/* * @Author: dgflash * @Date: 2021-11-18 17:42:59 * @LastEditors: dgflash * @LastEditTime: 2022-08-17 12:36:18 */ import { Vec3, v3,_decorator ,Collider2D,Contact2DType,Label,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite,Animation, director} 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 { RoleSpine } from "./RoleSpine"; import {BoxSet} from "../common/config/BoxSet" import { smc } from "../common/SingletonModuleComp"; import { SkillCom } from "../skills/SkillCom"; import { Skill } from "../skills/Skill"; import { SkillSet } from "../common/config/SkillSet"; import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer"; import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { MoveToComp } from "../common/ecs/position/MoveTo"; import { RoleBuffComp } from "./RoleBuffComp"; import { RoleRangComp } from "./RoleRangComp"; import { Tooltip } from "../skills/Tooltip"; const { ccclass, property } = _decorator; /** 角色显示组件 */ @ccclass('RoleViewComp') // 定义为 Cocos Creator 组件 @ecs.register('RoleView', false) // 定义为 ECS 组件 export class RoleViewComp extends CCComp { @property(Material) hitFlashMaterial: Material; orginalFlashMaterial: Material; sprite: Sprite; /** 角色动画 */ @property(Node) BoxRang:Node =null! as:RoleSpine =null!; buff:RoleBuffComp =null! is_role:boolean = false; enemy_pos:Vec3=null!; enemy:any=null!; /** 角色动画 */ 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 = 1200; /** 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 = "base"; //技能名称 max_skill_name: string = "base"; //大技能名称 skill_uuid:number = 9001; max_skill_uuid:number = 1001; atk: number = 10; /**攻击力 */ // atk_speed: number = 1; atk_cd: number = 1.3; /**攻击速度 攻击间隔 */ atk_dis: number = 800; 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_max:number = 200; shield_time:number = 0; //护盾持续时间 box_group:number = BoxSet.HERO; atk_range:number = 150; private timer:Timer = new Timer(0.1); //计时器 is_dead:boolean = false; //是否摧毁 is_stop:boolean = false; is_atking:boolean = false; onLoad() { this.buff=this.node.getComponent(RoleBuffComp); this.BoxRang = this.node.getChildByName("range_box"); this.as = this.node.getComponent(RoleSpine); } start () { this.sprite = this.node.getChildByName("hero").getComponent(Sprite); this.node.getChildByName("top").setScale(this.scale,1); // this.node.getChildByName("atk").setScale(this.scale,1); // this.node.getChildByName("atk").getComponent(Label).string = this.atk.toString(); // this.node.getChildByName("hp_max").setScale(this.scale,1); // this.node.getChildByName("hp_max").getComponent(Label).string=this.hp_max.toString(); this.orginalFlashMaterial = this.sprite.getRenderMaterial(0); this.BoxRang.getComponent(RoleRangComp).box_group = this.box_group; this.BoxRang.getComponent(RoleRangComp).atk_range = this.atk_range // this.BoxRang.getComponent(RoleRangComp).offset_x = this.scale*smc.skills[this.skill_uuid].dis/3; // console.log("monseter ",this.BoxRang); this.buff.group=this.box_group // 注册单个碰撞体的回调函数 let collider = this.getComponent(Collider2D); collider.group = this.box_group; 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 (selfCollider: Collider2D, otherCollider: Collider2D) { if(otherCollider.tag==BoxSet.SKILL_TAG &&selfCollider.tag!=BoxSet.SKILL_TAG){ if(selfCollider.group != otherCollider.group){ let skill = otherCollider.node.getComponent(SkillCom)!; // console.log('onPostSolve',skill); this.in_atked(); if(this.hp <= 0 ){ return } this.hp_change(skill.atk); } } } onEndContact (selfCollider: Collider2D, otherCollider: Collider2D) { } onPreSolve (selfCollider: Collider2D, otherCollider: Collider2D) { if(selfCollider.group != otherCollider.group&&otherCollider.tag == 0){ this.is_atking = true; this.stop_cd = 0.1; } } onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D) { if(selfCollider.group == otherCollider.group&&otherCollider.tag == 0&&selfCollider.tag == 0){ let self_pos=selfCollider.node.getPosition(); let other_pos=otherCollider.node.getPosition(); // console.log('monster view group 相同'); switch (selfCollider.group) { case BoxSet.HERO: if(self_pos.x < other_pos.x){ this.stop_cd=0.1 } break; case BoxSet.MONSTER: if(self_pos.x > other_pos.x){ this.stop_cd=0.1 } break } } } update(dt: number){ if (this.timer.update(dt)) { this.power_change(this.power_speed) } this.in_destroy(); this.in_shield(); this.in_stop(dt); this.in_atk(dt); this.move(dt); } move(dt: number){ if(this.stop_cd > 0){ return } if (this.scale === 1 && this.node.position.x >= 120) { return; } this.node.setPosition(this.node.position.x+dt*this.speed*this.scale, this.node.position.y, this.node.position.z); } power_change(power: number){ this.power += power; if(this.power >= this.power_max){ // this.as.maxSkill() this.scheduleOnce(()=>{ this.do_max_skill(); },0.5) this.power = 0 } let power_progress= this.power/this.power_max; this.node.getChildByName("top").getChildByName("power").getComponent(ProgressBar)!.progress = power_progress; } shoot(skill_uuid:number){ // console.log("monster shoot"); let skill = ecs.getEntity(Skill); let x=32 let pos = v3(35*this.scale,50) let scale = this.scale let speed =smc.skills[skill_uuid].speed; let dis = smc.skills[skill_uuid].dis; let atk = smc.skills[skill_uuid].atk+this.atk; let angle=0 let t_pos:Vec3 = v3(0,0) if(this.enemy){ t_pos = v3(this.enemy.position.x-this.node.position.x,this.enemy.position.y-this.node.position.y) angle = Math.atan2(t_pos.y,t_pos.x) * 180 / Math.PI; if(this.scale == -1){ angle = angle +180 } }else{ t_pos=null } skill.load(pos,speed,dis,scale,this.node,skill_uuid,atk,angle,t_pos); // this.tooltip(3,smc.skills[skill_uuid].name,this.skill_uuid); } //使用max_skill do_max_skill(){ let skill = ecs.getEntity(Skill); let x=32 let pos = v3(-40*this.scale,BoxSet.MAX_SKILL_SY) let scale = this.scale let speed =smc.skills[this.max_skill_uuid].speed; let dis = smc.skills[this.max_skill_uuid].dis; let atk = smc.skills[this.max_skill_uuid].atk+this.atk; skill.load(pos,speed,dis,scale,this.node,this.max_skill_uuid,atk); this.tooltip(3,smc.skills[this.max_skill_uuid].name,this.max_skill_uuid); } in_atk(dt: number) { if(this.atk_time >= this.atk_cd){ if(this.is_atking){ this.atk_time = 0; // console.log("atk_cd:",this.as); this.as.atk(); this.scheduleOnce(()=>{ this.shoot(this.skill_uuid); },0.4) } }else{ this.atk_time += dt; } } in_shield(){ let shield_progress= this.shield/this.shield_max; this.node.getChildByName("top").getChildByName("shield").getComponent(ProgressBar)!.progress = shield_progress; // if(this.shield <= 0){ // this.node.getChildByName("shield").active=false // }else{ // this.node.getChildByName("shield").active=true // } } hp_change(hp: number){ if(this.is_dead){ return; } let lhp=this.shield_change(hp); if(lhp == 0){ return; } this.hp += lhp; this.tooltip(1,hp.toString()); if(this.hp > this.hp_max){ this.hp = this.hp_max; } let hp_progress= this.hp/this.hp_max; this.node.getChildByName("top").getChildByName("hp").getComponent(ProgressBar)!.progress = hp_progress; if(this.hp <= 0){ this.dead(); this.is_dead = true; smc.vm_data.game_over = true; setTimeout(() => { this.ent.destroy(); }, 15); } } add_hp(hp: number=0){ console.log("hero 加血动画"); this.tooltip(2,hp.toString()); let hp_progress= this.hp/this.hp_max; this.node.getChildByName("top").getChildByName("hp").getComponent(ProgressBar)!.progress = hp_progress; } shield_change(hp: number){ let ls=this.shield - hp; if(ls <= 0){ this.shield = 0; return ls; }else{ this.shield = ls; return 0; } } tooltip(type:number=1,value:string="",s_uuid:number=1001){ // console.log("tooltip",type); let tip =ecs.getEntity(Tooltip); let pos = this.node.getPosition(); let node =this.node.parent pos.y=pos.y+60; tip.load(pos,type,value,s_uuid,node); } get_monster_pos(){ return this.node.getPosition() } /** 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_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; // } } in_atked() { // var path = "game/skills/atked"; // var prefab: Prefab = oops.res.get(path, Prefab)!; // var node = instantiate(prefab); // let pos = v3(0,60) // node.setPosition(pos) // node.parent = this.node; this.sprite.setSharedMaterial(this.hitFlashMaterial, 0); this.scheduleOnce(() => { this.sprite.setSharedMaterial(this.orginalFlashMaterial, 0); }, 0.1); } 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(){ } reset() { this.is_dead = false; // director.pause(); this.node.destroy(); } }