攻击距离设定
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100
assets/script/game/skills/CSkill.ts
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100
assets/script/game/skills/CSkill.ts
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import { Prefab,instantiate,Vec3,v3 ,SpriteAtlas,resources,Sprite,Node} from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CSkillComp } from "./CSkillComp";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { smc } from "../common/SingletonModuleComp";
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import { SkillSet } from "../common/config/SkillSet";
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import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
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/** CSkill 模块 */
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@ecs.register(`CSkill`)
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export class CSkill extends ecs.Entity {
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CSkillView!: CSkillComp;
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/** 实始添加的数据层组件 */
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protected init() {
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}
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/** 模块资源释放 */
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destroy() {
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this.remove(CSkillComp);
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// 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
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super.destroy();
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}
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start(){
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}
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/** 加载角色 */
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load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001) {
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// var path = "game/monster/"+prefab_path;
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// console.log("load skill",this)
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var path = "game/heros/cskill";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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var scene = smc.map.MapView.scene;
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node.parent = scene.entityLayer!.node!;
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node.getChildByName("skill").setScale(node.getChildByName("skill").scale.x*scale, node.getChildByName("skill").scale.y, node.getChildByName("skill").scale.z);
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// let cskills = ecs.query(ecs.allOf(CSkillComp))
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if(SkillSet[uuid].type >= 90){
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pos = this.add_buff()
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}else{
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pos = this.add_skill()
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}
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// console.log("load skill",pos,smc.player_buffs)
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node.setPosition(pos.x*scale,pos.y,pos.z)
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// console.log(node.getChildByName("avatar").getChildByName("TNode").getChildByName("bb").getComponent(Sprite))
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const url = 'game/heros/skill';
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resources.load(url, SpriteAtlas, (err: any, atlas) => {
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const sprite = node.getChildByName("skill").getComponent(Sprite);
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sprite.spriteFrame = atlas.getSpriteFrame(smc.skills[uuid].path);
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});
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this.skill_init(uuid,node,pos)
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oops.message.dispatchEvent("cskill_load",this)
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}
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add_buff(){
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let pos = v3(0,0,0)
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for (let index = 0; index < 4; index++) {
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if(smc.player_buffs[index].eid == 0){
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pos.x=smc.player_buffs[index].x
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pos.y=smc.player_buffs[index].y
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smc.player_buffs[index].eid=this.eid
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break
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}
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}
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return pos
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}
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add_skill(){
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let pos = v3(0,0,0)
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for (let index = 4; index < 8; index++) {
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if(smc.player_buffs[index].eid == 0){
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pos.x=smc.player_buffs[index].x
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pos.y=smc.player_buffs[index].y
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smc.player_buffs[index].eid=this.eid
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break
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}
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}
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return pos
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}
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skill_init(uuid:number=1001,node:Node,pos:Vec3=v3(0,0,0)){
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var mv = node.getComponent(CSkillComp)
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mv.scale = 1;
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mv.skill_uuid = uuid;
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mv.atk=smc.skills[uuid].atk;
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this.add(mv);
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}
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}
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/** CSkill 模块业务逻辑系统组件,如无业务逻辑处理可删除此对象 */
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export class EcsCSkillSystem extends ecs.System {
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constructor() {
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super();
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// this.add(new ecs.ComblockSystem());
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}
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}
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