647 lines
22 KiB
TypeScript
647 lines
22 KiB
TypeScript
import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Color, BoxCollider2D} 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 { HeroSpine } from "./HeroSpine";
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import { BoxSet, FacSet } from "../common/config/BoxSet";
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import { smc } from "../common/SingletonModuleComp";
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import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
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import { BuffAttr, DebuffAttr, geDebuffNum, getBuffNum, SkillSet, TGroup, TType } from "../common/config/SkillSet";
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import { BuffComp } from "./BuffComp";
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import { oops } from "db://oops-framework/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { EquipSpecialAttr } from "../common/config/Equips";
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import { FightSet, getExpDrops, getStoneDrops, TooltipTypes } from "../common/config/Mission";
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import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
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import { EnhancementType } from "../common/config/LevelUp";
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import { MonsterDropManager } from "../common/config/Items";
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import { HeroInfo } from "../common/config/heroSet";
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const { ccclass, property } = _decorator;
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/** 角色显示组件 */
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@ccclass('HeroViewComp') // 定义为 Cocos Creator 组件
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@ecs.register('HeroView', false) // 定义为 ECS 组件
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export class HeroViewComp extends CCComp {
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BUFFCOMP:BuffComp=null!
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as: HeroSpine = null!
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status:String = "idle"
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hero_uuid:number = 1001;
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hero_name : string = "hero";
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lv:number =1;
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scale: number = 1; /** 角色阵营 1:hero -1 :mon */
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type: number = 0; /**角色类型 0近战-需要贴身 1远程-保持距离 2辅助 */
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fac:number=0; //阵营 0:hero 1:monster
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box_group:number = BoxSet.HERO;
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is_dead:boolean = false; //是否摧毁
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is_count_dead:boolean = false; //是否计数死亡
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is_stop:boolean = false;
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is_atking:boolean = false;
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is_boss:boolean = false;
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is_big_boss:boolean = false;
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is_master:boolean =false;
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is_friend:boolean =false;
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is_kalami:boolean =false;
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speed: number = 100; /** 角色移动速度 */
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speed_base: number = 100; /** 角色初始速度 */
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power:number=0;
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power_max:number=100;
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hp: number = 100; /** 血量 */
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hp_max: number = 100; /** 最大血量 */
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hp_base:number=0;
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shield:number=0; //当前护甲值
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shield_max:number=0; //最大护甲值
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ap: number = 10; /**攻击力 */
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ap_base:number=0;
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// atk_speed: number = 1;
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cd: number = 1.3; /**攻击速度 攻击间隔 */
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def: number = 0; //防御
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dmg_red:number=0//免伤
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dis: number = 80;
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skills:any[]=[]
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puncture:number=0; //穿刺敌人伤害后方敌人个数
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puncture_damage:number=0; //后伤害加成
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burn: number = 0; //易伤 伤害加成
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stun_time:number=0; //眩晕加成
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stun_ratio:number=0; //攻击眩晕概率加成
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stun_no:boolean=false; //眩晕免疫
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dod: number = 0; //闪避率
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dod_no:boolean=false;
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crit:number=0; //暴击率
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crit_no:boolean=false; //暴击免疫
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crit_d:number=0; //暴击伤害
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wfuny:number=0; //风怒概率
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frost_ratio:number=0; //冰冻概率
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frost_time:number=0; //冰冻时间
