237 lines
8.4 KiB
TypeScript
237 lines
8.4 KiB
TypeScript
import { _decorator, Component, Node, ProgressBar, v3, Vec3 } from 'cc';
|
||
import { HeroViewComp } from './HeroViewComp';
|
||
import { BuffAttr, CdType, DTType, SKILL_CONST, SkillSet, SType, TGroup, TType } from '../common/config/SkillSet';
|
||
import { Skill } from '../skills/Skill';
|
||
import { ecs } from 'db://oops-framework/libs/ecs/ECS';
|
||
import { oops } from 'db://oops-framework/core/Oops';
|
||
import { GameEvent } from '../common/config/GameEvent';
|
||
import { BoxSet, FacSet } from '../common/config/BoxSet';
|
||
import { smc } from '../common/SingletonModuleComp';
|
||
import { CCComp } from 'db://oops-framework/module/common/CCComp';
|
||
import { MonModelComp } from './MonModelComp';
|
||
import { HeroModelComp } from './HeroModelComp';
|
||
import { FightSet } from '../common/config/Mission';
|
||
import { Timer } from 'db://oops-framework/core/common/timer/Timer';
|
||
import { SkillEnt } from '../skill/SkillEnt';
|
||
const { ccclass, property } = _decorator;
|
||
|
||
@ccclass('SkillCon')
|
||
@ecs.register('SkillCon')
|
||
export class SkillConComp extends CCComp {
|
||
HeroView:any=null;
|
||
HeroEntity:any=null;
|
||
skill_cd=0
|
||
private _timers: { [key: string]: any } = {};
|
||
init(): void {
|
||
this.on(GameEvent.FightEnd, this.clear_timer, this);
|
||
}
|
||
onLoad(){
|
||
this.HeroView=this.node.getComponent(HeroViewComp)
|
||
// //console.log(this.HeroView.uid+"=>"+this.HeroView.hero_name+"=> SkillConComp onLoad")
|
||
|
||
}
|
||
start() {
|
||
// //console.log(this.HeroView.uuid+"=>"+this.HeroView.hero_name+"=> SkillConComp start")
|
||
this.HeroEntity=this.HeroView.ent
|
||
}
|
||
|
||
update(dt: number) {
|
||
if(!smc.mission.play||smc.mission.pause) return
|
||
|
||
if(this.HeroView.DEBUFF_STUN <= 0&&this.HeroView.DEBUFF_FROST <= 0) {
|
||
let skills=this.HeroView.skills
|
||
for(let i=0;i<skills.length;i++){
|
||
if(SkillSet[skills[i].uuid].CdType==CdType.cd) {
|
||
skills[i].cd += dt;
|
||
if(skills[i].cd > (i==0?this.HeroView.Attrs[BuffAttr.ATK_CD]:skills[i].cd_max)){
|
||
if(SkillSet[skills[i].uuid].SType==SType.damage&&this.HeroView.is_atking){
|
||
this.castSkill(SkillSet[skills[i].uuid])
|
||
this.HeroView.skills[i].cd = 0
|
||
}
|
||
}
|
||
}
|
||
}
|
||
if(skills[1]){
|
||
if(this.HeroView.fac==FacSet.HERO) {
|
||
// console.log("[SkillConComp] 角色状态:",this.HeroView.hero_name+"=>能量:"+this.HeroView.power+"/"+this.HeroView.power_max,skills)
|
||
}
|
||
this.HeroView.power+=(1+this.HeroView.Attrs[BuffAttr.POWER_UP])*dt*SKILL_CONST.POWER_UP
|
||
let progress=this.HeroView.power/this.HeroView.power_max
|
||
this.HeroView.node.getChildByName("top").getChildByName("pow").getComponent(ProgressBar).progress=progress
|
||
if(this.HeroView.power>this.HeroView.power_max){
|
||
this.HeroView.power=0
|
||
}
|
||
}else{
|
||
if(this.HeroView.fac==FacSet.HERO) {
|
||
}
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
|
||
/** 施放技能 */
|
||
castSkill(config: typeof SkillSet[keyof typeof SkillSet]) {
|
||
// //console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid);
|
||
let wfuny=this.check_wfuny()
|
||
let dmg=0
|
||
this.doSkill(config,wfuny,dmg);
|
||
}
|
||
|
||
|
||
private doSkill(config: typeof SkillSet[keyof typeof SkillSet],is_wfuny:boolean=false,dmg:number=0) {
|
||
// 添加节点有效性检查
|
||
if (!this.node || !this.node.isValid || !this.HeroView || !this.HeroView.node || !this.HeroView.node.isValid) {
|
||
return;
|
||
}
|
||
let target:any=null
|
||
switch(config.TGroup){
|
||
case TGroup.Enemy: //单个敌人
|
||
target = this.filterFrontRow()
|
||
break
|
||
case TGroup.Ally: //所有敌人
|
||
target = this.selectAllyTargets()
|
||
break
|
||
case TGroup.Self: //自身
|
||
target = this.node.position
|
