424 lines
14 KiB
TypeScript
424 lines
14 KiB
TypeScript
import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Color, BoxCollider2D} 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 { BoxSet, FacSet } 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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import { Attrs, DBuff, geDebuffNum, getAttrs, SkillSet, TGroup, TType, BType, BuffConf, DbuffConf } from "../common/config/SkillSet";
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import { BuffComp } from "./BuffComp";
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import { oops } from "db://oops-framework/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { FightSet, getExpDrops, getStoneDrops, TooltipTypes } from "../common/config/Mission";
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import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
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import { HeroInfo, HeroUpSet } 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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BUFFCOMP:BuffComp=null!
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as: HeroSpine = null!
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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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lv:number =1;
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scale: number = 1; /** 角色阵营 1:hero -1 :mon */
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type: number = 0; /**角色类型 0近战-需要贴身 1远程-保持距离 2辅助 */
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fac:number=0; //阵营 0:hero 1:monster
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box_group:number = BoxSet.HERO;
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is_dead:boolean = false; //是否摧毁
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is_count_dead:boolean = false; //是否计数死亡
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is_stop:boolean = false;
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is_atking:boolean = false;
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is_boss:boolean = false;
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is_big_boss:boolean = false;
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is_master:boolean =false;
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is_friend:boolean =false;
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is_kalami:boolean =false;
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speed: number = 100; /** 角色移动速度 */
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mp: number = 100;
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hp: number = 100; /** 血量 */
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shield:number=0; //当前护甲值
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/** 基础属性 有初始值的基础属性,后续Attrs 属性计算时用到*/
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base_ap: number = 0; //基础攻击力
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base_map: number = 0;
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base_def: number = 5;
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base_hp: number = 100;
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base_mp: number = 100;
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Attrs:any=[]
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//数值型debuff
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V_DBUFF:any[]=[] //持久
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V_DBUFFS:any[]=[] //临时 带时间
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//百分比型debuff
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R_DBUFF:any[]=[] //持久
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R_DBUFFS:any[]=[] //临时 带时间
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//数值型buff
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V_BUFF:any[]=[] //持久
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V_BUFFS:any[]=[] //临时 带时间
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//百分比型buff
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R_BUFF:any[]=[] //持久
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R_BUFFS:any[]=[] //临时 带时间
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atk_count: number = 0;
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atked_count: number = 0;
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speek_time:number = 0;
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private damageQueue: Array<{
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damage: number,
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isCrit: boolean,
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delay: number,
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anm:string,
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}> = [];
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private isProcessingDamage: boolean = false;
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private damageInterval: number = 0.01; // 伤害数字显示间隔
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onLoad() {
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this.as = this.getComponent(HeroSpine);
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//console.log("[HeroViewComp]:hero view comp ",this.FIGHTCON)
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this.on(GameEvent.FightEnd,this.do_fight_end,this)
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const collider = this.node.getComponent(BoxCollider2D);
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this.scheduleOnce(()=>{
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if (collider) collider.enabled = true; // 先禁用
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},1)
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// let anm = this.node.getChildByName("anm")
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// anm.setScale(anm.scale.x*0.8,anm.scale.y*0.8);
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}
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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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this.BUFFCOMP=this.node.getComponent(BuffComp);
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// console.log("[HeroViewComp]:heroview"+this.hero_name,this.Attrs)
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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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if(this.is_boss){
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this.node.getChildByName("top").position=v3(this.node.position.x,this.node.position.y+100,0)
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}
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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.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX])
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}
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update(dt: number){
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if(!smc.mission.play||smc.mission.pause) return
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// if(this.is_dead) {
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// this.ent.destroy();
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// return
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// }
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this.BaseUp(dt)
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// 更新所有按时间减少的buff和debuff
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this.in_stop(dt);
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// 处理伤害队列
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this.processDamageQueue();
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}
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BaseUp(dt:number){
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this.mp += HeroUpSet.MP*dt
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this.hp += HeroUpSet.HP*dt
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if(this.mp > this.Attrs[Attrs.MP_MAX]) this.mp = this.Attrs[Attrs.MP_MAX]
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if(this.hp > this.Attrs[Attrs.HP_MAX]) this.hp = this.Attrs[Attrs.HP_MAX]
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}
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do_fight_end(){
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this.as.do_buff()
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}
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get isActive() {
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return this.ent.has(HeroViewComp) && this.node?.isValid;
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}
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//状态切换
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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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add_shield(shield:number){
