Files
heros/assets/script/game/hero/HeroViewComp.ts
2025-08-08 22:20:26 +08:00

890 lines
29 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.

import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Color, BoxCollider2D} 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 { HeroSpine } from "./HeroSpine";
import { BoxSet, FacSet } from "../common/config/BoxSet";
import { smc } from "../common/SingletonModuleComp";
import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
import { BuffAttr, DebuffAttr, SkillSet, TGroup, TType } from "../common/config/SkillSet";
import { BuffComp } from "./BuffComp";
import { oops } from "db://oops-framework/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { EquipSpecialAttr } from "../common/config/Equips";
import { FightSet, getExpDrops, getStoneDrops, TooltipTypes } from "../common/config/Mission";
import { getApIncrease, getHpIncrease, getUpExp, HeroInfo, HeroPos } from "../common/config/heroSet";
import { FriendModelComp } from "./FriendModel";
import { MasterModelComp } from "./MasterModel";
import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
import { EnhancementType } from "../common/config/LevelUp";
const { ccclass, property } = _decorator;
/** 角色显示组件 */
@ccclass('HeroViewComp') // 定义为 Cocos Creator 组件
@ecs.register('HeroView', false) // 定义为 ECS 组件
export class HeroViewComp extends CCComp {
BUFFCOMP:BuffComp=null!
atk_heart:boolean=false;
as: HeroSpine = null!
status:String = "idle"
hero_uuid:number = 1001;
hero_name : string = "hero";
fight_pos:number=0;
lv:number =1;
exp:number = 0;
next_exp:number = 100;
scale: number = 1; /** 角色阵营 1hero -1 :mon */
type: number = 0; /**角色类型 0近战-需要贴身 1远程-保持距离 2辅助 */
fac:number=0; //阵营 0hero 1monster
vmHero:any={}
/**
* 获取当前血量 - 根据阵营选择正确的变量
*/
get currentHp(): number {
if (this.fac === FacSet.HERO) {
return this.vmHero.hp || 0;
}
return this.hp;
}
/**
* 设置当前血量 - 根据阵营选择正确的变量
*/
set currentHp(value: number) {
if (this.fac === FacSet.HERO) {
this.vmHero.hp = value;
} else {
this.hp = value;
}
}
/**
* 获取最大血量 - 根据阵营选择正确的变量
*/
get currentHpMax(): number {
if (this.fac === FacSet.HERO) {
return this.vmHero.hp_max || 0;
}
return this.hp_max;
}
/**
* 设置最大血量 - 根据阵营选择正确的变量
*/
set currentHpMax(value: number) {
if (this.fac === FacSet.HERO) {
this.vmHero.hp_max = value;
} else {
this.hp_max = value;
}
}
box_group:number = BoxSet.HERO;
is_dead:boolean = false; //是否摧毁
is_count_dead:boolean = false; //是否计数死亡
is_stop:boolean = false;
is_atking:boolean = false;
is_boss:boolean = false;
is_big_boss:boolean = false;
is_master:boolean =false;
is_friend:boolean =false;
is_kalami:boolean =false;
hp: number = 100; /** 血量 */
hp_max: number = 100; /** 最大血量 */
hp_buff:number=0;
hp_base:number=0;
pwt:Timer = new Timer(1); //计时器
ap: number = 10; /**攻击力 */
ap_buff:number=0;
ap_base:number=0;
// atk_speed: number = 1;
cd_base:number=1.3;
cd: number = 1.3; /**攻击速度 攻击间隔 */
cd_buff:number=0;
dis: number = 80;
at: number = 0; /** 冷却时间 */
atk_skill:number=0;
skills:any[]=[]
puncture:number=0; //穿刺敌人伤害后方敌人个数
