update 添加松鼠角色

This commit is contained in:
DESKTOP-5RP3AKU\Jisol
2023-10-30 02:34:11 +08:00
parent ca84f38096
commit bb4334c0ff
178 changed files with 6352 additions and 195 deletions

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@@ -2,12 +2,14 @@ import { Vec2 } from "cc";
import GObject from "./base/GObject";
import { v3 } from "cc";
import { JNFrameInfo } from "../../../extensions/ngame/assets/ngame/sync/frame/JNSyncFrame";
import { Node } from "cc";
import { Vec3 } from "cc";
export default class GBaseMode<T> extends GObject<T> {
//添加对象到场景中
addGObject(obj: GObject<{}>,pos?:Vec2){
addGObject(obj: GObject<{}>,pos?:Vec2 | Vec3){
obj.mode = this;
this.node.addChild(obj.node);
if(pos){
@@ -15,6 +17,14 @@ export default class GBaseMode<T> extends GObject<T> {
}
}
//添加Node到场景中
addGNode(obj:Node,pos?:Vec2 | Vec3){
this.node.addChild(obj);
if(pos){
obj.setWorldPosition(v3(pos.x,pos.y,0));
}
}
onSyncUpdate(dt: number,frame:JNFrameInfo, input?: T) {
//重置 场景中的层级

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@@ -2,7 +2,7 @@ import { Node } from "cc";
import { TableGRoleAttack } from "../../../../resources/config/ts/TableGRoleAttack";
import GRoleBase from "../role/GRoleBase";
import GAttackNormal from "./GAttackNormal";
import GAttackParabolicRemote from "./GAttackParabolicRemote";
import GAttackParabolicBangRemote from "./GAttackParabolicBangRemote";
import { UITransform } from "cc";
import GButtleBase from "../bullet/GButtleBase";
@@ -21,13 +21,13 @@ export class GAttackBullet{
}
//攻击方式基类
export class GAttackBase{
attack(role:GRoleBase<{}>,info:TableGRoleAttack){};
export interface GAttackBase{
attack(role:GRoleBase<{}>,info:TableGRoleAttack);
}
//攻击方式
export const GAttack:{[key:string]:(new () => GAttackBase)} = {
["Normal"]:GAttackNormal,
["ParabolicRemote"]:GAttackParabolicRemote,
["ParabolicBangRemote"]:GAttackParabolicBangRemote,
}

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@@ -1,12 +0,0 @@
export default class GAttackBullet {
//创建子弹
static create(){
}
}

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@@ -8,20 +8,40 @@ import { v3 } from "cc";
import { bezier } from "cc";
import { v2 } from "cc";
import { Vec2 } from "cc";
import { sp } from "cc";
import GEffectUtil from "../../effect/GEffectUtil";
import { TableGRoleAttackEffect } from "../../../../resources/config/ts/TableGRoleAttackEffect";
import GDetection from "../common/GDetection";
import { rect } from "cc";
import { UITransform } from "cc";
import { BoxCollider2D } from "cc";
/**
* 线
* ,,-
* 线
* ,,-,
*/
export default class GAttackParabolicRemote implements GAttackBase{
attack(role: GRoleBase<{}>, info: TableGRoleAttack): void {
let enemy = role.fsm.enemy;
if(!enemy) return;
//[子弹图片]
let image:SpriteFrame = app.role.bullets[info.attackArgs[0]];
let scale:number = info.attackArgs[1] as unknown as number;
let bang = {
ske: app.role.effects[info.attackArgs[1]],
info: TableGRoleAttackEffect.getConfig(info.attackArgs[1])
};
let bone = role.spine.findBone(info.attackArgs[2]);
let scale:number = parseFloat(info.attackArgs[3]);
let aw = parseFloat(info.attackArgs[4]);
let ah = parseFloat(info.attackArgs[5]);
if(!image || !bone || !scale || !bang|| !aw|| !ah) {
console.warn("GAttackParabolicRemote ERROR",image,bone,scale,bang);
return;
}
console.log(role.spine,bone);
let bullet = GAttackBullet.create(GButtleDefault,{
image:image,
@@ -48,8 +68,21 @@ export default class GAttackParabolicRemote implements GAttackBase{
))
})
.onComplete(() => {
enemy.onHit();
bullet.node.removeFromParent();
//生成爆炸特效
let effect = GEffectUtil.create(bang.ske);
role.mode.addGNode(effect.node,bullet.node.worldPosition);
//获取默认动画
effect.setAnimation(0,bang.info.animation,false);
//销毁
bullet.node.destroy();
// enemy.getComponent(BoxCollider2D).apply();
// console.log(enemy.v2World,enemy.getComponent(BoxCollider2D).worldPoints,enemy.getComponent(UITransform).getBoundingBoxToWorld());
GDetection.testAABBRole(rect(effect.node.worldPosition.x,effect.node.worldPosition.y,aw,ah)).forEach(role =>{
role.onHit();
});
})
.start();

