Compare commits
3 Commits
3e84566f94
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b01a3d2b84
| Author | SHA1 | Date | |
|---|---|---|---|
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b01a3d2b84 | ||
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79cf3c1a62 | ||
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17a8dc0046 |
@@ -7,25 +7,22 @@
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@@ -11,7 +11,7 @@
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@@ -71,48 +71,23 @@
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@@ -35,10 +35,13 @@
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@@ -92,8 +95,8 @@
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@@ -105,8 +108,8 @@
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@@ -133,8 +136,8 @@
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@@ -169,10 +172,13 @@
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@@ -201,6 +207,8 @@
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@@ -218,7 +226,7 @@
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@@ -245,7 +253,6 @@
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371
assets/resources/game/skill/atk/atk_ci.prefab
Normal file
371
assets/resources/game/skill/atk/atk_ci.prefab
Normal file
@@ -0,0 +1,371 @@
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},
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"atk_x": 10,
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"_angularDamping": 0,
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13
assets/resources/game/skill/atk/atk_ci.prefab.meta
Normal file
13
assets/resources/game/skill/atk/atk_ci.prefab.meta
Normal file
@@ -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": "6954a335-aa5e-4fb5-b0ad-64af6f0f4da1",
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"files": [
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".json"
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],
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"subMetas": {},
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"userData": {
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"syncNodeName": "atk_ci"
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}
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}
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@@ -95,7 +95,7 @@
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},
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"_lpos": {
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"__type__": "cc.Vec3",
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"x": -37.68,
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"x": 7.98,
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@@ -108,8 +108,8 @@
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"__type__": "cc.Vec3",
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"x": 0.8,
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"y": 1.8,
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"x": 0.5,
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"y": 1,
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"z": 1
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},
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"_mobility": 0,
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@@ -282,7 +282,6 @@
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},
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"atk_x": 10,
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"atk_y": 15,
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"debugMode": true,
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"_id": ""
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},
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{
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@@ -6651,6 +6651,8 @@
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"__id__": 0
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"fileId": "28sWVd6AVGOI5O4rPSSn3f",
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@@ -10158,10 +10160,7 @@
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"b": 255,
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"a": 255
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},
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"_spriteFrame": {
