import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween} 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 { HeroModelComp } from "./HeroModelComp"; import { BoxSet, GameSet } from "../common/config/BoxSet"; import { smc } from "../common/SingletonModuleComp"; import { Skill } from "../skills/Skill"; import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer"; import { SkillSet, TargetGroup, TargetType } from "../common/config/SkillSet"; import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager"; import { HeroSet } from "../common/config/heroSet"; import { BuffComp } from "./BuffComp"; import { MonModelComp } from "./MonModelComp"; import { getMonsterDrops, MonsterType } from "../common/config/RewardSet"; import { HeroSkillsComp } from "../skill/heroSkillsComp"; 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! enemy_pos:Vec3=null! // enemy:any=null!; as: HeroSpine = null! anm_timer:Timer = new Timer(0.3); anm_name="idle" status:String = "idle" hero_uuid:number = 1001; hero_name : string = "hero"; lv:number =1; slv: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; atk_range:number = 150; is_dead:boolean = false; //是否摧毁 is_stop:boolean = false; is_atking:boolean = false; is_boss:boolean = false; is_big_boss:boolean = false; hp: number = 100; /** 血量 */ hp_max: number = 100; /** 最大血量 */ hp_speed: number = 0; //每秒回复量 pw: number = 0; // 当前能量值 pwm: number = 100; // 最大能量值 pws: number = 1; //能量回复速度每0.1秒回复量 apw:number=0; uapw:number=0; cpw:number=0; dopw:number=0; dpw:number=0; pwt:Timer = new Timer(1); //计时器 akr:number=0; //攻击触发机率 uar:number=0; //受伤触发机率 dgr:number=0; //闪避触发机率 crr:number=0; //暴击触发机率 akc:number=0; //攻击次数触发 uac:number=0; //受伤次数触发 dgc:number=0; //闪避次数触发 crc:number=0; //暴击次数触发 aexp:number=0; //攻击经验 uaexp:number=0; //受伤经验 cexp:number=0; //暴击经验 */ doexp:number=0; //闪避经验 */ dexp:number=0; //死亡经验 */ ap: number = 10; /**攻击力 */ ap_buff: number = 0; ap_buffs:any = []; // atk_speed: number = 1; cd: number = 1.3; /**攻击速度 攻击间隔 */ dis: number = 80; at: number = 0; /** 冷却时间 */ def: number = 0; //防御 vun: number = 0; //易伤 crit: number = 0; //暴击率 crit_add: number = 0;//暴击伤害加成 dodge: number = 10; //闪避率 shield:number = 0; //护盾,免伤1次减1 speed: number = 100; /** 角色移动速度 */ ospeed: number = 100; /** 角色初始速度 */ atk_count: number = 0; atked_count: number = 0; dodge_count: number = 0; crit_count: number = 0; stop_cd: number = 0; /*停止倒计时*/ yun_cd: number = 0; //眩晕倒计时 ice_cd: number = 0; //冰冻倒计时 dir_y:number = 0; speek_time:number = 0; onLoad() { this.as = this.getComponent(HeroSpine); } /** 视图层逻辑代码分离演示 */ start () { this.as.idle() this.BUFFCOMP=this.node.getComponent(BuffComp); /** 方向 */ this.node.setScale(this.scale,1); this.node.getChildByName("top").setScale(this.scale,1); if(this.is_boss){ this.node.setScale(this.node.scale.x*1.5,this.node.scale.y*1.5); this.node.getChildByName("top").getChildByName("sboss").active = true; } /* 显示角色血量 */ this.node.getChildByName("top").getChildByName("hp").active = true; } update(dt: number){ if(!smc.mission.play||smc.mission.pause) return if(this.is_dead) { if(!this.in_grave()) this.to_grave() return } if (this.pwt.update(dt)) { this.pw+=this.pws } this.check_atk_counts() this.hp_show() if(this.ice_cd > 0){ this.ice_cd -=dt; return } if(this.yun_cd > 0){ this.yun_cd -=dt; return } this.at += dt; this.in_stop(dt); } hp_show(){ let hp_progress= this.hp/this.hp_max; this.node.getChildByName("top").getChildByName("hp").getComponent(ProgressBar)!.progress = hp_progress; if(this.is_boss) return if(this.hp == this.hp_max){ this.node.getChildByName("top").getChildByName("hp").active = false; } else{ this.node.getChildByName("top").getChildByName("hp").active = true; } } //移动 //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") } } //受伤判断 check_uatk(skill:any){ if(this.check_dodge()) return this.in_atked(); let l_hp=this.check_less(skill.ap,skill.is_crit,skill.crit_add) this.check_debuff(skill,l_hp) if(this.shield > 0){ this.shield -=1 if(this.shield == 0) this.BUFFCOMP.show_shield(false) l_hp = 0 } this.hp_less(l_hp,skill.is_crit); } check_less(ap:number,is_crit:boolean,crit_add:number=0){ let d=this.def/ap if(d > 1) d = 1 let l_hp=ap*(1-d*GameSet.DEF_RATE) //防御最高减免伤害比率计算 if(is_crit){ l_hp = l_hp * (150+crit_add)/100 } let luck = RandomManager.instance.getRandomInt(-10,10) l_hp=l_hp*(100+luck)/100 return Math.ceil(l_hp) } /** * 检查并处理英雄受到的减益效果(debuff)。 * 根据技能的不同减益类型,执行相应的逻辑,如冰冻、燃烧等。 * * @param skill - 包含减益效果信息的技能对象 * @param l_hp - 可选参数,表示英雄的当前生命值,默认为0 */ check_debuff(skill:any,l_hp:number=0){ // // console.log(this.hero_name+this.uuid+": skillname: "+skill.s_name+" :check_debuff "+skill.debuff); // if(skill.debuff == 0) return // let num=RandomManager.instance.getRandomInt(0,100) // switch (skill.debuff){ // case 1: // // console.log(this.hero_name+":"+this.uuid+"冰冻触判断: i="+num+":rate="+skill.rate); // if(num > skill.depb) return // // console.log(this.hero_name+":"+this.uuid+"冰冻触成功: i="+num+":debtime="+skill.debtime); // this.ice_cd = skill.debtime // this.BUFFCOMP.in_iced(skill.debtime) // break; // case 2: // if(num > skill.depb) return // // console.log(this.hero_name+":"+this.uuid+"debuff触发成功: i="+num+":debtime="+skill.debtime+":l_hp="+l_hp); // this.BUFFCOMP.in_fired(skill.debtime,l_hp*skill.derate/100) // break; // case 3: // if(num > skill.depb) return // this.yun_cd = skill.debtime // this.BUFFCOMP.in_yun(skill.debtime) // break; // case 4: // if(num > skill.depb) return // this.BUFFCOMP.buff_get("deap") // this.ap = this.ap-Math.floor(l_hp*skill.derate/100) // break; // case 5: // if(num > skill.depb) return // break; // case 6: // if(num > skill.depb) return // break; // case 7: // if(num > skill.depb) return // break; // case 8: // if(num > skill.depb) return // if(this.node.position.x > 300||this.node.position.x < -300) return // tween(this.node).to( 0.1, // { position: new Vec3(this.node.position.x-this.scale*50,this.node.position.y) }, // { } // ).start(); // break; // } } //暴击判断 /** * 检查是否触发暴击,并执行相应的暴击效果。 * @returns {boolean} 如果触发暴击则返回 true,否则返回 false。 * 该方法首先通过 RandomManager 获取一个随机数,如果该随机数小于当前暴击最大值(crit), * 则触发暴击效果,包括显示暴击提示、增加暴击计数、增加暴击经验以及增加暴击威力。 * 如果未触发暴击,则直接返回 false。 */ check_crit():boolean { let i = RandomManager.instance.getRandomInt(0,100,3) if(i < this.crit){ // this.BUFFCOMP.tooltip(5,"*会心一击*"); this.crit_count += 1 this.exp_add(this.cexp) // 暴击经验 this.power_add(this.cpw) return true }else{ return false } } //闪避判断 /** * 检查并处理角色的闪避逻辑。 * 生成一个随机数,如果小于角色的最大闪避值,则触发闪避效果,增加经验、能量,并更新闪避计数。 * @returns {boolean} 如果触发闪避则返回true,否则返回false。 */ check_dodge():boolean { let i = RandomManager.instance.getRandomInt(0,100,3) if(this.dodge > GameSet.DODGE_MAX) this.dodge = GameSet.DODGE_MAX if(i < this.dodge){ // console.log("闪避触发: i="+i+":dodge="+dodge); this.BUFFCOMP.tooltip(5,"闪避"); this.exp_add(this.doexp) // 闪避经验 this.power_add(this.dopw) this.dodge_count += 1 return true }else{ return false } } /** * 检查并处理角色的攻击、闪避、暴击和受伤计数。 * 当计数达到一定值时,会触发相应的技能效果,并重置计数。 * 触发效果包括激活名为"max"的节点,并在0.8秒后关闭。 * 使用do_skill方法处理触发的技能。 */ check_atk_counts() { // if (this.atk_count >= this.akc) { // this.atk_count = 0 // // console.log("atk_count 清零:"+this.atk_count); // let i = RandomManager.instance.getRandomInt(0,100,3) // // console.log("攻击判断: i="+i+":akr="+this.akr); // if(i < this.akr){ // // console.log("攻击触发: i="+i+":akr="+this.akr); // // this.BUFFCOMP.max_show() // this.do_skill(this.sk3) // } // } // if(this.dodge_count >= this.dgc){ // this.dodge_count = 0 // // console.log("dodge_count 清零:"+this.dodge_count); // let i = RandomManager.instance.getRandomInt(0,100,3) // // console.log("闪避判断: i="+i+":dgr="+this.dgr); // if(i < this.dgr){ // // console.log("闪避触发: i="+i+":dgr="+this.dgr); // // this.BUFFCOMP.max_show() // this.do_skill(this.sk3) // } // } // if(this.crit_count >= this.crc){ // this.crit_count = 0 // // console.log("crit_count 清零:"+this.crit_count); // let i = RandomManager.instance.getRandomInt(0,100,3) // // console.log("暴击判断: i="+i+":crr="+this.crr); // if(i < this.crr){ // // console.log("暴击触发: i="+i+":crr="+this.crr); // // this.BUFFCOMP.max_show() // this.do_skill(this.sk3) // } // } // if(this.atked_count >= this.uac){ // this.atked_count = 0 // let i = RandomManager.instance.getRandomInt(0,100,3) // // console.log("受伤判断:i="+i+":akr="+this.uar); // if(i < this.uar){ // // console.log("受伤触发: i="+i+":uar="+this.uar); // // this.BUFFCOMP.max_show() // this.do_skill(this.sk3) // } // } } //使用max_skill do_skill(skill:number){ // this.at = 0; //共享普攻攻击cd this.BUFFCOMP.tooltip(3,SkillSet[skill].name,skill); if(SkillSet[skill].flash){ this.as.max() this.scheduleOnce(()=>{ this.BUFFCOMP.show_do_buff(SkillSet[skill].fname) },0.1) } } shoot_enemy(sk:number,y:number=0,x:number=0){ // console.log("mon shoot_enemy"); } exp_add(exp:number=0){ if(this.box_group==BoxSet.HERO){ smc.vmdata.mission.exp +=exp } if(this.box_group==BoxSet.MONSTER){ smc.vmdata.mission.mexp +=exp } } power_add(p:number){ this.pw+= p } add_shield(shield:number){ this.shield =shield if(this.shield>0) this.BUFFCOMP.show_shield(true) } // add_cd(cd: number){ // this.cd += this.cd*((100-cd)/100); // this.BUFFCOMP.buff_get("cd") // } /** * 增加英雄的攻击(AP)。 * @param ap 要增加的攻击。 */ add_ap(ap: number){ this.ap += Math.floor(ap); this.BUFFCOMP.buff_get("ap") } de_ap(ap: number){ this.ap -= Math.floor(ap); this.BUFFCOMP.buff_get("deap") } add_def(def: number){ this.def += Math.floor(def); this.BUFFCOMP.buff_get("def") } de_def(def: number){ this.def -= Math.floor(def); this.BUFFCOMP.buff_get("dedef") } /** * 增加英雄的暴击率。 * @param crit 要增加的暴击率。 */ add_crit(critRate: number) { this.crit += Math.floor(critRate); this.BUFFCOMP.buff_get("crit"); } de_crit(critRate: number) { this.crit += Math.floor(critRate); this.BUFFCOMP.buff_get("decrit"); } /** * 增加英雄的闪避率。 * @param dodge 要增加的闪避率。 */ add_dodge(dodgeRate: number) { this.dodge += Math.floor(dodgeRate); this.BUFFCOMP.buff_get("dodge"); } de_dodge(dodgeRate: number) { this.dodge += Math.floor(dodgeRate); this.BUFFCOMP.buff_get("dedodge"); } add_hp_max(hprate: number=0){ this.BUFFCOMP.buff_get("hp") this.hp_max += Math.floor(hprate/100*this.hp_max) ; this.add_hp2(hprate) } de_hp_max(hprate: number=0){ this.BUFFCOMP.buff_get("dehp") this.hp_max -= Math.floor(hprate/100*this.hp_max) ; } add_hp(hp: number = 0) { this.BUFFCOMP.heathed(); this.hp+=Math.floor(hp); if(this.hp > this.hp_max){ this.hp = this.hp_max; } this.BUFFCOMP.tooltip(2,hp.toFixed(0)); } add_hp2(hprate: number=0){ this.hp += Math.floor(hprate/100*this.hp_max) ; } hp_less(hp: number,is_crit:boolean=false){ if(this.is_dead) return hp=Math.floor(hp) this.hp -= hp if(is_crit){ this.BUFFCOMP.tooltip(4,hp.toFixed(0),250); }else{ this.BUFFCOMP.tooltip(1,hp.toFixed(0),250); } if(this.hp > this.hp_max){ this.hp = this.hp_max; } if(this.hp <= 0){ this.dead(); this.to_grave() this.is_dead = true; } } /** 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_atked() { this.BUFFCOMP.in_atked() // this.as.atked(); this.atked_count++; this.exp_add(this.uaexp) this.power_add(this.uapw) } dead(){ this.BUFFCOMP.dead() this.exp_add(this.dexp) this.power_add(this.dpw) this.to_drop() } //掉落物品 to_drop(){ let Drops = getMonsterDrops(1, MonsterType.Normal, 1.2); if(this.is_boss) Drops =getMonsterDrops(1, MonsterType.Elite, 1.2); if(this.is_big_boss) Drops =getMonsterDrops(1, MonsterType.Boss, 1.2); // console.log("掉落物品:",Drops); //根据掉落类型和uuid 写入用户数据文件SingletonModuleComp =smc,英雄碎片对应smc.heros[uuid].num,smc.heros[uuid].x1 记录本局掉落的数量,也需要添加对应值 //金币uuid=9001 对应smc.vmdata.gold.num,宝箱uuid1003,对应smc.vmdata.box.num ,smc.itmes[9001].x1,smc.itmes[1003].x1 记录本局 for (let i = 0; i < Drops.length; i++) { const drop = Drops[i]; if(drop.type == 1 ){ //英雄碎片 smc.heros[drop.uuid].num += drop.num smc.heros[drop.uuid].x1 += drop.num } if(drop.type==2){ if(drop.uuid == 9001){ smc.vmdata.gold.num+=drop.num smc.items[9001].x1+=drop.num } if(drop.uuid == 1003){ smc.vmdata.box.num+=drop.num smc.items[1003].x1+=drop.num } } } } //进入墓地 to_grave(){ let pos =v3(0,-1000,this.node.position.z) this.node.setPosition(pos) } //是否在墓地 in_grave(){ return this.node.position.y <= -900; } to_alive(){ let pos =v3(HeroSet.StartPos[this.type],this.node.position.y,this.node.position.z) this.node.setPosition(pos) this.revive() } 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; this.node.destroy(); } playSkillEffect() { this.as.max() } public revive() { this.hp = this.hp_max; const skills = this.ent.get(HeroSkillsComp); skills.resetAllCooldowns(); } }