mirror of
https://gitee.com/jisol/jisol-game/
synced 2025-09-27 02:36:14 +00:00
重构继承关系
This commit is contained in:
@@ -1,20 +1,15 @@
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import { _decorator, sp } from "cc";
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import GObject, { GTowards } from "../GObject";
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import { JNFrameInfo } from "../../../../../extensions/ngame/assets/ngame/sync/frame/JNSyncFrame";
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import GFSMBattle from "../fsm/base/GFSMBattle/GFSMBattle";
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import { GFSMBattleAmin, GFSMBattleAminEnum } from "../fsm/base/GFSMBattle/GFSMBattleAmin";
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import { Vec2 } from "cc";
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import { v3 } from "cc";
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import { GTactical } from "../../entity/GTactical";
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import { JEasing, JTween } from "../../../../../extensions/ngame/assets/ngame/sync/frame/game/tween/JNFrameTween";
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import { v2 } from "cc";
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import { app } from "../../../App";
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import { TableGRoleAttack } from "../../../../resources/config/ts/TableGRoleAttack";
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import { GAttack, GAttackBase } from "../attack/GAttack";
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import { TableGRole } from "../../../../resources/config/ts/TableGRole";
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import { TableGRoleSkill } from "../../../../resources/config/ts/TableGRoleSkill";
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import { GSkill, GSkillBase, GSkillState } from "../../skill/GSkill";
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import JNSkeleton from "../../../../../extensions/ngame/assets/ngame/sync/frame/game/spine/JNFrameSkeleton";
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import { GFSMAnimBase } from "../fsm/GFSMAnimBase";
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import GFSMBase from "../fsm/GFSMBase";
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import { app } from "../../../App";
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const { ccclass, property } = _decorator;
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export enum GRoleAnimEvent{
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@@ -28,19 +23,13 @@ export default abstract class GRoleBase<T> extends GObject<T>{
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spine:JNSkeleton;
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//角色
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role:TableGRole
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//角色技能
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skills:GSkillBase[] = [];
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//角色类型
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type:number;
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role:TableGRole;
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//状态机
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fsm:GFSMBattle;
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fsm:GFSMBase;
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//动画状态机
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fsmAnim:GFSMBattleAmin;
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fsmAnim:GFSMAnimBase;
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//玩家攻击范围
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range:number = 100;
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@@ -48,20 +37,6 @@ export default abstract class GRoleBase<T> extends GObject<T>{
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//移动速度
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moveSpeed:number = 80;
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//在阵容中的下标
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tacticalIndex:number;
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//阵容
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_tactical:GTactical;
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get tactical(){return this._tactical};
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set tactical(value:GTactical){
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this.setTowards(value.towards);
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this._tactical = value;
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}
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//阵容位置
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_tacticalPos:Vec2;
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get tacticalPos(){ return this._tacticalPos}
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set tacticalPos(value:Vec2){ this._tacticalPos = value}
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//血量
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blood:number = 100;
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fullBlood:number = 100;
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@@ -71,8 +46,6 @@ export default abstract class GRoleBase<T> extends GObject<T>{
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get isDie(){ return this._isDie}
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set isDie(value:boolean){
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this._isDie = value;
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//设置死亡状态
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this.fsmAnim.isDie = value;
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}
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//受击回调
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@@ -85,7 +58,7 @@ export default abstract class GRoleBase<T> extends GObject<T>{
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//添加受击回调
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addAttackCallback(fun:Function){this.attackCallbacks.push(fun)};
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get():GRoleBase<T>{
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get():this{
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if(this.isDie) return null;
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return this;
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}
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@@ -99,41 +72,23 @@ export default abstract class GRoleBase<T> extends GObject<T>{
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return;
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}
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// this.spine.debugBones = true;
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this.bind(this.role);
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//创建角色状态机
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this.fsm = this.fsmCreate();
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//创建角色动画状态机
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this.fsmAnim = this.fsmAnimCreate();
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//监听攻击
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this.fsmAnim.addEventListener(GRoleAnimEvent.Attack,this.onAttack.bind(this));
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//监听死亡击飞
