更新无限模式

This commit is contained in:
DESKTOP-5RP3AKU\Jisol 2023-11-04 05:56:28 +08:00
parent 2eca21dab1
commit ec4d6a15d7
9 changed files with 145 additions and 19 deletions

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@ -36,7 +36,7 @@ export default class GBaseMode<T> extends GObject<T> {
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) => {
[...this.scene.children].sort((node1,node2) => node2.worldPosition.y - node1.worldPosition.y).forEach((node,index) => {
node.setSiblingIndex(index);
})

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@ -88,6 +88,7 @@ export default class GFSMBase{
if(process.to.indexOf(next) == -1 && next != GFSMProcessEnum.Wait && next != GFSMProcessEnum.Reset){
console.log(`[GFSM]: 流程To中没有这个流程 请检查代码`,process,next);
return;
}
if(!this.process[next]) next = null;

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@ -209,5 +209,10 @@ export default class GRoleDefault extends GRoleBase<{}>{
this.killBack.push(callback);
}
//判断玩家是否在阵法位置
isTacticalPos():boolean{
return this.tactical.getPosition(this.tacticalIndex).equals(this.v2World);
}
}

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@ -83,7 +83,7 @@ export default class GOnHookMode extends GBaseMode<{}>{
mapInfo:TableGMap;
//每一波怪的距离
everyX:number = 1000;
everyX:number = 600;
//下一波怪的对战位置X
_nextFightX:number = 0;
@ -91,6 +91,7 @@ export default class GOnHookMode extends GBaseMode<{}>{
set nextFightX(value:number){
//修改玩家阵法位置
this.playerInfo.tactical.setOffset(this.playerPos.clone().add(v2(value,0)))
this.enemyInfo.tactical.setOffset(this.enemyPos.clone().add(v2(value,0)))
this._nextFightX = value;
}
@ -111,11 +112,9 @@ export default class GOnHookMode extends GBaseMode<{}>{
//初始化地图
this.mapInfo = TableGMap.getConfig(60001);
this.map1.init(app.battleRes.maps[60001][0],1);
this.map1.UpdateMap(0,this.camera.node.worldPosition.x,this.mapInfo.map1OffsetY);
this.map2.init(app.battleRes.maps[60001][1],1);
this.map2.UpdateMap(0,this.camera.node.worldPosition.x,this.mapInfo.map2OffsetY);
this.map3.init(app.battleRes.maps[60001][2],1,app.battleRes.maps[60001][1].width,app.battleRes.maps[60001][1].height);
this.map3.UpdateMap(0,this.camera.node.worldPosition.x,this.mapInfo.map3OffsetY);
this.onUpdateMap(0);
this.playerInfo = { tactical: GTactical.getTactical().setOffset(this.playerPos), roles: GRoleUtil.getGRoles([10004,10004,10004,10004,10003,10003]) };
this.enemyInfo = { tactical: GTactical.getTactical(true).setOffset(this.enemyPos), roles: GRoleUtil.getGRoles([10002]) };
@ -123,10 +122,6 @@ export default class GOnHookMode extends GBaseMode<{}>{
//生成玩家
this.playerInfo.roles.forEach((info,index) => this.onGenRole(GOnHookModePlayerEnum.PLAYER,index + 1,info))
JNFrameTime.getInstance().setTimeout(() => {
//下一波怪
this.onNextTarget();
})
// //生成敌人
// this.onResetGenerateEnemy();
@ -134,10 +129,19 @@ export default class GOnHookMode extends GBaseMode<{}>{
onSyncUpdate(dt: number,frame:JNFrameInfo, input?: {}){
super.onSyncUpdate(dt,frame,input);
this.onUpdateMap(dt);
this.onUpdateCamera(dt);
this.fsm.onUpdate(dt,frame);
}
//更新地图
onUpdateMap(dt){
let cameraX = this.camera.node.worldPosition.x;
this.map1.UpdateMap(cameraX,0,this.mapInfo.map1OffsetY);
this.map2.UpdateMap(cameraX,cameraX / 10,this.mapInfo.map2OffsetY);
this.map3.UpdateMap(cameraX,0,this.mapInfo.map3OffsetY);
}
//更新相机逻辑
onUpdateCamera(dt:number){
@ -145,7 +149,7 @@ export default class GOnHookMode extends GBaseMode<{}>{
if(!this.isHaveEnemy()){
//获取冲到最前面的宠物
let roles = this.getOnesRole(GOnHookModePlayerEnum.PLAYER);
let roles = this.getOnesRoleAlive(GOnHookModePlayerEnum.PLAYER);
let frontRole = roles.sort((role1,role2) => role2.v2World.x - role1.v2World.x)[0];
if(!frontRole) return;
@ -153,6 +157,10 @@ export default class GOnHookMode extends GBaseMode<{}>{
let cameraWorld = this.camera.node.worldPosition.clone();
this.camera.node.worldPosition = cameraWorld.lerp(v3(frontRole.v2World.x,cameraWorld.y,cameraWorld.z),(dt / 1000));
}else{
//如果有敌人则移动到战斗位置
let cameraWorld = this.camera.node.worldPosition.clone();
this.camera.node.worldPosition = cameraWorld.lerp(v3(this.nextFightX,cameraWorld.y,cameraWorld.z),(dt / 1000));
}
}
@ -251,11 +259,8 @@ export default class GOnHookMode extends GBaseMode<{}>{
//前往下一个目标
onNextTarget(){
//如果没有敌人则前往
if(!this.isHaveEnemy()){
//下一个目标点
this.nextFightX = this.nextFightX + this.everyX;
}
}

