This commit is contained in:
DESKTOP-5RP3AKU\Jisol
2023-10-26 03:06:44 +08:00
parent cb70ba12c7
commit 09225a33c7
158 changed files with 26537 additions and 639 deletions

View File

@@ -1,9 +1,10 @@
import { Vec2 } from "cc";
import GObject from "./base/GObject";
import { v3 } from "cc";
import { JNFrameInfo } from "../../../extensions/ngame/assets/ngame/sync/frame/JNSyncFrame";
export default class GBaseMode extends GObject<{}> {
export default class GBaseMode<T> extends GObject<T> {
//添加对象到场景中
addGObject(obj: GObject<{}>,pos?:Vec2){
@@ -14,5 +15,14 @@ export default class GBaseMode extends GObject<{}> {
}
}
onSyncUpdate(dt: number,frame:JNFrameInfo, input?: T) {
//重置 场景中的层级
[...this.node.children].sort((node1,node2) => node2.worldPosition.y - node1.worldPosition.y).forEach((node,index) => {
node.setSiblingIndex(index);
})
}
}

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@@ -3,11 +3,14 @@ import { JNGSyncProtoBase } from "../../App";
import GBaseMode from "../GBaseMode";
import { v2 } from "cc";
export enum GTowards{
RIGHT,LEFT
}
export default class GObject<T> extends JNGSyncProtoBase<T>{
//当前模式
_mode:GBaseMode;
_mode:GBaseMode<{}>;
//是否镜像
_isMirror:boolean = false;
@@ -23,10 +26,10 @@ export default class GObject<T> extends JNGSyncProtoBase<T>{
this._isMirror = value;
}
get mode():GBaseMode{
get mode():GBaseMode<{}>{
return this._mode;
}
set mode(value:GBaseMode){
set mode(value:GBaseMode<{}>){
this._mode = value;
}
@@ -52,5 +55,14 @@ export default class GObject<T> extends JNGSyncProtoBase<T>{
}
}
//设置朝向
setTowards(towards:GTowards){
if(towards == GTowards.LEFT){
this.isMirror = true;
}else{
this.isMirror = false;
}
}
}

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@@ -1,4 +1,4 @@
import GRoleUtil from "../../../util/GRoleUtil";
import { GRoleUtil } from "../../../entity/GRole";
import GRoleBase from "../../role/GRoleBase";
import GRolePVPEntity from "../../role/PVP/GRolePVPEntity";
import GFSMBattle from "../base/GFSMBattle/GFSMBattle";

View File

@@ -1,7 +1,7 @@
import { Vec2 } from "cc";
import GRoleBase from "../../../role/GRoleBase";
import GFSMBase, { GFSMProcessEnum, GFSMProcessInfo, GFSMProcessMode } from "../../GFSMBase";
import GRoleUtil from "../../../../util/GRoleUtil";
import { GRoleUtil } from "../../../../entity/GRole";
//流程枚举
@@ -39,7 +39,7 @@ 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.MoveToAttackRange], //移动到可攻击范围
to:[ProcessEnum.MoveToAttackRange,ProcessEnum.MoveToTactical], //移动到可攻击范围
},
[ProcessEnum.MoveToAttackRange]:{
title:"移动到可攻击范围",
@@ -51,12 +51,13 @@ export default abstract class GFSMBattle extends GFSMBase{
title:"攻击敌人",
mode:GFSMProcessMode.WaitExecute,
execute: this.onAttackProcess.bind(this),
to:[ProcessEnum.MoveToTactical],//移动回阵型
to:[ProcessEnum.SeekEnemy],//移动回阵型
},
[ProcessEnum.MoveToTactical]:{
title:"移动回阵型",
mode:GFSMProcessMode.WaitExecute,
execute: this.onMoveToTacticalProcess.bind(this),
to:[ProcessEnum.SeekEnemy],//移动回阵型
}
}
@@ -82,10 +83,14 @@ export default abstract class GFSMBattle extends GFSMBase{
if((this._enemy = GRoleUtil.get(this.onSeekEnemy())) && this.enemy){
//如果有敌人 直接 攻击
return ProcessEnum.MoveToAttackRange;
}else{
//如果没有敌人则回去
if(!(this.player.tacticalPos.equals(this.player.v2World))){
return ProcessEnum.MoveToTactical
}else{
return GFSMProcessEnum.Reset;
}
}
//负责继续寻敌
return GFSMProcessEnum.Reset;
}
@@ -120,8 +125,9 @@ export default abstract class GFSMBattle extends GFSMBase{
this.player.fsmAnim.isAttack = false;
if(this.player.onMoveTarget(this.player.tacticalPos,dt)){
//回到阵容 重置
return GFSMProcessEnum.Reset;
this.player.onRecoverTacticalTowards();
//回到阵容 搜索敌人
return ProcessEnum.SeekEnemy;
}
return GFSMProcessEnum.Wait;
@@ -137,7 +143,7 @@ export default abstract class GFSMBattle extends GFSMBase{
if(this.enemy){
return GFSMProcessEnum.Wait;
}else{
return ProcessEnum.MoveToTactical;
return ProcessEnum.SeekEnemy;
}
}

