/* * @Author: dgflash * @Date: 2021-11-18 17:42:59 * @LastEditors: dgflash * @LastEditTime: 2022-08-17 12:36:18 */ import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label,RigidBody2D ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, 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 { HeroSpine } from "./HeroSpine"; import { HeroModelComp } from "./HeroModelComp"; import { BoxSet, GameSet } 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"; import { SkillSet, SkTG, SkType } from "../common/config/SkillSet"; import { Tooltip } from "../skills/Tooltip"; import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager"; import { TimerManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/TimerManager"; import { HeroSet } from "../common/config/heroSet"; import { BuffComp } from "./BuffComp"; import { MonModelComp } from "./MonModelComp"; import { getMonsterDrops, MonsterType } from "../common/config/RewardSet"; 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:any=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 1 远程 2 辅助 */ 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 */ rhp_max: number = 100; hp_speed: number = 0; //每秒回复量 pw: number = 0; /**能量**/ pwm: number = 15; /** 能量最大值 */ 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 sk1:number = 9001; sk2:number = 1001; sk3:number = 1001; 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_max: number = 0; 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 def_max: number = 0; vun: number = 0; //易伤 crit: number = 0; //暴击率 crit_max: number = 0; crit_add: number = 0;//暴击伤害加成 dodge: number = 10; //闪避率 dodge_max: 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; 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; // this.node.getChildByName("shielded").active = false; // this.node.getChildByName("top").setScale(this.scale,1); // this.node.getChildByName("atk").setScale(this.scale,1); // this.node.getChildByName("atk").getComponent(Label).string = this.ap.toString(); // this.node.getChildByName("hp_max").setScale(this.scale,1); // this.node.getChildByName("hp_max").getComponent(Label).string=this.hp_max.toString(); // 注册单个碰撞体的回调函数 let collider = this.getComponent(Collider2D); collider.group = this.box_group; // console.log("hero collider ",this.scale,collider); 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); } } onBeginContact (seCol: Collider2D, oCol: Collider2D) { if(oCol.tag==BoxSet.SKILL_TAG &&seCol.tag!=BoxSet.SKILL_TAG){ if(seCol.group != oCol.group){ let skill = oCol.node.getComponent(SkillCom)!; // console.log(Date.now()+this.hero_name+":"+this.uuid+' onBeginContact: '+skill.s_name+skill.uuid); if(this.hp <= 0 ) return if(skill.tg< 3) return this.check_uatk(skill); } } } onEndContact (seCol: Collider2D, oCol: Collider2D) { } onPreSolve (seCol: Collider2D, oCol: Collider2D) { let se_x = seCol.node.position.x; let ot_x = oCol.node.position.x; let oCom= oCol.node.getComponent(HeroViewComp) if(seCol.group == oCol.group&&seCol.tag==oCol.tag){ if(seCol.group==BoxSet.HERO){ if(oCom.type == this.type&&oCom.yun_cd<=0&&oCom.ice_cd<=0 && se_x < ot_x && Math.abs(ot_x-se_x) < 40 ){ // this.node.setSiblingIndex(oCol.node.getSiblingIndex()-10) this.stop_cd = 0.1; } } if(seCol.group==BoxSet.MONSTER){ if(oCom.type == this.type&&oCom.yun_cd<=0&&oCom.ice_cd<=0 && se_x > ot_x && Math.abs(ot_x-se_x) < 40 ){ // this.node.setSiblingIndex(oCol.node.getSiblingIndex()-10) this.stop_cd = 0.1; } } } if(seCol.group != oCol.group&&oCol.tag == 0){ this.stop_cd = 0.1; this.is_atking=true } } onPostSolve (seCol: Collider2D, oCol: Collider2D) { } 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.check_power() this.check_atk_counts() this.check_enemy_alive() this.check_mission_buff() 