Files
heros/assets/script/game/skills/SkillCom.ts

211 lines
7.0 KiB
TypeScript

import { _decorator,Collider2D ,Contact2DType,v3,IPhysics2DContact,Vec3, tween, math} 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 { smc } from "../common/SingletonModuleComp";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { AnimType, endType } from "../common/config/SkillSet";
import { EndAnmCom } from './EndAnmCom';
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('SkillCom')
@ecs.register('SkillCom')
export class SkillCom extends CCComp {
s_uuid:number = 0;
s_name:string = "";
hero:number = 0;
speed:number = 200;
scale:number = 1;
angle:number = 0;
is_destroy:boolean = false;
enemys:any = [];
animType: number = 0; // 运动类型
endType: number = 0; // 结束类型
inTime: number = 0; // 持续时间
startPos: Vec3 = v3(); // 起始位置
targetPos: Vec3 = v3(); // 目标位置
duration: number = 0; // 技能持续时间
prefabName: string = ""; // 预制体名称
group:number = 0; //阵营
animName: string = ""; // 动画名称
box_group:number = 0; //碰撞组
protected onLoad(): void {
let collider = this.getComponent(Collider2D);
collider.group = this.box_group;
// console.log("hero collider ",this.scale,collider);
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);
}
}
onBeginContact (seCol: Collider2D, oCol: Collider2D) {
}
onEndContact (seCol: Collider2D, oCol: Collider2D) {
}
onPreSolve (seCol: Collider2D, oCol: Collider2D) {
}
onPostSolve (seCol: Collider2D, oCol: Collider2D) {
}
start() {
oops.message.on(GameEvent.MissionEnd, this.doDestroy, this);
this.node.active = true;
// 根据动画类型开始相应的运动
this.startMovement();
}
private startMovement() {
switch(this.animType) {
case AnimType.linear:
this.startLinearMove();
break;
case AnimType.parabolic:
this.startBezierMove();
break;
case AnimType.fixed:
this.startFixedMove();
break;
case AnimType.fixedStart:
this.startFixedStartMove();
break;
case AnimType.fixedEnd:
this.startFixedEndMove();
break;
}
}
private startLinearMove() {
if (!this.targetPos) return;
const duration = Vec3.distance(this.startPos, this.targetPos) / this.speed;
tween(this.node)
.to(duration, { position: this.targetPos })
.call(() => {
this.is_destroy = true;
})
.start();
}
private startBezierMove() {
if (!this.targetPos) return;
let s_pos = v3(this.startPos.x,this.startPos.y)
let c_pos = v3((this.targetPos.x+this.startPos.x)/2,this.startPos.y+150)
let e_pos = v3(this.targetPos.x,this.targetPos.y)
let time =Math.abs(Math.abs(this.targetPos.x-this.startPos.x)/this.speed)
console.log("开始贝塞尔运动=>time:"+time,"s_pos:"+s_pos,"c_pos:"+c_pos,"e_pos:"+e_pos)
SkillCom.bezierTo(this.node,time,s_pos,c_pos,e_pos,{
onComplete: (target?: object) => {
this.is_destroy=true
},
}).start();
}
private startFixedMove() {
if (this.endType === endType.timeEnd) {
tween(this.node)
.delay(this.inTime)
.call(() => this.is_destroy = true)
.start();
} else if (this.endType === endType.animationEnd) {
if (!this.node.getComponent(EndAnmCom)) {
this.node.addComponent(EndAnmCom);
}
}
}
private startFixedStartMove() {
console.log("开始固定起点运动")
this.node.position = this.startPos;
if (this.endType === endType.timeEnd) {
console.log("开始固定起点运动=>time:"+this.inTime)
tween(this.node)
.delay(this.inTime)
.call(() => this.is_destroy = true)
.start();
} else if (this.endType === endType.animationEnd) {
if (!this.node.getComponent(EndAnmCom)) {
this.node.addComponent(EndAnmCom);
}
}
}
private startFixedEndMove() {
console.log("开始固定终点运动")
this.node.position = this.targetPos;
if (this.endType === endType.timeEnd) {
console.log("开始固定终点运动=>time:"+this.inTime)
tween(this.node)
.delay(this.inTime)
.call(() => this.is_destroy = true)
.start();
} else if (this.endType === endType.animationEnd) {
if (!this.node.getComponent(EndAnmCom)) {
this.node.addComponent(EndAnmCom);
}
}
}
public static bezierTo(target: any, duration: number, c1: Vec3, c2: Vec3, to: Vec3, opts: any) {
opts = opts || Object.create(null);
/*
* @desc 二阶贝塞尔
* @param {number} t 当前百分比
* @param {} p1 起点坐标
* @param {} cp 控制点
* @param {} p2 终点坐标
* @returns {any}
*/
let twoBezier = (t:number, p1: Vec3, cp: Vec3, p2: Vec3) => {
let x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x;
let y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y;
return v3(x, y, 0);
};
opts.onUpdate = (arg: Vec3, ratio: number) => {
target.position = twoBezier(ratio, c1, c2, to);
};
return tween(target).to(duration, {}, opts);
}
to_console(value:any,value2:any=null,value3:any=null){
console.log("["+this.s_name+this.s_uuid+"]:",value,value2,value3)
}
update(deltaTime: number) {
if(smc.mission.pause) return;
this.toDestroy();
}
toDestroy() {
if(this.is_destroy){
this.ent.destroy()
}
}
doDestroy(){
this.is_destroy=true
}
/** 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.is_destroy=false
this.node.destroy();
this.animType = 0;
this.endType = 0;
this.speed = 0;
this.inTime = 0;
this.startPos.set();
this.targetPos.set();
}
}