Files
heros/assets/script/game/mon/MonViewComp.ts
2024-09-09 07:56:18 +08:00

427 lines
15 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/*
* @Author: dgflash
* @Date: 2021-11-18 17:42:59
* @LastEditors: dgflash
* @LastEditTime: 2022-08-17 12:36:18
*/
import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label,RigidBody2D ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite} 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 { MonSpine } from "./MonSpine";
import { Mon } from "./Mon";
import { MonModelComp } from "./MonModelComp";
import { BoxSet } from "../common/config/BoxSet";
import { smc } from "../common/SingletonModuleComp";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { Skill } from "../skills/Skill";
import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
import { SkillCom } from "../skills/SkillCom";
import { SkillSet } from "../common/config/SkillSet";
import { Tooltip } from "../skills/Tooltip";
import { MonBuffComp } from "./MonBuffComp";
import { MoveToComp } from "../common/ecs/position/MoveTo";
import { BoxRangComp } from "./BoxRangComp";
const { ccclass, property } = _decorator;
/** 角色显示组件 */
@ccclass('MonViewComp') // 定义为 Cocos Creator 组件
@ecs.register('MonView', false) // 定义为 ECS 组件
export class MonViewComp extends CCComp {
@property(Material)
hitFlashMaterial: Material;
orginalFlashMaterial: Material;
sprite: Sprite;
@property(Node)
BoxRang:Node =null!
buff:MonBuffComp =null!
is_role:boolean = false;
enemy_pos:Vec3=null!;
enemy:any=null!;
/** 角色动画 */
as: MonSpine = null!;
hero_uuid:number = 1001;
hero_name : string = "hero";
level:number =1;
scale: number = 1; /** 角色阵营 1hero -1 :mon */
type: number = 1; /**角色类型 1前排 2 后排 */
state: number = 1; /** 状态 1move ,2: act 3: stop */
hp: number = 100; /** 血量 */
hp_max: number = 100; /** 最大血量 */
hp_speed: number = 0; //每秒回复量
power: number = 0; /**能量**/
power_max: number = 1200; /** 能量最大值 */
power_speed: number = 1; //能量回复速度每0.1秒回复量
skill_name: string = "base"; //技能名称
max_skill_name: string = "base"; //大技能名称
skill_uuid:number = 9001;
max_skill_uuid:number = 1001;
atk: number = 10; /**攻击力 */
// atk_speed: number = 1;
atk_cd: number = 1.3; /**攻击速度 攻击间隔 */
atk_time: number = 0; /** 冷却时间 */
speed: number = 100; /** 角色移动速度 */
ospeed: number = 100; /** 角色初始速度 */
Tpos: Vec3 = v3(0,-60,0);
stop_cd: number = 0.5; /*停止倒计时*/
shield:number = 0; //护盾量
shield_max:number = 200;
shield_time:number = 0; //护盾持续时间
box_group:number = 2;
atk_range:number = 150;
private timer:Timer = new Timer(1); //计时器
private m_timer:Timer = new Timer(0.1);
is_dead:boolean = false; //是否摧毁
is_stop:boolean = false;
is_atking:boolean = false;
onLoad() {
this.as = this.getComponent(MonSpine);
this.buff=this.node.getComponent(MonBuffComp);
// this.BoxRang = this.node.getChildByName("range_box");
// this.BoxRang = this.node.getChildByName("range_box");
} /** 视图层逻辑代码分离演示 */
start () {
this.as.move()
this.sprite = this.node.getChildByName("mon").getComponent(Sprite);
// this.node.getChildByName("top").setScale(this.scale,1);
// this.node.getChildByName("atk").setScale(this.scale,1);
// this.node.getChildByName("atk").getComponent(Label).string = this.atk.toString();
// this.node.getChildByName("hp_max").setScale(this.scale,1);
// this.node.getChildByName("hp_max").getComponent(Label).string=this.hp_max.toString();
this.orginalFlashMaterial = this.sprite.getRenderMaterial(0);
this.BoxRang.getComponent(BoxRangComp).box_group = this.box_group;
this.BoxRang.getComponent(BoxRangComp).atk_range = this.atk_range
// this.BoxRang.getComponent(BoxRangComp).offset_x = 300;
// console.log("monseter ",this.BoxRang);
// console.log("monseter ",this.BoxRang);
// if(this.box_group == BoxSet.MON){
// this.enemy=smc.Role.RoleView.node
// // console.log("mon enemy ",this.enemy);
// }
this.buff.group=this.box_group
// 注册单个碰撞体的回调函数
let collider = this.getComponent(Collider2D);
