825 lines
27 KiB
TypeScript
825 lines
27 KiB
TypeScript
import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Color, BoxCollider2D} from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { HeroSpine } from "./HeroSpine";
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import { BoxSet, FacSet } from "../common/config/BoxSet";
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import { smc } from "../common/SingletonModuleComp";
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import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
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import { Attrs, DBuff, SkillSet, BType, BuffConf, DbuffConf, getAttrFieldFromDebuff } from "../common/config/SkillSet";
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import { BuffComp } from "./BuffComp";
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import { oops } from "db://oops-framework/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { FightSet, TooltipTypes } from "../common/config/Mission";
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import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
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import { HeroInfo, HeroUpSet } from "../common/config/heroSet";
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const { ccclass, property } = _decorator;
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/**
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* ==================== BUFF 系统使用说明 ====================
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*
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* 1. 系统架构:
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* - V_BUFF/V_BUFFS: 数值型 buff(持久/临时)
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* - R_BUFF/R_BUFFS: 百分比型 buff(持久/临时)
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* - V_DBUFF/V_DBUFFS: 数值型 debuff(持久/临时)
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* - R_DBUFF/R_DBUFFS: 百分比型 debuff(持久/临时)
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*
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* 2. 初始化(在英雄加载时自动调用):
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* - initBuffsDebuffs(): 从 HeroInfo 读取初始配置
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*
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* 3. 添加 buff(技能调用):
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* const buffConf: BuffConf = {
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* buff: Attrs.AP, // 增加攻击力
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* BType: BType.VALUE, // 数值型
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* buV: 10, // 增加值
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* buC: 0, // 持久(0=持久, >0=持续时间)
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* buR: 100 // 触发概率(100%)
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* };
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* heroView.addBuff(buffConf);
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*
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* 4. 添加 debuff(技能调用):
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* const dbuffConf: DbuffConf = {
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* debuff: DBuff.STUN, // 眩晕
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* BType: BType.VALUE, // 数值型
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* deV: 20, // 减少值
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* deC: 3, // 持续3秒
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* deR: 100 // 触发概率(100%)
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* };
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* heroView.addDebuff(dbuffConf);
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*
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* 5. 百分比型示例:
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* // 增加20%攻击力
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* heroView.addBuff({
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* buff: Attrs.AP,
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* BType: BType.RATIO, // 百分比型
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* buV: 20, // 20%
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* buC: 5, // 持续5秒
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* buR: 100
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* });
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*
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* 6. 移除 buff/debuff:
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* heroView.removeBuff(Attrs.AP, false); // 移除持久 AP buff
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* heroView.removeDebuff(DBuff.STUN, true); // 移除临时眩晕
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*
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* 7. 属性计算:
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* - 每次 buff/debuff 变动时自动调用 recalculateAttrs()
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* - 重新计算基础属性 + 所有 buff/debuff 的结果
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* - 临时 buff/debuff 在 update 中按时间递减
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*
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* 8. 初始值属性:
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* - base_hp, base_mp, base_def, base_ap, base_map 是初始值
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* - 百分比 buff/debuff 基于这些初始值计算
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* - 其他属性默认为 0,无初始值
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*/
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/** 角色显示组件 */
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@ccclass('HeroViewComp') // 定义为 Cocos Creator 组件
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@ecs.register('HeroView', false) // 定义为 ECS 组件
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export class HeroViewComp extends CCComp {
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BUFFCOMP:BuffComp=null!
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as: HeroSpine = null!
