英雄技能相关字段修改
This commit is contained in:
@@ -1,89 +0,0 @@
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import { _decorator,Contact2DType,Collider2D ,IPhysics2DContact,v3, v2,Vec3} 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 { BoxSet } from "../common/config/BoxSet";
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import { HeroViewComp } from "./HeroViewComp";
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import { smc } from "../common/SingletonModuleComp";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@ccclass('BoxRangComp')
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@ecs.register('BoxRang', false)
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export class BoxRangComp extends CCComp {
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Hero_node: any=null!;
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HeroViewComp:HeroViewComp = null!;
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box_group:number = BoxSet.HERO;
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box_tag:number = BoxSet.ATK_RANGE;
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offset_x:number = 300;
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atk_range:number = 150;
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/** 视图层逻辑代码分离演示 */
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start() {
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let collider = this.getComponent(Collider2D);
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collider.group = this.box_group;
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collider.tag = this.box_tag;
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// collider.offset = v2(300*this.Hero_node.MonView.scale,collider.offset.y);
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this.Hero_node = this.node.parent;
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this.HeroViewComp=this.Hero_node.getComponent(HeroViewComp);
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// console.log("range box",this.HeroViewComp);
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if (collider) {
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// collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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collider.on(Contact2DType.END_CONTACT, this.onEndContact, this);
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collider.on(Contact2DType.PRE_SOLVE, this.onPreSolve, this);
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// collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, this);
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}
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}
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onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
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// if(selfCollider.group != otherCollider.group&&otherCollider.tag == 0){
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// console.log(this.node.name+"onBeginContact: seft:"+selfCollider.group+"|other:"+otherCollider.group+"| tag: seft:"+selfCollider.tag+"|other:"+otherCollider.tag);
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// this.HeroViewComp.is_atking = true;
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// if(Math.abs(otherCollider.node.position.x-selfCollider.node.position.x) < 120){
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// this.HeroViewComp.stop_cd = 0.1
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// }
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// }
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}
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onEndContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
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if(selfCollider.group != otherCollider.group&&otherCollider.tag == 0 ){
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// console.log(this.node.name+"onEndContact: seft:"+selfCollider.group+"|other:"+otherCollider.group+"| tag: seft:"+selfCollider.tag+"|other:"+otherCollider.tag);
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this.HeroViewComp.is_atking = false;
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this.HeroViewComp.enemy = null;
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this.HeroViewComp.as.change_default("move");
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this.HeroViewComp.as.move();
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}
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}
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onPreSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
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if(selfCollider.group != otherCollider.group&&otherCollider.tag == 0){
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let scene =smc.map.MapView.scene.mapLayer!.node!
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let other_pos = otherCollider.node.getWorldPosition() ;
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let self_pos = this.node.getWorldPosition();
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// console.log("onPreSolve:",self_pos,other_pos);
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if(Math.abs(other_pos.x-self_pos.x) < this.HeroViewComp.atk_dis){
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if(this.HeroViewComp.enemy==null){
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this.HeroViewComp.enemy = otherCollider.node;
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}else{
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if(this.HeroViewComp.enemy.isValid==false){
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this.HeroViewComp.enemy = otherCollider.node;
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}
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}
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this.HeroViewComp.is_atking = true;
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this.HeroViewComp.stop_cd = 0.1
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}
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}
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}
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onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
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}
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/** 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 */
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reset() {
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this.node.destroy();
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}
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}
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@@ -1 +0,0 @@
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{"ver":"4.0.23","importer":"typescript","imported":true,"uuid":"4d46fe9a-6a73-4e21-994b-ae00e9f624d0","files":[],"subMetas":{},"userData":{}}
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@@ -54,6 +54,7 @@ export class Hero extends ecs.Entity {
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let talents=Talents;
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hv.scale = scale;
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hv.fac = 0;
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hv.type = hero.type;
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hv.box_group = box_group;
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hv.hero_uuid= uuid;
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hv.hero_name= hero.name;
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@@ -68,21 +69,7 @@ export class Hero extends ecs.Entity {
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hv.dpw=hero.dpw;
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hv.dopw=hero.dopw;
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hv.lv = role.lv;
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hv.type = hero.type;
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let slv= Math.floor(( hv.lv) / 5);
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let sklv=slv
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if(sklv >= 5) sklv=5;
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hv.sk1 = hero.sk1[sklv];
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hv.sk2 = hero.sk2[sklv];
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hv.sk3 = hero.sk3[sklv];
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hv.akc = hero.akc[sklv];
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hv.uac = hero.uac[sklv];
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hv.crc = hero.crc[sklv];
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hv.dgc = hero.dgc[sklv];
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hv.akr = hero.akr[sklv];
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hv.uar = hero.uar[sklv];
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hv.crr = hero.crr[sklv];
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hv.dgr = hero.dgr[sklv];
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hv.rhp_max=hv.hp= hv.hp_max =(hero.hp+hero.hp_up*hv.lv)*(1+hero.shp_up/100*slv) ;
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hv.ap = (hero.ap+hero.ap_up*hv.lv) *(1+hero.sap_up/100*slv);
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hv.def= (hero.def+hero.def_up*hv.lv)*(1+hero.sdef_up/100*slv);
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@@ -1,93 +0,0 @@
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/*
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* @Author: dgflash
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* @Date: 2022-08-04 15:08:35
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* @LastEditors: dgflash
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* @LastEditTime: 2022-08-04 15:26:26
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*/