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@ -7,6 +7,7 @@ import { Vec2 } from "cc";
import { GRoleUtil } from "../entity/GRole";
import { TableGRole } from "../../../resources/config/ts/TableGRole";
import GRoleDefault from "../base/role/GRoleDefault";
import { v3 } from "cc";
const { ccclass, property } = _decorator;
//PVP 角色
@ -61,6 +62,9 @@ export default class GPVPMode extends GBaseMode<{}>{
onSyncInitSuccess(): void {
//调整相机
let camreaPos = this.camera.node.worldPosition;
this.camera.node.worldPosition = v3(0,100,camreaPos.z)
//初始化战斗
console.log("GPVPMode 模式初始化");

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@ -0,0 +1,9 @@
{
"ver": "1.2.0",
"importer": "directory",
"imported": true,
"uuid": "29dec340-ed67-481d-b6ef-41c2d4d47f7b",
"files": [],
"subMetas": {},
"userData": {}
}

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@ -1,10 +1,10 @@
import GFSMBase, { GFSMProcessInfo } from "../../base/fsm/GFSMBase";
import GOnHookMode from "../GOnHookMode";
import GFSMBase, { GFSMProcessEnum, GFSMProcessInfo, GFSMProcessMode } from "../../base/fsm/GFSMBase";
import GOnHookMode, { GOnHookModePlayerEnum } from "../GOnHookMode";
//流程枚举
enum ProcessEnum {
SeekEnemy = 0, //寻找敌人(场上没有敌人 或者敌人都击杀完)
GenNextFight = 1, //下一个战斗位置
GenNextFight = 1, //生成下一个战斗位置
LeaveFight = 2, //前往战斗
GenEnemy = 3, //生成敌人
Fight = 4, //战斗
@ -19,7 +19,100 @@ export default class GFSMOnHookMode extends GFSMBase{
this.mode = mode;
}
start:number = ProcessEnum.SeekEnemy;
process:{[key:number]:GFSMProcessInfo} = {
[ProcessEnum.SeekEnemy]:{
title:"寻找敌人",
mode:GFSMProcessMode.Execute,
execute: this.onSeekEnemyProcess.bind(this),
to:[ProcessEnum.GenNextFight,ProcessEnum.Fight]
},
[ProcessEnum.GenNextFight]:{
title:"生成下一个战斗位置",
mode:GFSMProcessMode.Execute,
execute: this.onGenNextFightProcess.bind(this),
to:[ProcessEnum.LeaveFight]
},
[ProcessEnum.LeaveFight]:{
title:"前往战斗",
mode:GFSMProcessMode.WaitExecute,
execute: this.onLeaveFightProcess.bind(this),
to:[ProcessEnum.GenEnemy]
},
[ProcessEnum.GenEnemy]:{
title:"生成敌人",
mode:GFSMProcessMode.Execute,
execute: this.onGenEnemyProcess.bind(this),
to:[ProcessEnum.Fight]
},
[ProcessEnum.Fight]:{
title:"战斗",
mode:GFSMProcessMode.WaitExecute,
execute: this.onFightProcess.bind(this),
to:[ProcessEnum.SeekEnemy]
}
}
//寻找敌人
onSeekEnemyProcess(dt:number){
//判断是否还有敌人
if(this.mode.isHaveEnemy()){
return ProcessEnum.Fight; //如果有则攻击
}else{
return ProcessEnum.GenNextFight; //没有则生成下一个战斗位置
}
}
//生成下一个战斗位置
onGenNextFightProcess(){
this.mode.onNextTarget();
return ProcessEnum.LeaveFight; //前往战斗位置
}
//前往战斗
onLeaveFightProcess(){
//判断玩家是否前往到战斗位置
let roles = this.mode.getOnesRoleAlive(GOnHookModePlayerEnum.PLAYER);
if(roles.length == 0) return GFSMProcessEnum.Reset;
for (let index = 0; index < roles.length; index++) {
const role = roles[index];
if(!(role.isTacticalPos())){
//如果不在位置则等待
return GFSMProcessEnum.Wait;
}
}
//到达位置生成敌人
return ProcessEnum.GenEnemy;
}
//生成敌人
onGenEnemyProcess(){
this.mode.onResetGenerateEnemy();
return ProcessEnum.Fight;
}
//战斗
onFightProcess(){
//等待敌人击杀完
if(!(this.mode.isHaveEnemy())){
return ProcessEnum.SeekEnemy; //击杀完寻找敌人
}
//没有击杀完则等待击杀
return GFSMProcessEnum.Wait;
}

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@ -0,0 +1,9 @@
{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "9168aa67-58e4-4334-b5c6-9a7f6161c13b",
"files": [],
"subMetas": {},
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@ -1 +1 @@
Subproject commit 62e1acdfdb0b1e8ae449e9324d1875934c058d47
Subproject commit da33a404f9d0e77d8f923eef3e68c1248e40e794