You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
272 lines
8.5 KiB
272 lines
8.5 KiB
import { _decorator, Component, find, isValid, Label, Node, sp, Tween, tween } from 'cc';
|
|
import { SpriteLoad } from '../../mx/components/SpriteLoad';
|
|
import { GBundle, GPath } from '../game/ConfigRes';
|
|
import { TetriType } from '../game/ConfigProjectData';
|
|
import { tetriNode } from './tetriNode';
|
|
import { role } from './role';
|
|
const { ccclass, property } = _decorator;
|
|
|
|
/**方块功能脚本不是战斗类型的方块
|
|
* TetriType == 3 每秒给一个金币
|
|
* TetriType == 4 每秒恢复特定的玩家血量
|
|
*/
|
|
@ccclass('tetriAbility')
|
|
export class tetriAbility extends Component {
|
|
|
|
roleConfig = [
|
|
{id:1, name:"Tetris_coin_1", mainPosi:{x:-2.225,y:-19.558},animSkin:'小黄',scalex:-0.25, scaley:0.25 },
|
|
{id:2, name:"Tetris_heal_1", mainPosi:{x:-1.523,y:-8.577},animSkin:'小绿',scalex:-0.15, scaley:0.15 },
|
|
{id:3, name:"Tetris_heal_2", mainPosi:{x:-0.473,y:-10.624},animSkin:'小绿',scalex:-0.15, scaley:0.15 },
|
|
|
|
]
|
|
|
|
|
|
|
|
private _config: ITableBattleCube | null = null;
|
|
private _curentWeaponId: number = 0;
|
|
|
|
cdTimeFix = 0
|
|
cdTime = 0
|
|
|
|
addValue = 0
|
|
|
|
roleNode: Node = null;
|
|
weaponNode: Node = null;
|
|
/** 异步创建角色进行中,防止 setConfig/start 并发各拉一个 */
|
|
private _roleCreating = false;
|
|
|
|
setConfig(config: ITableBattleCube){
|
|
this._config = config
|
|
this._curentWeaponId = config.weaponid
|
|
this.addRole()
|
|
}
|
|
|
|
start() {
|
|
//功能方块:setConfig 通常已调过 addRole;此处兜底,靠 inflight/roleNode 防重
|
|
this.addRole()
|
|
}
|
|
private safePutPoolNode(n: Node | null): void {
|
|
if (!n) return;
|
|
if (!isValid(n)) return;
|
|
try {
|
|
if (n.parent) n.destroy();
|
|
//gg.res.putNode(n);
|
|
} catch (e) {
|
|
console.warn('[tetriWeaponCarrier] safePutPoolNode failed', e);
|
|
}
|
|
}
|
|
onDestroy(): boolean {
|
|
gg.game?.CurentBattle?.pruneDetachedBattleLayers?.(this.node);
|
|
const role = this.roleNode;
|
|
|
|
this.roleNode = null;
|
|
this._roleCreating = false;
|
|
// 武器挂在「角色/武器」下,先回收武器再回收角色,避免子随父一起进半销毁态
|
|
|
|
this.safePutPoolNode(role);
|
|
return true
|
|
}
|
|
|
|
addRole(){
|
|
if(this.roleNode || this._roleCreating){
|
|
return
|
|
}
|
|
if(!this._config){
|
|
return
|
|
}
|
|
// instantiate / 拷贝可能已带「角色」;清掉多余的,避免叠两个
|
|
let existingRole: Node | null = null;
|
|
for (let i = 0; i < this.node.children.length; i++) {
|
|
const c = this.node.children[i];
|
|
if (c.name !== '角色') continue;
|
|
if (!existingRole) existingRole = c;
|
|
else if (c?.isValid) c.destroy();
|
|
}
|
|
if (existingRole?.isValid) {
|
|
this._setupRoleNode(existingRole);
|
|
return;
|
|
}
|
|
this._roleCreating = true;
|
|
void gg.res.getNodeAsync('角色/', '角色', GBundle.tetriCards).then((roleNode) => {
|
|
this._roleCreating = false;
|
|
if(!roleNode?.isValid || !this.node?.isValid){
|
|
return
|
|
}
|
|
// 并发回调晚到:已有角色则销毁多余实例
|
|
if (this.roleNode?.isValid) {
|
|
this.safePutPoolNode(roleNode);
|
|
return;
|
|
}
|
|
this._setupRoleNode(roleNode);
|
|
});
|
|
}
|
|
|
|
private _setupRoleNode(roleNode: Node) {
|
|
this.roleNode = roleNode
|
|
roleNode.setParent(this.node)
|
|
roleNode.active = true
|
|
let conf = this.roleConfig.find(item => item.name == this._config.cubename)
|
|
if(conf){
|
|
roleNode.setPosition(conf.mainPosi.x, conf.mainPosi.y)
|
|
roleNode.setScale(conf.scalex, conf.scaley)
|
|
roleNode.getChildByName('anim').getComponent(sp.Skeleton).setAnimation(0, '待机', true)
|
|
roleNode.getChildByName('anim').getComponent(sp.Skeleton).setSkin(conf.animSkin)
|
|
}
|
|
|
|
const roleComp = roleNode.getComponent(role);
|
|
roleComp.setFollowTarget(this.node);
|
|
|
|
this.scheduleOnce(()=>{
|
|
this.setView()
|
|
},0.1)
|
|
}
|
|
|
|
setView(){
|
|
