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 { BuffAttr, DebuffAttr, SkillSet, TGroup, TType } from "../common/config/SkillSet"; import { BuffComp } from "./BuffComp"; import { oops } from "db://oops-framework/core/Oops"; import { GameEvent } from "../common/config/GameEvent"; import { EquipSpecialAttr } from "../common/config/Equips"; import { FightSet, getExpDrops, getStoneDrops, TooltipTypes } from "../common/config/Mission"; import { getApIncrease, getHpIncrease, getUpExp, HeroInfo, HeroPos } from "../common/config/heroSet"; import { FriendModelComp } from "./FriendModel"; import { MasterModelComp } from "./MasterModel"; import { RandomManager } from "db://oops-framework/core/common/random/RandomManager"; import { EnhancementType } from "../common/config/LevelUp"; 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"; fight_pos:number=0; lv:number =1; exp:number = 0; next_exp:number = 100; 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_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; hp: number = 100; /** 血量 */ hp_max: number = 100; /** 最大血量 */ buff_hp:number=0; hp_base:number=0; pwt:Timer = new Timer(1); //计时器 ap: number = 10; /**攻击力 */ buff_ap:number=0; ap_base:number=0; // 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 */ atk_skill:number=0; puncture:number=0; //穿刺敌人伤害后方敌人个数 puncture_damage:number=0; //后伤害加成 def: number = 0; //防御 vun: number = 0; //易伤 burn_count:number=0; //易伤次数 burn_value:number=0; //易伤值 stun_time:number=0; //眩晕加成 stun_ratto:number=0; //攻击眩晕概率加成 dod: number = 0; //闪避率 dod_no:boolean=false; crit:number=0; //暴击率 crit_no:boolean=false; //暴击免疫 crit_d:number=0; //暴击伤害 wfuny:number=0; //风怒概率 frost_ratto:number=0; //冰冻概率 frost_time:number=0; //冰冻时间 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; atk_add_count:number=0; stop_cd: number = 0; /*停止倒计时*/ speek_time:number = 0; is_stop_temp:boolean = false double_atked:boolean=false atk_add_master_atk:number=0 atk_add_master_hp:number=0 buff_debuff_down:number=0 skill_dmg:number=0 BUFF_DEFS: Array<{value: number, count: number}> = [] //防御提升 BUFF_ATKS: Array<{value: number, count: number}> = [] //攻击提升 BUFF_CDS: Array<{value: number, count: number}> = [] //攻击加速 BUFF_DEDOWN:Array<{value: number, count: number}> = [] //debuff 概率降低 DEBUFF_BURNS: Array<{value: number, count: number}> = [] //易伤 DEBUFF_DEATKS: Array<{value: number, count: number}> = [] //减攻击 DEBUFF_DECDS: Array<{value: number, count: number}> = [] //减攻击速度 DEBUFF_SLOW: number = 0; //减速 DEBUFF_FROST: number = 0; //冰冻 DEBUFF_STUN: number = 0; //眩晕 DEBUFF_VALUE:number=0; //debuff 增益值 DEBUFF_COUNT:number=0; //debuff 持续次数 DEBUFF_UP:number=0; //debuff 概率提升 private damageQueue: Array<{ damage: number, isCrit: boolean, delay: number }> = []; private isProcessingDamage: boolean = false; private damageInterval: number = 0.01; // 伤害数字显示间隔 private timer:Timer=new Timer(1); onLoad() { this.as = this.getComponent(HeroSpine); //console.log("[HeroViewComp]:hero view comp ",this.FIGHTCON) this.on(GameEvent.ChangeATK_EQUIP_SPECIAL_ATTR,this.change_atk,this) this.on(GameEvent.EXPUP,this.exp_up,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); /** 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; } update(dt: number){ if(!smc.mission.play||smc.mission.pause) return // if(this.is_dead) { // this.ent.destroy(); // return // } if(this.timer.update(dt)){ // this.add_ap(10) }; if(this.DEBUFF_FROST > 0){ this.DEBUFF_FROST -=dt; } if(this.DEBUFF_STUN > 0){ this.DEBUFF_STUN -=dt; } this.in_stop(dt); // 处理伤害队列 this.processDamageQueue(); } change_atk(e:GameEvent,data:any){ if(!this.is_master) return } get isActive() { return this.ent.has(HeroViewComp) && this.node?.isValid; } hide_info(){ } //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 =shield if(this.shield>6) this.shield=6 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_def(def: number){ this.def+=def if(this.is_master) this.BUFFCOMP.vmdata_update() // this.BUFFCOMP.tooltip(TooltipTypes.defup,def.toFixed(0)); } add_speed(cd: number){ this.cd -=this.cd*cd/100 if(this.is_master) this.BUFFCOMP.vmdata_update() // this.BUFFCOMP.tooltip(TooltipTypes.speedup,speed.toFixed(0)); } add_ap(ap: number,is_num:boolean=true){ // console.log("[HeroViewComp]:add_ap add:",ap,this.ap) if(is_num){ this.ap_base += Math.floor(ap); }else{ this.buff_ap += Math.floor(ap); } let diff=Math.floor(this.ap_base*(100+this.buff_ap)/100)-this.ap this.ap = Math.floor(this.ap_base*(100+this.buff_ap)/100) // this.BUFFCOMP.tooltip(TooltipTypes.apup,diff.toFixed(0)); if(this.is_master) { this.BUFFCOMP.vmdata_update(); oops.message.dispatchEvent(GameEvent.APChange,{is_master:this.is_master,fac:this.fac}) } } de_ap(ap: number,is_num:boolean=true){ //console.log("[HeroViewComp]:de_ap de:",ap,this.ap) if(is_num){ this.ap_base -= Math.floor(ap); }else{ this.buff_ap -= Math.floor(ap/100*this.ap); } let diff=Math.floor(this.ap_base*(100+this.buff_ap)/100)-this.ap this.ap = Math.floor(this.ap_base*(100+this.buff_ap)/100) // this.BUFFCOMP.tooltip(TooltipTypes.apup,diff.toFixed(0)); if(this.is_master) this.BUFFCOMP.vmdata_update() } add_hp_max(hp: number=0,is_num:boolean=false){ // console.log("[HeroViewComp]:add_hp_max add:",hp,this.hp_max) if(is_num){ this.hp_base += Math.floor(hp) ; }else{ this.buff_hp+=hp } let diff=Math.floor(this.hp_base*(100+this.buff_hp)/100)-this.hp_max this.hp_max =Math.floor(this.hp_base*(100+this.buff_hp)/100) this.hp+=diff if(this.is_master) this.BUFFCOMP.vmdata_update(true) // this.BUFFCOMP.tooltip(TooltipTypes.hpup,diff.toFixed(0)); } de_hp_max(hp: number=0,is_num:boolean=true){ //最大值 只存在数值添加, 比例通过buff_hp处理 //console.log("[HeroViewComp]:de_hp_max de:",hp,this.hp_max) this.hp_base -= Math.floor(hp) ; let diff=Math.floor(this.hp_base*(100+this.buff_hp)/100)-this.hp_max this.hp_max =Math.floor(this.hp_base*(100+this.buff_hp)/100) this.hp+=diff if(this.is_master) this.BUFFCOMP.vmdata_update(true) } add_hp(hp: number = 0,is_num:boolean=true) { this.BUFFCOMP.heathed(); let real_hp=0 let hp_max=Math.floor(this.hp_max*(100+this.buff_hp)/100) 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)); } if(this.is_master) this.BUFFCOMP.vmdata_update(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; } } } count_atk_count(){ //主将攻击次数 主要有装备加成,需要单独处理 if(!this.is_master) return this.atk_count+=1 if(this.atk_count< FightSet.ATK_ADD_COUNT) return let master=ecs.query(ecs.allOf(MasterModelComp)) master.forEach(master=>{ let master_view=master.get(HeroViewComp) if(this.atk_add_master_atk>0) { master_view.add_ap(this.atk_add_master_atk,true) } if(this.atk_add_master_hp>0) { master_view.add_hp_max(this.atk_add_master_hp,true) } }) this.atk_count=0 } do_dead(){ this.do_dead_trigger() //console.log("[HeroViewComp]:角色死亡",this.hero_uuid) if(this.fac==FacSet.MON){ oops.message.dispatchEvent(GameEvent.MonDead) } if(this.fac==FacSet.HERO){ //console.log("[HeroViewComp]:英雄死亡") oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false}) } } get_debuff(){ } add_debuff(type:number,deV:number,deC:number,deR:number){ let DEBUFF_DOWN=0 for(let i=0;i0) return this.at=0 // 眩晕 cd归零 this.BUFFCOMP.in_yun(deV+FightSet.STUN_TIME) // 眩晕时间 this.DEBUFF_STUN+=deV+FightSet.STUN_TIME // 眩晕时间 // this.is_stop=true break case DebuffAttr.DEHP: this.hp_max-=deV/100*this.hp_max if(this.hp-this.hp_max>0) this.hp=this.hp_max break case DebuffAttr.DEATK: //99为具体数字 并且局内永久生效,其他为百分比 if(deC == 99){ this.ap-=deV }else{ this.DEBUFF_DEATKS.push({value:deV,count:deC}) } break case DebuffAttr.DECOUNT: this.atk_count-=deV if(this.atk_count<0) this.atk_count=1 break case DebuffAttr.BACK: if(this.fac==FacSet.MON) { let tx=this.node.position.x+50 if(tx > 320) tx=320 tween(this.node).to(0.3, { position:v3(tx,this.node.position.y,0)}).start() } break } //console.log("[HeroViewComp]:debuffs",type,deV,deC,deR,this.DEBUFF_BURNS) } add_buff(buff:number,count:number,type:number){ switch(type){ case BuffAttr.DEF: this.BUFF_DEFS.push({value:buff,count:count}) break case BuffAttr.ATK: this.BUFF_ATKS.push({value:buff,count:count}) break