273 lines
9.2 KiB
TypeScript
273 lines
9.2 KiB
TypeScript
/*
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* @Author: dgflash
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* @Date: 2021-11-18 17:42:59
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* @LastEditors: dgflash
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* @LastEditTime: 2022-08-17 12:36:18
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*/
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import { Vec3, _decorator , v3,Collider2D,Contact2DType,IPhysics2DContact,EPhysics2DDrawFlags,Label,Node,Prefab,instantiate,ProgressBar} 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 { MonsterSpine } from "./MonsterSpine";
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import { Monster } from "./Monster";
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import { Hero } from "./Hero";
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import { MonsterModelComp } from "./MonsterModelComp";
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import { BoxSet } 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 { baseCom } from "../skills/baseCom";
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import { Skill } from "../skills/Skill";
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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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/** 角色显示组件 */
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@ccclass('MonsterViewComp') // 定义为 Cocos Creator 组件
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@ecs.register('MonsterView', false) // 定义为 ECS 组件
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export class MonsterViewComp extends CCComp {
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/** 角色动画 */
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as: MonsterSpine = null!;
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hero_name : string = "hero";
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/** 角色阵营 1:hero -1 :monster */
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camp: number = 1;
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/**角色类型 1:近战 2 远程 */
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type: number = 1;
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/** 状态 1:move ,2: act 3: stop */
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state: number = 1;
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/** 血量 */
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hp: number = 100;
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hp_max: number = 100;
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hp_speed: number = 0; //回复速度
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/**能量**/
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power: number = 0;
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power_max: number = 100;
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power_speed: number = 1; //回复速度
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skill_name: string = "base";
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max_skill_name: string = "base";
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/**攻击力 */
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atk: number = 10;
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/**攻击速度 */
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// atk_speed: number = 1;
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atk_cd: number = 1.3;
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atk_time: number = 0;
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/** 角色移动速度 */
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speed: number = 100;
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/** 角色初始速度 */
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ospeed: number = 100;
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Tpos: Vec3 = v3(0,-60,0);
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stop_cd: number = 0;
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private timer:Timer = new Timer(0.1);
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is_dead:boolean = false;
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/** 视图层逻辑代码分离演示 */
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start () {
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// 注册单个碰撞体的回调函数
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let collider = this.getComponent(Collider2D);
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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.PRE_SOLVE, this.onPreSolve, this);
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collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, this);
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}
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}
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onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
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}
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onEndContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
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// 只在两个碰撞体结束接触时被调用一次
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// console.log('onEndContact');
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}
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// onPreSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
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// // 每次将要处理碰撞体接触逻辑时被调用
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// console.log('onPreSolve');
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// }
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onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
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if(otherCollider.group== BoxSet.HERO_SKILL || otherCollider.group== BoxSet.MONSTER_SKILL){
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this.in_atked();
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this.hp_change(10);
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}
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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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// break;
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// case BoxSet.MONSTER_SKILL:
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// this.in_atked();
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// this.hp_change(10);
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// break;
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// }
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// case BoxSet.MONSTER:
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// switch (otherCollider.group){
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// case BoxSet.HERO:
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// // console.log('onBeginContact',selfCollider,otherCollider);
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// // setTimeout(() => {
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// // this.toDestroy();
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// // }, 10);
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// // this.speed = 0;
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// // this.stop_cd = 1;
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// // console.log("speed:"+this.speed+" | stop_cd:"+this.stop_cd);
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// break;
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// case BoxSet.HERO_SKILL:
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// this.in_atked();
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// this.hp_change(10);
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// break;
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// // case BoxSet.MONSTER_SKILL:
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// // break;
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// }
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// break;
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// }
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}
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onLoad() {
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this.as = this.getComponent(MonsterSpine);
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// console.log('hero load ent:',this);
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// PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb |
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// EPhysics2DDrawFlags.Pair |
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// EPhysics2DDrawFlags.CenterOfMass |
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// EPhysics2DDrawFlags.Joint |
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// EPhysics2DDrawFlags.Shape;
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}
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change_name(hero_name:string='hero',camp:number=1){
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this.name=hero_name;
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let label:any =this.node.getChildByName("lab_name")
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label.getComponent(Label)!.string = hero_name;
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let collider = this.getComponent(Collider2D);
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if(camp==1){
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collider.group=BoxSet.HERO;
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}else{
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collider.group=BoxSet.MONSTER;
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}
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}
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update(dt: number){
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if (this.timer.update(dt)) {
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this.power_change(this.power_speed)
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}
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this.in_destroy();
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this.in_stop(dt);
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this.in_act(dt);
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switch (this.type) {
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case 1:
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this.as.walk();
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break;
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case 2:
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this.as.idle();
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break;
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}
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this.move(dt);
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// this.update_pos();
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}
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move(dt: number){
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this.node.setPosition(this.node.position.x+dt*this.speed*this.camp, this.node.position.y, this.node.position.z);
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}
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power_change(power: number){
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this.power += power;
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if(this.power >= this.power_max){
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this.load_skill(this.max_skill_name);
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this.power = 0
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}
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let power_progress= this.power/this.power_max;
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this.node.getChildByName("power").getComponent(ProgressBar)!.progress = power_progress;
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}
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in_act(dt: number) {
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if(this.atk_time >= this.atk_cd){
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this.atk_time = 0;
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// console.log("atk_cd:"+this.atk_cd);
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this.as.atk();
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this.load_skill(this.skill_name);
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}
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this.atk_time += dt;
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}
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hp_change(hp: number){
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if(this.is_dead){
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return;
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}
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this.hp -= hp;
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if(this.hp > this.hp_max){
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this.hp = this.hp_max;
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}
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let hp_progress= this.hp/this.hp_max;
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this.node.getChildByName("hp").getComponent(ProgressBar)!.progress = hp_progress;
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if(this.hp <= 0){
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this.is_dead = true;
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setTimeout(() => {
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this.toDestroy();
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}, 15);
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}
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}
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/** 静止时间 */
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in_stop (dt: number) {
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if(this.stop_cd > 0){
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this.stop_cd -= dt;
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if(this.stop_cd <= 0){
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this.speed = this.ospeed;
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this.stop_cd = 0;
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}
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}
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}
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in_destroy(){
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switch (this.camp) {
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case -1:
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if(this.node.position.x < BoxSet.LETF_END){
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this.toDestroy();
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}
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break;
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case 1:
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if(this.node.position.x > BoxSet.RIGHT_END){
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this.toDestroy();
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}
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break;
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}
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}
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update_pos(){
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smc.monsters_in.forEach((element,index) => {
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if(element.eid == this.ent.eid){
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element.pos_x = this.node.position.x;
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}
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});
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}
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load_skill(skill_name){
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// console.log("load_skill");
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let skill = ecs.getEntity<Skill>(Skill);
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let pos = v3(0,0)
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let speed =150
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let scale = this.camp
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let range = 80
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skill.load(pos,speed,range,scale,this.node,skill_name,this.atk);
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}
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in_atked() {
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var path = "game/skills/atked";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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let pos = v3(0,0)
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node.setPosition(pos)
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node.parent = this.node;
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}
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dead(){
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var path = "game/skills/dead";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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node.setPosition(this.node.position)
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node.parent = this.node.parent;
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}
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toDestroy(){
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this.dead();
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smc.monsters_in = smc.monsters_in.filter(element => element.eid !== this.ent.eid);
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smc.monsters_in = smc.monsters_in.filter(element => element.eid !== this.ent.eid);
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this.ent.destroy();
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}
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reset() {
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this.is_dead = false;
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this.node.destroy();
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}
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} |