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status:String = "idle"
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hero_uuid:number = 1001;
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hero_name : string = "hero";
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lv:number =1;
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scale: number = 1; /** 角色阵营 1:hero -1 :mon */
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type: number = 0; /**角色类型 0近战-需要贴身 1远程-保持距离 2辅助 */
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fac:number=0; //阵营 0:hero 1:monster
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box_group:number = BoxSet.HERO;
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is_dead:boolean = false; //是否摧毁
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is_count_dead:boolean = false; //是否计数死亡
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is_stop:boolean = false;
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is_atking:boolean = false;
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is_boss:boolean = false;
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is_big_boss:boolean = false;
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is_master:boolean =false;
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is_friend:boolean =false;
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is_kalami:boolean =false;
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mp: number = 100;
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hp: number = 100; /** 血量 */
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shield:number=0; //当前护甲值
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/** 基础属性 有初始值的基础属性,后续Attrs 属性计算时用到*/
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base_ap: number = 0; //基础攻击力
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base_map: number = 0;
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base_def: number = 5;
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base_hp: number = 100;
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base_mp: number = 100;
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base_speed: number = 100; /** 角色移动速度 */
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Attrs:any=[]
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//数值型debuff
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V_DBUFF:any[]=[] //持久
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V_DBUFFS:any[]=[] //临时 带时间
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//百分比型debuff
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R_DBUFF:any[]=[] //持久
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R_DBUFFS:any[]=[] //临时 带时间
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//数值型buff
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V_BUFF:any[]=[] //持久
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V_BUFFS:any[]=[] //临时 带时间
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//百分比型buff
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R_BUFF:any[]=[] //持久
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R_BUFFS:any[]=[] //临时 带时间
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atk_count: number = 0;
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atked_count: number = 0;
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speek_time:number = 0;
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private damageQueue: Array<{
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damage: number,
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isCrit: boolean,
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delay: number,
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anm:string,
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}> = [];
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private isProcessingDamage: boolean = false;
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private damageInterval: number = 0.01; // 伤害数字显示间隔
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onLoad() {
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this.as = this.getComponent(HeroSpine);
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//console.log("[HeroViewComp]:hero view comp ",this.FIGHTCON)
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this.on(GameEvent.FightEnd,this.do_fight_end,this)
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const collider = this.node.getComponent(BoxCollider2D);
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this.scheduleOnce(()=>{
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if (collider) collider.enabled = true; // 先禁用
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},1)
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// let anm = this.node.getChildByName("anm")
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// anm.setScale(anm.scale.x*0.8,anm.scale.y*0.8);
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}
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/** 视图层逻辑代码分离演示 */