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@@ -2,7 +2,7 @@
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "13b542e0-5fa9-4b1d-bfef-8196b3b3ffd6",
"uuid": "f4c29cde-2ca3-452d-ad3e-3d6376f2bd6c",
"files": [],
"subMetas": {},
"userData": {}

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@@ -7,6 +7,7 @@ import { size } from "cc";
import { Size } from "cc";
import { v3 } from "cc";
import { Vec2 } from "cc";
import { GData } from "../../../GData";
const { ccclass, property } = _decorator;
export interface GButtleDefaultInfo{
@@ -19,7 +20,7 @@ export interface GButtleDefaultInfo{
export default class GButtleDefault extends GButtleBase<GButtleDefaultInfo>{
setData(info:GButtleDefaultInfo){
this.node.layer = 1;
this.node.layer = GData.layer.World;
this.node.addComponent(Sprite).spriteFrame = info.image;
this.node.scale = v3(info.scale,info.scale,0);
}

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@@ -0,0 +1,9 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "651f7991-f580-4d09-a013-54c78bf46740",
"files": [],
"subMetas": {},
"userData": {}
}

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@@ -0,0 +1,21 @@
import { math } from "cc";
import { PhysicsSystem2D } from "cc";
import GRoleBase from "../role/GRoleBase";
import { Vec2 } from "cc";
//检测工具类
export default class GDetection{
//检测角色
static testAABBRole(rect:math.Rect):GRoleBase<{}>[]{
//@ts-ignore
return PhysicsSystem2D.instance.testAABB(rect).map(item => item.getComponent(GRoleBase<any>));
}
//检测角色
static testPointRole(pos:Vec2){
//@ts-ignore
console.log(PhysicsSystem2D.instance.testPoint(pos));
}
}

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@@ -2,7 +2,7 @@
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "04262003-45a4-4d9d-a1d3-83c11146c891",
"uuid": "a2cdfca5-479c-4e51-9245-29dd3626cbc2",
"files": [],
"subMetas": {},
"userData": {}

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@@ -0,0 +1,63 @@
import { sp } from "cc";
import GRoleBase from "../role/GRoleBase";
import JNSkeleton from "../../../../../extensions/ngame/assets/ngame/sync/frame/game/spine/JNFrameSkeleton";
import { Node } from "cc";
import GBaseMode from "../../GBaseMode";
import { Vec2 } from "cc";
//Spine 工具
export default class GSpine{
//保存当前Spine 播放新 Spine 结束后还原
static onPlayAnotherSpine(role:GRoleBase<{}>,spine:sp.SkeletonData,play:string,fun:{
start?:(ske:JNSkeleton) => void,
end?:() => void,
} = {}):JNSkeleton{
//关闭当前角色原本的Spine
role.spine.enabled = false;
//添加新的spine
let spineNode = new Node();
role.node.addChild(spineNode);
let another = spineNode.addComponent(JNSkeleton);
another.skeletonData = spine;
fun.start && fun.start(another);
another.setCompleteListener(() => {
//还原
role.spine.enabled = true;
spineNode.destroy();
fun.end && fun.end();
});
another.setAnimation(0,play,false);
// another.setAnimation(0,play,false);
return another;
}
//创建一个Spine
static onCreateSpine(spine:sp.SkeletonData):JNSkeleton{
let spineNode = new Node();
let another = spineNode.addComponent(JNSkeleton);
another.premultipliedAlpha = false;
another.skeletonData = spine;
return another;
}
// 创建一个 Spine 并且 播放 销毁
static onPlaySceneSpine(scene:GBaseMode<{}>,pos:Vec2,spine:sp.SkeletonData,play:string):JNSkeleton{
let create = this.onCreateSpine(spine);
scene.addGNode(create.node,pos);
create.setCompleteListener(() => {
//销毁
create.node.destroy();
});
create.setAnimation(0,play);
return create;
}
}