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this.shield = this.Attrs[Attrs.SHIELD_MAX] +=shield
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if(this.shield>0) this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX])
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}
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health(hp: number = 0,is_num:boolean=true) {
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this.BUFFCOMP.heathed();
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let real_hp=0
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let hp_max=this.Attrs[Attrs.HP_MAX]
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let lost_hp=hp_max-this.hp
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if(is_num){
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if(lost_hp > hp){
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real_hp=Math.floor(hp);
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}else{
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real_hp=lost_hp;
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}
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}else{
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if(lost_hp > hp/100*hp_max){
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real_hp=Math.floor(hp/100*hp_max);
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}else{
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real_hp=lost_hp;
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}
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}
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if(real_hp > 0){
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this.hp+=real_hp;
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this.BUFFCOMP.tooltip(TooltipTypes.health,real_hp.toFixed(0));
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}
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this.BUFFCOMP.hp_show(this.hp,this.Attrs[Attrs.HP_MAX])
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// this.update_vm
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}
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/** 静止时间 */
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in_stop (dt: number) {
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}
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count_atk_count(){ //主将攻击
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if(this.fac==FacSet.MON) return
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this.atk_count+=1
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}
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do_dead(){
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this.do_dead_trigger()
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//console.log("[HeroViewComp]:角色死亡",this.hero_uuid)
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if(this.is_count_dead) return
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this.is_count_dead=true
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if(this.fac==FacSet.MON){
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this.scheduleOnce(()=>{
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this.do_drop()
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},0.1)
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}
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if(this.fac==FacSet.HERO){
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this.scheduleOnce(()=>{
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oops.message.dispatchEvent(GameEvent.HeroDead,{hero_uuid:this.hero_uuid})
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},0.1)
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}
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if(this.fac==FacSet.HERO){
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//console.log("[HeroViewComp]:英雄死亡")
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// oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false})
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}
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}
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do_drop(){
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}
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do_atked(remainingDamage:number,
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crit:number=0,crit_d:number=0,
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burn_count:number=0,burn_value:number=0,
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stun_time:number=0,stun_ratio:number=0,
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frost_time:number=0,frost_ratio:number=0,
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atked_anm:string="atked"
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){
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this.do_atked_trigger()
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if(this.check_dodge()) return
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let is_crit = this.check_crit(crit)
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if(this == null) return;
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let damage = this.count_damage(remainingDamage)
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if(is_crit) {
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damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+crit_d)/100))
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}
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// console.log(this.hero_name+"[HeroViewComp]:heroview :damage|hp|hp_max",damage,this.hp,this.Attrs[BuffAttr.HP_MAX])
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damage=this.check_shield(damage)
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if(damage <= 0) return
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this.hp -= damage;
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if(this.hp <= 0) {
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if(this == null) return;
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this.is_dead=true
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if(this.BUFFCOMP){
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this.BUFFCOMP.dead()
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}
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this.do_dead()
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//console.log("[HeroViewComp]:dead,fac => "+(this.fac==FacSet.HERO?"hero":"monster"))
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if(this.ent == null) return;
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if(this.fac ==FacSet.HERO){
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this.to_grave()
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}else{
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this.ent.destroy();
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}
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}
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// this.update_vm
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this.back()
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this.showDamage(damage, is_crit,atked_anm);
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}
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//后退
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back(){
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if(this.fac==FacSet.MON) {
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let tx=this.node.position.x+5
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if(tx > 320) tx=320
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tween(this.node).to(0.1, { position:v3(tx,this.node.position.y,0)}).start()
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}
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if(this.fac==FacSet.HERO) {
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let tx=this.node.position.x-5
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if(tx < -320) tx=-320
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tween(this.node).to(0.1, { position:v3(tx,this.node.position.y,0)}).start()
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}
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}
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//伤害计算 debuff 易伤
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count_damage(remainingDamage:number){
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return remainingDamage
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}
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check_shield(damage:number){
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if(this.shield <= 0 ) return damage
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if(this.shield >= damage){
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this.shield -= damage
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this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*吸收*");