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start () {
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this.as.idle()
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this.BUFFCOMP=this.node.getComponent(BuffComp);
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// console.log("[HeroViewComp]:heroview"+this.hero_name,this.Attrs)
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/** 方向 */
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this.node.setScale(this.scale,1);
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this.node.getChildByName("top").setScale(this.scale,1);
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if(this.is_boss){
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this.node.getChildByName("top").position=v3(this.node.position.x,this.node.position.y+100,0)
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}
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/* 显示角色血量 */
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this.node.getChildByName("top").getChildByName("hp").active = true;
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this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX])
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}
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// ==================== BUFF系统初始化 ====================
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/**
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* 初始化角色的 buff 和 debuff
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* 从 HeroInfo 读取初始配置,建立属性系统
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*/
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initBuffsDebuffs() {
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// 获取英雄配置
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const heroInfo = HeroInfo[this.hero_uuid];
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if (!heroInfo) return;
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// 清空现有 buff/debuff
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this.V_BUFF = [];
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this.V_BUFFS = [];
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this.R_BUFF = [];
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this.R_BUFFS = [];
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this.V_DBUFF = [];
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this.V_DBUFFS = [];
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this.R_DBUFF = [];
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this.R_DBUFFS = [];
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// 加载初始 buff
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if (heroInfo.buff && heroInfo.buff.length > 0) {
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for (const buffConf of heroInfo.buff) {
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this.addBuff(buffConf);
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}
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}
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// 加载初始 debuff
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if (heroInfo.debuff && heroInfo.debuff.length > 0) {
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for (const dbuffConf of heroInfo.debuff) {
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this.addDebuff(dbuffConf);
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}
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}
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// 重新计算所有属性
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this.recalculateAttrs();
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}
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// ==================== BUFF管理 ====================
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/**
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* 添加 buff 效果
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* @param buffConf buff 配置 (来自 SkillSet.BuffConf 或 heroSet.buff)
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*/
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addBuff(buffConf: BuffConf) {
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// 基于类型和持续时间分类存储
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if (buffConf.BType === BType.VALUE) {
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// 数值型 buff
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if (buffConf.buC === 0) {
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// 持久型
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this.V_BUFF.push({...buffConf});
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} else {
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// 临时型 - 添加剩余时间属性
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this.V_BUFFS.push({
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...buffConf,
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remainTime: buffConf.buC
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});
