技能运动基础修改完成,todo 完善各类技能实现

This commit is contained in:
panw
2025-02-08 10:07:28 +08:00
parent c619b97aa4
commit 6e1c7ee715
12 changed files with 231 additions and 274 deletions

View File

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