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heros/assets/script/game/hero/HeroViewComp.ts

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import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween} 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 { HeroSpine } from "./HeroSpine";
import { HeroModelComp } from "./HeroModelComp";
import { BoxSet, GameSet } from "../common/config/BoxSet";
import { smc } from "../common/SingletonModuleComp";
import { Skill } from "../skills/Skill";
import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
import { SkillSet, TargetGroup, TargetType } from "../common/config/SkillSet";
import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager";
import { HeroSet } from "../common/config/heroSet";
import { BuffComp } from "./BuffComp";
import { MonModelComp } from "./MonModelComp";
import { getMonsterDrops, MonsterType } from "../common/config/RewardSet";
import { HeroSkillsComp } from "../skill/heroSkillsComp";
const { ccclass, property } = _decorator;
/** 角色显示组件 */
@ccclass('HeroViewComp') // 定义为 Cocos Creator 组件
@ecs.register('HeroView', false) // 定义为 ECS 组件
export class HeroViewComp extends CCComp {
BUFFCOMP:BuffComp=null!
enemy_pos:Vec3=null!
// enemy:any=null!;
as: HeroSpine = null!
anm_timer:Timer = new Timer(0.3);
anm_name="idle"
status:String = "idle"
hero_uuid:number = 1001;
hero_name : string = "hero";
lv:number =1;
slv:number =1;
scale: number = 1; /** 角色阵营 1hero -1 :mon */
type: number = 0; /**角色类型 0近战-需要贴身 1远程-保持距离 2辅助 */
fac:number=0; //阵营 0hero 1monster
box_group:number = BoxSet.HERO;
atk_range:number = 150;
is_dead:boolean = false; //是否摧毁
is_stop:boolean = false;
is_atking:boolean = false;
is_boss:boolean = false;
is_big_boss:boolean = false;
hp: number = 100; /** 血量 */
hp_max: number = 100; /** 最大血量 */
hp_speed: number = 0; //每秒回复量
pw: number = 0; // 当前能量值
pwm: number = 100; // 最大能量值
pws: number = 1; //能量回复速度每0.1秒回复量
apw:number=0;
uapw:number=0;
cpw:number=0;
dopw:number=0;
dpw:number=0;
pwt:Timer = new Timer(1); //计时器
akr:number=0; //攻击触发机率
uar:number=0; //受伤触发机率
dgr:number=0; //闪避触发机率
crr:number=0; //暴击触发机率
akc:number=0; //攻击次数触发
uac:number=0; //受伤次数触发
dgc:number=0; //闪避次数触发
crc:number=0; //暴击次数触发
aexp:number=0; //攻击经验
uaexp:number=0; //受伤经验
cexp:number=0; //暴击经验 */
doexp:number=0; //闪避经验 */
dexp:number=0; //死亡经验 */
ap: number = 10; /**攻击力 */
ap_buff: number = 0;
ap_buffs:any = [];
// atk_speed: number = 1;
cd: number = 1.3; /**攻击速度 攻击间隔 */
dis: number = 80;
at: number = 0; /** 冷却时间 */
def: number = 0; //防御
vun: number = 0; //易伤
crit: number = 0; //暴击率
crit_add: number = 0;//暴击伤害加成
dodge: number = 10; //闪避率
shield:number = 0; //护盾,免伤1次减1
speed: number = 100; /** 角色移动速度 */
ospeed: number = 100; /** 角色初始速度 */
atk_count: number = 0;
atked_count: number = 0;
dodge_count: number = 0;
crit_count: number = 0;
stop_cd: number = 0; /*停止倒计时*/
yun_cd: number = 0; //眩晕倒计时
ice_cd: number = 0; //冰冻倒计时
dir_y:number = 0;
speek_time:number = 0;
onLoad() {
this.as = this.getComponent(HeroSpine);
} /** 视图层逻辑代码分离演示 */
start () {
this.as.idle()
this.BUFFCOMP=this.node.getComponent(BuffComp);
/** 方向 */
this.node.setScale(this.scale,1);
this.node.getChildByName("top").setScale(this.scale,1);
if(this.is_boss){
this.node.setScale(this.node.scale.x*1.5,this.node.scale.y*1.5);
