355 lines
11 KiB
TypeScript
355 lines
11 KiB
TypeScript
import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Color, BoxCollider2D} 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 { BoxSet, FacSet } from "../common/config/BoxSet";
|
||
import { smc } from "../common/SingletonModuleComp";
|
||
import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
|
||
import { SkillSet,BuffConf,} from "../common/config/SkillSet";
|
||
import { BuffComp } from "./BuffComp";
|
||
import { oops } from "db://oops-framework/core/Oops";
|
||
import { GameEvent } from "../common/config/GameEvent";
|
||
import { FightSet, TooltipTypes } from "../common/config/Mission";
|
||
import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
|
||
import { AttrSet, HeroInfo, HeroUpSet } from "../common/config/heroSet";
|
||
import { Attrs, AttrsType, BType, NeAttrs } from "../common/config/HeroAttrs";
|
||
import { TalComp } from "./TalComp";
|
||
import { HeroModelComp, HeroBattleSystem } from "./HeroModelComp";
|
||
const { ccclass, property } = _decorator;
|
||
|
||
/** 角色显示组件 */
|
||
export interface BuffInfo {
|
||
attr: Attrs;
|
||
value: number;
|
||
remainTime?: number;
|
||
}
|
||
@ccclass('HeroViewComp') // 定义Cocos Creator 组件
|
||
@ecs.register('HeroView', false) // 定义ECS 组件
|
||
export class HeroViewComp extends CCComp {
|
||
// ==================== View 层属性(表现相关)====================
|
||
BUFFCOMP:BuffComp=null!
|
||
TALCOMP:any=null!
|
||
as: HeroSpine = null!
|
||
status:String = "idle"
|
||
scale: number = 1; // 显示方向
|
||
box_group:number = BoxSet.HERO; // 碰撞组
|
||
is_stop:boolean = false;
|
||
is_atking:boolean = false;
|
||
|
||
// ==================== 直接访问 HeroModelComp ====================
|
||
private get model() {
|
||
return this.ent.get(HeroModelComp);
|
||
}
|
||
|
||
private damageQueue: Array<{
|
||
damage: number,
|
||
isCrit: boolean,
|
||
delay: number,
|
||
anm:string,
|
||
}> = [];
|
||
private isProcessingDamage: boolean = false;
|
||
private damageInterval: number = 0.01; // 伤害数字显示间隔
|
||
onLoad() {
|
||
this.as = this.getComponent(HeroSpine);
|
||
//console.log("[HeroViewComp]:hero view comp ",this.FIGHTCON)
|
||
this.on(GameEvent.FightEnd,this.do_fight_end,this)
|
||
const collider = this.node.getComponent(BoxCollider2D);
|
||
this.scheduleOnce(()=>{
|
||
if (collider) collider.enabled = true; // 先禁
|
||
},1)
|
||
// let anm = this.node.getChildByName("anm")
|
||
// anm.setScale(anm.scale.x*0.8,anm.scale.y*0.8);
|
||
}
|
||
/** 视图层逻辑代码分离演示 */
|
||
start () {
|
||
this.as.idle()
|
||
this.BUFFCOMP=this.node.getComponent(BuffComp);
|
||
this.TALCOMP=this.ent.get(TalComp);
|
||
// console.log("[HeroViewComp]:heroview"+this.hero_name,this.Attrs)
|
||
/** 方向 */
|
||
this.node.setScale(this.scale,1);
|
||
this.node.getChildByName("top").setScale(this.scale,1);
|
||
if(this.is_boss){
|
||
this.node.getChildByName("top").position=v3(this.node.position.x,this.node.position.y+100,0)
|
||
}
|
||
/* 显示角色血*/
|
||
this.node.getChildByName("top").getChildByName("hp").active = true;
|
||
this.node.getChildByName("top").getChildByName("pow").active = true;
|
||
}
|
||
|
||
// ==================== BUFF 系统方法直接调用 ====================
|
||
/**
|
||
* 初始化角色的 buff debuff(直接调用 Model)
|
||
*/
|
||
initAttrs() {
|
||
