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This commit is contained in:
279
assets/resources/game/heros/Hero.prefab
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279
assets/resources/game/heros/Hero.prefab
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@@ -0,0 +1,279 @@
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13
assets/resources/game/heros/Hero.prefab.meta
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13
assets/resources/game/heros/Hero.prefab.meta
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@@ -0,0 +1,13 @@
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{
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"ver": "1.1.50",
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"importer": "prefab",
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"imported": true,
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"uuid": "6254c3d4-6f68-45c7-934c-7056d25a93d3",
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"files": [
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".json"
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"subMetas": {},
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"userData": {
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"syncNodeName": "Hero"
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}
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}
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@@ -2,7 +2,7 @@
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"ver": "1.2.0",
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"imported": true,
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90
assets/resources/game/heros/heros/k1/k1.atlas
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90
assets/resources/game/heros/heros/k1/k1.atlas
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k1.png
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size: 454,208
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format: RGBA8888
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filter: Linear,Linear
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repeat: none
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Body
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rotate: false
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xy: 321, 60
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size: 84, 88
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orig: 128, 128
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offset: 22, 18
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rotate: false
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xy: 207, 20
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size: 112, 52
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orig: 200, 128
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offset: 51, 28
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Face 02
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rotate: false
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size: 104, 16
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orig: 200, 128
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offset: 56, 34
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size: 112, 74
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orig: 200, 128
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orig: 280, 280
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orig: 64, 64
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offset: 11, 9
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Left Hand
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rotate: false
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xy: 383, 161
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size: 48, 45
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orig: 64, 64
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offset: 8, 7
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Left Leg
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rotate: true
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xy: 321, 18
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size: 40, 52
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orig: 64, 64
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offset: 12, 6
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index: -1
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Right Leg
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rotate: true
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xy: 321, 18
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size: 40, 52
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orig: 64, 64
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offset: 12, 6
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Right Arm
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rotate: false
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xy: 407, 64
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size: 41, 45
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orig: 64, 64
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offset: 11, 9
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index: -1
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Right Hand
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rotate: true
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xy: 407, 111
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size: 48, 45
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orig: 64, 64
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offset: 8, 10
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Weapon
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rotate: false
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xy: 207, 150
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size: 174, 56
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orig: 180, 64
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offset: 3, 5
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index: -1
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1
assets/resources/game/heros/heros/k1/k1.atlas.meta
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1
assets/resources/game/heros/heros/k1/k1.atlas.meta
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@@ -0,0 +1 @@
|
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{"ver":"1.0.1","importer":"*","imported":true,"uuid":"1c73817e-2607-44cd-838a-01ae45bbd135","files":[".atlas",".json"],"subMetas":{},"userData":{}}
|
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580
assets/resources/game/heros/heros/k1/k1.json
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580
assets/resources/game/heros/heros/k1/k1.json
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@@ -0,0 +1,580 @@
|
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{
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"skeleton": {
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"hash": "gb+/032H6y/yhUHAxZJyKUrXWfw=",
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"height": 336.35,
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"fps": 10,
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"images": "./items/Knight Gray/Vector Parts/",
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"audio": "D:/Game/games/spine/items/Knight Gray/Vector Parts"
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},
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{ "name": "root-bone_005", "parent": "root", "length": 35.46, "rotation": 261.59, "x": -17.93, "y": 37.64 },
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{ "name": "root-bone_004", "parent": "root", "length": 34.35, "rotation": 275.19, "x": 19.35, "y": 36.24 },
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{ "name": "root-bone_006-ext_Body", "parent": "root-bone_006", "rotation": 270.6, "x": 25.27, "y": -0.21 },
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{ "name": "root-bone_004-ext_Left Leg", "parent": "root-bone_004", "rotation": 91.37, "x": 11.74, "y": 0.49 },
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{ "name": "root-bone_006-bone_000", "parent": "root-bone_006", "length": 29.84, "rotation": 259.65, "x": 43.93, "y": -17.8 },
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{ "name": "root-bone_005-ext_Right Leg", "parent": "root-bone_005", "rotation": 91.78, "x": 12.69, "y": 0.71 },
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{ "name": "root-bone_006-bone_000-ext_Left Arm", "parent": "root-bone_006-bone_000", "rotation": 100.44, "x": 9.61, "y": -1.42 },
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{ "name": "root-bone_006-bone_007-ext_Head", "parent": "root-bone_006-bone_007", "rotation": 273.37, "x": 94.64, "y": 18.24 },
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{ "name": "root-bone_006-bone_007-ext_Face 01", "parent": "root-bone_006-bone_007", "rotation": 273.37, "x": 50.67, "y": -8.19 },
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{ "name": "root-bone_006-bone_002-ext_Right Arm", "parent": "root-bone_006-bone_002", "rotation": 100.91, "x": 9.76, "y": -1.83 },
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{ "name": "root-bone_006-bone_000-bone_001", "parent": "root-bone_006-bone_000", "length": 23.33, "rotation": 358.01, "x": 29.84 },
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{ "name": "root-bone_006-bone_002-bone_003-bone_008", "parent": "root-bone_006-bone_002-bone_003", "length": 27.4, "rotation": 213.62, "x": 2.91, "y": -4.01 },
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{ "name": "root-bone_006-bone_000-bone_001-ext_Weapon", "parent": "root-bone_006-bone_000-bone_001", "rotation": 83.05, "x": 21.41, "y": 60.75 },
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{ "name": "root-bone_006-bone_000-bone_001-ext_Left Hand", "parent": "root-bone_006-bone_000-bone_001", "rotation": 102.43, "x": 9.48, "y": 0.28 },
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{ "name": "root-bone_006-bone_002-bone_003-ext_Right Hand", "parent": "root-bone_006-bone_002-bone_003", "rotation": 102.41, "x": 7.46, "y": 1.31 }
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],
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"slots": [
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{ "name": "root-bone_006-bone_000-ext_Left Arm", "bone": "root-bone_006-bone_000-ext_Left Arm", "attachment": "Left Arm" },
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{ "name": "root-bone_006-bone_000-bone_001-ext_Weapon", "bone": "root-bone_006-bone_000-bone_001-ext_Weapon", "attachment": "Weapon" },
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{ "name": "root-bone_006-bone_000-bone_001-ext_Left Hand", "bone": "root-bone_006-bone_000-bone_001-ext_Left Hand", "attachment": "Left Hand" },
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{ "name": "root-bone_004-ext_Left Leg", "bone": "root-bone_004-ext_Left Leg", "attachment": "Left Leg" },
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{ "name": "root-bone_005-ext_Right Leg", "bone": "root-bone_005-ext_Right Leg", "attachment": "Right Leg" },
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{ "name": "root-bone_006-ext_Body", "bone": "root-bone_006-ext_Body", "attachment": "Body" },
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{ "name": "root-bone_006-bone_007-ext_Head", "bone": "root-bone_006-bone_007-ext_Head", "attachment": "Head" },
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{ "name": "root-bone_006-bone_007-ext_Face 01", "bone": "root-bone_006-bone_007-ext_Face 01", "attachment": "Face 01" },
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{ "name": "root-bone_006-bone_002-bone_003-ext_Right Hand", "bone": "root-bone_006-bone_002-bone_003-ext_Right Hand", "attachment": "Right Hand" },
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{ "name": "root-bone_006-bone_002-ext_Right Arm", "bone": "root-bone_006-bone_002-ext_Right Arm", "attachment": "Right Arm" }
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],
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"skins": [
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{
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"name": "default",
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"attachments": {
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"root-bone_006-bone_000-bone_001-ext_Left Hand": {
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"Left Hand": { "width": 64, "height": 64 }
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},
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"root-bone_006-ext_Body": {
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||||
{ "time": 0.45, "angle": 16.39 },
|
||||
{ "time": 0.6, "angle": 10.29 }
|
||||
]
|
||||
},
|
||||
"root-bone_006-bone_002": {
|
||||
"rotate": [
|
||||
{},
|
||||