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}
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} else {
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// 百分比型 buff
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if (buffConf.buC === 0) {
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// 持久型
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this.R_BUFF.push({...buffConf});
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} else {
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// 临时型 - 添加剩余时间属性
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this.R_BUFFS.push({
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...buffConf,
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remainTime: buffConf.buC
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});
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}
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}
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// 立即重新计算属性
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this.recalculateAttrs();
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}
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// ==================== DEBUFF管理 ====================
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/**
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* 添加 debuff 效果
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* @param dbuffConf debuff 配置 (来自 SkillSet.DbuffConf 或 heroSet.debuff)
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*
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* 支持两种 debuff:
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* 1. 属性型 debuff:直接修改属性值(有对应的 Attrs)
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* 2. 状态型 debuff:只缓存状态(无对应的 Attrs,用于状态检查)
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*/
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addDebuff(dbuffConf: DbuffConf) {
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// 获取 debuff 对应的属性字段
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// attrField = -1 表示状态类 debuff(只缓存,不修改属性)
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// attrField >= 0 表示属性类 debuff(会修改属性)
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const attrField = getAttrFieldFromDebuff(dbuffConf.debuff);
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// 基于类型和持续时间分类存储
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if (dbuffConf.BType === BType.VALUE) {
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// 数值型 debuff
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if (dbuffConf.deC === 0) {
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// 持久型
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this.V_DBUFF.push({
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...dbuffConf,
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attrField: attrField
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});
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} else {
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// 临时型 - 添加剩余时间属性
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this.V_DBUFFS.push({
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...dbuffConf,
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attrField: attrField,
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remainTime: dbuffConf.deC
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});
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}
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} else {
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// 百分比型 debuff
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if (dbuffConf.deC === 0) {
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// 持久型
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this.R_DBUFF.push({
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...dbuffConf,
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attrField: attrField
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});
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} else {
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// 临时型 - 添加剩余时间属性
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this.R_DBUFFS.push({
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...dbuffConf,
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attrField: attrField,
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remainTime: dbuffConf.deC
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});
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}
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}
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// 立即重新计算属性
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this.recalculateAttrs();
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}
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// ==================== 属性计算系统 ====================
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/**
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* 重新计算所有角色属性
