继续新技能系统
This commit is contained in:
@@ -1,7 +1,9 @@
|
||||
import { _decorator } from "cc";
|
||||
import { _decorator, instantiate, Node, Prefab } 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 { HeroViewComp } from "../hero/HeroViewComp";
|
||||
import { BuffAttr, RType, SkillSet } from "../common/config/SkillSet";
|
||||
import { AtkConCom } from "./AtkConCom";
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@@ -10,18 +12,23 @@ const { ccclass, property } = _decorator;
|
||||
@ecs.register('SkillView', false)
|
||||
export class SkillViewCom extends CCComp {
|
||||
/** 视图层逻辑代码分离演示 */
|
||||
@property({ type: Prefab })
|
||||
atkPrefab: Prefab = null!
|
||||
@property({ type: Number })
|
||||
runType: number = 0;
|
||||
@property({ type: Boolean })
|
||||
hasReady: boolean = false;
|
||||
@property({ type: Number })
|
||||
ReadyTime: number = 0;
|
||||
@property({ type: Number })
|
||||
postion_y: number = 0;
|
||||
|
||||
endTime: number = 0;
|
||||
s_uuid:number=0;
|
||||
s_count:number=1;
|
||||
s_interval:number=0.2;
|
||||
s_cd:number=0;
|
||||
caster:HeroViewComp=null;
|
||||
cName:string="";
|
||||
target:HeroViewComp=null;
|
||||
parent:Node=null;
|
||||
target_postions:any[]=null
|
||||
@@ -43,54 +50,104 @@ export class SkillViewCom extends CCComp {
|
||||
debuff_up:number=0;
|
||||
debuff_value:number=0;
|
||||
debuff_count:number=0;
|
||||
|
||||
targetPos:any[]=null
|
||||
start() {
|
||||
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
|
||||
// this.on(ModuleEvent.Cmd, this.onHandler, this);
|
||||
this.cName = this.caster.hero_name
|
||||
this.node.getChildByName("ready").active = this.hasReady
|
||||
}
|
||||
protected update(dt: number): void {
|
||||
this.doTimer(dt)
|
||||
this.move(dt)
|
||||
this.doEnd(dt)
|
||||
if(this.hasReady) {
|
||||
this.doTimer(dt)
|
||||
if(this.ReadyTime <= 0) {
|
||||
this.doAtk(dt)
|
||||
}
|
||||
}{
|
||||
this.doAtk(dt)
|
||||
}
|
||||
this.move(dt)
|
||||
}
|
||||
doEnd(dt: number) {
|
||||
this.endTime += dt
|
||||
if(this.endTime >= SkillSet[this.s_uuid].in) {
|
||||
this.ent.destroy()
|
||||
}
|
||||
}
|
||||
|
||||
doTimer(dt: number){
|
||||
if(this.ReadyTime <= 0) return
|
||||
this.ReadyTime -= dt
|
||||
if(this.ReadyTime > 0&&this.hasReady) this.ReadyTime -= dt
|
||||
}
|
||||
doAtk(dt:number): void {
|
||||
// console.log(`${this.cName}_[SkillViewCom] doAtkC`)
|
||||
if(this.s_cd <= 0&&this.s_count > 0) {
|
||||
this.doSkill()
|
||||
this.s_count--
|
||||
this.s_cd = this.s_interval
|
||||
}
|
||||
this.s_cd -= dt
|
||||
if(this.s_cd > 0) this.s_cd -= dt
|
||||
}
|
||||
doSkill(){
|
||||
console.log("doSkill")
|
||||
console.log(`${this.cName}_[SkillViewCom] doSkill`,this.atkPrefab)
|
||||
if(this.atkPrefab!=null){
|
||||
let atkNode:Node = instantiate(this.atkPrefab)
|
||||
atkNode.parent = this.node.parent
|
||||
atkNode.setPosition(this.node.position)
|
||||
let atkCom=atkNode.getComponent(AtkConCom)
|
||||
Object.assign(atkCom, {
|
||||
// 核心标识
|
||||
s_uuid: this.s_uuid,
|
||||
// 位置和施法者信息
|
||||
startPos: this.node.position,
|
||||
targetPos: this.targetPos[0],
|
||||
group: this.caster.box_group,
|
||||
fac: this.caster.fac,
|
||||
// 技能数值
|
||||
ap: this.caster.Attrs[BuffAttr.AP],
|
||||
caster: this.caster,
|
||||
caster_crit: this.caster.Attrs[BuffAttr.CRITICAL],
|
||||
caster_crit_d: this.caster.Attrs[BuffAttr.CRITICAL_DMG],
|
||||
puncture: this.caster.Attrs[BuffAttr.PUNCTURE],
|
||||
puncture_damage: this.caster.Attrs[BuffAttr.PUNCTURE_DMG],
|
||||
burn_count: this.caster.Attrs[BuffAttr.BURN_COUNT],
|
||||
burn_value: this.caster.Attrs[BuffAttr.BURN_VALUE],
|
||||
stun_time: this.caster.Attrs[BuffAttr.STUN_TIME],
|
||||
stun_ratio: this.caster.Attrs[BuffAttr.STUN_RATIO],
|
||||
frost_time: this.caster.Attrs[BuffAttr.FROST_TIME],
|
||||
frost_ratio: this.caster.Attrs[BuffAttr.FROST_RATIO],
|
||||
debuff_up: this.caster.Attrs[BuffAttr.DEBUFF_UP],
|
||||
debuff_value: this.caster.Attrs[BuffAttr.DEBUFF_VALUE],
|
||||
debuff_count: this.caster.Attrs[BuffAttr.DEBUFF_COUNT],
|
||||
});
|
||||
switch(this.runType){
|
||||
case RType.linear:
|
||||
this.do_linear(atkNode)
|
||||
break
|
||||
case RType.bezier:
|
||||
this.do_bezier(atkNode)
|
||||
break
|
||||
case RType.fixed:
|
||||
this.do_fixed(atkNode)
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
move(dt: number): void {
|
||||
if(this.caster == null) return
|
||||
if(this.caster.is_dead) return
|
||||
if(this.caster.node.isValid) return
|
||||
this.node.setPosition(this.caster.node.position.x,this.caster.node.position.y+this.postion_y)
|
||||
console.log("[skillview]move",this.caster.node.position,this.node.position)
|
||||
do_linear(atkNode:any): void {
|
||||
console.log(`${this.cName}_[SkillViewCom] skille run type: linear`)
|
||||
}
|
||||
do_bezier(atkNode:any): void {
|
||||
console.log(`${this.cName}_[SkillViewCom] skille run type: bezier`)
|
||||
}
|
||||
do_fixed(atkNode:any): void {
|
||||
console.log(`${this.cName}_[SkillViewCom] skille run type: fixed`)
|
||||
}
|
||||
/** 全局消息逻辑处理 */
|
||||
// private onHandler(event: string, args: any) {
|
||||
// switch (event) {
|
||||
// case ModuleEvent.Cmd:
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
|
||||
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
|
||||
|
||||
move(dt: number): void {
|
||||
// console.log(`${this.cName}_[SkillViewCom] move`)
|
||||
if(this.caster != null&&this.caster.node!=null) this.node.setPosition(this.caster.node.position.x,this.caster.node.position.y+this.postion_y)
|
||||
// console.log(`${this.cName}_[skillview]move`,this.caster.node.position,this.node.position)
|
||||
}
|
||||
reset() {
|
||||
this.node.destroy();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user