collider.group = this.box_group;
if (collider) {
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
collider.on(Contact2DType.END_CONTACT, this.onEndContact, this);
collider.on(Contact2DType.PRE_SOLVE, this.onPreSolve, this);
collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, this);
}
// this.node.getChildByName("level").getChildByName("level").getComponent(Label).string = this.level.toString();
}
onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D) {
if(otherCollider.tag==BoxSet.SKILL_TAG &&selfCollider.tag!=BoxSet.SKILL_TAG){
if(selfCollider.group != otherCollider.group){
let skill = otherCollider.node.getComponent(SkillCom)!;
// console.log('onPostSolve',skill);
this.in_atked();
if(this.hp <= 0 ){
return
}
this.hp_change(skill.atk);
}
}
}
onEndContact (selfCollider: Collider2D, otherCollider: Collider2D) { }
onPreSolve (selfCollider: Collider2D, otherCollider: Collider2D) {
if(selfCollider.group != otherCollider.group&&otherCollider.tag == 0){
this.is_atking = true;
this.stop_cd = 0.1;
}
}
onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D) {
if(selfCollider.group == otherCollider.group&&otherCollider.tag == 0&&selfCollider.tag == 0){
let self_pos=selfCollider.node.getPosition();
let other_pos=otherCollider.node.getPosition();
// console.log('mon view group 相同');
switch (selfCollider.group) {
case BoxSet.HERO:
if(self_pos.x < other_pos.x){
// this.stop_cd=0.1
}
break;
case BoxSet.MONSTER:
if(self_pos.x > other_pos.x){
// this.stop_cd=0.1
}
break
}
}
}
update(dt: number){
if (this.timer.update(dt)) {
this.power_change(this.power_speed)
}
this.in_destroy();
this.in_shield();
this.in_stop(dt);
this.in_act(dt);
this.move(dt);
// if(this.m_timer.update(dt)){
// this.move_to()
// }
}
move(dt: number){
if(this.stop_cd > 0){
return
}
if (this.scale === 1 && this.node.position.x >= 120) {
return;
}
if(this.scale===-1&&this.node.position.x <= BoxSet.HERO_START){
return;
}
// if(this.enemy){
// return
// }
this.node.setPosition(this.node.position.x+dt*this.speed*this.scale, this.node.position.y, this.node.position.z);
}
move_to(){
var move = this.ent.get(MoveToComp) || this.ent.add(MoveToComp);
move.target = v3(smc.Role.RoleView.node.position.x+10,smc.Role.RoleView.node.position.y);
move.node = this.node;
move.speed = this.ospeed;
// if(this.box_group == BoxSet.MON){
// if(smc.t_hero.eid != 0){
// var move = this.ent.get(MoveToComp) || this.ent.add(MoveToComp);
// if(smc.t_hero.pos.x < this.node.position.x){
// // this.node.setScale(-Math.abs(this.node.scale.x),this.node.scale.y)
// move.target = v3(smc.t_hero.pos.x+20,smc.t_hero.pos.y);
// }else{
// // this.node.setScale(Math.abs(this.node.scale.x),this.node.scale.y)
// move.target = v3(smc.t_hero.pos.x-20,smc.t_hero.pos.y);
// }
// move.node = this.node;
// move.speed = this.ospeed;
// }
// }
// if(this.box_group == BoxSet.HERO){
// if(smc.t_mon.eid != 0){
// var move = this.ent.get(MoveToComp) || this.ent.add(MoveToComp);
// if(smc.t_mon.pos.x < this.node.position.x){
// // this.node.setScale(-Math.abs(this.node.scale.x),this.node.scale.y)
// move.target = v3(smc.t_mon.pos.x+20,smc.t_mon.pos.y);
// }else{
// // this.node.setScale(Math.abs(this.node.scale.x),this.node.scale.y)
// move.target = v3(smc.t_mon.pos.x-20,smc.t_mon.pos.y);
// }
// move.node = this.node;
// move.speed = this.ospeed;
// }
// }
}
power_change(power: number){
this.power += power;
if(this.power >= this.power_max){
this.as.atk()
this.scheduleOnce(()=>{
this.do_max_skill();
},0.5)
this.power = 0
}
let power_progress= this.power/this.power_max;
this.node.getChildByName("top").getChildByName("power").getComponent(ProgressBar)!.progress = power_progress;
}
shoot(skill_uuid:number){
// console.log("mon shoot");
let skill = ecs.getEntity<Skill>(Skill);
let x=32
let pos = v3(35*this.scale,50)
let scale = this.scale
let speed =smc.skills[skill_uuid].speed;