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* 基于基础属性 + 所有有效的 buff/debuff 计算
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* 注意:某些属性有初始值(HP_MAX, MP_MAX, DEF, AP, MAP)
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*/
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recalculateAttrs() {
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// 1. 重置为基础值
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this.Attrs[Attrs.HP_MAX] = this.base_hp;
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this.Attrs[Attrs.MP_MAX] = this.base_mp;
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this.Attrs[Attrs.DEF] = this.base_def;
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this.Attrs[Attrs.AP] = this.base_ap;
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this.Attrs[Attrs.MAP] = this.base_map;
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this.Attrs[Attrs.SPEED] = this.base_speed;
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this.Attrs[Attrs.SHIELD_MAX] = 0; // 护盾默认为 0
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// 2. 初始化其他属性(无初始值的)
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let length = Object.keys(this.Attrs).length;
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for (let i = 0; i < length; i++) {
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if (!(i in this.Attrs) ||
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(i !== Attrs.HP_MAX && i !== Attrs.MP_MAX && i !== Attrs.DEF &&
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i !== Attrs.AP && i !== Attrs.MAP && i !== Attrs.SHIELD_MAX&&13 && i !== Attrs.SPEED)) {
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this.Attrs[i] = 0;
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}
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}
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// 3. 应用数值型 buff (持久 + 临时)
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this.applyValueBuffs();
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// 4. 应用百分比型 buff (持久 + 临时)
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this.applyRatioBuffs();
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// 5. 应用数值型 debuff (持久 + 临时)
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this.applyValueDebuffs();
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// 6. 应用百分比型 debuff (持久 + 临时)
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this.applyRatioDebuffs();
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// 7. 确保关键属性不为负数
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this.clampAttrs();
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}
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/**
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* 应用数值型 buff
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*/
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private applyValueBuffs() {
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// 持久型 buff
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for (const buff of this.V_BUFF) {
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if (buff.buff !== undefined) {
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this.Attrs[buff.buff] += buff.buV;
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}
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}
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// 临时型 buff
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for (const buff of this.V_BUFFS) {
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if (buff.buff !== undefined) {
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this.Attrs[buff.buff] += buff.buV;
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}
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}
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}
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/**
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* 应用百分比型 buff
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* 百分比型 buff 是基于基础属性的百分比增加
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*/
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private applyRatioBuffs() {
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// 获取基础值映射
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const baseValues: Record<number, number> = {};
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baseValues[Attrs.HP_MAX] = this.base_hp;
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baseValues[Attrs.MP_MAX] = this.base_mp;
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baseValues[Attrs.DEF] = this.base_def;
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baseValues[Attrs.AP] = this.base_ap;
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baseValues[Attrs.MAP] = this.base_map;
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baseValues[Attrs.SPEED] = this.base_speed;
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// 持久型 buff
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for (const buff of this.R_BUFF) {