puncture_damage:number=0; //后伤害加成
def: number = 0; //免伤
vun: number = 0; //易伤
burn_count:number=0; //易伤次数
burn_value:number=0; //易伤值
stun_time:number=0; //眩晕加成
stun_ratto:number=0; //攻击眩晕概率加成
stun_no:boolean=false; //眩晕免疫
dod: number = 0; //闪避率
dod_no:boolean=false;
crit:number=0; //暴击率
crit_no:boolean=false; //暴击免疫
crit_d:number=0; //暴击伤害
wfuny:number=0; //风怒概率
frost_ratto:number=0; //冰冻概率
frost_time:number=0; //冰冻时间
frost_no:boolean=false; //冰冻免疫
knockback:number=0; //击退概率
knockback_no:boolean=false; //击退免疫
shield:number = 0; //护盾,免伤1次减1
speed: number = 100; /** 角色移动速度 */
ospeed: number = 100; /** 角色初始速度 */
reflect:number=0; //反射伤害比率
lifesteal:number=0; //吸血比率
atk_count: number = 0;
atked_count: number = 0;
atk_add_count:number=0;
stop_cd: number = 0; /*停止倒计时*/
speek_time:number = 0;
is_stop_temp:boolean = false
double_atked:boolean=false
atk_add_master_atk:number=0
atk_add_master_hp:number=0
buff_debuff_down:number=0
skill_dmg:number=0
BUFF_DEFS: Array<{value: number, duration: number}> = [] //防御提升
BUFF_ATKS: Array<{value: number, duration: number}> = [] //攻击提升
BUFF_CDS: Array<{value: number, duration: number}> = [] //攻击加速
BUFF_DEDOWN:Array<{value: number, duration: number}> = [] //debuff 概率降低
DEBUFF_BURNS: Array<{value: number, duration: number}> = [] //易伤
DEBUFF_DEATKS: Array<{value: number, duration: number}> = [] //减攻击
DEBUFF_DECDS: Array<{value: number, duration: number}> = [] //减攻击速度
DEBUFF_SLOW: number = 0; //减速
DEBUFF_FROST: number = 0; //冰冻
DEBUFF_STUN: number = 0; //眩晕
DEBUFF_VALUE:number=0; //debuff 增益值
DEBUFF_COUNT:number=0; //debuff 持续次数
DEBUFF_UP:number=0; //debuff 概率提升
TALENT:any={
[BuffAttr.ATK]:0,
[BuffAttr.CRITICAL]:0,
[BuffAttr.CRITICAL_DMG]:0,
[BuffAttr.DODGE]:0,
[BuffAttr.DEBUFF_COUNT]:0,
[BuffAttr.HP]:0,
[BuffAttr.DEF]:0,
[BuffAttr.PUNCTURE]:0,
[BuffAttr.ATK_CD]:0,
[BuffAttr.SKILL_CD]:0,
[BuffAttr.FROST_RATIO]:0,
[BuffAttr.KNOCKBACK]:0,
[BuffAttr.STUN_RATTO]:0,
[BuffAttr.REFLECT]:0,
[BuffAttr.LIFESTEAL]:0,
}
private damageQueue: Array<{
damage: number,
isCrit: boolean,
delay: number,
anm:string,
}> = [];
private isProcessingDamage: boolean = false;
private damageInterval: number = 0.01; // 伤害数字显示间隔
private timer:Timer=new Timer(1);
onLoad() {
this.as = this.getComponent(HeroSpine);
//console.log("[HeroViewComp]:hero view comp ",this.FIGHTCON)
this.on(GameEvent.EXPUP,this.exp_up,this)
this.on(GameEvent.HeroLvUp,this.to_update_lv,this)
const collider = this.node.getComponent(BoxCollider2D);
this.scheduleOnce(()=>{
if (collider) collider.enabled = true; // 先禁用
},1)
// let anm = this.node.getChildByName("anm")
// anm.setScale(anm.scale.x*0.8,anm.scale.y*0.8);
}
/** 视图层逻辑代码分离演示 */
start () {
this.as.idle()
this.BUFFCOMP=this.node.getComponent(BuffComp);
// this.update_vmdata()
/** 方向 */
this.node.setScale(this.scale,1);
this.node.getChildByName("top").setScale(this.scale,1);
if(this.is_boss){
this.node.getChildByName("top").position=v3(this.node.position.x,this.node.position.y+100,0)
}
/* 显示角色血量 */
this.node.getChildByName("top").getChildByName("hp").active = true;