View File

@@ -1,5 +1,5 @@
import { _decorator, sp } from "cc";
import GObject from "../GObject";
import GObject, { GTowards } from "../GObject";
import { JNFrameInfo } from "../../../../../extensions/ngame/assets/ngame/sync/frame/JNSyncFrame";
import GFSMBattle from "../fsm/base/GFSMBattle/GFSMBattle";
import { GFSMBattleAmin, GFSMBattleAminEnum } from "../fsm/base/GFSMBattle/GFSMBattleAmin";
@@ -8,6 +8,8 @@ import { v3 } from "cc";
import { GTactical } from "../../entity/GTactical";
import { JEasing, JTween } from "../../../../../extensions/ngame/assets/ngame/sync/frame/game/tween/JNFrameTween";
import { v2 } from "cc";
import GRole from "../../entity/GRole";
import { app } from "../../../App";
const { ccclass, property } = _decorator;
export enum GRoleAnimEvent{
@@ -20,6 +22,9 @@ export default abstract class GRoleBase<T> extends GObject<T>{
@property(sp.Skeleton)
spine:sp.Skeleton;
//角色
role:GRole
//状态机
fsm:GFSMBattle;
@@ -35,7 +40,12 @@ export default abstract class GRoleBase<T> extends GObject<T>{
//在阵容中的下标
tacticalIndex:number;
//阵容
tactical:GTactical;
_tactical:GTactical;
get tactical(){return this._tactical};
set tactical(value:GTactical){
this.setTowards(value.towards);
this._tactical = value;
}
//阵容位置
_tacticalPos:Vec2;
get tacticalPos(){ return this._tacticalPos}
@@ -67,6 +77,8 @@ export default abstract class GRoleBase<T> extends GObject<T>{
this.node.removeFromParent();
return;
}
this.bind(this.role);
//创建角色状态机
this.fsm = this.fsmCreate();
@@ -80,15 +92,24 @@ export default abstract class GRoleBase<T> extends GObject<T>{
}
//设置角色
bind(role:GRole){
if(this.spine)
this.spine.skeletonData = app.role.skData[role.id];
this.role = role;
}
//创建一个状态机
protected abstract fsmCreate():GFSMBattle;
//创建一个动画状态机
protected abstract fsmAnimCreate():GFSMBattleAmin;
onSyncUpdate(dt: number,frame:JNFrameInfo, input?: T){
//更新状态机
this.fsm && this.fsm.onUpdate(dt / 1000);
this.fsmAnim && this.fsmAnim.onUpdate(dt / 1000);
}
//向目标点移动
@@ -98,6 +119,16 @@ export default abstract class GRoleBase<T> extends GObject<T>{
let mins = this.v2World.subtract(target);
let normal = this.v2World.subtract(target).normalize();
//设置朝向
if(normal.x != 0){
if(normal.x < 0){
this.setTowards(GTowards.RIGHT)
}else{
this.setTowards(GTowards.LEFT)
}
}
if(Vec2.len(normal) >= Vec2.len(mins)){
this.node.setWorldPosition(Object.assign(v3(),target.clone()));
return true;
@@ -112,7 +143,7 @@ export default abstract class GRoleBase<T> extends GObject<T>{
//攻击
onAttack(){
//敌人扣血
this.fsm.enemy.onHit();
this.fsm.enemy?.onHit();
}
//受击
@@ -145,6 +176,11 @@ export default abstract class GRoleBase<T> extends GObject<T>{
}
//恢复阵容朝向
onRecoverTacticalTowards(){
this.setTowards(this.tactical.towards);
}
}