this.node.getChildByName("top").getChildByName("sboss").active = true;
}
/* 显示角色血量 */
this.node.getChildByName("top").getChildByName("hp").active = true;
}
update(dt: number){
if(!smc.mission.play||smc.mission.pause) return
if(this.is_dead) {
if(!this.in_grave()) this.to_grave()
return
}
if (this.pwt.update(dt)) {
this.pw+=this.pws
}
this.check_atk_counts()
this.hp_show()
if(this.ice_cd > 0){
this.ice_cd -=dt;
return
}
if(this.yun_cd > 0){
this.yun_cd -=dt;
return
}
this.at += dt;
this.in_stop(dt);
}
hp_show(){
let hp_progress= this.hp/this.hp_max;
this.node.getChildByName("top").getChildByName("hp").getComponent(ProgressBar)!.progress = hp_progress;
if(this.is_boss) return
if(this.hp == this.hp_max){
this.node.getChildByName("top").getChildByName("hp").active = false;
} else{
this.node.getChildByName("top").getChildByName("hp").active = true;
}
}
//移动
//状态切换
status_change(type:string){
this.status=type
if(type == "idle"){
this.as.idle()
// this.as.change_default("idle")
}
if(type == "move"){
this.as.move()
// this.as.change_default("move")
}
}
//受伤判断
check_uatk(skill:any){
if(this.check_dodge()) return
this.in_atked();
let l_hp=this.check_less(skill.ap,skill.is_crit,skill.crit_add)
this.check_debuff(skill,l_hp)
if(this.shield > 0){
this.shield -=1
if(this.shield == 0) this.BUFFCOMP.show_shield(false)
l_hp = 0
}
this.hp_less(l_hp,skill.is_crit);
}
check_less(ap:number,is_crit:boolean,crit_add:number=0){
let d=this.def/ap
if(d > 1) d = 1
let l_hp=ap*(1-d*GameSet.DEF_RATE) //防御最高减免伤害比率计算
if(is_crit){
l_hp = l_hp * (150+crit_add)/100
}
let luck = RandomManager.instance.getRandomInt(-10,10)
l_hp=l_hp*(100+luck)/100
return Math.ceil(l_hp)
}
/**
* 检查并处理英雄受到的减益效果debuff
* 根据技能的不同减益类型,执行相应的逻辑,如冰冻、燃烧等。
*
* @param skill - 包含减益效果信息的技能对象
* @param l_hp - 可选参数表示英雄的当前生命值默认为0
*/
check_debuff(skill:any,l_hp:number=0){
// // console.log(this.hero_name+this.uuid+": skillname: "+skill.s_name+" :check_debuff "+skill.debuff);
// if(skill.debuff == 0) return
// let num=RandomManager.instance.getRandomInt(0,100)
// switch (skill.debuff){
// case 1:
// // console.log(this.hero_name+":"+this.uuid+"冰冻触判断: i="+num+":rate="+skill.rate);
// if(num > skill.depb) return
// // console.log(this.hero_name+":"+this.uuid+"冰冻触成功: i="+num+":debtime="+skill.debtime);
// this.ice_cd = skill.debtime
// this.BUFFCOMP.in_iced(skill.debtime)
// break;
// case 2:
// if(num > skill.depb) return
// // console.log(this.hero_name+":"+this.uuid+"debuff触发成功 i="+num+":debtime="+skill.debtime+":l_hp="+l_hp);
// this.BUFFCOMP.in_fired(skill.debtime,l_hp*skill.derate/100)
// break;
// case 3:
// if(num > skill.depb) return
// this.yun_cd = skill.debtime
// this.BUFFCOMP.in_yun(skill.debtime)
// break;
// case 4:
// if(num > skill.depb) return
// this.BUFFCOMP.buff_get("deap")
// this.ap = this.ap-Math.floor(l_hp*skill.derate/100)
// break;
// case 5:
// if(num > skill.depb) return
// break;
// case 6:
// if(num > skill.depb) return
// break;
// case 7:
// if(num > skill.depb) return
// break;
// case 8:
// if(num > skill.depb) return
// if(this.node.position.x > 300||this.node.position.x < -300) return
// tween(this.node).to( 0.1,
// { position: new Vec3(this.node.position.x-this.scale*50,this.node.position.y) },
// { }
// ).start();
// break;
// }
}
//暴击判断