}
update_vmdata(){
if(this.is_master) this.BUFFCOMP.vmdata_update()
}
update(dt: number){
if(!smc.mission.play||smc.mission.pause) return
// if(this.is_dead) {
// this.ent.destroy();
// return
// }
if(this.timer.update(dt)){
// this.add_ap(10)
};
if(this.DEBUFF_FROST > 0){
this.DEBUFF_FROST -=dt;
}
if(this.DEBUFF_STUN > 0){
this.DEBUFF_STUN -=dt;
}
// 更新所有按时间减少的buff和debuff
this.updateBuffsAndDebuffs(dt);
this.in_stop(dt);
// 处理伤害队列
this.processDamageQueue();
}
get isActive() {
return this.ent.has(HeroViewComp) && this.node?.isValid;
}
hide_info(){
}
//状态切换
status_change(type:string){
this.status=type
if(type == "idle"){
this.as.idle()
// this.as.change_default("idle")
}
if(type == "move"){
this.as.move()
// this.as.change_default("move")
}
}
add_shield(shield:number){
this.shield =shield
if(this.shield>6) this.shield=6
if(this.shield>0) this.BUFFCOMP.show_shield(true)
}
change_wfuny(wfuny: number){
this.wfuny+=wfuny
if(this.wfuny<0) this.wfuny=0
// this.update_vmdata()
}
change_puncture(puncture: number){
this.puncture+=puncture
if(this.puncture<1) this.puncture=1
// this.update_vmdata()
}
change_puncture_damage(puncture_damage: number){
this.puncture_damage+=puncture_damage
if(this.puncture_damage<0) this.puncture_damage=0
if(this.puncture_damage>80) this.puncture_damage=80
// this.update_vmdata()
}
change_dodge(dodge: number){
this.dod+=dodge
if(this.dod<0) this.dod=0
if(this.dod>90) this.dod=90
// this.update_vmdata()
}
change_frost_ratto(frost_ratto: number){
this.frost_ratto+=frost_ratto
if(this.frost_ratto<0) this.frost_ratto=0
if(this.frost_ratto>90) this.frost_ratto=90
// this.update_vmdata()
}
change_knockback(knockback: number){
this.knockback+=knockback
if(this.knockback<0) this.knockback=0
// this.update_vmdata()
}
change_stun_ratto(stun_ratto: number){
this.stun_ratto+=stun_ratto
if(this.stun_ratto<0) this.stun_ratto=0
// this.update_vmdata()
}
change_def(def: number){
this.def+=def
if(this.def>90) this.def=90
if(this.def<0) this.def=0
// this.update_vmdata()
// this.BUFFCOMP.tooltip(TooltipTypes.defup,def.toFixed(0));
}
change_crit(crit: number){
this.crit+=crit
if(this.crit<0) this.crit=0
// this.update_vmdata()
}
change_crit_d(crit_d: number){
this.crit_d+=crit_d
if(this.crit_d<0) this.crit_d=0
// this.update_vmdata()
}
change_reflect(reflect: number){
this.reflect+=reflect
if(this.reflect<0) this.reflect=0
// this.update_vmdata()
}
change_lifesteal(lifesteal: number){
this.lifesteal+=lifesteal
if(this.lifesteal<0) this.lifesteal=0
// this.update_vmdata()
}
check_atrr(buff:BuffAttr){
switch(buff){
case BuffAttr.ATK:
return Math.floor(this.ap_base*(100+this.ap_buff+this.TALENT[BuffAttr.ATK])/100)
case BuffAttr.ATK_CD:
return this.cd_base/((this.cd_buff+this.TALENT[BuffAttr.ATK_CD])/100+1)
case BuffAttr.HP:
return Math.floor(this.hp_base*(100+this.hp_buff+this.TALENT[BuffAttr.HP])/100)
}
}
count_atrr(buff:BuffAttr){
switch(buff){
case BuffAttr.ATK:
this.ap=this.check_atrr(BuffAttr.ATK)
// this.update_vmdata()
break
case BuffAttr.ATK_CD:
this.cd=this.check_atrr(BuffAttr.ATK_CD)
// this.update_vmdata()
break
case BuffAttr.HP:
let diff=this.check_atrr(BuffAttr.HP)-this.currentHpMax
this.currentHpMax=this.check_atrr(BuffAttr.HP)
this.currentHp+=diff
// this.update_vmdata()
break
}
}
add_speed(cd: number){
this.cd_buff+=cd
this.count_atrr(BuffAttr.ATK_CD)
// this.BUFFCOMP.tooltip(TooltipTypes.speedup,speed.toFixed(0));
}
add_ap(ap: number,is_num:boolean=true){
// console.log("[HeroViewComp]:add_ap add:",ap,this.ap)
if(is_num){
this.ap_base += Math.floor(ap);
}else{
this.ap_base += Math.floor(ap/100*this.ap_base);
}
this.count_atrr(BuffAttr.ATK)
// this.BUFFCOMP.tooltip(TooltipTypes.apup,diff.toFixed(0));
}
de_ap(ap: number,is_num:boolean=true){
//console.log("[HeroViewComp]:de_ap de:",ap,this.ap)
if(is_num){
this.ap_base -= Math.floor(ap);
}else{
this.ap_base -= Math.floor(ap/100*this.ap_base);
}
this.count_atrr(BuffAttr.ATK)
}
add_hp_max(hp: number=0,is_num:boolean=false){
// console.log("[HeroViewComp]:add_hp_max add:",hp,this.currentHpMax)
if(is_num){
this.hp_base += Math.floor(hp) ;
}else{
this.hp_buff+=hp
}
this.count_atrr(BuffAttr.HP)
// this.BUFFCOMP.tooltip(TooltipTypes.hpup,diff.toFixed(0));
}
de_hp_max(hp: number=0,is_num:boolean=true){ //最大值 只存在数值添加, 比例通过hp_buff处理
//console.log("[HeroViewComp]:de_hp_max de:",hp,this.currentHpMax)
this.hp_base -= Math.floor(hp) ;
this.count_atrr(BuffAttr.HP)
// this.update_vm
}
add_hp(hp: number = 0,is_num:boolean=true) {
this.BUFFCOMP.heathed();
let real_hp=0
let hp_max=Math.floor(this.currentHpMax*(100+this.hp_buff)/100)
let lost_hp=hp_max-this.currentHp
if(is_num){
if(lost_hp > hp){
real_hp=Math.floor(hp);
}else{
real_hp=lost_hp;
}
}else{
if(lost_hp > hp/100*hp_max){
real_hp=Math.floor(hp/100*hp_max);
}else{
real_hp=lost_hp;
}
}
if(real_hp > 0){
this.currentHp+=real_hp;
this.BUFFCOMP.tooltip(TooltipTypes.health,real_hp.toFixed(0));
}
// this.update_vm
}
/** 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;
}
}
}
count_atk_count(){ //主将攻击
if(this.fac==FacSet.MON) return
this.atk_count+=1
}
do_dead(){
this.do_dead_trigger()
//console.log("[HeroViewComp]:角色死亡",this.hero_uuid)
if(this.fac==FacSet.MON){
if(this.is_count_dead) return
this.is_count_dead=true
this.scheduleOnce(()=>{
oops.message.dispatchEvent(GameEvent.MonDead)
},0.1)
}
if(this.fac==FacSet.HERO){
//console.log("[HeroViewComp]:英雄死亡")
// oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false})
}
}
get_debuff(){
}
add_debuff(type:number,deV:number,deC:number,deR:number){
let DEBUFF_DOWN=0
for(let i=0;i<this.BUFF_DEDOWN.length;i++){
DEBUFF_DOWN+=this.BUFF_DEDOWN[i].value
// 不再在这里减少duration改为在update中按时间减少
}
let n_deR=deR-DEBUFF_DOWN-this.buff_debuff_down // 触发概率
let r=RandomManager.instance.getRandomInt(0,100) // 随机数
//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)
if(r < n_deR) {
// this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*抵抗*")
return
}
switch(type){
case DebuffAttr.BURN:
this.DEBUFF_BURNS.push({value:deV,duration:deC+FightSet.BURN_COUNT})
break
case DebuffAttr.DECD:
