/* * @Author: dgflash * @Date: 2021-11-18 17:42:59 * @LastEditors: dgflash * @LastEditTime: 2022-08-17 12:36:18 */ import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label,RigidBody2D ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math} 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 { Hero } from "./Hero"; import { HeroModelComp } from "./HeroModelComp"; import { BoxSet, GameSet } from "../common/config/BoxSet"; import { smc } from "../common/SingletonModuleComp"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { Skill } from "../skills/Skill"; import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer"; import { SkillCom } from "../skills/SkillCom"; import { SkillSet } from "../common/config/SkillSet"; import { Tooltip } from "../skills/Tooltip"; import { MoveToComp } from "../common/ecs/position/MoveTo"; import { BoxRangComp } from "./BoxRangComp"; import { MonViewComp } from "../mon/MonViewComp"; import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager"; import { TimerManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/TimerManager"; 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 { @property(Material) hitFlashMaterial: Material; orginalFlashMaterial: Material; sprite: Sprite; @property(Material) atkMaterial: Material; enemy_pos:Vec3=null!; enemy:any=null!; as: HeroSpine = null!; anm_timer:Timer = new Timer(2); anm_name="idle" status:String = "idle" hero_uuid:number = 1001; hero_name : string = "hero"; level:number =1; scale: number = 1; /** 角色阵营 1:hero -1 :mon */ type: number = 1; /**角色类型 1:前排 2 后排 */ box_group:number = BoxSet.HERO; atk_range:number = 150; private timer:Timer = new Timer(1); //计时器 is_dead:boolean = false; //是否摧毁 is_stop:boolean = false; is_atking:boolean = false; hp: number = 100; /** 血量 */ hp_max: number = 100; /** 最大血量 */ hp_speed: number = 0; //每秒回复量 power: number = 0; /**能量**/ power_max: number = 1200; /** 能量最大值 */ power_speed: number = 1; //能量回复速度每0.1秒回复量 sk1:number = 9001; sk2:number = 1001; sk3:number = 1001; sk4:number = 1001; sk5:number = 1001; atk: number = 10; /**攻击力 */ atk_buff: number = 0; atk_buffs:any = []; // atk_speed: number = 1; atk_cd: number = 1.3; /**攻击速度 攻击间隔 */ atk_dis: number = 80; atk_time: number = 0; /** 冷却时间 */ st_boncus: number = 1; //技能持续时间加成 s_boncus: number = 1; //技能效果加成 speed: number = 100; /** 角色移动速度 */ ospeed: number = 100; /** 角色初始速度 */ Tpos: Vec3 = v3(0,-60,0); stop_cd: number = 0.5; /*停止倒计时*/ //暴击 crit: number = 1.5; crit_rate: number = 0; //免伤 dodge_rate: number = 0; shield:number = 0; //护盾量 shield_max:number = 200; shield_time:number = 0; //护盾持续时间 buff_shields:any=[]; dir_y:number = 0; speek_time:number = 0; role_heros_index:number = -1; onLoad() { this.as = this.getComponent(HeroSpine); // this.BoxRang = this.node.getChildByName("range_box"); // this.BoxRang = this.node.getChildByName("range_box"); } /** 视图层逻辑代码分离演示 */ start () { this.as.move() /** 方向 */ this.node.setScale(this.scale,1); this.node.getChildByName("top").setScale(this.scale,1); /** 显示角色血量 */ this.node.getChildByName("top").getChildByName("hp").active = true; /** 闪光特效 */ this.sprite = this.node.getChildByName("anm").getComponent(Sprite); this.orginalFlashMaterial = this.sprite.getRenderMaterial(0); // this.node.getChildByName("top").getChildByName("shield").active = false; // this.node.getChildByName("top").setScale(this.scale,1); // this.node.getChildByName("atk").setScale(this.scale,1); // this.node.getChildByName("atk").getComponent(Label).string = this.atk.toString(); // this.node.getChildByName("hp_max").setScale(this.scale,1); // this.node.getChildByName("hp_max").getComponent(Label).string=this.hp_max.toString(); // this.BoxRang.getComponent(BoxRangComp).box_group = this.box_group; // this.BoxRang.getComponent(BoxRangComp).atk_range = this.atk_range // this.BoxRang.getComponent(BoxRangComp).offset_x = 300; // console.log("monseter ",this.BoxRang); // console.log("monseter ",this.BoxRang); // 注册单个碰撞体的回调函数 let collider = this.getComponent(Collider2D); collider.group = this.box_group; console.log("hero collider ",this.scale,collider); if (collider) { collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this); // collider.on(Contact2DType.END_CONTACT, this.onEndContact, this); collider.on(Contact2DType.PRE_SOLVE, this.onPreSolve, this); // collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, this); } } onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D) { if(otherCollider.tag==BoxSet.SKILL_TAG &&selfCollider.tag!=BoxSet.SKILL_TAG){ if(selfCollider.group != otherCollider.group){ let skill = otherCollider.node.getComponent(SkillCom)!; // console.log('onPostSolve',skill); this.in_atked(); if(this.hp <= 0 ){ return } let loss_hp=skill.atk*(100-this.dodge_rate)/100 this.hp_change(loss_hp); } } } onEndContact (selfCollider: Collider2D, otherCollider: Collider2D) { } onPreSolve (selfCollider: Collider2D, otherCollider: Collider2D) { // if(selfCollider.group == otherCollider.group&&selfCollider.tag==otherCollider.tag){ // if(otherCollider.node.name=="role") return // let self_x = selfCollider.node.position.x; // let other_x = otherCollider.node.position.x; // if(otherCollider.node.getComponent(HeroViewComp).type == this.type && self_x < other_x && Math.abs(other_x-self_x) < 15 ){ // this.stop_cd = 0.1; // } // // if(selfCollider.node.position.y < otherCollider.node.position.y){ // // if(selfCollider.node.getSiblingIndex() < otherCollider.node.getSiblingIndex()){ // // selfCollider.node.setSiblingIndex(otherCollider.node.getSiblingIndex()+1) // // // console.log("onPreSolve b:"+selfCollider.node.uuid+":"+selfCollider.node.getSiblingIndex()+"/"+otherCollider.node.uuid+":"+otherCollider.node.getSiblingIndex()); // // } // // } // } if(selfCollider.group != otherCollider.group&&otherCollider.tag == 0){ this.stop_cd = 0.1; this.is_atking=true } } onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D) { } status_change(type:string){ if(this.status == type) return this.status=type if(type != "move"){ this.as.change_default("idle") }else{ this.as.change_default("move") } } update(dt: number){ if(!smc.vm_data.mission.play||smc.vm_data.pause){ return } if (this.timer.update(dt)) { this.power_change(this.power_speed) } // if(this.anm_timer.update(dt)) { // this.change_anm() // } this.in_destroy(); this.check_atk_buffs(dt) this.in_shield(dt); this.in_stop(dt); this.atk_time += dt; this.check_enemy_alive() this.in_atk(dt); // this.hp_show() this.move(dt); // this.in_speek(dt); // this.move_to() // if(this.m_timer.update(dt)){ // this.move_to() // } } change_anm(){ if (this.anm_name == "max"){ this.as.max() this.anm_name = "idle" } if (this.anm_name == "atk") { this.as.atk() this.anm_name = "max" } if (this.anm_name == "move") { this.as.move() this.anm_name = "atk" } if (this.anm_name == "idle") { this.as.idle() this.anm_name = "move" } } check_enemy_alive(){ let dir = 320 this.enemy = v3(720,this.node.position.y) if(this.box_group == BoxSet.MONSTER){ 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 this.enemy = ho } } } if(this.box_group == BoxSet.HERO){ 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 this.enemy = mon } } } if(dir < this.atk_dis){ this.is_atking=true this.stop_cd = 0.1 }else{ this.is_atking=false } } move(dt: number){ if(this.stop_cd > 0){ this.as.idle() this.status_change("idle") return } if (this.node.position.x >= 360 && this.scale==1) { return; } if(this.scale===-1&&this.node.position.x <= -360){ return; } this.as.move() this.status_change("move") // if(this.enemy){ // return // } this.node.setPosition(this.node.position.x+dt*this.speed*this.scale, this.node.position.y+dt*this.dir_y, this.node.position.z); } hp_show(){ if(this.hp == this.hp_max){ this.node.getChildByName("top").getChildByName("hp").active = false; } else{ this.node.getChildByName("top").getChildByName("hp").active = true; } } move_to(target:any){ // if(this.stop_cd > 0){ // return // } // if(this.enemy){ // return // } var move = this.ent.get(MoveToComp) || this.ent.add(MoveToComp); move.target = v3(target.x,target.y); move.node = this.node; move.speed = this.ospeed; } power_change(power: number){ this.power += power; if(this.power >= this.power_max){ this.as.atk() // this.to_speek(smc.skills[this.sk2].name) this.scheduleOnce(()=>{ this.handle_skill(this.sk2); },0.5) this.power = 0 } // let power_progress= this.power/this.power_max; // this.node.getChildByName("top").getChildByName("power").getComponent(ProgressBar)!.progress = power_progress; } skill_pos(){ return v3(0,35) } get_enemy_pos(){ let pos =this.skill_pos() let t_pos:Vec3 = v3(720,0) if(this.enemy){ t_pos = v3(this.enemy.x-this.node.position.x,this.enemy.y-this.node.position.y) } return {pos,t_pos} } get_hero_pos(hero:any){ let pos =this.skill_pos() let t_pos:Vec3 = v3(720,0) if(!hero.node.isValid){ return }else{ t_pos = v3(hero.node.position.x-this.node.position.x,hero.node.position.y-(this.node.position.y+pos.y)) } return {pos,t_pos} } shoot_enemy(sk1:number,y:number=0,x:number=0){ // console.log("mon shoot_enemy"); let skill = ecs.getEntity(Skill); let increase_atk=Math.floor(this.atk*smc.vm_data.mission.hero.atk) let atk = smc.skills[sk1].atk+this.atk_buff+increase_atk; let {pos,t_pos}=this.get_enemy_pos() pos.y=pos.y + y pos.x=pos.x + x skill.load(pos,this.box_group,this.node,sk1,atk,t_pos); console.log(this.scale+this.hero_name+"使用技能:"+sk1); // this.tooltip(3,smc.skills[sk1].name,this.sk1); } to_add_buff(hero:any,s_uuid:number){ let skill = ecs.getEntity(Skill); let atk = smc.skills[s_uuid].atk+this.atk; let {pos,t_pos}=this.get_hero_pos(hero) skill.load(pos,this.box_group,this.node,this.sk2,atk,t_pos); if(smc.skills[s_uuid].hp > 0){ //buff加血 let increase_hp=Math.floor(smc.skills[s_uuid].hp*this.atk*this.s_boncus*smc.vm_data.mission.hero.atk) hero.add_hp(increase_hp) } if(smc.skills[s_uuid].atk > 0){ //buff加攻击 let increase_atk=Math.floor(smc.skills[s_uuid].atk*this.atk*this.s_boncus*smc.vm_data.mission.hero.atk) hero.add_atk(increase_atk,smc.skills[s_uuid].bsd*this.st_boncus) } if(smc.skills[s_uuid].shield > 0){ //buff护盾 let increase_shield=Math.floor(smc.skills[s_uuid].shield*this.atk*this.s_boncus*smc.vm_data.mission.hero.atk) hero.add_shield(increase_shield,smc.skills[s_uuid].bsd*this.st_boncus) } } push_least_buff(skill:number){ let heros:any = ecs.query(ecs.allOf(HeroModelComp)); let least_hp:number=0 let t_hero:any= null if (heros.length > 0) { if(smc.skills[skill].type==92){ //随机添加buff let i = RandomManager.instance.getRandomInt(0,heros.length-1,3) while(!heros[i].HeroView){ i = RandomManager.instance.getRandomInt(0,heros.length-1,3) if(heros[i].HeroView){ break } } this.to_add_buff(heros[i].HeroView,skill) }else{ for (let i = 0; i < heros.length; i++) { if(!heros[i].HeroView) continue let hero = heros[i].HeroView; if(smc.skills[skill].type==91){ //血量最少单体 if((hero.hp_max-hero.hp) > least_hp){ least_hp = (hero.hp_max-hero.hp) t_hero = hero } }else{ //群体 this.to_add_buff(hero,skill) } } if(t_hero){ //血量最少单体 this.to_add_buff(t_hero,skill) } } } } //使用max_skill handle_skill(skill:number){ switch (smc.skills[skill].tg) { case 0: //自己 this.to_add_buff(this.node.getComponent(HeroViewComp),skill) break; case 1: //伙伴 this.push_least_buff(skill) break; case 2: //自己和伙伴 this.to_add_buff(this.node.getComponent(HeroViewComp),skill) this.push_least_buff(skill) break; case 