update polish

main
cuongnm2 2024-06-05 11:28:00 +07:00
parent eebf345227
commit 82f3f882f3
114 changed files with 23875 additions and 4571 deletions

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File diff suppressed because it is too large Load Diff

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@ -110,7 +110,7 @@ export enum ETRAP_DAMAGE_TYPE {
@ccclass('GameDefine')
export class GameDefine {
public static BUILD_VER = "Ver: 29-05-24|02";
public static BUILD_VER = "Ver: 02-06-24|01";
public static readonly TWEEN_TAG = 2024;
public static EVENT_BUY_IAP = "EVENT_BUY_IAP";
@ -128,7 +128,7 @@ export class GameDefine {
public static EVENT_COLLECT_PASSIVE_SKILL = "EVENT_COLLECT_PASSIVE_SKILL";
public static EVENT_SHOW_PORTAL = "EVENT_SHOW_PORTAL";
public static EVENT_CLEAR_WAVE = "EVENT_CLEAR_WAVE";
public static EVENT_HOUSE_FINISH = "EVENT_HOUSE_FINISH";
public static EVENT_ON_GATE_PORTAL = "EVENT_HOUSE_FINISH";
public static EVENT_HERO_REVENGE = "EVENT_HERO_REVENGE";
public static EVENT_SPECIAL_CHECK_WIN = "EVENT_SPECIAL_CHECK_WIN";

View File

@ -166,8 +166,6 @@ export class GameDataConfig extends Component {
heroMoveSpeed: 5
}
public sagaWaveInfo: SagaInfo[] = [{ id: 0, start: 1, end: 20 }, { id: 1, start: 21, end: 40 }, { id: 2, start: 41, end: 60 }, { id: 3, start: 61, end: 80 }];
protected start(): void {
// UmLog.log("hero json => ", this.getHeroDataByLevel(1));
// UmLog.log("leveldesign json => ", this.getLevelDesignByLevel(1).goldcollect);
@ -299,12 +297,6 @@ export interface LuckyWheelInfo {
data: string;
}
export interface SagaInfo {
id: number;
start: number;
end: number
}
export interface BoosterInfo {
no: number;
name_id: string;

View File

@ -9,12 +9,11 @@ const { ccclass, property } = _decorator;
@ccclass('MapDataConfig')
export class MapDataConfig extends Component {
@property({ group: { name: "F1" }, type: JsonAsset }) f1: JsonAsset = null!;
@property(JsonAsset) mapSagaDataAsset: JsonAsset = null!;
no_key = "no";
column_key = "c";
row_key = "r";
totalRow = 18;
// public sagaWaveInfo: SagaInfo[] = [{ id: 0, start: 1, end: 20 }, { id: 1, start: 21, end: 40 }, { id: 2, start: 41, end: 60 }, { id: 3, start: 61, end: 80 }];
protected onLoad(): void {
}
@ -57,12 +56,16 @@ export class MapDataConfig extends Component {
}
}
// UmLog.log("loadMap => DONE | ", mapConfigPoints.length);
return mapConfigPoints;
}
public getMapSagaInfoByNoId(noId: number): MapSagaInfo {
var result: MapSagaInfo[];
result = JSON.parse(JSON.stringify(this.mapSagaDataAsset.json));
return result[noId - 1];
}
}
export interface MapConfigInfo {
@ -94,4 +97,11 @@ export interface ObjectConfigPoint {
}
export interface MapSagaInfo {
no: number
map: number;
start_level: number;
end_level: number
}

View File

@ -12,7 +12,7 @@ const { ccclass, property } = _decorator;
export class GamePlayManager extends Component {
protected onLoad(): void {
UmClientEvent.on(GameDefine.EVENT_CHECK_WIN_AFTER_KILL_ENEMY, this.onEventCheckWinAfterKilledEnemy.bind(this));
UmClientEvent.on(GameDefine.EVENT_HOUSE_FINISH, this.onEventHouseFinish.bind(this));
UmClientEvent.on(GameDefine.EVENT_ON_GATE_PORTAL, this.onEventOnGatePortal.bind(this));
UmClientEvent.on(GameDefine.EVENT_SPECIAL_CHECK_WIN, this.onEventSpecialCheckWin.bind(this));
UmClientEvent.on(GameDefine.EVENT_FORCE_WIN, this.debugForceWin.bind(this));
@ -21,7 +21,7 @@ export class GamePlayManager extends Component {
protected onDestroy(): void {
UmClientEvent.off(GameDefine.EVENT_CHECK_WIN_AFTER_KILL_ENEMY, this.onEventCheckWinAfterKilledEnemy.bind(this));
UmClientEvent.off(GameDefine.EVENT_HOUSE_FINISH, this.onEventHouseFinish.bind(this));
UmClientEvent.off(GameDefine.EVENT_ON_GATE_PORTAL, this.onEventOnGatePortal.bind(this));
UmClientEvent.off(GameDefine.EVENT_SPECIAL_CHECK_WIN, this.onEventSpecialCheckWin.bind(this));
UmClientEvent.off(GameDefine.EVENT_FORCE_WIN, this.debugForceWin.bind(this));
@ -60,7 +60,7 @@ export class GamePlayManager extends Component {
}
}
onEventHouseFinish()
onEventOnGatePortal()
{
GameGlobalData.Instance.changeState(EGAME_STATE.FINISH);
UMAudioController.instance.playSfxByType(SFX_AUDIO_TYPE.SFX_DOOR_PASS);

View File

@ -57,8 +57,8 @@ export class Boss extends BossBase {
protected updateMove(dt: number): void {
if (this.moveMode == EMOVE_MODE.FREE) {
this.node.position = this.getMoveTowardPoint(this.nextDestinationMove, dt);
if ((this.isContactObstacle && !this.isContactHero) || Vec3.distance(this.node.position, this.nextDestinationMove) < 1)
this.node.worldPosition = this.getMoveTowardPoint(this.nextDestinationMove, dt);
if ((this.isContactObstacle && !this.isContactHero) || Vec3.distance(this.node.worldPosition, this.nextDestinationMove) < 1)
this.makeNewRandomTarget();
return;
@ -66,8 +66,8 @@ export class Boss extends BossBase {
if (this.moveMode == EMOVE_MODE.RANGE && this.heroTarget) {
UmLog.log("move range");
var direction = UmUtil.subtractTwoVector3(this.node.position, this.heroTarget.position);
this.node.position = this.getMoveTowardPoint(UmUtil.plusTwoVector3(this.node.position, direction), dt);
var direction = UmUtil.subtractTwoVector3(this.node.worldPosition, this.heroTarget.worldPosition);
this.node.worldPosition = this.getMoveTowardPoint(UmUtil.plusTwoVector3(this.node.worldPosition, direction), dt);
return;
}
}

View File

@ -32,6 +32,10 @@ export class BossBase extends EnemyBase {
}
runAnimSkill(callback: Function = null)
{
this.runAnim("skill", callback);
}
}

