mirror of
https://gitee.com/jisol/jisol-game/
synced 2025-09-27 02:36:14 +00:00
update
This commit is contained in:
@@ -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;
|
||||
}
|
||||
|
||||
|
||||
|
@@ -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{
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user