697 lines
23 KiB
TypeScript
697 lines
23 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} 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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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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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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hero_type:number = 1;
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lv:number =1;
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scale: number = 1; /** 角色阵营 1:hero -1 :mon */
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type: number = 1; /**角色类型 1近战 2 远程 3 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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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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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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sk4:number = 1001;
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sk5:number = 1001;
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akr:number=0;
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uar:number=0;
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dgr:number=0;
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crr:number=0;
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akc:number=0;
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uac:number=0;
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dgc:number=0;
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crc:number=0;
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aep:number=0;
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uaep:number=0;
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dep:number=0;
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edep:number=0;
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ap: number = 10; /**攻击力 */
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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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vun: number = 0; //易伤
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crit: number = 0; //暴击率
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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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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 = 0.5; /*停止倒计时*/
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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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// this.BoxRang = this.node.getChildByName("range_box");
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// this.BoxRang = this.node.getChildByName("range_box");
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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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/** 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 (selfCollider: Collider2D, otherCollider: Collider2D) {
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if(otherCollider.tag==BoxSet.SKILL_TAG &&selfCollider.tag!=BoxSet.SKILL_TAG){
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if(selfCollider.group != otherCollider.group){
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let skill = otherCollider.node.getComponent(SkillCom)!;
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// console.log('onPostSolve',skill);
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this.in_atked();
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if(this.hp <= 0 ){
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return
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}
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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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let l_hp=(skill.ap-this.def)*-1
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if(skill.is_crit){
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l_hp = l_hp * (150+skill.crit_add)/100
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}
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if(l_hp >= 0){
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l_hp=-1 //最低1点伤害
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}
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this.hp_change(l_hp,skill.is_crit);
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}
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}
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}
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onEndContact (selfCollider: Collider2D, otherCollider: Collider2D) {
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}
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onPreSolve (selfCollider: Collider2D, otherCollider: Collider2D) {
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let self_x = selfCollider.node.position.x;
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let other_x = otherCollider.node.position.x;
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if(selfCollider.group == otherCollider.group&&selfCollider.tag==otherCollider.tag){
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if(selfCollider.group==BoxSet.HERO){
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if(otherCollider.node.getComponent(HeroViewComp).type == this.type && self_x < other_x && Math.abs(other_x-self_x) < 8 ){
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this.stop_cd = 0.1;
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}
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}
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if(selfCollider.group==BoxSet.MONSTER){
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if(otherCollider.node.getComponent(HeroViewComp).type == this.type && self_x > other_x && Math.abs(other_x-self_x) < 8 ){
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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(selfCollider.group != otherCollider.group&&otherCollider.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 (selfCollider: Collider2D, otherCollider: Collider2D) {
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}
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update(dt: number){
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if(!smc.vm_data.mission.play||smc.vm_data.pause||smc.vm_data.mission.is_victory||smc.vm_data.mission.is_defeat) 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_buffs(dt)
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this.check_atk_counts()
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this.in_stop(dt);
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this.at += dt;
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this.check_enemy_alive()
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this.in_atk(dt);
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// this.hp_show()
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this.move(dt);
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}
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check_enemy_alive(){
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let dir = 320
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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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for (let i = 0; i < smc.hero_pos.length; i++) {
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let ho:any = smc.hero_pos[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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}
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if(this.box_group == BoxSet.HERO){
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for (let i = 0; i < smc.enemy_pos.length; i++) {