View File

@ -3,12 +3,29 @@ import { UmUtil } from '../../../../cc-common/cc-util/UmUtil';
import { Vec3 } from 'cc';
import { EnemyMove } from '../enemy/EnemyMove';
import { UmLog } from '../../../../cc-common/cc-util/UmLog';
import { EMOVE_MODE } from '../../config/GameDefine';
import { EMOVE_MODE, GameDefine } from '../../config/GameDefine';
import { BossBase } from './BossBase';
import { ShootingDataInfo } from '../../global/GameInterface';
import { GameGlobalData } from '../../global/GameGlobalData';
import { instantiate } from 'cc';
import { GameAssets } from '../../global/GameAssets';
import { CreepBase } from '../creep/CreepBase';
import { GameplayDelayTimeUtil } from '../../global/GameplayDelayTimeUtil';
const { ccclass, property } = _decorator;
@ccclass('BossMelee')
export class BossMelee extends BossBase {
//Config for MELEE atk
isAtkMeleeActive = false;
TIME_DELAY_MELEE_ATK = 1.2;//phu thuoc time cua anim attack
DISTANCE_MELEE_ATK_ACTIVE = 180;
timCountFromStartAnimAtk = 0;
isMeleeCalled = false;
//Skill
TIME_COOLDOWN_ENABLE_SKILL = 10;
countTimeSkill = 0;
isSkillRunning = false;
setMoveData(data) {
super.setMoveData(data);
@ -54,19 +71,135 @@ export class BossMelee extends BossBase {
}
protected updateMove(dt: number): void {
if (!GameGlobalData.Instance.isStatePlay()) return;
this.spawnTime -= dt;
if (this.spawnTime > 0)
return;
if (this.moveMode == EMOVE_MODE.FREE) {
this.node.position = this.getMoveTowardPoint(this.nextDestinationMove, dt);
if ((this.isContactObstacle && !this.isContactHero) || Vec3.distance(this.node.position, this.nextDestinationMove) < 1)
this.makeNewRandomTarget();
if (!this.isSkillRunning)
{
this.runAnimMove();
this.node.worldPosition = this.getMoveTowardPoint(this.nextDestinationMove, dt);
this.setDirectionByTarget(this.nextDestinationMove);
if ((this.isContactObstacle && !this.isContactHero) || Vec3.distance(this.node.worldPosition, this.nextDestinationMove) < 1)
this.makeNewRandomTarget();
}
return;
}
if (this.moveMode == EMOVE_MODE.TARGET && this.heroTarget) {
this.node.position = this.getMoveTowardPoint(this.heroTarget.position, dt);
if (this.heroTarget) {
var distance = Vec3.distance(this.node.worldPosition, this.heroTarget.worldPosition);
if (distance <= this.DISTANCE_MELEE_ATK_ACTIVE) {
this.attackMelee();
return;
}
else {
if (!this.isSkillRunning) {
if (this.moveMode == EMOVE_MODE.TARGET) {
this.node.worldPosition = this.getMoveTowardPoint(this.heroTarget.worldPosition, dt);
this.setDirectionByTarget(this.heroTarget.worldPosition);
}
this.runAnimMove();
}
}
return;
}
this.runAnimIdle();
}
runAnimMove() {
super.runAnimMove();
}
//check and active melee atk
protected attackMelee() {
if (this.isAtkMeleeActive || this.isSkillRunning) return;
this.runAnimAttack(() => {
this.isAtkMeleeActive = false;
});
this.isAtkMeleeActive = true;
this.timCountFromStartAnimAtk = 0;
this.isMeleeCalled = false;
}
//count time to delay melee shoot
protected updateAtk(dt: number): void {
if (!GameGlobalData.Instance.isStatePlay()) return;
if (!this.isAtkMeleeActive || this.isSkillRunning) return;
this.timCountFromStartAnimAtk += dt;
if (this.timCountFromStartAnimAtk >= this.TIME_DELAY_MELEE_ATK && !this.isMeleeCalled) {
this.isMeleeCalled = true;
var targetShoot = this.findShootTargetNode();
if (!targetShoot) return;
this.shooting.shootingAtkMelee(this.node, targetShoot, this.AtkRangeShootingDataConfig);
}
}
get AtkMeleeDataConfig(): ShootingDataInfo {
var shootingData: ShootingDataInfo = {
AtkRange: 3,
AtkCoolDown: this.dataConfig.AtkCoolDown,
AtkSpeed: 30,
Damage: this.dataConfig.Atk,
AoERange: this.dataConfig.AoERange,
AoEDmg: this.dataConfig.AoEDmg,
};
return shootingData;
}
protected updateEnableSkill(dt: number): void {
//boss melee only has melee attacks, no skills
}
spawnEnemy(enemyId: string, index, total) {
GameGlobalData.Instance.addCountMapOjectGroup(GameDefine.OBJECT_GROUP.CREEP);
// await UmUtil.asyncDelay(i * 0.15);
UmLog.log("[BOSS] => spawnEnemy => ", enemyId, index, total);
var enemyPrefab = GameAssets.instance.getGameObjectPrefabByNo(this.getObjectNoByEnemyId(enemyId));
var enemy = instantiate(enemyPrefab).getComponent(CreepBase);
enemy.node.parent = this.node.parent;
enemy.node.position = this.node.position;
var data = GameGlobalData.Instance.getEnemyDataConfigAfterRatioById(enemyId);
enemy.setEnemyData(data);
enemy.spawnTime = 0.5;
enemy.node.scale = Vec3.ZERO;
var spawnPoint = UmUtil.plusTwoVector3(this.node.position, this.getRandomPosition(index, total));
UmUtil.moveTo(enemy.node, spawnPoint, 0.35);
UmUtil.scaleTo(enemy.node, Vec3.ONE, 0.35);
}
getRandomPosition(indexEnemy: number, totalEnemy: number) {
var angleSpcace = 0;
var angle = 0;
if (this.node.position.y > GameDefine.SQUARE_UNIT_H * 7) {
angleSpcace = 180 / totalEnemy;
angle = 180 + angleSpcace * indexEnemy + UmUtil.getRandomInt(0, angleSpcace);
}
else {
angleSpcace = 360 / totalEnemy;
angle = angleSpcace * indexEnemy + UmUtil.getRandomInt(0, angleSpcace);
}
var radians = this.degToRad(angle);
var pointAngle = (new Vec3(Math.cos(radians), Math.sin(radians), 0));
return UmUtil.scaleVector3(pointAngle, UmUtil.getRandomInt(1, 3) * GameDefine.SQUARE_UNIT);
}
getObjectNoByEnemyId(enemyId: string) {
return UmUtil.removeAllNonDigit(enemyId);
}
degToRad(deg: number): number {
return deg * (Math.PI / 180.0);
};
}

View File

@ -55,8 +55,8 @@ export class BossRange extends BossBase {
protected updateMove(dt: number): void {
if (this.moveMode == EMOVE_MODE.FREE) {
this.node.position = this.getMoveTowardPoint(this.nextDestinationMove, dt);
if ((this.isContactObstacle && !this.isContactHero) || Vec3.distance(this.node.position, this.nextDestinationMove) < 1)
this.node.worldPosition = this.getMoveTowardPoint(this.nextDestinationMove, dt);
if ((this.isContactObstacle && !this.isContactHero) || Vec3.distance(this.node.worldPosition, this.nextDestinationMove) < 1)
this.makeNewRandomTarget();
return;
@ -64,8 +64,8 @@ export class BossRange extends BossBase {
if (this.moveMode == EMOVE_MODE.RANGE && this.heroTarget) {
UmLog.log("move range");
var direction = UmUtil.subtractTwoVector3(this.node.position, this.heroTarget.position);
this.node.position = this.getMoveTowardPoint(UmUtil.plusTwoVector3(this.node.position, direction), dt);
var direction = UmUtil.subtractTwoVector3(this.node.worldPosition, this.heroTarget.worldPosition);
this.node.worldPosition = this.getMoveTowardPoint(UmUtil.plusTwoVector3(this.node.worldPosition, direction), dt);
return;
}
}

