,buff_value:number){ switch(buff_type){ case BuffAttr.ATK: //攻击百分比 this.Attrs[BuffAttr.AP]+=Math.floor(buff_value/100*this.ap) break case BuffAttr.ATK_CD: //攻击速度百分比 this.Attrs[BuffAttr.ATK_CD]+=buff_value/100*this.cd break case BuffAttr.HP: //血量百分比 this.Attrs[BuffAttr.HP_MAX]+=Math.floor(buff_value/100*this.hp_max) break default: this.Attrs[buff_type]+=buff_value break } } do_atked(remainingDamage:number, crit:number=0,crit_d:number=0, burn_count:number=0,burn_value:number=0, stun_time:number=0,stun_ratio:number=0, frost_time:number=0,frost_ratio:number=0, atked_anm:string="atked" ){ this.do_atked_trigger() if(burn_count>0){ this.add_debuff(DebuffAttr.BURN,burn_value,burn_count,100) } if(stun_time>0){ this.add_debuff(DebuffAttr.STUN,stun_time,1,stun_ratio) } if(this.check_dodge()) return let is_crit = this.check_crit(crit) if(this == null) return; let damage = this.count_damage(remainingDamage) if(is_crit) { damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+crit_d)/100)) } console.log(this.hero_name+"[HeroViewComp]:heroview :damage|hp|hp_max",damage,this.hp,this.Attrs[BuffAttr.HP_MAX]) damage=this.check_shield(damage) if(damage <= 0) return this.hp -= damage; if(this.hp <= 0) { if(this == null) return; this.is_dead=true if(this.BUFFCOMP){ this.BUFFCOMP.dead() } this.do_dead() //console.log("[HeroViewComp]:dead,fac => "+(this.fac==FacSet.HERO?"hero":"monster")) if(this.ent == null) return; if(this.fac ==FacSet.HERO){ this.to_grave() }else{ this.ent.destroy(); } } // this.update_vm this.back() this.showDamage(damage, is_crit,atked_anm); } //后退 back(){ if(this.fac==FacSet.MON) { let tx=this.node.position.x+5 if(tx > 320) tx=320 tween(this.node).to(0.1, { position:v3(tx,this.node.position.y,0)}).start() } if(this.fac==FacSet.HERO) { let tx=this.node.position.x-5 if(tx < -320) tx=-320 tween(this.node).to(0.1, { position:v3(tx,this.node.position.y,0)}).start() } } //伤害计算 debuff 易伤 count_damage(remainingDamage:number){ let min =remainingDamage*0.2 let damage=(remainingDamage-this.dmg_red)*(100-this.def+this.burn)/100 ////console.log("[HeroViewComp]:最终伤害,敌人伤害值,免伤,防御,易伤",damage,remainingDamage,buff_def,def,Burn) return Math.floor(Math.max(damage,min)) } check_shield(damage:number){ if(this.shield <= 0 ) return damage if(this.shield >= damage){ this.shield -= damage this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*吸收*"); if(this.shield <= 0){ this.shield=this.shield_max=0 } damage = 0 } if(this.shield < damage){ damage=damage-this.shield this.shield=0 this.shield_max=0 } this.BUFFCOMP.show_shield(this.shield,this.shield_max) return damage } check_dodge(){ if(this.dod > 0){ let random = Math.random()*100 if(random < this.dod) { this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*闪避*"); return true } } return false } check_crit(crit:number=0){ if(this.crit_no) return false if(crit > 0){ let random = Math.random()*100 if(random < crit) { //console.log("[HeroViewComp]:crit",crit,random) return true } } //console.log("[HeroViewComp]:crit",crit) return false } do_dead_trigger(){ //死亡特殊处理 if(this.is_dead||this.fac==FacSet.MON) return } do_atked_trigger(){ //受伤特殊处理 if(this.is_dead||this.fac==FacSet.MON) return } to_grave(){ tween(this.node).to(0.5, { position:v3(-900,this.node.position.y+300,0)},{ onComplete: (target?: object) => { this.node.setPosition(-900,this.node.position.y-300,0) } }).start() } // to_alive(){ // this.is_dead=false // this.currentHp=this.currentHpMax*(100+this.hp_buff)/100 // this.BUFFCOMP.vmdata_update(true) // this.node.setPosition(HeroPos[this.fight_pos].pos) // this.BUFFCOMP.heathed() // } to_console(value:any,value2:any=null,value3:any=null){ //console.log("["+this.scale+this.hero_name+']'+value,value2,value3) } reset() { this.is_dead = false; const collider = this.getComponent(Collider2D); if (collider) { collider.off(Contact2DType.BEGIN_CONTACT); } this.scheduleOnce(() => { this.node.destroy(); }, 0.1); } playSkillEffect(skill_id:number) { let skill = SkillSet[skill_id] switch(skill.act){ case "max": this.as.max() this.BUFFCOMP.max_show(skill.fname) this.BUFFCOMP.tooltip(TooltipTypes.skill,skill.name,skill_id) break case "atk": this.as.atk() break } } to_update_lv(event:string,data:any){ if(this.fac==FacSet.MON) return console.log("[HeroViewComp]:升级",this.BUFFCOMP) if(this.hero_uuid!=data.uuid) return this.apply_buff(BuffAttr.HP_MAX,data.hp) this.apply_buff(BuffAttr.AP,data.ap) this.BUFFCOMP.lv_up() // this.BUFFCOMP.tooltip(TooltipTypes.lvup) } /** 显示伤害数字 */ showDamage(damage: number, isCrit: boolean,anm:string="atked") { this.damageQueue.push({ damage, isCrit, delay: this.damageInterval, anm }); } ex_show(text:string){ switch(text){ case "blue": this.BUFFCOMP.max_show("mr_blue") break case "red": this.BUFFCOMP.max_show("mr_red") break } } /** 处理伤害队列 */ private processDamageQueue() { if (this.isProcessingDamage || this.damageQueue.length === 0) return; this.isProcessingDamage = true; const damageInfo = this.damageQueue.shift()!; this.showDamageImmediate(damageInfo.damage, damageInfo.isCrit,damageInfo.anm); // 设置延时处理下一个伤害 this.scheduleOnce(() => { this.isProcessingDamage = false; }, this.damageInterval); } /** 立即显示伤害效果 */ private showDamageImmediate(damage: number, isCrit: boolean,anm:string="atked") { // this.as.atked() this.BUFFCOMP.hp_show(this.hp,this.Attrs[BuffAttr.HP_MAX]) this.BUFFCOMP.in_atked(anm,this.fac==FacSet.HERO?1:-1) this.atked_count++; if (isCrit) { this.BUFFCOMP.hp_tip(TooltipTypes.crit, damage.toFixed(0), damage); // //console.log("暴击伤害:" + damage); } else { this.BUFFCOMP.hp_tip(TooltipTypes.life, damage.toFixed(0), damage); // //console.log("普通伤害:" + damage); } } }