735 lines
25 KiB
TypeScript
735 lines
25 KiB
TypeScript
/*
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* @Author: dgflash
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* @Date: 2021-11-18 17:42:59
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* @LastEditors: dgflash
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* @LastEditTime: 2022-08-17 12:36:18
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*/
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import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label,RigidBody2D ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween} 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 { Hero } from "./Hero";
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import { HeroModelComp } from "./HeroModelComp";
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import { BoxSet, GameSet } from "../common/config/BoxSet";
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import { smc } from "../common/SingletonModuleComp";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { Skill } from "../skills/Skill";
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import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
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import { SkillCom } from "../skills/SkillCom";
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import { SkillSet } from "../common/config/SkillSet";
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import { Tooltip } from "../skills/Tooltip";
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import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager";
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import { TimerManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/TimerManager";
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import { HeroSet } from "../common/config/heroSet";
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import { BuffComp } from "./BuffComp";
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import { BossList } from "../common/config/MissionSet";
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const { ccclass, property } = _decorator;
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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:any=null!;
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enemy_pos:Vec3=null!;
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enemy:any=null!;
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as: HeroSpine = null!;
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anm_timer:Timer = new Timer(0.3);
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anm_name="idle"
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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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slv: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 1 远程 2 辅助 */
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box_group:number = BoxSet.HERO;
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atk_range:number = 150;
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is_dead:boolean = false; //是否摧毁
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is_stop:boolean = false;
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is_atking:boolean = false;
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hp: number = 100; /** 血量 */
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hp_max: number = 100; /** 最大血量 */
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rhp_max: number = 100;
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hp_speed: number = 0; //每秒回复量
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pw: number = 0; /**能量**/
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pwm: number = 15; /** 能量最大值 */
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pws: number = 1; //能量回复速度每0.1秒回复量
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apw:number=0;
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uapw:number=0;
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cpw:number=0;
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dopw:number=0;
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dpw:number=0;
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pwt:Timer = new Timer(1); //计时器
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sk1:number = 9001;
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sk2:number = 1001;
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sk3:number = 1001;
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akr:number=0; //攻击触发机率
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uar:number=0; //受伤触发机率
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dgr:number=0; //闪避触发机率
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crr:number=0; //暴击触发机率
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akc:number=0; //攻击次数触发
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uac:number=0; //受伤次数触发
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dgc:number=0; //闪避次数触发
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crc:number=0; //暴击次数触发
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aexp:number=0; //攻击经验
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uaexp:number=0; //受伤经验
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cexp:number=0; //暴击经验 */
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doexp:number=0; //闪避经验 */
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dexp:number=0; //死亡经验 */
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ap: number = 10; /**攻击力 */
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ap_max: number = 0;
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ap_buff: number = 0;
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ap_buffs:any = [];
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// atk_speed: number = 1;
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cd: number = 1.3; /**攻击速度 攻击间隔 */
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dis: number = 80;
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at: number = 0; /** 冷却时间 */
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def: number = 0; //防御
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def_max: number = 0;
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vun: number = 0; //易伤
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crit: number = 0; //暴击率
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crit_max: number = 0;
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crit_add: number = 0;//暴击伤害加成
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dodge: number = 10; //闪避率
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dodge_max: number = 10; //闪避率
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shield:number = 0; //护盾,免伤1次减1
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speed: number = 100; /** 角色移动速度 */
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ospeed: number = 100; /** 角色初始速度 */
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atk_count: number = 0;
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atked_count: number = 0;
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dodge_count: number = 0;
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crit_count: number = 0;
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stop_cd: number = 0; /*停止倒计时*/
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yun_cd: number = 0; //眩晕倒计时
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ice_cd: number = 0; //冰冻倒计时
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dir_y:number = 0;
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speek_time:number = 0;
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onLoad() {
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this.as = this.getComponent(HeroSpine);
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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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/** 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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/** 显示角色血量 */
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this.node.getChildByName("top").getChildByName("hp").active = true;