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frost_no:boolean=false; //冰冻免疫
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knockback:number=0; //击退概率
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knockback_no:boolean=false; //击退免疫
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reflect:number=0; //反射伤害比率
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lifesteal:number=0; //吸血比率
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skill_dmg:number=0
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debuff_down:number=0
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Attrs:any=getBuffNum()
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debuff_status:any=geDebuffNum()
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atk_count: number = 0;
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atked_count: number = 0;
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stop_cd: number = 0; /*停止倒计时*/
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speek_time:number = 0;
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BUFFS:Array<{value: number, duration: number,type:number}> = [] //buff
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DEBUFF_BURNS: Array<{value: number, duration: number}> = [] //易伤
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DEBUFF_DEATKS: Array<{value: number, duration: number}> = [] //减攻击
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DEBUFF_DECDS: Array<{value: number, duration: number}> = [] //减攻击速度
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DEBUFF_SLOW: number = 0; //减速
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DEBUFF_FROST: number = 0; //冰冻
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DEBUFF_STUN: number = 0; //眩晕
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DEBUFF_VALUE:number=0; //debuff 增益值
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DEBUFF_COUNT:number=0; //debuff 持续次数
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DEBUFF_UP:number=0; //debuff 概率提升
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private damageQueue: Array<{
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damage: number,
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isCrit: boolean,
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delay: number,
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anm:string,
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}> = [];
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private isProcessingDamage: boolean = false;
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private damageInterval: number = 0.01; // 伤害数字显示间隔
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private timer:Timer=new Timer(1);
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onLoad() {
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this.as = this.getComponent(HeroSpine);
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//console.log("[HeroViewComp]:hero view comp ",this.FIGHTCON)
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this.on(GameEvent.HeroLvUp,this.to_update_lv,this)
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this.on(GameEvent.FightEnd,this.do_fight_end,this)
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const collider = this.node.getComponent(BoxCollider2D);
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this.scheduleOnce(()=>{
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if (collider) collider.enabled = true; // 先禁用
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},1)
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// let anm = this.node.getChildByName("anm")
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// anm.setScale(anm.scale.x*0.8,anm.scale.y*0.8);
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}
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/** 视图层逻辑代码分离演示 */
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start () {
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this.as.idle()
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this.BUFFCOMP=this.node.getComponent(BuffComp);
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console.log("[HeroViewComp]:heroview"+this.hero_name,this.Attrs)
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/** 方向 */
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this.node.setScale(this.scale,1);
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this.node.getChildByName("top").setScale(this.scale,1);
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if(this.is_boss){
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this.node.getChildByName("top").position=v3(this.node.position.x,this.node.position.y+100,0)
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}
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/* 显示角色血量 */
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this.node.getChildByName("top").getChildByName("hp").active = true;
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this.BUFFCOMP.show_shield(this.shield,this.shield_max)
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}
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update(dt: number){
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if(!smc.mission.play||smc.mission.pause) return
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// if(this.is_dead) {
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// this.ent.destroy();
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// return
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// }
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if(this.DEBUFF_FROST > 0){
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this.DEBUFF_FROST -=dt;
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}
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if(this.DEBUFF_STUN > 0){
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this.DEBUFF_STUN -=dt;
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}
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// 更新所有按时间减少的buff和debuff
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this.updateBuffsAndDebuffs(dt);
