JisolGame/JisolGameCocos/assets/script/battle/base/attack/GAttackParabolicBangRemote.ts

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import { SpriteFrame } from "cc";
import { TableGRoleAttack } from "../../../../resources/config/ts/TableGRoleAttack";
import { app } from "../../../App";
import GRoleBase from "../role/GRoleBase";
import { GAttackBase, GAttackBullet } from "./GAttack";
import GButtleDefault from "../bullet/GButtleDefault";
import { v3 } from "cc";
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import { bezier } from "cc";
import { v2 } from "cc";
import { Vec2 } from "cc";
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import GEffectUtil from "../../effect/GEffectUtil";
import { TableGRoleAttackEffect } from "../../../../resources/config/ts/TableGRoleAttackEffect";
import GDetection from "../common/GDetection";
import { rect } from "cc";
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import GRoleDefault from "../role/GRoleDefault";
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/**
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* 线
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* ,,-,,,
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*/
export default class GAttackParabolicRemote implements GAttackBase{
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attack(role: GRoleDefault, info: TableGRoleAttack): void {
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let enemy = role.fsm.enemy;
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if(!enemy) return;
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let image:SpriteFrame = app.role.bullets[info.attackArgs[0]];
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let bang = {
ske: app.role.effects[info.attackArgs[1]],
info: TableGRoleAttackEffect.getConfig(info.attackArgs[1])
};
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let bone = role.spine.findBone(info.attackArgs[2]);
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let scale:number = parseFloat(info.attackArgs[3]);
let aw = parseFloat(info.attackArgs[4]);
let ah = parseFloat(info.attackArgs[5]);
if(!image || !bone || !scale || !bang|| !aw|| !ah) {
console.warn("GAttackParabolicRemote ERROR",image,bone,scale,bang);
return;
}
console.log(`播放动画[GAttackParabolicRemote]`,role.nId,enemy.nId)
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console.log(role.spine,bone);
let bullet = GAttackBullet.create(GButtleDefault,{
image:image,
scale:scale,
});
role.mode.addGObject(bullet);
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let world2 = role.node.worldPosition.clone().add(v3(role.getMirrorValue(bone.worldX),bone.worldY,0))
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//设置子弹位置
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bullet.node.setWorldPosition(v3(world2.x,world2.y,world2.z))
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//子弹移动
let start = bullet.v2World;
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let end = enemy.v2World;
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let center = v2(((start.x + end.x) / 2),((start.y + end.y) / 2) + (Math.abs((start.x - end.x)) / 2));
bullet.JTween({})
.to({},Vec2.distance(start,end)*3)
.onUpdate((data,elapsed) => {
bullet.node.setWorldPosition(v3(
bezier(start.x,center.x,center.x,end.x,elapsed),
bezier(start.y,center.y,center.y,end.y,elapsed),
0
))
})
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.onComplete(() => {
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//生成爆炸特效
let effect = GEffectUtil.create(bang.ske);
role.mode.addGNode(effect.node,bullet.node.worldPosition);
//获取默认动画
effect.setAnimation(0,bang.info.animation,false);
//销毁
bullet.node.destroy();
// enemy.getComponent(BoxCollider2D).apply();
// console.log(enemy.v2World,enemy.getComponent(BoxCollider2D).worldPoints,enemy.getComponent(UITransform).getBoundingBoxToWorld());
GDetection.testAABBRole(rect(effect.node.worldPosition.x,effect.node.worldPosition.y,aw,ah)).forEach(role =>{
role.onHit();
});
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})
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.start();
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}
}