View File

@ -56,8 +56,8 @@ export class BossSlow extends BossBase {
protected updateMove(dt: number): void {
if (this.moveMode == EMOVE_MODE.FREE) {
this.node.position = this.getMoveTowardPoint(this.nextDestinationMove, dt);
if ((this.isContactObstacle && !this.isContactHero) || Vec3.distance(this.node.position, this.nextDestinationMove) < 1)
this.node.worldPosition = this.getMoveTowardPoint(this.nextDestinationMove, dt);
if ((this.isContactObstacle && !this.isContactHero) || Vec3.distance(this.node.worldPosition, this.nextDestinationMove) < 1)
this.makeNewRandomTarget();
return;
@ -65,8 +65,8 @@ export class BossSlow extends BossBase {
if (this.moveMode == EMOVE_MODE.RANGE && this.heroTarget) {
UmLog.log("move range");
var direction = UmUtil.subtractTwoVector3(this.node.position, this.heroTarget.position);
this.node.position = this.getMoveTowardPoint(UmUtil.plusTwoVector3(this.node.position, direction), dt);
var direction = UmUtil.subtractTwoVector3(this.node.worldPosition, this.heroTarget.worldPosition);
this.node.worldPosition = this.getMoveTowardPoint(UmUtil.plusTwoVector3(this.node.worldPosition, direction), dt);
return;
}
}

View File

@ -0,0 +1,232 @@
import { _decorator, Component, Node } from 'cc';
import { UmUtil } from '../../../../cc-common/cc-util/UmUtil';
import { Vec3 } from 'cc';
import { EnemyMove } from '../enemy/EnemyMove';
import { UmLog } from '../../../../cc-common/cc-util/UmLog';
import { EMOVE_MODE, GameDefine } from '../../config/GameDefine';
import { BossBase } from './BossBase';
import { ShootingDataInfo } from '../../global/GameInterface';
import { GameGlobalData } from '../../global/GameGlobalData';
import { instantiate } from 'cc';
import { GameAssets } from '../../global/GameAssets';
import { CreepBase } from '../creep/CreepBase';
import { GameplayDelayTimeUtil } from '../../global/GameplayDelayTimeUtil';
const { ccclass, property } = _decorator;
@ccclass('BossSpawn')
export class BossSpawn extends BossBase {
//Config for MELEE atk
isAtkMeleeActive = false;
TIME_DELAY_MELEE_ATK = 1.2;//phu thuoc time cua anim attack
DISTANCE_MELEE_ATK_ACTIVE = 180;
timCountFromStartAnimAtk = 0;
isMeleeCalled = false;
//Skill
TIME_COOLDOWN_ENABLE_SKILL = 10;
countTimeSkill = this.TIME_COOLDOWN_ENABLE_SKILL * 0.8;
isSkillRunning = false;
setMoveData(data) {
super.setMoveData(data);
this.changeMoveMode(EMOVE_MODE.FREE);
UmLog.log("BossMelee => setmovedata");
}
setIsContactObstacle(isContact) {
// UmLog.log("[CreepMove] => setIsContactObstacle ", isContact);
this.isContactObstacle = isContact;
}
setIsSensorHero(isContact) {
this.isSensorHero = isContact;
this.speed = this.isSensorHero ? this.moveSpeed * 4 : this.moveSpeed;
if (isContact && this.heroTarget) {
// UmLog.log("setIsSensorHero attackType = ", this.attackType);
this.changeMoveMode(EMOVE_MODE.TARGET);
}
else {
this.changeMoveMode(EMOVE_MODE.FREE);
}
}
setIsContactHero(isContact) {
// UmLog.log("setIsContactHero => ", isContact);
this.isContactHero = isContact;
if (isContact) {
this.changeMoveMode(EMOVE_MODE.STATIC);
}
else {
if (this.isSensorHero && this.heroTarget) {// && this.attackType == EATTACK_TYPE.MELEE
this.changeMoveMode(EMOVE_MODE.TARGET);
}
else {
this.changeMoveMode(EMOVE_MODE.FREE);
}
}
}
protected updateMove(dt: number): void {
if (!GameGlobalData.Instance.isStatePlay()) return;
this.spawnTime -= dt;
if (this.spawnTime > 0)
return;
if (this.moveMode == EMOVE_MODE.FREE) {
if (!this.isSkillRunning)
{
this.runAnimMove();
this.node.worldPosition = this.getMoveTowardPoint(this.nextDestinationMove, dt);
this.setDirectionByTarget(this.nextDestinationMove);
if ((this.isContactObstacle && !this.isContactHero) || Vec3.distance(this.node.worldPosition, this.nextDestinationMove) < 1)
this.makeNewRandomTarget();
}
return;
}
if (this.heroTarget) {
var distance = Vec3.distance(this.node.worldPosition, this.heroTarget.worldPosition);
if (distance <= this.DISTANCE_MELEE_ATK_ACTIVE) {
this.attackMelee();
return;
}
else {
if (!this.isSkillRunning) {
if (this.moveMode == EMOVE_MODE.TARGET) {
this.node.worldPosition = this.getMoveTowardPoint(this.heroTarget.worldPosition, dt);
this.setDirectionByTarget(this.heroTarget.worldPosition);
}
this.runAnimMove();
}
}
return;
}
this.runAnimIdle();
}
runAnimMove() {
if (this.isSkillRunning)
return;
super.runAnimMove();
}
//check and active melee atk
protected attackMelee() {
if (this.isAtkMeleeActive || this.isSkillRunning) return;
this.runAnimAttack(() => {
this.isAtkMeleeActive = false;
});
this.isAtkMeleeActive = true;
this.timCountFromStartAnimAtk = 0;
this.isMeleeCalled = false;
}
//count time to delay melee shoot
protected updateAtk(dt: number): void {
if (!GameGlobalData.Instance.isStatePlay()) return;
if (!this.isAtkMeleeActive || this.isSkillRunning) return;
this.timCountFromStartAnimAtk += dt;
if (this.timCountFromStartAnimAtk >= this.TIME_DELAY_MELEE_ATK && !this.isMeleeCalled) {
this.isMeleeCalled = true;
var targetShoot = this.findShootTargetNode();
if (!targetShoot) return;
this.shooting.shootingAtkMelee(this.node, targetShoot, this.AtkRangeShootingDataConfig);
}
}
get AtkMeleeDataConfig(): ShootingDataInfo {
var shootingData: ShootingDataInfo = {
AtkRange: 3,
AtkCoolDown: this.dataConfig.AtkCoolDown,
AtkSpeed: 30,
Damage: this.dataConfig.Atk,
AoERange: this.dataConfig.AoERange,
AoEDmg: this.dataConfig.AoEDmg,
};
return shootingData;
}
protected updateEnableSkill(dt: number): void {
if (!GameGlobalData.Instance.isStatePlay()) return;
this.countTimeSkill += dt;
if (this.isSkillRunning || this.isAtkMeleeActive)
return;
if (this.countTimeSkill < this.TIME_COOLDOWN_ENABLE_SKILL)
return;
this.isSkillRunning = true;
this.runAnimSkill(() => {
this.isSkillRunning = false;
this.countTimeSkill = 0;
});
//Spawn creep
//Delay with anim time
GameplayDelayTimeUtil.instance.delayTime(this.node, 1, () => {
var randTotalNumCreep = UmUtil.getRandomInt(3, 5);
for (let i = 0; i < randTotalNumCreep; i++) {
var randEnemyId = UmUtil.getRandomInt(0, 1) == 0 ? "E1" : "E2";
this.spawnEnemy(randEnemyId, i, randTotalNumCreep);
}
});
//end use skill
}
spawnEnemy(enemyId: string, index, total) {
GameGlobalData.Instance.addCountMapOjectGroup(GameDefine.OBJECT_GROUP.CREEP);
// await UmUtil.asyncDelay(i * 0.15);
UmLog.log("[BOSS] => spawnEnemy => ", enemyId, index, total);
var enemyPrefab = GameAssets.instance.getGameObjectPrefabByNo(this.getObjectNoByEnemyId(enemyId));
var enemy = instantiate(enemyPrefab).getComponent(CreepBase);
enemy.node.parent = this.node.parent;
enemy.node.position = this.node.position;
var data = GameGlobalData.Instance.getEnemyDataConfigAfterRatioById(enemyId);
enemy.setEnemyData(data);
enemy.spawnTime = 0.5;
enemy.node.scale = Vec3.ZERO;
var spawnPoint = UmUtil.plusTwoVector3(this.node.position, this.getRandomPosition(index, total));
UmUtil.moveTo(enemy.node, spawnPoint, 0.35);
UmUtil.scaleTo(enemy.node, Vec3.ONE, 0.35);
}
getRandomPosition(indexEnemy: number, totalEnemy: number) {
var angleSpcace = 0;
var angle = 0;
if (this.node.position.y > GameDefine.SQUARE_UNIT_H * 7) {
angleSpcace = 180 / totalEnemy;
angle = 180 + angleSpcace * indexEnemy + UmUtil.getRandomInt(0, angleSpcace);
}
else {
angleSpcace = 360 / totalEnemy;
angle = angleSpcace * indexEnemy + UmUtil.getRandomInt(0, angleSpcace);
}
var radians = this.degToRad(angle);
var pointAngle = (new Vec3(Math.cos(radians), Math.sin(radians), 0));
return UmUtil.scaleVector3(pointAngle, UmUtil.getRandomInt(1, 3) * GameDefine.SQUARE_UNIT);
}
getObjectNoByEnemyId(enemyId: string) {
return UmUtil.removeAllNonDigit(enemyId);
}
degToRad(deg: number): number {
return deg * (Math.PI / 180.0);
};
}

