/* * @Author: dgflash * @Date: 2021-11-18 17:42:59 * @LastEditors: dgflash * @LastEditTime: 2022-08-17 12:36:18 */ import { Vec3, v3,_decorator ,Collider2D,Contact2DType,Label,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite,Animation, director, Vertex} 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 { BossSpine } from "./BossSpine"; import {BoxSet, GameSet} from "../common/config/BoxSet" import { smc } from "../common/SingletonModuleComp"; import { SkillCom } from "../skills/SkillCom"; import { Skill } from "../skills/Skill"; import { SkillSet } from "../common/config/SkillSet"; import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer"; import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { MoveToComp } from "../common/ecs/position/MoveTo"; import { Tooltip } from "../skills/Tooltip"; import { HeroViewComp } from "../hero/HeroViewComp"; const { ccclass, property } = _decorator; /** 角色显示组件 */ @ccclass('BossViewComp') // 定义为 Cocos Creator 组件 @ecs.register('BossView', false) // 定义为 ECS 组件 export class BossViewComp extends CCComp { sprite: Sprite; /** 角色动画 */ as:BossSpine =null!; is_role:boolean = false; enemy_pos:Vec3=null!; enemy:any=null!; atk_enemy:any=null!; neraster_enemy:any=null!; /** 角色动画 */ boos_uuid:number = 1001; boos_name : string = "role"; level:number =1; scale: number = 1; /** 角色阵营 1:hero -1 :monster */ state: number = 1; /** 状态 1:move ,2: act 3: stop */ 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 skill:8001; skills:{ 1:{uuid:8001,cd:2,alive:true }, 2:{uuid:8001,cd:2,alive:false}, 3:{uuid:8001,cd:2,alive:false}, 4:{uuid:8001,cd:2,alive:false}, 5:{uuid:8001,cd:2,alive:false}, } buff_atks:any = []; buff_atk:number = 0; atk: number = 10; /**攻击力 */ mission_atk:number = 0;//局内攻击 // atk_speed: number = 1; atk_cd: number = 1.3; /**攻击速度 攻击间隔 */ atk_dis: number = 800; atk_time: number = 0; /** 冷却时间 */ 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*/ shield:number = 0; //护盾量 shield_max:number = 200; shield_time:number = 0; //护盾持续时间 box_group:number = BoxSet.MONSTER; atk_range:number = 150; private timer:Timer = new Timer(0.1); //计时器 is_dead:boolean = false; //是否摧毁 is_stop:boolean = false; is_atking:boolean = false; type:number = 0; onLoad() { // this.BoxRang = this.node.getChildByName("range_box"); this.as = this.node.getComponent(BossSpine); // console.log(this.as) } start () { // this.sprite = this.node.getChildByName("hero").getComponent(Sprite); 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.orginalFlashMaterial = this.sprite.getRenderMaterial(0); // this.node.setSiblingIndex(100) // 注册单个碰撞体的回调函数 let collider = this.getComponent(Collider2D); collider.group = this.box_group; 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 } this.hp_change(skill.ap); } } } onEndContact (selfCollider: Collider2D, otherCollider: Collider2D) { } onPreSolve (selfCollider: Collider2D, otherCollider: Collider2D) { if(selfCollider.group == otherCollider.group&&selfCollider.tag==otherCollider.tag){ 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()); } } } } onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D) { // if(selfCollider.group == otherCollider.group&&otherCollider.tag == 0&&selfCollider.tag == 0){ // let self_pos=selfCollider.node.getPosition(); // let other_pos=otherCollider.node.getPosition(); // // console.log('monster view group 相同'); // switch (selfCollider.group) { // case BoxSet.HERO: // if(self_pos.x < other_pos.x){ // this.stop_cd=0.1 // } // break; // case BoxSet.MONSTER: // if(self_pos.x > other_pos.x){ // this.stop_cd=0.1 // } // break // } // } } update(dt: number){ if(smc.vmdata.game_over||smc.vmdata.game_pause){ return } if (this.timer.update(dt)) { } this.in_destroy(); this.check_buff_atks(dt) this.in_shield(dt); this.in_stop(dt); this.atk_time += dt; this.in_atk(); this.move(dt); this.check_enemy_alive() } check_enemy_alive(){ let dir = 320 for (let i = 0; i < GameSet.ATK_LINES; i++) { let hero:any = smc.hero_pos[i]; let x=Math.abs(hero.x-this.node.position.x) let y = Math.abs(hero.y-this.node.position.y) let squaredDistance =x*x+y*y let distance = Math.sqrt(squaredDistance); if(distance < dir){ dir = distance this.enemy = hero } } if(dir < this.atk_dis){ this.is_atking=true }else{ this.is_atking=false } } move(dt:number){ if(this.stop_cd > 0){ return } if(this.scale===-1&&this.node.position.x <= BoxSet.HERO_START){ return; } // this.set_diry() this.node.setPosition(this.node.position.x+dt*this.speed*this.scale, this.node.position.y, this.node.position.z); } move_to(enemy:Vec3){ // console.log("move to ",enemy); var move = this.ent.get(MoveToComp) || this.ent.add(MoveToComp); move.target = v3(enemy.x-100,enemy.y); move.node = this.node; move.speed = this.ospeed; if(enemy.x < this.node.position.x){ this.node.setScale(-1,1); }else{ this.node.setScale(1,1); } } shoot(skill_uuid:number,y:number=0,x:number=0){ // console.log("mon shoot"); let skill = ecs.getEntity(Skill); let atk = SkillSet[skill_uuid].atk+this.atk+this.buff_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,skill_uuid,atk,t_pos); // this.tooltip(3,SkillSet[skill_uuid].name,this.skill_uuid); } //使用max_skill get_enemy_pos(){ let pos = v3(0,50) let t_pos:Vec3 = v3(0,0) if(this.enemy){ t_pos = v3(this.enemy.x-this.node.position.x,this.enemy.y-this.node.position.y) }else{ t_pos=v3(720,0) } return {pos,t_pos} } in_atk() { if(this.atk_time >= this.atk_cd){ // if(this.is_atking&&this.check_enemy_alive()){ // this.atk_time = 0; // // console.log("atk_cd:"+this.atk_cd); // this.as.atk(); // this.scheduleOnce(()=>{ // this.shoot(this.skill,-30); // },0.4) // } this.atk_time = 0; this.as.atk(); this.scheduleOnce(()=>{ this.shoot(this.skill,-30); },0.2) } } 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; this.ent.remove(MoveToComp) setTimeout(() => { this.ent.destroy(); }, 15); } } heathed(){ this.node.getChildByName("heathed").active=true } add_hp(hp: number=0){ this.heathed(); 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_atk(atk: number,time:number=0){ if(time > 0){ this.buff_atk=0 let buff={atk:atk,time:time} this.buff_atks.push(buff); this.buff_atks.forEach((element: { atk: number; }) => { this.buff_atk += element.atk }); }else{ this.mission_atk += atk; } // this.sprite.setSharedMaterial(this.atkMaterial, 0); // this.scheduleOnce(() => { // this.sprite.setSharedMaterial(this.orginalFlashMaterial, 0); // }, 0.3); } check_buff_atks(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){ // console.log("tooltip",type); let tip =ecs.getEntity(Tooltip); let pos = this.node.getPosition(); let node =this.node.parent pos.y=pos.y+60; tip.load(pos,type,value,s_uuid,node); } get_monster_pos(){ return this.node.getPosition() } /** 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(){ // switch (this.scale) { // case -1: // if(this.node.position.x < BoxSet.LETF_END){ // this.toDestroy(); // } // break; // case 1: // if(this.node.position.x > BoxSet.RIGHT_END){ // this.toDestroy(); // } // break; // } } 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; // director.pause(); this.node.destroy(); } }