{ "time": 0.15, "angle": 39.98 },
|
||||
{ "time": 0.3, "angle": 79.95 },
|
||||
{ "time": 0.45, "angle": 39.98 },
|
||||
{ "time": 0.6 }
|
||||
]
|
||||
},
|
||||
"root-bone_006-bone_002-bone_003-bone_008": {
|
||||
"rotate": [
|
||||
{ "angle": 4.72 },
|
||||
{ "time": 0.15, "angle": -35.26 },
|
||||
{ "time": 0.3, "angle": -75.24 },
|
||||
{ "time": 0.45, "angle": -35.26 },
|
||||
{ "time": 0.6, "angle": 4.72 }
|
||||
]
|
||||
},
|
||||
"root-bone_006-bone_007": {
|
||||
"rotate": [
|
||||
{ "angle": -1.29 },
|
||||
{ "time": 0.05, "angle": -6.45 },
|
||||
{ "time": 0.15, "angle": -0.47 },
|
||||
{ "time": 0.2, "angle": 2.53 },
|
||||
{ "time": 0.3, "angle": -2.13 },
|
||||
{ "time": 0.35, "angle": -4.45 },
|
||||
{ "time": 0.45, "angle": 1 },
|
||||
{ "time": 0.5, "angle": 3.72 },
|
||||
{ "time": 0.6, "angle": -1.29 }
|
||||
],
|
||||
"translate": [
|
||||
{},
|
||||
{ "time": 0.05, "x": -2.12, "y": -0.12 },
|
||||
{ "time": 0.15, "x": 0.7, "y": 0.34 },
|
||||
{ "time": 0.2, "x": 2.12, "y": 0.57 },
|
||||
{ "time": 0.3, "x": -1.06, "y": 0.09 },
|
||||
{ "time": 0.35, "x": -2.66, "y": -0.15 },
|
||||
{ "time": 0.45, "x": 0.53, "y": -0.02 },
|
||||
{ "time": 0.5, "x": 2.13, "y": 0.04 },
|
||||
{ "time": 0.6 }
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
assets/resources/game/heros/heros/k1/k1.json.meta
Normal file
11
assets/resources/game/heros/heros/k1/k1.json.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
{
|
||||
"ver": "1.2.6",
|
||||
"importer": "spine-data",
|
||||
"imported": true,
|
||||
"uuid": "1fd0e272-fdc4-42ee-8576-eef38128235a",
|
||||
"files": [
|
||||
".json"
|
||||
],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
BIN
assets/resources/game/heros/heros/k1/k1.png
Normal file
BIN
assets/resources/game/heros/heros/k1/k1.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 32 KiB |
42
assets/resources/game/heros/heros/k1/k1.png.meta
Normal file
42
assets/resources/game/heros/heros/k1/k1.png.meta
Normal file
@@ -0,0 +1,42 @@
|
||||
{
|
||||
"ver": "1.0.26",
|
||||
"importer": "image",
|
||||
"imported": true,
|
||||
"uuid": "696b70ef-b479-40f7-9375-6ad93c67aaf5",
|
||||
"files": [
|
||||
".json",
|
||||
".png"
|
||||
],
|
||||
"subMetas": {
|
||||
"6c48a": {
|
||||
"importer": "texture",
|
||||
"uuid": "696b70ef-b479-40f7-9375-6ad93c67aaf5@6c48a",
|
||||
"displayName": "k1",
|
||||
"id": "6c48a",
|
||||
"name": "texture",
|
||||
"userData": {
|
||||
"wrapModeS": "repeat",
|
||||
"wrapModeT": "repeat",
|
||||
"minfilter": "linear",
|
||||
"magfilter": "linear",
|
||||
"mipfilter": "none",
|
||||
"anisotropy": 0,
|
||||
"isUuid": true,
|
||||
"imageUuidOrDatabaseUri": "696b70ef-b479-40f7-9375-6ad93c67aaf5",
|
||||
"visible": false
|
||||
},
|
||||
"ver": "1.0.22",
|
||||
"imported": true,
|
||||
"files": [
|
||||
".json"
|
||||
],
|
||||
"subMetas": {}
|
||||
}
|
||||
},
|
||||
"userData": {
|
||||
"hasAlpha": true,
|
||||
"type": "texture",
|
||||
"fixAlphaTransparencyArtifacts": false,
|
||||
"redirect": "696b70ef-b479-40f7-9375-6ad93c67aaf5@6c48a"
|
||||
}
|
||||
}
|
||||
11
assets/script/game/GameBootstrap.ts
Normal file
11
assets/script/game/GameBootstrap.ts
Normal file
@@ -0,0 +1,11 @@
|
||||
import { ecs } from "../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
|
||||
export class GameBootstrap {
|
||||
init() {
|
||||
// 初始化ECS引擎
|
||||
ecs.init();
|
||||
|
||||
// 自动注册所有带@ecs.register装饰器的组件
|
||||
ecs.scan(/* 可以指定扫描路径 */);
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "4209bcee-3867-4c0b-83c9-a4eeee989328",
|
||||
"uuid": "6cc513d1-e193-45db-b277-1346505847d2",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
20
assets/script/game/common/Constants.ts
Normal file
20
assets/script/game/common/Constants.ts
Normal file
@@ -0,0 +1,20 @@
|
||||
/** 游戏通用常量配置 */
|
||||
export const GameConstants = {
|
||||
/** Spine资源路径 */
|
||||
SPINE: {
|
||||
HERO: "game/heros/heros", // 英雄资源根目录
|
||||
// MONSTER: "game/heros/monster" // 怪物资源根目录
|
||||
},
|
||||
/** 英雄预制体路径 */
|
||||
HERO_PREFAB_PATH: "game/hero/prefabs/",
|
||||
/** 默认英雄缩放 */
|
||||
DEFAULT_SCALE: 1,
|
||||
/** 游戏层定义 */
|
||||
LAYERS: {
|
||||
HERO: 10,
|
||||
MONSTER: 20
|
||||
}
|
||||
} as const;
|
||||
|
||||
export const MONSTER_PREFAB_PATH = "game/monster/prefab/";
|
||||
export const SKILL_EFFECT_PATH = "game/effect/";
|
||||
@@ -2,7 +2,7 @@
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "0aefc30a-9392-4ada-b3d0-8c15625e8cfc",
|
||||
"uuid": "da1b1900-d741-411c-b677-c1eb7770897e",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
@@ -2,7 +2,7 @@
|
||||
"ver": "1.2.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "7419c29e-7ead-48a1-bef4-06c52b520491",
|
||||
"uuid": "c4fb6bf5-feb8-447f-a0ea-c8c246f96362",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
9
assets/script/game/component/hero.meta
Normal file
9
assets/script/game/component/hero.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "1.2.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "c10720f1-7ee0-426a-aaa8-15344c003fb1",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
37
assets/script/game/component/hero/Combat.ts
Normal file
37
assets/script/game/component/hero/Combat.ts
Normal file
@@ -0,0 +1,37 @@
|
||||
import { ecs } from "../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
|
||||
/** 战斗组件 */
|
||||
@ecs.register('Combat')
|
||||
export class Combat extends ecs.Comp {
|
||||
/** 攻击力 */
|
||||
attackPower: number = 10;
|
||||
/** 攻击范围(像素) */
|
||||
attackRange: number = 100;
|
||||
/** 攻击间隔(秒) */
|
||||
attackInterval: number = 1;
|
||||
/** 当前攻击计时 */
|
||||
attackTimer: number = 0;
|
||||
/** 攻击目标 */
|
||||
target: ecs.Entity | null = null;
|
||||
|
||||
init(attack: number, range: number) {
|
||||
this.attackPower = attack;
|
||||
this.attackRange = range;
|
||||
}
|
||||
|
||||
/** 攻击结束回调 */
|
||||
onAttackEnd() {
|
||||
// 重置攻击目标
|
||||
this.target = null;
|
||||
// 触发攻击结束事件
|
||||
oops.message.dispatch('AttackEnd', this.ent);
|
||||
}
|
||||
|
||||
reset() {
|
||||
this.attackPower = 10;
|
||||
this.attackRange = 100;
|
||||
this.attackInterval = 1;
|
||||
this.attackTimer = 0;
|
||||
this.target = null;
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "cb9afa42-2112-471e-b86c-79407ba6abd4",
|
||||
"uuid": "4470e6fb-5c92-486b-851e-1842bc8f2ff5",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
6
assets/script/game/component/hero/HeroAnimState.ts
Normal file
6
assets/script/game/component/hero/HeroAnimState.ts
Normal file
@@ -0,0 +1,6 @@
|
||||
export enum HeroAnimState {
|
||||
IDLE = "Idle",
|
||||
WALKING = "Walking",
|
||||
ATTACKING = "Attacking",
|
||||
TAUNT = "Taunt"
|
||||
}
|
||||
@@ -2,7 +2,7 @@
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "8ae6d033-ff0f-44d5-9ff7-c57751bd4ea1",
|
||||
"uuid": "426117c2-67a7-4c89-b6b1-4f1074448b29",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
40
assets/script/game/component/hero/HeroModel.ts
Normal file
40
assets/script/game/component/hero/HeroModel.ts
Normal file
@@ -0,0 +1,40 @@
|
||||
import { ecs } from "../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { HeroConfig } from "../../config/HeroConfig";
|
||||
|
||||
@ecs.register('HeroModel')
|
||||
export class HeroModel extends ecs.Comp {
|
||||
/** 角色配置ID */
|
||||
configId: number = 0;
|
||||
/** 当前生命值 */
|
||||
hp: number = 0;
|
||||
/** 最大生命值 */
|
||||
maxHp: number = 0;
|
||||
/** 基础攻击力 */
|
||||
attack: number = 0;
|
||||
/** 防御力 */
|
||||
defense: number = 0;
|
||||
/** 暴击率 0-100 */
|
||||
critRate: number = 5;
|
||||
/** 闪避率 0-100 */
|
||||
dodgeRate: number = 5;
|
||||
|
||||
init(config: HeroConfig) {
|
||||
this.configId = config.id;
|
||||
this.maxHp = config.hp;
|
||||
this.hp = config.hp;
|
||||
this.attack = config.attack;
|
||||
this.defense = config.defense;
|
||||
this.critRate = config.critRate || 5;
|
||||
this.dodgeRate = config.dodgeRate || 5;
|
||||
}
|
||||
|
||||
reset() {
|
||||
this.configId = 0;
|
||||
this.hp = 0;
|
||||
this.maxHp = 0;
|
||||
this.attack = 0;
|
||||
this.defense = 0;
|
||||
this.critRate = 5;
|
||||
this.dodgeRate = 5;
|
||||
}
|
||||
}
|
||||
9
assets/script/game/component/hero/HeroModel.ts.meta
Normal file
9
assets/script/game/component/hero/HeroModel.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "1d8dd962-7f0e-4601-82d1-f371f816bd21",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
13
assets/script/game/component/hero/HeroState.ts
Normal file
13
assets/script/game/component/hero/HeroState.ts
Normal file
@@ -0,0 +1,13 @@
|
||||
import { HeroAnimState } from "./HeroAnimState";
|
||||
import { HeroViewComp } from "./HeroView";
|
||||
|
||||
export class HeroStateMachine {
|
||||
private _currentState: HeroAnimState = HeroAnimState.IDLE;
|
||||
|
||||
changeState(newState: HeroAnimState, view: HeroViewComp) {
|
||||
if (this._currentState !== newState) {
|
||||
view.playAnimation(newState);
|
||||
this._currentState = newState;
|
||||
}
|
||||
}
|
||||
}
|
||||
9
assets/script/game/component/hero/HeroState.ts.meta
Normal file
9
assets/script/game/component/hero/HeroState.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "8af7a4d9-a1d8-4fca-bb8f-4c0198e3f837",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
19
assets/script/game/component/hero/HeroStateMachine.ts
Normal file
19
assets/script/game/component/hero/HeroStateMachine.ts
Normal file
@@ -0,0 +1,19 @@
|
||||
import { HeroView } from "./HeroView";
|
||||
import { HeroAnimState } from "./HeroState";
|
||||
|
||||
/** 英雄动画状态机 */
|
||||
export class HeroStateMachine {
|
||||
private _currentState: HeroAnimState = HeroAnimState.IDLE;
|
||||
|
||||
/**
|
||||
* 切换状态
|
||||
* @param newState 新状态
|
||||
* @param view 视图组件
|
||||
*/
|
||||
changeState(newState: HeroAnimState, view: HeroView) {
|
||||
if (this._currentState !== newState) {
|
||||
view.playAnimation(newState);
|
||||
this._currentState = newState;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "940cfabd-66b2-44dc-aa05-8247bfafc907",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
52
assets/script/game/component/hero/HeroView.ts
Normal file
52
assets/script/game/component/hero/HeroView.ts
Normal file
@@ -0,0 +1,52 @@
|
||||
import { _decorator, Component, Node, Prefab, instantiate, Vec3, resources, sp } 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 { SpineComp } from "./SpineComp";
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
/** 英雄视图组件 */
|
||||
@ccclass('HeroViewComp')
|
||||
@ecs.register('HeroView', false)
|
||||
export class HeroViewComp extends CCComp {
|
||||
private _node: Node = null!;
|
||||
private _spineComp: SpineComp = null!;
|
||||
|
||||
/** 加载角色模型 */
|
||||
async load(spinePath: string) {
|
||||
// 加载Spine预制体
|
||||
const prefab = await this.loadSpinePrefab(spinePath);
|
||||
|
||||
// 实例化节点
|
||||
this._node = instantiate(prefab);
|
||||
this.node.addChild(this._node);
|
||||
|
||||
// 添加Spine组件
|
||||
const spine = this._node.getComponent(sp.Skeleton)!;
|
||||
this._spineComp = this.ent.add(SpineComp).init(spine);
|
||||
}
|
||||
|
||||
private loadSpinePrefab(path: string): Promise<Prefab> {
|
||||
return new Promise((resolve, reject) => {
|
||||
resources.load(path, Prefab, (err, prefab) => {
|
||||
err ? reject(err) : resolve(prefab!);
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
/** 更新位置 */
|
||||
setPosition(pos: Vec3) {
|
||||
this.node.position = pos;
|
||||
}
|
||||
|
||||
/** 播放动画 */
|
||||
playAnimation(name: string) {
|
||||
this._spineComp.play(name);
|
||||
}
|
||||
|
||||
/** 重置组件 */
|
||||
reset() {
|
||||
this._node.destroy();
|
||||
this.ent.remove(SpineComp);
|
||||
}
|
||||
}
|
||||
9
assets/script/game/component/hero/HeroView.ts.meta
Normal file
9
assets/script/game/component/hero/HeroView.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "fe44963c-f45c-42cf-9564-220332438687",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
19
assets/script/game/component/hero/Movement.ts
Normal file
19
assets/script/game/component/hero/Movement.ts
Normal file
@@ -0,0 +1,19 @@
|
||||
import { ecs } from "../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { Vec3 } from "cc";
|
||||
|
||||
/** 移动组件 */
|
||||
@ecs.register('Movement')
|
||||
export class Movement extends ecs.Comp {
|
||||
/** 移动速度(像素/秒) */
|
||||
speed: number = 200;
|
||||
/** 目标位置 */
|
||||
target: Vec3 = new Vec3();
|
||||
/** 当前移动方向 */
|
||||
direction: Vec3 = new Vec3();
|
||||
|
||||
reset() {
|
||||
this.speed = 200;
|
||||
this.target.set();
|
||||
this.direction.set();
|
||||
}
|
||||
}
|
||||
9
assets/script/game/component/hero/Movement.ts.meta
Normal file
9
assets/script/game/component/hero/Movement.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "05f87dbf-e598-448c-953a-30cc66ff24f8",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
41
assets/script/game/component/hero/SpineComp.ts
Normal file
41
assets/script/game/component/hero/SpineComp.ts
Normal file
@@ -0,0 +1,41 @@
|
||||
import { _decorator, Component, sp } from 'cc';
