2023-10-23 18:56:01 +08:00
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import { _decorator, sp } from "cc";
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2023-10-26 03:06:44 +08:00
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import GObject, { GTowards } from "../GObject";
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2023-10-24 02:32:06 +08:00
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import { JNFrameInfo } from "../../../../../extensions/ngame/assets/ngame/sync/frame/JNSyncFrame";
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2023-10-24 19:12:25 +08:00
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import { Vec2 } from "cc";
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2023-10-25 02:31:51 +08:00
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import { v3 } from "cc";
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2023-10-30 02:34:11 +08:00
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import JNSkeleton from "../../../../../extensions/ngame/assets/ngame/sync/frame/game/spine/JNFrameSkeleton";
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2023-11-01 02:01:35 +08:00
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import { GFSMAnimBase } from "../fsm/GFSMAnimBase";
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import GFSMBase from "../fsm/GFSMBase";
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import { app } from "../../../App";
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2023-11-06 02:25:02 +08:00
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import { TB } from "../../../../resources/config/data/schema";
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2023-11-30 02:20:57 +08:00
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import GRoleValues, { GRoleAttackType } from "../values/GRoleValues";
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import GAttributeBase from "../values/attribute/GAttributeBase";
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const { ccclass, property } = _decorator;
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export enum GRoleAnimEvent{
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Attack = "attack", //普通攻击
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}
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2023-10-23 18:56:01 +08:00
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//角色基类
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export default abstract class GRoleBase<T> extends GObject<T>{
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@property(JNSkeleton)
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spine:JNSkeleton;
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//角色
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role:TB.TbGRole;
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//状态机
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fsm:GFSMBase;
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//动画状态机
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fsmAnim:GFSMAnimBase;
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//玩家攻击范围
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range:number = 100;
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//移动速度
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moveSpeed:number = 80;
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//血量
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blood:number = 100;
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fullBlood:number = 100;
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//是否死亡
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_isDie:boolean = false;
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get isDie(){ return this._isDie}
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set isDie(value:boolean){
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this._isDie = value;
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if(this.isDie){
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//如果死亡则关闭状态机
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//关闭状态机
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this.fsm.close();
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}
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}
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//受击回调
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hitCallbacks:Function[] = [];
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//添加受击回调
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addHitCallback(fun:Function){this.hitCallbacks.push(fun)};
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//攻击回调
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attackCallbacks:Function[] = [];
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//添加攻击回调
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addAttackCallback(fun:Function){this.attackCallbacks.push(fun)};
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//角色数值类
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values:GRoleValues;
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get():this{
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if(this.isDie) return null;
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return this;
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}
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onSyncLoad(){
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if(!this.spine) this.spine = this.node.getComponent(JNSkeleton);
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//如果没有生成则直接销毁
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if(!this.spine) {
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this.node.destroy();
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return;
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}
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//创建角色状态机
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this.fsm = this.fsmCreate();
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//创建角色动画状态机
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this.fsmAnim = this.fsmAnimCreate();
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//创建数值类
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this.values = new GRoleValues();
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}
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//初始化
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protected init(role:TB.TbGRole){
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console.log("初始化宠物",!!this.spine,!!(app.battleRes.roleSpine[role.id]));
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this.spine.skeletonData = app.battleRes.roleSpine[role.id];
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}
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//创建一个状态机
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protected abstract fsmCreate():GFSMBase;
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//创建一个动画状态机
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protected abstract fsmAnimCreate():GFSMAnimBase;
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onSyncUpdate(dt: number,frame:JNFrameInfo, input?: T){
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//更新状态机
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this.fsm && this.fsm.onUpdate(dt / 1000,frame);
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this.fsmAnim && this.fsmAnim.onUpdate(dt / 1000,frame);
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}
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//向目标点移动
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onMoveTarget(target:Vec2,dt:number){
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//获取两个坐标差值向量
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let mins = this.v2World.subtract(target);
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let normal = this.v2World.subtract(target).normalize();
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//设置朝向
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if(normal.x != 0){
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if(normal.x < 0){
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this.setTowards(GTowards.RIGHT)
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}else{
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this.setTowards(GTowards.LEFT)
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}
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}
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if(Vec2.len(normal) >= Vec2.len(mins)){
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this.node.setWorldPosition(Object.assign(v3(),target.clone()));
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return true;
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}else{
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//移动
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this.node.worldPosition = this.node.worldPosition.subtract(v3(normal.x*dt*this.moveSpeed,normal.y*dt*this.moveSpeed,0))
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return false;
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}
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}
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//朝向目标
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onTowardsTarget(role:GRoleBase<{}>){
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//获取两个坐标差值向量
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let normal = this.v2World.subtract(role.v2World).normalize();
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//设置朝向
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if(normal.x != 0){
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if(normal.x < 0){
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this.setTowards(GTowards.RIGHT)
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}else{
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this.setTowards(GTowards.LEFT)
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}
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}
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}
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//受击 伤害类型 伤害
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onHit(type:GRoleAttackType,harm:number,enemy:GRoleBase<{}>){
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// return;
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harm = this.values.onUnderAttack(type,harm)
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this.blood -= harm;
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this.hitCallbacks.forEach(fun => fun(this,harm));
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//检测是否死亡
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if(this.blood <= 0){
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//关闭状态机
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this.fsm.close();
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//设置死亡
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this.isDie = true;
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}
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}
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onDebugHit(){
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this.blood -= 10;
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//检测是否死亡
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if(this.blood <= 0){
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//关闭状态机
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this.fsm.close();
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//设置死亡
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this.isDie = true;
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}
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}
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//生效数值
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onEffectiveValue(...values:GAttributeBase[]){
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this.values.reset();
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values.forEach(value => {
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this.values.add(value);
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})
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this.values.update();
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//赋值血量
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this.blood = this.fullBlood = this.values.onBlood();
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}
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}
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