删除好多英雄 专精几个英雄,继续英雄页面

This commit is contained in:
walkpan
2025-01-23 23:11:34 +08:00
parent 43fbf30e46
commit 14a40a24f1
229 changed files with 8045 additions and 102923 deletions

View File

@@ -1,7 +1,12 @@
import { _decorator, Component, Node, tween, Vec3 } from 'cc';
import { _decorator, Component, Node, RigidBody2D, tween, Vec3 } from 'cc';
import { SkillCom } from './SkillCom';
import { HeroViewComp } from '../hero/HeroViewComp';
import { smc } from '../common/SingletonModuleComp';
import { HeroModelComp } from '../hero/HeroModelComp';
import { ecs } from '../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS';
import { BoxSet } from '../common/config/BoxSet';
import { MonModelComp } from '../hero/MonModelComp';
import { SkillSet } from '../common/config/SkillSet';
const { ccclass, property } = _decorator;
@ccclass('CdCom')
@@ -9,8 +14,10 @@ export class CdCom extends Component {
cd:number = 0;
base:SkillCom = null
time:number = 0;
rigid:RigidBody2D = null
start() {
this.base =this.node.getComponent(SkillCom)
this.rigid = this.getComponent(RigidBody2D);
}
update(deltaTime: number) {
@@ -19,11 +26,36 @@ export class CdCom extends Component {
if(this.cd>=this.base.cd){
if(this.base.is_destroy) return
// this.node.setPosition(v3(-1000,0,0))
this.node.active = false
this.node.active = true
this.rigid.sleep()
this.rigid.wakeUp()
if(this.base.tg==2) this.do_all_buff()
this.cd=0
}
}
do_all_buff(){
let heros:any = ecs.query(ecs.allOf(HeroModelComp));
if(this.base.box_group==BoxSet.MONSTER) heros = ecs.query(ecs.allOf(MonModelComp));
for (let i = 0; i < heros.length; i++) {
let hero:any = heros[i].HeroView;
// if (hero.in_grave) continue
if(SkillSet[this.base.s_uuid].hp > 0){ //buff加血
// let increase_hp=Math.floor(this.base.hp/(this.base.in_time/this.base.cd))
let increase_hp=Math.floor(this.base.hp)
hero.add_hp(increase_hp)
}
if(SkillSet[this.base.s_uuid].apup > 0){ //buff加攻击
// let increase_atk=Math.floor(this.base.apup/(this.base.in_time/this.base.cd))
let increase_atk=Math.floor(this.base.apup)
hero.add_ap(increase_atk)
}
if(SkillSet[this.base.s_uuid].shield > 0){ //buff护盾
hero.add_shield(this.base.shield)
}
if(SkillSet[this.base.s_uuid].mhp > 0){ //hp最大值
hero.add_hp_max(this.base.mhp)
}
}
}
}

View File

@@ -17,6 +17,10 @@ export class EndAnmBomCom extends Component {
this.rigid = this.getComponent(RigidBody2D);
console.log("collider",this.collider,this.rigid)
this.rigid.sleep()
this.scheduleOnce(()=>{
this.rigid.wakeUp()
},0.5)
// this.collider.enabled = false
// if(this.base.box_group ==BoxSet.HERO) this.collider.group = BoxSet.MONSTER
// if(this.base.box_group ==BoxSet.MONSTER) this.collider.group = BoxSet.HERO
@@ -34,25 +38,27 @@ export class EndAnmBomCom extends Component {
this.onAnimationFinished()
console.log("[track %s][animation %s] complete: %s", trackEntry.trackIndex);
});
spine.setEventListener((trackEntry, event:any) => {
this.onEnvent(event)
// console.log("[track %s][animation %s] event: %s", trackEntry.trackIndex, event.data.name, event.intValue);
});
// spine.setEventListener((trackEntry, event:any) => {
// this.onEnvent(event)
// // console.log("[track %s][animation %s] event: %s", trackEntry.trackIndex, event.data.name, event.intValue);
// });
}
}
}
onAnimationFinished(){
if(!this.is_complete){
// this.collider.group = this.base.box_group
// this.node.active=false
// this.node.active=true
this.rigid.wakeUp()
// this.collider.enabled = true
console.log("动画结束,开始伤害")
}
// if(!this.is_complete){
// // this.collider.group = this.base.box_group
// // this.node.active=false
// // this.node.active=true
// this.rigid.wakeUp()
// // this.collider.enabled = true
// console.log("动画结束,开始伤害")
// }
this.rigid.wakeUp()
// this.collider.enabled = true
console.log("动画结束,开始伤害")
this.base.is_destroy = true
}

View File

@@ -63,39 +63,11 @@ export class SkillCom extends CCComp {
if(otCol.group != seCol.group&&otCol.tag ==0){
this.atk_count+=1
}
// if(otCol.group == seCol.group&&otCol.tag ==0&&(this.tg==2||this.tg==0)){
// this.to_console("skill onBeginContact 是对自己人的buff",seCol,otCol)
// this.do_buff(otCol.node.getComponent(HeroViewComp))
// }
}
to_console(value:any,value2:any=null,value3:any=null){
console.log("["+this.s_name+this.s_uuid+"]:",value,value2,value3)
}
do_buff(hero:any){
this.to_console(" do_buff hero: ",hero)
if(SkillSet[this.s_uuid].hp > 0){ //buff加血
// let increase_hp=Math.floor(this.hp/(this.in_time/this.cd))
let increase_hp=Math.floor(this.hp)
hero.add_hp(increase_hp)
}
if(SkillSet[this.s_uuid].apup > 0){ //buff加攻击
// let increase_atk=Math.floor(this.apup/(this.in_time/this.cd))
let increase_atk=Math.floor(this.apup)
hero.add_ap(increase_atk)
}
if(SkillSet[this.s_uuid].shield > 0){ //buff护盾
console.log("do_buff shield: ",this.shield)
hero.add_shield(this.shield)
}
if(SkillSet[this.s_uuid].mhp > 0){ //hp最大值
// console.log("do_buff mhp: ",this.mhp/(this.in_time/this.cd))
console.log("do_buff mhp: ",this.mhp)
hero.add_hp_max(this.mhp/(this.in_time/this.cd))
}
}
update(deltaTime: number) {
if(smc.mission.pause) return
this.toDestroy()