let conf = gg.data.project.getWeaponData(this._curentWeaponId)
|
|
//console.log('tetriAbility conf',conf)
|
|
if(!conf){
|
|
return
|
|
}
|
|
this.cdTime = conf.cd
|
|
this.cdTimeFix = conf.cd
|
|
//获取武器等级系数
|
|
let weaponLevel = gg.data.project.getWeaponLevel(conf.id);
|
|
let levelPara = gg.data.project.getLevelParaByWeaponLevel(weaponLevel, conf.id)
|
|
let weapon_para = conf.weapon_para
|
|
|
|
this.addValue = Math.floor(weapon_para * levelPara)
|
|
this.changeIcon(conf.typeicon)
|
|
|
|
console.log('tetriAbility addValue',this.addValue)
|
|
}
|
|
|
|
|
|
changeWeapon(weaponani){
|
|
return
|
|
// if(this.weaponNode){
|
|
// gg.res.putNode(this.weaponNode)
|
|
// this.weaponNode = null
|
|
// }
|
|
// this.addWeapon(weaponani)
|
|
}
|
|
|
|
// //增加武器和修改icon图片
|
|
// addWeapon(weaponani){
|
|
// //创建武器
|
|
|
|
// let anim = find('角色/anim', this.node)
|
|
// let wuqiNode = find('角色/武器', this.node)
|
|
// let weaponNode = gg.res.getNode('prefab/', weaponani, GBundle.tetriWeapon)
|
|
// this.weaponNode = weaponNode
|
|
// weaponNode.setParent(wuqiNode)
|
|
|
|
// anim.getComponent(sp.Skeleton).setAnimation(0, '待机', true)
|
|
// weaponNode.getComponent(sp.Skeleton).setAnimation(0, '待机', true)
|
|
// }
|
|
|
|
changeIcon(typeicon){
|
|
|
|
|
|
}
|
|
|
|
|
|
update(deltaTime: number) {
|
|
//
|
|
//
|
|
if(!this.roleNode){
|
|
return
|
|
}
|
|
|
|
if(!this.node.getComponent(tetriNode)?.isSettled){
|
|
return
|
|
}
|
|
|
|
|
|
if (!gg.game?.CurentBattle?.canUpdateFrame() && !gg.game?.CurentBattle?.IsWarnTimeActive) return;
|
|
this.cdTime+=deltaTime*gg.game.CurentBattle.TimeScale
|
|
if(this.cdTime >= this.cdTimeFix){
|
|
this.cdTime = 0
|
|
this.addValueFunc()
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
addValueFunc(){
|
|
|
|
//没有放稳不生效
|
|
if(!this.node.getComponent(tetriNode)?.isSettled){
|
|
return
|
|
}
|
|
if(!this.roleNode){
|
|
return
|
|
}
|
|
if(!this.roleNode.isValid){
|
|
return
|
|
}
|
|
let anim = find('anim', this.roleNode)
|
|
anim.getComponent(sp.Skeleton).setAnimation(0, '攻击', false)
|
|
this.scheduleOnce(()=>{
|
|
anim.getComponent(sp.Skeleton).setAnimation(0, '待机', true)
|
|
},1)
|
|
|
|
|
|
let getNodeLevel = this.node.getComponent(tetriNode)?.getNodeLevel() || 1
|
|
let addNum = this.addValue * getNodeLevel;
|
|
|
|
if(this._config.type == TetriType.Tetris_BaseGold){
|
|
//加钱 加银币
|
|
gg.game.CurentBattle.curentCoinNumChange(addNum);
|
|
|
|
void gg.res.getNodeAsync('角色/', '金币icon', GBundle.tetriCards).then((iconNode) => {
|
|
if (!iconNode?.isValid) return;
|
|
//播动画
|
|
let jueseNode = this.roleNode//find('角色', this.node)
|
|
iconNode.setParent(jueseNode)
|
|
iconNode.active = true
|
|
|
|
let lab = iconNode.getChildByName('lab').getComponent(Label)
|
|
iconNode.setPosition(0,50)
|
|
iconNode.opacity = 100
|
|
lab.string = '+' + addNum.toString()
|
|
let posiy = iconNode.y
|
|
tween(iconNode)
|
|
.to(0.5,{y:150, opacity:255})
|
|
.call(()=>{
|
|
gg.res.putNode(iconNode)
|
|
iconNode = null
|
|
})
|
|
.start()
|
|
});
|
|
}else if(this._config.type == TetriType.Tetris_Baseheal){
|
|
//回血
|
|
gg.game.CurentBattle.addWallHp(addNum);
|
|
void gg.res.getNodeAsync('角色/', '爱心icon', GBundle.tetriCards).then((iconNode) => {
|
|
if (!iconNode?.isValid) return;
|
|
//播动画
|
|
let jueseNode = this.roleNode//find('角色', this.node)
|
|
iconNode.setParent(jueseNode)
|
|
iconNode.active = true
|
|
|
|
let lab = iconNode.getChildByName('lab').getComponent(Label)
|
|
lab.string = '+' + addNum.toString()
|
|
let posiy = iconNode.y
|
|
iconNode.setPosition(0,50)
|
|
iconNode.opacity = 100
|
|
tween(iconNode)
|
|
.to(0.5,{y:150, opacity:255})
|
|
.call(()=>{
|
|
gg.res.putNode(iconNode)
|
|
iconNode = null
|
|
})
|
|
.start()
|
|
});
|
|
}
|
|
|
|
|
|
|
|
}
|
|
}
|
|
|
|
|
|
|