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heros/assets/script/game/hero/HeroViewComp.ts
2024-11-27 10:41:04 +08:00

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/*
* @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} 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 { Hero } from "./Hero";
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 } 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";
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 {
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";
hero_type:number = 1;
lv:number =1;
slv:number = 1;
scale: number = 1; /** 角色阵营 1hero -1 :mon */
type: number = 1; /**角色类型 1近战 2 远程 3 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;
hp: number = 100; /** 血量 */
hp_max: number = 100; /** 最大血量 */
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
pwt:Timer = new Timer(1); //计时器
sk1:number = 9001;
sk2: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
aep:number=0;
uaep:number=0;
dep:number=0;
ap: number = 10; /**攻击力 */
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
vun: number = 0; //易伤
crit: number = 0; //暴击率
crit_add: number = 0;//暴击伤害加成
dodge: 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 = 0.5; /*停止倒计时*/
dir_y:number = 0;
speek_time:number = 0;
onLoad() {
this.as = this.getComponent(HeroSpine);
// this.BoxRang = this.node.getChildByName("range_box");
// this.BoxRang = this.node.getChildByName("range_box");
} /** 视图层逻辑代码分离演示 */
start () {
this.as.idle()
/** 方向 */
this.node.setScale(this.scale,1);
this.node.getChildByName("top").setScale(this.scale,1);
/** 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();
// this.BoxRang.getComponent(BoxRangComp).box_group = this.box_group;
// this.BoxRang.getComponent(BoxRangComp).atk_range = this.ap_range
// this.BoxRang.getComponent(BoxRangComp).offset_x = 300;
// console.log("monseter ",this.BoxRang);
// console.log("monseter ",this.BoxRang);
// 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 (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
}
if(this.shield > 0){
this.shield -= 1
if(this.shield <= 0){
this.shield = 0
this.node.getChildByName("shielded").active = false
}
return
}
if(this.check_dodge()) return
let l_hp=(skill.ap-this.def)*-1
if(skill.is_crit){
l_hp = l_hp * (150+skill.crit_add)/100
}
if(l_hp >= 0){
l_hp=-1 //最低1点伤害
}
this.hp_change(l_hp,skill.is_crit);
}
}
}
onEndContact (selfCollider: Collider2D, otherCollider: Collider2D) {
}
onPreSolve (selfCollider: Collider2D, otherCollider: Collider2D) {
let self_x = selfCollider.node.position.x;
let other_x = otherCollider.node.position.x;
if(selfCollider.group == otherCollider.group&&selfCollider.tag==otherCollider.tag){
if(selfCollider.group==BoxSet.HERO){
if(otherCollider.node.getComponent(HeroViewComp).type == this.type && self_x < other_x && Math.abs(other_x-self_x) < 8 ){
this.stop_cd = 0.1;
}
}
if(selfCollider.group==BoxSet.MONSTER){
if(otherCollider.node.getComponent(HeroViewComp).type == this.type && self_x > other_x && Math.abs(other_x-self_x) < 8 ){
this.stop_cd = 0.1;
}
}
}
if(selfCollider.group != otherCollider.group&&otherCollider.tag == 0){
this.stop_cd = 0.1;
this.is_atking=true
}
}
onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D) {
}
update(dt: number){
if(!smc.vmdata.mission.play||smc.vmdata.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_buffs(dt)
this.check_atk_counts()
this.in_stop(dt);
this.at += dt;
this.check_enemy_alive()
this.in_atk(dt);
// this.hp_show()
this.move(dt);
}
check_enemy_alive(){
let dir = 320
this.enemy = v3(720,this.node.position.y)
if(this.box_group == BoxSet.MONSTER){
for (let i = 0; i < smc.hero_pos.length; i++) {
let ho:any = smc.hero_pos[i];
let x=Math.abs(ho.x-this.node.position.x)
if(x < dir){
dir = x
this.enemy = ho
}
}
}
if(this.box_group == BoxSet.HERO){
for (let i = 0; i < smc.enemy_pos.length; i++) {
let mon:any = smc.enemy_pos[i];
let x=Math.abs(mon.x-this.node.position.x)
if(x < dir){
dir = x
this.enemy = mon
}
}
}
if(dir < this.dis){
this.is_atking=true
if(this.dis-dir > 45 ) this.stop_cd = 0.1
}else{