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if(this.shield <= 0){
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this.shield=this.Attrs[Attrs.SHIELD_MAX]=0
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}
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damage = 0
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}
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if(this.shield < damage){
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damage=damage-this.shield
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this.shield=0
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this.Attrs[Attrs.SHIELD_MAX]=0
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}
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this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX])
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return damage
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}
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check_dodge(){
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if(this.Attrs[Attrs.DODGE] > 0){
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let random = Math.random()*100
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if(random < this.Attrs[Attrs.DODGE]) {
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this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*闪避*");
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return true
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}
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}
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return false
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}
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check_crit(crit:number=0){
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if(crit > 0){
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let random = Math.random()*100
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if(random < crit) {
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//console.log("[HeroViewComp]:crit",crit,random)
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return true
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}
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}
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//console.log("[HeroViewComp]:crit",crit)
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return false
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}
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do_dead_trigger(){ //死亡特殊处理
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if(this.is_dead||this.fac==FacSet.MON) return
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}
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do_atked_trigger(){ //受伤特殊处理
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if(this.is_dead||this.fac==FacSet.MON) return
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}
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to_grave(){
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tween(this.node).to(0.5, { position:v3(-900,this.node.position.y+300,0)},{
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onComplete: (target?: object) => {
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this.node.setPosition(-900,this.node.position.y-300,0)
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}
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}).start()
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}
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// to_alive(){
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// this.is_dead=false
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// this.currentHp=this.currentHpMax*(100+this.hp_buff)/100
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// this.BUFFCOMP.vmdata_update(true)
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// this.node.setPosition(HeroPos[this.fight_pos].pos)
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// this.BUFFCOMP.heathed()
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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.scale+this.hero_name+']'+value,value2,value3)
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}
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reset() {
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this.is_dead = false;
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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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}, 0.1);
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}
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playSkillEffect(skill_id:number) {
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let skill = SkillSet[skill_id]
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switch(skill.act){
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case "max":
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this.as.max()
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this.BUFFCOMP.tooltip(TooltipTypes.skill,skill.name,skill_id)
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break
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case "atk":
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this.as.atk()
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break
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}
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}
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/** 显示伤害数字 */
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showDamage(damage: number, isCrit: boolean,anm:string="atked") {
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this.damageQueue.push({
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damage,
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isCrit,
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delay: this.damageInterval,
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anm
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});
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}
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ex_show(text:string){
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switch(text){
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case "blue":
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this.BUFFCOMP.max_show("mr_blue")
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break
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case "red":
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this.BUFFCOMP.max_show("mr_red")
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break
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}
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}
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/** 处理伤害队列 */
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private processDamageQueue() {
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if (this.isProcessingDamage || this.damageQueue.length === 0) return;
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this.isProcessingDamage = true;
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const damageInfo = this.damageQueue.shift()!;
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this.showDamageImmediate(damageInfo.damage, damageInfo.isCrit,damageInfo.anm);
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// 设置延时处理下一个伤害
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this.scheduleOnce(() => {
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this.isProcessingDamage = false;
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}, this.damageInterval);
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}
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/** 立即显示伤害效果 */
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private showDamageImmediate(damage: number, isCrit: boolean,anm:string="atked") {
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// this.as.atked()
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this.BUFFCOMP.hp_show(this.hp,this.Attrs[Attrs.HP_MAX])
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this.BUFFCOMP.in_atked(anm,this.fac==FacSet.HERO?1:-1)
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this.atked_count++;
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if (isCrit) {
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this.BUFFCOMP.hp_tip(TooltipTypes.crit, damage.toFixed(0), damage);
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// //console.log("暴击伤害:" + damage);
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} else {
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this.BUFFCOMP.hp_tip(TooltipTypes.life, damage.toFixed(0), damage);
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// //console.log("普通伤害:" + damage);
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}
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}
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} |