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this.in_stop(dt);
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// 处理伤害队列
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this.processDamageQueue();
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}
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do_fight_end(){
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this.as.do_buff()
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}
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get isActive() {
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return this.ent.has(HeroViewComp) && this.node?.isValid;
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}
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hide_info(){
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}
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//状态切换
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status_change(type:string){
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this.status=type
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if(type == "idle"){
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this.as.idle()
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// this.as.change_default("idle")
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}
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if(type == "move"){
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this.as.move()
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// this.as.change_default("move")
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}
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}
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add_shield(shield:number){
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this.shield = this.shield_max +=shield
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if(this.shield>0) this.BUFFCOMP.show_shield(this.shield,this.shield_max)
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}
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add_hp(hp: number = 0,is_num:boolean=true) {
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this.BUFFCOMP.heathed();
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let real_hp=0
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let hp_max=this.Attrs[BuffAttr.HP_MAX]
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let lost_hp=hp_max-this.hp
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if(is_num){
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if(lost_hp > hp){
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real_hp=Math.floor(hp);
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}else{
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real_hp=lost_hp;
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}
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}else{
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if(lost_hp > hp/100*hp_max){
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real_hp=Math.floor(hp/100*hp_max);
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}else{
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real_hp=lost_hp;
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}
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}
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if(real_hp > 0){
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this.hp+=real_hp;
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this.BUFFCOMP.tooltip(TooltipTypes.health,real_hp.toFixed(0));
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}
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this.BUFFCOMP.hp_show(this.hp,this.Attrs[BuffAttr.HP_MAX])
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// this.update_vm
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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.stop_cd = 0;
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this.is_atking = false;
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}
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}
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}
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count_atk_count(){ //主将攻击
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if(this.fac==FacSet.MON) return
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this.atk_count+=1
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}
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do_dead(){
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this.do_dead_trigger()
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//console.log("[HeroViewComp]:角色死亡",this.hero_uuid)
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if(this.is_count_dead) return
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this.is_count_dead=true
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if(this.fac==FacSet.MON){
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this.scheduleOnce(()=>{
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this.do_drop()
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},0.1)
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}
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if(this.fac==FacSet.HERO){
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this.scheduleOnce(()=>{
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oops.message.dispatchEvent(GameEvent.HeroDead,{hero_uuid:this.hero_uuid})
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},0.1)
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}
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if(this.fac==FacSet.HERO){
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//console.log("[HeroViewComp]:英雄死亡")
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// oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false})
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}
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}
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do_drop(){
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let drop_item=MonsterDropManager.calculateMonsterDrops(this.hero_uuid,smc.data.mission,1)