||
break
|
||
case TGroup.Team: //所有友方
|
||
target = this.node.position
|
||
break
|
||
case TGroup.All: //所有单位
|
||
|
||
break
|
||
}
|
||
|
||
this.HeroView.playSkillEffect(config.uuid)
|
||
const sEnt = ecs.getEntity<SkillEnt>(SkillEnt);
|
||
|
||
|
||
const timerId = setTimeout(() => {
|
||
// 再次检查节点有效性
|
||
if (!this.node || !this.node.isValid || !this.HeroView || !this.HeroView.node || !this.HeroView.node.isValid) {
|
||
return;
|
||
}
|
||
if(config.uuid==6021){
|
||
console.log("[SkillConComp] 技能起始坐标:",this.HeroView.node.position.x + BoxSet.ATK_X * this.HeroView.scale,this.HeroView.node.position.y + BoxSet.ATK_Y,0)
|
||
}
|
||
sEnt.load(
|
||
new Vec3(this.HeroView.node.position.x + BoxSet.ATK_X * this.HeroView.scale,
|
||
this.HeroView.node.position.y + BoxSet.ATK_Y, 0),
|
||
this.node.parent,
|
||
config.uuid,
|
||
[new Vec3(target.x, target.y+BoxSet.ATK_Y, 0)],
|
||
this.HeroView,
|
||
dmg
|
||
);
|
||
}, 300);
|
||
if(is_wfuny){
|
||
this.scheduleOnce(()=>{
|
||
this.HeroView.ex_show("blue")
|
||
this.doSkill(config,false,dmg)
|
||
},0.1)
|
||
}
|
||
// 保存定时器ID
|
||
this._timers[`skill_${config.uuid}`] = timerId;
|
||
}
|
||
|
||
check_wfuny(){
|
||
let random = Math.random()*100
|
||
if(random < this.HeroView.Attrs[BuffAttr.WFUNY]){
|
||
return true
|
||
}
|
||
return false
|
||
}
|
||
|
||
check_target(){
|
||
if(this.HeroView.fac==FacSet.HERO){
|
||
return ecs.query(ecs.allOf(MonModelComp))
|
||
}else{
|
||
return ecs.query(ecs.allOf(HeroModelComp))
|
||
}
|
||
}
|
||
get_front(entities:any){
|
||
let keyPos = this.HeroView.fac==FacSet.HERO ?
|
||
Math.min(...entities.map(e => e.get(HeroViewComp).node.position.x)) :
|
||
Math.max(...entities.map(e => e.get(HeroViewComp).node.position.x));
|
||
let keyEntity = entities.find(e => e.get(HeroViewComp).node.position.x === keyPos);
|
||
return keyEntity.get(HeroViewComp).node.position;
|
||
}
|
||
/** 筛选最前排单位 */
|
||
private filterFrontRow(): Vec3{
|
||
|
||
// 敌方最前排是x坐标最大的,我方最前排是x坐标最小的,若目标不存在,敌人 取400,我方取-400
|
||
let pos=v3(0,0)
|
||
let entities=this.check_target()
|
||
if(entities.length==0){
|
||
if(this.HeroView.fac==FacSet.HERO){
|
||
return v3(400,0)
|
||
}else{
|
||
return v3(-400,0)
|
||
}
|
||
}
|
||
pos=v3(this.get_front(entities))
|
||
return pos
|
||
}
|
||
|
||
private selectAllyTargets( ): Vec3 {
|
||
// 敌方最前排是x坐标最大的+50,我方最前排是x坐标最小的+50,若目标不存在,敌人 取320/2,我方取-320/2
|
||
let kp=50
|
||
if(this.HeroView.fac==FacSet.MON) kp=0
|
||
let pos=v3(0,0)
|
||
let entities=this.check_target()
|
||
if(entities.length==0){
|
||
if(this.HeroView.fac==FacSet.HERO){
|
||
return v3(320/2+kp,0)
|
||
}else{
|
||
return v3(-320/2-kp,0)
|
||
}
|
||
}
|
||
pos=v3(this.get_front(entities).x+kp,this.get_front(entities).y-BoxSet.ATK_Y,0)
|
||
return pos
|
||
}
|
||
|
||
|
||
|
||
/** 随机选择目标 */
|
||
private pickRandomTarget(count: number): ecs.Entity[] {
|
||
let entities:any=null
|
||
if(this.HeroView.fac==FacSet.HERO){
|
||
entities = ecs.query(ecs.allOf(MonModelComp))
|
||
}else{
|
||
entities = ecs.query(ecs.allOf(HeroModelComp))
|
||
}
|
||
const shuffled = [...entities].sort(() => 0.5 - Math.random());
|
||
return shuffled.slice(0, count);
|
||
}
|
||
|
||
|
||
public clear_timer() {
|
||
// console.log("[SkillConComp]:clear_timer",this.HeroView);
|
||
|
||
Object.values(this._timers).forEach(clearTimeout);
|
||
}
|
||
|
||
get_count(count:number,view:HeroViewComp){
|
||
let re=count+view.wfuny
|
||
if(re<1) re=1
|
||
return re
|
||
}
|
||
|
||
|
||
reset() {
|
||
this.clear_timer();
|
||
}
|
||
|
||
onDestroy() {
|
||
// 清理所有定时器
|
||
// console.log("[SkillConComp]:onDestroy:",this.node.name)
|
||
Object.values(this._timers).forEach(clearTimeout);
|
||
this._timers = {};
|
||
// 移除事件监听
|
||
this.off(GameEvent.CastHeroSkill);
|
||
}
|
||
}
|
||
|
||
|