buff需要重置
This commit is contained in:
@@ -1,17 +1,13 @@
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import { _decorator, Component, Node, ProgressBar, v3, Vec3 } from 'cc';
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import { HeroViewComp } from './HeroViewComp';
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import { BuffAttr,SKILL_CONST, SkillSet, SType, TGroup, } from '../common/config/SkillSet';
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import { Skill } from '../skills/Skill';
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import { ecs } from 'db://oops-framework/libs/ecs/ECS';
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import { oops } from 'db://oops-framework/core/Oops';
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import { GameEvent } from '../common/config/GameEvent';
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import { BoxSet, FacSet } from '../common/config/BoxSet';
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import { FacSet } from '../common/config/BoxSet';
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import { smc } from '../common/SingletonModuleComp';
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import { CCComp } from 'db://oops-framework/module/common/CCComp';
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import { MonModelComp } from './MonModelComp';
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import { HeroModelComp } from './HeroModelComp';
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import { FightSet } from '../common/config/Mission';
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import { Timer } from 'db://oops-framework/core/common/timer/Timer';
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import { SkillEnt } from '../skill/SkillEnt';
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const { ccclass, property } = _decorator;
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@@ -28,7 +24,6 @@ export class SkillConComp extends CCComp {
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onLoad(){
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this.HeroView=this.node.getComponent(HeroViewComp)
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// //console.log(this.HeroView.uid+"=>"+this.HeroView.hero_name+"=> SkillConComp onLoad")
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}
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start() {
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// //console.log(this.HeroView.uuid+"=>"+this.HeroView.hero_name+"=> SkillConComp start")
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@@ -42,28 +37,16 @@ export class SkillConComp extends CCComp {
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let skills=this.HeroView.skills
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for(let i=0;i<skills.length;i++){
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skills[i].cd += dt;
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if(skills[i].cd > (i==0?this.HeroView.Attrs[BuffAttr.ATK_CD]:skills[i].cd_max)){
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if(skills[i].cd > skills[i].cd_max&&this.HeroView.mp >= skills[i].cost){
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if(SkillSet[skills[i].uuid].SType==SType.damage&&this.HeroView.is_atking){
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this.castSkill(SkillSet[skills[i].uuid])
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this.HeroView.skills[i].cd = 0
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this.HeroView.mp -= skills[i].cost
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}
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}
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}
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if(skills[1]){
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if(this.HeroView.fac==FacSet.HERO) {
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// console.log("[SkillConComp] 角色状态:",this.HeroView.hero_name+"=>能量:"+this.HeroView.power+"/"+this.HeroView.power_max,skills)
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}
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this.HeroView.power+=(1+this.HeroView.Attrs[BuffAttr.POWER_UP])*dt*SKILL_CONST.POWER_UP
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let progress=this.HeroView.power/this.HeroView.power_max
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this.HeroView.node.getChildByName("top").getChildByName("pow").getComponent(ProgressBar).progress=progress
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if(this.HeroView.power>this.HeroView.power_max){
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this.HeroView.power=0
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}
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}else{
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if(this.HeroView.fac==FacSet.HERO) {
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}
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}
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}
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}
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@@ -83,29 +66,15 @@ export class SkillConComp extends CCComp {
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if (!this.node || !this.node.isValid || !this.HeroView || !this.HeroView.node || !this.HeroView.node.isValid) {
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return;
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}
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let target:any=null
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switch(config.TGroup){
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case TGroup.Enemy: //单个敌人
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target = this.filterFrontRow()
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break
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case TGroup.Ally: //所有敌人
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target = this.selectAllyTargets()
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break
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case TGroup.Self: //自身
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target = this.node.position
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break
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case TGroup.Team: //所有友方
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target = this.node.position
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break
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case TGroup.All: //所有单位
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break
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let targets:any=null
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if(config.TGroup==TGroup.Self){
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targets = [this.node.position]
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}
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if(config.TGroup==TGroup.Enemy){
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targets = this.selectTargets(config.t_num)
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}
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this.HeroView.playSkillEffect(config.uuid)
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const sEnt = ecs.getEntity<SkillEnt>(SkillEnt);
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const timerId = setTimeout(() => {
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// 再次检查节点有效性
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if (!this.node || !this.node.isValid || !this.HeroView || !this.HeroView.node || !this.HeroView.node.isValid) {