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); this.in_atk(dt); this.move(dt); } //移动 move(dt: number){ if(this.stop_cd > 0||smc.mission.is_victory||smc.mission.is_defeat){ this.status_change("idle") return } if (this.node.position.x >= 300 && this.scale==1) { return; } if(this.scale===-1&&this.node.position.x <= -300){ return; } this.status_change("move") // if(this.enemy){ // return // } this.node.setPosition(this.node.position.x+dt*this.speed*this.scale, this.node.position.y+dt*this.dir_y, this.node.position.z); } check_mission_buff(){ this.ap_max=(100+smc.vmdata.mission.ap)/100*this.ap this.crit_max=(100+smc.vmdata.mission.crit)/100*this.crit this.def_max=(100+smc.vmdata.mission.def)/100*this.def this.dodge_max=(100+smc.vmdata.mission.dodge)/100*this.dodge this.rhp_max=(100+smc.vmdata.mission.hp)/100*this.hp_max if(this.box_group == BoxSet.MONSTER){ this.ap_max=(100+smc.vmdata.mission.map)/100*this.ap this.crit_max=(100+smc.vmdata.mission.mcrit)/100*this.crit this.def_max=(100+smc.vmdata.mission.mdef)/100*this.def this.dodge_max=(100+smc.vmdata.mission.mdodge)/100*this.dodge this.rhp_max=(100+smc.vmdata.mission.mhp)/100*this.hp_max } } check_enemy_alive(){ // let dir = 720 // let enemys=smc.enemy_pos // this.enemy = v3(720,this.node.position.y) // if(this.box_group == BoxSet.MONSTER){ // enemys=smc.hero_pos // // console.log("MONSTER enemys",enemys); // this.enemy=v3(-720,this.node.position.y) // } // for (let i = 0; i < enemys.length; i++) { // let ho:any = enemys[i]; // let x=Math.abs(ho.x-this.node.position.x) // if(x < dir){ // dir = x // this.enemy = ho // } // } let dir = Math.abs(smc.mon_front_x-this.node.position.x) if(this.box_group == BoxSet.MONSTER){ dir = Math.abs(smc.hero_front_x-this.node.position.x) } if(dir < this.dis){ this.is_atking=true if(this.dis-dir > 80 &&this.type > 0 ) this.stop_cd = 0.1 if(dir < 65 &&this.type == 0 ) this.stop_cd = 0.1 }else{ this.is_atking=false } } //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") } } //受伤判断 check_uatk(skill:any){ if(this.check_dodge()) return this.in_atked(); let l_hp=this.check_less(skill.ap,skill.is_crit,skill.crit_add) this.check_debuff(skill,l_hp*skill.derate) if(this.shield > 0){ this.shield -=1 l_hp = 0 } this.hp_less(l_hp,skill.is_crit); } check_less(ap:number,is_crit:boolean,crit_add:number=0){ let d=this.def_max/ap if(d > 1) d = 1 let l_hp=ap*(1-d*GameSet.DEF_RATE) //防御最高减免伤害比率计算 if(is_crit){ l_hp = l_hp * (150+crit_add)/100 } let luck = RandomManager.instance.getRandomInt(-10,10) l_hp=l_hp*(100+luck)/100 return Math.ceil(l_hp) } /** * 检查并处理英雄受到的减益效果(debuff)。 * 根据技能的不同减益类型,执行相应的逻辑,如冰冻、燃烧等。 * * @param skill - 包含减益效果信息的技能对象 * @param l_hp - 可选参数,表示英雄的当前生命值,默认为0 */ check_debuff(skill:any,l_hp:number=0){ console.log(this.hero_name+":"+this.uuid+"check_debuff "+skill.debuff); if(skill.debuff == 0) return let num=RandomManager.instance.getRandomInt(0,100) switch (skill.debuff){ case 1: // console.log(this.hero_name+":"+this.uuid+"冰冻触判断: i="+num+":rate="+skill.rate); if(num > skill.depb) return // console.log(this.hero_name+":"+this.uuid+"冰冻触成功: i="+num+":debtime="+skill.debtime); this.ice_cd = skill.debtime this.BUFFCOMP.in_iced(skill.debtime) break; case 2: if(num > skill.depb) return // console.log(this.hero_name+":"+this.uuid+"debuff触发成功: i="+num+":debtime="+skill.debtime+":l_hp="+l_hp); this.BUFFCOMP.in_fired(skill.debtime,l_hp) break; case 3: if(num > skill.depb) return this.yun_cd = skill.debtime this.BUFFCOMP.in_yun(skill.debtime) break; case 4: if(num > skill.depb) return break; case 5: if(num > skill.depb) return break; case 6: if(num > skill.depb) return break; case 7: if(num > skill.depb) return break; case 8: if(num > skill.depb) return if(this.node.position.x > 300||this.node.position.x < -300) return tween(this.node).to( 0.1, { position: new Vec3(this.node.position.x-this.scale*50,this.node.position.y) }, { } ).start(); break; } } //暴击判断 /** * 检查是否触发暴击,并执行相应的暴击效果。 * @returns {boolean} 如果触发暴击则返回 true,否则返回 false。 * 该方法首先通过 RandomManager 获取一个随机数,如果该随机数小于当前暴击最大值(crit_max), * 则触发暴击效果,包括显示暴击提示、增加暴击计数、增加暴击经验以及增加暴击威力。 * 如果未触发暴击,则直接返回 false。 */ check_crit():boolean { let i = RandomManager.instance.getRandomInt(0,100,3) if(i < this.crit_max){ this.BUFFCOMP.tooltip(5,"*会心一击*"); this.crit_count += 1 this.exp_add(this.cexp) // 暴击经验 this.power_add(this.cpw) return true }else{ return false } } //闪避判断 /** * 检查并处理角色的闪避逻辑。 * 生成一个随机数,如果小于角色的最大闪避值,则触发闪避效果,增加经验、能量,并更新闪避计数。 * @returns {boolean} 如果触发闪避则返回true,否则返回false。 */ check_dodge():boolean { let i = RandomManager.instance.getRandomInt(0,100,3) if(this.dodge_max > GameSet.DODGE_MAX) this.dodge_max = GameSet.DODGE_MAX if(i < this.dodge_max){ // console.log("闪避触发: i="+i+":dodge="+dodge); this.BUFFCOMP.tooltip(5,"闪避"); this.exp_add(this.doexp) // 闪避经验 this.power_add(this.dopw) this.dodge_count += 1 return true }else{ return false } } /** * 检查并处理角色的攻击、闪避、暴击和受伤计数。 * 当计数达到一定值时,会触发相应的技能效果,并重置计数。 * 触发效果包括激活名为"max"的节点,并在0.8秒后关闭。 * 使用do_skill方法处理触发的技能。 */ check_atk_counts() { if (this.atk_count >= this.akc) { this.atk_count = 0 // console.log("atk_count 清零:"+this.atk_count); let i = RandomManager.instance.getRandomInt(0,100,3) // console.log("攻击判断: i="+i+":akr="+this.akr); if(i < this.akr){ // console.log("攻击触发: i="+i+":akr="+this.akr); this.BUFFCOMP.max_show() this.do_skill(this.sk3) } } if(this.dodge_count >= this.dgc){ this.dodge_count = 0 // console.log("dodge_count 清零:"+this.dodge_count); let i = RandomManager.instance.getRandomInt(0,100,3) // console.log("闪避判断: i="+i+":dgr="+this.dgr); if(i < this.dgr){ // console.log("闪避触发: i="+i+":dgr="+this.dgr); this.BUFFCOMP.max_show() this.do_skill(this.sk3) } } if(this.crit_count >= this.crc){ this.crit_count = 0 // console.log("crit_count 清零:"+this.crit_count); let i = RandomManager.instance.getRandomInt(0,100,3) // console.log("暴击判断: i="+i+":crr="+this.crr); if(i < this.crr){ // console.log("暴击触发: i="+i+":crr="+this.crr); this.BUFFCOMP.max_show() this.do_skill(this.sk3) } } if(this.atked_count >= this.uac){ this.atked_count = 0 let i = RandomManager.instance.getRandomInt(0,100,3) // console.log("受伤判断:i="+i+":akr="+this.uar); if(i < this.uar){ // console.log("受伤触发: i="+i+":uar="+this.uar); this.BUFFCOMP.max_show() this.do_skill(this.sk3) } } } in_atk(dt: number) { if(this.at >= this.cd){ if(this.is_atking){ this.at = 0; this.atk_count++ this.exp_add(this.aexp) //攻击经验 this.power_add(this.apw) // console.log("cd:"+this.cd); this.as.atk(); this.scheduleOnce(()=>{ this.shoot_enemy(this.sk1) },0.3) } } } //能量判断 check_power(){ if(this.pw >= this.pwm){ this.pw = 0 this.BUFFCOMP.max_show() this.do_skill(this.sk2) return true }else{ return false } } //使用max_skill do_skill(skill:number){ // this.at = 0; //共享普攻攻击cd this.BUFFCOMP.tooltip(3,SkillSet[skill].name,skill); if(SkillSet[skill].flash){ this.as.max() this.scheduleOnce(()=>{ this.BUFFCOMP.show_do_buff(SkillSet[skill].fname) },0.1) } switch (SkillSet[skill].tg) { case SkTG.self: //自己 this.do_add_buff(this.node.getComponent(HeroViewComp),skill) break; case SkTG.friend: //伙伴 if(this.box_group == BoxSet.HERO) this.check_other_hero_buff(skill) if(this.box_group == BoxSet.MONSTER) this.check_other_mon_buff(skill) break; case SkTG.team: //自己和伙伴 this.do_all_buff(skill) break; case SkTG.enemy: //敌人 