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@@ -2,7 +2,7 @@
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "8c684f5a-84b5-4ea1-92d3-c0b70461970c",
"uuid": "ded09977-91f1-4932-aba7-c9c5d8489859",
"files": [],
"subMetas": {},
"userData": {}

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@@ -14,6 +14,8 @@ enum ProcessEnum {
AttackEnemy = 2,
//回阵型
MoveToTactical = 3,
//释放技能
ReleaseSkills = 4,
}
export default abstract class GFSMBattle extends GFSMBase{
@@ -51,13 +53,19 @@ export default abstract class GFSMBattle extends GFSMBase{
title:"攻击敌人",
mode:GFSMProcessMode.WaitExecute,
execute: this.onAttackProcess.bind(this),
to:[ProcessEnum.SeekEnemy],//移动回阵型
to:[ProcessEnum.SeekEnemy,ProcessEnum.ReleaseSkills],//移动回阵型 释放技能
},
[ProcessEnum.MoveToTactical]:{
title:"移动回阵型",
mode:GFSMProcessMode.WaitExecute,
execute: this.onMoveToTacticalProcess.bind(this),
to:[ProcessEnum.SeekEnemy],//移动回阵型
},
[ProcessEnum.ReleaseSkills]:{
title:"释放技能",
mode:GFSMProcessMode.WaitExecute,
execute: this.onReleaseSkillsProcess.bind(this),
to:[ProcessEnum.AttackEnemy],//继续攻击
}
}
@@ -141,12 +149,24 @@ export default abstract class GFSMBattle extends GFSMBase{
this.player.fsmAnim.isAttack = true;
//如果有敌人则攻击 没有 则 重置
if(this.enemy){
// if(){
// //如果可以释放大招
// }else{
// //不可以则普攻
//朝向敌人
this.player.onTowardsTarget(this.enemy);
return GFSMProcessEnum.Wait;
// }
}else{
return ProcessEnum.SeekEnemy;
}
}
//释放技能
onReleaseSkillsProcess(){
}
}

