This commit is contained in:
DESKTOP-5RP3AKU\Jisol
2023-10-25 02:31:51 +08:00
parent ee259880b0
commit 08a486c828
18 changed files with 533 additions and 123 deletions

View File

@@ -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);
}

View File

@@ -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;
}

View File

@@ -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{
}
}

View File

@@ -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;
}
}
}

View File

@@ -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 {