this.DEBUFF_DECDS.push({value:deV,duration:deC})
break
case DebuffAttr.SLOW:
this.DEBUFF_SLOW+=deV
break
case DebuffAttr.FROST:
this.BUFFCOMP.in_iced(deV)
this.DEBUFF_FROST+=deV
break
case DebuffAttr.STUN:
if(this.DEBUFF_STUN>0) return
this.at=0 // 眩晕 cd归零
this.BUFFCOMP.in_yun(deV+FightSet.STUN_TIME) // 眩晕时间
this.DEBUFF_STUN+=deV+FightSet.STUN_TIME // 眩晕时间
// this.is_stop=true
break
case DebuffAttr.DEHP:
this.currentHpMax-=deV/100*this.currentHpMax
if(this.currentHp-this.currentHpMax>0) this.currentHp=this.currentHpMax
break
case DebuffAttr.DEATK: //99为具体数字 并且局内永久生效,其他为百分比
if(deC == 99){
this.ap-=deV
}else{
this.DEBUFF_DEATKS.push({value:deV,duration:deC})
}
break
case DebuffAttr.DECOUNT:
this.atk_count-=deV
if(this.atk_count<0) this.atk_count=1
break
case DebuffAttr.BACK:
if(this.fac==FacSet.MON) {
let tx=this.node.position.x+50
if(tx > 320) tx=320
tween(this.node).to(0.3, { position:v3(tx,this.node.position.y,0)}).start()
}
break
}
//console.log("[HeroViewComp]:debuffs",type,deV,deC,deR,this.DEBUFF_BURNS)
}
// 更新所有按时间减少的buff和debuff
updateBuffsAndDebuffs(dt: number) {
// 更新BUFF_DEFS
for(let i = this.BUFF_DEFS.length - 1; i >= 0; i--) {
this.BUFF_DEFS[i].duration -= dt;
if(this.BUFF_DEFS[i].duration <= 0) {
this.BUFF_DEFS.splice(i, 1);
}
}
// 更新BUFF_ATKS
for(let i = this.BUFF_ATKS.length - 1; i >= 0; i--) {
this.BUFF_ATKS[i].duration -= dt;
if(this.BUFF_ATKS[i].duration <= 0) {
this.BUFF_ATKS.splice(i, 1);
}
}
// 更新BUFF_CDS
for(let i = this.BUFF_CDS.length - 1; i >= 0; i--) {
this.BUFF_CDS[i].duration -= dt;
if(this.BUFF_CDS[i].duration <= 0) {
this.BUFF_CDS.splice(i, 1);
}
}
// 更新BUFF_DEDOWN
for(let i = this.BUFF_DEDOWN.length - 1; i >= 0; i--) {
this.BUFF_DEDOWN[i].duration -= dt;
if(this.BUFF_DEDOWN[i].duration <= 0) {
this.BUFF_DEDOWN.splice(i, 1);
}
}
// 更新DEBUFF_BURNS
for(let i = this.DEBUFF_BURNS.length - 1; i >= 0; i--) {
this.DEBUFF_BURNS[i].duration -= dt;
if(this.DEBUFF_BURNS[i].duration <= 0) {
this.DEBUFF_BURNS.splice(i, 1);
}
}
// 更新DEBUFF_DEATKS
for(let i = this.DEBUFF_DEATKS.length - 1; i >= 0; i--) {
this.DEBUFF_DEATKS[i].duration -= dt;
if(this.DEBUFF_DEATKS[i].duration <= 0) {
this.DEBUFF_DEATKS.splice(i, 1);
}
}
// 更新DEBUFF_DECDS
for(let i = this.DEBUFF_DECDS.length - 1; i >= 0; i--) {
this.DEBUFF_DECDS[i].duration -= dt;
if(this.DEBUFF_DECDS[i].duration <= 0) {
this.DEBUFF_DECDS.splice(i, 1);
}
}
}
add_buff(buff:number,duration:number,type:number){
switch(type){
case BuffAttr.DEF:
this.BUFF_DEFS.push({value:buff,duration:duration})
break
case BuffAttr.ATK:
this.BUFF_ATKS.push({value:buff,duration:duration})
break
case BuffAttr.ATK_CD:
this.BUFF_CDS.push({value:buff,duration:duration})
break
case BuffAttr.DEBUFF_DOWN:
this.BUFF_DEDOWN.push({value:buff,duration:duration})
break
}
}
do_atked(remainingDamage:number,
crit:number=0,crit_d:number=0,
burn_count:number=0,burn_value:number=0,
stun_time:number=0,stun_ratto:number=0,
frost_time:number=0,frost_ratto:number=0,
atked_anm:string="atked"
){
this.do_atked_trigger()
if(burn_count>0){