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@@ -8,11 +8,13 @@ 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";
import { TableGRoleAttack } from "../../../../resources/config/ts/TableGRoleAttack";
import { GAttack, GAttackBase } from "../attack/GAttack";
import { GRoleType } from "./GRoleType";
import { TableGRole } from "../../../../resources/config/ts/TableGRole";
import { TableGRoleSkill } from "../../../../resources/config/ts/TableGRoleSkill";
import { GSkill, GSkillBase } from "../../skill/GSkill";
import JNSkeleton from "../../../../../extensions/ngame/assets/ngame/sync/frame/game/spine/JNFrameSkeleton";
const { ccclass, property } = _decorator;
export enum GRoleAnimEvent{
@@ -22,14 +24,17 @@ export enum GRoleAnimEvent{
//角色基类
export default abstract class GRoleBase<T> extends GObject<T>{
@property(sp.Skeleton)
spine:sp.Skeleton;
@property(JNSkeleton)
spine:JNSkeleton;
//角色
role:GRole
role:TableGRole
//角色技能
skills:GSkillBase[] = [];
//角色类型
type:GRoleType;
type:number;
//状态机
fsm:GFSMBattle;
@@ -61,10 +66,6 @@ export default abstract class GRoleBase<T> extends GObject<T>{
blood:number = 100;
fullBlood:number = 100;
//能量
energy:number = 0;
fullEnergy:number = 100;
//是否死亡
_isDie:boolean = false;
get isDie(){ return this._isDie}
@@ -81,14 +82,14 @@ export default abstract class GRoleBase<T> extends GObject<T>{
onSyncLoad(){
if(!this.spine) this.spine = this.node.getComponent(sp.Skeleton);
if(!this.spine) this.spine = this.node.getComponent(JNSkeleton);
//如果没有生成则直接销毁
if(!this.spine) {
this.node.removeFromParent();
this.node.destroy();
return;
}
this.spine.debugBones = true;
// this.spine.debugBones = true;
this.bind(this.role);
@@ -105,11 +106,18 @@ export default abstract class GRoleBase<T> extends GObject<T>{
}
//设置角色
bind(role:GRole){
bind(role:TableGRole){
if(this.spine)
this.spine.skeletonData = app.role.skData[role.id];
this.range = role.range; //设置攻击范围
this.role = role;
this.range = role.roleAttackRange; //设置攻击范围
this.role = role; //设置角色
// 设置技能
this.skills = role.roleSkillIds.map(skillId => {
let info = TableGRoleSkill.getConfig(skillId);
return (new GSkill[info.skillController]()).bind(this,info);
})
}
//创建一个状态机
@@ -123,6 +131,10 @@ export default abstract class GRoleBase<T> extends GObject<T>{
this.fsm && this.fsm.onUpdate(dt / 1000);
this.fsmAnim && this.fsmAnim.onUpdate(dt / 1000);
if(frame.index == 100){
this.skills[0] && this.skills[0].release();
}
}
//向目标点移动
@@ -153,18 +165,55 @@ export default abstract class GRoleBase<T> extends GObject<T>{
}
//朝向目标
onTowardsTarget(role:GRoleBase<{}>){
//获取两个坐标差值向量
let normal = this.v2World.subtract(role.v2World).normalize();
//设置朝向
if(normal.x != 0){
if(normal.x < 0){
this.setTowards(GTowards.RIGHT)
}else{
this.setTowards(GTowards.LEFT)
}
}
}
//攻击
onAttack(){
//敌人扣血
let info = TableGRoleAttack.getConfig(this.role.id);
(new GAttack[info.attackWay]()).attack(this,info);
}
//释放技能 每一次只能释放一次
onSkill():boolean{
for (const item of this.skills) {
if(item.isRelease()){
//如果可以释放则释放
item.release();
return true;
}
}
return false;
//每一次攻击 则 增加能量条
this.energy += 10;
}
//受击
onHit(){
// return;
this.blood -= 10;
//检测是否死亡
if(this.blood <= 0){
//关闭状态机
this.fsm.close();
//设置死亡
this.isDie = true;
}
}
onDebugHit(){
this.blood -= 10;
//检测是否死亡
if(this.blood <= 0){
@@ -198,6 +247,11 @@ export default abstract class GRoleBase<T> extends GObject<T>{
this.setTowards(this.tactical.towards);
}
//过滤敌人
filterEnemy(roles:GRoleBase<{}>[] = []){
return roles.filter(role => role.type != this.type);
}
}

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@@ -1,8 +0,0 @@
//角色类型
export enum GRoleType{
PLAYER = "PLAYER",
ENMEY = "ENMEY",
PVP1 = "PVP1",
PVP2 = "PVP2",
}

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@@ -51,7 +51,6 @@ export default class GRolePVPEntity extends GRoleBase<GDemoMessage>{
//更新显示
this.bloodVolume.progress = this.blood / this.fullBlood;
this.energyVolume.progress = this.energy / this.fullBlood;
}
@@ -76,7 +75,6 @@ export default class GRolePVPEntity extends GRoleBase<GDemoMessage>{
if(this.isDie){
//销毁数据
this.mode.killRole(this);
// this.node.removeFromParent();
}
}

