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

@@ -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{
}
}