case BuffAttr.ATK_CD: this.BUFF_CDS.push({value:buff,count:count}) break case BuffAttr.DEBUFF_DOWN: this.BUFF_DEDOWN.push({value:buff,count:count}) break } } do_atked(remainingDamage:number, crit:number=0,crit_d:number=0, burn_count:number=0,burn_value:number=0, stun_time:number=0,stun_ratto:number=0, frost_time:number=0,frost_ratto:number=0, ){ this.do_atked_trigger() if(burn_count>0){ this.add_debuff(DebuffAttr.BURN,burn_value,burn_count,100) } if(stun_time>0){ this.add_debuff(DebuffAttr.STUN,stun_time,1,stun_ratto) } if(this.check_shield()) return 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)) if(this.fac==FacSet.MON) smc.vmdata.hero.power+=smc.vmdata.hero.CRIT_TO_POWER //暴击涨能量 怪物被暴击,因为只有一个英雄 直接处理 } this.hp -= damage; if(this.fac==FacSet.HERO) {smc.vmdata.hero.power+=smc.vmdata.hero.ATKED_TO_POWER;console.log("被攻击涨能量",this)} //被攻击涨能量 if(this.fac==FacSet.MON) {smc.vmdata.hero.power+=smc.vmdata.hero.ATK_TO_POWER;console.log("攻击命中涨能量",this)} //攻击命中涨能量 因为是只有1个英雄 直接处理 if(this.hp <= 0) { if(this == null) return; this.is_dead=true 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(); } } if(this.is_master) this.BUFFCOMP.vmdata_update(true) this.showDamage(damage, is_crit); } //伤害计算 debuff 易伤 count_damage(remainingDamage:number){ let damage = 0; let Burn = 0; let def = 0; for(let i=0;i0){ this.shield -= 1 this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*吸收*"); if (this.shield <= 0) { if(this == null) return; this.BUFFCOMP.show_shield(false); } return true } return false } check_dodge(){ if(this.fac==FacSet.HERO) smc.vmdata.hero.power+=smc.vmdata.hero.DODGE_TO_POWER //闪避涨能量 if(this.dod > 0){ let random = Math.random()*100 if(random < this.dod) { this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*闪避*"); return true } } return false } check_crit(crit:number=0){ if(this.crit_no) return false 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 } // dead(){ // this.BUFFCOMP.dead() // this.to_drop() // } do_dead_trigger(){ if(this.is_dead||this.fac==FacSet.MON||this.is_master) return let count = 1 for(let i=0;i { this.node.setPosition(-900,this.node.position.y-300,0) } }).start() } // to_alive(){ // this.is_dead=false // this.hp=this.hp_max*(100+this.buff_hp)/100 // this.BUFFCOMP.vmdata_update(true) // this.node.setPosition(HeroPos[this.fight_pos].pos) // this.BUFFCOMP.heathed() // } //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); } 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.max_show(skill.fname) this.BUFFCOMP.tooltip(TooltipTypes.skill,skill.name,skill_id) break case "atk": this.as.atk() break } } exp_up(e:any,data:any){ if(this.fac==FacSet.MON) return // console.log("[HeroViewComp]:经验提高",data.exp) smc.vmdata.hero.exp+=data.exp // smc.vmdata.hero.next_exp=getUpExp(this.lv) if(smc.vmdata.hero.exp >= smc.vmdata.hero.next_exp){ // console.log("[HeroViewComp]:升级") this.to_update() oops.message.dispatchEvent(GameEvent.CanUpdateLv) } } to_update(){ // console.log("[HeroViewComp]:to_update",this.is_master) if(!this.is_master) return smc.vmdata.hero.exp = smc.vmdata.hero.exp-smc.vmdata.hero.next_exp smc.vmdata.hero.lv = smc.vmdata.hero.lv+1 smc.vmdata.hero.next_exp=getUpExp(smc.vmdata.hero.lv) oops.message.dispatchEvent(GameEvent.HeroLvUp,{lv:smc.vmdata.hero.lv}) this.BUFFCOMP.lv_up() // this.BUFFCOMP.tooltip(TooltipTypes.lvup) } /** 显示伤害数字 */ showDamage(damage: number, isCrit: boolean) { this.damageQueue.push({ damage, isCrit, delay: this.damageInterval }); } ex_show(text:string){ switch(text){ case "blue": this.BUFFCOMP.max_show("max_blue") break case "red": this.BUFFCOMP.max_show("max_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); // 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) { this.as.atked() // this.BUFFCOMP.in_atked() this.atked_count++; if (isCrit) { this.BUFFCOMP.tooltip(TooltipTypes.crit, damage.toFixed(0), damage); // //console.log("暴击伤害:" + damage); } else { this.BUFFCOMP.tooltip(TooltipTypes.life, damage.toFixed(0), damage); // //console.log("普通伤害:" + damage); } } }