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let {exp,gold,diamond}=MonsterDropManager.calculateBaseResourceDrops(HeroInfo[this.hero_uuid].quality,smc.data.mission,this.BUFFS.length)
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oops.message.dispatchEvent(GameEvent.MonDead,{mon_uuid:this.hero_uuid,drops:drop_item,game_data:{exp:exp, gold:gold, diamond:diamond}})
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if(drop_item.length>0){
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for(let i=0;i<drop_item.length;i++){
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let d_item=drop_item[i]
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smc.addItem(d_item.item_uuid,d_item.count)
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}
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}
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if(exp>0){
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smc.addExp(exp)
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}
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if(gold>0){
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smc.addGold(gold)
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oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
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}
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if(diamond>0){
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smc.addDiamond(diamond)
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oops.message.dispatchEvent(GameEvent.DIAMOND_UPDATE)
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}
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console.log("[HeroViewComp]:do_drop",this.hero_uuid,drop_item,exp,gold,diamond)
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}
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add_debuff(type:number,deV:number,deC:number,deR:number){
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let n_deR=deR-this.Attrs[BuffAttr.DEBUFF_DOWN]
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let r=RandomManager.instance.getRandomInt(0,100) // 随机数
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//console.log("[HeroViewComp]:类型,值,次数,技能概率,实际概率,随机数",type,deV,deC,deR,n_deR,r)
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if(r < n_deR) {
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// this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*抵抗*")
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return
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}
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switch(type){
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case DebuffAttr.BURN:
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this.DEBUFF_BURNS.push({value:deV,duration:deC+FightSet.BURN_COUNT})
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break
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case DebuffAttr.DECD:
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this.DEBUFF_DECDS.push({value:deV,duration:deC})
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break
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case DebuffAttr.SLOW:
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this.DEBUFF_SLOW+=deV
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break
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case DebuffAttr.FROST:
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this.BUFFCOMP.in_iced(deV)
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this.DEBUFF_FROST+=deV
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break
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case DebuffAttr.STUN:
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if(this.DEBUFF_STUN>0) return
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this.skills[0].cd=0 // 眩晕 cd归零
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this.BUFFCOMP.in_yun(deV+FightSet.STUN_TIME) // 眩晕时间
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this.DEBUFF_STUN+=deV+FightSet.STUN_TIME // 眩晕时间
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// this.is_stop=true
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break
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case DebuffAttr.DEHP:
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this.Attrs[BuffAttr.HP_MAX]-=deV/100*this.Attrs[BuffAttr.HP_MAX]
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if(this.hp-this.Attrs[BuffAttr.HP_MAX]>0) this.hp=this.Attrs[BuffAttr.HP_MAX]
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break
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case DebuffAttr.DEATK: //99为具体数字 并且局内永久生效,其他为百分比
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if(deC == 99){
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this.ap-=deV
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}else{
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this.DEBUFF_DEATKS.push({value:deV,duration:deC})
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}
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break
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case DebuffAttr.DECOUNT:
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this.atk_count-=deV
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if(this.atk_count<0) this.atk_count=1
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break
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case DebuffAttr.BACK:
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if(this.fac==FacSet.MON) {
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let tx=this.node.position.x+50
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if(tx > 320) tx=320
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tween(this.node).to(0.3, { position:v3(tx,this.node.position.y,0)}).start()
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}
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break
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}