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let mon:any = smc.enemy_pos[i];
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let x=Math.abs(mon.x-this.node.position.x)
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if(x < dir){
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dir = x
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this.enemy = mon
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}
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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 > 45 ) 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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to_grave(){
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let pos =v3(-999,this.node.position.y)
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if(this.box_group == BoxSet.MONSTER){
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pos =v3(999,this.node.position.y)
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}
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this.node.setPosition(pos)
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}
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in_grave(){
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return this.node.position.x < -900 || this.node.position.x > 900;
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}
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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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move(dt: number){
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if(this.stop_cd > 0){
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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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hp_show(){
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if(this.hp == this.hp_max){
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this.node.getChildByName("top").getChildByName("hp").active = false;
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} else{
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this.node.getChildByName("top").getChildByName("hp").active = true;
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}
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}
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skill_pos(){
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return v3(0,35)
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}
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get_enemy_pos(){
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let pos =this.skill_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.node.position.x,this.enemy.y-this.node.position.y)
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}
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return {pos,t_pos}
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}
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get_hero_pos(hero:any){
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let pos =this.skill_pos()
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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-this.node.position.x,hero.node.position.y-(this.node.position.y+pos.y))
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}
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return {pos,t_pos}
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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.node.getChildByName("max").active=true
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this.scheduleOnce(()=>{
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this.node.getChildByName("max").active=false
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},0.8)
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this.handle_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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check_crit(){
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let i = RandomManager.instance.getRandomInt(0,100,3)
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if(i < this.crit){
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this.tooltip(5,"*会心一击*");
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this.crit_count += 1
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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
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check_dodge(){
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let i = RandomManager.instance.getRandomInt(0,100,3)
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if(i < this.dodge){
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this.tooltip(5,"/闪避/");
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this.dodge_count += 1
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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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check_atk_counts(){
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if(this.atk_count >= this.akc){
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this.atk_count = 0
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// console.log("atk_count 清零:"+this.atk_count);
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let i = RandomManager.instance.getRandomInt(0,100,3)
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// console.log("攻击判断: i="+i+":akr="+this.akr);
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if(i < this.akr){
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// console.log("攻击触发: i="+i+":akr="+this.akr);
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this.node.getChildByName("max").active=true
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this.scheduleOnce(()=>{
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this.node.getChildByName("max").active=false
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},0.8)
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this.handle_skill(this.sk2)
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}
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}
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if(this.dodge_count >= this.dgc){
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this.dodge_count = 0
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// console.log("dodge_count 清零:"+this.dodge_count);
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let i = RandomManager.instance.getRandomInt(0,100,3)
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// console.log("闪避判断: i="+i+":dgr="+this.dgr);
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if(i < this.dgr){
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// console.log("闪避触发: i="+i+":dgr="+this.dgr);
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this.node.getChildByName("max").active=true
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this.scheduleOnce(()=>{
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this.node.getChildByName("max").active=false
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},0.8)
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this.handle_skill(this.sk2)
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}
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}
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if(this.crit_count >= this.crc){
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this.crit_count = 0
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// console.log("crit_count 清零:"+this.crit_count);
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let i = RandomManager.instance.getRandomInt(0,100,3)
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// console.log("暴击判断: i="+i+":crr="+this.crr);
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if(i < this.crr){