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@@ -0,0 +1,9 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "82abb7d2-2e71-4d33-9853-644778b2abc3",
"files": [],
"subMetas": {},
"userData": {}
}

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@@ -0,0 +1,22 @@
import { UITransform } from "cc";
import { Node } from "cc";
import { sp } from "cc";
import JNSkeleton from "../../../../extensions/ngame/assets/ngame/sync/frame/game/spine/JNFrameSkeleton";
import { GData } from "../../GData";
export default class GEffectUtil {
//创建一个Spine特效
static create(spine:sp.SkeletonData):JNSkeleton{
let effectNode = new Node();
effectNode.layer = GData.layer.World;
effectNode.addComponent(UITransform);
let ske = effectNode.addComponent(JNSkeleton);
ske.skeletonData = spine;
ske.premultipliedAlpha = false;
return ske;
}
}

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@@ -0,0 +1,9 @@
{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "2935c359-6cdd-4449-adae-57fc390c9e45",
"files": [],
"subMetas": {},
"userData": {}
}

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@@ -1,12 +1,6 @@
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
range:number; //宠物攻击范围
}
//角色工具类
export class GRoleUtil{
@@ -21,16 +15,13 @@ export class GRoleUtil{
}
//通过Id 获取 GRole
static getGRole(id:number):GRole{
static getGRole(id:number):TableGRole{
let info:TableGRole;
if(!(info = TableGRole.getConfig(id))) return null;
return {
id:info.id,
range:info.roleAttackRange,
}
return info
}
static getGRoles(ids:number[]):GRole[]{
static getGRoles(ids:number[]):TableGRole[]{
return ids.map(id => GRoleUtil.getGRole(id));
}

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@@ -5,11 +5,10 @@ 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";
import { GRoleUtil } from "../entity/GRole";
import { TableGRole } from "../../../resources/config/ts/TableGRole";
const { ccclass, property } = _decorator;
//PVP 角色
export enum GPVPModePlayerEnum{
PLAYER, //玩家
@@ -21,7 +20,7 @@ export interface GPVPModePlayerInfo{
//阵法
tactical: GTactical;
//宠物列表
roles: GRole[];
roles: TableGRole[];
}
/**
@@ -54,6 +53,7 @@ export default class GPVPMode extends GBaseMode<{}>{
onSyncInitSuccess(): void {
//初始化战斗
console.log("GPVPMode 模式初始化");
@@ -68,12 +68,14 @@ export default class GPVPMode extends GBaseMode<{}>{
}
//生成角色
onGenRole(type: GPVPModePlayerEnum,index:number,info:GRole) {
onGenRole(type: GPVPModePlayerEnum,index:number,info:TableGRole) {
let pos:Vec2 = this.getInfo(type).tactical.getPosition(index);
if(!pos) return;
let role = instantiate(this.rolePrefab);
let entity = role.getComponent(GRolePVPEntity)
let entity = role.getComponent(GRolePVPEntity);
//绑定角色
entity.type = type;
entity.bind(info);
//赋值阵容
entity.ones = type;

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@@ -0,0 +1,9 @@
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"subMetas": {},
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}

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@@ -0,0 +1,34 @@
import { TableGRoleSkill } from "../../../resources/config/ts/TableGRoleSkill";
import GRoleBase from "../base/role/GRoleBase";
import GSkillCrazySquirrel from "./RoleSkill/GSkillCrazySquirrel";
//技能状态
export enum GSkillState{
NoRelease,//不可释放
Releasable,//可释放
Releasing,//释放中
}
//技能基类
export interface GSkillBase {
//设置
bind(role:GRoleBase<{}>,info:TableGRoleSkill):GSkillBase;
//是否允许释放
isRelease():boolean;
//释放技能
release():boolean;
//技能状态
state():GSkillState;
}
//技能方式
export const GSkill:{[key:string]:(new () => GSkillBase)} = {
["GSkillCrazySquirrel"]:GSkillCrazySquirrel,
}

