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heros/assets/script/game/skill/SkillView.ts
2025-11-01 00:02:01 +08:00

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import { _decorator, Animation, CCInteger, Collider2D, Contact2DType, UITransform, v3, Vec3 } 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 { HeroViewComp } from "../hero/HeroViewComp";
import { DTType, EType, RType, SkillConfig, SkillSet } from "../common/config/SkillSet";
import { BezierMove } from "../BezierMove/BezierMove";
import { BoxSet, FacSet } from "../common/config/BoxSet";
import { SDataCom } from "./SDataCom";
import { SMoveDataComp } from "./SMoveComp";
import { Attrs } from "../common/config/HeroAttrs";
import { MonMoveComp } from "../hero/MonMove";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { HeroMoveComp } from "../hero/HeroMove";
import { DamageQueueHelper } from "../hero/DamageQueueComp";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('SkillViewComp')
@ecs.register('SkillView', false)
export class SkillView extends CCComp {
/** 视图层逻辑代码分离演示 */
@property({ type: CCInteger })
atk_x: number = 0
@property({ type: CCInteger })
atk_y: number = 0
@property({ type: CCInteger })
runType: RType = 0 //技能运行类型 0-线性 1-贝塞尔 2-开始位置固定 3-目标位置固定
@property({ type: CCInteger })
endType: EType = 0 //
anim:Animation=null;
group:number=0;
SConf:SkillConfig=null;
sData:SDataCom=null;
s_uuid:number=1001
start() {
this.SConf = SkillSet[this.s_uuid]
this.sData=this.ent.get(SDataCom)
this.anim=this.node.getComponent(Animation)
this.node.active = true;
let collider = this.getComponent(Collider2D);
if(collider) {
collider.group = this.group;
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
}
const SMove=this.ent.get(SMoveDataComp)
// 计算延长后的目标点坐标
switch(this.runType){
case RType.linear:
SMove.rePos(v3(this.node.position.x + this.atk_x, this.node.position.y + this.atk_y))
this.do_linear(SMove.startPos,SMove.targetPos)
break
case RType.bezier:
this.do_bezier(SMove.startPos,SMove.targetPos)
break
case RType.fixed:
this.do_fixedStart(SMove.startPos,SMove.targetPos)
break
case RType.fixedEnd:
this.do_fixedEnd(SMove.startPos,SMove.targetPos)
break
}
}
onBeginContact (seCol: Collider2D, oCol: Collider2D) {
// console.log(this.scale+"碰撞开始 ",seCol,oCol);
if(seCol.node.position.x-oCol.node.position.x > 100 ) return
let target = oCol.getComponent(HeroViewComp)
if(oCol.group!=this.group){
if(target == null) return;
if (!this.SConf) return;
if(this.endType==EType.collision){
this.apply_damage(target)
}
}
}
do_bezier(startPos:Vec3,targetPos:Vec3){
let bm=this.node.getComponent(BezierMove)
this.node.angle +=10
// bm.speed=700
if(this.group==BoxSet.MONSTER) {bm.controlPointSide=-1 }
bm.rotationSmoothness=0.6
bm.moveTo(targetPos)
}
do_linear(startPos:Vec3,targetPos:Vec3){
let bm=this.node.getComponent(BezierMove)
let s_x=startPos.x
let s_y=startPos.y
let t_x=targetPos.x
let t_y=targetPos.y
// 设定目标x
targetPos.x = 400;
if(this.group == BoxSet.MONSTER) {
bm.controlPointSide = -1;
targetPos.x = -400;
}
// 计算斜率
const k = (t_y - s_y) / (t_x - s_x);
// 按直线公式计算新的y
targetPos.y = k * (targetPos.x - s_x) + s_y;
bm.controlPointOffset=0
bm.rotationSmoothness=0.6
bm.moveTo(targetPos);
}
do_fixedEnd(startPos:Vec3,targetPos:Vec3){
this.node.setPosition(targetPos.x > 360?300:targetPos.x,this.node.position.y,0)
this.do_anim()
}
do_fixedStart(startPos:Vec3,targetPos:Vec3){
// console.log("do_fixedStart",startPos,targetPos)
this.node.setPosition(startPos.x,this.node.position.y,0)
this.do_anim()
}
do_anim(){
if(this.node.getComponent(Animation)){
let anim = this.node.getComponent(Animation);
//console.log("[SkillCom]:has anim",anim)
anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
}
}
onAnimationFinished(){
if(this.endType==EType.animationEnd){
this.ent.destroy()
}
}
//动画帧事件 atk 触发
public atk(args:any){
let dis=this.node.getComponent(UITransform).width/2
let enemys:any=[]
if( this.sData.fac==FacSet.HERO){
enemys=ecs.query(ecs.allOf(MonMoveComp))
}else{
enemys=ecs.query(ecs.allOf(HeroMoveComp))
}
let IRTargets: HeroViewComp[] = []
// 收集范围内所有敌方目标
enemys.some(e => {
const view = e.get(HeroViewComp);
const distance = Math.abs(this.node.position.x - view.node.position.x);
if(distance <= dis) {
IRTargets.push(view);
}
});
// 根据配置的hit_num决定攻击模式
const hitNum = SkillSet[this.s_uuid].hit_num || 0;
if(hitNum > 0) {
// 限制目标数量按距离排序选择最近的N个目标
if(IRTargets.length > 0) {
// 按距离排序(从近到远)
IRTargets.sort((a, b) => {
const distanceA = Math.abs(this.node.position.x - a.node.position.x);
const distanceB = Math.abs(this.node.position.x - b.node.position.x);
return distanceA - distanceB;
});
// 限制目标数量
const maxTargets = Math.min(hitNum, IRTargets.length);
const sTargets = IRTargets.slice(0, maxTargets);
sTargets.forEach(target => {
this.apply_damage(target, false);
});
}
} else {
// 范围伤害:对所有范围内目标造成伤害
if(IRTargets.length > 0) {
IRTargets.forEach(target => {
this.apply_damage(target, true);
});
}
}
}
//伤害应用
apply_damage(target:HeroViewComp,is_range:boolean=false){
if(target == null) return;
if (!this.SConf) return;
// 使用伤害队列系统处理伤害
DamageQueueHelper.addDamageToEntity(
target.ent,
this.sData.Attrs,
this.sData.caster,
this.sData.s_uuid
);
// console.log(`[SkillCom]: ${this.sData.caster.ent.get(HeroAttrsComp).hero_name}[${this.sData.caster.ent.get(HeroAttrsComp).fac}:${ this.sData.fac}:${target.ent.get(HeroAttrsComp).fac}] 对 ${target.ent.get(HeroAttrsComp).hero_name} 释放技能 ${this.SConf.name}`)
// 更新技能命中次数
this.sData.hit_count++
// 检查技能是否应该销毁
if( this.sData.hit_count>=(this.SConf.hit+ this.sData.Attrs[Attrs.PUNCTURE])&&(this.SConf.DTType!=DTType.range)&&(this.endType!=EType.animationEnd)&&(this.endType!=EType.timeEnd)) this.ent.destroy// 技能命中次数
}
/** 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 */
reset() {
this.node.destroy();
}
}