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//console.log("[HeroViewComp]:debuffs",type,deV,deC,deR,this.DEBUFF_BURNS)
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}
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// 更新所有按时间减少的buff和debuff
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updateBuffsAndDebuffs(dt: number) {
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// 更新BUFFS
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for(let i = this.BUFFS.length - 1; i >= 0; i--) {
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this.BUFFS[i].duration -= dt;
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if(this.BUFFS[i].duration <= 0) {
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this.apply_buff(this.BUFFS[i].type,-this.BUFFS[i].value)
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this.BUFFS.splice(i, 1);
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}
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}
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// 更新DEBUFF_BURNS
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for(let i = this.DEBUFF_BURNS.length - 1; i >= 0; i--) {
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this.DEBUFF_BURNS[i].duration -= dt;
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if(this.DEBUFF_BURNS[i].duration <= 0) {
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this.DEBUFF_BURNS.splice(i, 1);
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}
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}
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// 更新DEBUFF_DEATKS
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for(let i = this.DEBUFF_DEATKS.length - 1; i >= 0; i--) {
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this.DEBUFF_DEATKS[i].duration -= dt;
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if(this.DEBUFF_DEATKS[i].duration <= 0) {
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this.DEBUFF_DEATKS.splice(i, 1);
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}
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}
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// 更新DEBUFF_DECDS
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for(let i = this.DEBUFF_DECDS.length - 1; i >= 0; i--) {
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this.DEBUFF_DECDS[i].duration -= dt;
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if(this.DEBUFF_DECDS[i].duration <= 0) {
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this.DEBUFF_DECDS.splice(i, 1);
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}
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}
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}
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add_buff(buff:number,duration:number,type:number){
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if(this.BUFFS.find(b=>b.type==type)) {
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if(this.BUFFS.find(b=>b.type==type).value<buff) {
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let dis_buff_value=buff-this.BUFFS.find(b=>b.type==type).value
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this.BUFFS.find(b=>b.type==type).value=buff
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this.BUFFS.find(b=>b.type==type).duration=duration
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this.apply_buff(type,dis_buff_value)
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}
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}else{
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this.BUFFS.push({value:buff,duration:duration,type:type})
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this.apply_buff(type,buff)
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}
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}
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// 应用buff,有基础值的需要特殊处理,其他的直接加减
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apply_buff(buff_type:number,buff_value:number){
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switch(buff_type){
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case BuffAttr.ATK: //攻击百分比
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this.Attrs[BuffAttr.AP]+=Math.floor(buff_value/100*this.ap)
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break
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case BuffAttr.ATK_CD: //攻击速度百分比
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this.Attrs[BuffAttr.ATK_CD]+=buff_value/100*this.cd
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break
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case BuffAttr.HP: //血量百分比
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this.Attrs[BuffAttr.HP_MAX]+=Math.floor(buff_value/100*this.hp_max)
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break
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default:
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this.Attrs[buff_type]+=buff_value
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break
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}
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}
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do_atked(remainingDamage:number,
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crit:number=0,crit_d:number=0,
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burn_count:number=0,burn_value:number=0,
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stun_time:number=0,stun_ratio:number=0,
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frost_time:number=0,frost_ratio:number=0,
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atked_anm:string="atked"
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){
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this.do_atked_trigger()
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if(burn_count>0){
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this.add_debuff(DebuffAttr.BURN,burn_value,burn_count,100)
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}
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if(stun_time>0){
