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 { Attrs, DBuff, geDebuffNum, getAttrs, SkillSet, TGroup, TType, BType, BuffConf, DbuffConf } from "../common/config/SkillSet"; import { BuffComp } from "./BuffComp"; import { oops } from "db://oops-framework/core/Oops"; import { GameEvent } from "../common/config/GameEvent"; import { FightSet, getExpDrops, getStoneDrops, TooltipTypes } from "../common/config/Mission"; import { RandomManager } from "db://oops-framework/core/common/random/RandomManager"; import { HeroInfo, HeroUpSet } 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 */ mp: number = 100; hp: number = 100; /** 血量 */ shield:number=0; //当前护甲值 /** 基础属性 有初始值的基础属性,后续Attrs 属性计算时用到*/ base_ap: number = 0; //基础攻击力 base_map: number = 0; base_def: number = 5; base_hp: number = 100; base_mp: number = 100; Attrs:any=[] //数值型debuff V_DBUFF:any[]=[] //持久 V_DBUFFS:any[]=[] //临时 带时间 //百分比型debuff R_DBUFF:any[]=[] //持久 R_DBUFFS:any[]=[] //临时 带时间 //数值型buff V_BUFF:any[]=[] //持久 V_BUFFS:any[]=[] //临时 带时间 //百分比型buff R_BUFF:any[]=[] //持久 R_BUFFS:any[]=[] //临时 带时间 atk_count: number = 0; atked_count: number = 0; speek_time:number = 0; 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 onLoad() { this.as = this.getComponent(HeroSpine); //console.log("[HeroViewComp]:hero view comp ",this.FIGHTCON) 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.Attrs[Attrs.SHIELD_MAX]) } update(dt: number){ if(!smc.mission.play||smc.mission.pause) return // if(this.is_dead) { // this.ent.destroy(); // return // } this.BaseUp(dt) // 更新所有按时间减少的buff和debuff this.in_stop(dt); // 处理伤害队列 this.processDamageQueue(); } BaseUp(dt:number){ this.mp += HeroUpSet.MP*dt this.hp += HeroUpSet.HP*dt if(this.mp > this.Attrs[Attrs.MP_MAX]) this.mp = this.Attrs[Attrs.MP_MAX] if(this.hp > this.Attrs[Attrs.HP_MAX]) this.hp = this.Attrs[Attrs.HP_MAX] } do_fight_end(){ this.as.do_buff() } get isActive() { return this.ent.has(HeroViewComp) && this.node?.isValid; } //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.Attrs[Attrs.SHIELD_MAX] +=shield if(this.shield>0) this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX]) } health(hp: number = 0,is_num:boolean=true) { this.BUFFCOMP.heathed(); let real_hp=0 let hp_max=this.Attrs[Attrs.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[Attrs.HP_MAX]) // this.update_vm } /** 静止时间 */ in_stop (dt: number) { } 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(){ } 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(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){ return remainingDamage } 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.Attrs[Attrs.SHIELD_MAX]=0 } damage = 0 } if(this.shield < damage){ damage=damage-this.shield this.shield=0 this.Attrs[Attrs.SHIELD_MAX]=0 } this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX]) return damage } check_dodge(){ if(this.Attrs[Attrs.DODGE] > 0){ let random = Math.random()*100 if(random < this.Attrs[Attrs.DODGE]) { this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*闪避*"); return true } } return false } check_crit(crit:number=0){ 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.tooltip(TooltipTypes.skill,skill.name,skill_id) break case "atk": this.as.atk() break } } /** 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[Attrs.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); } } }