import { _decorator,Collider2D ,Contact2DType,v3,IPhysics2DContact,Vec3, tween, math, RigidBody2D, Animation, Tween} 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 { AType, BuffAttr, DTType, EType, SkillSet, SType, TGroup } from "../common/config/SkillSet"; import { BoxSet, FacSet } from "../common/config/BoxSet"; import { HeroViewComp } from "../hero/HeroViewComp"; import { BezierMove } from "../BezierMove/BezierMove"; import { MonModelComp } from "../hero/MonModelComp"; import { FightSet } from "../common/config/Mission"; import { HeroModelComp } from "../hero/HeroModelComp"; import { Skill } from "./Skill"; const { ccclass, property } = _decorator; /** 视图层对象 */ @ccclass('SkillCom') @ecs.register('SkillCom') export class SkillCom extends CCComp { // 核心标识和配置 s_uuid:number = 0; // 运行时状态(必须缓存的) is_destroy:boolean = false; startPos: Vec3 = v3(); // 起始位置 targetPos: Vec3 = v3(); // 目标位置 group:number = 0; //阵营 fac:number=0; //阵营 caster:any=null; // 战斗相关运行时数据 ap:number=0; burn_count:number=0; burn_value:number=0; stun_time:number=0; stun_ratio:number=0; frost_ratio:number=0; frost_time:number=0; run_time:number=0; hited_time:number=0; hit_count:number=0; caster_crit:number=0; caster_crit_d:number=0; puncture:number=0; puncture_damage:number=0; debuff_up:number=0; debuff_value:number=0; debuff_count:number=0; // 组件引用 anim:Animation=null; tweenInstance:Tween = null; private moveDirection: Vec3 | null = null; // 添加一个属性来存储移动方向 // 缓存的配置对象(避免重复查找) public skillConfig: any = null; private isInitialized: boolean = false; protected onLoad(): void { } private initializeSkillConfig() { if (this.isInitialized) return; // 缓存技能配置,避免重复查找 this.skillConfig = SkillSet[this.s_uuid]; if (!this.skillConfig) { // console.error("[SkillCom] 技能配置不存在:", this.s_uuid); return; } this.isInitialized = true; // console.log("[SkillCom] 技能配置初始化完成:", this.s_uuid, this.skillConfig.name); } start() { this.initializeSkillConfig(); if (!this.skillConfig) return; this.node.setPosition(this.startPos.x,this.startPos.y,0) this.anim=this.node.getComponent(Animation) this.on(GameEvent.MissionEnd, this.doDestroy, this); this.node.active = true; //console.log("[SkillCom]:caster",this.caster) let collider = this.getComponent(Collider2D); if(collider) { collider.group = this.group; collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this); } let bm=this.node.getComponent(BezierMove) // //console.log(this.group +"技能 collider ",collider); switch(this.skillConfig.AType){ case AType.parabolic: this.node.angle +=10 // bm.speed=700 if(this.group==BoxSet.MONSTER) {bm.controlPointSide=-1 } bm.rotationSmoothness=0.6 bm.moveTo(this.targetPos) break; case AType.linear: let s_x=this.startPos.x let s_y=this.startPos.y let t_x=this.targetPos.x let t_y=this.targetPos.y // 设定目标x this.targetPos.x = 400; if(this.group == BoxSet.MONSTER) { bm.controlPointSide = -1; this.targetPos.x = -400; } // 计算斜率 const k = (t_y - s_y) / (t_x - s_x); // 按直线公式计算新的y this.targetPos.y = k * (this.targetPos.x - s_x) + s_y; bm.controlPointOffset=0 bm.rotationSmoothness=0.6 bm.moveTo(this.targetPos); break; case AType.StartEnd: // 2段位移:先升高,然后移到目的地 this.node.setPosition(this.startPos.x > 360?300:this.startPos.x,0,0) this.do_anim() break; case AType.fixedEnd: this.node.setPosition(this.targetPos.x > 360?300:this.targetPos.x,0,0) this.do_anim() break; case AType.fixedStart: // this.node.setPosition(this.startPos.x > 360?300:this.startPos.x,0,0) this.do_anim() break; } } do_anim(){ if(this.node.getComponent(Animation)){ let anim = this.node.getComponent(Animation); //console.log("[SkillCom]:has anim",anim) anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this); } } onAnimationFinished(){ // console.log("[SkillCom]:onAnimationFinished",this.s_uuid) if (!this.skillConfig) return; if(this.skillConfig.EType==EType.timeEnd) return if(this.skillConfig.SType!