JisolGame/JisolGameCocos/assets/script/battle/base/attack/GAttackParabolicBangRemote.ts
DESKTOP-5RP3AKU\Jisol a153d98cf1 提交
2024-01-09 04:33:21 +08:00

91 lines
3.1 KiB
TypeScript

import { SpriteFrame } from "cc";
import { TD, app } from "../../../App";
import GRoleBase from "../role/GRoleBase";
import { GAttackBase, GAttackBullet } from "./GAttack";
import GButtleDefault from "../bullet/GButtleDefault";
import { v3 } from "cc";
import { bezier } from "cc";
import { v2 } from "cc";
import { Vec2 } from "cc";
import GEffectUtil from "../common/GEffectUtil";
import GDetection from "../common/GDetection";
import { rect } from "cc";
import GRoleDefault from "../role/GRoleDefault";
import { TB } from "../../../config/data/schema";
import GRoleAttack from "../common/GRoleAttack";
import { sp } from "cc";
/**
* 抛物线 爆炸普攻
* 攻击子弹,爆炸特效,龙骨-初始位置,子弹大小,爆炸宽度,爆炸高度
*/
export default class GAttackParabolicBangRemote implements GAttackBase{
attack(role: GRoleDefault, info: TB.TbGRoleAttack): void {
let enemy = role.fsm.enemy;
if(!enemy) return;
let image:SpriteFrame = app.battleRes.getData<SpriteFrame>(info.attackArgs[0]);
let bang = {
ske: app.battleRes.getData<sp.SkeletonData>(info.attackArgs[1]),
};
let bone = role.spine.findBone(info.attackArgs[2]);
let scale:number = parseFloat(info.attackArgs[3]);
let aw = parseFloat(info.attackArgs[4]);
let ah = parseFloat(info.attackArgs[5]);
if(!image || !bone || !scale || !bang|| !aw|| !ah) {
console.warn("GAttackParabolicBangRemote ERROR",image,bone,scale,bang);
return;
}
let bullet = GAttackBullet.create(GButtleDefault,{
image:image,
scale:scale,
});
role.mode.addGObject(bullet);
let world2 = role.node.worldPosition.clone().add(v3(role.getMirrorValue(bone.worldX),bone.worldY,0))
//设置子弹位置
bullet.node.setWorldPosition(v3(world2.x,world2.y,world2.z))
//子弹移动
let start = bullet.v2World;
let end = enemy.v2World;
let center = v2(((start.x + end.x) / 2),((start.y + end.y) / 2) + (Math.abs((start.x - end.x)) / 2));
bullet.JTween({})
.to({},Vec2.distance(start,end)*3)
.onUpdate((data,elapsed) => {
bullet.node.setWorldPosition(v3(
bezier(start.x,center.x,center.x,end.x,elapsed),
bezier(start.y,center.y,center.y,end.y,elapsed),
0
))
})
.onComplete(() => {
//销毁
bullet.node.destroy();
if(!role.get()) return;
//生成爆炸特效
let effect = GEffectUtil.createOne(bang.ske);
role.mode.addGNode(effect.node,bullet.node.worldPosition);
//获取默认动画
effect.setAnimation(0,"animation",false);
GDetection.testAABBCenterRole(rect(effect.node.worldPosition.x,effect.node.worldPosition.y,aw,ah)).forEach(enemy =>{
GRoleAttack.onNormalAttack(role,enemy); //普通攻击
});
})
.start();
}
}