View File

@@ -2,13 +2,14 @@ import { _decorator } from "cc";
import GRoleBase from "../GRoleBase";
import GFSMBase from "../../fsm/GFSMBase";
import GFSMPVP from "../../fsm/PVP/GFSMPVP";
import GPVPMode, { GPVPModePlayerEnum } from "../../../PVP/GPVPMode";
import GPVPMode, { GPVPModePlayerEnum } from "../../../modes/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";
import { GTowards } from "../../GObject";
const { ccclass, property } = _decorator;
export interface GDemoMessage{
@@ -26,12 +27,6 @@ export default class GRolePVPEntity extends GRoleBase<GDemoMessage>{
return this._ones;
}
set ones(value:GPVPModePlayerEnum){
//如果是敌方则设置镜像
if(value == GPVPModePlayerEnum.ENEMY){
this.isMirror = true;
}else{
this.isMirror = false;
}
this._ones = value;
}
@@ -66,6 +61,7 @@ export default class GRolePVPEntity extends GRoleBase<GDemoMessage>{
this._mode = value;
}
protected fsmCreate(): GFSMPVP {
return new GFSMPVP(this);
}

View File

@@ -0,0 +1,37 @@
import { TableGRole } from "../../../resources/config/ts/TableGRole";
import GRoleBase from "../base/role/GRoleBase";
//角色实体类
export default interface GRole {
id:number; //宠物Id
}
//角色工具类
export class GRoleUtil{
//获取存活的玩家 如果不存活则返回 null
static get<T>(player:GRoleBase<T>):() => GRoleBase<T>{
if(!player) return null;
return ():GRoleBase<T> => {
if(player)
return player.get();
return null;
}
}
//通过Id 获取 GRole
static getGRole(id:number):GRole{
let info:TableGRole;
if(!(info = TableGRole.getConfig(id))) return null;
return {
id:info.id
}
}
static getGRoles(ids:number[]):GRole[]{
return ids.map(id => GRoleUtil.getGRole(id));
}
}

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@@ -2,7 +2,7 @@
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "9215634b-6c3f-47a2-a303-04408eb3e053",
"uuid": "ff6b5bb7-5bda-42bb-bf4c-0d91a7627524",
"files": [],
"subMetas": {},
"userData": {}

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@@ -1,11 +1,15 @@
import { v2 } from "cc";
import { Vec2 } from "cc";
import { GTowards } from "../base/GObject";
//阵法类
export class GTactical{
tactical:number[][];
//阵容朝向
towards:GTowards;
//阵法位置
static pos:Vec2[][] = [
[v2(-100,150),v2(0,150),v2(100,150)],
@@ -13,19 +17,21 @@ export class GTactical{
[v2(-100,-150),v2(0,-150),v2(100,-150)],
];
constructor(tactical:number[][]){
constructor(tactical:number[][],towards:GTowards = GTowards.RIGHT){
this.tactical = tactical;
this.towards = towards;
}
//获取阵法
static getTactical(isReversed:boolean = false): GTactical{
let tactical = [
[0,0,3],
[0,4,3],
[0,0,1],
[0,0,2],
[0,5,2],
];
if(isReversed){
tactical = this.getTacticalFlipX(tactical);
return new GTactical(tactical,GTowards.LEFT);
}
return new GTactical(tactical);
}
@@ -38,6 +44,7 @@ export class GTactical{
];
if(isReversed){
tactical = this.getTacticalFlipX(tactical);
return new GTactical(tactical,GTowards.LEFT);
}
return new GTactical(tactical);
}
@@ -51,6 +58,7 @@ export class GTactical{
];
if(isReversed){
tactical = this.getTacticalFlipX(tactical);
return new GTactical(tactical,GTowards.LEFT);
}
return new GTactical(tactical);
}

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@@ -2,7 +2,7 @@
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "ca2cc88c-3cee-4223-927a-3a5ca27ffee3",
"uuid": "e8874608-a5f4-47c8-8b57-6ff186b7ec2b",
"files": [],
"subMetas": {},
"userData": {}