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this.fsmAnim.addStartListener(GFSMBattleAminEnum.Fly,this.onFly.bind(this));
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}
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//设置角色
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bind(role:TableGRole){
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//初始化
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protected init(role:TableGRole){
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if(this.spine)
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this.spine.skeletonData = app.role.skData[role.id];
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this.range = role.roleAttackRange; //设置攻击范围
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this.role = role; //设置角色
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// 设置技能
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this.skills = role.roleSkillIds.map(skillId => {
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let info = TableGRoleSkill.getConfig(skillId);
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return (new GSkill[info.skillController]()).bind(this,info);
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})
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}
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//创建一个状态机
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protected abstract fsmCreate():GFSMBattle;
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protected abstract fsmCreate():GFSMBase;
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//创建一个动画状态机
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protected abstract fsmAnimCreate():GFSMBattleAmin;
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protected abstract fsmAnimCreate():GFSMAnimBase;
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onSyncUpdate(dt: number,frame:JNFrameInfo, input?: T){
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@@ -141,9 +96,6 @@ export default abstract class GRoleBase<T> extends GObject<T>{
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this.fsm && this.fsm.onUpdate(dt / 1000);
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this.fsmAnim && this.fsmAnim.onUpdate(dt / 1000);
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//更新技能
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this.skills.forEach(skill => skill.onUpdate(dt));
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}
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//向目标点移动
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@@ -188,29 +140,6 @@ export default abstract class GRoleBase<T> extends GObject<T>{
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}
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}
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//攻击
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onAttack(){
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if(!this.fsm.enemy) return;
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//敌人扣血
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let info = TableGRoleAttack.getConfig(this.role.id);
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(new GAttack[info.attackWay]()).attack(this,info);
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this.attackCallbacks.forEach(fun => fun());
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}
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//释放技能 每一次只能释放一次
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onSkill():boolean{
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for (const item of this.skills) {
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if(item.isRelease()){
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//如果可以释放则释放
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item.release();
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return true;
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}
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}
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return false;
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}
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//受击
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onHit(){
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// return;
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@@ -236,66 +165,6 @@ export default abstract class GRoleBase<T> extends GObject<T>{
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}
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}
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//击飞
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onFly(){
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if(this.nId == 1)
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console.log("onFly");
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let vWorld = this.node.worldPosition;
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let vEndWorld = this.getWorldBackLen(v2(1500,500));
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this.JTween(vWorld)
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.to({x:vEndWorld.x},1000)
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.onUpdate(pos => this.node.worldPosition = pos)
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.start();
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this.JTween(vWorld)
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.to({y:vEndWorld.y},1000)
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.easing(JEasing.Circular.Out)
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.onUpdate(pos => this.node.worldPosition = vWorld)
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.start();
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}
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//恢复阵容朝向
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onRecoverTacticalTowards(){
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this.setTowards(this.tactical.towards);
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}
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//过滤敌人
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filterEnemy(roles:GRoleBase<{}>[] = []){
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return roles.filter(role => role.type != this.type);
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}
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//判断是否可以释放技能
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isReleaseSkill():boolean{
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for (const skill of this.skills) {
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if(skill.isRelease()){
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return true;
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}
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}
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return false;
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}
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//释放技能
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onReleaseSkill():boolean{
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for (const skill of this.skills) {
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if(skill.isRelease()){
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skill.release();
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return true;
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}
