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heros/assets/script/game/hero/HeroViewComp.ts
2024-11-13 23:36:34 +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} 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 { MoveToComp } from "../common/ecs/position/MoveTo";
import { BoxRangComp } from "./BoxRangComp";
import { MonViewComp } from "../mon/MonViewComp";
import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager";
import { TimerManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/TimerManager";
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 {
@property(Material)
hitFlashMaterial: Material;
orginalFlashMaterial: Material;
sprite: Sprite;
@property(Material)
atkMaterial: Material;
enemy_pos:Vec3=null!;
enemy:any=null!;
as: HeroSpine = null!;
anm_timer:Timer = new Timer(2);
anm_name="idle"
status:String = "idle"
hero_uuid:number = 1001;
hero_name : string = "hero";
level:number =1;
scale: number = 1; /** 角色阵营 1hero -1 :mon */
type: number = 1; /**角色类型 1前排 2 后排 */
box_group:number = BoxSet.HERO;
atk_range:number = 150;
private timer:Timer = new Timer(1); //计时器
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
power: number = 0; /**能量**/
power_max: number = 1200; /** 能量最大值 */
power_speed: number = 1; //能量回复速度每0.1秒回复量
sk1:number = 9001;
sk2:number = 1001;
sk3:number = 1001;
sk4:number = 1001;
sk5:number = 1001;
atk: number = 10; /**攻击力 */
atk_buff: number = 0;
atk_buffs:any = [];
// atk_speed: number = 1;
atk_cd: number = 1.3; /**攻击速度 攻击间隔 */
dis: number = 80;
atk_time: number = 0; /** 冷却时间 */
def: number = 0; //防御
vun: number = 0; //易伤
crit: number = 1.5; //暴击伤害比率
crit_rate: 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 */
Tpos: Vec3 = v3(0,-60,0);
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.move()
/** 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;
/** 闪光特效 */
this.sprite = this.node.getChildByName("anm").getComponent(Sprite);
this.orginalFlashMaterial = this.sprite.getRenderMaterial(0);
// 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.atk.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.atk_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
}
let dodge = RandomManager.instance.getRandomInt(0,100,3)
if(dodge < this.dodge){
//todo 闪避跳字
console.log("闪避了",dodge,this.dodge);
return
}
let l_hp=(skill.atk-this.def)*-1
if(l_hp >= 0){
l_hp=-1 //最低1点伤害
}
this.hp_change(l_hp);
}
}
}
onEndContact (selfCollider: Collider2D, otherCollider: Collider2D) {
}
onPreSolve (selfCollider: Collider2D, otherCollider: Collider2D) {
// if(selfCollider.group == otherCollider.group&&selfCollider.tag==otherCollider.tag){
// if(otherCollider.node.name=="role") return
// let self_x = selfCollider.node.position.x;
// let other_x = otherCollider.node.position.x;
// if(otherCollider.node.getComponent(HeroViewComp).type == this.type && self_x < other_x && Math.abs(other_x-self_x) < 15 ){
// this.stop_cd = 0.1;
// }
// // if(selfCollider.node.position.y < otherCollider.node.position.y){
// // if(selfCollider.node.getSiblingIndex() < otherCollider.node.getSiblingIndex()){
// // selfCollider.node.setSiblingIndex(otherCollider.node.getSiblingIndex()+1)
// // // console.log("onPreSolve b:"+selfCollider.node.uuid+":"+selfCollider.node.getSiblingIndex()+"/"+otherCollider.node.uuid+":"+otherCollider.node.getSiblingIndex());
// // }
// // }
// }
if(selfCollider.group != otherCollider.group&&otherCollider.tag == 0){
this.stop_cd = 0.1;
this.is_atking=true
}
}
onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D) {
}
status_change(type:string){
if(this.status == type) return
this.status=type
if(type != "move"){
this.as.change_default("idle")
}else{
this.as.change_default("move")
}
}
update(dt: number){
if(!smc.vm_data.mission.play||smc.vm_data.pause||this.is_dead){
return
}
if (this.timer.update(dt)) {
this.power_change(this.power_speed)
}
// if(this.anm_timer.update(dt)) {
// this.change_anm()
// }
this.check_atk_buffs(dt)
this.in_stop(dt);
this.atk_time += dt;
this.check_enemy_alive()
this.in_atk(dt);
// this.hp_show()
this.move(dt);
// this.in_speek(dt);
// this.move_to()
// if(this.m_timer.update(dt)){
// this.move_to()
// }
}
change_anm(){
if (this.anm_name == "max"){
this.as.max()
this.anm_name = "idle"
}
if (this.anm_name == "atk") {
this.as.atk()
this.anm_name = "max"
}
if (this.anm_name == "move") {
this.as.move()
this.anm_name = "atk"
}
if (this.anm_name == "idle") {
this.as.idle()
this.anm_name = "move"
}
}
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
this.stop_cd = 0.1
}else{
this.is_atking=false
}
}
move(dt: number){
if(this.stop_cd > 0){
this.as.idle()
this.status_change("idle")
return
}