|
||||
import { ecs } from "../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { HeroAnimState } from "./HeroAnimState";
|
||||
|
||||
@ecs.register('SpineComp')
|
||||
export class SpineComp extends ecs.Comp {
|
||||
private _skeleton: sp.Skeleton = null!;
|
||||
|
||||
/** 设置动画过渡混合时间 */
|
||||
setMix(from: string, to: string, duration: number) {
|
||||
this._skeleton.setMix(from, to, duration);
|
||||
}
|
||||
|
||||
/** 初始化Spine组件 */
|
||||
init(node: sp.Skeleton): this {
|
||||
this._skeleton = node;
|
||||
// 根据实际动画配置过渡
|
||||
this.setMix("Walking", "Attacking", 0.2);
|
||||
this.setMix("Attacking", "Walking", 0.3);
|
||||
this.setMix("Attacking", "Idle", 0.1);
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 播放动画
|
||||
* @param animationName 动画名称
|
||||
* @param loop 是否循环
|
||||
*/
|
||||
play(animationName: string, loop: boolean = true) {
|
||||
this._skeleton.setAnimation(0, animationName, loop);
|
||||
}
|
||||
|
||||
/** 设置皮肤 */
|
||||
setSkin(skinName: string) {
|
||||
this._skeleton.setSkin(skinName);
|
||||
}
|
||||
|
||||
reset() {
|
||||
this._skeleton = null!;
|
||||
}
|
||||
}
|
||||
9
assets/script/game/component/hero/SpineComp.ts.meta
Normal file
9
assets/script/game/component/hero/SpineComp.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "0c91a304-611d-4cd1-9245-0410812a0a64",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
9
assets/script/game/config.meta
Normal file
9
assets/script/game/config.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "1.2.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "b3270123-095d-4f33-906b-471e87a48c70",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
49
assets/script/game/config/HeroConfig.ts
Normal file
49
assets/script/game/config/HeroConfig.ts
Normal file
@@ -0,0 +1,49 @@
|
||||
export interface HeroConfig {
|
||||
id: number;
|
||||
name: string;
|
||||
prefabPath: string;
|
||||
hp: number;
|
||||
attack: number;
|
||||
defense: number;
|
||||
speed: number;
|
||||
skills: number[];
|
||||
critRate?: number;
|
||||
dodgeRate?: number;
|
||||
moveSpeed: number;
|
||||
attackRange: number;
|
||||
assetPath: string;
|
||||
baseAttack: number;
|
||||
}
|
||||
|
||||
export const HeroConfigs: Record<number, HeroConfig> = {
|
||||
1001: {
|
||||
id: 1001,
|
||||
name: 'K1英雄',
|
||||
prefabPath: 'hero/warrior',
|
||||
hp: 150,
|
||||
attack: 15,
|
||||
defense: 8,
|
||||
speed: 120,
|
||||
skills: [2001, 2002],
|
||||
critRate: 10,
|
||||
dodgeRate: 5,
|
||||
moveSpeed: 120,
|
||||
attackRange: 150,
|
||||
assetPath: "k1",
|
||||
baseAttack: 15
|
||||
},
|
||||
1002: {
|
||||
id: 1002,
|
||||
name: '法师',
|
||||
prefabPath: 'hero/mage',
|
||||
hp: 100,
|
||||
attack: 25,
|
||||
defense: 5,
|
||||
speed: 100,
|
||||
skills: [2003],
|
||||
assetPath: "mage",
|
||||
moveSpeed: 100,
|
||||
attackRange: 200,
|
||||
baseAttack: 25
|
||||
}
|
||||
};
|
||||
9
assets/script/game/config/HeroConfig.ts.meta
Normal file
9
assets/script/game/config/HeroConfig.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "3916b0eb-f3ed-4af6-8e01-63ebddf11fa3",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
9
assets/script/game/core.meta
Normal file
9
assets/script/game/core.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "1.2.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "9973d027-ed06-45a3-9900-0b47f3100f49",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
18
assets/script/game/core/EntityFactory.ts
Normal file
18
assets/script/game/core/EntityFactory.ts
Normal file
@@ -0,0 +1,18 @@
|
||||
export class EntityFactory {
|
||||
static createHero(config: HeroConfig): ecs.Entity {
|
||||
const hero = ecs.Entity.create();
|
||||
|
||||
// 基础组件
|
||||
hero.add(HeroModel).init(config);
|
||||
hero.add(HeroView).loadModel(config.prefabPath);
|
||||
hero.add(Movement).init(config.speed);
|
||||
hero.add(Combat).init(config.baseAttack, config.attackRange);
|
||||
|
||||
// 技能系统
|
||||
config.skills.forEach(skill => {
|
||||
hero.add(Skill).registerSkill(skill);
|
||||
});
|
||||
|
||||
return hero;
|
||||
}
|
||||
}
|
||||
9
assets/script/game/core/EntityFactory.ts.meta
Normal file
9
assets/script/game/core/EntityFactory.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "d29e9c6d-1fbc-439e-b674-0a5fdf1d929a",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
18
assets/script/game/core/GameEvents.ts
Normal file
18
assets/script/game/core/GameEvents.ts
Normal file
@@ -0,0 +1,18 @@
|
||||
export class CombatEvent {
|
||||
static readonly type = 'CombatEvent';
|
||||
constructor(
|
||||
public readonly attacker: ecs.Entity,
|
||||
public readonly target: ecs.Entity,
|
||||
public readonly damage: number
|
||||
) {}
|
||||
}
|
||||
|
||||
// 事件监听示例
|
||||
oops.message.on(CombatEvent.type, (event: CombatEvent) => {
|
||||
const targetModel = event.target.get(HeroModel);
|
||||
targetModel.hp = Math.max(targetModel.hp - event.damage, 0);
|
||||
|
||||
if (targetModel.hp <= 0) {
|
||||
event.target.add(Status).setDead();
|
||||
}
|
||||
});
|
||||
9
assets/script/game/core/GameEvents.ts.meta
Normal file
9
assets/script/game/core/GameEvents.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "45c6bedf-311f-4ad5-9e0e-92542a7655c4",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -1,46 +0,0 @@
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { VM } from "../../../../extensions/oops-plugin-framework/assets/libs/model-view/ViewModel";
|
||||
import { CCVMParentComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCVMParentComp";
|
||||
|
||||
|
||||
/** 数据层对象 */
|
||||
@ecs.register('dataModel')
|
||||
export class dataModelComp extends CCVMParentComp {
|
||||
/** 提供 MVVM 组件使用的数据 */
|
||||
/** VM 组件绑定数据 */
|
||||
vm: any = {
|
||||
name : "数据测试",
|
||||
/** 当前等级 */
|
||||
porwer: 0,
|
||||
/** 当前经验 */
|
||||
def : 0,
|
||||
/** 下级经验 */
|
||||
speed : 0,
|
||||
hp: {
|
||||
min:50,
|
||||
max:100
|
||||
}
|
||||
};
|
||||
|
||||
/** 显示数据添加到 MVVM 框架中监视 */
|
||||
vmAdd() {
|
||||
console.log("dataModelComp vmAdd");
|
||||
VM.add(this.vm, "data");
|
||||
}
|
||||
changeHp(min: number, max: number) {
|
||||
this.vm.hp.min =this.vm.hp.min +min
|
||||
this.vm.hp.max =this.vm.hp.max +max
|
||||
}
|
||||
/** 显示数据从 MVVM 框架中移除 */
|
||||
vmRemove() {
|
||||
VM.remove("data");
|
||||
}
|
||||
|
||||
/** 数据层组件移除时,重置所有数据为默认值 */
|
||||
reset() {
|
||||
for (var key in this.vm) {
|
||||
delete this.vm[key];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,26 +0,0 @@
|
||||
import { _decorator } from "cc";
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
/** 视图层对象 */
|
||||
@ccclass('dataViewComp')
|
||||
@ecs.register('dataView', true)
|
||||
export class dataViewComp extends CCComp {
|
||||
/** 视图层逻辑代码分离演示 */
|
||||
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);
|
||||
}
|
||||
|
||||
/** 全局消息逻辑处理 */
|
||||
private onHandler(event: string, args: any) {
|
||||
console.log(event, args);
|
||||
}
|
||||
|
||||
/** 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 */
|
||||
reset() {
|
||||
this.node.destroy();
|
||||
}
|
||||
}
|
||||
@@ -1,23 +0,0 @@
|
||||
import { _decorator } from "cc";
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { CCVMParentComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCVMParentComp";
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
/** 视图层对象 - 支持 MVVM 框架的数据绑定 */
|
||||
@ccclass('dataViewVMComp')
|
||||
@ecs.register('dataViewVM', false)
|
||||
export class dataViewVMComp extends CCVMParentComp {
|
||||
/** 脚本控制的界面 MVVM 框架绑定数据 */
|
||||
data: any = {};
|
||||
|
||||
/** 视图层逻辑代码分离演示 */
|
||||
start() {
|
||||
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
|
||||
}
|
||||
|
||||
/** 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 */
|
||||
reset() {
|
||||
this.node.destroy();
|
||||
}
|
||||
}
|
||||
9
assets/script/game/entity.meta
Normal file
9
assets/script/game/entity.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "1.2.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "58262c23-5fe8-433c-9fa4-a7346d757792",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
9
assets/script/game/entity/hero.meta
Normal file
9
assets/script/game/entity/hero.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "1.2.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "1ae91b78-eb18-4fbf-a48b-6cc4f7477a38",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
72
assets/script/game/entity/hero/Hero.ts
Normal file
72
assets/script/game/entity/hero/Hero.ts
Normal file
@@ -0,0 +1,72 @@
|
||||
import { ecs } from "../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { HeroModel } from "../../component/hero/HeroModel";
|
||||
import { HeroViewComp } from "../../component/hero/HeroView";
|
||||
import { Movement } from "../../component/hero/Movement";
|
||||
import { Combat } from "../../component/hero/Combat";
|
||||
import type { HeroConfig } from "../../config/HeroConfig";
|
||||
import { HeroConfigs } from "../../config/HeroConfig";
|
||||
import { GameConstants } from "../../common/Constants";
|
||||
import { HeroStateMachine } from "../../component/hero/HeroStateMachine";
|
||||
import { HeroAnimState } from "../../component/hero/HeroAnimState";
|
||||
const HERO_PREFAB_PATH = GameConstants.HERO_PREFAB_PATH;
|
||||
|
||||
/**
|
||||
* 英雄实体
|
||||
* 实现功能:
|
||||
* 1. 角色数据管理
|
||||
* 2. 视图加载与更新
|
||||
* 3. 移动控制
|
||||
* 4. 战斗行为
|
||||
*/
|
||||
@ecs.register('Hero')
|
||||
export class Hero extends ecs.Entity {
|
||||
HeroModel!: HeroModel;
|
||||
HeroView!: HeroViewComp;
|
||||
Movement!: Movement;
|
||||
Combat!: Combat;
|
||||
|
||||
private _stateMachine = new HeroStateMachine();
|
||||
|
||||
protected init() {
|
||||
// 数据层初始化
|
||||
this.addComponents<ecs.Comp>(
|
||||
HeroModel,
|
||||
HeroViewComp,
|
||||
Movement,
|
||||
Combat
|
||||
);
|
||||
}
|
||||
|
||||
/** 初始化英雄实体 */
|
||||
initHero(config: HeroConfig) {
|
||||
// 数据层初始化
|
||||
this.HeroModel.init(config);
|
||||
|
||||
// 视图层初始化
|
||||
const spinePath = `${GameConstants.SPINE.HERO}/${config.assetPath}`;
|
||||
this.HeroView.load(spinePath);
|
||||
|
||||
// 设置初始动画
|
||||
this._stateMachine.changeState(HeroAnimState.IDLE, this.HeroView);
|
||||
|
||||
// 移动组件初始化
|
||||
this.Movement.speed = config.moveSpeed;
|
||||
|
||||
// 战斗组件初始化
|
||||
this.Combat.init(config.baseAttack, config.attackRange);
|
||||
}
|
||||
|
||||
/** 销毁实体 */
|
||||
destroyHero() {
|
||||
this.remove(HeroViewComp);
|
||||
this.remove(Movement);
|
||||
this.remove(Combat);
|
||||
this.destroy();
|
||||
}
|
||||
|
||||
update() {
|
||||
if (this.Movement.speed > 0) {
|
||||
this._stateMachine.changeState(HeroAnimState.WALKING, this.HeroView);
|
||||
}
|
||||
}
|
||||
}
|
||||
9
assets/script/game/entity/hero/Hero.ts.meta
Normal file
9
assets/script/game/entity/hero/Hero.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "10003378-5396-44df-b3c4-870d4ef4aa35",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
9
assets/script/game/entity/hero/Monster.ts.meta
Normal file
9
assets/script/game/entity/hero/Monster.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "9abdffa5-b818-4b94-8502-d1eb6f03d31d",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -1,25 +1,22 @@
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { dataModelComp } from "./dataModelComp";
|
||||
import { dataViewComp } from "./dataViewComp";
|
||||
/** data 模块 */
|
||||
@ecs.register(`data`)
|
||||
export class data extends ecs.Entity {
|
||||
|
||||
/** Module_001 模块 */
|
||||
@ecs.register(`Module_001`)
|
||||
export class Module_001 extends ecs.Entity {
|
||||
/** ---------- 数据层 ---------- */
|
||||
dataModel!: dataModelComp;
|
||||
// Module_001Model!: Module_001ModelComp;
|
||||
|
||||
/** ---------- 业务层 ---------- */
|
||||
// dataBll!: dataBllComp;
|
||||
// Module_001Bll!: Module_001BllComp;
|
||||
|
||||
/** ---------- 视图层 ---------- */
|
||||
dataView!: dataViewComp;
|
||||
// Module_001View!: Module_001ViewComp;
|
||||
|
||||
/** 实始添加的数据层组件 */
|
||||
protected init() {
|
||||
this.addComponents<ecs.Comp>(dataViewComp,dataModelComp);
|
||||
}
|
||||
changeHp(min: number, max: number){
|
||||
var data = this.dataModel;
|
||||
// this.addComponents<ecs.Comp>();
|
||||
}
|
||||
|
||||
/** 模块资源释放 */
|
||||
destroy() {
|
||||
// 注: 自定义释放逻辑,视图层实现 ecs.IComp 接口的 ecs 组件需要手动释放
|
||||
@@ -27,8 +24,8 @@ export class data extends ecs.Entity {
|
||||
}
|
||||
}
|
||||
|
||||
/** data 模块业务逻辑系统组件,如无业务逻辑处理可删除此对象 */
|
||||
export class EcsdataSystem extends ecs.System {
|
||||
/** Module_001 模块业务逻辑系统组件,如无业务逻辑处理可删除此对象 */
|
||||
export class EcsModule_001System extends ecs.System {
|
||||
constructor() {
|
||||
super();
|
||||
|
||||
9
assets/script/game/hero/Aheros/Module-001.ts.meta
Normal file
9
assets/script/game/hero/Aheros/Module-001.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "f3b2b36f-bb80-4a29-9ff9-99b0d95dfd64",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
24
assets/script/game/hero/Aheros/ModuleBll.ts