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}
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return false;
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}
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//是否正在释放技能
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isReleasingSkill():boolean {
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for (const skill of this.skills) {
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if(skill.state() == GSkillState.Releasing){
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return true;
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}
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}
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return false;
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}
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}
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200
JisolGameCocos/assets/script/battle/base/role/GRoleDefault.ts
Normal file
200
JisolGameCocos/assets/script/battle/base/role/GRoleDefault.ts
Normal file
@@ -0,0 +1,200 @@
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import { _decorator } from "cc";
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import GRoleBase, { GRoleAnimEvent } from "./GRoleBase";
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import { ProgressBar } from "cc";
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import { JNFrameInfo } from "../../../../../extensions/ngame/assets/ngame/sync/frame/JNSyncFrame";
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import { TableGRole } from "../../../../resources/config/ts/TableGRole";
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import { GFSMAnimBase, GFSMBattleAminEnum } from "../fsm/GFSMAnimBase";
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import { GFSMDefaultAnim } from "../fsm/Default/GFSMDefaultAnim";
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import GFSMDefault from "../fsm/Default/GFSMDefault";
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import { JEasing } from "../../../../../extensions/ngame/assets/ngame/sync/frame/game/tween/JNFrameTween";
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import { TableGRoleAttack } from "../../../../resources/config/ts/TableGRoleAttack";
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import { GAttack } from "../attack/GAttack";
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import { v2 } from "cc";
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import { GTactical } from "../../entity/GTactical";
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import { Vec2 } from "cc";
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import { GSkill, GSkillBase, GSkillState } from "../../skill/GSkill";
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import { TableGRoleSkill } from "../../../../resources/config/ts/TableGRoleSkill";
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const { property,ccclass } = _decorator;
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//默认角色类
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@ccclass('GRoleDefault')
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export default class GRoleDefault extends GRoleBase<{}>{
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@property(ProgressBar)
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bloodVolume:ProgressBar;
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//能量条
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@property(ProgressBar)
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energyVolume:ProgressBar;
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//状态机
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fsm:GFSMDefault;
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//动画状态机
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fsmAnim:GFSMDefaultAnim;
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get isDie(){ return this._isDie}
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set isDie(value:boolean){
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this._isDie = value;
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//设置死亡状态
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this.fsmAnim.isDie = value;
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}
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//角色类型
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type:number;
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//在阵容中的下标
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tacticalIndex:number;
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//阵容
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_tactical:GTactical;
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get tactical(){return this._tactical};
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set tactical(value:GTactical){
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this.setTowards(value.towards);
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this._tactical = value;
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}
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//阵容位置
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get tacticalPos(){ return this.tactical.getPosition(this.tacticalIndex)}
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//角色技能
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skills:GSkillBase[] = [];
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onSyncLoad(){
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super.onSyncLoad();
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//监听攻击
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this.fsmAnim.addEventListener(GRoleAnimEvent.Attack,this.onAttack.bind(this));
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//监听死亡击飞
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this.fsmAnim.addStartListener(GFSMBattleAminEnum.Fly,this.onFly.bind(this));
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}
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//初始化
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onInit(type:number,role:TableGRole,tactical:GTactical,tacticalIndex:number){
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super.init(role);
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this.type = type;
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this.range = role.roleAttackRange; //设置攻击范围
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this.role = role; //设置角色
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this.tactical = tactical;
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this.tacticalIndex = tacticalIndex;
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// 设置技能
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this.skills = role.roleSkillIds.map(skillId => {
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let info = TableGRoleSkill.getConfig(skillId);
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return (new GSkill[info.skillController]()).bind(this,info);
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})
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}
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onSyncUpdate(dt: number,frame:JNFrameInfo, input?: {}) {
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super.onSyncUpdate(dt,frame,input);
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//更新技能
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this.skills.forEach(skill => skill.onUpdate(dt));
