- 调整了英雄角色top.prefab节点结构和组件关联,优化层级关系和属性值 - 修改pow、mpb等子节点的组件及位置,提升表现效果 - 更新技能atk_fires.prefab增加了ReadyLoop、SkillTime等新属性 - 调整攻击技能atk_s1.prefab的运行类型及相关时间与计数参数 - 修正atk_s1.prefab目标覆盖配置,完善prefab实例结构 - 精简atk_s_1.prefab的子节点引用,去除冗余id链接,简化资源结构
235 lines
9.1 KiB
TypeScript
235 lines
9.1 KiB
TypeScript
import { _decorator, Animation, CCBoolean, Collider2D, Contact2DType, Tween, 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 { BezierMove } from "../BezierMove/BezierMove";
|
||
import { Attrs, DTType, EType, SkillSet, SType } from "../common/config/SkillSet";
|
||
import { BoxSet, FacSet } from "../common/config/BoxSet";
|
||
import { HeroViewComp } from "../hero/HeroViewComp";
|
||
import { GameEvent } from "../common/config/GameEvent";
|
||
import { smc } from "../common/SingletonModuleComp";
|
||
const { ccclass, property } = _decorator;
|
||
|
||
/** 视图层对象 */
|
||
@ccclass('AtkConCom')
|
||
@ecs.register('AtkCon', false)
|
||
export class AtkConCom extends CCComp {
|
||
@property
|
||
public anmEnd: boolean = false;
|
||
@property
|
||
public cbox: boolean = false;
|
||
// 核心标识和配置
|
||
s_uuid:number = 0;
|
||
// 运行时状态(必须缓存的)
|
||
is_destroy:boolean = false;
|
||
startPos: Vec3 = v3(); // 起始位置
|
||
targetPos: Vec3 = v3(); // 目标位置
|
||
group:number = 0; //阵营
|
||
fac:number=0; //阵营
|
||
run_time:number = 0;
|
||
// 战斗相关运行时数据
|
||
Attrs:any=null
|
||
hit_count:number = 0;
|
||
// 组件引用
|
||
anim:Animation=null;
|
||
tweenInstance:Tween<any> = null;
|
||
private moveDirection: Vec3 | null = null; // 添加一个属性来存储移动方向
|
||
// 缓存的配置对象(避免重复查找)
|
||
public Config: any = null;
|
||
private isInitialized: boolean = false;
|
||
private initializeConfig() {
|
||
if (this.isInitialized) return;
|
||
// 缓存技能配置,避免重复查找
|
||
this.Config = SkillSet[this.s_uuid];
|
||
if (!this.Config) {
|
||
// console.error("[SkillCom] 技能配置不存在:", this.s_uuid);
|
||
return;
|
||
}
|
||
this.isInitialized = true;
|
||
// console.log("[SkillCom] 技能配置初始化完成:", this.s_uuid, this.Config.name);
|
||
}
|
||
start() {
|
||
this.initializeConfig();
|
||
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
|
||
// this.on(ModuleEvent.Cmd, this.onHandler, this);
|
||
|
||
this.anim=this.node.getComponent(Animation)
|
||
this.on(GameEvent.MissionEnd, this.doDestroy, this);
|
||
this.node.active = true;
|
||
let collider = this.getComponent(Collider2D);
|
||
if(collider) {
|
||
collider.group = this.group;
|
||
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
|
||
}
|
||
}
|
||
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);
|
||
}
|
||
|
||
}
|
||
do_parabolic(){
|
||
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(this.targetPos)
|
||
}
|
||
do_line(){
|
||
let bm=this.node.getComponent(BezierMove)
|
||
let s_x=this.startPos.x
|
||
let s_y=this.startPos.y
|
||
let t_x=this.targetPos.x
|
||
let t_y=this.targetPos.y
|
||
// 设定目标x
|
||
this.targetPos.x = 400;
|
||
if(this.group == BoxSet.MONSTER) {
|
||
bm.controlPointSide = -1;
|
||
this.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
|
||
this.targetPos.y = k * (this.targetPos.x - s_x) + s_y;
|
||
bm.controlPointOffset=0
|
||
bm.rotationSmoothness=0.6
|
||
bm.moveTo(this.targetPos);
|
||
}
|
||
do_fixedEnd(){
|
||
this.node.setPosition(this.targetPos.x > 360?300:this.targetPos.x,0,0)
|
||
this.do_anim()
|
||
}
|
||
do_fixedStart(){
|
||
this.node.setPosition(this.startPos.x > 360?300:this.startPos.x,0,0)
|
||
this.do_anim()
|
||
}
|
||
|
||
onAnimationFinished(){
|
||
// console.log("[SkillCom]:onAnimationFinished",this.s_uuid)
|
||
if (!this.Config) return;