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// console.log("闪避触发: i="+i+":crr="+this.crr);
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this.node.getChildByName("max").active=true
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this.scheduleOnce(()=>{
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this.node.getChildByName("max").active=false
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},0.8)
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this.handle_skill(this.sk2)
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}
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}
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if(this.atked_count >= this.uac){
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this.atked_count = 0
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let i = RandomManager.instance.getRandomInt(0,100,3)
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// console.log("受伤判断:i="+i+":akr="+this.uar);
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if(i < this.uar){
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// console.log("受伤触发: i="+i+":uar="+this.uar);
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this.node.getChildByName("max").active=true
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this.scheduleOnce(()=>{
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this.node.getChildByName("max").active=false
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},0.8)
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this.handle_skill(this.sk2)
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}
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}
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}
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in_atk(dt: number) {
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if(this.at >= this.cd){
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if(this.is_atking){
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this.at = 0;
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this.atk_count++
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this.exp_add(this.aep)
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// console.log("cd:"+this.cd);
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this.as.atk();
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this.scheduleOnce(()=>{
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this.shoot_enemy(this.sk1)
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},0.3)
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}
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}
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}
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exp_add(exp:number){
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if(this.box_group==BoxSet.HERO){
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if(this.type == 1)smc.vm_data.mission.a_exp +=exp
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if(this.type == 2)smc.vm_data.mission.b_exp +=exp
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if(this.type == 3)smc.vm_data.mission.c_exp +=exp
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}
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if(this.box_group==BoxSet.MONSTER){
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if(this.type == 1)smc.vm_data.mission.ma_exp +=exp
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if(this.type == 2)smc.vm_data.mission.mb_exp +=exp
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if(this.type == 3)smc.vm_data.mission.mc_exp +=exp
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}
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}
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//使用max_skill
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handle_skill(skill:number){
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this.as.atk()
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this.tooltip(3,smc.skills[skill].name,skill);
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switch (smc.skills[skill].tg) {
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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 increase_ap=Math.floor(this.ap*smc.vm_data.mission.hero.ap)
|
||
let ap = smc.skills[sk].ap+this.ap_buff+increase_ap;
|
||
let {pos,t_pos}=this.get_enemy_pos()
|
||
pos.y=pos.y + y
|
||
pos.x=pos.x + x
|
||
let is_crit=this.check_crit()
|
||
skill.load(pos,this.box_group,this.node,sk,ap,t_pos,is_crit,this.crit_add);
|
||
console.log(this.scale+this.hero_name+"使用技能:"+sk);
|
||
}
|
||
to_add_buff(hero:any,sk:number){
|
||
let skill = ecs.getEntity<Skill>(Skill);
|
||
let ap = smc.skills[sk].ap+this.ap;
|
||
let {pos,t_pos}=this.get_hero_pos(hero)
|
||
console.log("to_add_buff:"+hero.hero_name+" "+sk);
|
||
let is_crit=this.check_crit()
|
||
skill.load(pos,this.box_group,this.node,sk,ap,t_pos,is_crit,this.crit_add);
|
||
if(smc.skills[sk].hp > 0){ //buff加血
|
||
let increase_hp=Math.floor(smc.skills[sk].hp*this.ap)
|
||
hero.add_hp(increase_hp)
|
||
}
|
||
if(smc.skills[sk].ap > 0){ //buff加攻击
|
||
let increase_atk=Math.floor(smc.skills[sk].ap*this.ap)
|
||
hero.add_ap(increase_atk,smc.skills[sk].bsd)
|
||
}
|
||
|
||
if(smc.skills[sk].shield > 0){ //buff护盾
|
||
hero.add_shield(smc.skills[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(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)
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
}
|
||
|
||
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;
|
||
}
|
||
}
|
||
|
||
heathed(){
|
||
this.node.getChildByName("heathed").active=true
|
||
}
|
||
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,is_crit:boolean=false){
|
||
if(this.is_dead){
|
||
return;
|
||
}
|
||
|
||
this.hp += hp;
|
||
|
||
if(is_crit){
|
||
this.tooltip(4,hp.toString(),250);
|
||
}else{
|
||
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.to_grave()
|
||
this.is_dead = true;
|
||
// setTimeout(() => {
|
||
// this.ent.destroy();
|
||
// }, 15);
|
||
}
|
||
}
|
||
add_ap(ap: number,time:number=0){
|
||
this.ap += ap;
|
||
}
|
||
check_atk_buffs(dt: number){
|
||
for(let i=0;i<this.ap_buffs.length;i++){
|
||
let buff=this.ap_buffs[i];
|
||
buff.time -= dt;
|
||
if(buff.time <= 0){
|
||
this.ap_buff -= buff.ap
|
||
this.ap_buffs.splice(i,1);
|
||
}
|
||
}
|
||
if(this.ap_buffs.length <= 0){
|
||
this.ap_buff = 0
|
||
|
||
}else{
|
||
|
||
}
|
||
}
|
||
|
||
buff_icon_change(icon:string,value:boolean){
|
||
// this.node.getChildByName("top").getChildByName("buff").getChildByName(icon).active=value
|
||
}
|
||
add_shield(shield:number){
|
||
this.shield =shield
|
||
console.log("shield:",shield);
|
||
if(this.shield > 0){
|
||
this.node.getChildByName("shielded").active=true
|
||
}
|
||
}
|
||
tooltip(type:number=1,value:string="",s_uuid:number=1001,y:number=90){
|
||
// console.log("tooltip",type);
|
||
let tip =ecs.getEntity<Tooltip>(Tooltip);
|
||
let pos = v3(0,0);
|
||
pos.y=pos.y+y;
|
||
tip.load(pos,type,value,s_uuid,this.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(0,30);
|
||
node.setPosition(pos)
|
||
node.parent = this.node;
|
||
this.atked_count++;
|
||
this.exp_add(this.uaep)
|
||
}
|
||
dead(){
|
||
var path = "game/skills/dead";
|
||
var prefab: Prefab = oops.res.get(path, Prefab)!;
|
||
var node = instantiate(prefab);
|
||
let pos = v3(this.node.position.x,this.node.position.y+30,this.node.position.z);
|
||
node.parent = this.node.parent;
|
||
node.setPosition(pos);
|
||
this.exp_add(this.dep)
|
||
}
|
||
toDestroy(){
|
||
|
||
}
|
||
toAlive(){
|
||
let pos =v3(HeroSet.StartPos[this.hero_type],this.node.position.y,this.node.position.z)
|
||
this.node.setPosition(pos)
|
||
}
|
||
reset() {
|
||
this.is_dead = false;
|
||
this.node.destroy();
|
||
}
|
||
|
||
} |