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"__id__": 6 + }, + "_mode": 0, + "_totalLength": 100, + "_progress": 1, + "_reverse": false, + "_id": "" + }, + { + "__type__": "cc.CompPrefabInfo", + "fileId": "13jsaXw0ZN24wtPkmda7Fc" + }, + { + "__type__": "cc.PrefabInfo", + "root": { + "__id__": 1 + }, + "asset": { + "__id__": 0 + }, + "fileId": "4duWBgdflEeJnCTVFxBgL5", + "instance": null, + "targetOverrides": null, + "nestedPrefabInstanceRoots": null + }, { "__type__": "cc.UITransform", "_name": "", @@ -72,7 +380,7 @@ }, "_enabled": true, "__prefab": { - "__id__": 3 + "__id__": 17 }, "_contentSize": { "__type__": "cc.Size", @@ -81,8 +389,8 @@ }, "_anchorPoint": { "__type__": "cc.Vec2", - "x": 0, - "y": 0 + "x": 0.5040967210222901, + "y": 0.07770745417182541 }, "_id": "" }, @@ -100,7 +408,7 @@ }, "_enabled": true, "__prefab": { - "__id__": 5 + "__id__": 19 }, "_customMaterial": null, "_srcBlendFactor": 2, @@ -113,11 +421,11 @@ "a": 255 }, "_skeletonData": { - "__uuid__": "c1cb94d4-afaf-4205-97ba-8896abcb7ec1", + "__uuid__": "42029fae-0ee0-48c1-b7c5-850c03664ae4", "__expectedType__": "sp.SkeletonData" }, "defaultSkin": "default", - "defaultAnimation": "walk", + "defaultAnimation": "", "_premultipliedAlpha": true, "_timeScale": 1, "_preCacheMode": 0, @@ -146,7 +454,10 @@ }, "_enabled": true, "__prefab": { - "__id__": 7 + "__id__": 21 + }, + "bloodVolume": { + "__id__": 13 }, "_id": "" }, diff --git a/JisolGameCocos/assets/script/App.ts b/JisolGameCocos/assets/script/App.ts index 5a9500f6..29227ec5 100644 --- a/JisolGameCocos/assets/script/App.ts +++ b/JisolGameCocos/assets/script/App.ts @@ -23,7 +23,7 @@ class JNGLayer extends JNLayer{ //重写Socket class JNGSocket extends JNSocket{ public url() { - return "ws://192.168.0.127:8080/websocket"; + return "ws://localhost:8080/websocket"; } } @@ -96,7 +96,7 @@ export const app = { event : EventDispatcher.getIns(), //通知 proto : NGameMessage.getIns(), //消息 api : axios.create({ - baseURL: "http://192.168.0.127:8080", + baseURL: "http://localhost:8080", }), //请求 battle : GBattleModeManager.getIns(), //战斗 } \ No newline at end of file diff --git a/JisolGameCocos/assets/script/Main.ts b/JisolGameCocos/assets/script/Main.ts index cc3a60e2..afac02df 100644 --- a/JisolGameCocos/assets/script/Main.ts +++ b/JisolGameCocos/assets/script/Main.ts @@ -2,7 +2,6 @@ import { _decorator, Component, director, instantiate, Node, Prefab } from 'cc'; import { app } from './App'; import { JNGame } from '../../extensions/ngame/assets/ngame/JNGame'; import { JNSyncAction } from '../../extensions/ngame/assets/ngame/sync/JNSyncAction'; -import JNFrameTween, { JTween } from '../../extensions/ngame/assets/ngame/sync/frame/game/tween/JNFrameTween'; const { ccclass, property } = _decorator; @ccclass('Main') @@ -16,8 +15,6 @@ export class Main extends Component { async onLoad(){ - JTween().start(); - //加载 APP await JNGame.Init(app,[ {path:"proto/GDemo"} diff --git a/JisolGameCocos/assets/script/battle/PVP/GPVPMode.ts b/JisolGameCocos/assets/script/battle/PVP/GPVPMode.ts