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//更新显示
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this.bloodVolume.progress = this.blood / this.fullBlood;
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//显示第一个技能进度条
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if(this.skills[0]){
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this.energyVolume.progress = this.skills[0].getProgress();
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}
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}
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protected fsmCreate(): GFSMDefault {
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return new GFSMDefault(this);
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}
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protected fsmAnimCreate(): GFSMDefaultAnim {
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return new GFSMDefaultAnim(this.spine);
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}
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//攻击
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onAttack(){
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if(!this.fsm.enemy) return;
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//敌人扣血
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let info = TableGRoleAttack.getConfig(this.role.id);
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(new GAttack[info.attackWay]()).attack(this,info);
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this.attackCallbacks.forEach(fun => fun());
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}
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//击飞
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onFly(){
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let vWorld = this.node.worldPosition;
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let vEndWorld = this.getWorldBackLen(v2(1500,500));
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this.JTween(vWorld)
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.to({x:vEndWorld.x},1000)
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.onUpdate(pos => this.node.worldPosition = pos)
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.start();
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this.JTween(vWorld)
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.to({y:vEndWorld.y},1000)
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.easing(JEasing.Circular.Out)
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.onUpdate(pos => this.node.worldPosition = vWorld)
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.start();
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}
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//过滤敌人
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filterEnemy(roles:GRoleDefault[] = []){
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return roles.filter(role => role.type != this.type);
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}
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//恢复阵容朝向
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onRecoverTacticalTowards(){
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this.setTowards(this.tactical.towards);
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}
|
||||
|
||||
//释放技能 每一次只能释放一次
|
||||
onSkill():boolean{
|
||||
|
||||
for (const item of this.skills) {
|
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if(item.isRelease()){
|
||||
//如果可以释放则释放
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||||
item.release();
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||||
return true;
|
||||
}
|
||||
}
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||||
return false;
|
||||
|
||||
}
|
||||
|
||||
//判断是否可以释放技能
|
||||
isReleaseSkill():boolean{
|
||||
for (const skill of this.skills) {
|
||||
if(skill.isRelease()){
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//释放技能
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||||
onReleaseSkill():boolean{
|
||||
for (const skill of this.skills) {
|
||||
if(skill.isRelease()){
|
||||
skill.release();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//是否正在释放技能
|
||||
isReleasingSkill():boolean {
|
||||
for (const skill of this.skills) {
|
||||
if(skill.state() == GSkillState.Releasing){
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
onQueryEunmy():GRoleDefault{
|
||||
return null;
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||||
}
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||||
|
||||
}
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||||
|
@@ -2,7 +2,7 @@
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "9fc034a7-5c68-4f22-9065-447435329c8a",
|
||||
"uuid": "27681ee3-9d09-4a06-be5e-71af045319b8",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
@@ -1,12 +0,0 @@
|
||||
{
|
||||
"ver": "1.1.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "34152d1b-ca03-4bb1-a970-692cd8995991",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {
|
||||
"compressionType": {},
|
||||
"isRemoteBundle": {}
|
||||
}
|
||||
}
|
@@ -1,86 +0,0 @@
|
||||
import { _decorator } from "cc";
|
||||
import GRoleBase from "../GRoleBase";
|
||||
import GFSMPVP from "../../fsm/PVP/GFSMPVP";
|
||||
import GPVPMode, { GPVPModePlayerEnum } from "../../../modes/GPVPMode";
|
||||
import { GFSMBattleAmin } from "../../fsm/base/GFSMBattle/GFSMBattleAmin";
|
||||
import { JNFrameInfo } from "../../../../../../extensions/ngame/assets/ngame/sync/frame/JNSyncFrame";
|
||||
import { ProgressBar } from "cc";
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
export interface GDemoMessage{
|
||||
isAttack?:boolean;
|
||||
isRun?:boolean;
|
||||
}
|
||||
|
||||
//PVP 角色
|
||||
@ccclass('GRolePVPEntity')
|
||||
export default class GRolePVPEntity extends GRoleBase<GDemoMessage>{
|
||||
|
||||
//所属阵容
|
||||
_ones:GPVPModePlayerEnum;
|
||||
get ones():GPVPModePlayerEnum{
|
||||
return this._ones;
|
||||
}
|
||||
set ones(value:GPVPModePlayerEnum){
|
||||
this._ones = value;
|
||||
}
|
||||
|
||||
@property(ProgressBar)
|
||||
bloodVolume:ProgressBar;
|
||||
|
||||
//能量条
|
||||
@property(ProgressBar)
|
||||
energyVolume:ProgressBar;
|
||||
|
||||
onSyncLoad(){
|
||||
super.onSyncLoad();
|
||||
}
|
||||
|
||||
getClassName():string{return "GDemoMessage"}
|
||||
onSyncUpdate(dt: number,frame:JNFrameInfo, input?: GDemoMessage) {
|
||||
super.onSyncUpdate(dt,frame,input);
|
||||
|
||||
if(input){
|
||||
if(Object.prototype.hasOwnProperty.call(input,"isAttack")){
|
||||
this.fsmAnim.isAttack = input.isAttack;
|
||||
}
|
||||
if(Object.prototype.hasOwnProperty.call(input,"isRun")){
|
||||
this.fsmAnim.isMove = input.isRun;
|
||||
}
|
||||
}
|
||||
|
||||
//更新显示
|
||||
this.bloodVolume.progress = this.blood / this.fullBlood;
|
||||
//显示第一个技能进度条
|
||||
if(this.skills[0]){
|
||||
this.energyVolume.progress = this.skills[0].getProgress();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
get mode():GPVPMode{
|
||||
return super.mode as GPVPMode;
|
||||
}
|
||||
set mode(value:GPVPMode){
|
||||
this._mode = value;
|
||||
}
|
||||
|
||||
|
||||
protected fsmCreate(): GFSMPVP {
|
||||
return new GFSMPVP(this);
|
||||
}
|
||||
protected fsmAnimCreate(): GFSMBattleAmin {
|
||||
return new GFSMBattleAmin(this.spine);
|
||||
}
|
||||
|
||||
//添加死亡销毁
|
||||
onHit(){
|
||||
super.onHit();
|
||||
if(this.isDie){
|
||||
//销毁数据
|
||||
this.mode.killRole(this);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
Reference in New Issue
Block a user