this.add_debuff(DebuffAttr.BURN,burn_value,burn_count,100)
}
if(stun_time>0){
this.add_debuff(DebuffAttr.STUN,stun_time,1,stun_ratto)
}
if(this.check_shield()) return
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))
if(this.fac==FacSet.MON) smc.vmdata.hero.power+=smc.vmdata.hero.POWER_UP+FightSet.CRIT_TO_POWER //暴击涨能量 怪物被暴击,因为只有一个英雄 直接处理
}
this.currentHp -= damage;
if(this.fac==FacSet.HERO) smc.vmdata.hero.power+=smc.vmdata.hero.POWER_UP+FightSet.ATKED_TO_POWER //被攻击涨能量
if(this.fac==FacSet.MON) smc.vmdata.hero.power+=smc.vmdata.hero.POWER_UP+FightSet.ATK_TO_POWER //攻击命中涨能量 因为是只有1个英雄 直接处理
if(this.currentHp <= 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.showDamage(damage, is_crit,atked_anm);
}
//伤害计算 debuff 易伤
count_damage(remainingDamage:number){
let damage = 0;
let Burn = 0;
let def = 0;
for(let i=0;i<this.DEBUFF_BURNS.length;i++){
Burn+=this.DEBUFF_BURNS[i].value
// 不再在这里减少duration改为在update中按时间减少
}
for(let i=0;i<this.BUFF_DEFS.length;i++){
def+=this.BUFF_DEFS[i].value
// 不再在这里减少duration改为在update中按时间减少
}
// buff 防御 即免伤
damage=remainingDamage*(100-def-this.def+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(damage)
}
count_debuff(){
}
count_buff(){
}
check_shield(){
if(this.shield>0){
this.shield -= 1
this.BUFFCOMP.tooltip(TooltipTypes.uskill,"*吸收*");
if (this.shield <= 0) {
if(this == null) return;
this.BUFFCOMP.show_shield(false);
}
return true
}
return false
}
check_dodge(){
if(this.fac==FacSet.HERO) smc.vmdata.hero.power+=smc.vmdata.hero.POWER_UP+FightSet.DODGE_TO_POWER //闪避涨能量
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
}
// dead(){
// this.BUFFCOMP.dead()
// this.to_drop()
// }
do_dead_trigger(){ //双倍死亡设定
if(this.is_dead||this.fac==FacSet.MON) return
let count = 1
for(let i=0;i<count;i++){
//console.log("[HeroViewComp]:dead"+i+"次")
}
}
do_atked_trigger(){ //双倍攻击设定
if(this.is_dead||this.fac==FacSet.MON) return
let count = 1
if(this.double_atked) {
//console.log("[HeroViewComp]:double_atked")
count =2
}
}
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()
// }
//掉落物品
to_drop(){
// let Drops = getMonsterDrops(1, MonsterType.Normal, 1.2);
// if(this.is_boss) Drops =getMonsterDrops(1, MonsterType.Elite, 1.2);
// if(this.is_big_boss) Drops =getMonsterDrops(1, MonsterType.Boss, 1.2);
}
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
}
}
exp_up(e:any,data:any){
if(this.fac==FacSet.MON) return
// console.log("[HeroViewComp]:经验提高",data.exp)
smc.vmdata.hero.exp+=data.exp
// smc.vmdata.hero.next_exp=getUpExp(this.lv)
if(smc.vmdata.hero.exp >= smc.vmdata.hero.next_exp){
// console.log("[HeroViewComp]:升级")
this.to_update_lv("seft",data)
oops.message.dispatchEvent(GameEvent.CanUpdateLv)
}
}
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.add_ap(HeroInfo[data.uuid].ap,true)
this.add_hp_max(HeroInfo[data.uuid].hp,true)
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("max_blue")
break
case "red":
this.BUFFCOMP.max_show("max_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.in_atked(anm)
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);
}
}
}