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if (buff.buff !== undefined) {
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const baseVal = baseValues[buff.buff] || this.Attrs[buff.buff];
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this.Attrs[buff.buff] += Math.floor(baseVal * (buff.buV / 100));
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}
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}
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// 临时型 buff
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for (const buff of this.R_BUFFS) {
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if (buff.buff !== undefined) {
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const baseVal = baseValues[buff.buff] || this.Attrs[buff.buff];
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this.Attrs[buff.buff] += Math.floor(baseVal * (buff.buV / 100));
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}
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}
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}
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/**
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* 应用数值型 debuff
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*/
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private applyValueDebuffs() {
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// 持久型 debuff
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for (const debuff of this.V_DBUFF) {
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// 跳过状态类 debuff(attrField === -1)
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if (debuff.attrField !== undefined && debuff.attrField >= 0) {
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this.Attrs[debuff.attrField] -= debuff.deV;
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}
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}
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// 临时型 debuff
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for (const debuff of this.V_DBUFFS) {
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// 跳过状态类 debuff(attrField === -1)
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if (debuff.attrField !== undefined && debuff.attrField >= 0) {
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this.Attrs[debuff.attrField] -= debuff.deV;
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}
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}
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}
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/**
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* 应用百分比型 debuff
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* 百分比型 debuff 是基于基础属性的百分比减少
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*/
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private applyRatioDebuffs() {
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// 获取基础值映射
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const baseValues: Record<number, number> = {};
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baseValues[Attrs.HP_MAX] = this.base_hp;
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baseValues[Attrs.MP_MAX] = this.base_mp;
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baseValues[Attrs.DEF] = this.base_def;
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baseValues[Attrs.AP] = this.base_ap;
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baseValues[Attrs.MAP] = this.base_map;
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this.Attrs[Attrs.SPEED] = this.base_speed;
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// 持久型 debuff
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for (const debuff of this.R_DBUFF) {
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// 跳过状态类 debuff(attrField === -1)
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if (debuff.attrField !== undefined && debuff.attrField >= 0) {
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const baseVal = baseValues[debuff.attrField] || this.Attrs[debuff.attrField];
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this.Attrs[debuff.attrField] -= Math.floor(baseVal * (debuff.deV / 100));
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}
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}
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// 临时型 debuff
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for (const debuff of this.R_DBUFFS) {
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// 跳过状态类 debuff(attrField === -1)
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if (debuff.attrField !== undefined && debuff.attrField >= 0) {
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const baseVal = baseValues[debuff.attrField] || this.Attrs[debuff.attrField];
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this.Attrs[debuff.attrField] -= Math.floor(baseVal * (debuff.deV / 100));
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||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 确保关键属性不为负数