this.shoot_enemy(skill) break; case SkTG.all: //敌人和自己 this.do_add_buff(this.node.getComponent(HeroViewComp),skill) this.shoot_enemy(skill) break; } } shoot_enemy(sk:number,y:number=0,x:number=0){ // console.log("mon shoot_enemy"); let skill = ecs.getEntity(Skill); let t_pos=v3(smc.mon_front_x,BoxSet.GAME_LINE) //最前排目标 if(this.box_group==BoxSet.MONSTER){ t_pos=v3(smc.hero_front_x,BoxSet.GAME_LINE) } switch(SkillSet[sk].type){ case SkType.leastHealth: //血量最少单体 t_pos=this.check_heros().l_hero.node.position if(this.box_group==BoxSet.MONSTER) t_pos=this.check_mons().l_hero.node.position break; case SkType.highestHealth: //血量最多单体 t_pos=this.check_heros().m_hero.node.position if(this.box_group==BoxSet.MONSTER) t_pos=this.check_mons().m_hero.node.position break; case SkType.backRow: //最后排 t_pos=v3(smc.mon_back_x,BoxSet.GAME_LINE) if(this.box_group==BoxSet.MONSTER){ t_pos=v3(smc.hero_back_x,BoxSet.GAME_LINE) } break; } let pos =this.node.position let is_crit=this.check_crit() this.to_console(this.scale+this.hero_name+"使用技能:"+sk+SkillSet[sk].name+" pos:"+pos+" t_pos:"+t_pos+" box:"+this.box_group,); skill.load(pos,this.box_group,this.node,sk,this.ap_max,t_pos,is_crit,this.crit_add,this.rhp_max); } check_heros(){ let heros:any = ecs.query(ecs.allOf(HeroModelComp)); let l_hp:number=0 let h_hp:number=9999999999 let right_x:number=360 let left_x:number=-360 let f_hero:any= null let b_hero:any= null let l_hero:any= null let m_hero:any= null let r_hero:any= null let i = RandomManager.instance.getRandomInt(0,heros.length-1,3) while(!heros[i].HeroView){ i = RandomManager.instance.getRandomInt(0,heros.length-1,3) if(!heros[i].HeroView.in_grave){ r_hero= heros[i].HeroView break } } for (let i = 0; i < heros.length; i++) { let hero:any = heros[i].HeroView; if (hero.in_grave) continue if((hero.rhp_max-hero.hp) > l_hp){ l_hp = (hero.rhp_max-hero.hp) l_hero = hero } if((hero.rhp_max-hero.hp) < h_hp){ h_hp = (hero.rhp_max-hero.hp) m_hero = hero } if(hero.node.position.x > left_x){ left_x = hero.node.position.x f_hero = hero } if(this.box_group==BoxSet.MONSTER){ if(hero.node.position.x < right_x){ right_x = hero.node.position.x f_hero = hero } } if(hero.node.position.x < right_x){ right_x = hero.node.position.x b_hero = hero } if(this.box_group==BoxSet.MONSTER){ if(hero.node.position.x > left_x){ left_x = hero.node.position.x b_hero = hero } } } return {l_hero,m_hero,f_hero,b_hero,r_hero} } check_mons(){ let heros:any=ecs.query(ecs.allOf(MonModelComp)) let l_hp:number=0 let h_hp:number=9999999999 let right_x:number=360 let left_x:number=-360 let f_hero:any= null let b_hero:any= null let l_hero:any= null let m_hero:any= null let r_hero:any= null let i = RandomManager.instance.getRandomInt(0,heros.length-1,3) while(!heros[i].HeroView){ i = RandomManager.instance.getRandomInt(0,heros.length-1,3) if(!heros[i].HeroView.in_grave){ r_hero= heros[i].HeroView break } } for (let i = 0; i < heros.length; i++) { let hero:any = heros[i].HeroView; if (hero.in_grave) continue if((hero.rhp_max-hero.hp) > l_hp){ l_hp = (hero.rhp_max-hero.hp) l_hero = hero } if((hero.rhp_max-hero.hp) < h_hp){ h_hp = (hero.rhp_max-hero.hp) m_hero = hero } if(hero.node.position.x < right_x){ right_x = hero.node.position.x f_hero = hero } if(hero.node.position.x > left_x){ left_x = hero.node.position.x b_hero = hero } } return {l_hero,m_hero,f_hero,b_hero,r_hero} } check_other_hero_buff(skill:number){ switch(SkillSet[skill].type){ case SkType.random: this.do_add_buff(this.check_heros().r_hero,skill) break; case SkType.leastHealth: //血量最少单体 this.do_add_buff(this.check_heros().l_hero,skill) break; case SkType.highestHealth: //血量最多单体 this.do_add_buff(this.check_heros().m_hero,skill) break; case