293 lines
11 KiB
TypeScript
293 lines
11 KiB
TypeScript
import { _decorator,Collider2D ,Contact2DType,v3,IPhysics2DContact,Vec3, tween, math, RigidBody2D} 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 { smc } from "../common/SingletonModuleComp";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { AnimType, endType, SkillSet } from "../common/config/SkillSet";
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import { EndAnmCom } from './EndAnmCom';
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import { BoxSet } from "../common/config/BoxSet";
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import { HeroFac, HeroSet } from "../common/config/heroSet";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { BezierMove } from "../BezierMove/BezierMove";
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import { FightConComp } from "../map/FightConComp";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@ccclass('SkillCom')
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@ecs.register('SkillCom')
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export class SkillCom extends CCComp {
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s_uuid:number = 0;
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s_name:string = "";
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hero:number = 0;
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speed:number = 200;
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scale:number = 1;
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angle:number = 0;
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atk_count:number = 0;
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is_destroy:boolean = false;
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enemys:any = [];
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animType: number = 0; // 运动类型
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endType: number = 0; // 结束类型
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inTime: number = 0; // 持续时间
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startPos: Vec3 = v3(); // 起始位置
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targetPos: Vec3 = v3(); // 目标位置
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duration: number = 0; // 技能持续时间
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prefabName: string = ""; // 预制体名称
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animName: string = "";
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group:number = 0; //阵营
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fac:number=0; //阵营
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caster:any=null;
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distance_x:number=0;
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distance_y:number=0;
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ap:number=0;
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FIGHTCON:FightConComp=null;
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private moveDirection: Vec3 | null = null; // 添加一个属性来存储移动方向
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protected onLoad(): void {
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this.FIGHTCON=this.node.parent.getComponent(FightConComp)
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}
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start() {
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oops.message.on(GameEvent.MissionEnd, this.doDestroy, this);
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this.node.active = true;
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let collider = this.getComponent(Collider2D);
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// console.log(this.group +"技能 collider ",collider);
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collider.group = this.group;
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if (collider) {
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collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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}
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if(SkillSet[this.s_uuid].AnimType==AnimType.parabolic){
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this.node.angle +=10
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let bm=this.node.getComponent(BezierMove)
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// bm.speed=700
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if(this.group==BoxSet.MONSTER) bm.controlPointSide=-1
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bm.moveTo(this.targetPos)
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}
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// let dir_x = this.targetPos.x > this.node.position.x ? 1 : -1
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// this.node.scale = v3(dir_x,1,1)
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// 根据目标位置设置节点朝向
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// if ( this.targetPos) {
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// // 计算朝向
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// let direction = this.targetPos.x > this.node.position.x ? 1 : -1;
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// // 设置节点缩放来改变朝向
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// this.node.scale = v3(direction * Math.abs(this.scale), this.scale, 1);
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// }
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// let dir_y = ( this.targetPos.y+BoxSet.ATK_Y) > this.node.position.y ? 1 : -1
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// if( this.targetPos.y+BoxSet.ATK_Y==this.node.position.y){
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// dir_y=0
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// }
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// // 计算这一帧的移动距离
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// this.distance_x = SkillSet[this.s_uuid].speed*dir_x;
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// this.distance_y = this.distance_x*Math.abs(this.targetPos.y-this.node.position.y)/Math.abs(this.targetPos.x-this.node.position.x)*dir_y;
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// this.startMovement();
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// // 计算目标角度
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// if (this.targetPos) {
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// const currentPos = this.node.position;
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// // 计算角度(弧度)
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// const dx = this.targetPos.x - currentPos.x;
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// const dy = (this.targetPos.y + BoxSet.ATK_Y) - currentPos.y;
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// const angle = Math.atan2(dy, dx);
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// // 将弧度转换为角度并设置节点旋转
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// this.angle = angle * 180 / Math.PI;
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// this.node.angle = this.angle; // 移除负号,修正角度方向
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// }
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// // 计算速度分量
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// const radians = this.angle * Math.PI / 180; // 移除负号,使用正确的角度
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// this.distance_x = this.speed * Math.cos(radians);
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// this.distance_y = this.speed * Math.sin(radians);
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// this.startMovement();
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// console.log("skill start",this.node.parent)
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}
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onBeginContact (seCol: Collider2D, oCol: Collider2D) {
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// console.log(this.scale+"碰撞开始 ",seCol,oCol);
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let target = oCol.getComponent(HeroViewComp)
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let caster = seCol.getComponent(HeroViewComp)
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if(oCol.group!=this.group){
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if(target == null) return;
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let remainingDamage = this.ap;
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if(target.fac == BoxSet.HERO ){
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remainingDamage=remainingDamage*(100-this.FIGHTCON.hero_buff.DEF+this.FIGHTCON.hero_debuff.BURN)/100
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}
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if(target.fac == BoxSet.MONSTER){
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remainingDamage=remainingDamage*(100-this.FIGHTCON.enemy_buff.DEF+this.FIGHTCON.enemy_debuff.BURN)/100
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}
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target.do_atked(remainingDamage)
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this.ent.destroy()
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}
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}
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private startMovement() {
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switch(SkillSet[this.s_uuid].AnimType) {
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case AnimType.parabolic:
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this.startBezierMove();
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break;
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case AnimType.fixed:
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this.startFixedMove();
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break;
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case AnimType.fixedStart:
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this.startFixedStartMove();
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break;
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case AnimType.fixedEnd:
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this.startFixedEndMove();
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break;
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}