|
||
*/
|
||
private clampAttrs() {
|
||
// HP_MAX 最少 1
|
||
this.Attrs[Attrs.HP_MAX] = Math.max(1, this.Attrs[Attrs.HP_MAX]);
|
||
// MP_MAX 最少 1
|
||
this.Attrs[Attrs.MP_MAX] = Math.max(1, this.Attrs[Attrs.MP_MAX]);
|
||
// DEF 最少 0
|
||
this.Attrs[Attrs.DEF] = Math.max(0, this.Attrs[Attrs.DEF]);
|
||
// AP 最少 0
|
||
this.Attrs[Attrs.AP] = Math.max(0, this.Attrs[Attrs.AP]);
|
||
// MAP 最少 0
|
||
this.Attrs[Attrs.MAP] = Math.max(0, this.Attrs[Attrs.MAP]);
|
||
// 百分比属性限制在 0-100 之间
|
||
this.Attrs[Attrs.CRITICAL] = Math.max(0, Math.min(85, this.Attrs[Attrs.CRITICAL]));
|
||
this.Attrs[Attrs.DODGE] = Math.max(0, Math.min(85, this.Attrs[Attrs.DODGE]));
|
||
this.Attrs[Attrs.HIT] = Math.max(0, Math.min(85, this.Attrs[Attrs.HIT]));
|
||
}
|
||
|
||
// ==================== 临时 BUFF/DEBUFF 更新 ====================
|
||
/**
|
||
* 更新临时 buff/debuff 的剩余时间
|
||
* 应在 update 中定期调用
|
||
* @param dt 时间差
|
||
*/
|
||
updateTemporaryBuffsDebuffs(dt: number) {
|
||
let needRecalculate = false;
|
||
|
||
// 更新临时型数值 buff
|
||
for (let i = this.V_BUFFS.length - 1; i >= 0; i--) {
|
||
this.V_BUFFS[i].remainTime -= dt;
|
||
if (this.V_BUFFS[i].remainTime <= 0) {
|
||
this.V_BUFFS.splice(i, 1);
|
||
needRecalculate = true;
|
||
}
|
||
}
|
||
|
||
// 更新临时型百分比 buff
|
||
for (let i = this.R_BUFFS.length - 1; i >= 0; i--) {
|
||
this.R_BUFFS[i].remainTime -= dt;
|
||
if (this.R_BUFFS[i].remainTime <= 0) {
|
||
this.R_BUFFS.splice(i, 1);
|
||
needRecalculate = true;
|
||
}
|
||
}
|
||
|
||
// 更新临时型数值 debuff
|
||
for (let i = this.V_DBUFFS.length - 1; i >= 0; i--) {
|
||
this.V_DBUFFS[i].remainTime -= dt;
|
||
if (this.V_DBUFFS[i].remainTime <= 0) {
|
||
this.V_DBUFFS.splice(i, 1);
|
||
needRecalculate = true;
|
||
}
|
||
}
|
||
|
||
// 更新临时型百分比 debuff
|
||
for (let i = this.R_DBUFFS.length - 1; i >= 0; i--) {
|
||
this.R_DBUFFS[i].remainTime -= dt;
|
||
if (this.R_DBUFFS[i].remainTime <= 0) {
|
||
this.R_DBUFFS.splice(i, 1);
|
||
needRecalculate = true;
|
||
}
|
||
}
|
||
|
||
// 如果有 buff/debuff 过期,重新计算属性
|
||
if (needRecalculate) {
|
||
this.recalculateAttrs();
|
||
}
|
||
}
|
||
|
||
|
||
update(dt: number){
|
||
if(!smc.mission.play||smc.mission.pause) return
|
||
// if(this.is_dead) {
|
||
// this.ent.destroy();
|
||
// return
|
||
// }
|
||
this.BaseUp(dt)
|
||
|
||
// 更新所有按时间减少的buff和debuff
|
||
this.in_stop(dt);
|
||
// 处理伤害队列
|
||
this.processDamageQueue();
|
||
// 更新临时 buff/debuff 时间
|
||
this.updateTemporaryBuffsDebuffs(dt);
|
||
}
|
||
BaseUp(dt:number){
|
||
this.mp += HeroUpSet.MP*dt
|
||
this.hp += HeroUpSet.HP*dt
|
||
if(this.mp > this.Attrs[Attrs.MP_MAX]) this.mp = this.Attrs[Attrs.MP_MAX]
|
||
if(this.hp > this.Attrs[Attrs.HP_MAX]) this.hp = this.Attrs[Attrs.HP_MAX]
|
||
}
|
||
do_fight_end(){
|
||
this.as.do_buff()
|
||
}
|
||
get isActive() {
|
||
return this.ent.has(HeroViewComp) && this.node?.isValid;
|
||
}
|
||
//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")
|
||
}
|
||
}
|
||
add_shield(shield:number){
|
||
this.shield = this.Attrs[Attrs.SHIELD_MAX] +=shield
|
||
if(this.shield>0) this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX])
|
||
}
|
||
|
||
health(hp: number = 0,is_num:boolean=true) {
|
||
this.BUFFCOMP.heathed();
|
||
let real_hp=0
|
||
let hp_max=this.Attrs[Attrs.HP_MAX]
|
||
let lost_hp=hp_max-this.hp
|
||
if(is_num){
|
||
if(lost_hp > hp){
|
||
real_hp=Math.floor(hp);
|
||
}else{
|
||
real_hp=lost_hp;
|
||
}
|
||
}else{
|
||
if(lost_hp > hp/100*hp_max){
|
||
real_hp=Math.floor(hp/100*hp_max);
|
||
}else{
|
||
real_hp=lost_hp;
|
||
}
|
||
}
|
||
if(real_hp > 0){
|
||
this.hp+=real_hp;
|
||
this.BUFFCOMP.tooltip(TooltipTypes.health,real_hp.toFixed(0));
|
||
}
|
||
this.BUFFCOMP.hp_show(this.hp,this.Attrs[Attrs.HP_MAX])
|
||
// this.update_vm
|
||
}
|
||
|
||
|
||
/** 静止时间 */
|
||
in_stop (dt: number) {
|
||
|
||
}
|
||
count_atk_count(){ //主将攻击
|
||
if(this.fac==FacSet.MON) return
|
||
this.atk_count+=1
|
||
}
|
||
|
||
do_dead(){
|
||
this.do_dead_trigger()
|
||
//console.log("[HeroViewComp]:角色死亡",this.hero_uuid)
|
||
if(this.is_count_dead) return
|
||
this.is_count_dead=true
|
||
if(this.fac==FacSet.MON){
|
||
this.scheduleOnce(()=>{
|
||
this.do_drop()
|
||
},0.1)
|
||
}
|
||
if(this.fac==FacSet.HERO){
|
||
this.scheduleOnce(()=>{
|
||
oops.message.dispatchEvent(GameEvent.HeroDead,{hero_uuid:this.hero_uuid})
|
||
},0.1)
|
||
}
|
||
|
||
if(this.fac==FacSet.HERO){
|
||
//console.log("[HeroViewComp]:英雄死亡")
|
||
// oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false})
|
||
}
|
||
|
||
|
||
}
|
||
do_drop(){
|
||
|
||
}
|
||
|
||
do_atked(remainingDamage:number,
|
||
crit:number=0,crit_d:number=0,
|
||
burn_count:number=0,burn_value:number=0,
|
||
stun_time:number=0,stun_ratio:number=0,
|
||
frost_time:number=0,frost_ratio:number=0,
|
||
atked_anm:string="atked"
|
||
){
|
||
this.do_atked_trigger()
|
||
|
||
|
||
if(this.check_dodge()) return
|
||
let is_crit = this.check_crit(crit)
|
||
|
||
if(this == null) return;
|
||
let damage = this.count_damage(remainingDamage)
|
||
