177 lines
7.0 KiB
TypeScript
177 lines
7.0 KiB
TypeScript
import { _decorator,Collider2D ,Contact2DType,v3,IPhysics2DContact,Vec3, tween} 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 { BoxSet } from "../common/config/BoxSet";
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import { smc } from "../common/SingletonModuleComp";
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import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
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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('SkillView', false)
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export class SkillCom extends CCComp {
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/** 视图层逻辑代码分离演示 */
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// start() {
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// // var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
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// // this.on(ModuleEvent.Cmd, this.onHandler, this);
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// }
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speed:number = 200;
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y_speed:number = 0;
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x_speed:number = 0;
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dis:number = 80;
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scale:number = 1;
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atk:number = 10;
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angle:number = 0;
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t_pos:Vec3 = null; // 目标增量
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is_destroy:boolean = false;
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box_group:number = 0;
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box_tag:number=0;
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type:number = 1;
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time:Timer = new Timer(0.01);
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start() {
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// console.log("skill start parent :",this.node.parent)
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// console.log("skill start t position :",this.t_pos)
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this.node.active=true
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this.node.angle = this.angle;
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let collider = this.getComponent(Collider2D);
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collider.group = this.box_group;
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// console.log("skill group",this.box_group)
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collider.tag = this.box_tag;
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collider.sensor = true;
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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.POST_SOLVE, this.onPostSolve, this);
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}
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if(this.t_pos){
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this.x_speed=this.t_pos.x;
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this.y_speed=this.t_pos.y;
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}else{
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let s_pos = v3(this.node.position.x,this.node.position.y)
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let c_pos = v3(this.node.position.x,this.node.position.y+200)
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let e_pos = v3(this.node.position.x+100*this.scale,BoxSet.GAME_LINE-50)
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SkillCom.bezierTo(this.node,2,s_pos,c_pos,e_pos,{onUpdate: (target: Vec3, ratio: number) => {
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}
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}).start();
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}
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// if(this.t_pos){
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// //通过欧拉角 延长 目标点 增量
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// // this.t_pos.x=Math.cos(this.angle * Math.PI / 180) * this.dis;
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// // this.t_pos.y=Math.sin(this.angle * Math.PI / 180) * this.dis;
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// tween(this.node).to( 0.5,{ angle:this.angle,position: this.t_pos},
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// {
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// onUpdate: (target: Vec3, ratio: number) => { // onUpdate 接受当前缓动的进度
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// // 将缓动系统计算出的结果赋予 node 的位置
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// },
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// onComplete: (target?: object) => {
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// this.is_destroy=true
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// },
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// }
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// ).start();
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// }else{
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// tween(this.node).to( this.dis/this.speed,
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// { position: new Vec3(this.node.position.x+this.scale*this.dis,this.node.position.y) },
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// {
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// onComplete: (target?: object) => {
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// this.is_destroy=true
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// },
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// }
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// ).start();
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// }
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}
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onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
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if(otherCollider.group != selfCollider.group&&otherCollider.tag !=BoxSet.ATK_RANGE&&otherCollider.tag !=BoxSet.SKILL_TAG){
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// console.log("skill onBeginContact",selfCollider.group,otherCollider.group)
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if(this.type==1){
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this.is_destroy=true
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}
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}
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}
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onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
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// console.log("skill post contact")
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// switch (selfCollider.group) {
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// case BoxSet.HERO:
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// switch (otherCollider.group){
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// case BoxSet.MONSTER:
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// case BoxSet.DEFAULT:
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// setTimeout(() => {
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// this.toDestroy()
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// }, 10);
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// break
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// }
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// break;
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// case BoxSet.MONSTER:
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// switch (otherCollider.group){
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// case BoxSet.PLAYER:
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// case BoxSet.HERO:
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// case BoxSet.DEFAULT:
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// setTimeout(() => {
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// this.toDestroy()
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// }, 10);
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// break
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// }
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// }
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}
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update(deltaTime: number) {
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// this.node.setScale(v3(this.scale,this.node.scale.y,this.node.scale.z))
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// this.move(deltaTime)
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this.toDestroy()
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// if(this.t_pos){
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// this.t_move(deltaTime)
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// }else{
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// this.line_move(deltaTime)
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// }
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if (this.node.position.x > 400||this.node.position.x < -400||this.node.position.y > 1000||this.node.position.y < BoxSet.GAME_LINE) {
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this.is_destroy=true
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}
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}
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t_move(dt: number){
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this.node.setPosition(v3(this.node.position.x+this.x_speed*dt*this.scale,this.node.position.y+this.y_speed*dt))
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}
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line_move(dt: number) {
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this.node.setPosition(v3(this.node.position.x+dt*this.speed*this.scale,this.node.position.y))
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}
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bezier(t:number){
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}
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toDestroy() {
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if(this.is_destroy){
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if(this.node.isValid) this.ent.destroy()
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}
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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.node.destroy();
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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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} |