|
||
|
||
if(this.Config.EType==EType.timeEnd) return
|
||
if(this.Config.SType!=SType.damage){
|
||
|
||
}
|
||
this.is_destroy=true
|
||
}
|
||
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.Config) return;
|
||
// console.log("[SkillCom]:onBeginContact oCol||seCol",oCol.node.position,seCol.node.position)
|
||
this.single_damage(target,this.Config.DTType==DTType.range?true:false)
|
||
// this.ent.destroy()
|
||
}
|
||
}
|
||
//单体伤害
|
||
single_damage(target:HeroViewComp,is_range:boolean=false){
|
||
// //console.log("[SkillCom]:onBeginContact hit_count:",this.hit_count,SkillSet[this.s_uuid].hit)
|
||
// if(this.hit_count > 0&&!is_range) this.ap=this.ap*(50+this.puncture_damage)/100 // 穿刺后 伤害减半,过滤范围伤害
|
||
if(target == null) return;
|
||
if (!this.Config) return;
|
||
let damage=Math.floor(this.Attrs[Attrs.AP]*(SkillSet[this.s_uuid].ap/100))
|
||
if(this.hit_count > 0 &&!is_range ){
|
||
let Percentage=Math.pow((50+this.Attrs[Attrs.PUNCTURE_DMG])/100, this.hit_count)
|
||
damage=damage*Percentage
|
||
}
|
||
target.do_atked(damage,this.Attrs,this.s_uuid) // ap 及暴击 属性已经在skill.ts 处理
|
||
// console.log("[SkillCom]:single_damage t:tp:rtp",this.node.position,this.targetPos,target.node.position)
|
||
this.hit_count++
|
||
// console.log("[SkillCom]:碰撞次数:技能次数:穿刺次数",this.hit_count,this.Config.hit,this.puncture)
|
||
if(this.hit_count>=(this.Config.hit+this.Attrs[Attrs.PUNCTURE])&&(this.Config.DTType!=DTType.range)&&(this.Config.EType!=EType.animationEnd)&&(this.Config.EType!=EType.timeEnd)) this.is_destroy=true // 技能命中次数
|
||
}
|
||
update(deltaTime: number) {
|
||
// 确保配置已初始化(处理 update 可能先于 start 执行的情况)
|
||
if (!this.isInitialized) {
|
||
this.initializeConfig();
|
||
if (!this.Config) return;
|
||
}
|
||
|
||
if(smc.mission.pause) {
|
||
if(this.anim) this.anim.pause()
|
||
return;
|
||
}
|
||
if(this.anim) this.anim.resume()
|
||
if (!this.node || !this.node.isValid) return;
|
||
|
||
if(this.Config.EType==EType.timeEnd){
|
||
this.run_time+=deltaTime
|
||
if(this.run_time>this.Config.in){
|
||
// //console.log("[SkillCom]: timeEnd destroy",this.s_uuid,this.run_time)
|
||
this.is_destroy=true
|
||
}
|
||
}
|
||
|
||
this.toDestroy();
|
||
}
|
||
public atk(args:any){
|
||
let dis=this.node.getComponent(UITransform).width/2
|
||
let targetsInRange: HeroViewComp[] = []
|
||
|
||
// 收集范围内所有敌方目标
|
||
ecs.query(ecs.allOf(HeroViewComp)).some(e => {
|
||
const view = e.get(HeroViewComp);
|
||
if(view.fac!=this.fac) {
|
||
const distance = Math.abs(this.node.position.x - view.node.position.x);
|
||
if(distance <= dis) {
|
||
targetsInRange.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(targetsInRange.length > 0) {
|
||
// 按距离排序(从近到远)
|
||
targetsInRange.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, targetsInRange.length);
|
||
const selectedTargets = targetsInRange.slice(0, maxTargets);
|
||
|
||
selectedTargets.forEach(target => {
|
||
this.single_damage(target, false);
|
||
});
|
||
}
|
||
} else {
|
||
// 范围伤害:对所有范围内目标造成伤害
|
||
if(targetsInRange.length > 0) {
|
||
targetsInRange.forEach(target => {
|
||
this.single_damage(target, false);
|
||
});
|
||
}
|
||
}
|
||
}
|
||
toDestroy() {
|
||
if(this.is_destroy){
|
||
if (this.ent) {
|
||
this.ent.destroy();
|
||
} else {
|
||
// 如果ent不存在,直接销毁节点
|
||
if (this.node && this.node.isValid) {
|
||
this.node.destroy();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
doDestroy(){
|
||
// //console.log("[SkillCom]:doDestroy")
|
||
this.is_destroy=true
|
||
}
|
||
reset() {
|
||
this.node.destroy();
|
||
}
|
||
} |