/**
* 检查是否触发暴击,并执行相应的暴击效果。
* @returns {boolean} 如果触发暴击则返回 true否则返回 false。
* 该方法首先通过 RandomManager 获取一个随机数如果该随机数小于当前暴击最大值crit
* 则触发暴击效果,包括显示暴击提示、增加暴击计数、增加暴击经验以及增加暴击威力。
* 如果未触发暴击,则直接返回 false。
*/
check_crit():boolean
{
let i = RandomManager.instance.getRandomInt(0,100,3)
if(i < this.crit){
// this.BUFFCOMP.tooltip(5,"*会心一击*");
this.crit_count += 1
this.exp_add(this.cexp) // 暴击经验
this.power_add(this.cpw)
return true
}else{
return false
}
}
//闪避判断
/**
* 检查并处理角色的闪避逻辑。
* 生成一个随机数,如果小于角色的最大闪避值,则触发闪避效果,增加经验、能量,并更新闪避计数。
* @returns {boolean} 如果触发闪避则返回true否则返回false。
*/
check_dodge():boolean
{
let i = RandomManager.instance.getRandomInt(0,100,3)
if(this.dodge > GameSet.DODGE_MAX) this.dodge = GameSet.DODGE_MAX
if(i < this.dodge){
// console.log("闪避触发: i="+i+":dodge="+dodge);
this.BUFFCOMP.tooltip(5,"闪避");
this.exp_add(this.doexp) // 闪避经验
this.power_add(this.dopw)
this.dodge_count += 1
return true
}else{
return false
}
}
/**
* 检查并处理角色的攻击、闪避、暴击和受伤计数。
* 当计数达到一定值时,会触发相应的技能效果,并重置计数。
* 触发效果包括激活名为"max"的节点并在0.8秒后关闭。
* 使用do_skill方法处理触发的技能。
*/
check_atk_counts() {
// if (this.atk_count >= this.akc) {
// this.atk_count = 0
// // console.log("atk_count 清零:"+this.atk_count);
// let i = RandomManager.instance.getRandomInt(0,100,3)
// // console.log("攻击判断: i="+i+":akr="+this.akr);
// if(i < this.akr){
// // console.log("攻击触发: i="+i+":akr="+this.akr);
// // this.BUFFCOMP.max_show()
// this.do_skill(this.sk3)
// }
// }
// if(this.dodge_count >= this.dgc){
// this.dodge_count = 0
// // console.log("dodge_count 清零:"+this.dodge_count);
// let i = RandomManager.instance.getRandomInt(0,100,3)
// // console.log("闪避判断: i="+i+":dgr="+this.dgr);
// if(i < this.dgr){
// // console.log("闪避触发: i="+i+":dgr="+this.dgr);
// // this.BUFFCOMP.max_show()
// this.do_skill(this.sk3)
// }
// }
// if(this.crit_count >= this.crc){
// this.crit_count = 0
// // console.log("crit_count 清零:"+this.crit_count);
// let i = RandomManager.instance.getRandomInt(0,100,3)
// // console.log("暴击判断: i="+i+":crr="+this.crr);
// if(i < this.crr){
// // console.log("暴击触发: i="+i+":crr="+this.crr);
// // this.BUFFCOMP.max_show()
// this.do_skill(this.sk3)
// }
// }
// if(this.atked_count >= this.uac){
// this.atked_count = 0
// let i = RandomManager.instance.getRandomInt(0,100,3)
// // console.log("受伤判断i="+i+":akr="+this.uar);
// if(i < this.uar){
// // console.log("受伤触发: i="+i+":uar="+this.uar);
// // this.BUFFCOMP.max_show()
// this.do_skill(this.sk3)
// }
// }
}
//使用max_skill
do_skill(skill:number){
// this.at = 0; //共享普攻攻击cd
this.BUFFCOMP.tooltip(3,SkillSet[skill].name,skill);
if(SkillSet[skill].flash){
this.as.max()
this.scheduleOnce(()=>{
this.BUFFCOMP.show_do_buff(SkillSet[skill].fname)
},0.1)
}
}
shoot_enemy(sk:number,y:number=0,x:number=0){
// console.log("mon shoot_enemy");
}
exp_add(exp:number=0){
if(this.box_group==BoxSet.HERO){
smc.vmdata.mission.exp +=exp
}
if(this.box_group==BoxSet.MONSTER){
smc.vmdata.mission.mexp +=exp
}
}
power_add(p:number){
this.pw+= p
}
add_shield(shield:number){
this.shield =shield
if(this.shield>0) this.BUFFCOMP.show_shield(true)
}
// add_cd(cd: number){
// this.cd += this.cd*((100-cd)/100);
// this.BUFFCOMP.buff_get("cd")
// }
/**
* 增加英雄的攻击AP
* @param ap 要增加的攻击。
*/
add_ap(ap: number){
this.ap += Math.floor(ap);
this.BUFFCOMP.buff_get("ap")
}
