112 lines
3.7 KiB
TypeScript
112 lines
3.7 KiB
TypeScript
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { BoxSet } from "../common/config/BoxSet";
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import { SkillSet } from "../common/config/SkillSet";
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import { smc } from "../common/SingletonModuleComp";
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import { FightConComp } from "../map/FightConComp";
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import { SkillCom } from "./SkillCom";
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import { instantiate, Node, Prefab, Vec3 ,tween, v3,animation,Label,resources,SpriteFrame,Sprite} from "cc";
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/** Skill 模块 */
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@ecs.register(`Skill`)
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export class Skill extends ecs.Entity {
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FIGHTCON:FightConComp=null!
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SkillView!: SkillCom;
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/** 实始添加的数据层组件 */
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protected init() {
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}
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/** 模块资源释放 */
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destroy() {
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// 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放
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this.remove(SkillCom);
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super.destroy();
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}
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load(
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startPos: Vec3, // 起始位置
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parent: Node, // 父节点
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uuid: number, // 技能ID
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targetPos: Vec3, // 目标位置
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caster:any=null, // 施法者
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angle:number=0,
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dmg:number=0
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) {
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let FIGHTCON=parent.getComponent(FightConComp);
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const config = SkillSet[uuid];
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if (!config) {
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console.error("[Skill] 技能配置不存在:", uuid);
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return;
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}
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// 检查施法者
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if (!caster) {
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console.error("[Skill] 施法者为空");
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return;
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}
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// 加载预制体
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const path = `game/skills/${config.sp_name}`;
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const prefab = oops.res.get(path, Prefab);
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if (!prefab) {
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console.error("[Skill] 预制体加载失败:", path);
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return;
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}
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const node = instantiate(prefab);
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// 设置节点属性
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node.parent = parent;
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node.setPosition(startPos);
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node.angle+=angle
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console.log("[Skill]:node=>",startPos)
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// 添加技能组件
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const SComp = node.getComponent(SkillCom); // 初始化技能参数
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if (!SComp) {
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console.error("[Skill] 技能组件获取失败");
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return;
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}
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console.log("[Skill]:caster=>",caster,config.name+"scomp=>",SComp,"fightcon=>",FIGHTCON)
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// 确保caster有必要的属性
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if (typeof caster.ap === 'undefined') {
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console.error("[Skill] caster.ap 未定义");
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return;
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}
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if (typeof caster.box_group === 'undefined') {
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console.error("[Skill] caster.box_group 未定义");
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return;
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}
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SComp.ap = caster.ap*config.ap/100;
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if(caster.fac==0){
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if(caster.is_master){
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SComp.ap=Math.floor(SComp.ap*(100+FIGHTCON.hero_buff.ATK)/100);
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}else{
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SComp.ap=Math.floor(SComp.ap*(100+FIGHTCON.friend_buff.ATK)/100);
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}
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}else{
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SComp.ap=Math.floor(SComp.ap*(100-FIGHTCON.enemy_buff.ATK)/100);
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}
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SComp.ap=(100+dmg)/100*SComp.ap // master 主将 技能额外百分比加成
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console.log("[Skill]:caster.box_group=>",caster.box_group,config.name+"scomp.group=>",SComp.group)
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// 设置技能组件属性
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Object.assign(SComp, {
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s_uuid: uuid,
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AType: config.AType,
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speed: config.speed,
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atk_count: 0,
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startPos: startPos,
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targetPos: targetPos,
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caster: caster,
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prefabName: config.sp_name,
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group: caster.box_group,
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fac: caster.fac,
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animName: config.animName
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});
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this.add(SComp);
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}
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}
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