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}
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private startLinearMove(dt: number) {
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if (!this.speed || this.is_destroy) return;
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// 使用角度方向移动
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const newX = this.node.position.x + this.distance_x * dt;
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const newY = this.node.position.y + this.distance_y * dt;
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this.node.setPosition(newX, newY, this.node.position.z);
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// 检查是否超出边界
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if (newX < -400 || newX > 400) {
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this.is_destroy = true;
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}
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}
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private startBezierMove() {
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// let s_pos = v3(this.startPos.x,this.startPos.y)
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// let c_pos = v3((this.targetPos.x+this.startPos.x)/2,this.startPos.y+150)
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// let e_pos = v3(this.targetPos.x,this.targetPos.y)
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// let time =Math.abs(Math.abs(this.targetPos.x-this.startPos.x)/this.speed)
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// // console.log("开始贝塞尔运动=>time:"+time,"s_pos:"+s_pos,"c_pos:"+c_pos,"e_pos:"+e_pos)
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// SkillCom.bezierTo(this.node,time,s_pos,c_pos,e_pos,{
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// onComplete: (target?: object) => {
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// this.is_destroy=true
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// },
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// }).start();
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}
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private startFixedMove() {
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if (this.endType === endType.timeEnd) {
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tween(this.node)
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.delay(this.inTime)
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.call(() => this.is_destroy = true)
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.start();
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} else if (this.endType === endType.animationEnd) {
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if (!this.node.getComponent(EndAnmCom)) {
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this.node.addComponent(EndAnmCom);
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}
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}
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}
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private startFixedStartMove() {
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// console.log("开始固定起点运动")
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this.node.position = this.startPos;
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if (this.endType === endType.timeEnd) {
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// console.log("开始固定起点运动=>time:"+this.inTime)
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tween(this.node)
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.delay(this.inTime)
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.call(() => this.is_destroy = true)
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.start();
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} else if (this.endType === endType.animationEnd) {
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if (!this.node.getComponent(EndAnmCom)) {
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this.node.addComponent(EndAnmCom);
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}
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}
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}
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private startFixedEndMove() {
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// console.log("开始固定终点运动")
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this.node.position = this.targetPos;
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if (this.endType === endType.timeEnd) {
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// console.log("开始固定终点运动=>time:"+this.inTime)
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tween(this.node)
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.delay(this.inTime)
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.call(() => this.is_destroy = true)
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.start();
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} else if (this.endType === endType.animationEnd) {
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if (!this.node.getComponent(EndAnmCom)) {
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this.node.addComponent(EndAnmCom);
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}
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}
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}
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public static bezierTo(target: any, duration: number, c1: Vec3, c2: Vec3, to: Vec3, opts: any) {
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opts = opts || Object.create(null);
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/*
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* @desc 二阶贝塞尔
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* @param {number} t 当前百分比
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* @param {} p1 起点坐标
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* @param {} cp 控制点
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* @param {} p2 终点坐标
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* @returns {any}
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*/
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let twoBezier = (t:number, p1: Vec3, cp: Vec3, p2: Vec3) => {
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let x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x;
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let y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y;
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return v3(x, y, 0);
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};
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opts.onUpdate = (arg: Vec3, ratio: number) => {
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target.position = twoBezier(ratio, c1, c2, to);
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};
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return tween(target).to(duration, {}, opts);
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}
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to_console(value:any,value2:any=null,value3:any=null){
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console.log("["+this.s_name+this.s_uuid+"]:",value,value2,value3)
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}
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update(deltaTime: number) {
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if(smc.mission.pause) return;
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if (!this.node || !this.node.isValid) return;
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if(this.animType == AnimType.linear) this.startLinearMove(deltaTime);
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this.toDestroy();
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}
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toDestroy() {
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if(this.is_destroy){
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if (this.ent) {
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this.ent.destroy();
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} else {
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// 如果ent不存在,直接销毁节点
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if (this.node && this.node.isValid) {
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this.node.destroy();
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}
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}
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}
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}
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doDestroy(){
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// console.log("doDestroy")
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this.is_destroy=true
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}
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/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
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reset() {
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this.is_destroy = false;
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this.animType = 0;
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this.endType = 0;
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this.speed = 0;
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this.inTime = 0;
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this.startPos.set();
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this.targetPos.set();
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this.moveDirection = null; // 重置移动方向
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// 先移除所有碰撞回调
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const collider = this.getComponent(Collider2D);
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if (collider) {
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collider.off(Contact2DType.BEGIN_CONTACT);
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}
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this.scheduleOnce(() => {
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this.node.destroy();
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}, 0);
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}
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} |