SkType.frontRow: //最前排 this.do_add_buff(this.check_heros().f_hero,skill) break; case SkType.backRow: //最后排 this.do_add_buff(this.check_heros().b_hero,skill) break; } } check_other_mon_buff(skill:number){ switch(SkillSet[skill].type){ case SkType.random: this.do_add_buff(this.check_mons().r_hero,skill) break; case SkType.leastHealth: //血量最少单体 this.do_add_buff(this.check_mons().l_hero,skill) break; case SkType.highestHealth: //血量最多单体 this.do_add_buff(this.check_mons().m_hero,skill) break; case SkType.frontRow: //最前排 this.do_add_buff(this.check_mons().f_hero,skill) break; case SkType.backRow: //最后排 this.do_add_buff(this.check_mons().b_hero,skill) break; } } do_all_buff(sk:number){ let skill = ecs.getEntity(Skill); let pos=v3(0,0) let t_pos = pos this.to_console("to_all_buff:"+sk) let is_crit=this.check_crit() skill.load(pos,this.box_group,this.node,sk,this.ap_max,t_pos,is_crit,this.crit_add,this.rhp_max); this.to_console("使用buff:"+sk+" t_pos:"+t_pos+" box:"+this.box_group); } do_add_buff(hero:any,sk:number){ let skill = ecs.getEntity(Skill); let t_pos=hero.node.position let pos = this.node.position this.to_console("do_add_buff:"+hero.hero_name+" "+sk); let is_crit=this.check_crit() skill.load(pos,this.box_group,this.node,sk,this.ap_max,t_pos,is_crit,this.crit_add,this.rhp_max); this.to_console(this.scale+this.hero_name+"使用buff:"+sk+SkillSet[sk].name+" t_pos:"+t_pos+" box:"+this.box_group,); } 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 console.log("shield:",shield); } // 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.rhp_max) ; this.add_hp2(hprate) } de_hp_max(hprate: number=0){ this.BUFFCOMP.buff_get("dehp") this.hp_max -= Math.floor(hprate/100*this.rhp_max) ; } add_hp(hp: number = 0) { this.BUFFCOMP.heathed(); this.hp+=Math.floor(hp); if(this.hp > this.rhp_max){ this.hp = this.rhp_max; } this.BUFFCOMP.tooltip(2,hp.toFixed(0)); } add_hp2(hprate: number=0){ this.hp += Math.floor(hprate/100*this.hp_max) ; } hp_less(hp: number,is_crit:boolean=false){ if(this.is_dead) return hp=Math.floor(hp) this.hp -= hp if(is_crit){ this.BUFFCOMP.tooltip(4,hp.toFixed(0),250); }else{ this.BUFFCOMP.tooltip(1,hp.toFixed(0),250); } if(this.hp > this.rhp_max){ this.hp = this.rhp_max; } if(this.hp <= 0){ this.dead(); this.to_grave() this.is_dead = true; } } /** 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; } } } in_atked() { this.BUFFCOMP.in_atked() // this.as.atked(); this.atked_count++; this.exp_add(this.uaexp) this.power_add(this.uapw) } 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); console.log("掉落物品:",Drops); //根据掉落类型和uuid 写入用户数据文件SingletonModuleComp =smc,英雄碎片对应smc.heros[uuid].num,smc.heros[uuid].x1 记录本局掉落的数量,也需要添加对应值 //金币uuid=9001 对应smc.vmdata.gold.num,宝箱uuid1003,对应smc.vmdata.box.num ,smc.itmes[9001].x1,smc.itmes[1003].x1 记录本局 for (let i = 0; i < Drops.length; i++) { const drop = Drops[i]; if(drop.type == 1 ){ //英雄碎片 smc.heros[drop.uuid].num += drop.num smc.heros[drop.uuid].x1 += drop.num } if(drop.type==2){ if(drop.uuid == 9001){ smc.vmdata.gold.num+=drop.num smc.items[9001].x1+=drop.num } if(drop.uuid == 1003){ smc.vmdata.box.num+=drop.num smc.items[1003].x1+=drop.num } } } } //进入墓地 to_grave(){ let pos =v3(-999,this.node.position.y) if(this.box_group == BoxSet.MONSTER){ pos =v3(999,this.node.position.y) smc.vmdata.mission.mdead +=1 }else{ smc.vmdata.mission.dead +=1 } this.node.setPosition(pos) } //是否在墓地 in_grave(){ return this.node.position.x < -900 || this.node.position.x > 900; } to_alive(){ let pos =v3(HeroSet.StartPos[this.type],this.node.position.y,this.node.position.z) this.node.setPosition(pos) } 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(); } }