mirror of
https://gitee.com/jisol/jisol-game/
synced 2025-09-27 02:36:14 +00:00
update
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@@ -2,6 +2,10 @@ import { _decorator, sp } from "cc";
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import GObject from "../GObject";
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import { JNFrameInfo } from "../../../../../extensions/ngame/assets/ngame/sync/frame/JNSyncFrame";
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import GFSMBase from "../fsm/GFSMBase";
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import GFSMBattle from "../fsm/base/GFSMBattle/GFSMBattle";
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import { GFSMBattleAmin } from "../fsm/base/GFSMBattle/GFSMBattleAmin";
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import { Vec2 } from "cc";
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import { v2 } from "cc";
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const { ccclass, property } = _decorator;
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//角色基类
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@@ -11,9 +15,31 @@ export default abstract class GRoleBase<T> extends GObject<T>{
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spine:sp.Skeleton;
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//状态机
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fsm:GFSMBase;
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fsm:GFSMBattle;
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onLoad(){
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//动画状态机
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fsmAnim:GFSMBattleAmin;
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//玩家是否镜像
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_isMirror:boolean = false;
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//玩家攻击范围
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range:number = 10;
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get isMirror(){
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return this._isMirror;
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}
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set isMirror(value:boolean){
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if(value){
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GObject.SetMirror(this);
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}else{
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GObject.SetMirror(this,false);
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}
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this._isMirror = value;
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}
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onSyncLoad(){
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if(!this.spine) this.spine = this.node.getComponent(sp.Skeleton);
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//如果没有生成则直接销毁
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if(!this.spine) {
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@@ -23,15 +49,26 @@ export default abstract class GRoleBase<T> extends GObject<T>{
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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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}
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//创建一个状态机
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protected abstract fsmCreate():GFSMBase;
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protected abstract fsmCreate():GFSMBattle;
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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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onSyncUpdate(dt: number,frame:JNFrameInfo, input?: T){
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//更新状态机
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this.fsm.onUpdate(dt);
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this.fsm && this.fsm.onUpdate(dt);
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this.fsmAnim && this.fsmAnim.onUpdate(dt);
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}
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//普攻更新
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onAttackUpdate(dt:number){
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this.fsmAnim.isAttack = true;
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}
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}
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@@ -4,18 +4,53 @@ import GFSMBase from "../../fsm/GFSMBase";
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import GFSMPVP from "../../fsm/PVP/GFSMPVP";
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import GPVPMode, { GPVPModePlayerEnum } from "../../../PVP/GPVPMode";
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import { GTactical } from "../../../entity/GTactical";
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import { GFSMBattleAmin } from "../../fsm/base/GFSMBattle/GFSMBattleAmin";
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import { JNFrameInfo } from "../../../../../../extensions/ngame/assets/ngame/sync/frame/JNSyncFrame";
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const { ccclass, property } = _decorator;
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export interface GDemoMessage{
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isAttack?:boolean;
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isRun?:boolean;
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}
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//PVP 角色
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@ccclass('GRolePVPEntity')
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export default class GRolePVPEntity extends GRoleBase<{}>{
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export default class GRolePVPEntity extends GRoleBase<GDemoMessage>{
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//所属阵容
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ones:GPVPModePlayerEnum;
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_ones:GPVPModePlayerEnum;
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get ones():GPVPModePlayerEnum{
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return this._ones;
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}
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set ones(value:GPVPModePlayerEnum){
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//如果是敌方则设置镜像
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if(value == GPVPModePlayerEnum.ENEMY){
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this.isMirror = true;
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}else{
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this.isMirror = false;
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}
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this._ones = value;
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}
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//攻击距离
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//在阵容中的下标
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tacticalIndex:number;
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tactical:GTactical;
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getClassName():string{return "GDemoMessage"}
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onSyncUpdate(dt: number,frame:JNFrameInfo, input?: GDemoMessage) {
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super.onSyncUpdate(dt,frame,input);
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if(input){
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if(Object.prototype.hasOwnProperty.call(input,"isAttack")){
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this.fsmAnim.isAttack = input.isAttack;
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}
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if(Object.prototype.hasOwnProperty.call(input,"isRun")){
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this.fsmAnim.isMove = input.isRun;
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}
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}
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}
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get mode():GPVPMode{
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@@ -25,9 +60,13 @@ export default class GRolePVPEntity extends GRoleBase<{}>{
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this._mode = value;
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}
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protected fsmCreate(): GFSMBase {
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protected fsmCreate(): GFSMPVP {
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return null;
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return new GFSMPVP(this);
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}
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protected fsmAnimCreate(): GFSMBattleAmin {
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return new GFSMBattleAmin(this.spine);
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}
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}
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