import { _decorator, sp } from "cc"; import GObject, { GTowards } from "../GObject"; import { JNFrameInfo } from "../../../../../extensions/ngame/assets/ngame/sync/frame/JNSyncFrame"; import { Vec2 } from "cc"; import { v3 } from "cc"; import JNSkeleton from "../../../../../extensions/ngame/assets/ngame/sync/frame/game/spine/JNFrameSkeleton"; import { GFSMAnimBase } from "../fsm/GFSMAnimBase"; import GFSMBase from "../fsm/GFSMBase"; import { app } from "../../../App"; import { TB } from "../../../../resources/config/data/schema"; const { ccclass, property } = _decorator; export enum GRoleAnimEvent{ Attack = "attack", //普通攻击 } //角色基类 export default abstract class GRoleBase extends GObject{ @property(JNSkeleton) spine:JNSkeleton; //角色 role:TB.TbGRole; //状态机 fsm:GFSMBase; //动画状态机 fsmAnim:GFSMAnimBase; //玩家攻击范围 range:number = 100; //移动速度 moveSpeed:number = 80; //血量 blood:number = 100; fullBlood:number = 100; //是否死亡 _isDie:boolean = false; get isDie(){ return this._isDie} set isDie(value:boolean){ this._isDie = value; } //受击回调 hitCallbacks:Function[] = []; //添加受击回调 addHitCallback(fun:Function){this.hitCallbacks.push(fun)}; //攻击回调 attackCallbacks:Function[] = []; //添加受击回调 addAttackCallback(fun:Function){this.attackCallbacks.push(fun)}; get():this{ if(this.isDie) return null; return this; } onSyncLoad(){ 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.destroy(); return; } //创建角色状态机 this.fsm = this.fsmCreate(); //创建角色动画状态机 this.fsmAnim = this.fsmAnimCreate(); } //初始化 protected init(role:TB.TbGRole){ if(this.spine) this.spine.skeletonData = app.battleRes.roleSpine[role.id]; } //创建一个状态机 protected abstract fsmCreate():GFSMBase; //创建一个动画状态机 protected abstract fsmAnimCreate():GFSMAnimBase; onSyncUpdate(dt: number,frame:JNFrameInfo, input?: T){ //更新状态机 this.fsm && this.fsm.onUpdate(dt / 1000,frame); this.fsmAnim && this.fsmAnim.onUpdate(dt / 1000,frame); } //向目标点移动 onMoveTarget(target:Vec2,dt:number){ //获取两个坐标差值向量 let mins = this.v2World.subtract(target); let normal = this.v2World.subtract(target).normalize(); //设置朝向 if(normal.x != 0){ if(normal.x < 0){ this.setTowards(GTowards.RIGHT) }else{ this.setTowards(GTowards.LEFT) } } if(Vec2.len(normal) >= Vec2.len(mins)){ this.node.setWorldPosition(Object.assign(v3(),target.clone())); return true; }else{ //移动 this.node.worldPosition = this.node.worldPosition.subtract(v3(normal.x*dt*this.moveSpeed,normal.y*dt*this.moveSpeed,0)) return false; } } //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) } } } //受击 onHit(){ // return; this.blood -= 10; this.hitCallbacks.forEach(fun => fun()); //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){ //关闭状态机 this.fsm.close(); //设置死亡 this.isDie = true; } } }