import { _decorator,Collider2D ,Contact2DType,v3,IPhysics2DContact,Vec3, tween, math, RigidBody2D} 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, SkillSet } from "../common/config/SkillSet"; import { EndAnmCom } from './EndAnmCom'; import { BoxSet } from "../common/config/BoxSet"; import { HeroFac, HeroSet } from "../common/config/heroSet"; import { HeroViewComp } from "../hero/HeroViewComp"; import { BezierMove } from "../BezierMove/BezierMove"; 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; atk_count: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 animName: string = ""; group:number = 0; //阵营 fac:number=0; //阵营 caster:any=null; distance_x:number=0; distance_y:number=0; ap:number=0; private moveDirection: Vec3 | null = null; // 添加一个属性来存储移动方向 protected onLoad(): void { } start() { oops.message.on(GameEvent.MissionEnd, this.doDestroy, this); this.node.active = true; let collider = this.getComponent(Collider2D); // console.log(this.group +"技能 collider ",collider); collider.group = this.group; if (collider) { collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this); } if(SkillSet[this.s_uuid].AnimType==AnimType.parabolic){ this.node.angle +=10 let bm=this.node.getComponent(BezierMove) // bm.speed=700 if(this.group==BoxSet.MONSTER) bm.controlPointSide=-1 bm.moveTo(this.targetPos) } // let dir_x = this.targetPos.x > this.node.position.x ? 1 : -1 // this.node.scale = v3(dir_x,1,1) // 根据目标位置设置节点朝向 // if ( this.targetPos) { // // 计算朝向 // let direction = this.targetPos.x > this.node.position.x ? 1 : -1; // // 设置节点缩放来改变朝向 // this.node.scale = v3(direction * Math.abs(this.scale), this.scale, 1); // } // let dir_y = ( this.targetPos.y+BoxSet.ATK_Y) > this.node.position.y ? 1 : -1 // if( this.targetPos.y+BoxSet.ATK_Y==this.node.position.y){ // dir_y=0 // } // // 计算这一帧的移动距离 // this.distance_x = SkillSet[this.s_uuid].speed*dir_x; // this.distance_y = this.distance_x*Math.abs(this.targetPos.y-this.node.position.y)/Math.abs(this.targetPos.x-this.node.position.x)*dir_y; // this.startMovement(); // // 计算目标角度 // if (this.targetPos) { // const currentPos = this.node.position; // // 计算角度(弧度) // const dx = this.targetPos.x - currentPos.x; // const dy = (this.targetPos.y + BoxSet.ATK_Y) - currentPos.y; // const angle = Math.atan2(dy, dx); // // 将弧度转换为角度并设置节点旋转 // this.angle = angle * 180 / Math.PI; // this.node.angle = this.angle; // 移除负号,修正角度方向 // } // // 计算速度分量 // const radians = this.angle * Math.PI / 180; // 移除负号,使用正确的角度 // this.distance_x = this.speed * Math.cos(radians); // this.distance_y = this.speed * Math.sin(radians); // this.startMovement(); // console.log("skill start",this.node.parent) } onBeginContact (seCol: Collider2D, oCol: Collider2D) { // console.log(this.scale+"碰撞开始 ",seCol,oCol); let target = oCol.getComponent(HeroViewComp) let caster = seCol.getComponent(HeroViewComp) if(oCol.group!=this.group){ if(target == null) return; let remainingDamage = this.ap; target.do_atked(remainingDamage) this.ent.destroy() } } private startMovement() { switch(SkillSet[this.s_uuid].AnimType) { 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(dt: number) { if (!this.speed || this.is_destroy) return; // 使用角度方向移动 const newX = this.node.position.x + this.distance_x * dt; const newY = this.node.position.y + this.distance_y * dt; this.node.setPosition(newX, newY, this.node.position.z); // 检查是否超出边界 if (newX < -400 || newX > 400) { this.is_destroy = true; } } private startBezierMove() { // 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; if (!this.node || !this.node.isValid) return; if(this.animType == AnimType.linear) this.startLinearMove(deltaTime); this.toDestroy(); } toDestroy() { if(this.is_destroy){ if (this.ent) { this.ent.destroy(); } else { // 如果ent不存在,直接销毁节点 if (this.node && this.node.isValid) { this.node.destroy(); } } } } doDestroy(){ console.log("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.animType = 0; this.endType = 0; this.speed = 0; this.inTime = 0; this.startPos.set(); this.targetPos.set(); this.moveDirection = null; // 重置移动方向 // 先移除所有碰撞回调 const collider = this.getComponent(Collider2D); if (collider) { collider.off(Contact2DType.BEGIN_CONTACT); } this.scheduleOnce(() => { this.node.destroy(); }, 0); } }