de_ap(ap: number){
this.ap -= Math.floor(ap);
this.BUFFCOMP.buff_get("deap")
}
add_def(def: number){
this.def += Math.floor(def);
this.BUFFCOMP.buff_get("def")
}
de_def(def: number){
this.def -= Math.floor(def);
this.BUFFCOMP.buff_get("dedef")
}
/**
* 增加英雄的暴击率。
* @param crit 要增加的暴击率。
*/
add_crit(critRate: number) {
this.crit += Math.floor(critRate);
this.BUFFCOMP.buff_get("crit");
}
de_crit(critRate: number) {
this.crit += Math.floor(critRate);
this.BUFFCOMP.buff_get("decrit");
}
/**
* 增加英雄的闪避率。
* @param dodge 要增加的闪避率。
*/
add_dodge(dodgeRate: number) {
this.dodge += Math.floor(dodgeRate);
this.BUFFCOMP.buff_get("dodge");
}
de_dodge(dodgeRate: number) {
this.dodge += Math.floor(dodgeRate);
this.BUFFCOMP.buff_get("dedodge");
}
add_hp_max(hprate: number=0){
this.BUFFCOMP.buff_get("hp")
this.hp_max += Math.floor(hprate/100*this.hp_max) ;
this.add_hp2(hprate)
}
de_hp_max(hprate: number=0){
this.BUFFCOMP.buff_get("dehp")
this.hp_max -= Math.floor(hprate/100*this.hp_max) ;
}
add_hp(hp: number = 0) {
this.BUFFCOMP.heathed();
this.hp+=Math.floor(hp);
if(this.hp > this.hp_max){
this.hp = this.hp_max;
}
this.BUFFCOMP.tooltip(2,hp.toFixed(0));
}
add_hp2(hprate: number=0){
this.hp += Math.floor(hprate/100*this.hp_max) ;
}
hp_less(hp: number,is_crit:boolean=false){
if(this.is_dead) return
hp=Math.floor(hp)
this.hp -= hp
if(is_crit){
this.BUFFCOMP.tooltip(4,hp.toFixed(0),250);
}else{
this.BUFFCOMP.tooltip(1,hp.toFixed(0),250);
}
if(this.hp > this.hp_max){
this.hp = this.hp_max;
}
if(this.hp <= 0){
this.dead();
this.to_grave()
this.is_dead = true;
}
}
/** 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() {
this.BUFFCOMP.in_atked()
// this.as.atked();
this.atked_count++;
this.exp_add(this.uaexp)
this.power_add(this.uapw)
}
dead(){
this.BUFFCOMP.dead()
this.exp_add(this.dexp)
this.power_add(this.dpw)
this.to_drop()
}
//掉落物品
to_drop(){
let Drops = getMonsterDrops(1, MonsterType.Normal, 1.2);
if(this.is_boss) Drops =getMonsterDrops(1, MonsterType.Elite, 1.2);
if(this.is_big_boss) Drops =getMonsterDrops(1, MonsterType.Boss, 1.2);
// console.log("掉落物品:",Drops);
//根据掉落类型和uuid 写入用户数据文件SingletonModuleComp =smc英雄碎片对应smc.heros[uuid].num,smc.heros[uuid].x1 记录本局掉落的数量,也需要添加对应值
//金币uuid=9001 对应smc.vmdata.gold.num,宝箱uuid1003,对应smc.vmdata.box.num smc.itmes[9001].x1,smc.itmes[1003].x1 记录本局
for (let i = 0; i < Drops.length; i++) {
const drop = Drops[i];
if(drop.type == 1 ){ //英雄碎片
smc.heros[drop.uuid].num += drop.num
smc.heros[drop.uuid].x1 += drop.num
}
if(drop.type==2){
if(drop.uuid == 9001){
smc.vmdata.gold.num+=drop.num
smc.items[9001].x1+=drop.num
}
if(drop.uuid == 1003){
smc.vmdata.box.num+=drop.num
smc.items[1003].x1+=drop.num
}
}
}
}
//进入墓地
to_grave(){
let pos =v3(0,-1000,this.node.position.z)
this.node.setPosition(pos)
}
//是否在墓地
in_grave(){
return this.node.position.y <= -900;
}
to_alive(){
let pos =v3(HeroSet.StartPos[this.type],this.node.position.y,this.node.position.z)
this.node.setPosition(pos)
this.revive()
}
to_console(value:any,value2:any=null,value3:any=null){
console.log("["+this.scale+this.hero_name+']'+value,value2,value3)
}
reset() {
this.is_dead = false;
this.node.destroy();
}
playSkillEffect() {
this.as.max()
}
public revive() {
this.hp = this.hp_max;
const skills = this.ent.get(HeroSkillsComp);
skills.resetAllCooldowns();
}
}