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

@@ -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 {