3: //敌人 this.shoot_enemy(skill) break; case 4: //敌人和自己 this.to_add_buff(this.node.getComponent(HeroViewComp),skill) this.shoot_enemy(skill) break; } } to_speek(words:string,time:number=0.5){ this.speek_time=0.5 this.node.getChildByName("tooltip").active=true this.node.getChildByName("tooltip").getChildByName("words").getComponent(Label)!.string = words } in_speek(dt: number){ if(this.speek_time <= 0){ return; } this.speek_time -= dt; if(this.speek_time <= 0){ this.speek_time = 0; this.node.getChildByName("tooltip").getChildByName("words").getComponent(Label)!.string = ""; this.node.getChildByName("tooltip").active=false; } } in_atk(dt: number) { if(this.atk_time >= this.atk_cd){ if(this.is_atking){ this.atk_time = 0; console.log("atk_cd:"+this.atk_cd); this.as.atk(); this.scheduleOnce(()=>{ this.handle_skill(this.sk1) },0.4) } } } heathed(){ this.node.getChildByName("heathed").active=true // var path = "game/skills/heathed"; // var prefab: Prefab = oops.res.get(path, Prefab)!; // var node = instantiate(prefab); // let pos = v3(0,0) // node.setPosition(pos) // node.parent = this.node; } hp_max_add(){ console.log("hp_max_add 动画"); } add_hp(hp: number=0){ this.heathed(); this.hp+=hp; if(this.hp > this.hp_max){ this.hp = this.hp_max; } this.tooltip(2,hp.toString()); let hp_progress= this.hp/this.hp_max; this.node.getChildByName("top").getChildByName("hp").getComponent(ProgressBar)!.progress = hp_progress; } add_hp_max(hp: number=0){ this.hp_max_add() this.hp += hp; this.hp_max += hp; let hp_progress= this.hp/this.hp_max; this.node.getChildByName("top").getChildByName("hp").getComponent(ProgressBar)!.progress = hp_progress; } hp_change(hp: number){ if(this.is_dead){ return; } let lhp=this.shield_change(hp); if(lhp == 0){ return; } this.hp += lhp; // this.tooltip(1,hp.toString()); if(this.hp > this.hp_max){ this.hp = this.hp_max; } let hp_progress= this.hp/this.hp_max; this.node.getChildByName("top").getChildByName("hp").getComponent(ProgressBar)!.progress = hp_progress; if(this.hp <= 0){ this.dead(); this.is_dead = true; setTimeout(() => { this.ent.destroy(); }, 15); } } add_atk(atk: number,time:number=0){ if(time > 0){ this.atk_buff=0 let buff={atk:atk,time:time} this.atk_buffs.push(buff); this.atk_buffs.forEach((element: { atk: number; }) => { this.atk_buff += element.atk }); }else{ this.atk += atk; } // console.log(this.atk_buffs) } check_atk_buffs(dt: number){ for(let i=0;i 0){ this.shield_time -= dt; if(this.shield_time <= 0){ this.shield_time = 0; this.shield = this.shield_max=0; // this.node.getChildByName("top").getChildByName("shield").active=false } // let shield_progress= this.shield/this.shield_max; // this.node.getChildByName("top").getChildByName("shield").getComponent(ProgressBar)!.progress = shield_progress; } } tooltip(type:number=1,value:string="",s_uuid:number=1001,y:number=60){ // console.log("tooltip",type); let tip =ecs.getEntity(Tooltip); let pos = this.node.getPosition(); let node =this.node.parent pos.y=pos.y+y; tip.load(pos,type,value,s_uuid,node); } /** 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; } } } in_destroy(){ } in_atked() { // var path = "game/skills/atked"; // var prefab: Prefab = oops.res.get(path, Prefab)!; // var node = instantiate(prefab); // let pos = v3(0,60) // node.setPosition(pos) // node.parent = this.node; this.sprite.setSharedMaterial(this.hitFlashMaterial, 0); this.scheduleOnce(() => { this.sprite.setSharedMaterial(this.orginalFlashMaterial, 0); }, 0.1); } dead(){ var path = "game/skills/dead"; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); node.setPosition(this.node.position.x,this.node.position.y+30,this.node.position.z); node.parent = this.node.parent; } toDestroy(){ } reset() { this.is_dead = false; this.node.destroy(); } }