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@@ -0,0 +1,10 @@
import GBaseMode from "../GBaseMode";
/**
* 挂机模式
*/
export default class GLDLEMode extends GBaseMode<{}>{
}

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@@ -0,0 +1,9 @@
{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "c579d727-c0c2-422f-8571-3375047fd1b8",
"files": [],
"subMetas": {},
"userData": {}
}

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@@ -5,6 +5,7 @@ import { Prefab } from "cc";
import { instantiate } from "cc";
import { Vec2 } from "cc";
import GRolePVPEntity from "../base/role/PVP/GRolePVPEntity";
import GRole, { GRoleUtil } from "../entity/GRole";
const { ccclass, property } = _decorator;
@@ -20,22 +21,22 @@ export interface GPVPModePlayerInfo{
//阵法
tactical: GTactical;
//宠物列表
roles: any[];
roles: GRole[];
}
/**
* PVP
*/
@ccclass('GPVPMode')
export default class GPVPMode extends GBaseMode{
export default class GPVPMode extends GBaseMode<{}>{
@property(Prefab)
rolePrefab: Prefab = null;
//玩家信息
playerInfo: GPVPModePlayerInfo = { tactical: GTactical.getTactical1(),roles: [{},{},{}] };
playerInfo: GPVPModePlayerInfo;
//敌方信息
enemyInfo: GPVPModePlayerInfo = { tactical: GTactical.getTactical2(true),roles: [{},{},{}] };
enemyInfo: GPVPModePlayerInfo;
//玩家宠物
playerRoles: GRolePVPEntity[] = [];
@@ -47,25 +48,33 @@ export default class GPVPMode extends GBaseMode{
//敌方位置
enemyPos: Vec2 = new Vec2(400,0);
onLoad(){
super.onLoad();
}
onSyncInitSuccess(): void {
//初始化战斗
console.log("GPVPMode 模式初始化");
this.playerInfo = { tactical: GTactical.getTactical(),roles: GRoleUtil.getGRoles([10001,10001,10001,10001,10001]) };
this.enemyInfo = { tactical: GTactical.getTactical(true),roles: GRoleUtil.getGRoles([10002,10002,10002,10001,10001]) };
//生成玩家
this.playerInfo.roles.forEach((info,index) => this.onGenRole(GPVPModePlayerEnum.PLAYER,index+1))
this.enemyInfo.roles.forEach((info,index) => this.onGenRole(GPVPModePlayerEnum.ENEMY,index+1))
this.playerInfo.roles.forEach((info,index) => this.onGenRole(GPVPModePlayerEnum.PLAYER,index+1,info))
this.enemyInfo.roles.forEach((info,index) => this.onGenRole(GPVPModePlayerEnum.ENEMY,index+1,info))
}
//生成角色
onGenRole(type: GPVPModePlayerEnum,index:number) {
onGenRole(type: GPVPModePlayerEnum,index:number,info:GRole) {
let pos:Vec2 = this.getInfo(type).tactical.getPosition(index);
if(!pos) return;
let role = instantiate(this.rolePrefab);
let entity = role.getComponent(GRolePVPEntity)
entity.bind(info);
//赋值阵容
entity.ones = type;
entity.tactical = this.getInfo(type).tactical;
@@ -120,8 +129,12 @@ export default class GPVPMode extends GBaseMode{
//销毁角色数据
killRole(role:GRolePVPEntity){
this.playerRoles.splice(this.playerRoles.indexOf(role),1);
this.enemyRoles.splice(this.enemyRoles.indexOf(role),1);
let index = this.playerRoles.indexOf(role);
if(index >= 0)
this.playerRoles.splice(index,1);
index = this.enemyRoles.indexOf(role);
if(index >= 0)
this.enemyRoles.splice(index,1);
}
}

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@@ -1,19 +0,0 @@
import GRoleBase from "../base/role/GRoleBase";
//角色工具类
export default class GRoleUtil{
//获取存活的玩家 如果不存活则返回 null
static get<T>(player:GRoleBase<T>):() => GRoleBase<T>{
if(!player) return null;
return ():GRoleBase<T> => {
if(player)
return player.get();
return null;
}
}
}