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"__uuid__": "97aa0f88-8138-4b35-94bc-4f691e3f6269@85704",
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"__expectedType__": "cc.SpriteFrame"
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},
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"_spriteFrame": null,
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"_sizeMode": 0,
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@@ -10174,10 +10173,7 @@
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"_fillRange": 0,
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"_isTrimmedMode": true,
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"_useGrayscale": false,
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"_atlas": {
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"__uuid__": "97aa0f88-8138-4b35-94bc-4f691e3f6269",
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"__expectedType__": "cc.SpriteAtlas"
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},
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"_atlas": null,
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"_id": ""
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},
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{
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@@ -172,24 +172,24 @@ export const SkillUpList = {
|
||||
export const SkillSet: Record<number, SkillConfig> = {
|
||||
// ========== 基础技能 ==========
|
||||
6001: {
|
||||
uuid:6001,name:"普通攻击",sp_name:"atk",icon:"1026",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk",
|
||||
uuid:6001,name:"普通攻击",sp_name:"atk_ci",icon:"1026",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk",
|
||||
DTType:DTType.single,ap:100,hit_count:1,hitcd:0.2,speed:720,with:0,ready:0.2,EAnm:0,DAnm:"",IType:IType.Melee,
|
||||
RType:RType.bezier,EType:EType.collision,buffs:[],info:"造成攻击力100%的伤害",
|
||||
RType:RType.linear,EType:EType.collision,buffs:[],info:"造成攻击力100%的伤害",
|
||||
},
|
||||
6002: {
|
||||
uuid:6002,name:"火球术",sp_name:"ball_fire",icon:"1126",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk",
|
||||
DTType:DTType.single,frz:0,ap:100,hit_count:1,hitcd:0.3,speed:720,with:90,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote,
|
||||
RType:RType.bezier,EType:EType.collision,buffs:[],info:"发射火球,造成攻击力100%的伤害",
|
||||
RType:RType.linear,EType:EType.collision,buffs:[],info:"发射火球,造成攻击力100%的伤害",
|
||||
},
|
||||
6003: {
|
||||
uuid:6003,name:"风刃",sp_name:"ball_winds",icon:"1126",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk",
|
||||
DTType:DTType.single,ap:100,hit_count:1,hitcd:0.3,speed:720,with:90,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote,
|
||||
RType:RType.bezier,EType:EType.collision,buffs:[],info:"发射风刃,造成攻击力100%的伤害",
|
||||
RType:RType.linear,EType:EType.collision,buffs:[],info:"发射风刃,造成攻击力100%的伤害",
|
||||
},
|
||||
6004: {
|
||||
uuid:6004,name:"暗影球",sp_name:"ball_zi",icon:"1126",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk",
|
||||
DTType:DTType.single,ap:100,hit_count:1,hitcd:0.3,speed:720,with:90,ready:0.2,EAnm:0,DAnm:"",IType:IType.remote,
|
||||
RType:RType.bezier,EType:EType.collision,buffs:[],info:"发射暗影球,造成攻击力100%的伤害",
|
||||
RType:RType.linear,EType:EType.collision,buffs:[],info:"发射暗影球,造成攻击力100%的伤害",
|
||||
},
|
||||
6005: {
|
||||
uuid:6005,name:"箭矢",sp_name:"arrow",icon:"1135",TGroup:TGroup.Enemy,readyAnm:"",endAnm:"",act:"atk",
|
||||
|
||||
@@ -126,15 +126,15 @@ export interface HSkillInfo {
|
||||
|
||||
export const HeroInfo: Record<number, heroInfo> = {
|
||||
// ========== 近战英雄 ==========
|
||||
5001:{uuid:5001,name:"见习战士",path:"hk2", fac:FacSet.HERO,cards_lv:1,lv:1,type:HType.Melee,dis:120,hp:150,ap:25,speed:800,atking:[{s_uuid:6301,t_num:2}],
|
||||
5001:{uuid:5001,name:"见习战士",path:"hk2", fac:FacSet.HERO,cards_lv:1,lv:1,type:HType.Melee,dis:720,hp:150,ap:25,speed:800,atking:[{s_uuid:6301,t_num:2}],
|
||||
skills:{6001:{uuid:6001,lv:1,cd:1.5,ccd:0}},info:"近战,魔法盾 坦克"},
|
||||
5002:{uuid:5002,name:"盾骑士",path:"hk1", fac:FacSet.HERO,cards_lv:3,lv:1,type:HType.Melee,dis:120,hp:150,ap:75,speed:800,atked:[{s_uuid:6301,t_num:2}],
|
||||
5002:{uuid:5002,name:"盾骑士",path:"hk1", fac:FacSet.HERO,cards_lv:3,lv:1,type:HType.Melee,dis:720,hp:150,ap:75,speed:800,atked:[{s_uuid:6301,t_num:2}],
