技能运动基础修改完成,todo 完善各类技能实现
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@@ -1,13 +1,11 @@
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import { _decorator,Collider2D ,Contact2DType,v3,IPhysics2DContact,Vec3, tween, math} 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 { smc } from "../common/SingletonModuleComp";
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import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { SkillSet } from "../common/config/SkillSet";
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import { AnimType, endType } from "../common/config/SkillSet";
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import { EndAnmCom } from './EndAnmCom';
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const { ccclass, property } = _decorator;
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@@ -22,7 +20,6 @@ export class SkillCom extends CCComp {
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speed:number = 200;
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scale:number = 1;
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angle:number = 0;
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t_pos:Vec3 = v3(0,0,0); // 目标增量
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is_destroy:boolean = false;
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enemys:any = [];
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animType: number = 0; // 运动类型
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@@ -55,45 +52,39 @@ export class SkillCom extends CCComp {
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case AnimType.fixed:
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this.startFixedMove();
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break;
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case AnimType.fixedStart:
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this.startFixedStartMove();
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break;
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case AnimType.fixedEnd:
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this.startFixedEndMove();
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break;
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}
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}
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private startLinearMove() {
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if (!this.targetPos) return;
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const duration = Vec3.distance(this.node.position, this.targetPos) / this.speed;
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const duration = Vec3.distance(this.startPos, this.targetPos) / this.speed;
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tween(this.node)
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.to(duration, { position: this.targetPos })
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.call(() => {
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if (this.endType === endType.distanceEnd) {
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this.is_destroy = true;
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}
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this.is_destroy = true;
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})
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.start();
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}
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private startBezierMove() {
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if (!this.targetPos) return;
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const startPos = this.node.position;
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const endPos = this.targetPos;
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const controlPos = v3(
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(startPos.x + endPos.x) / 2,
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Math.max(startPos.y, endPos.y) + 200
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);
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const duration = Vec3.distance(startPos, endPos) / this.speed;
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tween(this.node)
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.to(duration, {}, {
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onUpdate: (target, ratio) => {
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const pos = this.twoBezier(ratio, startPos, controlPos, endPos);
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this.node.setPosition(pos);
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}
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})
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.call(() => this.is_destroy = true)
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.start();
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let s_pos = v3(this.startPos.x,this.startPos.y)
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let c_pos = v3((this.targetPos.x+this.startPos.x)/2,this.startPos.y+150)
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let e_pos = v3(this.targetPos.x,this.targetPos.y)
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let time =Math.abs(Math.abs(this.targetPos.x-this.startPos.x)/this.speed)
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console.log("开始贝塞尔运动=>time:"+time,"s_pos:"+s_pos,"c_pos:"+c_pos,"e_pos:"+e_pos)
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SkillCom.bezierTo(this.node,time,s_pos,c_pos,e_pos,{
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onComplete: (target?: object) => {
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this.is_destroy=true
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},
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}).start();
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}
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private startFixedMove() {
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@@ -102,15 +93,66 @@ export class SkillCom extends CCComp {
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.delay(this.inTime)
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.call(() => this.is_destroy = true)
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.start();
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} else if (this.endType === endType.animationEnd) {
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if (!this.node.getComponent(EndAnmCom)) {
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this.node.addComponent(EndAnmCom);
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}
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}
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}
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private twoBezier(t: number, p1: Vec3, cp: Vec3, p2: Vec3): Vec3 {
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const x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x;
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const y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y;
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return v3(x, y, 0);
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private startFixedStartMove() {
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console.log("开始固定起点运动")
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this.node.position = this.startPos;
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if (this.endType === endType.timeEnd) {
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console.log("开始固定起点运动=>time:"+this.inTime)
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tween(this.node)
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.delay(this.inTime)
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.call(() => this.is_destroy = true)
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.start();
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} else if (this.endType === endType.animationEnd) {
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if (!this.node.getComponent(EndAnmCom)) {
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this.node.addComponent(EndAnmCom);
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}
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}
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}
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private startFixedEndMove() {
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console.log("开始固定终点运动")
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this.node.position = this.targetPos;
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if (this.endType === endType.timeEnd) {
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console.log("开始固定终点运动=>time:"+this.inTime)
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tween(this.node)
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.delay(this.inTime)
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.call(() => this.is_destroy = true)
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.start();
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} else if (this.endType === endType.animationEnd) {
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if (!this.node.getComponent(EndAnmCom)) {
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this.node.addComponent(EndAnmCom);
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}
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}
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}
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public static bezierTo(target: any, duration: number, c1: Vec3, c2: Vec3, to: Vec3, opts: any) {
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opts = opts || Object.create(null);
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/*
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* @desc 二阶贝塞尔
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* @param {number} t 当前百分比
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* @param {} p1 起点坐标
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* @param {} cp 控制点
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* @param {} p2 终点坐标
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* @returns {any}
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*/
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let twoBezier = (t:number, p1: Vec3, cp: Vec3, p2: Vec3) => {
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let x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x;
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let y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y;
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return v3(x, y, 0);
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};
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opts.onUpdate = (arg: Vec3, ratio: number) => {
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target.position = twoBezier(ratio, c1, c2, to);
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};
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return tween(target).to(duration, {}, opts);
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}
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to_console(value:any,value2:any=null,value3:any=null){
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console.log("["+this.s_name+this.s_uuid+"]:",value,value2,value3)
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}
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