if (this.model) {
|
||
this.model.initAttrs();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 添加 buff 效果(直接调用 Model)
|
||
*/
|
||
addBuff(buffConf: BuffConf) {
|
||
if (this.model) {
|
||
this.model.addBuff(buffConf);
|
||
}
|
||
}
|
||
|
||
|
||
// 属性计算方法已迁移到 Model,这里不再需要
|
||
|
||
/**
|
||
* 更新临时 buff/debuff(直接调用 Model)
|
||
*/
|
||
updateTemporaryBuffsDebuffs(dt: number) {
|
||
if (this.model) {
|
||
this.model.updateTemporaryBuffsDebuffs(dt);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 清空buff(直接调用 Model)
|
||
*/
|
||
clearBuffs(attrIndex?: number, isBuff: boolean = true): void {
|
||
if (this.model) {
|
||
this.model.clearBuffs(attrIndex, isBuff);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 清理单个NeAttr(直接调用 Model)
|
||
*/
|
||
clearNeAttr(neAttrIndex: number): void {
|
||
if (this.model) {
|
||
this.model.clearNeAttr(neAttrIndex);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 清理所有NeAttrs(直接调用 Model)
|
||
*/
|
||
clearAllNeAttrs(): void {
|
||
if (this.model) {
|
||
this.model.clearAllNeAttrs();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 检查是否眩晕(直接调用 Model)
|
||
*/
|
||
public isStun(): boolean {
|
||
return this.model?.isStun() ?? false;
|
||
}
|
||
|
||
/**
|
||
* 检查是否冰冻(直接调用 Model)
|
||
*/
|
||
public isFrost(): boolean {
|
||
return this.model?.isFrost() ?? false;
|
||
}
|
||
|
||
/**
|
||
* View 层每帧更新
|
||
* 注意:数据更新逻辑已移到 HeroAttrSystem,这里只负责显示
|
||
*/
|
||
update(dt: number){
|
||
if(!smc.mission.play||smc.mission.pause) return
|
||
|
||
// ✅ View 层职责:处理表现相关的逻辑
|
||
this.in_stop(dt); // 动画状态
|
||
this.processDamageQueue(); // 伤害数字显示队列
|
||
|
||
// ✅ 更新显示(数据由 HeroAttrSystem 更新)
|
||
this.BUFFCOMP.hp_show(this.hp, this.Attrs[Attrs.HP_MAX]);
|
||
this.BUFFCOMP.mp_show(this.mp, this.Attrs[Attrs.MP_MAX]);
|
||
this.BUFFCOMP.show_shield(this.shield, this.Attrs[Attrs.SHIELD_MAX]);
|
||
}
|
||
|
||
// 注意:BaseUp 逻辑已移到 HeroAttrSystem.update()
|
||
// 注意:updateTemporaryBuffsDebuffs 逻辑已移到 HeroAttrSystem.update()
|
||
do_fight_end(){
|
||
this.as.do_buff()
|
||
}
|
||
get isActive() {
|
||
return this.ent.has(HeroViewComp) && this.node?.isValid;
|
||
}
|
||
//状态切
|
||
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")
|
||
}
|
||
}
|
||
add_shield(shield:number){
|
||
// 护盾数据更新由 Model 层处理,这里只负责视图表现
|
||
if(this.shield>0) this.BUFFCOMP.show_shield(this.shield,this.Attrs[Attrs.SHIELD_MAX])
|
||
}
|
||
|
||
health(hp: number = 0,is_num:boolean=true) {
|
||
// 生命值更新由 Model 层处理,这里只负责视图表现
|
||
this.BUFFCOMP.heathed();
|
||
this.BUFFCOMP.show_heal(hp);
|
||
}
|
||
|
||
|
||
/** 静止时间 */
|
||
in_stop (dt: number) {
|
||
|
||
}
|
||
count_atk_count(){ //主将攻击
|
||
if(this.fac==FacSet.MON) return
|
||
this.atk_count+=1
|
||
}
|
||
|
||
do_dead(){
|
||
// 死亡逻辑主要由 HeroBattleSystem 处理
|
||
// 这里只保留视图层的表现逻辑
|
||
if(this.is_count_dead) return
|
||
this.is_count_dead=true
|
||
|
||
if(this.fac==FacSet.MON){
|
||
this.scheduleOnce(()=>{
|
||
this.do_drop()
|
||
},0.1)
|
||
}
|
||
if(this.fac==FacSet.HERO){
|
||
this.scheduleOnce(()=>{
|
||
oops.message.dispatchEvent(GameEvent.HeroDead,{hero_uuid:this.hero_uuid})
|
||
},0.1)
|
||
}
|
||
}
|
||
do_drop(){
|
||
|
||
}
|
||
|
||
do_atked(remainingDamage:number,CAttrs:any,s_uuid:number){
|
||
// 使用战斗系统处理攻击逻辑
|
||
const battleSystem = this.ent.ecs.getSystem(HeroBattleSystem);