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@@ -113,10 +82,10 @@ export class SkillConComp extends CCComp {
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}
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console.log("技能开始",sEnt)
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sEnt.load(
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new Vec3(this.HeroView.node.position.x,this.HeroView.node.position.y,0),
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this.node.position,
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this.node.parent,
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config.uuid,
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[new Vec3(target.x, target.y, 0)],
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targets,
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this.HeroView,
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dmg
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);
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@@ -153,72 +122,52 @@ export class SkillConComp extends CCComp {
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let keyEntity = entities.find(e => e.get(HeroViewComp).node.position.x === keyPos);
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return keyEntity.get(HeroViewComp).node.position;
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}
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/** 筛选最前排单位 */
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private filterFrontRow(): Vec3{
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// 敌方最前排是x坐标最大的,我方最前排是x坐标最小的,若目标不存在,敌人 取400,我方取-400
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let pos=v3(0,0)
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let entities=this.check_target()
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if(entities.length==0){
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if(this.HeroView.fac==FacSet.HERO){
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return v3(400,0)
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}else{
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return v3(-400,0)
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}
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}
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pos=v3(this.get_front(entities))
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return pos
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}
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private selectAllyTargets( ): Vec3 {
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// 敌方最前排是x坐标最大的+50,我方最前排是x坐标最小的+50,若目标不存在,敌人 取320/2,我方取-320/2
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let kp=50
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if(this.HeroView.fac==FacSet.MON) kp=0
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let pos=v3(0,0)
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let entities=this.check_target()
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if(entities.length==0){
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if(this.HeroView.fac==FacSet.HERO){
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return v3(320/2+kp,0)
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}else{
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return v3(-320/2-kp,0)
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/**
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* 选择目标(整合版)
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* @param t_num 目标数量,第一个是最近的前排,后续随机(可重复)
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* @returns 目标坐标数组
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*/
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private selectTargets(t_num: number): Vec3[] {
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const targets: Vec3[] = [];
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const entities = this.check_target();
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// 如果没有目标实体
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if (entities.length === 0) {
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const defaultPos = this.HeroView.fac === FacSet.HERO ? v3(400, 0, 0) : v3(-400, 0, 0);
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// 返回t_num个相同的默认位置
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for (let i = 0; i < t_num; i++) {
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targets.push(defaultPos.clone());
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}
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return targets;
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}
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pos=v3(this.get_front(entities).x+kp,this.get_front(entities).y-BoxSet.ATK_Y,0)
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return pos
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}
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/** 随机选择目标 */
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private pickRandomTarget(count: number): ecs.Entity[] {
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let entities:any=null
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if(this.HeroView.fac==FacSet.HERO){
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entities = ecs.query(ecs.allOf(MonModelComp))
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}else{
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entities = ecs.query(ecs.allOf(HeroModelComp))
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// 第一个目标:最前排(离施法者最近的)
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const frontPos = this.get_front(entities);
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targets.push(v3(frontPos.x, frontPos.y, 0));
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// 后续目标:随机选择(可以重复)
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for (let i = 1; i < t_num; i++) {
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const randomEntity = entities[Math.floor(Math.random() * entities.length)];
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const randomPos = randomEntity.get(HeroViewComp).node.position;
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targets.push(v3(randomPos.x, randomPos.y, 0));
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}
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const shuffled = [...entities].sort(() => 0.5 - Math.random());
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return shuffled.slice(0, count);
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return targets;
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}
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public clear_timer() {
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// console.log("[SkillConComp]:clear_timer",this.HeroView);
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Object.values(this._timers).forEach(clearTimeout);
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}
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get_count(count:number,view:HeroViewComp){
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let re=count+view.wfuny
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if(re<1) re=1
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return re
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}
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reset() {
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this.clear_timer();
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}
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onDestroy() {
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// 清理所有定时器
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// console.log("[SkillConComp]:onDestroy:",this.node.name)
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