/* * @Author: dgflash * @Date: 2021-11-18 17:42:59 * @LastEditors: dgflash * @LastEditTime: 2022-08-17 12:36:18 */ import { Vec3, _decorator , v3,Collider2D,Contact2DType,IPhysics2DContact,PhysicsSystem2D,EPhysics2DDrawFlags,Label,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite} 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 { MonsterSpine } from "./MonsterSpine"; import { Monster } from "./Monster"; import { Hero } from "./Hero"; import { MonsterModelComp } from "./MonsterModelComp"; import { BoxSet } from "../common/config/BoxSet"; import { smc } from "../common/SingletonModuleComp"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { Skill } from "../skills/Skill"; import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer"; import { SkillCom } from "../skills/SkillCom"; const { ccclass, property } = _decorator; /** 角色显示组件 */ @ccclass('MonsterViewComp') // 定义为 Cocos Creator 组件 @ecs.register('MonsterView', false) // 定义为 ECS 组件 export class MonsterViewComp extends CCComp { @property(Material) hitFlashMaterial: Material; orginalFlashMaterial: Material; sprite: Sprite; /** 角色动画 */ as: MonsterSpine = null!; hero_uuid:number = 1001; hero_name : string = "hero"; level:number =1; scale: number = 1; /** 角色阵营 1:hero -1 :monster */ type: number = 1; /**角色类型 1:前排 2 后排 */ state: number = 1; /** 状态 1:move ,2: act 3: stop */ hp: number = 100; /** 血量 */ hp_max: number = 100; /** 最大血量 */ hp_speed: number = 0; //每秒回复量 power: number = 0; /**能量**/ power_max: number = 100; /** 能量最大值 */ power_speed: number = 1; //能量回复速度每0.1秒回复量 skill_name: string = "atk"; //技能名称 max_skill_name: string = "base"; //大技能名称 atk: number = 10; /**攻击力 */ // atk_speed: number = 1; atk_cd: number = 1.3; /**攻击速度 攻击间隔 */ atk_time: number = 0; /** 冷却时间 */ speed: number = 100; /** 角色移动速度 */ ospeed: number = 100; /** 角色初始速度 */ Tpos: Vec3 = v3(0,-60,0); stop_cd: number = 0.5; /*停止倒计时*/ shield:number = 0; //护盾量 shield_time:number = 0; //护盾持续时间 private timer:Timer = new Timer(0.1); //计时器 is_dead:boolean = false; //是否摧毁 /** 视图层逻辑代码分离演示 */ start () { this.sprite = this.node.getChildByName("avatar").getChildByName("TNode").getChildByName("bb").getComponent(Sprite); this.orginalFlashMaterial = this.sprite.getRenderMaterial(0); // 注册单个碰撞体的回调函数 let collider = this.getComponent(Collider2D); 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); } // this.node.getChildByName("level").getChildByName("level").getComponent(Label).string = this.level.toString(); } onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) { } onEndContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) { // 只在两个碰撞体结束接触时被调用一次 // console.log('onEndContact'); } // onPreSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) { // // 每次将要处理碰撞体接触逻辑时被调用 // console.log('onPreSolve'); // } onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) { if(otherCollider.group== BoxSet.HERO_SKILL || otherCollider.group== BoxSet.MONSTER_SKILL){ let skill = otherCollider.node.getComponent(SkillCom)!; // console.log('onPostSolve',skill); this.in_atked(); this.hp_change(skill.atk); } } onLoad() { this.as = this.getComponent(MonsterSpine); // PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb | // EPhysics2DDrawFlags.Pair | // EPhysics2DDrawFlags.CenterOfMass | // EPhysics2DDrawFlags.Joint | // EPhysics2DDrawFlags.Shape; } change_name(hero_name:string='hero',scale:number=1){ this.name=hero_name; let label:any =this.node.getChildByName("lab_name") label.getComponent(Label)!.string = hero_name; let collider = this.getComponent(Collider2D); if(scale==1){ collider.group=BoxSet.HERO; }else{ collider.group=BoxSet.MONSTER; } } update(dt: number){ if (this.timer.update(dt)) { this.power_change(this.power_speed) } this.in_destroy(); this.in_stop(dt); this.in_act(dt); switch (this.type) { case 1: this.as.walk(); break; case 2: this.as.idle(); break; } this.move(dt); // this.update_pos(); } move(dt: number){ if(this.stop_cd > 0){ return } /** * 根据角色的阵营检查角色的 x 轴位置是否满足特定条件。 * 如果角色属于正向阵营 (scale == 1) 且 x 轴位置大于等于 0,则直接返回。 * 如果角色属于反向阵营 (scale != 1) 且 x 轴位置小于等于 0,则直接返回。 */ if ((this.scale === 1 && this.node.position.x >= 120) || (this.scale !== 1 && this.node.position.x <= -180)) { return; } this.node.setPosition(this.node.position.x+dt*this.speed*this.scale, this.node.position.y, this.node.position.z); } get_monster_pos(){ return this.node.getPosition() } power_change(power: number){ this.power += power; if(this.power >= this.power_max){ this.load_skill(this.max_skill_name); this.power = 0 } let power_progress= this.power/this.power_max; this.node.getChildByName("power").getComponent(ProgressBar)!.progress = power_progress; } in_act(dt: number) { if(this.atk_time >= this.atk_cd){ this.atk_time = 0; // console.log("atk_cd:"+this.atk_cd); this.as.atk(); this.scheduleOnce(()=>{ this.load_skill(this.skill_name); },0.2) } this.atk_time += dt; } hp_change(hp: number){ if(this.is_dead){ return; } this.hp -= hp; if(this.hp > this.hp_max){ this.hp = this.hp_max; } let hp_progress= this.hp/this.hp_max; this.node.getChildByName("hp").getComponent(ProgressBar)!.progress = hp_progress; if(this.hp <= 0){ this.is_dead = true; setTimeout(() => { this.toDestroy(); }, 15); } } /** 静止时间 */ in_stop (dt: number) { if(this.stop_cd > 0){ this.stop_cd -= dt; if(this.stop_cd <= 0){ // this.speed = this.ospeed; this.stop_cd = 0; } } } in_destroy(){ // switch (this.scale) { // case -1: // if(this.node.position.x < BoxSet.LETF_END){ // this.toDestroy(); // } // break; // case 1: // if(this.node.position.x > BoxSet.RIGHT_END){ // this.toDestroy(); // } // break; // } } update_pos(){ smc.monsters_in.forEach((element,index) => { if(element.eid == this.ent.eid){ element.pos_x = this.node.position.x; } }); } load_skill(skill_name:string){ // console.log("load_skill"); let skill = ecs.getEntity(Skill); let x=30 if(this.scale==1){ x=40 }else{ x=-20 } let pos = v3(x,50) let speed =350 let scale = this.scale let dis = 30; console.log(speed); skill.load(pos,speed,dis,scale,this.node,skill_name,this.atk); } in_atked() { this.sprite.setSharedMaterial(this.hitFlashMaterial, 0); this.scheduleOnce(() => { this.sprite.setSharedMaterial(this.orginalFlashMaterial, 0); }, 0.1); // var path = "game/skills/atked"; // var prefab: Prefab = oops.res.get(path, Prefab)!; // var node = instantiate(prefab); // let pos = v3(0,30) // node.setPosition(pos) // node.parent = this.node; } dead(){ var path = "game/skills/dead"; var prefab: Prefab = oops.res.get(path, Prefab)!; var node = instantiate(prefab); node.setPosition(this.node.position.x,this.node.position.y+30,this.node.position.z); node.parent = this.node.parent; } toDestroy(){ this.dead(); this.ent.destroy(); } reset() { this.is_dead = false; this.node.destroy(); } }