View File

@ -0,0 +1 @@
{"ver":"4.0.23","importer":"typescript","imported":true,"uuid":"8a0471fb-9602-4507-8000-24dd325714ac","files":[],"subMetas":{},"userData":{}}

View File

@ -61,7 +61,7 @@ export class BulletBase extends Component {
}
}
public shooting(targetWorldPoint, shootingDataInfo: ShootingDataInfo)
public shootingRange(targetWorldPoint, shootingDataInfo: ShootingDataInfo)
{
var origin = this.node.worldPosition;
//distance and direction to enemy target
@ -81,6 +81,25 @@ export class BulletBase extends Component {
});
}
public shootingMelee(targetWorldPoint, shootingDataInfo: ShootingDataInfo) {
var origin = this.node.worldPosition;
//distance and direction to enemy target
var direction = UmUtil.subtractTwoVector3(targetWorldPoint, origin);
//Actual shooting distance according to shooting range
var distanceShoot = GameDefine.DISTANCE_UNIT * 3;
// UmLog.log("distanceShoot => ", distanceShoot, shootingDataInfo.shootRange);
var actualTarget = UmUtil.scaleVector3(direction.normalize(), distanceShoot);
actualTarget = UmUtil.plusTwoVector3(origin, actualTarget);
var duration = this.getTimeMove(shootingDataInfo.AtkSpeed, distanceShoot);
UmUtil.worldMoveTo(this.node, actualTarget, duration, 0, () => {
if (this.node?.active)
this.destroyNode();
});
}
getSpeed(speedScale)
{
return GameDefine.SPEED_TIME_UNIT / speedScale;

View File

@ -20,12 +20,13 @@ export class ShootingBase extends Component {
lastShootingTime = 0;
speedScale = 1;
countBullet = 0;
character = "";
public setSpeed(speedScale: number) {
this.speedScale = speedScale;
}
public shooting(start, target, shootingDataInfo, specialSkillId = -1, parent: Node = null, startShootCb: Function = null) {
public shootingAtkRange(start, target, shootingDataInfo, specialSkillId = -1, parent: Node = null, startShootCb: Function = null) {
if (!GameGlobalData.Instance.isStatePlay()) return;
// UmLog.log("shooting => ", JSON.stringify(shootingDataInfo));
@ -60,6 +61,21 @@ export class ShootingBase extends Component {
}
}
countShoot = 0;
public shootingAtkMelee(start, target, shootingDataInfo, startAtkCb: Function = null) {
if (!GameGlobalData.Instance.isStatePlay()) return;
this.countShoot++;
this.character = "enemy";
var shootingTarget = target as Node;
var startPoint = start.worldPosition;
var targetPoint = shootingTarget?.active ? target.worldPosition : target;
this.speedScale = shootingDataInfo.AtkSpeed;
startAtkCb?.();
this.addMeleeBullet(startPoint, targetPoint, shootingDataInfo, LayoutManager.instance.gameplaySpaceLayout);
}
normalShooting(startPoint, targetPoint, shootingDataInfo, parent) {
this.addBullet(startPoint, targetPoint, shootingDataInfo, parent);
@ -75,19 +91,18 @@ export class ShootingBase extends Component {
this.addBullet(startPoint, targetPoint, shootingDataInfo, parent, specialSkillId);
}
break;
case Number(ESPECIAL_SKILL_TYPE.SKILL_2):
this.speacialSkillType2Shooting(startPoint, targetPoint, shootingDataInfo, parent);
break;
default:
this.addBullet(startPoint, targetPoint, shootingDataInfo, parent);
break;
}
}
speacialSkillType2Shooting(startPoint, targetPoint, shootingDataInfo, parent)
{
speacialSkillType2Shooting(startPoint, targetPoint, shootingDataInfo, parent) {
var space = 60;
var listSpaces = new Array();
listSpaces.push(0);
@ -99,8 +114,7 @@ export class ShootingBase extends Component {
listSpaces.push(space * -3);
for (var i = 0; i < listSpaces.length; i++)
{
for (var i = 0; i < listSpaces.length; i++) {
this.addBullet(UmUtil.plusTwoVector3(startPoint, new Vec3(listSpaces[i], 0)), UmUtil.plusTwoVector3(targetPoint, new Vec3(listSpaces[i], 0)), shootingDataInfo, parent);
}
@ -113,14 +127,26 @@ export class ShootingBase extends Component {
bullet.node.setNodeActive(true);
bullet.setDamage(shootingDataInfo.Damage);
bullet.setSpecialSkill(specialSkillId);
bullet.shooting(targetPoint, shootingDataInfo);
bullet.shootingRange(targetPoint, shootingDataInfo);
bullet.node.name = "bullet_" + this.countBullet.toString();
bullet.node.angle = this.getAngle(startPoint, targetPoint);
this.countBullet++;
}
enableActiveSkill(tag: number, parent: Node)
{
addMeleeBullet(startPoint, targetPoint, shootingDataInfo, parent, specialSkillId = -1) {
var bullet = instantiate(this.bulletPrefab)?.getComponent(BulletBase);
parent.addChild(bullet.node);
bullet.node.worldPosition = startPoint;
bullet.node.setNodeActive(true);
bullet.setDamage(shootingDataInfo.Damage);
bullet.setSpecialSkill(specialSkillId);
bullet.shootingMelee(targetPoint, shootingDataInfo);
bullet.node.name = "bullet_" + this.countBullet.toString();
bullet.node.angle = this.getAngle(startPoint, targetPoint);
this.countBullet++;
}
enableActiveSkill(tag: number, parent: Node) {
var prefab = GameAssets.instance.getActiveSkill(tag);
if (!prefab) return;
@ -131,16 +157,15 @@ export class ShootingBase extends Component {
var skill = instantiate(prefab).getComponent(ActiveSkillBase)!;
if (!skill) return;
skill.node.parent = parent? parent : LayoutManager.instance.gameplaySpaceLayout;
skill.node.parent = parent ? parent : LayoutManager.instance.gameplaySpaceLayout;
skill?.enableActiveSkill(data, parent);
}
getAngle(startPoint, targetPoint): number
{
getAngle(startPoint, targetPoint): number {
var dir = UmUtil.subtractTwoVector3(targetPoint, startPoint);
var angle = UmUtil.radToDeg(Vec3.angle(dir, Vec3.RIGHT));
if (targetPoint.y < startPoint.y)
if (targetPoint.y < startPoint.y)
angle = 360 - angle;
return angle;