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this.add_debuff(DebuffAttr.STUN,stun_time,1,stun_ratio)
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}
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if(this.check_dodge()) return
|
||
let is_crit = this.check_crit(crit)
|
||
|
||
if(this == null) return;
|
||
let damage = this.count_damage(remainingDamage)
|
||
if(is_crit) {
|
||
damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+crit_d)/100))
|
||
}
|
||
console.log(this.hero_name+"[HeroViewComp]:heroview :damage|hp|hp_max",damage,this.hp,this.Attrs[BuffAttr.HP_MAX])
|
||
damage=this.check_shield(damage)
|
||
if(damage <= 0) return
|
||
this.hp -= damage;
|
||
if(this.hp <= 0) {
|
||
if(this == null) return;
|
||
this.is_dead=true
|
||
if(this.BUFFCOMP){
|
||
this.BUFFCOMP.dead()
|
||
}
|
||
this.do_dead()
|
||
//console.log("[HeroViewComp]:dead,fac => "+(this.fac==FacSet.HERO?"hero":"monster"))
|
||
if(this.ent == null) return;
|
||
if(this.fac ==FacSet.HERO){
|
||
this.to_grave()
|
||
}else{
|
||
this.ent.destroy();
|
||
}
|
||
|
||
}
|
||
|
||
|
||
// this.update_vm
|
||
this.back()
|
||
this.showDamage(damage, is_crit,atked_anm);
|
||
|
||
}
|
||
//后退
|
||
back(){
|
||
if(this.fac==FacSet.MON) {
|
||
let tx=this.node.position.x+5
|
||
if(tx > 320) tx=320
|
||
tween(this.node).to(0.1, { position:v3(tx,this.node.position.y,0)}).start()
|
||
}
|
||
if(this.fac==FacSet.HERO) {
|
||
let tx=this.node.position.x-5
|
||
if(tx < -320) tx=-320
|
||
tween(this.node).to(0.1, { position:v3(tx,this.node.position.y,0)}).start()
|
||
}
|
||
}
|
||
//伤害计算 debuff 易伤
|
||
count_damage(remainingDamage:number){
|
||
let min =remainingDamage*0.2
|
||
let damage=(remainingDamage-this.dmg_red)*(100-this.def+this.burn)/100
|
||
////console.log("[HeroViewComp]:最终伤害,敌人伤害值,免伤,防御,易伤",damage,remainingDamage,buff_def,def,Burn)
|
||
return Math.floor(Math.max(damage,min))
|
||
}
|
||
|
||
check_shield(damage:number){
|
||
if(this.shield <= 0 ) return damage
|
||
if(this.shield >= damage){
|
||
this.shield -= damage
|
||
this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*吸收*");
|
||
if(this.shield <= 0){
|
||
this.shield=this.shield_max=0
|
||
}
|
||
damage = 0
|
||
}
|
||
if(this.shield < damage){
|
||
damage=damage-this.shield
|
||
this.shield=0
|
||
this.shield_max=0
|
||
}
|
||
this.BUFFCOMP.show_shield(this.shield,this.shield_max)
|
||
return damage
|
||
}
|
||
|
||
check_dodge(){
|
||
if(this.dod > 0){
|
||
let random = Math.random()*100
|
||
if(random < this.dod) {
|
||
this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*闪避*");
|
||
return true
|
||
}
|
||
}
|
||
return false
|
||
}
|
||
|
||
check_crit(crit:number=0){
|
||
if(this.crit_no) return false
|
||
if(crit > 0){
|
||
let random = Math.random()*100
|
||
if(random < crit) {
|
||
//console.log("[HeroViewComp]:crit",crit,random)
|
||
return true
|
||
}
|
||
}
|
||
//console.log("[HeroViewComp]:crit",crit)
|
||
return false
|
||
}
|
||
|
||
do_dead_trigger(){ //死亡特殊处理
|
||
if(this.is_dead||this.fac==FacSet.MON) return
|
||
|
||
}
|
||
do_atked_trigger(){ //受伤特殊处理
|
||
if(this.is_dead||this.fac==FacSet.MON) return
|
||
|
||
}
|
||
|
||
to_grave(){
|
||
tween(this.node).to(0.5, { position:v3(-900,this.node.position.y+300,0)},{
|
||
onComplete: (target?: object) => {
|
||
this.node.setPosition(-900,this.node.position.y-300,0)
|
||
}
|
||
}).start()
|
||
}
|
||
// to_alive(){
|
||
// this.is_dead=false
|
||
// this.currentHp=this.currentHpMax*(100+this.hp_buff)/100
|
||
// this.BUFFCOMP.vmdata_update(true)
|
||
// this.node.setPosition(HeroPos[this.fight_pos].pos)
|
||
// this.BUFFCOMP.heathed()
|
||
// }
|
||
|
||
to_console(value:any,value2:any=null,value3:any=null){
|
||
//console.log("["+this.scale+this.hero_name+']'+value,value2,value3)
|
||
}
|
||
|
||
reset() {
|
||
this.is_dead = false;
|
||
const collider = this.getComponent(Collider2D);
|
||
if (collider) {
|
||
collider.off(Contact2DType.BEGIN_CONTACT);
|
||
}
|
||
this.scheduleOnce(() => {
|
||
this.node.destroy();
|
||
}, 0.1);
|
||
}
|
||
|
||
playSkillEffect(skill_id:number) {
|
||
let skill = SkillSet[skill_id]
|
||
switch(skill.act){
|
||
case "max":
|
||
this.as.max()
|
||
this.BUFFCOMP.max_show(skill.fname)
|
||
this.BUFFCOMP.tooltip(TooltipTypes.skill,skill.name,skill_id)
|
||
break
|
||
case "atk":
|
||
this.as.atk()
|
||
break
|
||
}
|
||
}
|
||
|
||
|
||
|
||
to_update_lv(event:string,data:any){
|
||
if(this.fac==FacSet.MON) return
|
||
console.log("[HeroViewComp]:升级",this.BUFFCOMP)
|
||
if(this.hero_uuid!=data.uuid) return
|
||
this.apply_buff(BuffAttr.HP_MAX,data.hp)
|
||
this.apply_buff(BuffAttr.AP,data.ap)
|
||
this.BUFFCOMP.lv_up()
|
||
// this.BUFFCOMP.tooltip(TooltipTypes.lvup)
|
||
}
|
||
/** 显示伤害数字 */
|
||
|
||
showDamage(damage: number, isCrit: boolean,anm:string="atked") {
|
||
this.damageQueue.push({
|
||
damage,
|
||
isCrit,
|
||
delay: this.damageInterval,
|
||
anm
|
||
});
|
||
}
|
||
ex_show(text:string){
|
||
switch(text){
|
||
case "blue":
|
||
this.BUFFCOMP.max_show("mr_blue")
|
||
break
|
||
case "red":
|
||
this.BUFFCOMP.max_show("mr_red")
|
||
break
|
||
}
|
||
}
|
||
/** 处理伤害队列 */
|
||
private processDamageQueue() {
|
||
if (this.isProcessingDamage || this.damageQueue.length === 0) return;
|
||
|
||
this.isProcessingDamage = true;
|
||
const damageInfo = this.damageQueue.shift()!;
|
||
|
||
this.showDamageImmediate(damageInfo.damage, damageInfo.isCrit,damageInfo.anm);
|
||
|
||
// 设置延时处理下一个伤害
|
||
this.scheduleOnce(() => {
|
||
this.isProcessingDamage = false;
|
||
}, this.damageInterval);
|
||
}
|
||
|
||
/** 立即显示伤害效果 */
|
||
private showDamageImmediate(damage: number, isCrit: boolean,anm:string="atked") {
|
||
// this.as.atked()
|
||
this.BUFFCOMP.hp_show(this.hp,this.Attrs[BuffAttr.HP_MAX])
|
||
this.BUFFCOMP.in_atked(anm,this.fac==FacSet.HERO?1:-1)
|
||
this.atked_count++;
|
||
if (isCrit) {
|
||
this.BUFFCOMP.hp_tip(TooltipTypes.crit, damage.toFixed(0), damage);
|
||
// //console.log("暴击伤害:" + damage);
|
||
} else {
|
||
this.BUFFCOMP.hp_tip(TooltipTypes.life, damage.toFixed(0), damage);
|
||
// //console.log("普通伤害:" + damage);
|
||
}
|
||
}
|
||
} |