this.is_atking=false
}
}
to_grave(){
let pos =v3(-999,this.node.position.y)
if(this.box_group == BoxSet.MONSTER){
pos =v3(999,this.node.position.y)
}
this.node.setPosition(pos)
}
in_grave(){
return this.node.position.x < -900 || this.node.position.x > 900;
}
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")
}
}
move(dt: number){
if(this.stop_cd > 0||smc.vmdata.mission.is_victory||smc.vmdata.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);
}
hp_show(){
if(this.hp == this.hp_max){
this.node.getChildByName("top").getChildByName("hp").active = false;
} else{
this.node.getChildByName("top").getChildByName("hp").active = true;
}
}
skill_pos(){
return v3(0,35)
}
get_enemy_pos(){
let pos =this.skill_pos()
let t_pos:Vec3 = v3(720,0)
if(this.enemy){
t_pos = v3(this.enemy.x-this.node.position.x,this.enemy.y-this.node.position.y)
}
return {pos,t_pos}
}
get_hero_pos(hero:any){
let pos =this.skill_pos()
let t_pos:Vec3 = v3(720,0)
if(!hero.node.isValid){
return
}else{
t_pos = v3(hero.node.position.x-this.node.position.x,hero.node.position.y-(this.node.position.y+pos.y))
}
return {pos,t_pos}
}
//能量判断
check_power(){
if(this.pw >= this.pwm){
this.pw = 0
this.node.getChildByName("max").active=true
this.scheduleOnce(()=>{
this.node.getChildByName("max").active=false
},0.8)
this.handle_skill(this.sk2)
return true
}else{
return false
}
}
//暴击判断
check_crit(){
let i = RandomManager.instance.getRandomInt(0,100,3)
if(i < this.crit){
this.tooltip(5,"*会心一击*");
this.crit_count += 1
return true
}else{
return false
}
}
//闪避判断
check_dodge(){
let i = RandomManager.instance.getRandomInt(0,100,3)
if(i < this.dodge){
this.tooltip(5,"/闪避/");
this.dodge_count += 1
return true
}else{
return false
}
}
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.node.getChildByName("max").active=true
this.scheduleOnce(()=>{
this.node.getChildByName("max").active=false
},0.8)
this.handle_skill(this.sk2)
}
}
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.node.getChildByName("max").active=true
this.scheduleOnce(()=>{
this.node.getChildByName("max").active=false
},0.8)
this.handle_skill(this.sk2)
}
}
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("闪避触发: i="+i+":crr="+this.crr);
this.node.getChildByName("max").active=true
this.scheduleOnce(()=>{
this.node.getChildByName("max").active=false
},0.8)
this.handle_skill(this.sk2)
}
}
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.node.getChildByName("max").active=true
this.scheduleOnce(()=>{
this.node.getChildByName("max").active=false
},0.8)
this.handle_skill(this.sk2)
}
}
}
in_atk(dt: number) {
if(this.at >= this.cd){
if(this.is_atking){
this.at = 0;
this.atk_count++
this.exp_add(this.aep)
// console.log("cd:"+this.cd);
this.as.atk();
this.scheduleOnce(()=>{
this.shoot_enemy(this.sk1)
},0.3)
}
}
}
exp_add(exp:number){
if(this.box_group==BoxSet.HERO){
if(this.type == 1)smc.vmdata.mission.a_exp +=exp
if(this.type == 2)smc.vmdata.mission.h_exp +=exp
if(this.type == 3){
smc.vmdata.mission.a_exp +=exp
smc.vmdata.mission.h_exp +=exp
}
}
if(this.box_group==BoxSet.MONSTER){
if(this.type == 1)smc.vmdata.mission.ma_exp +=exp
if(this.type == 2)smc.vmdata.mission.mh_exp +=exp
if(this.type == 3){
smc.vmdata.mission.ma_exp +=exp
smc.vmdata.mission.mh_exp +=exp
}
}
}
//使用max_skill
handle_skill(skill:number){
this.as.atk()
this.tooltip(3,smc.skills[skill].name,skill);
switch (smc.skills[skill].tg) {
case 0: //自己
this.to_add_buff(this.node.getComponent(HeroViewComp),skill)
break;
case 1: //伙伴
this.push_least_buff(skill)
break;
case 2: //自己和伙伴
this.to_add_buff(this.node.getComponent(HeroViewComp),skill)
this.push_least_buff(skill)
break;
case 3: //敌人
this.shoot_enemy(skill)
break;
case 4: //敌人和自己
this.to_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>(Skill);
let ap = this.ap;
let {pos,t_pos}=this.get_enemy_pos()
pos.y=pos.y + y
pos.x=pos.x + x
let is_crit=this.check_crit()
skill.load(pos,this.box_group,this.node,sk,ap,t_pos,is_crit,this.crit_add);
console.log(this.scale+this.hero_name+"使用技能:"+sk);
}
to_add_buff(hero:any,sk:number){
let skill = ecs.getEntity<Skill>(Skill);
