refactor(skill): 重构技能移动系统,整合移动逻辑到SMoveComp
将技能移动逻辑从SkillView迁移到SMoveComp,实现统一的移动管理 添加多种移动类型支持(线性、贝塞尔、固定位置) 优化移动参数配置,从SkillView获取攻击偏移量
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@@ -3,7 +3,6 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { DTType, EType, RType, SkillConfig, SkillSet } from "../common/config/SkillSet";
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import { BezierMove } from "../BezierMove/BezierMove";
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import { BoxSet, FacSet } from "../common/config/BoxSet";
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import { SDataCom } from "./SDataCom";
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import { SMoveDataComp } from "./SMoveComp";
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@@ -24,10 +23,6 @@ export class SkillView extends CCComp {
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atk_x: number = 0
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@property({ type: CCInteger })
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atk_y: number = 0
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@property({ type: CCInteger })
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runType: RType = 0 //技能运行类型 0-线性 1-贝塞尔 2-开始位置固定 3-目标位置固定
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@property({ type: CCInteger })
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endType: EType = 0 //
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anim:Animation=null;
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group:number=0;
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@@ -44,87 +39,30 @@ export class SkillView extends CCComp {
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collider.group = this.group;
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collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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}
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const SMove=this.ent.get(SMoveDataComp)
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// 计算延长后的目标点坐标
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switch(this.runType){
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case RType.linear:
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SMove.rePos(v3(this.node.position.x + this.atk_x, this.node.position.y + this.atk_y))
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this.do_linear(SMove.startPos,SMove.targetPos)
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break
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case RType.bezier:
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this.do_bezier(SMove.startPos,SMove.targetPos)
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break
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case RType.fixed:
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this.do_fixedStart(SMove.startPos,SMove.targetPos)
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break
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case RType.fixedEnd:
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this.do_fixedEnd(SMove.startPos,SMove.targetPos)
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break
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if(this.node.getComponent(Animation)){
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let anim = this.node.getComponent(Animation);
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//console.log("[SkillCom]:has anim",anim)
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anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
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}
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}
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onBeginContact (seCol: Collider2D, oCol: Collider2D) {
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// console.log(this.scale+"碰撞开始 ",seCol,oCol);
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if(this.endType!=EType.collision) return
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if(this.SConf.EType!=EType.collision) return
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let target = oCol.getComponent(HeroViewComp)
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let model=target.ent.get(HeroAttrsComp)
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if(model.is_dead) return
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if(oCol.group!=this.group){
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if(target == null) return;
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if (!this.SConf) return;
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if(this.endType==EType.collision){
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if(this.SConf.EType==EType.collision){
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this.apply_damage(target)
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}
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}
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}
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do_bezier(startPos:Vec3,targetPos:Vec3){
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let bm=this.node.getComponent(BezierMove)
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this.node.angle +=10
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// bm.speed=700
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if(this.group==BoxSet.MONSTER) {bm.controlPointSide=-1 }
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bm.rotationSmoothness=0.6
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bm.moveTo(targetPos)
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}
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do_linear(startPos:Vec3,targetPos:Vec3){
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let bm=this.node.getComponent(BezierMove)
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let s_x=startPos.x
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let s_y=startPos.y
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let t_x=targetPos.x
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let t_y=targetPos.y
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// 设定目标x
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targetPos.x = 400;
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if(this.group == BoxSet.MONSTER) {
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bm.controlPointSide = -1;
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targetPos.x = -400;
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}
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// 计算斜率
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const k = (t_y - s_y) / (t_x - s_x);
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// 按直线公式计算新的y
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targetPos.y = k * (targetPos.x - s_x) + s_y;
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bm.controlPointOffset=0
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bm.rotationSmoothness=0.6
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bm.moveTo(targetPos);
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}
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do_fixedEnd(startPos:Vec3,targetPos:Vec3){
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this.node.setPosition(targetPos.x > 360?300:targetPos.x,this.node.position.y,0)
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this.do_anim()
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}
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do_fixedStart(startPos:Vec3,targetPos:Vec3){
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// console.log("do_fixedStart",startPos,targetPos)
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this.node.setPosition(startPos.x,this.node.position.y,0)
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this.do_anim()
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}
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do_anim(){
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if(this.node.getComponent(Animation)){
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let anim = this.node.getComponent(Animation);
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//console.log("[SkillCom]:has anim",anim)
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anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
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}
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}
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onAnimationFinished(){
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if(this.endType==EType.animationEnd){
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if(this.SConf.EType==EType.animationEnd){
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this.ent.destroy()
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}
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}
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@@ -196,7 +134,7 @@ export class SkillView extends CCComp {
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this.sData.hit_count++
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// 检查技能是否应该销毁
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if( this.sData.hit_count>=(this.SConf.hit+ this.sData.Attrs[Attrs.PUNCTURE])&&(this.SConf.DTType!=DTType.range)&&(this.endType!=EType.animationEnd)&&(this.endType!=EType.timeEnd)) this.ent.destroy// 技能命中次数
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if( this.sData.hit_count>=(this.SConf.hit+ this.sData.Attrs[Attrs.PUNCTURE])&&(this.SConf.DTType!=DTType.range)&&(this.SConf.EType!=EType.animationEnd)&&(this.SConf.EType!=EType.timeEnd)) this.ent.destroy// 技能命中次数
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}
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/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
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reset() {
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