Normal file
24
assets/script/game/hero/Aheros/ModuleBll.ts
Normal file
@@ -0,0 +1,24 @@
|
||||
import { ecs } from "../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
|
||||
/** 业务层对象 */
|
||||
@ecs.register('ModuleBll')
|
||||
export class ModuleBllComp extends ecs.Comp {
|
||||
/** 业务层组件移除时,重置所有数据为默认值 */
|
||||
reset() {
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
/** 业务层业务逻辑处理对象 */
|
||||
export class ModuleBllSystem extends ecs.ComblockSystem implements ecs.IEntityEnterSystem {
|
||||
filter(): ecs.IMatcher {
|
||||
return ecs.allOf(ModuleBllComp);
|
||||
}
|
||||
|
||||
entityEnter(e: ecs.Entity): void {
|
||||
// 注:自定义业务逻辑
|
||||
|
||||
|
||||
e.remove(ModuleBllComp);
|
||||
}
|
||||
}
|
||||
9
assets/script/game/hero/Aheros/ModuleBll.ts.meta
Normal file
9
assets/script/game/hero/Aheros/ModuleBll.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "14d41483-d32e-4fd4-8942-ef879316a4bc",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
26
assets/script/game/hero/Aheros/ModuleModel.ts
Normal file
26
assets/script/game/hero/Aheros/ModuleModel.ts
Normal file
@@ -0,0 +1,26 @@
|
||||
import { ecs } from "../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { VM } from "../../../../../extensions/oops-plugin-framework/assets/libs/model-view/ViewModel";
|
||||
|
||||
/** 数据层对象 */
|
||||
@ecs.register('ModuleModel')
|
||||
export class ModuleModelComp extends ecs.Comp {
|
||||
/** 提供 MVVM 组件使用的数据 */
|
||||
private vm: any = {};
|
||||
|
||||
/** 显示数据添加到 MVVM 框架中监视 */
|
||||
vmAdd() {
|
||||
VM.add(this.vm, "ModuleModel");
|
||||
}
|
||||
|
||||
/** 显示数据从 MVVM 框架中移除 */
|
||||
vmRemove() {
|
||||
VM.remove("ModuleModel");
|
||||
}
|
||||
|
||||
/** 数据层组件移除时,重置所有数据为默认值 */
|
||||
reset() {
|
||||
for (var key in this.vm) {
|
||||
delete this.vm[key];
|
||||
}
|
||||
}
|
||||
}
|
||||
9
assets/script/game/hero/Aheros/ModuleModel.ts.meta
Normal file
9
assets/script/game/hero/Aheros/ModuleModel.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "f90b89ec-548a-42cd-87c0-a65863491af3",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
23
assets/script/game/hero/Aheros/ModuleTable.ts
Normal file
23
assets/script/game/hero/Aheros/ModuleTable.ts
Normal file
@@ -0,0 +1,23 @@
|
||||
import { JsonUtil } from "../../../../../extensions/oops-plugin-framework/assets/core/utils/JsonUtil";
|
||||
|
||||
/** 策划 Excel 导出的 Json 静态数据 */
|
||||
export class ModuleTable {
|
||||
static TableName: string = "配置表文件名";
|
||||
|
||||
/** 静态表中一条数据 */
|
||||
private data: any;
|
||||
|
||||
init(id: number) {
|
||||
var table = JsonUtil.get(ModuleTable.TableName);
|
||||
this.data = table[id];
|
||||
this.id = id;
|
||||
}
|
||||
|
||||
/** 数据唯一编号 */
|
||||
id: number = 0;
|
||||
|
||||
/** 数据 */
|
||||
// get test(): number {
|
||||
// return this.data.test;
|
||||
// }
|
||||
}
|
||||
9
assets/script/game/hero/Aheros/ModuleTable.ts.meta
Normal file
9
assets/script/game/hero/Aheros/ModuleTable.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "60c52974-9781-4174-80c1-ee4aff34a504",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
29
assets/script/game/hero/Aheros/ModuleView.ts
Normal file
29
assets/script/game/hero/Aheros/ModuleView.ts
Normal file
@@ -0,0 +1,29 @@
|
||||
import { _decorator } from "cc";
|
||||
import { ecs } from "../../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { CCComp } from "../../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
/** 视图层对象 */
|
||||
@ccclass('ModuleViewComp')
|
||||
@ecs.register('ModuleView', false)
|
||||
export class ModuleViewComp extends CCComp {
|
||||
/** 视图层逻辑代码分离演示 */
|
||||
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);
|
||||
}
|
||||
|
||||
/** 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 */
|
||||
reset() {
|
||||
this.node.destroy();
|
||||
}
|
||||
}
|
||||
9
assets/script/game/hero/Aheros/ModuleView.ts.meta
Normal file
9
assets/script/game/hero/Aheros/ModuleView.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "3d3a257d-5259-434a-bfa3-6af80203fad2",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -1,112 +0,0 @@
|
||||
|
||||
import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas} from "cc";
|
||||
import { UICallbacks } from "../../../../extensions/oops-plugin-framework/assets/core/gui/layer/Defines";
|
||||
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { UIID } from "../common/config/GameUIConfig";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { HeroModelComp } from "./HeroModelComp";
|
||||
import { HeroSpine } from "./HeroSpine";
|
||||
import { HeroViewComp } from "./HeroViewComp";
|
||||
import { BoxSet } from "../common/config/BoxSet";
|
||||
import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager";
|
||||
import { HeroInfo } from "../common/config/heroSet";
|
||||
import { MoveToComp } from "../common/ecs/position/MoveTo";
|
||||
import { Talents } from "../common/config/TalentSet";
|
||||
import { MonModelComp } from "./MonModelComp";
|
||||
/** 角色实体 */
|
||||
@ecs.register(`Hero`)
|
||||
export class Hero extends ecs.Entity {
|
||||
// 数据层
|
||||
HeroModel!: HeroModelComp;
|
||||
// 视图层
|
||||
HeroView!: HeroViewComp;
|
||||
protected init() {
|
||||
|
||||
}
|
||||
destroy(): void {
|
||||
this.remove(HeroViewComp);
|
||||
this.remove(MoveToComp);
|
||||
super.destroy();
|
||||
}
|
||||
/** 加载角色 */
|
||||
load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_call:boolean=false,lv:number=1) {
|
||||
scale = 1
|
||||
let box_group=BoxSet.HERO
|
||||
this.addComponents<ecs.Comp>( HeroModelComp);
|
||||
var path = "game/heros/"+HeroInfo[uuid].path;
|
||||
var prefab: Prefab = oops.res.get(path, Prefab)!;
|
||||
var node = instantiate(prefab);
|
||||
|
||||
var scene = smc.map.MapView.scene;
|
||||
node.parent = scene.entityLayer!.node!
|
||||
|
||||
node.setPosition(pos)
|
||||
this.hero_init(uuid,node,scale,box_group,is_call,lv)
|
||||
oops.message.dispatchEvent("hero_load",this)
|
||||
}
|
||||
hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_call:boolean=false,lv:number=1){
|
||||
var hv = node.getComponent(HeroViewComp)!;
|
||||
// console.log("hero_init",buff)
|
||||
let hero= HeroInfo[uuid] // 共用英雄数据
|
||||
let role =smc.heros[uuid]
|
||||
if(is_call){
|
||||
role={slv:0,lv:lv}
|
||||
}
|
||||
let talents=Talents;
|
||||
hv.scale = scale;
|
||||
hv.box_group = box_group;
|
||||
hv.hero_uuid= uuid;
|
||||
hv.hero_name= hero.name;
|
||||
hv.speed =hv.ospeed = hero.speed;
|
||||
hv.dis = hero.dis;
|
||||
hv.pw = hero.pw;
|
||||
hv.pwm= hero.pwm;
|
||||
hv.pws= hero.pws
|
||||
hv.apw=hero.apw;
|
||||
hv.uapw=hero.uapw;
|
||||
hv.cpw=hero.cpw;
|
||||
hv.dpw=hero.dpw;
|
||||
hv.dopw=hero.dopw;
|
||||
|
||||
hv.lv = role.lv;
|
||||
hv.type = hero.type;
|
||||
let slv= Math.floor(( hv.lv) / 5);
|
||||
let sklv=slv
|
||||
if(sklv >= 5) sklv=5;
|
||||
|
||||
hv.sk1 = hero.sk1[sklv]
|
||||
hv.sk2 = hero.sk2[sklv]
|
||||
hv.sk3 = hero.sk3[sklv]
|
||||
hv.akc = hero.akc[sklv]
|
||||
hv.uac = hero.uac[sklv]
|
||||
hv.crc = hero.crc[sklv]
|
||||
hv.dgc = hero.dgc[sklv]
|
||||
hv.akr = hero.akr[sklv]
|
||||
hv.uar = hero.uar[sklv]
|
||||
hv.crr = hero.crr[sklv]
|
||||
hv.dgr = hero.dgr[sklv]
|
||||
hv.rhp_max=hv.hp= hv.hp_max =(hero.hp+hero.hp_up*hv.lv)*(1+hero.shp_up/100*slv)
|
||||
hv.ap = (hero.ap+hero.ap_up*hv.lv) *(1+hero.sap_up/100*slv);
|
||||
hv.def= (hero.def+hero.def_up*hv.lv)*(1+hero.sdef_up/100*slv);
|
||||
hv.cd = hero.a_cd
|
||||
hv.crit = hero.crit //暴击率
|
||||
hv.crit_add = hero.crit_add;//暴击伤害加成
|
||||
hv.dodge = hero.dodge //闪避率
|
||||
hv.aexp=hero.aexp
|
||||
hv.uaexp=hero.uaexp
|
||||
hv.cexp=hero.cexp
|
||||
hv.doexp=hero.doexp
|
||||
hv.dexp=hero.dexp
|
||||
this.add(hv);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/** Module 模块业务逻辑系统组件,如无业务逻辑处理可删除此对象 */
|
||||
export class EcsModuleSystem extends ecs.System {
|
||||
constructor() {
|
||||
super();
|
||||
// this.add(new ecs.ComblockSystem());
|
||||
}
|
||||
}
|
||||
@@ -1 +0,0 @@
|
||||
{"ver":"4.0.23","importer":"typescript","imported":true,"uuid":"31289da2-91ea-4ffe-85f3-879a3ac7641d","files":[],"subMetas":{},"userData":{}}
|
||||
13
assets/script/game/hero/HeroConst.ts
Normal file
13
assets/script/game/hero/HeroConst.ts
Normal file
@@ -0,0 +1,13 @@
|
||||
import { Vec3 } from 'cc';
|
||||
|
||||
export enum HeroDefault {
|
||||
DEFAULT_UUID = 1001,
|
||||
BASE_SCALE = 1,
|
||||
INIT_LEVEL = 1
|
||||
}
|
||||
|
||||
// 将位置常量作为普通常量导出
|
||||
export const HERO_POSITION = Vec3.ZERO;
|
||||
|
||||
// 路径作为独立常量
|
||||
export const HERO_PREFAB_PATH = "game/heros/";
|
||||
9
assets/script/game/hero/HeroConst.ts.meta
Normal file
9
assets/script/game/hero/HeroConst.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "39ff7cef-ab22-47d4-aa35-f307385ffa99",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
23
assets/script/game/hero/HeroController.ts
Normal file
23
assets/script/game/hero/HeroController.ts
Normal file
@@ -0,0 +1,23 @@
|
||||
import { _decorator, Component, Node, sp, tween, v3, Vec3 } from 'cc';
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@ccclass('HeroController')
|
||||
export class HeroController extends Component {
|
||||
@property(sp.Skeleton)
|
||||
spine: sp.Skeleton = null!; // 绑定spine组件
|
||||
|
||||
@property
|
||||
moveSpeed: number = 200; // 可配置移动速度
|
||||
|
||||
// 初始化动画
|
||||
init(spineData: sp.SkeletonData) {
|
||||
this.spine.skeletonData = spineData;
|
||||
this.spine.setAnimation(0, 'Idle', true);
|
||||
}
|
||||
|
||||
// 播放动画方法
|
||||
playAnimation(name: string, loop: boolean = true) {
|
||||
this.spine.setAnimation(0, name, loop);
|
||||
}
|
||||
}
|
||||
9
assets/script/game/hero/HeroController.ts.meta
Normal file
9
assets/script/game/hero/HeroController.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "f85a719e-f1e0-48ac-920b-121036144be5",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
18
assets/script/game/hero/HeroManager.ts
Normal file
18
assets/script/game/hero/HeroManager.ts
Normal file
@@ -0,0 +1,18 @@
|
||||
import { _decorator, Component, Node, instantiate, Prefab, resources } from 'cc';
|
||||
|
||||
export class HeroManager {
|
||||
static async createHero(parent: Node) {
|
||||
const prefab = await this.loadPrefab('prefabs/Hero');
|
||||
const hero = instantiate(prefab);
|
||||
parent.addChild(hero);
|
||||
return hero;
|
||||
}
|
||||
|
||||
private static loadPrefab(path: string): Promise<Prefab> {
|
||||
return new Promise((resolve, reject) => {
|
||||
resources.load(path, Prefab, (err, prefab) => {
|
||||
err ? reject(err) : resolve(prefab!);
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
||||
9
assets/script/game/hero/HeroManager.ts.meta
Normal file
9
assets/script/game/hero/HeroManager.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "7cf87b0a-58f4-4643-8fe0-a19a74737ab9",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -1,23 +0,0 @@
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
|
||||
/**
|
||||
* 角色属性数据
|
||||
*/
|
||||
@ecs.register('HeroModel')
|
||||
export class HeroModelComp extends ecs.Comp {
|
||||
/** 角色编号 */
|
||||
id: number = -1;
|
||||
|
||||
/** 角色名 */
|
||||
name: string = "mon";
|
||||
/** speed */
|
||||
// speed: number = 0;
|
||||
/** 动画名资源 */
|
||||
anim: string = "mon";
|
||||
|
||||
reset() {
|
||||
this.id = -1;
|
||||
// this.speed = 0;
|
||||
this.name = "";
|
||||
}
|
||||
}
|
||||
@@ -1 +0,0 @@
|
||||
{"ver":"4.0.23","importer":"typescript","imported":true,"uuid":"c9121e83-b457-492d-aa56-2119d79a3360","files":[],"subMetas":{},"userData":{}}
|
||||
@@ -1,906 +0,0 @@
|
||||
/*
|
||||
* @Author: dgflash
|
||||
* @Date: 2021-11-18 17:42:59
|
||||
* @LastEditors: dgflash
|
||||
* @LastEditTime: 2022-08-17 12:36:18
|
||||
*/
|
||||
|
||||
import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label,RigidBody2D ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween} 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 { HeroSpine } from "./HeroSpine";
|
||||
import { HeroModelComp } from "./HeroModelComp";
|
||||
import { BoxSet, GameSet } from "../common/config/BoxSet";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { Skill } from "../skills/Skill";
|
||||
import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
|
||||
import { SkillCom } from "../skills/SkillCom";
|
||||
import { SkillSet, SkTG, SkType } from "../common/config/SkillSet";
|
||||
import { RandomManager } from "../../../../extensions/oops-plugin-framework/assets/core/common/random/RandomManager";
|
||||
import { HeroSet } from "../common/config/heroSet";
|
||||
import { BuffComp } from "./BuffComp";
|
||||
import { MonModelComp } from "./MonModelComp";
|
||||
import { getMonsterDrops, MonsterType } from "../common/config/RewardSet";
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
/** 角色显示组件 */
|
||||
@ccclass('HeroViewComp') // 定义为 Cocos Creator 组件
|
||||
@ecs.register('HeroView', false) // 定义为 ECS 组件
|
||||
export class HeroViewComp extends CCComp {
|
||||
BUFFCOMP:BuffComp=null!