=SType.damage){ this.to_do_buff() } this.is_destroy=true } to_do_buff(){ if (!this.skillConfig) return; switch(this.skillConfig.SType){ case SType.shield: this.caster.add_shield(this.caster[BuffAttr.HP_MAX]*(100+this.skillConfig.buV/100)) break; } } //单体伤害 single_damage(target:HeroViewComp,is_range:boolean=false){ // //console.log("[SkillCom]:onBeginContact hit_count:",this.hit_count,SkillSet[this.s_uuid].hit) // if(this.hit_count > 0&&!is_range) this.ap=this.ap*(50+this.puncture_damage)/100 // 穿刺后 伤害减半,过滤范围伤害 if(target == null) return; if (!this.skillConfig) return; let ap=this.ap if(this.hit_count > 0 &&!is_range ){ ap=ap*(50+this.puncture_damage)/100 } target.do_atked(ap,this.caster_crit,this.caster_crit_d, this.burn_count,this.burn_value, this.stun_time,this.stun_ratio, this.frost_time,this.frost_ratio, this.skillConfig.AtkedType ) // ap 及暴击 属性已经在skill.ts 处理 // console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position) if(this.skillConfig.debuff>0){ let debuff=this.skillConfig let dev=debuff.deV*(100+this.debuff_value)/100 let deR=debuff.deR+this.debuff_up dev=Math.round(dev*100)/100 let deC=debuff.deC+this.debuff_count //dec只作为次数叠加 // //console.log("[SkillCom]:debuff",this.skillConfig.name,debuff.debuff,deUP.deV,deUP.deC) target.add_debuff(debuff.debuff,dev,deC,deR) } this.hit_count++ // console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,this.skillConfig.hit,this.puncture) if(this.hit_count>=(this.skillConfig.hit+this.puncture)&&(this.skillConfig.DTType!=DTType.range)&&(this.skillConfig.EType!=EType.animationEnd)&&(this.skillConfig.EType!=EType.timeEnd)) this.is_destroy=true // 技能命中次数 } onBeginContact (seCol: Collider2D, oCol: Collider2D) { // console.log(this.scale+"碰撞开始 ",seCol,oCol); if(seCol.node.position.x-oCol.node.position.x > 100 ) return let target = oCol.getComponent(HeroViewComp) if(oCol.group!=this.group){ if(target == null) return; if (!this.skillConfig) return; // console.log("[SkillCom]:onBeginContact oCol||seCol",oCol.node.position,seCol.node.position) this.single_damage(target,this.skillConfig.DTType==DTType.range?true:false) // this.ent.destroy() } } update(deltaTime: number) { // 确保配置已初始化(处理 update 可能先于 start 执行的情况) if (!this.isInitialized) { this.initializeSkillConfig(); if (!this.skillConfig) return; } if(smc.mission.pause) { if(this.anim) this.anim.pause() return; } if(this.anim) this.anim.resume() if (!this.node || !this.node.isValid) return; if(this.skillConfig.EType==EType.timeEnd){ this.run_time+=deltaTime if(this.run_time>this.skillConfig.in){ // //console.log("[SkillCom]: timeEnd destroy",this.s_uuid,this.run_time) this.is_destroy=true } } //直线移动 // if(this.skillConfig.AType == AType.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("[SkillCom]:doDestroy") this.is_destroy=true } to_console(value:any,value2:any=null,value3:any=null){ //console.log("[SkillCom]:["+this.s_name+this.s_uuid+"]:",value,value2,value3) } /** 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.startPos.set(); this.targetPos.set(); this.moveDirection = null; // 重置移动方向 this.skillConfig = null; // 清除配置缓存 this.isInitialized = false; // 重置初始化状态 // 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); } }