if(is_crit) {
|
||
damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+crit_d)/100))
|
||
}
|
||
// console.log(this.hero_name+"[HeroViewComp]:heroview :damage|hp|hp_max",damage,this.hp,this.Attrs[BuffAttr.HP_MAX])
|
||
damage=this.check_shield(damage)
|
||
if(damage <= 0) return
|
||
this.hp -= damage;
|
||
if(this.hp <= 0) {
|
||
if(this == null) return;
|
||
this.is_dead=true
|
||
if(this.BUFFCOMP){
|
||
this.BUFFCOMP.dead()
|
||
}
|
||
this.do_dead()
|
||
//console.log("[HeroViewComp]:dead,fac => "+(this.fac==FacSet.HERO?"hero":"monster"))
|
||
if(this.ent == null) return;
|
||
if(this.fac ==FacSet.HERO){
|
||
this.to_grave()
|
||
}else{
|
||
this.ent.destroy();
|
||
}
|
||
|
||
}
|
||
|
||
|
||
// this.update_vm
|
||
this.back()
|
||
this.showDamage(damage, is_crit,atked_anm);
|
||
|
||
}
|
||
//后退
|
||
back(){
|
||
if(this.fac==FacSet.MON) {
|
||
let tx=this.node.position.x+5
|
||
if(tx > 320) tx=320
|
||
tween(this.node).to(0.1, { position:v3(tx,this.node.position.y,0)}).start()
|
||
}
|
||
if(this.fac==FacSet.HERO) {
|
||
let tx=this.node.position.x-5
|
||
if(tx < -320) tx=-320
|
||
tween(this.node).to(0.1, { position:v3(tx,this.node.position.y,0)}).start()
|
||
}
|
||
}
|
||
//伤害计算 debuff 易伤
|
||
count_damage(remainingDamage:number){
|
||
|
||
return remainingDamage
|
||
}
|
||
|
||
check_shield(damage:number){
|
||
if(this.shield <= 0 ) return damage
|
||
if(this.shield >= damage){
|
||
this.shield -= damage
|
||
this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*吸收*");
|
||
if(this.shield <= 0){
|
||
this.shield=this.Attrs[Attrs.SHIELD_MAX]=0
|
||
}
|
||
damage = 0
|
||
}
|
||
if(this.shield < damage){
|
||
damage=damage-this.shield
|
||
this.shield=0
|
||
this.Attrs[Attrs.SHIELD_MAX]=0
|
||
}
|
||
this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX])
|
||
return damage
|
||
}
|
||
|
||
check_dodge(){
|
||
if(this.Attrs[Attrs.DODGE] > 0){
|
||
let random = Math.random()*100
|
||
if(random < this.Attrs[Attrs.DODGE]) {
|
||
this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*闪避*");
|
||
return true
|
||
}
|
||
}
|
||
return false
|
||
}
|
||
|
||
check_crit(crit:number=0){
|
||
if(crit > 0){
|
||
let random = Math.random()*100
|
||
if(random < crit) {
|
||
//console.log("[HeroViewComp]:crit",crit,random)
|
||
return true
|
||
}
|
||
}
|
||
//console.log("[HeroViewComp]:crit",crit)
|
||
return false
|
||
}
|
||
|
||
do_dead_trigger(){ //死亡特殊处理
|
||
if(this.is_dead||this.fac==FacSet.MON) return
|
||
|
||
}
|
||
do_atked_trigger(){ //受伤特殊处理
|
||
if(this.is_dead||this.fac==FacSet.MON) return
|
||
|
||
}
|
||
|
||
to_grave(){
|
||
tween(this.node).to(0.5, { position:v3(-900,this.node.position.y+300,0)},{
|
||
onComplete: (target?: object) => {
|
||
this.node.setPosition(-900,this.node.position.y-300,0)
|
||
}
|
||
}).start()
|
||
}
|
||
// to_alive(){
|
||
// this.is_dead=false
|
||
// this.currentHp=this.currentHpMax*(100+this.hp_buff)/100
|
||
// this.BUFFCOMP.vmdata_update(true)
|
||
// this.node.setPosition(HeroPos[this.fight_pos].pos)
|
||
// this.BUFFCOMP.heathed()
|
||
// }
|
||
|
||
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;
|
||
const collider = this.getComponent(Collider2D);
|
||
if (collider) {
|
||
collider.off(Contact2DType.BEGIN_CONTACT);
|
||
}
|
||
this.scheduleOnce(() => {
|
||
this.node.destroy();
|
||
}, 0.1);
|
||
}
|
||
|
||
playSkillEffect(skill_id:number) {
|
||
let skill = SkillSet[skill_id]
|
||
switch(skill.act){
|
||
case "max":
|
||
this.as.max()
|
||
this.BUFFCOMP.tooltip(TooltipTypes.skill,skill.name,skill_id)
|
||
break
|
||
case "atk":
|
||
this.as.atk()
|
||
break
|
||
}
|
||
}
|
||
|
||
|
||
/** 显示伤害数字 */
|
||
|
||
showDamage(damage: number, isCrit: boolean,anm:string="atked") {
|
||
this.damageQueue.push({
|
||
damage,
|
||
isCrit,
|
||
delay: this.damageInterval,
|
||
anm
|
||
});
|
||
}
|
||
ex_show(text:string){
|
||
switch(text){
|
||
case "blue":
|
||
this.BUFFCOMP.max_show("mr_blue")
|
||
break
|
||
case "red":
|
||
this.BUFFCOMP.max_show("mr_red")
|
||
break
|
||
}
|
||
}
|
||
/** 处理伤害队列 */
|
||
private processDamageQueue() {
|
||
if (this.isProcessingDamage || this.damageQueue.length === 0) return;
|
||
|
||
this.isProcessingDamage = true;
|
||
const damageInfo = this.damageQueue.shift()!;
|
||
|
||
this.showDamageImmediate(damageInfo.damage, damageInfo.isCrit,damageInfo.anm);
|
||
|
||
// 设置延时处理下一个伤害
|
||
this.scheduleOnce(() => {
|
||
this.isProcessingDamage = false;
|
||
}, this.damageInterval);
|
||
}
|
||
|
||
/** 立即显示伤害效果 */
|
||
private showDamageImmediate(damage: number, isCrit: boolean,anm:string="atked") {
|
||
// this.as.atked()
|
||
this.BUFFCOMP.hp_show(this.hp,this.Attrs[Attrs.HP_MAX])
|
||
this.BUFFCOMP.in_atked(anm,this.fac==FacSet.HERO?1:-1)
|
||
this.atked_count++;
|
||
if (isCrit) {
|
||
this.BUFFCOMP.hp_tip(TooltipTypes.crit, damage.toFixed(0), damage);
|
||
// //console.log("暴击伤害:" + damage);
|
||
} else {
|
||
this.BUFFCOMP.hp_tip(TooltipTypes.life, damage.toFixed(0), damage);
|
||
// //console.log("普通伤害:" + damage);
|
||
}
|
||
}
|
||
} |