|
||||
enemy_pos:Vec3=null!
|
||||
// enemy:any=null!;
|
||||
|
||||
as: HeroSpine = null!
|
||||
anm_timer:Timer = new Timer(0.3);
|
||||
anm_name="idle"
|
||||
status:String = "idle"
|
||||
|
||||
hero_uuid:number = 1001;
|
||||
hero_name : string = "hero";
|
||||
lv:number =1;
|
||||
slv:number =1;
|
||||
scale: number = 1; /** 角色阵营 1:hero -1 :mon */
|
||||
type: number = 0; /**角色类型 0近战 1 远程 2 辅助 */
|
||||
|
||||
box_group:number = BoxSet.HERO;
|
||||
atk_range:number = 150;
|
||||
|
||||
|
||||
is_dead:boolean = false; //是否摧毁
|
||||
is_stop:boolean = false;
|
||||
is_atking:boolean = false;
|
||||
is_boss:boolean = false;
|
||||
is_big_boss:boolean = false;
|
||||
|
||||
hp: number = 100; /** 血量 */
|
||||
hp_max: number = 100; /** 最大血量 */
|
||||
rhp_max: number = 100;
|
||||
hp_speed: number = 0; //每秒回复量
|
||||
|
||||
pw: number = 0; /**能量**/
|
||||
pwm: number = 15; /** 能量最大值 */
|
||||
pws: number = 1; //能量回复速度每0.1秒回复量
|
||||
apw:number=0;
|
||||
uapw:number=0;
|
||||
cpw:number=0;
|
||||
dopw:number=0;
|
||||
dpw:number=0;
|
||||
pwt:Timer = new Timer(1); //计时器
|
||||
|
||||
sk1:number = 9001;
|
||||
sk2:number = 1001;
|
||||
sk3:number = 1001;
|
||||
akr:number=0; //攻击触发机率
|
||||
uar:number=0; //受伤触发机率
|
||||
dgr:number=0; //闪避触发机率
|
||||
crr:number=0; //暴击触发机率
|
||||
akc:number=0; //攻击次数触发
|
||||
uac:number=0; //受伤次数触发
|
||||
dgc:number=0; //闪避次数触发
|
||||
crc:number=0; //暴击次数触发
|
||||
|
||||
aexp:number=0; //攻击经验
|
||||
uaexp:number=0; //受伤经验
|
||||
cexp:number=0; //暴击经验 */
|
||||
doexp:number=0; //闪避经验 */
|
||||
dexp:number=0; //死亡经验 */
|
||||
|
||||
ap: number = 10; /**攻击力 */
|
||||
ap_max: number = 0;
|
||||
ap_buff: number = 0;
|
||||
ap_buffs:any = [];
|
||||
// atk_speed: number = 1;
|
||||
cd: number = 1.3; /**攻击速度 攻击间隔 */
|
||||
dis: number = 80;
|
||||
at: number = 0; /** 冷却时间 */
|
||||
|
||||
def: number = 0; //防御
|
||||
def_max: number = 0;
|
||||
vun: number = 0; //易伤
|
||||
|
||||
crit: number = 0; //暴击率
|
||||
crit_max: number = 0;
|
||||
crit_add: number = 0;//暴击伤害加成
|
||||
dodge: number = 10; //闪避率
|
||||
dodge_max: number = 10; //闪避率
|
||||
|
||||
|
||||
shield:number = 0; //护盾,免伤1次减1
|
||||
speed: number = 100; /** 角色移动速度 */
|
||||
ospeed: number = 100; /** 角色初始速度 */
|
||||
|
||||
atk_count: number = 0;
|
||||
atked_count: number = 0;
|
||||
dodge_count: number = 0;
|
||||
crit_count: number = 0;
|
||||
|
||||
|
||||
stop_cd: number = 0; /*停止倒计时*/
|
||||
yun_cd: number = 0; //眩晕倒计时
|
||||
ice_cd: number = 0; //冰冻倒计时
|
||||
dir_y:number = 0;
|
||||
speek_time:number = 0;
|
||||
|
||||
onLoad() {
|
||||
this.as = this.getComponent(HeroSpine);
|
||||
|
||||
} /** 视图层逻辑代码分离演示 */
|
||||
|
||||
start () {
|
||||
|
||||
this.as.idle()
|
||||
this.BUFFCOMP=this.node.getComponent(BuffComp);
|
||||
/** 方向 */
|
||||
this.node.setScale(this.scale,1);
|
||||
this.node.getChildByName("top").setScale(this.scale,1);
|
||||
if(this.is_boss){
|
||||
this.node.setScale(this.node.scale.x*1.5,this.node.scale.y*1.5);
|
||||
this.node.getChildByName("top").getChildByName("sboss").active = true;
|
||||
}
|
||||
/** 显示角色血量 */
|
||||
this.node.getChildByName("top").getChildByName("hp").active = true;
|
||||
|
||||
// this.node.getChildByName("shielded").active = false;
|
||||
// this.node.getChildByName("top").setScale(this.scale,1);
|
||||
// this.node.getChildByName("atk").setScale(this.scale,1);
|
||||
// this.node.getChildByName("atk").getComponent(Label).string = this.ap.toString();
|
||||
// this.node.getChildByName("hp_max").setScale(this.scale,1);
|
||||
// this.node.getChildByName("hp_max").getComponent(Label).string=this.hp_max.toString();
|
||||
|
||||
// 注册单个碰撞体的回调函数
|
||||
|
||||
let collider = this.getComponent(Collider2D);
|
||||
collider.group = this.box_group;
|
||||
// console.log("hero collider ",this.scale,collider);
|
||||
if (collider) {
|
||||
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
|
||||
// collider.on(Contact2DType.END_CONTACT, this.onEndContact, this);
|
||||
collider.on(Contact2DType.PRE_SOLVE, this.onPreSolve, this);
|
||||
// collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, this);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
onBeginContact (seCol: Collider2D, oCol: Collider2D) {
|
||||
|
||||
if(oCol.tag==BoxSet.SKILL_TAG&&seCol.group != oCol.group){
|
||||
let skill = oCol.node.getComponent(SkillCom)!;
|
||||
// console.log(Date.now()+this.hero_name+":"+this.uuid+' onBeginContact: '+skill.s_name+skill.uuid);
|
||||
if(this.hp <= 0 ) return
|
||||
if(skill.tg< 3) return
|
||||
this.check_uatk(skill);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
onEndContact (seCol: Collider2D, oCol: Collider2D) {
|
||||
|
||||
}
|
||||
onPreSolve (seCol: Collider2D, oCol: Collider2D) {
|
||||
let se_x = seCol.node.position.x;
|
||||
let ot_x = oCol.node.position.x;
|
||||
let oCom= oCol.node.getComponent(HeroViewComp)
|
||||
if(seCol.group == oCol.group&&seCol.tag==oCol.tag){
|
||||
|
||||
if(seCol.group==BoxSet.HERO){
|
||||
if(oCom.type == this.type&&oCom.yun_cd<=0&&oCom.ice_cd<=0 && se_x < ot_x && Math.abs(ot_x-se_x) < 40 ){
|
||||
// this.node.setSiblingIndex(oCol.node.getSiblingIndex()-10)
|
||||
this.stop_cd = 0.1;
|
||||
}
|
||||
}
|
||||
if(seCol.group==BoxSet.MONSTER){
|
||||
if(oCom.type == this.type&&oCom.yun_cd<=0&&oCom.ice_cd<=0 && se_x > ot_x && Math.abs(ot_x-se_x) < 40 ){
|
||||
// this.node.setSiblingIndex(oCol.node.getSiblingIndex()-10)
|
||||
this.stop_cd = 0.1;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
if(seCol.group != oCol.group&&oCol.tag == 0){
|
||||
this.stop_cd = 0.1;
|
||||
this.is_atking=true
|
||||
}
|
||||
}
|
||||
|
||||
onPostSolve (seCol: Collider2D, oCol: Collider2D) {
|
||||
}
|
||||
update(dt: number){
|
||||
if(!smc.mission.play||smc.mission.pause) return
|
||||
if(this.is_dead) {
|
||||
if(!this.in_grave()) this.to_grave()
|
||||
return
|
||||
}
|
||||
|
||||
if (this.pwt.update(dt)) {
|
||||
this.pw+=this.pws
|
||||
}
|
||||
|
||||
this.check_power()
|
||||
this.check_atk_counts()
|
||||
this.check_enemy_alive()
|
||||
this.check_mission_buff()
|
||||
this.hp_show()
|
||||
if(this.ice_cd > 0){
|
||||
this.ice_cd -=dt;
|
||||
return
|
||||
}
|
||||
if(this.yun_cd > 0){
|
||||
this.yun_cd -=dt;
|
||||
return
|
||||
}
|
||||
this.at += dt;
|
||||
this.in_stop(dt);
|
||||
this.in_atk(dt);
|
||||
this.move(dt);
|
||||
}
|
||||
hp_show(){
|
||||
let hp_progress= this.hp/this.rhp_max;
|
||||
this.node.getChildByName("top").getChildByName("hp").getComponent(ProgressBar)!.progress = hp_progress;
|
||||
if(this.is_boss) return
|
||||
if(this.hp == this.rhp_max){
|
||||
this.node.getChildByName("top").getChildByName("hp").active = false;
|
||||
} else{
|
||||
this.node.getChildByName("top").getChildByName("hp").active = true;
|
||||
}
|
||||
}
|
||||
//移动
|
||||
move(dt: number){
|
||||
if(this.stop_cd > 0||smc.mission.is_victory||smc.mission.is_defeat){
|
||||
this.status_change("idle")
|
||||
return
|
||||
}
|
||||
if (this.node.position.x >= 300 && this.scale==1) {
|
||||
return;
|
||||
}
|
||||
if(this.scale===-1&&this.node.position.x <= -300){
|
||||
return;
|
||||
}
|
||||
this.status_change("move")
|
||||
|
||||
|
||||
// if(this.enemy){
|
||||
// return
|
||||
// }
|
||||
this.node.setPosition(this.node.position.x+dt*this.speed*this.scale, this.node.position.y+dt*this.dir_y, this.node.position.z);
|
||||
}
|
||||
check_mission_buff(){
|
||||
this.ap_max=(100+smc.vmdata.mission.ap)/100*this.ap
|
||||
this.crit_max=(100+smc.vmdata.mission.crit)/100*this.crit
|
||||
this.def_max=(100+smc.vmdata.mission.def)/100*this.def
|
||||
this.dodge_max=(100+smc.vmdata.mission.dodge)/100*this.dodge
|
||||
this.rhp_max=(100+smc.vmdata.mission.hp)/100*this.hp_max
|
||||
if(this.box_group == BoxSet.MONSTER){
|
||||
this.ap_max=(100+smc.vmdata.mission.map)/100*this.ap
|
||||
this.crit_max=(100+smc.vmdata.mission.mcrit)/100*this.crit
|
||||
this.def_max=(100+smc.vmdata.mission.mdef)/100*this.def
|
||||
this.dodge_max=(100+smc.vmdata.mission.mdodge)/100*this.dodge
|
||||
this.rhp_max=(100+smc.vmdata.mission.mhp)/100*this.hp_max
|
||||
}
|
||||
}
|
||||
check_enemy_alive(){
|
||||
// let dir = 720
|
||||
// let enemys=smc.enemy_pos
|
||||
// this.enemy = v3(720,this.node.position.y)
|
||||
// if(this.box_group == BoxSet.MONSTER){
|
||||
// enemys=smc.hero_pos
|
||||
// // console.log("MONSTER enemys",enemys);
|
||||
// this.enemy=v3(-720,this.node.position.y)
|
||||
// }
|
||||
// for (let i = 0; i < enemys.length; i++) {
|
||||
// let ho:any = enemys[i];
|
||||
// let x=Math.abs(ho.x-this.node.position.x)
|
||||
// if(x < dir){
|
||||
// dir = x
|
||||
// this.enemy = ho
|
||||
// }
|
||||
// }
|
||||
let dir = Math.abs(smc.mon_front_x-this.node.position.x)
|
||||
if(this.box_group == BoxSet.MONSTER){
|
||||
dir = Math.abs(smc.hero_front_x-this.node.position.x)
|
||||
}
|
||||
if(dir < this.dis){
|
||||
this.is_atking=true
|
||||
if(this.dis-dir > 80 &&this.type > 0 ) this.stop_cd = 0.1
|
||||
if(dir < 65 &&this.type == 0 ) this.stop_cd = 0.1
|
||||
}else{
|
||||
this.is_atking=false
|
||||
}
|
||||
}
|
||||
//状态切换
|
||||
status_change(type:string){
|
||||
this.status=type
|
||||
if(type == "idle"){
|
||||
this.as.idle()
|
||||
// this.as.change_default("idle")
|
||||
}
|
||||
if(type == "move"){
|
||||
this.as.move()
|
||||
// this.as.change_default("move")
|
||||
}
|
||||
}
|
||||
|
||||
//受伤判断
|
||||
check_uatk(skill:any){
|
||||
|
||||
if(this.check_dodge()) return
|
||||
this.in_atked();
|
||||
let l_hp=this.check_less(skill.ap,skill.is_crit,skill.crit_add)
|
||||
this.check_debuff(skill,l_hp)
|
||||
if(this.shield > 0){
|
||||
this.shield -=1
|
||||
if(this.shield == 0) this.BUFFCOMP.show_shield(false)
|
||||
l_hp = 0
|
||||
}
|
||||
this.hp_less(l_hp,skill.is_crit);
|
||||
}
|
||||
check_less(ap:number,is_crit:boolean,crit_add:number=0){
|
||||
let d=this.def_max/ap
|
||||
if(d > 1) d = 1
|
||||
let l_hp=ap*(1-d*GameSet.DEF_RATE) //防御最高减免伤害比率计算
|
||||
if(is_crit){
|
||||
l_hp = l_hp * (150+crit_add)/100
|
||||
}
|
||||
let luck = RandomManager.instance.getRandomInt(-10,10)
|
||||
l_hp=l_hp*(100+luck)/100
|
||||
return Math.ceil(l_hp)
|
||||
}
|
||||
/**
|
||||
* 检查并处理英雄受到的减益效果(debuff)。
|
