import { _decorator,Collider2D ,Contact2DType,v3,IPhysics2DContact,Vec3, tween, math} 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 { smc } from "../common/SingletonModuleComp"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { GameEvent } from "../common/config/GameEvent"; import { AnimType, endType } from "../common/config/SkillSet"; import { EndAnmCom } from './EndAnmCom'; const { ccclass, property } = _decorator; /** 视图层对象 */ @ccclass('SkillCom') @ecs.register('SkillCom') export class SkillCom extends CCComp { s_uuid:number = 0; s_name:string = ""; hero:number = 0; speed:number = 200; scale:number = 1; angle:number = 0; is_destroy:boolean = false; enemys:any = []; animType: number = 0; // 运动类型 endType: number = 0; // 结束类型 inTime: number = 0; // 持续时间 startPos: Vec3 = v3(); // 起始位置 targetPos: Vec3 = v3(); // 目标位置 duration: number = 0; // 技能持续时间 prefabName: string = ""; // 预制体名称 group:number = 0; //阵营 animName: string = ""; // 动画名称 box_group:number = 0; //碰撞组 protected onLoad(): void { 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 (seCol: Collider2D, oCol: Collider2D) { } onEndContact (seCol: Collider2D, oCol: Collider2D) { } onPreSolve (seCol: Collider2D, oCol: Collider2D) { } onPostSolve (seCol: Collider2D, oCol: Collider2D) { } start() { oops.message.on(GameEvent.MissionEnd, this.doDestroy, this); this.node.active = true; // 根据动画类型开始相应的运动 this.startMovement(); } private startMovement() { switch(this.animType) { case AnimType.linear: this.startLinearMove(); break; case AnimType.parabolic: this.startBezierMove(); break; case AnimType.fixed: this.startFixedMove(); break; case AnimType.fixedStart: this.startFixedStartMove(); break; case AnimType.fixedEnd: this.startFixedEndMove(); break; } } private startLinearMove() { if (!this.targetPos) return; const duration = Vec3.distance(this.startPos, this.targetPos) / this.speed; tween(this.node) .to(duration, { position: this.targetPos }) .call(() => { this.is_destroy = true; }) .start(); } private startBezierMove() { if (!this.targetPos) return; let s_pos = v3(this.startPos.x,this.startPos.y) let c_pos = v3((this.targetPos.x+this.startPos.x)/2,this.startPos.y+150) let e_pos = v3(this.targetPos.x,this.targetPos.y) let time =Math.abs(Math.abs(this.targetPos.x-this.startPos.x)/this.speed) console.log("开始贝塞尔运动=>time:"+time,"s_pos:"+s_pos,"c_pos:"+c_pos,"e_pos:"+e_pos) SkillCom.bezierTo(this.node,time,s_pos,c_pos,e_pos,{ onComplete: (target?: object) => { this.is_destroy=true }, }).start(); } private startFixedMove() { if (this.endType === endType.timeEnd) { tween(this.node) .delay(this.inTime) .call(() => this.is_destroy = true) .start(); } else if (this.endType === endType.animationEnd) { if (!this.node.getComponent(EndAnmCom)) { this.node.addComponent(EndAnmCom); } } } private startFixedStartMove() { console.log("开始固定起点运动") this.node.position = this.startPos; if (this.endType === endType.timeEnd) { console.log("开始固定起点运动=>time:"+this.inTime) tween(this.node) .delay(this.inTime) .call(() => this.is_destroy = true) .start(); } else if (this.endType === endType.animationEnd) { if (!this.node.getComponent(EndAnmCom)) { this.node.addComponent(EndAnmCom); } } } private startFixedEndMove() { console.log("开始固定终点运动") this.node.position = this.targetPos; if (this.endType === endType.timeEnd) { console.log("开始固定终点运动=>time:"+this.inTime) tween(this.node) .delay(this.inTime) .call(() => this.is_destroy = true) .start(); } else if (this.endType === endType.animationEnd) { if (!this.node.getComponent(EndAnmCom)) { this.node.addComponent(EndAnmCom); } } } 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); } to_console(value:any,value2:any=null,value3:any=null){ console.log("["+this.s_name+this.s_uuid+"]:",value,value2,value3) } update(deltaTime: number) { if(smc.mission.pause) return; this.toDestroy(); } toDestroy() { if(this.is_destroy){ this.ent.destroy() } } doDestroy(){ this.is_destroy=true } /** 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(); this.animType = 0; this.endType = 0; this.speed = 0; this.inTime = 0; this.startPos.set(); this.targetPos.set(); } }