|
||||
skills:{6001:{uuid:6001,lv:1,cd:1.5,ccd:0}},info:"近战,群体护盾 坦克"},
|
||||
5003:{uuid:5003,name:"战士3",path:"hk3", fac:FacSet.HERO,cards_lv:2,lv:1,type:HType.Melee,dis:120,hp:100,ap:100,speed:800,
|
||||
5003:{uuid:5003,name:"战士3",path:"hk3", fac:FacSet.HERO,cards_lv:2,lv:1,type:HType.Melee,dis:720,hp:100,ap:100,speed:800,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:1.5,ccd:0}},info:"近战,闪击 近战dps"},
|
||||
5004:{uuid:5004,name:"战士4",path:"hk4", fac:FacSet.HERO,cards_lv:4,lv:1,type:HType.Melee,dis:120,hp:100,ap:200,speed:800,
|
||||
5004:{uuid:5004,name:"战士4",path:"hk4", fac:FacSet.HERO,cards_lv:4,lv:1,type:HType.Melee,dis:720,hp:100,ap:200,speed:800,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:0.7,ccd:0}},info:"近战,火焰击 近战dps"},
|
||||
5005:{uuid:5005,name:"战士5",path:"hk5", fac:FacSet.HERO,cards_lv:4,lv:1,type:HType.Melee,dis:120,hp:100,ap:200,speed:800,
|
||||
5005:{uuid:5005,name:"战士5",path:"hk5", fac:FacSet.HERO,cards_lv:4,lv:1,type:HType.Melee,dis:720,hp:100,ap:200,speed:800,
|
||||
skills:{6001:{uuid:6001,lv:1,cd:1.5,ccd:0}},info:"治疗近战,火焰击 近战dps"},
|
||||
|
||||
|
||||
|
||||
@@ -679,9 +679,22 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
|
||||
/** 生成沿目标方向的施法目标坐标 */
|
||||
private buildEnemyCastTargetPos(caster: HeroViewComp, target: HeroViewComp, castRange: number): Vec3 {
|
||||
const casterPos = caster.node.position;
|
||||
const targetPos = target.node.position;
|
||||
const direction = targetPos.x >= casterPos.x ? 1 : -1;
|
||||
return new Vec3(casterPos.x + direction * castRange, casterPos.y, casterPos.z);
|
||||
// 直接返回目标的真实坐标,保留其 Y 轴信息,确保能向目标真实所在位置发射
|
||||
// 考虑到目前角色的 y 坐标都是脚底(碰撞体底部),为了命中身体中心,给目标 y 加上高度的一半
|
||||
let halfHeight = 0;
|
||||
if (target.node) {
|
||||
const transform = target.node.getComponent('cc.UITransform') as any;
|
||||
if (transform) {
|
||||
halfHeight = transform.height / 2;
|
||||
} else {
|
||||
halfHeight = 40; // 如果没有 UITransform,给一个默认高度偏移
|
||||
}
|
||||
}
|
||||
|
||||
const pos = target.node.position.clone();
|
||||
pos.y += halfHeight;
|
||||
|
||||
// 至于最终投射物是否要飞出屏幕(例如线性弹道延长至 +-500),由 SMoveSystem 统一处理
|
||||
return pos;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -64,31 +64,46 @@ export class SMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
|
||||
|
||||
switch(moveComp.runType) {
|
||||
case RType.linear:
|
||||
// linear类型:根据atk_x和atk_y调整位置
|
||||
// linear类型:根据atk_x和atk_y调整起始位置
|
||||
const adjustedStartPos = v3(
|
||||
moveComp.startPos.x + moveComp.atk_x,
|
||||
moveComp.startPos.x + moveComp.atk_x * moveComp.scale,
|
||||
moveComp.startPos.y + moveComp.atk_y,
|
||||
moveComp.startPos.z
|
||||
);
|
||||
const adjustedTargetPos = v3(
|
||||
moveComp.targetPos.x + moveComp.atk_x,
|
||||
moveComp.targetPos.y + moveComp.atk_y,
|
||||
|
||||
const originTargetPos = v3(
|
||||
moveComp.targetPos.x,
|
||||
moveComp.targetPos.y,
|
||||
moveComp.targetPos.z
|
||||
);
|
||||
|
||||
// 如果开启水平移动开关,强制目标Y等于起点Y
|
||||
if (moveComp.isHorizontal) {
|
||||
adjustedTargetPos.y = adjustedStartPos.y;
|
||||
const direction = new Vec3();
|
||||
Vec3.subtract(direction, originTargetPos, adjustedStartPos);
|
||||
|
||||
// 延长终止点,统一消亡点的x坐标为 +-500
|
||||
const targetX = moveComp.scale > 0 ? 500 : -500;
|
||||
let targetY = originTargetPos.y;
|
||||
|
||||
if (Math.abs(direction.x) > 0.01) {
|
||||
const slope = direction.y / direction.x;
|
||||
targetY = adjustedStartPos.y + slope * (targetX - adjustedStartPos.x);
|
||||
}
|
||||
|
||||
const adjustedTargetPos = v3(
|
||||
targetX,
|
||||
targetY,
|
||||
originTargetPos.z
|
||||
);
|
||||
|
||||
moveComp.startPos.set(adjustedStartPos);
|
||||
moveComp.targetPos.set(adjustedTargetPos);
|
||||
node.setPosition(adjustedStartPos);
|
||||
|
||||
// 设置旋转角度
|
||||
const direction = new Vec3();
|
||||
Vec3.subtract(direction, moveComp.targetPos, moveComp.startPos);
|
||||
if (direction.length() > 0.01) {
|
||||
const angle = Math.atan2(direction.y, direction.x) * (180 / Math.PI);
|
||||
const dirForAngle = new Vec3();
|
||||
Vec3.subtract(dirForAngle, adjustedTargetPos, adjustedStartPos);
|
||||
if (dirForAngle.length() > 0.01) {
|
||||
const angle = Math.atan2(dirForAngle.y, dirForAngle.x) * (180 / Math.PI);
|
||||
node.angle = angle;
|
||||
}
|
||||
break;
|
||||
|
||||
Reference in New Issue
Block a user