||||
* 根据技能的不同减益类型,执行相应的逻辑,如冰冻、燃烧等。
|
||||
*
|
||||
* @param skill - 包含减益效果信息的技能对象
|
||||
* @param l_hp - 可选参数,表示英雄的当前生命值,默认为0
|
||||
*/
|
||||
check_debuff(skill:any,l_hp:number=0){
|
||||
// console.log(this.hero_name+this.uuid+": skillname: "+skill.s_name+" :check_debuff "+skill.debuff);
|
||||
if(skill.debuff == 0) return
|
||||
let num=RandomManager.instance.getRandomInt(0,100)
|
||||
switch (skill.debuff){
|
||||
case 1:
|
||||
// console.log(this.hero_name+":"+this.uuid+"冰冻触判断: i="+num+":rate="+skill.rate);
|
||||
if(num > skill.depb) return
|
||||
// console.log(this.hero_name+":"+this.uuid+"冰冻触成功: i="+num+":debtime="+skill.debtime);
|
||||
this.ice_cd = skill.debtime
|
||||
this.BUFFCOMP.in_iced(skill.debtime)
|
||||
break;
|
||||
case 2:
|
||||
if(num > skill.depb) return
|
||||
// console.log(this.hero_name+":"+this.uuid+"debuff触发成功: i="+num+":debtime="+skill.debtime+":l_hp="+l_hp);
|
||||
this.BUFFCOMP.in_fired(skill.debtime,l_hp*skill.derate/100)
|
||||
break;
|
||||
case 3:
|
||||
if(num > skill.depb) return
|
||||
this.yun_cd = skill.debtime
|
||||
this.BUFFCOMP.in_yun(skill.debtime)
|
||||
break;
|
||||
case 4:
|
||||
if(num > skill.depb) return
|
||||
this.BUFFCOMP.buff_get("deap")
|
||||
this.ap = this.ap-Math.floor(l_hp*skill.derate/100)
|
||||
break;
|
||||
case 5:
|
||||
if(num > skill.depb) return
|
||||
break;
|
||||
case 6:
|
||||
if(num > skill.depb) return
|
||||
break;
|
||||
case 7:
|
||||
if(num > skill.depb) return
|
||||
break;
|
||||
case 8:
|
||||
if(num > skill.depb) return
|
||||
if(this.node.position.x > 300||this.node.position.x < -300) return
|
||||
tween(this.node).to( 0.1,
|
||||
{ position: new Vec3(this.node.position.x-this.scale*50,this.node.position.y) },
|
||||
{ }
|
||||
).start();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//暴击判断
|
||||
/**
|
||||
* 检查是否触发暴击,并执行相应的暴击效果。
|
||||
* @returns {boolean} 如果触发暴击则返回 true,否则返回 false。
|
||||
* 该方法首先通过 RandomManager 获取一个随机数,如果该随机数小于当前暴击最大值(crit_max),
|
||||
* 则触发暴击效果,包括显示暴击提示、增加暴击计数、增加暴击经验以及增加暴击威力。
|
||||
* 如果未触发暴击,则直接返回 false。
|
||||
*/
|
||||
check_crit():boolean
|
||||
{
|
||||
let i = RandomManager.instance.getRandomInt(0,100,3)
|
||||
if(i < this.crit_max){
|
||||
// this.BUFFCOMP.tooltip(5,"*会心一击*");
|
||||
this.crit_count += 1
|
||||
this.exp_add(this.cexp) // 暴击经验
|
||||
this.power_add(this.cpw)
|
||||
return true
|
||||
}else{
|
||||
return false
|
||||
}
|
||||
}
|
||||
//闪避判断
|
||||
/**
|
||||
* 检查并处理角色的闪避逻辑。
|
||||
* 生成一个随机数,如果小于角色的最大闪避值,则触发闪避效果,增加经验、能量,并更新闪避计数。
|
||||
* @returns {boolean} 如果触发闪避则返回true,否则返回false。
|
||||
*/
|
||||
check_dodge():boolean
|
||||
{
|
||||
let i = RandomManager.instance.getRandomInt(0,100,3)
|
||||
if(this.dodge_max > GameSet.DODGE_MAX) this.dodge_max = GameSet.DODGE_MAX
|
||||
if(i < this.dodge_max){
|
||||
// console.log("闪避触发: i="+i+":dodge="+dodge);
|
||||
this.BUFFCOMP.tooltip(5,"闪避");
|
||||
this.exp_add(this.doexp) // 闪避经验
|
||||
this.power_add(this.dopw)
|
||||
this.dodge_count += 1
|
||||
return true
|
||||
}else{
|
||||
return false
|
||||
}
|
||||
}
|
||||
/**
|
||||
* 检查并处理角色的攻击、闪避、暴击和受伤计数。
|
||||
* 当计数达到一定值时,会触发相应的技能效果,并重置计数。
|
||||
* 触发效果包括激活名为"max"的节点,并在0.8秒后关闭。
|
||||
* 使用do_skill方法处理触发的技能。
|
||||
*/
|
||||
check_atk_counts() {
|
||||
if (this.atk_count >= this.akc) {
|
||||
this.atk_count = 0
|
||||
// console.log("atk_count 清零:"+this.atk_count);
|
||||
let i = RandomManager.instance.getRandomInt(0,100,3)
|
||||
// console.log("攻击判断: i="+i+":akr="+this.akr);
|
||||
if(i < this.akr){
|
||||
// console.log("攻击触发: i="+i+":akr="+this.akr);
|
||||
// this.BUFFCOMP.max_show()
|
||||
this.do_skill(this.sk3)
|
||||
}
|
||||
}
|
||||
if(this.dodge_count >= this.dgc){
|
||||
this.dodge_count = 0
|
||||
// console.log("dodge_count 清零:"+this.dodge_count);
|
||||
let i = RandomManager.instance.getRandomInt(0,100,3)
|
||||
// console.log("闪避判断: i="+i+":dgr="+this.dgr);
|
||||
if(i < this.dgr){
|
||||
// console.log("闪避触发: i="+i+":dgr="+this.dgr);
|
||||
// this.BUFFCOMP.max_show()
|
||||
this.do_skill(this.sk3)
|
||||
}
|
||||
}
|
||||
if(this.crit_count >= this.crc){
|
||||
this.crit_count = 0
|
||||
// console.log("crit_count 清零:"+this.crit_count);
|
||||
let i = RandomManager.instance.getRandomInt(0,100,3)
|
||||
// console.log("暴击判断: i="+i+":crr="+this.crr);
|
||||
if(i < this.crr){
|
||||
// console.log("暴击触发: i="+i+":crr="+this.crr);
|
||||
|
||||
// this.BUFFCOMP.max_show()
|
||||
this.do_skill(this.sk3)
|
||||
}
|
||||
}
|
||||
if(this.atked_count >= this.uac){
|
||||
this.atked_count = 0
|
||||
let i = RandomManager.instance.getRandomInt(0,100,3)
|
||||
// console.log("受伤判断:i="+i+":akr="+this.uar);
|
||||
if(i < this.uar){
|
||||
// console.log("受伤触发: i="+i+":uar="+this.uar);
|
||||
// this.BUFFCOMP.max_show()
|
||||
this.do_skill(this.sk3)
|
||||
}
|
||||
}
|
||||
}
|
||||
in_atk(dt: number) {
|
||||
if(this.at >= this.cd){
|
||||
if(this.is_atking){
|
||||
this.at = 0;
|
||||
this.atk_count++
|
||||
this.exp_add(this.aexp) //攻击经验
|
||||
this.power_add(this.apw)
|
||||
// console.log("cd:"+this.cd);
|
||||
this.as.atk();
|
||||
this.scheduleOnce(()=>{
|
||||
this.shoot_enemy(this.sk1)
|
||||
},0.3)
|
||||
}
|
||||
}
|
||||
}
|
||||
//能量判断
|
||||
check_power(){
|
||||
if(this.pw >= this.pwm){
|
||||
this.pw = 0
|
||||
this.BUFFCOMP.max_show()
|
||||
this.do_skill(this.sk2)
|
||||
return true
|
||||
}else{
|
||||
return false
|
||||
}
|
||||
}
|
||||
//使用max_skill
|
||||
do_skill(skill:number){
|
||||
// this.at = 0; //共享普攻攻击cd
|
||||
this.BUFFCOMP.tooltip(3,SkillSet[skill].name,skill);
|
||||
if(SkillSet[skill].flash){
|
||||
this.as.max()
|
||||
this.scheduleOnce(()=>{
|
||||
this.BUFFCOMP.show_do_buff(SkillSet[skill].fname)
|
||||
},0.1)
|
||||
}
|
||||
switch (SkillSet[skill].tg) {
|
||||
case SkTG.self: //自己
|
||||
this.do_add_buff(this.node.getComponent(HeroViewComp),skill)
|
||||
break;
|
||||
case SkTG.friend: //伙伴
|
||||
if(this.box_group == BoxSet.HERO) this.check_other_hero_buff(skill)
|
||||
if(this.box_group == BoxSet.MONSTER) this.check_other_mon_buff(skill)
|
||||
break;
|
||||
case SkTG.team: //自己和伙伴
|
||||
this.do_all_buff(skill)
|
||||
break;
|
||||
case SkTG.enemy: //敌人
|
||||
this.shoot_enemy(skill)
|
||||
break;
|
||||
case SkTG.all: //敌人和自己
|
||||
this.do_add_buff(this.node.getComponent(HeroViewComp),skill)
|
||||
this.shoot_enemy(skill)
|
||||
break;
|
||||
}
|
||||
}
|
||||
shoot_enemy(sk:number,y:number=0,x:number=0){
|
||||
// console.log("mon shoot_enemy");
|
||||
let skill = ecs.getEntity<Skill>(Skill);
|
||||
let t_pos=v3(smc.mon_front_x,BoxSet.GAME_LINE) //最前排目标
|
||||
if(this.box_group==BoxSet.MONSTER){
|
||||
t_pos=v3(smc.hero_front_x,BoxSet.GAME_LINE)
|
||||
}
|
||||
switch(SkillSet[sk].type){
|
||||
case SkType.leastHealth: //血量最少单体
|
||||
t_pos=this.check_heros().l_hero.node.position
|
||||
if(this.box_group==BoxSet.MONSTER) t_pos=this.check_mons().l_hero.node.position
|
||||
break;
|
||||
case SkType.highestHealth: //血量最多单体
|
||||
t_pos=this.check_heros().m_hero.node.position
|
||||
if(this.box_group==BoxSet.MONSTER) t_pos=this.check_mons().m_hero.node.position
|
||||
break;
|
||||
case SkType.backRow: //最后排
|
||||
t_pos=v3(smc.mon_back_x,BoxSet.GAME_LINE)
|
||||
if(this.box_group==BoxSet.MONSTER){
|
||||
t_pos=v3(smc.hero_back_x,BoxSet.GAME_LINE)
|
||||
}
|
||||
break;
|
||||
}
|
||||
let pos =this.node.position
|
||||
let is_crit=this.check_crit()
|
||||
this.to_console(this.scale+this.hero_name+"使用技能:"+sk+SkillSet[sk].name+" pos:"+pos+" t_pos:"+t_pos+" box:"+this.box_group,);
|
||||
skill.load(pos,this.box_group,this.node,sk,this.ap_max,t_pos,is_crit,this.crit_add,this.rhp_max);
|
||||
|
||||
}
|
||||
check_heros(){
|
||||
let heros:any = ecs.query(ecs.allOf(HeroModelComp));
|
||||
let l_hp:number=0
|
||||
let h_hp:number=9999999999
|
||||
let right_x:number=360
|
||||
let left_x:number=-360
|
||||
let f_hero:any= null
|
||||
let b_hero:any= null
|
||||
let l_hero:any= null
|
||||
let m_hero:any= null
|
||||
let r_hero:any= null
|
||||
let i = RandomManager.instance.getRandomInt(0,heros.length-1,3)
|
||||
while(!heros[i].HeroView){
|
||||
i = RandomManager.instance.getRandomInt(0,heros.length-1,3)
|
||||
if(!heros[i].HeroView.in_grave){
|
||||
r_hero= heros[i].HeroView
|
||||
break
|
||||
}
|
||||
}
|
||||
for (let i = 0; i < heros.length; i++) {
|
||||
let hero:any = heros[i].HeroView;
|
||||
if (hero.in_grave) continue
|
||||
if((hero.rhp_max-hero.hp) > l_hp){
|
||||
l_hp = (hero.rhp_max-hero.hp)
|
||||
l_hero = hero
|
||||
}
|
||||
if((hero.rhp_max-hero.hp) < h_hp){
|
||||
h_hp = (hero.rhp_max-hero.hp)
|
||||
m_hero = hero
|
||||
}
|
||||
if(hero.node.position.x > left_x){
|
||||
left_x = hero.node.position.x
|
||||
f_hero = hero
|
||||
}
|
||||
if(hero.node.position.x < right_x){
|
||||
right_x = hero.node.position.x
|
||||
b_hero = hero
|
||||
}
|
||||
}
|
||||
return {l_hero,m_hero,f_hero,b_hero,r_hero}
|
||||
}
|
||||
check_mons(){
|
||||
let heros:any=ecs.query(ecs.allOf(MonModelComp))
|
||||
let l_hp:number=0
|
||||
let h_hp:number=9999999999
|
||||
let right_x:number=360
|
||||
let left_x:number=-360
|
||||
let f_hero:any= null
|
||||
let b_hero:any= null
|
||||
let l_hero:any= null
|
||||
let m_hero:any= null
|
||||
let r_hero:any= null
|
||||
let i = RandomManager.instance.getRandomInt(0,heros.length-1,3)
|
||||
while(!heros[i].HeroView){
|
||||
i = RandomManager.instance.getRandomInt(0,heros.length-1,3)
|
||||
if(!heros[i].HeroView.in_grave){
|
||||
r_hero= heros[i].HeroView
|
||||
break
|
||||
}
|
||||
}
|
||||
for (let i = 0; i < heros.length; i++) {
|
||||
let hero:any = heros[i].HeroView;
|
||||
if (hero.in_grave) continue
|
||||
if((hero.rhp_max-hero.hp) > l_hp){
|
||||
l_hp = (hero.rhp_max-hero.hp)
|
||||
l_hero = hero
|
||||
}
|
||||
if((hero.rhp_max-hero.hp) < h_hp){
|
||||
h_hp = (hero.rhp_max-hero.hp)
|
||||
m_hero = hero
|
||||
}
|
||||
if(hero.node.position.x < right_x){
|
||||
right_x = hero.node.position.x
|
||||
f_hero = hero
|
||||
}
|
||||
if(hero.node.position.x > left_x){
|
||||
left_x = hero.node.position.x
|
||||
b_hero = hero
|
||||
}
|
||||
}
|
||||
return {l_hero,m_hero,f_hero,b_hero,r_hero}
|
||||
}
|
||||
check_other_hero_buff(skill:number){
|
||||
