170 lines
6.6 KiB
TypeScript
170 lines
6.6 KiB
TypeScript
import { _decorator,v3,Vec3 ,Label} 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 { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
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import { Skill } from "../skills/Skill";
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import { SkillSet } from "../common/config/SkillSet";
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import { Monster } from "./Monster";
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import { MonsterModelComp } from "./MonsterModelComp";
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import { MonsterViewComp } from "./MonsterViewComp";
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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 { HeroModelComp } from "./HeroModelComp";
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import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@ccclass('CSkillComp')
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@ecs.register('CSkill', false)
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export class CSkillComp extends CCComp {
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//持续时间
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private sd:Timer = new Timer(5)
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private cd:Timer = new Timer(1)
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private is_destroy:boolean = false;
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time:number = 0;
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scale:number = 1;
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speed:number = 0;
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dis:number = 0;
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atk:number = 0;
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skill_uuid:number = 1001;
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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.sd =new Timer(smc.skills[this.skill_uuid].sd)
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this.cd = new Timer(smc.skills[this.skill_uuid].cd)
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this.time =smc.skills[this.skill_uuid].sd
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this.node.getChildByName("time").getComponent(Label).string = this.time.toString()
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}
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protected update(dt: number): void {
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if (this.sd.update(dt)) {
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if (this.is_destroy) {
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return
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}
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this.to_destroy()
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}
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if (this.cd.update(dt)) {
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this.time -=1
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this.node.getChildByName("time").getComponent(Label).string = this.time.toString()
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if(smc.skills[this.skill_uuid].type == 1){
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this.shoot()
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}
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if(smc.skills[this.skill_uuid].type > 90){
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this.add_buff()
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}
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}
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}
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shoot() {
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let skill = ecs.getEntity<Skill>(Skill);
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let pos = v3(0,0)
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let t_pos = v3(0,0)
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let angle = 0
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let m_pos=v3(0,0)
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let monsters:any = ecs.query(ecs.allOf(MonsterModelComp));
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if (monsters.length > 0) {
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m_pos = monsters[0].MonsterView.get_monster_pos()
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}else{
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m_pos = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE)
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}
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t_pos = v3(m_pos.x-this.node.position.x,m_pos.y-this.node.position.y) // 目标增量
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// console.log("m_pos",m_pos);
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// console.log("pos",this.node.position);
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// console.log("t_pos",t_pos);
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let dx=m_pos.x-this.node.position.x
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let dy=m_pos.y-this.node.position.y
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let dir=v3(dx,dy,0)
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let randian=Math.atan2(dir.y,dir.x)
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angle = randian * (180 / Math.PI);
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// console.log("angle",angle);
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let scale = this.scale
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let dis = smc.skills[this.skill_uuid].dis+this.dis;
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let atk = smc.skills[this.skill_uuid].atk+this.atk;
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let speed = smc.skills[this.skill_uuid].speed+this.speed;
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skill.load(pos,speed,dis,scale,this.node,this.skill_uuid,atk,angle,t_pos);
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}
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add_buff(){
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// 1: 远距离攻击,碰撞后 结束
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// 2: 远距离攻击,碰撞后 持续,直到技能结束
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// 3: 远距离攻击,碰撞后 持续,带击退功能
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// 4: 双技能技能,1技能结束后,触发2技能
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// 5: 特殊技能,触发特殊弹窗选项
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// 9: buff物品,
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// 91: 单体buff物品,加最少血,临时
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// 92:单体buff物品,随机,临时
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// 93: 群体buff物品
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// 94:role 临时buff
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// 95:role 永久buff
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let uuid= this.skill_uuid;
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let atk:number=smc.Role.MonsterView.atk
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let args:any = {
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atk:atk*GameSet.ATK_TO_ATK_RATIO,
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hp:atk*GameSet.ATK_TO_HP_RATIO,
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shield:atk*GameSet.ATK_TO_SHIELD_RATIO,
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}
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let heros:any = ecs.query(ecs.allOf(HeroModelComp));
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let least_hp:number=999999
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let t_hero:any= null
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if (heros.length > 0) {
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if(SkillSet[uuid].type==92){ //随机添加buff
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let i = RandomManager.instance.getRandomInt(0,heros.length-1,3)
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console.log("i %%length:",i,heros.length)
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heros[i].MonsterBuff.add_buff(uuid,args);
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}else{
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for (let i = 0; i < heros.length; i++) {
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let hero = heros[i];
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// console.log(" CSkillComp hero",hero);
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if(SkillSet[uuid].type==91){ //血量最少单体
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console.log(" CSkillComp hero 91",hero,least_hp,t_hero);
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if(hero.MonsterView.hp < least_hp){
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least_hp = hero.MonsterView.hp
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t_hero = hero
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}
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}else{ //群体
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hero.MonsterBuff.add_buff(uuid,args);
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}
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}
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if(t_hero){ //血量最少单体
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t_hero.MonsterBuff.add_buff(uuid,args);
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}
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}
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}
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// oops.message.dispatchEvent("add_buff",{uuid:this.skill_uuid,eid:0,group:BoxSet.HERO})
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}
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/** 全局消息逻辑处理 */
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// private onHandler(event: string, args: any) {
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// switch (event) {
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// case ModuleEvent.Cmd:
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// break;
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// }
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// }
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to_destroy() {
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this.is_destroy = true
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this.remove_buff()
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// console.log("CSkillComp toDestroy");
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if (this.node.isValid) {
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// console.log("CSkillComp.node.isValid");
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// console.log("CSkillComp.node.destroy",this);
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this.ent.destroy()
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}
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}
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remove_buff(){
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for (let index = 0; index < 8; index++) {
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if(smc.player_buffs[index].eid == this.ent.eid){
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smc.player_buffs[index].eid=0
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break
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}
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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.sd.reset()
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this.cd.reset()
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this.node.destroy();
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}
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} |