let dis = smc.skills[skill_uuid].dis;
let atk = smc.skills[skill_uuid].atk+this.atk;
let angle=0
let t_pos:Vec3 = v3(0,0)
if(this.enemy){
if(!this.enemy.isValid){
console.log("move_to",this.enemy.isValid);
return
}
t_pos = v3(this.enemy.position.x-this.node.position.x,this.enemy.position.y-this.node.position.y)
angle = Math.atan2(t_pos.y,t_pos.x) * 180 / Math.PI;
if(this.scale == -1){
angle = angle +180
}
}else{
t_pos=null
}
skill.load(pos,speed,dis,scale,this.node,skill_uuid,atk,angle,t_pos);
// this.tooltip(3,smc.skills[skill_uuid].name,this.skill_uuid);
}
//使用max_skill
do_max_skill(){
let skill = ecs.getEntity<Skill>(Skill);
let x=32
let pos = v3(-40*this.scale,BoxSet.MAX_SKILL_SY)
let scale = this.scale
let speed =smc.skills[this.max_skill_uuid].speed;
let dis = smc.skills[this.max_skill_uuid].dis;
let atk = smc.skills[this.max_skill_uuid].atk+this.atk;
skill.load(pos,speed,dis,scale,this.node,this.max_skill_uuid,atk);
this.tooltip(3,smc.skills[this.max_skill_uuid].name,this.max_skill_uuid);
}
in_act(dt: number) {
if(this.atk_time >= this.atk_cd){
if(this.is_atking){
this.atk_time = 0;
// console.log("atk_cd:"+this.atk_cd);
this.as.atk();
this.scheduleOnce(()=>{
this.shoot(this.skill_uuid);
},0.4)
}
}else{
this.atk_time += dt;
}
}
in_shield(){
let shield_progress= this.shield/this.shield_max;
this.node.getChildByName("top").getChildByName("shield").getComponent(ProgressBar)!.progress = shield_progress;
// if(this.shield <= 0){
// this.node.getChildByName("shield").active=false
// }else{
// this.node.getChildByName("shield").active=true
// }
}
hp_change(hp: number){
if(this.is_dead){
return;
}
let lhp=this.shield_change(hp);
if(lhp == 0){
return;
}
this.hp += lhp;
this.tooltip(1,hp.toString());
if(this.hp > this.hp_max){
this.hp = this.hp_max;
}
let hp_progress= this.hp/this.hp_max;
this.node.getChildByName("top").getChildByName("hp").getComponent(ProgressBar)!.progress = hp_progress;
if(this.hp <= 0){
this.dead();
this.remove_smc_data()
this.is_dead = true;
setTimeout(() => {
this.ent.destroy();
}, 15);
}
}
remove_smc_data(){
if(smc.t_monster.eid == this.ent.eid){
smc.t_monster = {eid:0,pos:v3(0,0,0)}
}
if(smc.t_hero.eid == this.ent.eid){
smc.t_hero = {eid:0,pos:v3(0,0,0)}
}
}
add_hp(hp: number=0){
console.log("hero 加血动画");
this.tooltip(2,hp.toString());
let hp_progress= this.hp/this.hp_max;
this.node.getChildByName("top").getChildByName("hp").getComponent(ProgressBar)!.progress = hp_progress;
}
shield_change(hp: number){
let ls=this.shield - hp;
if(ls <= 0){
this.shield = 0;
return ls;
}else{
this.shield = ls;
return 0;
}
}
tooltip(type:number=1,value:string="",s_uuid:number=1001){
// console.log("tooltip",type);
let tip =ecs.getEntity<Tooltip>(Tooltip);
let pos = this.node.getPosition();
let node =this.node.parent
pos.y=pos.y+60;
tip.load(pos,type,value,s_uuid,node);
}
get_mon_pos(){
return this.node.getPosition()
}
/** 静止时间 */
in_stop (dt: number) {
if(this.stop_cd > 0){
this.stop_cd -= dt;
if(this.stop_cd <= 0){
this.stop_cd = 0;
this.is_atking = false;
}
}
}
in_destroy(){
// switch (this.scale) {
// case -1:
// if(this.node.position.x < BoxSet.LETF_END){
// this.toDestroy();
// }
// break;
// case 1:
// if(this.node.position.x > BoxSet.RIGHT_END){
// this.toDestroy();
// }
// break;
// }
}
in_atked() {
if(this.is_role){
var path = "game/skills/atked";
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
let pos = v3(0,60)
node.setPosition(pos)
node.parent = this.node;
}else{
this.sprite.setSharedMaterial(this.hitFlashMaterial, 0);
this.scheduleOnce(() => {
this.sprite.setSharedMaterial(this.orginalFlashMaterial, 0);
}, 0.1);
}
}
dead(){
var path = "game/skills/dead";
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
node.setPosition(this.node.position.x,this.node.position.y+30,this.node.position.z);
node.parent = this.node.parent;
}
toDestroy(){
}
reset() {
this.is_dead = false;
this.node.destroy();
}
}