|
||
if (!battleSystem) {
|
||
console.error("[HeroViewComp] HeroBattleSystem 未找到");
|
||
return;
|
||
}
|
||
|
||
const damage = battleSystem.doAttack(this.ent, remainingDamage, CAttrs, s_uuid);
|
||
if (damage <= 0) return;
|
||
|
||
// 视图层表现
|
||
let SConf=SkillSet[s_uuid]
|
||
this.back()
|
||
this.showDamage(damage, false, SConf.AtkedName); // 暴击状态由战斗系统内部处理
|
||
}
|
||
//后退
|
||
back(){
|
||
if(this.fac==FacSet.MON) {
|
||
let tx=this.node.position.x+5
|
||
if(tx > 320) tx=320
|
||
tween(this.node).to(0.1, { position:v3(tx,this.node.position.y,0)}).start()
|
||
}
|
||
if(this.fac==FacSet.HERO) {
|
||
let tx=this.node.position.x-5
|
||
if(tx < -320) tx=-320
|
||
tween(this.node).to(0.1, { position:v3(tx,this.node.position.y,0)}).start()
|
||
}
|
||
}
|
||
// 伤害计算和战斗逻辑已迁移到 HeroBattleSystem
|
||
|
||
do_dead_trigger(){ //死亡特殊处理
|
||
if(this.is_dead||this.fac==FacSet.MON) return
|
||
|
||
}
|
||
do_atked_trigger(){ //受伤特殊处理
|
||
if(this.is_dead||this.fac==FacSet.MON) return
|
||
|
||
}
|
||
|
||
to_grave(){
|
||
tween(this.node).to(0.5, { position:v3(-900,this.node.position.y+300,0)},{
|
||
onComplete: (target?: object) => {
|
||
this.node.setPosition(-900,this.node.position.y-300,0)
|
||
}
|
||
}).start()
|
||
}
|
||
// to_alive(){
|
||
// this.is_dead=false
|
||
// this.currentHp=this.currentHpMax*(100+this.hp_buff)/100
|
||
// this.BUFFCOMP.vmdata_update(true)
|
||
// this.node.setPosition(HeroPos[this.fight_pos].pos)
|
||
// this.BUFFCOMP.heathed()
|
||
// }
|
||
|
||
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;
|
||
const collider = this.getComponent(Collider2D);
|
||
if (collider) {
|
||
collider.off(Contact2DType.BEGIN_CONTACT);
|
||
}
|
||
this.scheduleOnce(() => {
|
||
this.node.destroy();
|
||
}, 0.1);
|
||
}
|
||
|
||
playSkillEffect(skill_id:number) {
|
||
let skill = SkillSet[skill_id]
|
||
switch(skill.act){
|
||
case "max":
|
||
this.as.max()
|
||
this.BUFFCOMP.tooltip(TooltipTypes.skill,skill.name,skill_id)
|
||
break
|
||
case "atk":
|
||
this.as.atk()
|
||
break
|
||
}
|
||
}
|
||
|
||
|
||
/** 显示伤害数字 */
|
||
|
||
showDamage(damage: number, isCrit: boolean,anm:string="atked") {
|
||
this.damageQueue.push({
|
||
damage,
|
||
isCrit,
|
||
delay: this.damageInterval,
|
||
anm
|
||
});
|
||
}
|
||
|
||
/** 处理伤害队列 */
|
||
private processDamageQueue() {
|
||
if (this.isProcessingDamage || this.damageQueue.length === 0) return;
|
||
|
||
this.isProcessingDamage = true;
|
||
const damageInfo = this.damageQueue.shift()!;
|
||
|
||
this.showDamageImmediate(damageInfo.damage, damageInfo.isCrit,damageInfo.anm);
|
||
|
||
// 设置延时处理下一个伤
|
||
this.scheduleOnce(() => {
|
||
this.isProcessingDamage = false;
|
||
}, this.damageInterval);
|
||
}
|
||
|
||
/** 立即显示伤害效果 */
|
||
private showDamageImmediate(damage: number, isCrit: boolean,anm:string="atked") {
|
||
this.BUFFCOMP.hp_show(this.hp,this.Attrs[Attrs.HP_MAX])
|
||
this.BUFFCOMP.in_atked(anm,this.fac==FacSet.HERO?1:-1)
|
||
this.atked_count++;
|
||
if (isCrit) {
|
||
this.BUFFCOMP.hp_tip(TooltipTypes.crit, damage.toFixed(0), damage);
|
||
// //console.log("暴击伤害 + damage);
|
||
} else {
|
||
this.BUFFCOMP.hp_tip(TooltipTypes.life, damage.toFixed(0), damage);
|
||
// //console.log("普通伤害:" + damage);
|
||
}
|
||
}
|
||
}
|