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import { Color, Component, EventTouch, sp, Vec3, _decorator ,Animation, AnimationClip, AnimationState,} from "cc";
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import { LayerUtil } from "../../../../extensions/oops-plugin-framework/assets/core/utils/LayerUtil";
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import { smc } from "../../../script/game/common/SingletonModuleComp";
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const { ccclass, property } = _decorator;
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/**
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* RPG SPINE角色模型
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*/
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@ccclass('HeroSpine')
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export class HeroSpine extends Component {
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@property(Animation)
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animator: Animation = null!;
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idle_clip: AnimationClip = null!;
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atk_clip: AnimationClip = null!;
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move_clip: AnimationClip = null!;
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default_clip:string = "";
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onLoad() {
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// 角色控制组件
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this.initAnimator();
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LayerUtil.setNodeLayer(LayerUtil.MAP, this.node);
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this.idle_clip = this.animator.clips[0];
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this.atk_clip = this.animator.clips[1];
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this.move_clip = this.animator.clips[2];
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this.default_clip=this.move_clip.name;
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let animation = this.animator.getComponent(Animation);
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animation.on(Animation.EventType.FINISHED, this.onAnimationEvent, this)
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}
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protected start(): void {
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this.move();
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}
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/** 初始化动画 */
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protected initAnimator() {
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this.animator=this.node.getChildByName("anm").getComponent(Animation);
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// console.log("mon spine init",this.animator);
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}
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in_playing(){
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if(this.animator.getState(this.atk_clip.name).isPlaying) return true;
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if(this.animator.getState(this.idle_clip.name).isPlaying) return true;
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if(this.animator.getState(this.move_clip.name).isPlaying) return true;
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return false;
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}
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onAnimationEvent(type: Animation.EventType, state: AnimationState){
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if(type==Animation.EventType.FINISHED){
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// console.log("animator end",state.name);
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if(state.name==this.atk_clip.name){
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this.default();
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}
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}
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}
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change_default(value:string){
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// console.log("change default",value);
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this.default_clip=value;
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}
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default() {
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if(!this.in_playing()){
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// console.log("do default");
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this.animator.play(this.default_clip);
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}
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}
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idle(){
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if(!this.in_playing()){
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console.log("do idle");
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this.animator.play(this.idle_clip.name);
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}
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}
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atk() {
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// console.log("do atk");
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this.animator.play(this.atk_clip.name);
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}
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move(){
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if(!this.animator.getState(this.move_clip.name).isPlaying) {
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console.log("doing move");
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this.animator.play(this.move_clip.name);
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}
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}
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onDestroy() {
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this.node.destroy();
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}
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}
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@@ -1 +0,0 @@
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{"ver":"4.0.23","importer":"typescript","imported":true,"uuid":"8bf79351-aad1-411f-a117-97ccba1fe15f","files":[],"subMetas":{},"userData":{}}
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@@ -62,9 +62,6 @@ export class HeroViewComp extends CCComp {
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dpw:number=0;
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pwt:Timer = new Timer(1); //计时器
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sk1:number = 9001;
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sk2:number = 1001;
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sk3:number = 1001;
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akr:number=0; //攻击触发机率
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uar:number=0; //受伤触发机率
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dgr:number=0; //闪避触发机率
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@@ -328,50 +325,50 @@ export class HeroViewComp extends CCComp {
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* 使用do_skill方法处理触发的技能。
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*/
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check_atk_counts() {
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if (this.atk_count >= this.akc) {
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this.atk_count = 0
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// console.log("atk_count 清零:"+this.atk_count);
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let i = RandomManager.instance.getRandomInt(0,100,3)
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// console.log("攻击判断: i="+i+":akr="+this.akr);
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if(i < this.akr){
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// console.log("攻击触发: i="+i+":akr="+this.akr);
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// this.BUFFCOMP.max_show()
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this.do_skill(this.sk3)
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}
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}
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if(this.dodge_count >= this.dgc){
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this.dodge_count = 0
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// console.log("dodge_count 清零:"+this.dodge_count);
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let i = RandomManager.instance.getRandomInt(0,100,3)
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// console.log("闪避判断: i="+i+":dgr="+this.dgr);
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if(i < this.dgr){
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// console.log("闪避触发: i="+i+":dgr="+this.dgr);
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// this.BUFFCOMP.max_show()
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this.do_skill(this.sk3)
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}
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}
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if(this.crit_count >= this.crc){
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this.crit_count = 0
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// console.log("crit_count 清零:"+this.crit_count);
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let i = RandomManager.instance.getRandomInt(0,100,3)
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// console.log("暴击判断: i="+i+":crr="+this.crr);
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if(i < this.crr){