index 6d8f2420..ca76c3b4 100644 --- a/JisolGameCocos/assets/script/battle/PVP/GPVPMode.ts +++ b/JisolGameCocos/assets/script/battle/PVP/GPVPMode.ts @@ -70,7 +70,8 @@ export default class GPVPMode extends GBaseMode{ entity.ones = type; entity.tactical = this.getInfo(type).tactical; entity.tacticalIndex = index; - this.addGObject(entity,this.getInfo(type).tactical.getPosition(index,this.getTacticalPos(type))); + entity.tacticalPos = this.getInfo(type).tactical.getPosition(index,this.getTacticalPos(type)); + this.addGObject(entity,entity.tacticalPos); this.getOnesRole(type).push(entity); } diff --git a/JisolGameCocos/assets/script/battle/base/fsm/base/GFSMBattle/GFSMBattle.ts b/JisolGameCocos/assets/script/battle/base/fsm/base/GFSMBattle/GFSMBattle.ts index c25a1639..638c58e7 100644 --- a/JisolGameCocos/assets/script/battle/base/fsm/base/GFSMBattle/GFSMBattle.ts +++ b/JisolGameCocos/assets/script/battle/base/fsm/base/GFSMBattle/GFSMBattle.ts @@ -25,25 +25,25 @@ export default abstract class GFSMBattle extends GFSMBase{ title:"寻找敌人", execute: this.onSeekEnemyProcess.bind(this), // to:[ProcessEnum.MoveToAttackRange], //移动到可攻击范围 - to:[ProcessEnum.AttackEnemy], //移动到可攻击范围 + to:[ProcessEnum.MoveToAttackRange], //移动到可攻击范围 }, [ProcessEnum.MoveToAttackRange]:{ title:"移动到可攻击范围", mode:GFSMProcessMode.WaitExecute, execute: this.onMoveToAttackRangeProcess.bind(this), - to:[ProcessEnum.AttackEnemy,ProcessEnum.MoveToTactical] //攻击敌人 回阵型 + to:[ProcessEnum.AttackEnemy] //攻击敌人 回阵型 }, [ProcessEnum.AttackEnemy]:{ title:"攻击敌人", mode:GFSMProcessMode.WaitExecute, execute: this.onAttackProcess.bind(this), + to:[ProcessEnum.MoveToTactical],//移动回阵型 }, - [ProcessEnum.MoveToTactical]:{ - title:"移动回阵型", - mode:GFSMProcessMode.WaitExecute, - execute: this.onMoveToTacticalProcess.bind(this), - to:[ProcessEnum.SeekEnemy], //寻找敌人 - } + // [ProcessEnum.MoveToTactical]:{ + // title:"移动回阵型", + // mode:GFSMProcessMode.WaitExecute, + // execute: this.onMoveToTacticalProcess.bind(this), + // } } //锁定的敌人 @@ -59,6 +59,10 @@ export default abstract class GFSMBattle extends GFSMBase{ //寻敌流程 onSeekEnemyProcess(dt:number):number{ + //播放等待 + this.player.fsmAnim.isMove = false; + this.player.fsmAnim.isAttack = false; + if(this.enemy){ //如果有敌人 直接 攻击 return ProcessEnum.MoveToAttackRange; @@ -75,10 +79,14 @@ export default abstract class GFSMBattle extends GFSMBase{ } //移动可攻击范围 - onMoveToAttackRangeProcess(){ + onMoveToAttackRangeProcess(dt:number){ - //如果没有敌人则回阵型 - if(!this.enemy) return ProcessEnum.MoveToTactical; + //播放移动 + this.player.fsmAnim.isMove = true; + this.player.fsmAnim.isAttack = false; + + //如果没有敌人则重置 + if(!this.enemy) return GFSMProcessEnum.Reset; let distance = Vec2.distance(this.player.v2World,this.enemy.v2World); @@ -87,24 +95,34 @@ export default abstract class GFSMBattle extends GFSMBase{ return ProcessEnum.AttackEnemy; }else{ //靠近目标 - // this.player. + this.player.onMoveTarget(this.enemy.v2World,dt); + return GFSMProcessEnum.Wait; } } //移动回阵型 - onMoveToTacticalProcess(){ + onMoveToTacticalProcess(dt:number){ + + //播放移动 + this.player.fsmAnim.isMove = true; + this.player.fsmAnim.isAttack = false; + + if(this.player.onMoveTarget(this.player.tacticalPos,dt)){ + //回到阵容 重置 + return GFSMProcessEnum.Reset; + } + + return GFSMProcessEnum.Wait; } - - onAttack(dt:number){ - this.player.onAttackUpdate(dt); - } - + //攻击敌人 onAttackProcess(dt:number){ - this.onAttack(dt); - return GFSMProcessEnum.Reset; + //播放移动 + this.player.fsmAnim.isMove = false; + this.player.fsmAnim.isAttack = true; + return GFSMProcessEnum.Wait; } diff --git a/JisolGameCocos/assets/script/battle/base/fsm/base/GFSMBattle/GFSMBattleAmin.ts b/JisolGameCocos/assets/script/battle/base/fsm/base/GFSMBattle/GFSMBattleAmin.ts index bc08a896..c5cde451 100644 --- a/JisolGameCocos/assets/script/battle/base/fsm/base/GFSMBattle/GFSMBattleAmin.ts +++ b/JisolGameCocos/assets/script/battle/base/fsm/base/GFSMBattle/GFSMBattleAmin.ts @@ -20,6 +20,7 @@ export interface GFSMProcessAnimInfo extends GFSMProcessInfo{ mixs?:number[]; //播放的轨道 track?:sp.spine.TrackEntry; + //条件跳转 ifTo?:(() => boolean)[]; } @@ -48,12 +49,31 @@ export class GFSMBattleAmin extends GFSMBase{ //动画Root spine:sp.Skeleton; + events:{event:string,fun:Function}[] = []; + constructor(spine:sp.Skeleton,trackIndex?:number){ super(); this.spine = spine; this.trackIndex = trackIndex || 0; + //设置监听 + this.spine.setEventListener(this.onEventListener.bind(this)); } + //添加事件监听 + addEventListener(event:string,fun:Function){ + this.events.push({ + event, + fun, + }) + } + + onEventListener(entry: sp.spine.TrackEntry, ev: sp.spine.Event){ + this.events.forEach(item => { + if(item.event == ev.data.name){ + item.fun(); + } + }); + } // 流程图 process: { [key: number]: GFSMProcessAnimInfo; } = { @@ -130,6 +150,5 @@ export class GFSMBattleAmin extends GFSMBase{ } - } diff --git a/JisolGameCocos/assets/script/battle/base/role/GRoleBase.ts b/JisolGameCocos/assets/script/battle/base/role/GRoleBase.ts index 025a5295..ad9c7667 100644 --- a/JisolGameCocos/assets/script/battle/base/role/GRoleBase.ts +++ b/JisolGameCocos/assets/script/battle/base/role/GRoleBase.ts @@ -6,8 +6,14 @@ import GFSMBattle from "../fsm/base/GFSMBattle/GFSMBattle"; import { GFSMBattleAmin } from "../fsm/base/GFSMBattle/GFSMBattleAmin"; import { Vec2 } from "cc"; import { v2 } from "cc"; +import { v3 } from "cc"; +import { GTactical } from "../../entity/GTactical"; const { ccclass, property } = _decorator; +export enum GRoleAnimEvent{ + Attack = "attack", //普通攻击 +} + //角色基类 export default abstract class GRoleBase<T> extends GObject<T>{ @@ -24,7 +30,23 @@ export default abstract class GRoleBase<T> extends GObject<T>{ _isMirror:boolean = false; //玩家攻击范围 - range:number = 10; + range:number = 100; + + //移动速度 + moveSpeed:number = 80; + + //在阵容中的下标 + tacticalIndex:number; + //阵容 + tactical:GTactical; + //阵容位置 + _tacticalPos:Vec2; + get tacticalPos(){ return this._tacticalPos} + set tacticalPos(value:Vec2){ this._tacticalPos = value} + + //血量 + blood:number = 100; + fullBlood:number = 100; get isMirror(){ return this._isMirror; @@ -51,9 +73,24 @@ export default