技能 继续

This commit is contained in:
pan@work
2024-09-25 11:01:43 +08:00
parent 033bccfc1a
commit 3870bdec50
9 changed files with 4559 additions and 1029 deletions

View File

@@ -13,22 +13,21 @@ import { UIID } from "../common/config/GameUIConfig";
import { smc } from "../common/SingletonModuleComp";
import { RoleModelComp } from "./RoleModelComp";
import { RoleSpine } from "./RoleSpine";
import { MoveToComp } from "../common/ecs/position/MoveTo";
import { RoleViewComp } from "./RoleViewComp";
import { BoxSet } from "../common/config/BoxSet";
import { HeroModelComp } from "../hero/HeroModelComp";
/** 角色实体 */
@ecs.register(`Role`)
export class Role extends ecs.Entity {
// 数据层
RoleModel!: RoleModelComp;
RoleMoveTo!: MoveToComp; // 移动
HeroModel!: HeroModelComp;
// 视图层
RoleView!: RoleViewComp;
protected init() {
this.addComponents<ecs.Comp>(
RoleModelComp);
RoleModelComp,HeroModelComp);
}
destroy(): void {
@@ -62,20 +61,20 @@ export class Role extends ecs.Entity {
rv.st_boncus=1+smc.vm_data.talent[15].bonus*smc.vm_data.talent[15].lv;
rv.s_boncus=1+smc.vm_data.talent[16].bonus*smc.vm_data.talent[16].lv;
rv.power = role.power;
rv.skills = role.skills;
for (let i = 0; i < rv.skills.length; i++) {
rv.skills[i].cd*(1-smc.vm_data.talent[4].bonus*smc.vm_data.talent[4].lv)
}
rv.skill1 = role.skill1;
rv.skill1.cd=rv.skill1.cd_max=1-smc.vm_data.talent[4].bonus*smc.vm_data.talent[4].lv
rv.skill2 = role.skill2;
rv.skill2.cd=rv.skill2.cd_max=1-smc.vm_data.talent[4].bonus*smc.vm_data.talent[4].lv
rv.skill3 = role.skill3;
rv.skill3.cd=rv.skill3.cd_max=1-smc.vm_data.talent[4].bonus*smc.vm_data.talent[4].lv
rv.skill4 = role.skill4;
rv.skill4.cd=rv.skill4.cd_max=1-smc.vm_data.talent[4].bonus*smc.vm_data.talent[4].lv
rv.skill5 = role.skill5;
rv.skill5.cd=rv.skill5.cd_max=1-smc.vm_data.talent[4].bonus*smc.vm_data.talent[4].lv
rv.skill = role.skill;
rv.box_group = BoxSet.HERO;
this.add(rv);
}
move(target: Vec3) {
var move = this.get(MoveToComp) || this.add(MoveToComp);
move.target = target;
move.node = this.RoleView.node;
move.speed = 300;
}
}

View File

@@ -59,6 +59,11 @@ export class RoleViewComp extends CCComp {
power_speed: number = 1; //能量回复速度每0.1秒回复量
skill:8001;
skills:any=[]
skill1:any=[]
skill2:any=[]
skill3:any=[]
skill4:any=[]
skill5:any=[]
st_boncus: number = 1; //技能持续时间加成
s_boncus: number = 1; //技能效果加成
buff_atks:any = [];
@@ -179,16 +184,23 @@ export class RoleViewComp extends CCComp {
this.check_enemys()
}
skill_cds(dt:number){
this.skills.forEach((e:any) => {
if(e.cd > 0&&e.alive){
e.cd -= dt;
if(e.cd <= 0){
this.shoot(e.uuid);
e.cd=smc.skills[e.uuid].cd
console.log("shoot uuid :"+e.uuid);
}
}
});
this.skill1.cd -= dt;
if(this.skill1.cd <= 0){
this.shoot(this.skill1.uuid);
this.skill1.cd=this.skill1.cd_max
console.log("shoot uuid :"+this.skill1.uuid);
}
// this.skills.forEach((e:any) => {
// if(e.cd > 0&&e.alive){
// e.cd -= dt;
// if(e.cd <= 0){
// this.shoot(e.uuid);
// e.cd=smc.skills[e.uuid].cd
// console.log("shoot uuid :"+e.uuid);
// }
// }
// });
// console.log(this.skills);
}
check_enemys(){
@@ -460,6 +472,8 @@ export class RoleViewComp extends CCComp {
}
dead(){
oops.message.dispatchEvent("minssion_defeat");
var path = "game/skills/dead";
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);