/* * @Author: dgflash * @Date: 2021-11-18 17:42:59 * @LastEditors: dgflash * @LastEditTime: 2022-08-17 12:36:18 */ import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label,RigidBody2D ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp} 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 { Hero } from "./Hero"; import { HeroModelComp } from "./HeroModelComp"; import { BoxSet, GameSet } from "../common/config/BoxSet"; import { smc } from "../common/SingletonModuleComp"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { Skill } from "../skills/Skill"; import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer"; import { SkillCom } from "../skills/SkillCom"; import { SkillSet } from "../common/config/SkillSet"; import { Tooltip } from "../skills/Tooltip"; import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager"; import { TimerManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/TimerManager"; import { HeroSet } 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 { 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"; hero_type:number = 1; lv:number =1; scale: number = 1; /** 角色阵营 1:hero -1 :mon */ type: number = 1; /**角色类型 1近战 2 远程 3 辅助 */ 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; 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; /**能量**/ pwm: number = 15; /** 能量最大值 */ pws: number = 1; //能量回复速度每0.1秒回复量 pwt:Timer = new Timer(1); //计时器 sk1:number = 9001; sk2:number = 1001; sk3:number = 1001; sk4:number = 1001; sk5:number = 1001; akr:number=0; uar:number=0; dgr:number=0; crr:number=0; akc:number=0; uac:number=0; dgc:number=0; crc:number=0; aep:number=0; uaep:number=0; dep:number=0; edep:number=0; 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 = 0.5; /*停止倒计时*/ dir_y:number = 0; speek_time:number = 0; onLoad() { this.as = this.getComponent(HeroSpine); // this.BoxRang = this.node.getChildByName("range_box"); // this.BoxRang = this.node.getChildByName("range_box"); } /** 视图层逻辑代码分离演示 */ start () { console.log(this.node.parent) this.as.idle() /** 方向 */ this.node.setScale(this.scale,1); this.node.getChildByName("top").setScale(this.scale,1); /** 显示角色血量 */ this.node.getChildByName("top").getChildByName("hp").active = true; // this.node.getChildByName("shielded").active = false; // this.node.getChildByName("top").setScale(this.scale,1); // this.node.getChildByName("atk").setScale(this.scale,1); // this.node.getChildByName("atk").getComponent(Label).string = this.ap.toString(); // this.node.getChildByName("hp_max").setScale(this.scale,1); // this.node.getChildByName("hp_max").getComponent(Label).string=this.hp_max.toString(); // this.BoxRang.getComponent(BoxRangComp).box_group = this.box_group; // this.BoxRang.getComponent(BoxRangComp).atk_range = this.ap_range // this.BoxRang.getComponent(BoxRangComp).offset_x = 300; // console.log("monseter ",this.BoxRang); // console.log("monseter ",this.BoxRang); // 注册单个碰撞体的回调函数 let collider = this.getComponent(Collider2D); collider.group = this.box_group; // console.log("hero collider ",this.scale,collider); 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 } if(this.shield > 0){ this.shield -= 1 if(this.shield <= 0){ this.shield = 0 this.node.getChildByName("shielded").active = false } return } if(this.check_dodge()) return let l_hp=(skill.ap-this.def)*-1 if(skill.is_crit){ l_hp = l_hp * (150+skill.crit_add)/100 } if(l_hp >= 0){ l_hp=-1 //最低1点伤害 } this.hp_change(l_hp,skill.is_crit); } } } onEndContact (selfCollider: Collider2D, otherCollider: Collider2D) { } onPreSolve (selfCollider: Collider2D, otherCollider: Collider2D) { let self_x = selfCollider.node.position.x; let other_x = otherCollider.node.position.x; if(selfCollider.group == otherCollider.group&&selfCollider.tag==otherCollider.tag){ if(otherCollider.node.getComponent(HeroViewComp).type == this.type && self_x < other_x && Math.abs(other_x-self_x) < 15 ){ this.stop_cd = 0.1; } // 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()); // } // } } if(selfCollider.group != otherCollider.group&&otherCollider.tag == 0){ this.stop_cd = 0.1; this.is_atking=true } } onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D) { } update(dt: number){ if(!smc.vm_data.mission.play||smc.vm_data.pause){ let pos =v3(this.scale*-9999,this.node.position.y,this.node.position.z) this.node.setPosition(pos) return } if(this.is_dead){ let pos =v3(this.scale*-9999,this.node.position.y,this.node.position.z) this.node.setPosition(pos) return } if (this.pwt.update(dt)) { this.pw+=this.pws } this.check_power() this.check_atk_buffs(dt) this.check_atk_counts() this.in_stop(dt); this.at += dt; this.check_enemy_alive() this.in_atk(dt); // this.hp_show() this.move(dt); } check_enemy_alive(){ let dir = 320 this.enemy = v3(720,this.node.position.y) if(this.box_group == BoxSet.MONSTER){ for (let i = 0; i < smc.hero_pos.length; i++) { let ho:any = smc.hero_pos[i]; let x=Math.abs(ho.x-this.node.position.x) if(x < dir){ dir = x this.enemy = ho } } } if(this.box_group == BoxSet.HERO){ for (let i = 0; i < smc.enemy_pos.length; i++) { let mon:any = smc.enemy_pos[i]; let x=Math.abs(mon.x-this.node.position.x) if(x < dir){ dir = x this.enemy = mon } } } if(dir < this.dis){ this.is_atking=true if(this.dis-dir > 45 ) this.stop_cd = 0.1 }else{ this.is_atking=false } } 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") } } move(dt: number){ if(this.stop_cd > 0){ this.status_change("idle") return } if (this.node.position.x >= 360 && this.scale==1) { return; } if(this.scale===-1&&this.node.position.x <= -360){ return; } this.status_change("move") // if(this.enemy){ // return // } this.node.setPosition(this.node.position.x+dt*this.speed*this.scale, this.node.position.y+dt*this.dir_y, this.node.position.z); } hp_show(){ if(this.hp == this.hp_max){ this.node.getChildByName("top").getChildByName("hp").active = false; } else{ this.node.getChildByName("top").getChildByName("hp").active = true; } } skill_pos(){ return v3(0,35) } get_enemy_pos(){ let pos =this.skill_pos() let t_pos:Vec3 = v3(720,0) if(this.enemy){ t_pos = v3(this.enemy.x-this.node.position.x,this.enemy.y-this.node.position.y) } return {pos,t_pos} } get_hero_pos(hero:any){ let pos =this.skill_pos() let t_pos:Vec3 = v3(720,0) if(!hero.node.isValid){ return }else{ t_pos = v3(hero.node.position.x-this.node.position.x,hero.node.position.y-(this.node.position.y+pos.y)) } return {pos,t_pos} } //能量判断 check_power(){ if(this.pw >= this.pwm){ this.pw = 0 this.node.getChildByName("max").active=true this.scheduleOnce(()=>{ this.node.getChildByName("max").active=false },0.8) this.handle_skill(this.sk2) return true }else{ return false } } //暴击判断 check_crit(){ let i = RandomManager.instance.getRandomInt(0,100,3) if(i < this.crit){ this.tooltip(5,"*会心一击*"); this.crit_count += 1 return true }else{ return false } } //闪避判断 check_dodge(){ let i = RandomManager.instance.getRandomInt(0,100,3) if(i < this.dodge){ this.tooltip(5,"/闪避/"); this.dodge_count += 1 return true }else{ return false } } 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.node.getChildByName("max").active=true this.scheduleOnce(()=>{ this.node.getChildByName("max").active=false },0.8) this.handle_skill(this.sk2) } } 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.node.getChildByName("max").active=true this.scheduleOnce(()=>{ this.node.getChildByName("max").active=false },0.8) this.handle_skill(this.sk2) } } 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("闪避触发: i="+i+":crr="+this.crr); this.node.getChildByName("max").active=true this.scheduleOnce(()=>{ this.node.getChildByName("max").active=false },0.8) this.handle_skill(this.sk2) } } 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.node.getChildByName("max").active=true this.scheduleOnce(()=>{ this.node.getChildByName("max").active=false },0.8) this.handle_skill(this.sk2) } } } in_atk(dt: number) { if(this.at >= this.cd){ if(this.is_atking){ this.at = 0; this.atk_count++ this.exp_add(this.aep) // console.log("cd:"+this.cd); this.as.atk(); this.scheduleOnce(()=>{ this.shoot_enemy(this.sk1) },0.3) } } } exp_add(exp:number){ if(this.box_group==BoxSet.HERO){ if(this.type == 1)smc.vm_data.mission.a_exp +=exp if(this.type == 2)smc.vm_data.mission.b_exp +=exp if(this.type == 3)smc.vm_data.mission.c_exp +=exp } if(this.box_group==BoxSet.MONSTER){ if(this.type == 1)smc.vm_data.mission.ma_exp +=exp if(this.type == 2)smc.vm_data.mission.mb_exp +=exp if(this.type == 3)smc.vm_data.mission.mc_exp +=exp } } //使用max_skill handle_skill(skill:number){ this.as.atk() this.tooltip(3,smc.skills[skill].name,skill); switch (smc.skills[skill].tg) { case 0: //自己 this.to_add_buff(this.node.getComponent(HeroViewComp),skill) break; case 1: //伙伴 this.push_least_buff(skill) break; case 2: //自己和伙伴 this.to_add_buff(this.node.getComponent(HeroViewComp),skill) this.push_least_buff(skill) break; case 