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 { BoxSet } from "../common/config/BoxSet"; import { smc } from "../common/SingletonModuleComp"; import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { GameEvent } from "../common/config/GameEvent"; import { SkillSet } from "../common/config/SkillSet"; import { AnimType, endType } from "../common/config/SkillSet"; 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; t_pos:Vec3 = v3(0,0,0); // 目标增量 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 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; } } private startLinearMove() { if (!this.targetPos) return; const duration = Vec3.distance(this.node.position, this.targetPos) / this.speed; tween(this.node) .to(duration, { position: this.targetPos }) .call(() => { if (this.endType === endType.distanceEnd) { this.is_destroy = true; } }) .start(); } private startBezierMove() { if (!this.targetPos) return; const startPos = this.node.position; const endPos = this.targetPos; const controlPos = v3( (startPos.x + endPos.x) / 2, Math.max(startPos.y, endPos.y) + 200 ); const duration = Vec3.distance(startPos, endPos) / this.speed; tween(this.node) .to(duration, {}, { onUpdate: (target, ratio) => { const pos = this.twoBezier(ratio, startPos, controlPos, endPos); this.node.setPosition(pos); } }) .call(() => this.is_destroy = true) .start(); } private startFixedMove() { if (this.endType === endType.timeEnd) { tween(this.node) .delay(this.inTime) .call(() => this.is_destroy = true) .start(); } } private twoBezier(t: number, p1: Vec3, cp: Vec3, p2: Vec3): Vec3 { const x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x; const y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y; return v3(x, y, 0); } 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(); } }