238 lines
7.6 KiB
TypeScript
238 lines
7.6 KiB
TypeScript
import { _decorator, Component, instantiate, Label, Node, Prefab, ProgressBar, tween, UITransform, v3, Vec3 } from 'cc';
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import { oops } from 'db://oops-framework/core/Oops';
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import { ecs } from 'db://oops-framework/libs/ecs/ECS';
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import { Tooltip } from '../skills/Tooltip';
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import { timedCom } from '../skills/timedCom';
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import { smc } from '../common/SingletonModuleComp';
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import { HeroViewComp } from './HeroViewComp';
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import { GameEvent } from '../common/config/GameEvent';
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const { ccclass, property } = _decorator;
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@ccclass('BuffComp')
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export class BuffComp extends Component {
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top_node:any=null;
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ap_node:any=null;
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cd_node:any=null;
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def_node:any=null;
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hp_node:any=null;
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crit_node:any=null;
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ap_cd:number=0;
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cd_cd:number=0;
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def_cd:number=0;
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hp_cd:number=0;
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crit_cd:number=0;
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deap_cd:number=0;
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decd_cd:number=0;
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dedef_cd:number=0;
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dehp_cd:number=0;
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decrit_cd:number=0;
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buff_cd:number=0;
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wind_cd:number=0;
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speek_time:number=0;
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HeroView:HeroViewComp=null!
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hp_bar:any=null
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protected onLoad(): void {
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}
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start() {
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this.info_init()
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}
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info_init(){
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this.HeroView=this.node.getComponent(HeroViewComp)
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this.top_node = this.node.getChildByName("top");
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let hp_y=this.node.getComponent(UITransform).height+20
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this.top_node.setPosition(0,hp_y,0)
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this.hp_bar=this.top_node.getChildByName("hp").getComponent(ProgressBar)
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// this.top_node.getChildByName("hp").active=(this.node.getComponent(HeroViewComp).fac == 1 ? true : false)
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this.vmdata_update()
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}
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to_update_vmdata(){
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this.vmdata_update(false)
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}
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update(deltaTime: number) {
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if(smc.mission.pause) return
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this.hp_show()
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if(this.wind_cd > 0 ) this.wind_cd -= deltaTime;
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if(this.wind_cd <= 0 && this.node.getChildByName("wind").active){
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this.node.getChildByName("wind").active = false;
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}
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if(this.buff_cd > 0 ) this.buff_cd -= deltaTime;
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if(this.buff_cd <= 0 && this.node.getChildByName("buff").active){
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this.node.getChildByName("buff").active = false;
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}
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// this.in_speek(deltaTime)
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// this.vmdata_update()
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}
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hp_show(){
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// if(this.node.getComponent(HeroViewComp).fac == 0) return
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let hp=this.HeroView.hp;
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let hp_max=this.HeroView.hp_max;
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let hp_progress= hp/hp_max;
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this.hp_bar.progress = hp_progress;
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if(this.HeroView.is_boss) return
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this.top_node.getChildByName("hp").active = (hp == hp_max) ? false : true;
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}
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show_shield(val:boolean){
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this.node.getChildByName("shielded").active=val
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}
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vmdata_update(is_hp:boolean=false){
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// console.log("[BuffComp]:to_update_vmdata:"+this.HeroView.hero_name)
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let info= null
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if(!this.HeroView) return
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if(!this.HeroView.is_master) return
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info=smc.vmdata.hero
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if(info==null) return
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let view_atk = 0 //临时buff
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let view_deatk = 0 //临时debuff
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if(is_hp){
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info.hp=this.HeroView.hp
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info.hp_max=this.HeroView.hp_max
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}else{
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info.hp=this.HeroView.hp
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info.hp_max=this.HeroView.hp_max
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for(let i=0;i<this.HeroView.BUFF_ATKS.length;i++){
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view_atk += this.HeroView.BUFF_ATKS[i].value
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}
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for(let i=0;i<this.HeroView.DEBUFF_DEATKS.length;i++){
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view_deatk += this.HeroView.DEBUFF_DEATKS[i].value
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}
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info.ap=this.HeroView.ap
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// info.lv=this.HeroView.lv
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info.cd=Number(this.HeroView.cd.toFixed(2))
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info.buff_ap=view_atk
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info.debuff_ap=view_deatk
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info.damage=this.HeroView.ap*(100+view_atk-view_deatk)/100
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info.crit=this.HeroView.crit
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info.crit_d=this.HeroView.crit_d
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info.dod=this.HeroView.dod
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info.def=this.HeroView.def
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info.wind=this.HeroView.wfuny
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}
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}
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update_info_lv(){
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}
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show_wind(t:number=1){
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this.wind_cd = t;
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this.node.getChildByName("wind").active = true;
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}
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show_buff(t:number=1){
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this.buff_cd = t;
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this.node.getChildByName("buff").active = true;
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}
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max_show(name:string){
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var path = "game/skills/"+name;
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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node.parent = this.node;
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}
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lv_up(){
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var path = "game/skills/lvup";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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node.parent = this.node;
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}
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show_do_buff(name:string){
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var path = "game/skills/"+name;
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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let pos = v3(this.node.position.x,this.node.position.y+20,this.node.position.z);
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node.parent = this.node.parent;
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node.setPosition(pos);
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}
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dead(){
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var path = "game/skills/dead";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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let pos = v3(this.node.position.x,this.node.position.y+30,this.node.position.z);
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node.parent = this.node.parent;
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node.setPosition(pos);
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}
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in_atked() {
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var path = "game/skills/atked";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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let pos =v3(15,30);
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node.setPosition(pos)
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node.parent = this.node;
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}
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in_iced(t:number=1,ap:number=0) {
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console.log("[buffcomp]:in_iced",this.HeroView.hero_name,t,ap)
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var path = "game/skills/iced";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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node.getComponent(timedCom).time = t;
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node.getComponent(timedCom).ap = ap;
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node.parent = this.node;
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}
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in_fired(t:number=1,ap:number=0) {
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var path = "game/skills/fired";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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node.getComponent(timedCom).time = t;
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node.getComponent(timedCom).ap = ap;
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node.parent = this.node;
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}
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in_yun(t:number=1,ap:number=0) {
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var path = "game/skills/yun";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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node.setPosition(v3(0,0));
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node.getComponent(timedCom).time = t;
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node.getComponent(timedCom).ap = ap;
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node.parent = this.node;
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}
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to_speek(words:string,time:number=0.5){
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this.speek_time=0.5
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this.node.getChildByName("tooltip").active=true
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this.node.getChildByName("tooltip").getChildByName("words").getComponent(Label)!.string = words
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}
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in_speek(dt: number){
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if(this.speek_time <= 0){
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return;
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}
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this.speek_time -= dt;
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if(this.speek_time <= 0){
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this.speek_time = 0;
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this.node.getChildByName("tooltip").getChildByName("words").getComponent(Label)!.string = "";
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this.node.getChildByName("tooltip").active=false;
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}
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}
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tooltip(type:number=1,value:string="",s_uuid:number=1001,y:number=90){
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// console.log("tooltip",type);
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let tip =ecs.getEntity<Tooltip>(Tooltip);
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let pos = v3(0,10);
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pos.y=pos.y+y;
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tip.load(pos,type,value,s_uuid,this.node);
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}
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heathed(){
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var path = "game/skills/heathed";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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node.parent = this.node;
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}
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}
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