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// this.node.getChildByName("shielded").active = false;
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// this.node.getChildByName("top").setScale(this.scale,1);
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// this.node.getChildByName("atk").setScale(this.scale,1);
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// this.node.getChildByName("atk").getComponent(Label).string = this.ap.toString();
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// this.node.getChildByName("hp_max").setScale(this.scale,1);
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// this.node.getChildByName("hp_max").getComponent(Label).string=this.hp_max.toString();
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// this.BoxRang.getComponent(BoxRangComp).box_group = this.box_group;
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// this.BoxRang.getComponent(BoxRangComp).atk_range = this.ap_range
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// this.BoxRang.getComponent(BoxRangComp).offset_x = 300;
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// console.log("monseter ",this.BoxRang);
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// console.log("monseter ",this.BoxRang);
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// 注册单个碰撞体的回调函数
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let collider = this.getComponent(Collider2D);
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collider.group = this.box_group;
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// console.log("hero collider ",this.scale,collider);
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if (collider) {
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collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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// collider.on(Contact2DType.END_CONTACT, this.onEndContact, this);
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collider.on(Contact2DType.PRE_SOLVE, this.onPreSolve, this);
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// collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, this);
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}
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}
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onBeginContact (seCol: Collider2D, oCol: Collider2D) {
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if(oCol.tag==BoxSet.SKILL_TAG &&seCol.tag!=BoxSet.SKILL_TAG){
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if(seCol.group != oCol.group){
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let skill = oCol.node.getComponent(SkillCom)!;
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// console.log(Date.now()+this.hero_name+":"+this.uuid+' onBeginContact: '+skill.s_name+skill.uuid);
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if(this.hp <= 0 ) return
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this.check_uatk(skill);
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}
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}
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}
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onEndContact (seCol: Collider2D, oCol: Collider2D) {
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}
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onPreSolve (seCol: Collider2D, oCol: Collider2D) {
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let se_x = seCol.node.position.x;
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let ot_x = oCol.node.position.x;
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let oCom= oCol.node.getComponent(HeroViewComp)
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if(seCol.group == oCol.group&&seCol.tag==oCol.tag){
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if(seCol.group==BoxSet.HERO){
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if(oCom.type == this.type&&oCom.yun_cd<=0&&oCom.ice_cd<=0 && se_x < ot_x && Math.abs(ot_x-se_x) < 40 ){
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// this.node.setSiblingIndex(oCol.node.getSiblingIndex()-10)
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this.stop_cd = 0.1;
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}
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}
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if(seCol.group==BoxSet.MONSTER){
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if(oCom.type == this.type&&oCom.yun_cd<=0&&oCom.ice_cd<=0 && se_x > ot_x && Math.abs(ot_x-se_x) < 40 ){
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// this.node.setSiblingIndex(oCol.node.getSiblingIndex()-10)
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this.stop_cd = 0.1;
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}
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}
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}
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if(seCol.group != oCol.group&&oCol.tag == 0){
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this.stop_cd = 0.1;
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this.is_atking=true
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}
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}
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onPostSolve (seCol: Collider2D, oCol: Collider2D) {
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}
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update(dt: number){
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if(!smc.mission.play||smc.mission.pause) return
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if(this.is_dead) {
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if(!this.in_grave()) this.to_grave()
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return
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}
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if (this.pwt.update(dt)) {
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this.pw+=this.pws
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}
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this.check_power()
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this.check_atk_counts()
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this.check_enemy_alive()
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this.check_mission_buff()
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if(this.ice_cd > 0){
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this.ice_cd -=dt;
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return
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}
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if(this.yun_cd > 0){
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this.yun_cd -=dt;
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return
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}
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this.at += dt;
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this.in_stop(dt);
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this.in_atk(dt);
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this.move(dt);
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}
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check_mission_buff(){
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this.ap_max=(100+smc.vmdata.mission.ap)/100*this.ap
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this.crit_max=(100+smc.vmdata.mission.crit)/100*this.crit
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this.def_max=(100+smc.vmdata.mission.def)/100*this.def
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this.dodge_max=(100+smc.vmdata.mission.dodge)/100*this.dodge
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this.rhp_max=(100+smc.vmdata.mission.hp)/100*this.hp_max
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if(this.box_group == BoxSet.MONSTER){
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this.ap_max=(100+smc.vmdata.mission.map)/100*this.ap
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this.crit_max=(100+smc.vmdata.mission.mcrit)/100*this.crit