View File

@ -1,10 +1,11 @@
import { _decorator, Component, Node } from 'cc';
import { LayoutManager } from '../LayoutManager';
import { CreepBase } from './CreepBase';
import { EMOVE_MODE } from '../../config/GameDefine';
import { EATTACK_TYPE, EMOVE_MODE } from '../../config/GameDefine';
import { Vec3 } from 'cc';
import { AudioClip } from 'cc';
import { UMAudioController } from '../../audio/UMAudioController';
import { UmLog } from '../../../../cc-common/cc-util/UmLog';
const { ccclass, property } = _decorator;
@ccclass('Creep')
@ -14,6 +15,28 @@ export class Creep extends CreepBase {
@property(AudioClip) sfxDeadClip: AudioClip = null!;
@property(AudioClip) sfxAttackClip: AudioClip = null!;
//Config for MELEE atk
isAtkMeleeActive = false;
TIME_DELAY_MELEE_ATK = 0.35;//phu thuoc time cua anim attack
DISTANCE_MELEE_ATK = 120;
timCountFromStartAnimAtk = 0;
isMeleeAtkCalled = false;
onLoad() {
this.setupAnimkey();
super.onLoad();
}
setupAnimkey() {
var keyData = { idle: "idle", attack: "attack", move: "move", dead: "dead", spawn: "spawn" };
this.enemyAnim.setupAnimkey(keyData);
}
setIsContactObstacle(isContact) {
// UmLog.log("[CreepMove] => setIsContactObstacle ", isContact);
this.isContactObstacle = isContact;
}
setIsSensorHero(isContact) {
this.isSensorHero = isContact;
@ -53,16 +76,71 @@ export class Creep extends CreepBase {
return;
if (this.moveMode == EMOVE_MODE.FREE) {
this.node.position = this.getMoveTowardPoint(this.nextDestinationMove, dt);
if ((this.isContactObstacle && !this.isContactHero) || Vec3.distance(this.node.position, this.nextDestinationMove) < 1)
this.runAnimMove();
this.node.worldPosition = this.getMoveTowardPoint(this.nextDestinationMove, dt);
this.setDirectionByTarget(this.nextDestinationMove);
if ((this.isContactObstacle && !this.isContactHero) || Vec3.distance(this.node.worldPosition, this.nextDestinationMove) < 1)
this.makeNewRandomTarget();
return;
}
if (this.heroTarget) {
if (this.attackType == EATTACK_TYPE.MELEE) {
var distance = Vec3.distance(this.node.worldPosition, this.heroTarget.worldPosition);
if (distance <= this.DISTANCE_MELEE_ATK) {
this.attackMelee();
return;
}
else {
if (this.moveMode == EMOVE_MODE.TARGET) {
this.node.worldPosition = this.getMoveTowardPoint(this.heroTarget.worldPosition, dt);
this.setDirectionByTarget(this.heroTarget.worldPosition);
}
this.runAnimMove();
}
}
else
{
if (this.moveMode == EMOVE_MODE.TARGET) {
this.node.worldPosition = this.getMoveTowardPoint(this.heroTarget.worldPosition, dt);
this.setDirectionByTarget(this.heroTarget.worldPosition);
}
}
return;
}
if (this.moveMode == EMOVE_MODE.TARGET && this.heroTarget) {
this.node.position = this.getMoveTowardPoint(this.heroTarget.position, dt);
return;
this.runAnimIdle();
}
protected attackMelee() {
if (this.isAtkMeleeActive) return;
this.runAnimAttack(() => {
this.isAtkMeleeActive = false;
});
this.isAtkMeleeActive = true;
this.timCountFromStartAnimAtk = 0;
this.isMeleeAtkCalled = false;
}
protected updateAtk(dt: number): void {
if (this.attackType == EATTACK_TYPE.MELEE) {
if (!this.isAtkMeleeActive) return;
this.timCountFromStartAnimAtk += dt;
if (this.timCountFromStartAnimAtk >= this.TIME_DELAY_MELEE_ATK && !this.isMeleeAtkCalled) {
this.isMeleeAtkCalled = true;
var targetShoot = this.findShootTargetNode();
if (!targetShoot) return;
this.shooting.shootingAtkMelee(this.node, targetShoot, this.AtkRangeShootingDataConfig);
}
}
else {
super.updateAtk(dt);
}
}

View File

@ -21,10 +21,9 @@ const { ccclass, property } = _decorator;
@ccclass('CreepBase')
export class CreepBase extends EnemyBase {
@property(HPBar) hpBar: HPBar = null!;
spawnTime = 0;
start(): void {
super.start();
this.isShootEnable = false;
this.isAtkRangeShootEnable = false;
}
setEnemyData(data) {
@ -49,11 +48,14 @@ export class CreepBase extends EnemyBase {
UmClientEvent.dispatchEvent(GameDefine.EVENT_CHECK_WIN_AFTER_KILL_ENEMY, GameDefine.OBJECT_GROUP.CREEP, this.dataConfig?.Exp);
}
protected updateShoot(dt: number): void {
if (!this.isShootEnable) return;
protected updateAtk(dt: number): void {
if (!this.isAtkRangeShootEnable) return;
var targetShoot = this.findShootTargetNode();
if (!targetShoot) return;
this.shooting.shooting(this.node, targetShoot, this.ShootingDataConfig, -1, null, () => {
this.shooting.shootingAtkRange(this.node, targetShoot, this.AtkRangeShootingDataConfig, -1, null, () => {
this.runAnimAttack(() => {
this.runAnimMove();
});
this.playSfxAttack();
});
}