3: //敌人 this.shoot_enemy(skill) break; case 4: //敌人和自己 this.to_add_buff(this.node.getComponent(HeroViewComp),skill) this.shoot_enemy(skill) break; } } shoot_enemy(sk:number,y:number=0,x:number=0){ // console.log("mon shoot_enemy"); let skill = ecs.getEntity(Skill); let increase_ap=Math.floor(this.ap*smc.vm_data.mission.hero.ap) let ap = smc.skills[sk].ap+this.ap_buff+increase_ap; let {pos,t_pos}=this.get_enemy_pos() pos.y=pos.y + y pos.x=pos.x + x let is_crit=this.check_crit() skill.load(pos,this.box_group,this.node,sk,ap,t_pos,is_crit,this.crit_add); console.log(this.scale+this.hero_name+"使用技能:"+sk); } to_add_buff(hero:any,sk:number){ let skill = ecs.getEntity(Skill); let ap = smc.skills[sk].ap+this.ap; let {pos,t_pos}=this.get_hero_pos(hero) console.log("to_add_buff:"+hero.hero_name+" "+sk); let is_crit=this.check_crit() skill.load(pos,this.box_group,this.node,sk,ap,t_pos,is_crit,this.crit_add); if(smc.skills[sk].hp > 0){ //buff加血 let increase_hp=Math.floor(smc.skills[sk].hp*this.ap) hero.add_hp(increase_hp) } if(smc.skills[sk].ap > 0){ //buff加攻击 let increase_atk=Math.floor(smc.skills[sk].ap*this.ap) hero.add_ap(increase_atk,smc.skills[sk].bsd) } if(smc.skills[sk].shield > 0){ //buff护盾 hero.add_shield(smc.skills[sk].shield) } } push_least_buff(skill:number){ let heros:any = ecs.query(ecs.allOf(HeroModelComp)); let least_hp:number=0 let t_hero:any= null if (heros.length > 0) { if(smc.skills[skill].type==92){ //随机添加buff let i = RandomManager.instance.getRandomInt(0,heros.length-1,3) while(!heros[i].HeroView){ i = RandomManager.instance.getRandomInt(0,heros.length-1,3) if(heros[i].HeroView){ break } } this.to_add_buff(heros[i].HeroView,skill) }else{ for (let i = 0; i < heros.length; i++) { if(!heros[i].HeroView) continue let hero = heros[i].HeroView; if(smc.skills[skill].type==91){ //血量最少单体 if((hero.hp_max-hero.hp) > least_hp){ least_hp = (hero.hp_max-hero.hp) t_hero = hero } }else{ //群体 this.to_add_buff(hero,skill) } } if(t_hero){ //血量最少单体 this.to_add_buff(t_hero,skill) } } } } to_speek(words:string,time:number=0.5){ this.speek_time=0.5 this.node.getChildByName("tooltip").active=true this.node.getChildByName("tooltip").getChildByName("words").getComponent(Label)!.string = words } in_speek(dt: number){ if(this.speek_time <= 0){ return; } this.speek_time -= dt; if(this.speek_time <= 0){ this.speek_time = 0; this.node.getChildByName("tooltip").getChildByName("words").getComponent(Label)!.string = ""; this.node.getChildByName("tooltip").active=false; } } heathed(){ this.node.getChildByName("heathed").active=true } hp_max_add(){ console.log("hp_max_add 动画"); } add_hp(hp: number=0){ this.heathed(); this.hp+=hp; if(this.hp > this.hp_max){ this.hp = this.hp_max; } 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_hp_max(hp: number=0){ this.hp_max_add() this.hp += hp; this.hp_max += hp; let hp_progress= this.hp/this.hp_max; this.node.getChildByName("top").getChildByName("hp").getComponent(ProgressBar)!.progress = hp_progress; } hp_change(hp: number,is_crit:boolean=false){ if(this.is_dead){ return; } this.hp += hp; if(is_crit){ this.tooltip(4,hp.toString(),250); }else{ this.tooltip(1,hp.toString(),250); } 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; // setTimeout(() => { // this.ent.destroy(); // }, 15); } } add_ap(ap: number,time:number=0){ this.ap += ap; } check_atk_buffs(dt: number){ for(let i=0;i 0){ this.node.getChildByName("shielded").active=true } } tooltip(type:number=1,value:string="",s_uuid:number=1001,y:number=90){ // console.log("tooltip",type); let tip =ecs.getEntity(Tooltip); let pos = v3(0,0); pos.y=pos.y+y; tip.load(pos,type,value,s_uuid,this.node); } /** 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() { var path = "game/skills/atked"; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); let pos =v3(0,30); node.setPosition(pos) node.parent = this.node; this.atked_count++; this.exp_add(this.uaep) } dead(){ var path = "game/skills/dead"; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); let pos = v3(this.node.position.x,this.node.position.y+30,this.node.position.z); node.parent = this.node.parent; node.setPosition(pos); this.exp_add(this.dep) } toDestroy(){ } toAlive(){ let pos =v3(HeroSet.StartPos[this.hero_type],this.node.position.y,this.node.position.z) this.node.setPosition(pos) } reset() { this.is_dead = false; this.node.destroy(); } }