import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Color} 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 { HeroModelComp } from "./HeroModelComp"; import { BoxSet, GameSet } from "../common/config/BoxSet"; import { smc } from "../common/SingletonModuleComp"; import { Skill } from "../skills/Skill"; import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer"; import { SkillSet, TargetGroup, TargetType } from "../common/config/SkillSet"; import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager"; import { HeroSet } from "../common/config/heroSet"; import { BuffComp } from "./BuffComp"; import { MonModelComp } from "./MonModelComp"; import { getMonsterDrops, MonsterType } from "../common/config/RewardSet"; import { HeroSkillsComp } from "../skill/heroSkillsComp"; 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! 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"; lv:number =1; slv:number =1; 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; atk_range:number = 150; 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; 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; // 当前能量值 pwm: number = 100; // 最大能量值 pws: number = 1; //能量回复速度每0.1秒回复量 apw:number=0; uapw:number=0; cpw:number=0; dopw:number=0; dpw:number=0; pwt:Timer = new Timer(1); //计时器 akr:number=0; //攻击触发机率 uar:number=0; //受伤触发机率 dgr:number=0; //闪避触发机率 crr:number=0; //暴击触发机率 akc:number=0; //攻击次数触发 uac:number=0; //受伤次数触发 dgc:number=0; //闪避次数触发 crc:number=0; //暴击次数触发 aexp:number=0; //攻击经验 uaexp:number=0; //受伤经验 cexp:number=0; //暴击经验 */ doexp:number=0; //闪避经验 */ dexp:number=0; //死亡经验 */ 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; /*停止倒计时*/ yun_cd: number = 0; //眩晕倒计时 ice_cd: number = 0; //冰冻倒计时 dir_y:number = 0; speek_time:number = 0; is_stop_temp:boolean = false;i private damageQueue: Array<{ damage: number, isCrit: boolean, delay: number }> = []; private isProcessingDamage: boolean = false; private damageInterval: number = 0.2; // 伤害数字显示间隔 onLoad() { this.as = this.getComponent(HeroSpine); } /** 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.setScale(this.node.scale.x*1.5,this.node.scale.y*1.5); this.node.getChildByName("top").getChildByName("sboss").active = true; } /* 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) { if(!this.in_grave()) this.to_grave() return } if (this.pwt.update(dt)) { this.pw+=this.pws } this.hp_show() if(this.ice_cd > 0){ this.ice_cd -=dt; return } if(this.yun_cd > 0){ this.yun_cd -=dt; return } this.at += dt; this.in_stop(dt); // 处理伤害队列 this.processDamageQueue(); } get isActive() { return this.ent.has(HeroViewComp) && this.node?.isValid; } hp_show(){ let hp_progress= this.hp/this.hp_max; this.node.getChildByName("top").getChildByName("hp").getComponent(ProgressBar)!.progress = hp_progress; if(this.is_boss) return this.node.getChildByName("top").getChildByName("hp").active = true; // if(this.hp == this.hp_max){ // this.node.getChildByName("top").getChildByName("hp").active = false; // } else{ // this.node.getChildByName("top").getChildByName("hp").active = true; // } } //移动 //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") } } exp_add(exp:number=0){ if(this.box_group==BoxSet.HERO){ smc.vmdata.mission.exp +=exp } if(this.box_group==BoxSet.MONSTER){ smc.vmdata.mission.mexp +=exp } } power_add(p:number){ this.pw+= p } add_shield(shield:number){ this.shield =shield 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_ap(ap: number){ this.ap += Math.floor(ap); this.BUFFCOMP.buff_get("ap") } de_ap(ap: number){ this.ap -= Math.floor(ap); this.BUFFCOMP.buff_get("deap") } add_def(def: number){ this.def += Math.floor(def); this.BUFFCOMP.buff_get("def") } de_def(def: number){ this.def -= Math.floor(def); this.BUFFCOMP.buff_get("dedef") } /** * 增加英雄的暴击率。 * @param crit 要增加的暴击率。 */ add_crit(critRate: number) { this.crit += Math.floor(critRate); this.BUFFCOMP.buff_get("crit"); } de_crit(critRate: number) { this.crit += Math.floor(critRate); this.BUFFCOMP.buff_get("decrit"); } /** * 增加英雄的闪避率。 * @param dodge 要增加的闪避率。 */ add_dodge(dodgeRate: number) { this.dodge += Math.floor(dodgeRate); this.BUFFCOMP.buff_get("dodge"); } de_dodge(dodgeRate: number) { this.dodge += Math.floor(dodgeRate); this.BUFFCOMP.buff_get("dedodge"); } add_hp_max(hprate: number=0){ this.BUFFCOMP.buff_get("hp") this.hp_max += Math.floor(hprate/100*this.hp_max) ; this.add_hp2(hprate) } de_hp_max(hprate: number=0){ this.BUFFCOMP.buff_get("dehp") this.hp_max -= Math.floor(hprate/100*this.hp_max) ; } add_hp(hp: number = 0) { this.BUFFCOMP.heathed(); this.hp+=Math.floor(hp); if(this.hp > this.hp_max){ this.hp = this.hp_max; } this.BUFFCOMP.tooltip(2,hp.toFixed(0)); } add_hp2(hprate: number=0){ this.hp += Math.floor(hprate/100*this.hp_max) ; } /** 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; } } } dead(){ this.BUFFCOMP.dead() this.exp_add(this.dexp) this.power_add(this.dpw) this.to_drop() } //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); } //进入墓地 to_grave(){ let pos =v3(-1000,this.node.position.y,this.node.position.z) if(this.fac==1) pos.x=1000 this.node.setPosition(pos) } //是否在墓地 in_grave(){ return this.node.position.y <= -900; } to_alive(){ let pos =v3(HeroSet.StartPos[this.type],this.node.position.y,this.node.position.z) this.node.setPosition(pos) this.revive() } 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; this.node.destroy(); } 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(3,skill.name,skill_id) break case "atk": this.as.atk() break } } public revive() { this.hp = this.hp_max; const skills = this.ent.get(HeroSkillsComp); skills.resetAllCooldowns(); } /** 显示伤害数字 */ showDamage(damage: number, isCrit: boolean) { this.damageQueue.push({ damage, isCrit, delay: this.damageInterval }); } /** 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.BUFFCOMP.in_atked(); this.atked_count++; this.exp_add(this.uaexp); this.power_add(this.uapw); if (isCrit) { this.BUFFCOMP.tooltip(4, damage.toFixed(0), damage); console.log("暴击伤害:" + damage); } else { this.BUFFCOMP.tooltip(1, damage.toFixed(0), damage); console.log("普通伤害:" + damage); } } }