switch(SkillSet[skill].type){
|
||||
case SkType.random:
|
||||
this.do_add_buff(this.check_heros().r_hero,skill)
|
||||
break;
|
||||
case SkType.leastHealth: //血量最少单体
|
||||
this.do_add_buff(this.check_heros().l_hero,skill)
|
||||
break;
|
||||
case SkType.highestHealth: //血量最多单体
|
||||
this.do_add_buff(this.check_heros().m_hero,skill)
|
||||
break;
|
||||
case SkType.frontRow: //最前排
|
||||
this.do_add_buff(this.check_heros().f_hero,skill)
|
||||
break;
|
||||
case SkType.backRow: //最后排
|
||||
this.do_add_buff(this.check_heros().b_hero,skill)
|
||||
break;
|
||||
}
|
||||
}
|
||||
check_other_mon_buff(skill:number){
|
||||
switch(SkillSet[skill].type){
|
||||
case SkType.random:
|
||||
this.do_add_buff(this.check_mons().r_hero,skill)
|
||||
break;
|
||||
case SkType.leastHealth: //血量最少单体
|
||||
this.do_add_buff(this.check_mons().l_hero,skill)
|
||||
break;
|
||||
case SkType.highestHealth: //血量最多单体
|
||||
this.do_add_buff(this.check_mons().m_hero,skill)
|
||||
break;
|
||||
case SkType.frontRow: //最前排
|
||||
this.do_add_buff(this.check_mons().f_hero,skill)
|
||||
break;
|
||||
case SkType.backRow: //最后排
|
||||
this.do_add_buff(this.check_mons().b_hero,skill)
|
||||
break;
|
||||
}
|
||||
}
|
||||
do_all_buff(sk:number){
|
||||
let skill = ecs.getEntity<Skill>(Skill);
|
||||
let pos=v3(0,0)
|
||||
let t_pos = pos
|
||||
// this.to_console("to_all_buff:"+sk)
|
||||
let is_crit=this.check_crit()
|
||||
skill.load(pos,this.box_group,this.node,sk,this.ap_max,t_pos,is_crit,this.crit_add,this.rhp_max);
|
||||
// this.to_console("使用buff:"+sk+" t_pos:"+t_pos+" box:"+this.box_group);
|
||||
}
|
||||
|
||||
do_add_buff(hero:any,sk:number){
|
||||
let skill = ecs.getEntity<Skill>(Skill);
|
||||
let t_pos=hero.node.position
|
||||
let pos = this.node.position
|
||||
// this.to_console("do_add_buff:"+hero.hero_name+" "+sk);
|
||||
let is_crit=this.check_crit()
|
||||
skill.load(pos,this.box_group,this.node,sk,this.ap_max,t_pos,is_crit,this.crit_add,this.rhp_max);
|
||||
// this.to_console(this.scale+this.hero_name+"使用buff:"+sk+SkillSet[sk].name+" t_pos:"+t_pos+" box:"+this.box_group,);
|
||||
}
|
||||
|
||||
exp_add(exp:number=0){
|
||||
if(this.box_group==BoxSet.HERO){
|
||||
smc.vmdata.mission.exp +=exp
|
||||
}
|
||||
if(this.box_group==BoxSet.MONSTER){
|
||||
smc.vmdata.mission.mexp +=exp
|
||||
}
|
||||
}
|
||||
power_add(p:number){
|
||||
this.pw+= p
|
||||
}
|
||||
add_shield(shield:number){
|
||||
this.shield =shield
|
||||
if(this.shield>0) this.BUFFCOMP.show_shield(true)
|
||||
}
|
||||
// add_cd(cd: number){
|
||||
// this.cd += this.cd*((100-cd)/100);
|
||||
// this.BUFFCOMP.buff_get("cd")
|
||||
// }
|
||||
|
||||
/**
|
||||
* 增加英雄的攻击(AP)。
|
||||
* @param ap 要增加的攻击。
|
||||
*/
|
||||
add_ap(ap: number){
|
||||
this.ap += Math.floor(ap);
|
||||
this.BUFFCOMP.buff_get("ap")
|
||||
}
|
||||
de_ap(ap: number){
|
||||
this.ap -= Math.floor(ap);
|
||||
this.BUFFCOMP.buff_get("deap")
|
||||
}
|
||||
add_def(def: number){
|
||||
this.def += Math.floor(def);
|
||||
this.BUFFCOMP.buff_get("def")
|
||||
}
|
||||
de_def(def: number){
|
||||
this.def -= Math.floor(def);
|
||||
this.BUFFCOMP.buff_get("dedef")
|
||||
}
|
||||
/**
|
||||
* 增加英雄的暴击率。
|
||||
* @param crit 要增加的暴击率。
|
||||
*/
|
||||
|
||||
add_crit(critRate: number) {
|
||||
this.crit += Math.floor(critRate);
|
||||
this.BUFFCOMP.buff_get("crit");
|
||||
}
|
||||
de_crit(critRate: number) {
|
||||
this.crit += Math.floor(critRate);
|
||||
this.BUFFCOMP.buff_get("decrit");
|
||||
}
|
||||
/**
|
||||
* 增加英雄的闪避率。
|
||||
* @param dodge 要增加的闪避率。
|
||||
*/
|
||||
add_dodge(dodgeRate: number) {
|
||||
this.dodge += Math.floor(dodgeRate);
|
||||
this.BUFFCOMP.buff_get("dodge");
|
||||
}
|
||||
de_dodge(dodgeRate: number) {
|
||||
this.dodge += Math.floor(dodgeRate);
|
||||
this.BUFFCOMP.buff_get("dedodge");
|
||||
}
|
||||
add_hp_max(hprate: number=0){
|
||||
this.BUFFCOMP.buff_get("hp")
|
||||
this.hp_max += Math.floor(hprate/100*this.rhp_max) ;
|
||||
this.add_hp2(hprate)
|
||||
}
|
||||
de_hp_max(hprate: number=0){
|
||||
this.BUFFCOMP.buff_get("dehp")
|
||||
this.hp_max -= Math.floor(hprate/100*this.rhp_max) ;
|
||||
}
|
||||
add_hp(hp: number = 0) {
|
||||
this.BUFFCOMP.heathed();
|
||||
this.hp+=Math.floor(hp);
|
||||
if(this.hp > this.rhp_max){
|
||||
this.hp = this.rhp_max;
|
||||
}
|
||||
this.BUFFCOMP.tooltip(2,hp.toFixed(0));
|
||||
}
|
||||
add_hp2(hprate: number=0){
|
||||
this.hp += Math.floor(hprate/100*this.hp_max) ;
|
||||
}
|
||||
|
||||
hp_less(hp: number,is_crit:boolean=false){
|
||||
if(this.is_dead) return
|
||||
hp=Math.floor(hp)
|
||||
this.hp -= hp
|
||||
if(is_crit){
|
||||
this.BUFFCOMP.tooltip(4,hp.toFixed(0),250);
|
||||
}else{
|
||||
this.BUFFCOMP.tooltip(1,hp.toFixed(0),250);
|
||||
}
|
||||
if(this.hp > this.rhp_max){
|
||||
this.hp = this.rhp_max;
|
||||
}
|
||||
if(this.hp <= 0){
|
||||
this.dead();
|
||||
this.to_grave()
|
||||
this.is_dead = true;
|
||||
}
|
||||
}
|
||||
/** 静止时间 */
|
||||
in_stop (dt: number) {
|
||||
if(this.stop_cd > 0){
|
||||
this.stop_cd -= dt;
|
||||
if(this.stop_cd <= 0){
|
||||
this.stop_cd = 0;
|
||||
this.is_atking = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
in_atked() {
|
||||
this.BUFFCOMP.in_atked()
|
||||
// this.as.atked();
|
||||
this.atked_count++;
|
||||
this.exp_add(this.uaexp)
|
||||
this.power_add(this.uapw)
|
||||
}
|
||||
dead(){
|
||||
this.BUFFCOMP.dead()
|
||||
this.exp_add(this.dexp)
|
||||
this.power_add(this.dpw)
|
||||
this.to_drop()
|
||||
}
|
||||
//掉落物品
|
||||
to_drop(){
|
||||
let Drops = getMonsterDrops(1, MonsterType.Normal, 1.2);
|
||||
if(this.is_boss) Drops =getMonsterDrops(1, MonsterType.Elite, 1.2);
|
||||
if(this.is_big_boss) Drops =getMonsterDrops(1, MonsterType.Boss, 1.2);
|
||||
// console.log("掉落物品:",Drops);
|
||||
//根据掉落类型和uuid 写入用户数据文件SingletonModuleComp =smc,英雄碎片对应smc.heros[uuid].num,smc.heros[uuid].x1 记录本局掉落的数量,也需要添加对应值
|
||||
//金币uuid=9001 对应smc.vmdata.gold.num,宝箱uuid1003,对应smc.vmdata.box.num ,smc.itmes[9001].x1,smc.itmes[1003].x1 记录本局
|
||||
for (let i = 0; i < Drops.length; i++) {
|
||||
const drop = Drops[i];
|
||||
if(drop.type == 1 ){ //英雄碎片
|
||||
smc.heros[drop.uuid].num += drop.num
|
||||
smc.heros[drop.uuid].x1 += drop.num
|
||||
}
|
||||
if(drop.type==2){
|
||||
if(drop.uuid == 9001){
|
||||
smc.vmdata.gold.num+=drop.num
|
||||
smc.items[9001].x1+=drop.num
|
||||
}
|
||||
if(drop.uuid == 1003){
|
||||
smc.vmdata.box.num+=drop.num
|
||||
smc.items[1003].x1+=drop.num
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
//进入墓地
|
||||
to_grave(){
|
||||
let pos =v3(-999,this.node.position.y)
|
||||
if(this.box_group == BoxSet.MONSTER){
|
||||
pos =v3(999,this.node.position.y)
|
||||
smc.vmdata.mission.mdead +=1
|
||||
}else{
|
||||
smc.vmdata.mission.dead +=1
|
||||
}
|
||||
this.node.setPosition(pos)
|
||||
}
|
||||
//是否在墓地
|
||||
in_grave(){
|
||||
return this.node.position.x < -900 || this.node.position.x > 900;
|
||||
}
|
||||
to_alive(){
|
||||
let pos =v3(HeroSet.StartPos[this.type],this.node.position.y,this.node.position.z)
|
||||
this.node.setPosition(pos)
|
||||
}
|
||||
|
||||
to_console(value:any,value2:any=null,value3:any=null){
|
||||
console.log("["+this.scale+this.hero_name+']'+value,value2,value3)
|
||||
}
|
||||
reset() {
|
||||
this.is_dead = false;
|
||||
this.node.destroy();
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1 +0,0 @@
|
||||
{"ver":"4.0.23","importer":"typescript","imported":true,"uuid":"873f877e-4a89-4c12-8f03-8934f1651878","files":[],"subMetas":{},"userData":{}}
|
||||
@@ -1 +0,0 @@
|
||||
{"ver":"4.0.23","importer":"typescript","imported":true,"uuid":"c1d7128f-5af5-4f7c-b4a1-6bb6fd4f12e0","files":[],"subMetas":{},"userData":{}}
|
||||
@@ -1,29 +0,0 @@
|
||||
/*
|
||||
* @Author: dgflash
|
||||
* @Date: 2021-11-18 15:56:01
|
||||
* @LastEditors: dgflash
|
||||
* @LastEditTime: 2022-08-17 13:43:25
|
||||
*/
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
|
||||
/**
|
||||
* 角色属性数据
|
||||
*/
|
||||
@ecs.register('MonModel')
|
||||
export class MonModelComp extends ecs.Comp {
|
||||
/** 角色编号 */
|
||||
id: number = -1;
|
||||
|
||||
/** 角色名 */
|
||||
name: string = "mon";
|
||||
/** speed */
|
||||
// speed: number = 0;
|
||||
/** 动画名资源 */
|
||||
anim: string = "mon";
|
||||
|
||||
reset() {
|
||||
this.id = -1;
|
||||
// this.speed = 0;
|
||||
this.name = "";
|
||||
}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "118ca580-773a-458b-8544-ab6c3cb2b376",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -1,50 +0,0 @@
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
|
||||
import { _decorator, Node } from 'cc';
|
||||
const { ccclass } = _decorator;
|
||||
|
||||
// 继承框架的ECComponent
|
||||
|
||||
// 基础属性组件
|
||||
@ecs.register('HeroBase')
|
||||
export class HeroBase extends ecs.Comp {
|
||||
// 定义需要序列化的字段
|
||||
static serializeFields = ['hp', 'attack', 'node'];
|
||||
|
||||
hp: number = 100;
|
||||
attack: number = 10;
|
||||
node: Node = null;
|
||||
|
||||
reset() {
|
||||
this.hp = 100;
|
||||
this.attack = 10;
|
||||
this.node = null;
|
||||
}
|
||||
}
|
||||
|
||||
// 技能组件
|
||||
@ecs.register('HeroSkill')
|
||||
export class HeroSkill extends ecs.Comp {
|
||||
static serializeFields = ['skillId'];
|
||||
|
||||
skillId: string = "";
|
||||
cooldown: number = 0;
|
||||
|
||||
reset() {
|
||||
this.skillId = "";
|
||||
this.cooldown = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// 状态组件
|
||||
@ecs.register('HeroState')
|
||||
export class HeroState extends ecs.Comp {
|
||||
current: 'idle' | 'attack' | 'die' = 'idle';
|
||||
previous: 'idle' | 'attack' | 'die' = 'idle';
|
||||
|
||||
reset() {
|
||||
this.current = 'idle';
|
||||
this.previous = 'idle';
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "dbeb1c15-5c41-49bd-b633-728335443a38",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -1,22 +0,0 @@
|
||||
@ecs.registerSystem()
|
||||
export class HeroMoveSystem extends ecs.System {
|
||||
filter(): ecs.IMatcher {
|
||||
return ecs.allOf(HeroModelComp, HeroViewComp, MoveToComp);
|
||||
}
|
||||
|
||||
update(entities: Hero[]) {
|
||||
const deltaTime = oops.timer.delta;
|
||||
entities.forEach(hero => {
|
||||
// 每个英雄独立计算移动
|
||||