View File

@ -0,0 +1,145 @@
import { _decorator, Component, Node } from 'cc';
import { LayoutManager } from '../LayoutManager';
import { CreepBase } from './CreepBase';
import { EMOVE_MODE } from '../../config/GameDefine';
import { Vec3 } from 'cc';
import { AudioClip } from 'cc';
import { UMAudioController } from '../../audio/UMAudioController';
import { Creep } from './Creep';
import { UmLog } from '../../../../cc-common/cc-util/UmLog';
const { ccclass, property } = _decorator;
@ccclass('CreepLight')
export class CreepLight extends CreepBase {
@property(AudioClip) sfxSpawnClip: AudioClip = null!;
@property(AudioClip) sfxDeadClip: AudioClip = null!;
@property(AudioClip) sfxAttackClip: AudioClip = null!;
//Config for MELEE atk
isAtkMeleeActive = false;
TIME_DELAY_MELEE_ATK = 0.25;//phu thuoc time cua anim attack
DISTANCE_MELEE_ATK = 120;
timCountFromStartAnimAtk = 0;
isMeleeAtkCalled = false;
setIsContactObstacle(isContact) {
// UmLog.log("[CreepMove] => setIsContactObstacle ", isContact);
this.isContactObstacle = isContact;
}
setIsSensorHero(isContact) {
this.isSensorHero = isContact;
this.speed = this.isSensorHero ? this.moveSpeed * 1.5 : this.moveSpeed;
if (isContact && this.heroTarget) {
// UmLog.log("setIsSensorHero attackType = ", this.attackType);
this.changeMoveMode(EMOVE_MODE.TARGET);
}
else {
this.changeMoveMode(EMOVE_MODE.FREE);
}
}
setIsContactHero(isContact) {
// UmLog.log("setIsContactHero => ", isContact);
this.isContactHero = isContact;
if (isContact) {
this.runAnimAttack();
this.changeMoveMode(EMOVE_MODE.STATIC);
}
else {
if (this.isSensorHero && this.heroTarget) {// && this.attackType == EATTACK_TYPE.MELEE
this.changeMoveMode(EMOVE_MODE.TARGET);
}
else {
this.changeMoveMode(EMOVE_MODE.FREE);
}
}
}
protected updateMove(dt: number): void {
this.spawnTime -= dt;
if (this.spawnTime > 0)
return;
if (this.moveMode == EMOVE_MODE.FREE) {
this.runAnimMove();
this.node.worldPosition = this.getMoveTowardPoint(this.nextDestinationMove, dt);
this.setDirectionByTarget(this.nextDestinationMove);
if ((this.isContactObstacle && !this.isContactHero) || Vec3.distance(this.node.worldPosition, this.nextDestinationMove) < 1)
this.makeNewRandomTarget();
return;
}
if (this.heroTarget) {
var distance = Vec3.distance(this.node.worldPosition, this.heroTarget.worldPosition);
if (distance <= this.DISTANCE_MELEE_ATK) {
this.attackMelee();
return;
}
else {
if (this.moveMode == EMOVE_MODE.TARGET) {
this.node.worldPosition = this.getMoveTowardPoint(this.heroTarget.worldPosition, dt);
this.setDirectionByTarget(this.heroTarget.worldPosition);
}
this.runAnimMove();
}
return;
}
this.runAnimIdle();
}
protected attackMelee() {
if (this.isAtkMeleeActive) return;
this.runAnimAttack(() => {
this.isAtkMeleeActive = false;
});
this.isAtkMeleeActive = true;
this.timCountFromStartAnimAtk = 0;
this.isMeleeAtkCalled = false;
}
protected updateAtk(dt: number): void {
if (!this.isAtkMeleeActive) return;
this.timCountFromStartAnimAtk += dt;
if (this.timCountFromStartAnimAtk >= this.TIME_DELAY_MELEE_ATK && !this.isMeleeAtkCalled) {
this.isMeleeAtkCalled = true;
var targetShoot = this.findShootTargetNode();
if (!targetShoot) return;
this.shooting.shootingAtkMelee(this.node, targetShoot, this.AtkRangeShootingDataConfig);
}
}
//SFX
playSfxAttack() { //override
UMAudioController.instance.playSfxByKeyAndClip(this.getSfxKey("sfx_attack"), this.sfxAttackClip);
}
playSfxDead() { //override
UMAudioController.instance.playSfxByKeyAndClip(this.getSfxKey("sfx_dead"), this.sfxDeadClip);
}
playSfxSpawn() { //override
UMAudioController.instance.playSfxByKeyAndClip(this.getSfxKey("sfx_spawn"), this.sfxSpawnClip);
}
onLoad() {
this.setupAnimkey();
super.onLoad();
}
setupAnimkey() {
var keyData = { idle: "idle", attack: "attack", move: "move", dead: "dead", spawn: "" };
this.enemyAnim.setupAnimkey(keyData);
}
}

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@ -0,0 +1 @@
{"ver":"4.0.23","importer":"typescript","imported":true,"uuid":"f9e81429-2ac9-4692-aecf-ac9e229d827d","files":[],"subMetas":{},"userData":{}}