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// console.log("暴击触发: i="+i+":crr="+this.crr);
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// if (this.atk_count >= this.akc) {
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// this.atk_count = 0
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// // console.log("atk_count 清零:"+this.atk_count);
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// let i = RandomManager.instance.getRandomInt(0,100,3)
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// // console.log("攻击判断: i="+i+":akr="+this.akr);
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// if(i < this.akr){
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// // console.log("攻击触发: i="+i+":akr="+this.akr);
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// // this.BUFFCOMP.max_show()
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// this.do_skill(this.sk3)
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// }
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// }
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// if(this.dodge_count >= this.dgc){
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// this.dodge_count = 0
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// // console.log("dodge_count 清零:"+this.dodge_count);
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// let i = RandomManager.instance.getRandomInt(0,100,3)
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// // console.log("闪避判断: i="+i+":dgr="+this.dgr);
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// if(i < this.dgr){
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// // console.log("闪避触发: i="+i+":dgr="+this.dgr);
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// // this.BUFFCOMP.max_show()
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// this.do_skill(this.sk3)
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// }
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// }
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// if(this.crit_count >= this.crc){
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// this.crit_count = 0
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// // console.log("crit_count 清零:"+this.crit_count);
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// let i = RandomManager.instance.getRandomInt(0,100,3)
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// // console.log("暴击判断: i="+i+":crr="+this.crr);
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// if(i < this.crr){
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// // console.log("暴击触发: i="+i+":crr="+this.crr);
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// this.BUFFCOMP.max_show()
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this.do_skill(this.sk3)
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}
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}
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if(this.atked_count >= this.uac){
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this.atked_count = 0
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let i = RandomManager.instance.getRandomInt(0,100,3)
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// console.log("受伤判断:i="+i+":akr="+this.uar);
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if(i < this.uar){
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// console.log("受伤触发: i="+i+":uar="+this.uar);
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// this.BUFFCOMP.max_show()
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this.do_skill(this.sk3)
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}
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}
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// // this.BUFFCOMP.max_show()
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// this.do_skill(this.sk3)
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// }
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// }
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// if(this.atked_count >= this.uac){
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// this.atked_count = 0
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// let i = RandomManager.instance.getRandomInt(0,100,3)
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// // console.log("受伤判断:i="+i+":akr="+this.uar);
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// if(i < this.uar){
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// // console.log("受伤触发: i="+i+":uar="+this.uar);
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// // this.BUFFCOMP.max_show()
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// this.do_skill(this.sk3)
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// }
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// }
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}
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in_atk(dt: number) {
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if(this.at >= this.cd){
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@@ -382,9 +379,6 @@ export class HeroViewComp extends CCComp {
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this.power_add(this.apw)
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// console.log("cd:"+this.cd);
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this.as.atk();
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this.scheduleOnce(()=>{
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this.shoot_enemy(this.sk1)
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},0.3)
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}
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}
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}
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@@ -393,7 +387,6 @@ export class HeroViewComp extends CCComp {
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if(this.pw >= this.pwm){
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this.pw = 0
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this.BUFFCOMP.max_show()
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this.do_skill(this.sk2)
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return true
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}else{
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return false
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@@ -68,6 +68,7 @@ export class Monster extends ecs.Entity {
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let talents=Talents;
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hv.scale = scale;
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hv.fac = 1;
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hv.type = hero.type;
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hv.is_boss = is_boss;
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hv.box_group = box_group;
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hv.hero_uuid= uuid;
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@@ -84,21 +85,6 @@ export class Monster extends ecs.Entity {
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hv.dopw=hero.dopw;
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hv.lv = lv;
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let slv= Math.floor(( hv.lv) / 5);
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let sklv=slv
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if(sklv >= 5) sklv=5;
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hv.type = hero.type;
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hv.sk1 = hero.sk1[sklv];
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hv.sk2 = hero.sk2[sklv];
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hv.sk3 = hero.sk3[sklv];
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hv.akc = hero.akc[sklv];
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hv.uac = hero.uac[sklv];
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hv.crc = hero.crc[sklv];
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hv.dgc = hero.dgc[sklv];
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hv.akr = hero.akr[sklv];
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hv.uar = hero.uar[sklv];
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hv.crr = hero.crr[sklv];
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hv.dgr = hero.dgr[sklv];
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hv.rhp_max=hv.hp= hv.hp_max =(hero.hp+hero.hp_up*hv.lv)*(1+hero.shp_up/100*slv);
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hv.ap = (hero.ap+hero.ap_up*hv.lv) *(1+hero.sap_up/100*slv);
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hv.def= (hero.def+hero.def_up*hv.lv)*(1+hero.sdef_up/100*slv);
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@@ -12,18 +12,8 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
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@ecs.register('MonModel')
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export class MonModelComp extends ecs.Comp {
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/** 角色编号 */
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id: number = -1;
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/** 角色名 */
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name: string = "mon";
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/** speed */
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// speed: number = 0;
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/** 动画名资源 */
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anim: string = "mon";
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reset() {
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this.id = -1;
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// this.speed = 0;
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this.name = "";
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}
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}
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