let ap = smc.skills[sk].ap+this.ap;
let {pos,t_pos}=this.get_hero_pos(hero)
console.log("to_add_buff:"+hero.hero_name+" "+sk);
let is_crit=this.check_crit()
skill.load(pos,this.box_group,this.node,sk,ap,t_pos,is_crit,this.crit_add);
if(smc.skills[sk].hp > 0){ //buff加血
let increase_hp=Math.floor(smc.skills[sk].hp*this.ap)
hero.add_hp(increase_hp)
}
if(smc.skills[sk].ap > 0){ //buff加攻击
let increase_atk=Math.floor(smc.skills[sk].ap*this.ap)
hero.add_ap(increase_atk,smc.skills[sk].bsd)
}
if(smc.skills[sk].shield > 0){ //buff护盾
hero.add_shield(smc.skills[sk].shield)
}
}
push_least_buff(skill:number){
let heros:any = ecs.query(ecs.allOf(HeroModelComp));
let least_hp:number=0
let t_hero:any= null
if (heros.length > 0) {
if(smc.skills[skill].type==92){ //随机添加buff
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){
break
}
}
this.to_add_buff(heros[i].HeroView,skill)
}else{
for (let i = 0; i < heros.length; i++) {
if(!heros[i].HeroView) continue
let hero = heros[i].HeroView;
if(smc.skills[skill].type==91){ //血量最少单体
if((hero.hp_max-hero.hp) > least_hp){
least_hp = (hero.hp_max-hero.hp)
t_hero = hero
}
}else{ //群体
this.to_add_buff(hero,skill)
}
}
if(t_hero){ //血量最少单体
this.to_add_buff(t_hero,skill)
}
}
}
}
to_speek(words:string,time:number=0.5){
this.speek_time=0.5
this.node.getChildByName("tooltip").active=true
this.node.getChildByName("tooltip").getChildByName("words").getComponent(Label)!.string = words
}
in_speek(dt: number){
if(this.speek_time <= 0){
return;
}
this.speek_time -= dt;
if(this.speek_time <= 0){
this.speek_time = 0;
this.node.getChildByName("tooltip").getChildByName("words").getComponent(Label)!.string = "";
this.node.getChildByName("tooltip").active=false;
}
}
heathed(){
this.node.getChildByName("heathed").active=true
}
hp_max_add(){
console.log("hp_max_add 动画");
}
add_hp(hp: number=0){
this.heathed();
this.hp+=hp;
if(this.hp > this.hp_max){
this.hp = this.hp_max;
}
this.tooltip(2,hp.toString());
let hp_progress= this.hp/this.hp_max;
this.node.getChildByName("top").getChildByName("hp").getComponent(ProgressBar)!.progress = hp_progress;
}
add_hp_max(hp: number=0){
this.hp_max_add()
this.hp += hp;
this.hp_max += hp;
let hp_progress= this.hp/this.hp_max;
this.node.getChildByName("top").getChildByName("hp").getComponent(ProgressBar)!.progress = hp_progress;
}
hp_change(hp: number,is_crit:boolean=false){
if(this.is_dead){
return;
}
this.hp += hp;
if(is_crit){
this.tooltip(4,hp.toString(),250);
}else{
this.tooltip(1,hp.toString(),250);
}
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.to_grave()
this.is_dead = true;
// setTimeout(() => {
// this.ent.destroy();
// }, 15);
}
}
add_ap(ap: number,time:number=0){
this.ap += ap;
}
check_atk_buffs(dt: number){
for(let i=0;i<this.ap_buffs.length;i++){
let buff=this.ap_buffs[i];
buff.time -= dt;
if(buff.time <= 0){
this.ap_buff -= buff.ap
this.ap_buffs.splice(i,1);
}
}
if(this.ap_buffs.length <= 0){
this.ap_buff = 0
}else{
}
}
buff_icon_change(icon:string,value:boolean){
// this.node.getChildByName("top").getChildByName("buff").getChildByName(icon).active=value
}
add_shield(shield:number){
this.shield =shield
console.log("shield:",shield);
if(this.shield > 0){
this.node.getChildByName("shielded").active=true
}
}
tooltip(type:number=1,value:string="",s_uuid:number=1001,y:number=90){
// console.log("tooltip",type);
let tip =ecs.getEntity<Tooltip>(Tooltip);
let pos = v3(0,0);
pos.y=pos.y+y;
tip.load(pos,type,value,s_uuid,this.node);
}
/** 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() {
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;
this.atked_count++;
this.exp_add(this.uaep)
}
dead(){
var path = "game/skills/dead";
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
let pos = v3(this.node.position.x,this.node.position.y+30,this.node.position.z);
node.parent = this.node.parent;
node.setPosition(pos);
this.exp_add(this.dep)
}
toDestroy(){
}
toAlive(){
let pos =v3(HeroSet.StartPos[this.hero_type],this.node.position.y,this.node.position.z)
this.node.setPosition(pos)
}
reset() {
this.is_dead = false;
this.node.destroy();
}
}