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@@ -0,0 +1,9 @@
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"importer": "typescript",
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"files": [],
"subMetas": {},
"userData": {}
}

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@@ -0,0 +1,39 @@
import { TableGRoleSkill } from "../../../resources/config/ts/TableGRoleSkill";
import GRoleBase from "../base/role/GRoleBase";
import { GSkillBase, GSkillState } from "./GSkill";
//冷却技能基类 用于多长时间释放技能
export default abstract class GSkillCDBase implements GSkillBase {
//冷却总时间
cdTatal:number;
//冷却时间
cdTime:number;
bind(role:GRoleBase<{}>,info: TableGRoleSkill):GSkillCDBase {
return this;
}
isRelease(): boolean {
//冷却时间小于等于0可释放
return this.cdTime <= 0;
}
//释放技能
release():boolean {
// //是否可以释放技能
// if(!this.isRelease()) return false;
return this.onRelease();
}
//子类实现释放
abstract onRelease():boolean;
state(): GSkillState {
if(this.isRelease())
return GSkillState.Releasing
else
return GSkillState.NoRelease
}
}

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@@ -0,0 +1,9 @@
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"importer": "typescript",
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@@ -0,0 +1,9 @@
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@@ -0,0 +1,76 @@
import { v2 } from "cc";
import { JTween } from "../../../../../extensions/ngame/assets/ngame/sync/frame/game/tween/JNFrameTween";
import { TableGRoleSkill } from "../../../../resources/config/ts/TableGRoleSkill";
import { app } from "../../../App";
import GSpine from "../../base/common/GSpine";
import GRoleBase from "../../base/role/GRoleBase";
import GSkillCDBase from "../GSkillCDBase";
import { v3 } from "cc";
import GBaseMode from "../../GBaseMode";
import GDetection from "../../base/common/GDetection";
import { rect } from "cc";
/**
* 疯狂松鼠技能
* 参数:[技能冷却]
*/
export default class GSkillCrazySquirrel extends GSkillCDBase{
role:GRoleBase<{}>;
info: TableGRoleSkill;
bind(role:GRoleBase<{}>,info: TableGRoleSkill):GSkillCrazySquirrel {
//技能冷却
this.cdTatal = parseInt(info.skillArgs[0]);
this.role = role;
this.info = info;
return this;
}
onRelease(): boolean {
//获取敌人位置
let enemy = this.role.fsm.enemy;
let scene:GBaseMode<{}> = this.role.mode;
if(!enemy) return false;
let aw = parseInt(this.info.skillArgs[1]);
let ah = parseInt(this.info.skillArgs[2]);
//出现松鼠丢炸弹
GSpine.onPlayAnotherSpine(this.role,app.role.effects[50001],"skill",{
end:() => {
//从天而降
let pos = enemy.v2World.add(v2(0,1000));
let end = enemy.v2World;
//生成火球
let spine = GSpine.onCreateSpine(app.role.effects[50002]);
this.role.mode.addGNode(spine.node,pos);
spine.setAnimation(0,"animation",true);
spine.node.angle = 90;
JTween(pos)
.to(end,600)
.onUpdate(pos => {
spine.node.worldPosition = v3(pos.x,pos.y,0);
})
.onComplete(() => {
let world = spine.node.worldPosition;
spine.node.destroy();
GSpine.onPlaySceneSpine(scene,v2(world.x,world.y),app.role.effects[50003],"animation");
console.log(GDetection.testAABBRole(rect(world.x,world.y,aw,ah)).length)
GDetection.testAABBRole(rect(world.x,world.y,aw,ah)).forEach(role =>{
role.onHit();
});
})
.start();
}
});
return true;
}
}

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@@ -0,0 +1,9 @@
{
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"importer": "typescript",
"imported": true,
"uuid": "7d3fd1cc-d849-4139-8926-689129416a29",
"files": [],
"subMetas": {},
"userData": {}
}