Files
heros/assets/script/game/skill/SkillViewCom.ts
2025-10-15 08:01:11 +08:00

154 lines
5.6 KiB
TypeScript

import { _decorator, instantiate, Node, Prefab } 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 { HeroViewComp } from "../hero/HeroViewComp";
import { BuffAttr, RType, SkillSet } from "../common/config/SkillSet";
import { AtkConCom } from "./AtkConCom";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('SkillViewCom')
@ecs.register('SkillView', false)
export class SkillViewCom extends CCComp {
/** 视图层逻辑代码分离演示 */
@property({ type: Prefab })
atkPrefab: Prefab = null!
@property({ type: Number })
runType: number = 0;
@property({ type: Boolean })
hasReady: boolean = false;
@property({ type: Number })
ReadyTime: number = 0;
@property({ type: Number })
postion_y: number = 0;
endTime: number = 0;
s_uuid:number=0;
s_count:number=1;
s_interval:number=0.2;
s_cd:number=0;
caster:HeroViewComp=null;
cName:string="";
target:HeroViewComp=null;
parent:Node=null;
target_postions:any[]=null
// 战斗相关运行时数据
ap:number=0;
burn_count:number=0;
burn_value:number=0;
stun_time:number=0;
stun_ratio:number=0;
frost_ratio:number=0;
frost_time:number=0;
run_time:number=0;
hited_time:number=0;
hit_count:number=0;
caster_crit:number=0;
caster_crit_d:number=0;
puncture:number=0;
puncture_damage:number=0;
debuff_up:number=0;
debuff_value:number=0;
debuff_count:number=0;
targetPos:any[]=null
start() {
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
this.cName = this.caster.hero_name
this.node.getChildByName("ready").active = this.hasReady
}
protected update(dt: number): void {
this.doTimer(dt)
this.move(dt)
this.doEnd(dt)
if(this.hasReady) {
if(this.ReadyTime <= 0) {
this.doAtk(dt)
}
}{
this.doAtk(dt)
}
}
doEnd(dt: number) {
this.endTime += dt
if(this.endTime >= SkillSet[this.s_uuid].in) {
this.ent.destroy()
}
}
doTimer(dt: number){
if(this.ReadyTime > 0&&this.hasReady) this.ReadyTime -= dt
}
doAtk(dt:number): void {
// console.log(`${this.cName}_[SkillViewCom] doAtkC`)
if(this.s_cd <= 0&&this.s_count > 0) {
this.doSkill()
this.s_count--
this.s_cd = this.s_interval
}
if(this.s_cd > 0) this.s_cd -= dt
}
doSkill(){
console.log(`${this.cName}_[SkillViewCom] doSkill`,this.atkPrefab)
if(this.atkPrefab!=null){
let atkNode:Node = instantiate(this.atkPrefab)
atkNode.parent = this.node.parent
atkNode.setPosition(this.node.position)
let atkCom=atkNode.getComponent(AtkConCom)
Object.assign(atkCom, {
// 核心标识
s_uuid: this.s_uuid,
// 位置和施法者信息
startPos: this.node.position,
targetPos: this.targetPos[0],
group: this.caster.box_group,
fac: this.caster.fac,
// 技能数值
ap: this.caster.Attrs[BuffAttr.AP],
caster: this.caster,
caster_crit: this.caster.Attrs[BuffAttr.CRITICAL],
caster_crit_d: this.caster.Attrs[BuffAttr.CRITICAL_DMG],
puncture: this.caster.Attrs[BuffAttr.PUNCTURE],
puncture_damage: this.caster.Attrs[BuffAttr.PUNCTURE_DMG],
burn_count: this.caster.Attrs[BuffAttr.BURN_COUNT],
burn_value: this.caster.Attrs[BuffAttr.BURN_VALUE],
stun_time: this.caster.Attrs[BuffAttr.STUN_TIME],
stun_ratio: this.caster.Attrs[BuffAttr.STUN_RATIO],
frost_time: this.caster.Attrs[BuffAttr.FROST_TIME],
frost_ratio: this.caster.Attrs[BuffAttr.FROST_RATIO],
debuff_up: this.caster.Attrs[BuffAttr.DEBUFF_UP],
debuff_value: this.caster.Attrs[BuffAttr.DEBUFF_VALUE],
debuff_count: this.caster.Attrs[BuffAttr.DEBUFF_COUNT],
});
switch(this.runType){
case RType.linear:
this.do_linear(atkNode)
break
case RType.bezier:
this.do_bezier(atkNode)
break
case RType.fixed:
this.do_fixed(atkNode)
break
}
}
}
do_linear(atkNode:any): void {
console.log(`${this.cName}_[SkillViewCom] skille run type: linear`)
}
do_bezier(atkNode:any): void {
console.log(`${this.cName}_[SkillViewCom] skille run type: bezier`)
}
do_fixed(atkNode:any): void {
console.log(`${this.cName}_[SkillViewCom] skille run type: fixed`)
}
move(dt: number): void {
// console.log(`${this.cName}_[SkillViewCom] move`)
if(this.caster != null&&this.caster.node!=null) this.node.setPosition(this.caster.node.position.x,this.caster.node.position.y+this.postion_y)
// console.log(`${this.cName}_[skillview]move`,this.caster.node.position,this.node.position)
}
reset() {
this.node.destroy();
}
}