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this.def_max=(100+smc.vmdata.mission.mdef)/100*this.def
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this.dodge_max=(100+smc.vmdata.mission.mdodge)/100*this.dodge
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this.rhp_max=(100+smc.vmdata.mission.mhp)/100*this.hp_max
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}
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}
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check_enemy_alive(){
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let dir = 320
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let enemys=smc.enemy_pos
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this.enemy = v3(720,this.node.position.y)
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if(this.box_group == BoxSet.MONSTER){
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enemys=smc.hero_pos
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// console.log("MONSTER enemys",enemys);
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this.enemy=v3(-720,this.node.position.y)
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}
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for (let i = 0; i < enemys.length; i++) {
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let ho:any = enemys[i];
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let x=Math.abs(ho.x-this.node.position.x)
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if(x < dir){
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dir = x
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this.enemy = ho
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}
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}
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if(dir < this.dis){
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this.is_atking=true
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if(this.dis-dir > 80 &&this.type > 0 ) this.stop_cd = 0.1
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if(dir < 65 &&this.type == 0 ) this.stop_cd = 0.1
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}else{
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this.is_atking=false
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}
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}
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//状态切换
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status_change(type:string){
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this.status=type
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if(type == "idle"){
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this.as.idle()
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// this.as.change_default("idle")
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}
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if(type == "move"){
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this.as.move()
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// this.as.change_default("move")
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}
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}
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//移动
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move(dt: number){
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if(this.stop_cd > 0||smc.mission.is_victory||smc.mission.is_defeat){
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this.status_change("idle")
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return
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}
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if (this.node.position.x >= 300 && this.scale==1) {
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return;
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}
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if(this.scale===-1&&this.node.position.x <= -300){
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return;
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}
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this.status_change("move")
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// if(this.enemy){
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// return
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// }
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this.node.setPosition(this.node.position.x+dt*this.speed*this.scale, this.node.position.y+dt*this.dir_y, this.node.position.z);
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}
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skill_pos(){
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return v3((this.node.position.x,this.node.position.y + 35))
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}
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get_enemy_pos(){
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let t_pos:Vec3 = v3(720,0)
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if(this.enemy){
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t_pos = v3(this.enemy.x,this.enemy.y)
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}
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console.log(this.hero_name+":"+this.uuid+"enemy ="+this.enemy.x+" x"+this.node.position.x+" t_pos"+t_pos);
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return t_pos
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}
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get_hero_pos(hero:any){
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let t_pos:Vec3 = v3(-720,0)
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if(!hero.node.isValid){
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return
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}else{
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t_pos = v3(hero.node.position.x,hero.node.position.y)
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}
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return t_pos
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}
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//受伤判断
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check_uatk(skill:any){
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if(this.shield > 0){
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this.shield -= 1
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if(this.shield <= 0){
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this.shield = 0
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this.node.getChildByName("shielded").active = false
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}
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return
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}
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if(this.check_dodge()) return
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this.in_atked();
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let l_hp=this.check_less(skill.ap,skill.is_crit,skill.crit_add)
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this.check_debuff(skill,l_hp*skill.derate)
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this.hp_less(l_hp,skill.is_crit);
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}
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check_less(ap:number,is_crit:boolean,crit_add:number=0){
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let d=this.def/ap
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if(d > 1) d = 1
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let l_hp=ap*(1-d*GameSet.DEF_RATE) //防御最高减免伤害比率计算
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if(is_crit){
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l_hp = l_hp * (150+crit_add)/100
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}
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return Math.ceil(l_hp)
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}
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check_debuff(skill:any,l_hp:number=0){
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console.log(this.hero_name+":"+this.uuid+"check_debuff "+skill.debuff);
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if(skill.debuff == 0) return
