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heros/assets/script/game/hero/HeroViewComp.ts
2025-04-25 13:48:53 +08:00

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import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Color} 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 { HeroModelComp } from "./HeroModelComp";
import { BoxSet, GameSet } from "../common/config/BoxSet";
import { smc } from "../common/SingletonModuleComp";
import { Skill } from "../skills/Skill";
import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
import { SkillSet, TargetGroup, TargetType } from "../common/config/SkillSet";
import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager";
import { HeroSet } from "../common/config/heroSet";
import { BuffComp } from "./BuffComp";
import { MonModelComp } from "./MonModelComp";
import { getMonsterDrops, MonsterType } from "../common/config/RewardSet";
import { HeroSkillsComp } from "../skill/heroSkillsComp";
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!
enemy_pos:Vec3=null!
// enemy:any=null!;
as: HeroSpine = null!
anm_timer:Timer = new Timer(0.3);
anm_name="idle"
status:String = "idle"
hero_uuid:number = 1001;
hero_name : string = "hero";
lv:number =1;
slv:number =1;
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
atk_range:number = 150;
box_group:number = BoxSet.HERO;
is_dead:boolean = false; //是否摧毁
is_stop:boolean = false;
is_atking:boolean = false;
is_boss:boolean = false;
is_big_boss:boolean = false;
rate:number=0;
r_up:number=0;
hp: number = 100; /** 血量 */
hp_max: number = 100; /** 最大血量 */
hp_speed: number = 0; //每秒回复量
pwt:Timer = new Timer(1); //计时器
ap: number = 10; /**攻击力 */
// atk_speed: number = 1;
cd: number = 1.3; /**攻击速度 攻击间隔 */
dis: number = 80;
at: number = 0; /** 冷却时间 */
atk_skill:number=0;
def: number = 0; //防御
vun: number = 0; //易伤
dodge: number = 10; //闪避率
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 */
atk_count: number = 0;
atked_count: number = 0;
stop_cd: number = 0; /*停止倒计时*/
yun_cd: number = 0; //眩晕倒计时
ice_cd: number = 0; //冰冻倒计时
dir_y:number = 0;
speek_time:number = 0;
is_stop_temp:boolean = false;i
private damageQueue: Array<{
damage: number,
isCrit: boolean,
delay: number
}> = [];
private isProcessingDamage: boolean = false;
private damageInterval: number = 0.2; // 伤害数字显示间隔
private timer:Timer=new Timer(1);
onLoad() {
this.as = this.getComponent(HeroSpine);
// let anm = this.node.getChildByName("anm")
// anm.setScale(anm.scale.x*0.8,anm.scale.y*0.8);
// 注册单个碰撞体的回调函数
// 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) {
// console.log("碰撞开始 ",this.scale,seCol,oCol);
// }
// onEndContact (seCol: Collider2D, oCol: Collider2D) { console.log("碰撞结束 ",this.scale,seCol,oCol);}
// onPreSolve (seCol: Collider2D, oCol: Collider2D) {console.log("碰撞预处理 ",this.scale,seCol,oCol);}
// onPostSolve (seCol: Collider2D, oCol: Collider2D) {console.log("碰撞后处理 ",this.scale,seCol,oCol); }
/** 视图层逻辑代码分离演示 */
start () {
this.as.idle()
this.BUFFCOMP=this.node.getComponent(BuffComp);
/** 方向 */
this.node.setScale(this.scale,1);
this.node.getChildByName("top").setScale(this.scale,1);
if(this.is_boss){
this.node.setScale(this.node.scale.x*1.5,this.node.scale.y*1.5);
this.node.getChildByName("top").getChildByName("sboss").active = true;
}
/* 显示角色血量 */
this.node.getChildByName("top").getChildByName("hp").active = true;
}
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)
this.add_hp_max(20)
};
if(this.ice_cd > 0){
this.ice_cd -=dt;
return
}
if(this.yun_cd > 0){
this.yun_cd -=dt;
return
}
this.at += 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(){
this.node.getChildByName("top").getChildByName("ihp").active = false;
this.node.getChildByName("top").getChildByName("iap").active = false;
}
//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>0) this.BUFFCOMP.show_shield(true)
}
// add_cd(cd: number){
// this.cd += this.cd*((100-cd)/100);
// this.BUFFCOMP.buff_get("cd")
// }
/**
* 增加英雄的攻击AP
* @param ap 要增加的攻击。
*/
add_ap(ap: number,is_num:boolean=false){
if(is_num){
this.ap += Math.floor(ap);
}else{
this.ap += Math.floor(ap/100*this.ap);
}
this.BUFFCOMP.update_info_ap()
}
de_ap(ap: number,is_num:boolean=false){
if(is_num){
this.ap -= Math.floor(ap);
}else{
this.ap -= Math.floor(ap/100*this.ap);
}
this.BUFFCOMP.update_info_ap()
}
add_hp_max(hp: number=0,is_num:boolean=false){
if(is_num){
this.hp_max += Math.floor(hp) ;
this.hp += Math.floor(hp) ;
}else{
this.hp_max += Math.floor(hp/100*this.hp_max);
this.hp += Math.floor(hp/100*this.hp_max);
}
this.BUFFCOMP.update_info_hp()
}
de_hp_max(hp: number=0,is_num:boolean=false){
if(is_num){
this.hp_max -= Math.floor(hp) ;
}else{
this.hp_max -= Math.floor(hp/100*this.hp_max);
}
this.BUFFCOMP.update_info_hp()
}
add_hp(hp: number = 0,is_num:boolean=false) {
this.BUFFCOMP.heathed();
if(is_num){
this.hp+=Math.floor(hp);
}else{
this.hp+=Math.floor(hp/100*this.hp_max);
}
if(this.hp > this.hp_max){
this.hp = this.hp_max;
}
this.BUFFCOMP.tooltip(2,hp.toFixed(0));
}
/** 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;
}
}
}
dead(){
this.BUFFCOMP.dead()
this.to_drop()
}
//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(3,skill.name,skill_id)
break
case "atk":
this.as.atk()
break
}
}
public revive() {
this.hp = this.hp_max;
const skills = this.ent.get(HeroSkillsComp);
skills.resetAllCooldowns();
}
/** 显示伤害数字 */
showDamage(damage: number, isCrit: boolean) {
this.damageQueue.push({
damage,
isCrit,
delay: this.damageInterval
});
}
/** 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);
// 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) {
this.BUFFCOMP.in_atked();
this.atked_count++;
if (isCrit) {
this.BUFFCOMP.tooltip(4, damage.toFixed(0), damage);
console.log("暴击伤害:" + damage);
} else {
this.BUFFCOMP.tooltip(1, damage.toFixed(0), damage);
console.log("普通伤害:" + damage);
}
}
}