abstract class GRoleBase<T> extends GObject<T>{ this.fsm = this.fsmCreate(); //创建角色动画状态机 this.fsmAnim = this.fsmAnimCreate(); + + //监听攻击 + this.fsmAnim.addEventListener(GRoleAnimEvent.Attack,this.onAttack.bind(this)); } + //攻击 + onAttack(){ + //敌人扣血 + this.fsm.enemy.onHit(); + } + + //受击 + onHit(){ + this.blood--; + } + + //创建一个状态机 protected abstract fsmCreate():GFSMBattle; //创建一个动画状态机 @@ -61,14 +98,26 @@ export default abstract class GRoleBase<T> extends GObject<T>{ onSyncUpdate(dt: number,frame:JNFrameInfo, input?: T){ //更新状态机 - this.fsm && this.fsm.onUpdate(dt); - this.fsmAnim && this.fsmAnim.onUpdate(dt); + this.fsm && this.fsm.onUpdate(dt / 1000); + this.fsmAnim && this.fsmAnim.onUpdate(dt / 1000); } - //普攻更新 - onAttackUpdate(dt:number){ - - this.fsmAnim.isAttack = true; + //向目标点移动 + onMoveTarget(target:Vec2,dt:number){ + + //获取两个坐标差值向量 + let mins = this.v2World.subtract(target); + let normal = this.v2World.subtract(target).normalize(); + + if(Vec2.len(normal) >= Vec2.len(mins)){ + this.node.setWorldPosition(Object.assign(v3(),target.clone())); + return true; + }else{ + //移动 + this.node.worldPosition = this.node.worldPosition.subtract(v3(normal.x*dt*this.moveSpeed,normal.y*dt*this.moveSpeed,0)) + return false; + } + } } diff --git a/JisolGameCocos/assets/script/battle/base/role/PVP/GRolePVPEntity.ts b/JisolGameCocos/assets/script/battle/base/role/PVP/GRolePVPEntity.ts index 4a314825..02f66af1 100644 --- a/JisolGameCocos/assets/script/battle/base/role/PVP/GRolePVPEntity.ts +++ b/JisolGameCocos/assets/script/battle/base/role/PVP/GRolePVPEntity.ts @@ -6,6 +6,9 @@ import GPVPMode, { GPVPModePlayerEnum } from "../../../PVP/GPVPMode"; import { GTactical } from "../../../entity/GTactical"; import { GFSMBattleAmin } from "../../fsm/base/GFSMBattle/GFSMBattleAmin"; import { JNFrameInfo } from "../../../../../../extensions/ngame/assets/ngame/sync/frame/JNSyncFrame"; +import { Vec2 } from "cc"; +import { v2 } from "cc"; +import { ProgressBar } from "cc"; const { ccclass, property } = _decorator; export interface GDemoMessage{ @@ -19,7 +22,6 @@ export default class GRolePVPEntity extends GRoleBase<GDemoMessage>{ //所属阵容 _ones:GPVPModePlayerEnum; - get ones():GPVPModePlayerEnum{ return this._ones; } @@ -33,11 +35,12 @@ export default class GRolePVPEntity extends GRoleBase<GDemoMessage>{ this._ones = value; } - //攻击距离 + @property(ProgressBar) + bloodVolume:ProgressBar; - //在阵容中的下标 - tacticalIndex:number; - tactical:GTactical; + onSyncLoad(){ + super.onSyncLoad(); + } getClassName():string{return "GDemoMessage"} onSyncUpdate(dt: number,frame:JNFrameInfo, input?: GDemoMessage) { @@ -50,6 +53,9 @@ export default class GRolePVPEntity extends GRoleBase<GDemoMessage>{ this.fsmAnim.isMove = input.isRun; } } + + //更新血量显示 + this.bloodVolume.progress = this.blood / this.fullBlood; } @@ -61,7 +67,7 @@ export default class GRolePVPEntity extends GRoleBase<GDemoMessage>{ } protected fsmCreate(): GFSMPVP { - return null; + // return null; return new GFSMPVP(this); } protected fsmAnimCreate(): GFSMBattleAmin {