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@ -0,0 +1,163 @@
import { sp } from 'cc';
import { _decorator, Component, Node } from 'cc';
import { UmUtil } from '../../../../cc-common/cc-util/UmUtil';
import { UmLog } from '../../../../cc-common/cc-util/UmLog';
const { ccclass, property } = _decorator;
@ccclass('EnemyAnim')
export class EnemyAnim extends Component {
@property(Node) containerAnim: Node = null!;
@property(sp.Skeleton) spineAnim: sp.Skeleton = null!;
IDLE = "idle";
ATTACK = "attack";
MOVE = "move";
DEAD = "dead";
SPAWN = "";
isMoving = false;
isDead = false;
isAttack = false;
isIdle = false;
isSpawn = true;
scaleX = 1;
protected onLoad(): void {
this.scaleX = this.containerAnim.scale.x;
}
setupAnimkey(keyData)
{
this.IDLE = keyData.idle;
this.ATTACK = keyData.attack;
this.MOVE = keyData.move;
this.DEAD = keyData.dead;
this.SPAWN = keyData.spawn;
}
setMixAnim()
{
// if (this.IDLE?.length && this.SPAWN?.length)
// UmUtil.setMix(this.spineAnim, 'idle', 'spawn', 0.1);
// if (this.IDLE?.length && this.MOVE?.length)
// UmUtil.setMix(this.spineAnim, 'idle', 'move', 0.1);
// if (this.IDLE?.length && this.ATTACK?.length)
// UmUtil.setMix(this.spineAnim, 'idle', 'attack', 0.1);
// if (this.IDLE?.length && this.DEAD?.length)
// UmUtil.setMix(this.spineAnim, 'idle', 'dead', 0.1);
// if (this.MOVE?.length && this.ATTACK?.length)
// UmUtil.setMix(this.spineAnim, 'move', 'attack', 0.1);
// if (this.MOVE?.length && this.DEAD?.length)
// UmUtil.setMix(this.spineAnim, 'move', 'dead', 0.1);
// if (this.DEAD?.length && this.ATTACK?.length)
// UmUtil.setMix(this.spineAnim, 'dead', 'attack', 0.1);
}
spawn(callback = null) {
if (!this.SPAWN?.length) {
this.isSpawn = false;
callback?.();
this.idle();
return;
}
this.isSpawn = true;
this.spineAnim.clearTracks();
const entry = this.spineAnim.setAnimation(0, this.SPAWN, false);
this.spineAnim.setTrackCompleteListener(entry, (x: any, ev: any) => {
this.isSpawn = false;
callback?.();
this.idle();
});
this.isDead = false;
this.isAttack = false;
this.isMoving = false;
}
idle() {
if (!this.IDLE?.length) return;
if (this.isDead || this.isIdle) return;
this.isIdle = true;
this.isMoving = false;
this.isDead = false;
this.isAttack = false;
this.spineAnim.clearTracks();
this.spineAnim.setAnimation(0, this.IDLE, true);
}
move() {
UmLog.log("anim move => ");
if (!this.MOVE?.length) return;
if (this.isDead || this.isSpawn) return;
if (!this.isAttack && this.getCurrentAnim() != this.MOVE) {
let entry = this.spineAnim.setAnimation(0, this.MOVE, true);
this.isMoving = true;
this.isAttack = false;
this.isIdle = false;
}
}
attack(callback = null) {
if (this.isDead || this.isAttack || this.isSpawn) return;
// UmLog.log("attack");
this.isAttack = true;
this.isIdle = false;
this.isMoving = false;
this.spineAnim.clearTracks();
let entry = this.spineAnim.setAnimation(0, this.ATTACK, false);
this.spineAnim.setTrackCompleteListener(entry, (x: any, ev: any) => {
this.isAttack = false;
callback?.();
// if (this.isMoving)
// this.move();
// else
// this.idle();
});
}
doneDead: Function;
dead(startAnim: Function = null): Promise<any> {
return new Promise<any>((resolve) => {
this.doneDead = resolve;
this.isDead = true;
this.spineAnim.clearTracks();
startAnim?.();
const entry = this.spineAnim.setAnimation(0, 'dead', false);
this.spineAnim.setTrackCompleteListener(entry, async (x: any, ev: any) => {
this.doneDead();
// console.warn('Enemy is dead!!!');
});
})
}
setDirection(direction: number)
{
this.containerAnim.setScaleX(this.scaleX * direction);
}
getCurrentAnim(): string{
return this.spineAnim.animation;
}
runAnimByName(animName, callback: Function = null)
{
UmLog.error("runAnimByName => ", animName);
this.spineAnim.clearTracks();
let entry = this.spineAnim.setAnimation(0, animName, false);
this.spineAnim.setTrackCompleteListener(entry, (x: any, ev: any) => {
callback?.();
UmLog.error("Done => ", animName);
});
}
}

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@ -0,0 +1,9 @@
{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "4cddf621-c976-404e-bd27-b5e084a4198a",
"files": [],
"subMetas": {},
"userData": {}
}