const move = hero.get(MoveToComp);
|
||||
const view = hero.get(HeroViewComp);
|
||||
|
||||
// 计算移动向量(单个英雄逻辑)
|
||||
const dir = move.target.subtract(view.node.position).normalize();
|
||||
const speed = view.speed * deltaTime;
|
||||
|
||||
// 更新位置(独立操作)
|
||||
view.node.position = view.node.position.add(dir.multiplyScalar(speed));
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -1,28 +0,0 @@
|
||||
@ecs.registerSystem()
|
||||
export class HeroTypeSystem extends ecs.System {
|
||||
filter() {
|
||||
return ecs.allOf(HeroTypeComp);
|
||||
}
|
||||
|
||||
update(entities: Hero[]) {
|
||||
entities.forEach(hero => {
|
||||
const type = hero.get(HeroTypeComp).type;
|
||||
switch(type) {
|
||||
case HeroType.MELEE:
|
||||
this.processMelee(hero);
|
||||
break;
|
||||
case HeroType.RANGED:
|
||||
this.processRanged(hero);
|
||||
break;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
private processMelee(hero: Hero) {
|
||||
// 近战英雄特有逻辑
|
||||
}
|
||||
|
||||
private processRanged(hero: Hero) {
|
||||
// 远程英雄特有逻辑
|
||||
}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "3d62e7a3-a90b-47f3-bf88-85745af0b8b4",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
9
assets/script/game/manager.meta
Normal file
9
assets/script/game/manager.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "1.2.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "6d0a9f29-e325-40e7-8a9e-f7b9cc09e76b",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
37
assets/script/game/manager/SpineManager.ts
Normal file
37
assets/script/game/manager/SpineManager.ts
Normal file
@@ -0,0 +1,37 @@
|
||||
import { Prefab, resources } from 'cc';
|
||||
import { GameConstants } from '../common/Constants';
|
||||
|
||||
export class SpineManager {
|
||||
private _cache: Map<string, Prefab> = new Map();
|
||||
|
||||
async load(spinePath: string): Promise<Prefab> {
|
||||
if (this._cache.has(spinePath)) {
|
||||
return this._cache.get(spinePath)!;
|
||||
}
|
||||
|
||||
const prefab = await this._load(spinePath);
|
||||
this._cache.set(spinePath, prefab);
|
||||
return prefab;
|
||||
}
|
||||
|
||||
private _load(path: string): Promise<Prefab> {
|
||||
return new Promise((resolve, reject) => {
|
||||
resources.load(path, Prefab, (err, prefab) => {
|
||||
err ? reject(err) : resolve(prefab);
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
release(spinePath: string) {
|
||||
if (this._cache.has(spinePath)) {
|
||||
resources.release(spinePath);
|
||||
this._cache.delete(spinePath);
|
||||
}
|
||||
}
|
||||
|
||||
// 加载英雄资源
|
||||
async loadHero(name: string): Promise<Prefab> {
|
||||
const path = `${GameConstants.SPINE.HERO}/${name}`;
|
||||
return this.load(path);
|
||||
}
|
||||
}
|
||||
9
assets/script/game/manager/SpineManager.ts.meta
Normal file
9
assets/script/game/manager/SpineManager.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "10e51fd3-8d01-4030-80a3-f98466d8c017",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -21,6 +21,11 @@ import { UIID } from "../common/config/GameUIConfig";
|
||||
import { CardControllerComp } from "./CardController";
|
||||
import { MissionHomeComp } from "./MissionHomeComp";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import { HeroViewComp } from "../hero/HeroViewComp";
|
||||
import { MoveToComp } from "../hero/MoveToComp";
|
||||
import { HeroSkillComp } from "../hero/HeroSkillComp";
|
||||
import { HeroStateComp } from "../hero/HeroStateComp";
|
||||
import { instantiate } from "cc";
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
/** 视图层对象 */
|
||||
@@ -323,17 +328,66 @@ export class MissionComp extends CCComp {
|
||||
this.fight_start= true
|
||||
}
|
||||
/** 添加玩家 */
|
||||
private addHero(uuid:number=1001,i:number=0) {
|
||||
let hero = ecs.getEntity<Hero>(Hero);
|
||||
let scale = 1
|
||||
let pos:Vec3 = v3(HeroSet.StartPos[1]-i*10,BoxSet.GAME_LINE);
|
||||
hero.load(pos,scale,uuid);
|
||||
private createEntity<T extends ecs.Entity>(
|
||||
entityClass: ecs.TypedConstructor<T>,
|
||||
components: ecs.Comp[]
|
||||
): T {
|
||||
const entity = ecs.Entity.create(entityClass);
|
||||
components.forEach(comp => entity.add(comp));
|
||||
return entity;
|
||||
}
|
||||
private addMonster(uuid:number=1001,i:number=0,is_boss:boolean=false) {
|
||||
let mon = ecs.getEntity<Monster>(Monster);
|
||||
let scale = -1
|
||||
let pos:Vec3 = v3(-1*HeroSet.StartPos[1]+i*10,BoxSet.GAME_LINE);
|
||||
mon.load(pos,scale,uuid,is_boss);
|
||||
|
||||
private addHero(uuid: number = 1001, index: number = 0) {
|
||||
// 组件初始化
|
||||
const components = [
|
||||
this.createHeroModel(uuid),
|
||||
this.createHeroView(index),
|
||||
new MoveToComp()
|
||||
];
|
||||
|
||||
// 创建实体
|
||||
const hero = this.createEntity(Hero, components);
|
||||
|
||||
// 初始化技能系统
|
||||
hero.get(HeroSkillComp)?.initSkills();
|
||||
}
|
||||
|
||||
private createHeroModel(uuid: number): HeroModelComp {
|
||||
const model = new HeroModelComp();
|
||||
model.uuid = uuid;
|
||||
model.level = 1;
|
||||
return model;
|
||||
}
|
||||
|
||||
private createHeroView(index: number): HeroViewComp {
|
||||
const view = new HeroViewComp();
|
||||
const pos = v3(HeroSet.StartPos[1] - index * 10, BoxSet.GAME_LINE);
|
||||
view.initPosition(pos, 1);
|
||||
return view;
|
||||
}
|
||||
|
||||
private addMonster(uuid: number = 2001, index: number = 0, isBoss: boolean = false) {
|
||||
const components = [
|
||||
this.createMonsterModel(uuid, isBoss),
|
||||
this.createMonsterView(index),
|
||||
new MoveToComp()
|
||||
];
|
||||
|
||||
this.createEntity(Monster, components);
|
||||
}
|
||||
|
||||
private createMonsterModel(uuid: number, isBoss: boolean): MonModelComp {
|
||||
const model = new MonModelComp();
|
||||
model.uuid = uuid;
|
||||
model.isBoss = isBoss;
|
||||
return model;
|
||||
}
|
||||
|
||||
private createMonsterView(index: number): HeroViewComp {
|
||||
const view = new HeroViewComp();
|
||||
const pos = v3(-HeroSet.StartPos[1] + index * 10, BoxSet.GAME_LINE);
|
||||
view.initPosition(pos, -1);
|
||||
return view;
|
||||
}
|
||||
|
||||
|
||||
@@ -343,4 +397,36 @@ export class MissionComp extends CCComp {
|
||||
reset() {
|
||||
this.node.destroy();
|
||||
}
|
||||
|
||||
private clearEntities() {
|
||||
// 使用类型安全的方式销毁实体
|
||||
this.destroyEntities<Hero>(ecs.allOf(HeroModelComp));
|
||||
this.destroyEntities<Monster>(ecs.allOf(MonModelComp));
|
||||
}
|
||||
|
||||
private destroyEntities<T extends ecs.Entity>(matcher: ecs.IMatcher) {
|
||||
ecs.query(matcher).forEach(entity => {
|
||||
const view = entity.get(HeroViewComp);
|
||||
view?.destroyNode();
|
||||
entity.destroy();
|
||||
});
|
||||
}
|
||||
|
||||
// 添加实体类型守卫
|
||||
private isHero(entity: ecs.Entity): entity is Hero {
|
||||
return entity.has(HeroModelComp);
|
||||
}
|
||||
|
||||
private isMonster(entity: ecs.Entity): entity is Monster {
|
||||
return entity.has(MonModelComp);
|
||||
}
|
||||
|
||||
// 统一实体处理
|
||||
private updateEntities() {
|
||||
ecs.query(ecs.allOf(HeroModelComp)).forEach(entity => {
|
||||
if (this.isHero(entity)) {
|
||||
entity.HeroModel.updateState();
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
{
|
||||
"ver": "1.1.0",
|
||||
"ver": "1.2.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "a80a879f-d214-454c-a574-18f080ae0d91",
|
||||
|
||||
9
assets/script/game/skill/DOTSystem.ts.meta
Normal file
9
assets/script/game/skill/DOTSystem.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "d6c0bfaa-8380-4bb8-a8bc-ce53498aa6fc",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
9
assets/script/game/skill/SkillCollisionSystem.ts.meta
Normal file
9
assets/script/game/skill/SkillCollisionSystem.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "6f163fe3-2052-4028-9cdc-b36c66cae518",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
9
assets/script/game/skill/SkillComponent.ts.meta
Normal file
9
assets/script/game/skill/SkillComponent.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "dc2271f5-75c7-4376-9508-9112769e1479",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
9
assets/script/game/skill/SkillEffectSystem.ts.meta
Normal file
9
assets/script/game/skill/SkillEffectSystem.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "5704a6a4-e232-4fe9-99b7-9cb14be0bd1a",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
9
assets/script/game/system.meta
Normal file
9
assets/script/game/system.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "1.2.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "f7ed668b-2d29-4149-b1e7-9c30a35f7a78",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
41
assets/script/game/system/CombatSystem.ts
Normal file
41
assets/script/game/system/CombatSystem.ts
Normal file
@@ -0,0 +1,41 @@
|
||||
@ecs.registerSystem()
|
||||
export class CombatSystem extends ecs.System {
|
||||
filter(): ecs.IMatcher {
|
||||
return ecs.allOf(Combat, HeroModel);
|
||||
}
|
||||
|
||||
update(entities: ecs.Entity[]) {
|
||||
entities.forEach(attacker => {
|
||||
if (attacker.has(HeroModel)) {
|
||||
this.processHeroAttack(attacker);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
private processHeroAttack(attacker: ecs.Entity) {
|
||||
const combat = attacker.get(Combat);
|
||||
const model = attacker.get(HeroModel);
|
||||
|
||||
if (combat.target && model.hp > 0) {
|
||||
// 攻击逻辑
|
||||
combat.attackTimer += this.dt;
|
||||
if (combat.attackTimer >= combat.attackInterval) {
|
||||
this.executeAttack(attacker, combat.target);
|
||||
combat.attackTimer = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private executeAttack(attacker: ecs.Entity, target: ecs.Entity) {
|
||||
// 伤害计算逻辑
|
||||
const attack = attacker.get(HeroModel).attack;
|
||||
const defense = target.get(HeroModel).defense;
|
||||
const damage = Math.max(attack - defense, 1);
|
||||
|
||||
oops.message.dispatch('CombatEvent', {
|
||||
attacker,
|
||||
target,
|
||||
damage
|
||||
});
|
||||
}
|
||||
}
|
||||
9
assets/script/game/system/CombatSystem.ts.meta
Normal file
9
assets/script/game/system/CombatSystem.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "477f2c7f-0408-46db-8101-08d5a7717bac",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
Reference in New Issue
Block a user