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let num=RandomManager.instance.getRandomInt(0,100)
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switch (skill.debuff){
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case 1:
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// console.log(this.hero_name+":"+this.uuid+"冰冻触判断: i="+num+":rate="+skill.rate);
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if(num > skill.depb) return
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// console.log(this.hero_name+":"+this.uuid+"冰冻触成功: i="+num+":debtime="+skill.debtime);
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this.ice_cd = skill.debtime
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this.BUFFCOMP.in_iced(skill.debtime)
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break;
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case 2:
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if(num > skill.depb) return
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// console.log(this.hero_name+":"+this.uuid+"debuff触发成功: i="+num+":debtime="+skill.debtime+":l_hp="+l_hp);
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this.BUFFCOMP.in_fired(skill.debtime,l_hp)
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break;
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case 3:
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if(num > skill.depb) return
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this.yun_cd = skill.debtime
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this.BUFFCOMP.in_yun(skill.debtime)
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break;
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case 4:
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if(num > skill.depb) return
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break;
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case 5:
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if(num > skill.depb) return
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break;
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case 6:
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if(num > skill.depb) return
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break;
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case 7:
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if(num > skill.depb) return
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break;
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case 8:
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if(num > skill.depb) return
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tween(this.node).to( 0.1,
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{ position: new Vec3(this.node.position.x-this.scale*50,this.node.position.y) },
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{
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}
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).start();
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break;
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}
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}
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//能量判断
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check_power(){
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if(this.pw >= this.pwm){
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this.pw = 0
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this.BUFFCOMP.max_show()
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this.do_skill(this.sk2)
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return true
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}else{
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return false
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}
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}
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//暴击判断
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/**
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* 检查是否触发暴击,并执行相应的暴击效果。
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* @returns {boolean} 如果触发暴击则返回 true,否则返回 false。
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* 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),
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* 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。
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* 如果未触发暴击,则直接返回 false。
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*/
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check_crit():boolean
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{
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let i = RandomManager.instance.getRandomInt(0,100,3)
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if(i < this.crit_max){
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this.BUFFCOMP.tooltip(5,"*会心一击*");
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this.crit_count += 1
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this.exp_add(this.cexp) // 暴击经验
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this.power_add(this.cpw)
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return true
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}else{
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return false
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}
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}
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//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(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)
|
||
}
|
||
}
|
||
}
|
||
//使用max_skill
|
||
do_skill(skill:number){
|
||
this.as.max()
|
||
this.at = 0;
|
||
this.BUFFCOMP.tooltip(3,SkillSet[skill].name,skill);
|
||
|
||
switch (SkillSet[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 t_pos=this.get_enemy_pos()
|
||
let pos =this.skill_pos()
|
||
pos.y=this.node.position.y + y
|
||
pos.x=this.node.position.x + x
|
||
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);
|
||
console.log(this.scale+this.hero_name+"使用技能:"+sk+" t_pos:"+t_pos+" box:"+this.box_group,);
|
||
}
|
||
to_add_buff(hero:any,sk:number){
|
||
let skill = ecs.getEntity<Skill>(Skill);
|
||
let t_pos=this.get_hero_pos(hero)
|
||
let pos = this.skill_pos()
|
||
console.log("to_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);
|
||
console.log(this.scale+this.hero_name+"使用buff:"+sk+" t_pos:"+t_pos+" box:"+this.box_group,);
|
||
|
||
if(SkillSet[sk].hp > 0){ //buff加血
|
||
let increase_hp=Math.floor(SkillSet[sk].hp*this.ap_max)
|
||
hero.add_hp(increase_hp)
|
||
}
|
||
if(SkillSet[sk].apup > 0){ //buff加攻击
|
||
let increase_atk=Math.floor(SkillSet[sk].apup*this.ap_max)
|
||
hero.add_ap(increase_atk)
|
||
}
|
||
|
||
if(SkillSet[sk].shield > 0){ //buff护盾
|
||
hero.add_shield(SkillSet[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(SkillSet[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(SkillSet[skill].type==91){ //血量最少单体
|
||
if((hero.rhp_max-hero.hp) > least_hp){
|
||
least_hp = (hero.rhp_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)
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
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
|
||
}
|
||
/**
|
||
* 增加英雄的行动点数(AP)。
|
||
* @param ap 要增加的行动点数。
|
||
* @param time 可选参数,表示增加行动点数的时间,默认为0。
|
||
*/
|
||
add_ap(ap: number){
|
||
this.ap += ap;
|
||
}
|
||
add_shield(shield:number){
|
||
this.shield =shield
|
||
console.log("shield:",shield);
|
||
}
|
||
add_hp(hp: number=0){
|
||
this.BUFFCOMP.heathed();
|
||
this.hp+=hp;
|
||
if(this.hp > this.rhp_max){
|
||
this.hp = this.rhp_max;
|
||
}
|
||
this.BUFFCOMP.tooltip(2,hp.toFixed(0));
|
||
}
|
||
add_hp_max(hp: number=0){
|
||
this.BUFFCOMP.show_buff(1)
|
||
this.hp += hp/100*this.hp_max;
|
||
}
|
||
hp_less(hp: number,is_crit:boolean=false){
|
||
if(this.is_dead){
|
||
return;
|
||
}
|
||
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;
|
||
// setTimeout(() => {
|
||
// this.ent.destroy();
|
||
// }, 15);
|
||
}
|
||
}
|
||
/** 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)
|
||
}
|
||
|
||
//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)
|
||
}
|
||
reset() {
|
||
this.is_dead = false;
|
||
this.node.destroy();
|
||
}
|
||
|
||
} |