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import { _decorator, sp } from "cc";
import GObject from "../GObject";
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import { JNFrameInfo } from "../../../../../extensions/ngame/assets/ngame/sync/frame/JNSyncFrame";
import GFSMBase from "../fsm/GFSMBase";
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import GFSMBattle from "../fsm/base/GFSMBattle/GFSMBattle";
import { GFSMBattleAmin } from "../fsm/base/GFSMBattle/GFSMBattleAmin";
import { Vec2 } from "cc";
import { v2 } from "cc";
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const { ccclass, property } = _decorator;
//角色基类
export default abstract class GRoleBase<T> extends GObject<T>{
@property(sp.Skeleton)
spine:sp.Skeleton;
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//状态机
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fsm:GFSMBattle;
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//动画状态机
fsmAnim:GFSMBattleAmin;
//玩家是否镜像
_isMirror:boolean = false;
//玩家攻击范围
range:number = 10;
get isMirror(){
return this._isMirror;
}
set isMirror(value:boolean){
if(value){
GObject.SetMirror(this);
}else{
GObject.SetMirror(this,false);
}
this._isMirror = value;
}
onSyncLoad(){
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if(!this.spine) this.spine = this.node.getComponent(sp.Skeleton);
//如果没有生成则直接销毁
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if(!this.spine) {
this.node.removeFromParent();
return;
}
//创建角色状态机
this.fsm = this.fsmCreate();
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//创建角色动画状态机
this.fsmAnim = this.fsmAnimCreate();
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}
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//创建一个状态机
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protected abstract fsmCreate():GFSMBattle;
//创建一个动画状态机
protected abstract fsmAnimCreate():GFSMBattleAmin;
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onSyncUpdate(dt: number,frame:JNFrameInfo, input?: T){
//更新状态机
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this.fsm && this.fsm.onUpdate(dt);
this.fsmAnim && this.fsmAnim.onUpdate(dt);
}
//普攻更新
onAttackUpdate(dt:number){
this.fsmAnim.isAttack = true;
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}
}