import { _decorator,Collider2D ,Contact2DType,v3,IPhysics2DContact,Vec3, 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 { BoxSet } from "../common/config/BoxSet"; import { smc } from "../common/SingletonModuleComp"; import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer"; const { ccclass, property } = _decorator; /** 视图层对象 */ @ccclass('SkillCom') @ecs.register('SkillView', false) export class SkillCom extends CCComp { /** 视图层逻辑代码分离演示 */ // start() { // // var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象 // // this.on(ModuleEvent.Cmd, this.onHandler, this); // } speed:number = 200; y_speed:number = 0; x_speed:number = 0; dis:number = 80; scale:number = 1; atk:number = 10; atk_count:number = 0; angle:number = 0; t_pos:Vec3 = null; // 目标增量 is_destroy:boolean = false; box_group:number = 0; box_tag:number=0; type:number = 1; time:Timer = new Timer(0.01); run_type:number = 0; // 0直线,1贝塞尔曲线 2 不动 in_time:number = 1.5; // 不动技能持续时间 start() { // console.log("skill start parent :",this.node.parent) // console.log("skill start t position :",this.t_pos) this.node.active=true this.node.angle = this.angle; let collider = this.getComponent(Collider2D); collider.group = this.box_group; // console.log("skill group",this.box_group) collider.tag = this.box_tag; collider.sensor = true; if (collider) { collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this); // collider.on(Contact2DType.END_CONTACT, this.onEndContact, this); collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, this); } if(this.t_pos){ this.x_speed=Math.cos(this.angle * Math.PI / 180) * this.speed-30*this.scale; this.y_speed=Math.sin(this.angle * Math.PI / 180) * this.speed; }else{ this.x_speed=this.speed this.y_speed=0 } if(this.run_type == 1){ let s_pos = v3(this.node.position.x,this.node.position.y) let c_pos = v3(this.node.position.x,this.node.position.y) let e_pos = v3(this.node.position.x+this.dis*this.scale,BoxSet.GAME_LINE-50) SkillCom.bezierTo(this.node,2,s_pos,c_pos,e_pos,{onUpdate: (target: Vec3, ratio: number) => { } }).start(); } if(this.run_type == 2){ tween(this.node).to( this.in_time, { position: new Vec3(this.node.position.x,this.node.position.y) }, { onComplete: (target?: object) => { this.is_destroy=true }, } ).start(); } if(this.run_type == 0){ if(this.t_pos){ let l_x=Math.cos(this.angle * Math.PI / 180) * 50; let l_y=Math.sin(this.angle * Math.PI / 180) * 50; let squaredDistance = this.t_pos.x * this.t_pos.x + this.t_pos.y * this.t_pos.y; let distance = Math.sqrt(squaredDistance); let time = distance / this.speed-0.2; //通过欧拉角 延长 目标点 增量 // this.t_pos.x=Math.cos(this.angle * Math.PI / 180) * this.dis; // this.t_pos.y=Math.sin(this.angle * Math.PI / 180) * this.dis; let e_pos=v3(this.node.position.x+l_x+this.t_pos.x,this.node.position.y+this.t_pos.y) tween(this.node).to( 0.7,{ angle:this.angle,position: e_pos}, { onUpdate: (target: Vec3, ratio: number) => { // onUpdate 接受当前缓动的进度 // 将缓动系统计算出的结果赋予 node 的位置 }, onComplete: (target?: object) => { this.is_destroy=true }, } ).start(); }else{ tween(this.node).to( this.dis/this.speed, { position: new Vec3(this.node.position.x+this.scale*this.dis,this.node.position.y) }, { onComplete: (target?: object) => { this.is_destroy=true }, } ).start(); } } } onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) { if(otherCollider.group != selfCollider.group&&otherCollider.tag ==0){ this.atk_count+=1 // console.log("skill onBeginContact",selfCollider.group,otherCollider.group) if(this.type==1 ){ this.is_destroy=true } } } onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) { // console.log("skill post contact") // switch (selfCollider.group) { // case BoxSet.HERO: // switch (otherCollider.group){ // case BoxSet.MONSTER: // case BoxSet.DEFAULT: // setTimeout(() => { // this.toDestroy() // }, 10); // break // } // break; // case BoxSet.MONSTER: // switch (otherCollider.group){ // case BoxSet.PLAYER: // case BoxSet.HERO: // case BoxSet.DEFAULT: // setTimeout(() => { // this.toDestroy() // }, 10); // break // } // } } update(deltaTime: number) { // this.node.setScale(v3(this.scale,this.node.scale.y,this.node.scale.z)) // this.move(deltaTime) this.toDestroy() // this.t_move(deltaTime) if (this.node.position.x > 400||this.node.position.x < -400||this.node.position.y > 1000||this.node.position.y < -100) { this.is_destroy=true } } t_move(dt: number){ if( this.run_type!=0){ return } this.node.setPosition(v3(this.node.position.x+this.x_speed*dt*this.scale,this.node.position.y+this.y_speed*dt)) } line_move(dt: number) { if( this.run_type!=0 && this.t_pos){ return } this.node.setPosition(v3(this.node.position.x+dt*this.speed*this.scale,this.node.position.y)) } bezier(t:number){ } toDestroy() { if(this.is_destroy){ if(this.node.isValid) this.ent.destroy() } } /** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */ reset() { this.is_destroy=false this.node.destroy(); } public static bezierTo(target: any, duration: number, c1: Vec3, c2: Vec3, to: Vec3, opts: any) { opts = opts || Object.create(null); /* * @desc 二阶贝塞尔 * @param {number} t 当前百分比 * @param {} p1 起点坐标 * @param {} cp 控制点 * @param {} p2 终点坐标 * @returns {any} */ let twoBezier = (t:number, p1: Vec3, cp: Vec3, p2: Vec3) => { let x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x; let y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y; return v3(x, y, 0); }; opts.onUpdate = (arg: Vec3, ratio: number) => { target.position = twoBezier(ratio, c1, c2, to); }; return tween(target).to(duration, {}, opts); } }