mirror of
https://gitee.com/jisol/jisol-game/
synced 2025-06-26 19:34:47 +00:00
214 lines
5.8 KiB
TypeScript
214 lines
5.8 KiB
TypeScript
import { _decorator } from "cc";
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import GRoleBase, { GRoleAnimEvent } from "./GRoleBase";
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import { ProgressBar } from "cc";
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import { JNFrameInfo } from "../../../../../extensions/ngame/assets/ngame/sync/frame/JNSyncFrame";
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import { TableGRole } from "../../../../resources/config/ts/TableGRole";
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import { GFSMAnimBase, GFSMBattleAminEnum } from "../fsm/GFSMAnimBase";
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import { GFSMDefaultAnim } from "../fsm/Default/GFSMDefaultAnim";
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import GFSMDefault from "../fsm/Default/GFSMDefault";
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import { JEasing } from "../../../../../extensions/ngame/assets/ngame/sync/frame/game/tween/JNFrameTween";
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import { TableGRoleAttack } from "../../../../resources/config/ts/TableGRoleAttack";
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import { GAttack } from "../attack/GAttack";
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import { v2 } from "cc";
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import { GTactical } from "../../entity/GTactical";
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import { Vec2 } from "cc";
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import { GSkill, GSkillBase, GSkillState } from "../../skill/GSkill";
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import { TableGRoleSkill } from "../../../../resources/config/ts/TableGRoleSkill";
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const { property,ccclass } = _decorator;
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//默认角色类
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@ccclass('GRoleDefault')
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export default class GRoleDefault extends GRoleBase<{}>{
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@property(ProgressBar)
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bloodVolume:ProgressBar;
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//能量条
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@property(ProgressBar)
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energyVolume:ProgressBar;
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//状态机
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fsm:GFSMDefault;
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//动画状态机
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fsmAnim:GFSMDefaultAnim;
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get isDie(){ return this._isDie}
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set isDie(value:boolean){
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this._isDie = value;
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//设置死亡状态
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this.fsmAnim.isDie = value;
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if(this.isDie){
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//死亡回调
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this.killBack.forEach(fun => fun(this));
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}
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}
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//角色类型
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type:number;
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//在阵容中的下标
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tacticalIndex:number;
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//阵容
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_tactical:GTactical;
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get tactical(){return this._tactical};
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set tactical(value:GTactical){
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this.setTowards(value.towards);
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this._tactical = value;
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}
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//阵容位置
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get tacticalPos(){ return this.tactical.getPosition(this.tacticalIndex)}
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//角色技能
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skills:GSkillBase[] = [];
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//宠物死亡回调
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killBack:((role:GRoleDefault) => {})[] = [];
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onSyncLoad(){
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super.onSyncLoad();
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//监听攻击
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this.fsmAnim.addEventListener(GRoleAnimEvent.Attack,this.onAttack.bind(this));
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//监听死亡击飞
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this.fsmAnim.addStartListener(GFSMBattleAminEnum.Fly,this.onFly.bind(this));
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}
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//初始化
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onInit(type:number,role:TableGRole,tactical:GTactical,tacticalIndex:number){
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super.init(role);
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this.type = type;
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this.range = role.roleAttackRange; //设置攻击范围
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this.role = role; //设置角色
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this.tactical = tactical;
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this.tacticalIndex = tacticalIndex;
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// 设置技能
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this.skills = role.roleSkillIds.map(skillId => {
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let info = TableGRoleSkill.getConfig(skillId);
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return (new GSkill[info.skillController]()).bind(this,info);
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})
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}
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onSyncUpdate(dt: number,frame:JNFrameInfo, input?: {}) {
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super.onSyncUpdate(dt,frame,input);
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//更新技能
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this.skills.forEach(skill => skill.onUpdate(dt));
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//更新显示
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this.bloodVolume.progress = this.blood / this.fullBlood;
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//显示第一个技能进度条
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if(this.skills[0]){
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this.energyVolume.progress = this.skills[0].getProgress();
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}
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}
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protected fsmCreate(): GFSMDefault {
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return new GFSMDefault(this);
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}
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protected fsmAnimCreate(): GFSMDefaultAnim {
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return new GFSMDefaultAnim(this.spine);
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}
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//攻击
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onAttack(){
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if(!this.fsm.enemy) return;
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console.log(`播放动画[${this.nId}] onAttack`,this.fsm.enemy.nId)
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//敌人扣血
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let info = TableGRoleAttack.getConfig(this.role.id);
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(new GAttack[info.attackWay]()).attack(this,info);
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this.attackCallbacks.forEach(fun => fun());
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}
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//击飞
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onFly(){
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let vWorld = this.node.worldPosition;
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let vEndWorld = this.getWorldBackLen(v2(1500,500));
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this.JTween(vWorld)
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.to({x:vEndWorld.x},1000)
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.onUpdate(pos => this.node.worldPosition = pos)
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.start();
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this.JTween(vWorld)
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.to({y:vEndWorld.y},1000)
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.easing(JEasing.Circular.Out)
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.onUpdate(pos => this.node.worldPosition = vWorld)
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.start();
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}
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//过滤敌人
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filterEnemy(roles:GRoleDefault[] = []){
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return roles.filter(role => role.type != this.type);
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}
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//恢复阵容朝向
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onRecoverTacticalTowards(){
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this.setTowards(this.tactical.towards);
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}
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//释放技能 每一次只能释放一次
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onSkill():boolean{
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for (const item of this.skills) {
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if(item.isRelease()){
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//如果可以释放则释放
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item.release();
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return true;
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}
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}
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return false;
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}
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//判断是否可以释放技能
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isReleaseSkill():boolean{
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for (const skill of this.skills) {
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if(skill.isRelease()){
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return true;
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}
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}
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return false;
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}
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//释放技能
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onReleaseSkill():boolean{
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for (const skill of this.skills) {
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if(skill.isRelease()){
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skill.release();
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return true;
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}
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}
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return false;
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}
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//是否正在释放技能
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isReleasingSkill():boolean {
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for (const skill of this.skills) {
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if(skill.state() == GSkillState.Releasing){
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return true;
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}
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}
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return false;
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}
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onQueryEunmy():GRoleDefault{
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return null;
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}
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//添加一个死亡回调
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addKillBackEvent(callback:(role:GRoleDefault) => {}){
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this.killBack.push(callback);
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}
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}
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