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https://gitee.com/jisol/jisol-game/
synced 2025-11-07 23:06:03 +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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