if (this.node.position.x >= 360 && this.scale==1) {
return;
}
if(this.scale===-1&&this.node.position.x <= -360){
return;
}
this.as.move()
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;
}
}
move_to(target:any){
// if(this.stop_cd > 0){
// return
// }
// if(this.enemy){
// return
// }
var move = this.ent.get(MoveToComp) || this.ent.add(MoveToComp);
move.target = v3(target.x,target.y);
move.node = this.node;
move.speed = this.ospeed;
}
power_change(power: number){
this.power += power;
if(this.power >= this.power_max){
this.as.atk()
// this.to_speek(smc.skills[this.sk2].name)
this.scheduleOnce(()=>{
this.handle_skill(this.sk2);
},0.5)
this.power = 0
}
// let power_progress= this.power/this.power_max;
// this.node.getChildByName("top").getChildByName("power").getComponent(ProgressBar)!.progress = power_progress;
}
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}
}
shoot_enemy(sk1:number,y:number=0,x:number=0){
// console.log("mon shoot_enemy");
let skill = ecs.getEntity<Skill>(Skill);
let increase_atk=Math.floor(this.atk*smc.vm_data.mission.hero.atk)
let atk = smc.skills[sk1].atk+this.atk_buff+increase_atk;
let {pos,t_pos}=this.get_enemy_pos()
pos.y=pos.y + y
pos.x=pos.x + x
skill.load(pos,this.box_group,this.node,sk1,atk,t_pos);
console.log(this.scale+this.hero_name+"使用技能:"+sk1);
// this.tooltip(3,smc.skills[sk1].name,this.sk1);
}
to_add_buff(hero:any,s_uuid:number){
let skill = ecs.getEntity<Skill>(Skill);
let atk = smc.skills[s_uuid].atk+this.atk;
let {pos,t_pos}=this.get_hero_pos(hero)
skill.load(pos,this.box_group,this.node,this.sk2,atk,t_pos);
if(smc.skills[s_uuid].hp > 0){ //buff加血
let increase_hp=Math.floor(smc.skills[s_uuid].hp*this.atk)
hero.add_hp(increase_hp)
}
if(smc.skills[s_uuid].atk > 0){ //buff加攻击
let increase_atk=Math.floor(smc.skills[s_uuid].atk*this.atk)
hero.add_atk(increase_atk,smc.skills[s_uuid].bsd)
}
if(smc.skills[s_uuid].shield > 0){ //buff护盾
hero.add_shield(smc.skills[s_uuid].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)
}
}
}
}
//使用max_skill
handle_skill(skill:number){
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;
}
}
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;
}
}
in_atk(dt: number) {
if(this.atk_time >= this.atk_cd){
if(this.is_atking){
this.atk_time = 0;
console.log("atk_cd:"+this.atk_cd);
this.as.atk();
this.scheduleOnce(()=>{
this.handle_skill(this.sk1)
},0.4)
}
}
}
heathed(){
this.node.getChildByName("heathed").active=true
// var path = "game/skills/heathed";
// var prefab: Prefab = oops.res.get(path, Prefab)!;
// var node = instantiate(prefab);
// let pos = v3(0,0)
// node.setPosition(pos)
// node.parent = this.node;
}
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){
if(this.is_dead){
return;
}
this.hp += hp;
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.is_dead = true;
setTimeout(() => {
this.ent.destroy();
}, 15);
}
}
add_atk(atk: number,time:number=0){
if(time > 0){
this.atk_buff=0
let buff={atk:atk,time:time}
this.atk_buffs.push(buff);
this.atk_buffs.forEach((element: { atk: number; }) => {
this.atk_buff += element.atk
});
}else{
this.atk += atk;
}
// console.log(this.atk_buffs)
}
check_atk_buffs(dt: number){
for(let i=0;i<this.atk_buffs.length;i++){
let buff=this.atk_buffs[i];
buff.time -= dt;
if(buff.time <= 0){
this.atk_buff -= buff.atk
this.atk_buffs.splice(i,1);
}
}
if(this.atk_buffs.length <= 0){
this.atk_buff = 0
// this.buff_icon_change("atk",false)
this.sprite.setSharedMaterial(this.orginalFlashMaterial, 0);
}else{
// this.buff_icon_change("atk",true)
this.sprite.setSharedMaterial(this.atkMaterial, 0);
}
}
buff_icon_change(icon:string,value:boolean){
// this.node.getChildByName("top").getChildByName("buff").getChildByName(icon).active=value
}
add_shield(shield:number){
this.shield =shield
if(this.shield > 0){
this.node.getChildByName("shielded").active=true
}
}
tooltip(type:number=1,value:string="",s_uuid:number=1001,y:number=60){
// console.log("tooltip",type);
let tip =ecs.getEntity<Tooltip>(Tooltip);
let pos = this.node.getPosition();
let node =this.node.parent
pos.y=pos.y+y;
tip.load(pos,type,value,s_uuid,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(0,60)
// node.setPosition(pos)
// node.parent = this.node;
this.sprite.setSharedMaterial(this.hitFlashMaterial, 0);
this.scheduleOnce(() => {
this.sprite.setSharedMaterial(this.orginalFlashMaterial, 0);
}, 0.1);
}
dead(){
var path = "game/skills/dead";
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
node.setPosition(this.node.position.x,this.node.position.y+30,this.node.position.z);
node.parent = this.node.parent;
}
toDestroy(){
}
reset() {
this.is_dead = false;
this.node.destroy();
}
}