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