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@ -17,6 +17,7 @@ import { UmClientEvent } from '../../../../cc-common/cc-util/UmOneToMultiListene
import { RigidBody2D } from 'cc';
import { Label } from 'cc';
import { CircleCollider2D } from 'cc';
import { EnemyAnim } from './EnemyAnim';
const { ccclass, property } = _decorator;
@ccclass('EnemyBase')
@ -30,10 +31,11 @@ export class EnemyBase extends Component {
@property({ type: Enum(ENEMY_TYPE) }) public enemyType: ENEMY_TYPE = ENEMY_TYPE.MELEE;
@property({ type: Enum(EATTACK_TYPE) }) public attackType: EATTACK_TYPE = EATTACK_TYPE.MELEE
@property(Label) txtName: Label = null!;
@property(EnemyAnim) enemyAnim: EnemyAnim = null!;
enemy_name = "";
isShootEnable = false;
isAtkRangeShootEnable = false;
isDestroying = false;
isCheckedWin = false;
@ -48,6 +50,8 @@ export class EnemyBase extends Component {
dataConfig: any = null;
atkCooldown: number = 1;
visualRange: number = 5;
spawnTime = 0;
TWEEN_TAG = 1001;
@ -65,21 +69,22 @@ export class EnemyBase extends Component {
this.hp = data?.Hp || this.hp;
this.atkCooldown = data?.AtkCoolDown || this.atkCooldown;
this.visualRange = data?.VisualRange || this.visualRange;
this.txtName.string = data?.Name_Id + "|" + this.dmg.toString();
this.updateSensorRange();
this.setMoveData(data);
}
updateSensorRange()
{
updateSensorRange() {
this.sensor.collider.getComponent(CircleCollider2D).radius = GameDefine.SQUARE_UNIT * this.visualRange;
}
protected onLoad(): void {
this.setEnableRigibody(false);
this.TWEEN_TAG = UmUtil.getRandomInt(100000, Number.MAX_SAFE_INTEGER);
this.nextDestinationMove = this.node.worldPosition;
this.runAnimSpawn();
}
start(): void {
@ -87,13 +92,11 @@ export class EnemyBase extends Component {
this.registerColliderContact();
this.registerSensor();
// this.loadDataAndDisplay();
this.isShootEnable = false;
this.isAtkRangeShootEnable = false;
this.currentColor = new Color(this.theme.color);
this.playSfxSpawn();
}
setEnableRigibody(isEnable: boolean)
{
setEnableRigibody(isEnable: boolean) {
if (this.rigibodyComponent)
this.rigibodyComponent.enabled = isEnable;
}
@ -116,8 +119,7 @@ export class EnemyBase extends Component {
this.sensor.offContact();
}
loadDataAndDisplay()
{
loadDataAndDisplay() {
LayoutManager.instance.GameUI.getBossHPBar().setMaxHPBar(100);
}
@ -184,7 +186,7 @@ export class EnemyBase extends Component {
}
checkEnableShootBullet(isSensorHero) {
this.isShootEnable = isSensorHero && (this.attackType == EATTACK_TYPE.TARGET || this.attackType == EATTACK_TYPE.RANGE || this.attackType == EATTACK_TYPE.MIXED);
this.isAtkRangeShootEnable = isSensorHero && (this.attackType == EATTACK_TYPE.TARGET || this.attackType == EATTACK_TYPE.RANGE || this.attackType == EATTACK_TYPE.MIXED);
}
public destroyNode() {
@ -226,8 +228,7 @@ export class EnemyBase extends Component {
this.hitDamage(damage);
}
hitDamage(damage: number)
{
hitDamage(damage: number) {
var hpBar = LayoutManager.instance.GameUI.getBossHPBar();
hpBar.decreaseHP(damage);
@ -239,8 +240,7 @@ export class EnemyBase extends Component {
this.runHitEffect();
}
checkWin()
{
checkWin() {
//override at extent
}
@ -254,7 +254,7 @@ export class EnemyBase extends Component {
// shooting => { "AtkRange": 5, "AtkCoolDown": 1, "AtkSpeed": 30, "Damage": 10, "AoERange": 0, "AoEDmg": 0 }
get ShootingDataConfig(): ShootingDataInfo {
get AtkRangeShootingDataConfig(): ShootingDataInfo {
var shootingData: ShootingDataInfo = {
AtkRange: this.dataConfig.AtkRange,
AtkCoolDown: this.dataConfig.AtkCoolDown,
@ -268,23 +268,27 @@ export class EnemyBase extends Component {
protected update(dt: number): void {
if (!GameGlobalData.Instance.isStatePlay()) return;
this.updateShoot(dt);
this.updateEnableSkill(dt);
this.updateAtk(dt);
this.updateMove(dt);
}
//SHOOTER
protected updateShoot(dt: number): void {
if (!this.isShootEnable) return;
//Attack
protected updateAtk(dt: number): void {
if (!this.isAtkRangeShootEnable) return;
var targetShoot = this.findShootTargetNode();
if (!targetShoot) return;
this.shooting.shooting(this.node, targetShoot, this.ShootingDataConfig);
this.shooting.shootingAtkRange(this.node, targetShoot, this.AtkRangeShootingDataConfig);
}
findShootTargetNode(): Node
{
protected updateEnableSkill(dt: number): void {
//override
}
findShootTargetNode(): Node {
return this.heroTarget;
}
@ -297,7 +301,7 @@ export class EnemyBase extends Component {
//MOVER
moveMode: number = EMOVE_MODE.FREE;
nextDestinationMove: Vec3 = new Vec3();
nextDestinationMove: Vec3 = new Vec3(0, 0, 0);
directionMove: Vec3 = new Vec3();
speed: number = 50;
isContactObstacle = false;
@ -316,9 +320,9 @@ export class EnemyBase extends Component {
let x = this.getRandomMove();
let y = this.getRandomMove();
// UmLog.log("makeNewRandomTarget => ", x, " | ", y);
this.nextDestinationMove = UmUtil.plusTwoVector3(this.node.position, new Vec3(x, y, 0));
this.nextDestinationMove = UmUtil.plusTwoVector3(this.node.worldPosition, new Vec3(x, y, 0));
// UmLog.log("distance => ", Vec3.distance(this.node.position, this.nextDestination));
this.directionMove = UmUtil.subtractTwoVector3(this.nextDestinationMove, this.node.position);
this.directionMove = UmUtil.subtractTwoVector3(this.nextDestinationMove, this.node.worldPosition);
this.directionMove.normalize();
}
@ -330,27 +334,27 @@ export class EnemyBase extends Component {
protected updateMove(dt: number): void {
//override at extent
if (this.moveMode == EMOVE_MODE.FREE) {
this.node.position = this.getMoveTowardPoint(this.nextDestinationMove, dt);
if ((this.isContactObstacle && !this.isContactHero) || Vec3.distance(this.node.position, this.nextDestinationMove) < 1)
this.node.worldPosition = this.getMoveTowardPoint(this.nextDestinationMove, dt);
if ((this.isContactObstacle && !this.isContactHero) || Vec3.distance(this.node.worldPosition, this.nextDestinationMove) < 1)
this.makeNewRandomTarget();
return;
}
if (this.moveMode == EMOVE_MODE.TARGET && this.heroTarget) {
this.node.position = this.getMoveTowardPoint(this.heroTarget.position, dt);
this.node.worldPosition = this.getMoveTowardPoint(this.heroTarget.worldPosition, dt);
return;
}
}
getMoveTowardPoint(target, dt: number) {
var result = new Vec3();
Vec3.moveTowards(result, this.node.position, target, this.speed * dt);
Vec3.moveTowards(result, this.node.worldPosition, target, this.speed * dt);
return result;
}
changeMoveMode(newMode) {
UmLog.log("changeMode => ", newMode);
// UmLog.log("changeMode => ", newMode);
this.moveMode = newMode;
}
@ -380,6 +384,57 @@ export class EnemyBase extends Component {
return this.enemy_name + key;
}
//ANIM
runAnimSpawn() {
this.enemyAnim?.spawn();
this.playSfxSpawn();
}
runAnimMove() {
this.enemyAnim?.move();
}
runAnimAttack(callback = null) {
this.enemyAnim?.attack(callback);
}
runAnimIdle() {
this.enemyAnim?.idle();
}
runAnim(anim_name, callback: Function = null) {
this.enemyAnim?.runAnimByName(anim_name, callback);
// this.enemyAnim?.runAnimSkill(callback);
}
async runAnimDead() {
UmLog.log('Hero - runAnimDead');
await this.enemyAnim?.dead(() => {
this.playSfxDead();
});
}
setDirection(direction: number) {
this.enemyAnim?.setDirection(direction);
}
setDirectionByTarget(targetPoint) {
this.enemyAnim?.setDirection(this.getDirection(targetPoint));
}
getDirection(targetPoint) {
return this.node.worldPosition.x >= targetPoint.x ? 1 : -1;
}
setupAnimkey() {
//override
}
getCurrentAnim(): string {
return this.enemyAnim?.getCurrentAnim();
}
}

View File

@ -128,7 +128,7 @@ export class EnemyMove extends Component {
changeMoveMode(newMode)
{
UmLog.log("changeMode => ", newMode);
// UmLog.log("changeMode => ", newMode);
this.moveMode = newMode;
}
}

View File

@ -85,8 +85,8 @@ export class GateBase extends Component {
onBeginContact(a: Collider2D, b: Collider2D) {
var bGroup = b.group;
UmLog.log("GATE | Contact Begin = " + GameDefine.getPhysicGroupName(a.group), " vs ", GameDefine.getPhysicGroupName(bGroup));
UmLog.log("GATE => bullet: ", b.node.parent.name);
// UmLog.log("GATE | Contact Begin = " + GameDefine.getPhysicGroupName(a.group), " vs ", GameDefine.getPhysicGroupName(bGroup));
// UmLog.log("GATE => bullet: ", b.node.parent.name);
if (bGroup == Number(EPHYSIC_GROUP.ENEMY) || bGroup == Number(EPHYSIC_GROUP.OBSTACLE)
|| bGroup == Number(EPHYSIC_GROUP.DEFAULT)) {
return;
@ -111,7 +111,7 @@ export class GateBase extends Component {
onSensorBegin(a: Collider2D, b: Collider2D) {
var bGroup = b.group;
UmLog.log("GATE |onSensor Begin = " + GameDefine.getPhysicGroupName(a.group), " vs ", GameDefine.getPhysicGroupName(b.group));
// UmLog.log("GATE |onSensor Begin = " + GameDefine.getPhysicGroupName(a.group), " vs ", GameDefine.getPhysicGroupName(b.group));
if (bGroup != EPHYSIC_GROUP.HERO) return;
this.heroTarget = b.node;
}

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@ -9,13 +9,26 @@ const { ccclass, property } = _decorator;
@ccclass('ActiveSkill2')
export class ActiveSkill2 extends ActiveSkillBase {
@property(Node) public particle1: Node = null!;
@property(Node) public particle2: Node = null!;
@property(Node) public particle3: Node = null!;
euler: Vec3 = new Vec3();
public enableActiveSkill(data, parent) {
super.enableActiveSkill(data, parent);
this.skillType = Number(EACTIVE_SKILL_TYPE.SKILL_2);
this.speed = this.speed / this.useTime;
this.node.setScaleY(this.range);
this.updateRange();
}
updateRange()
{
this.node.setScaleY(this.range * 2);
var ratio = this.range / 5;
this.particle1.scale = UmUtil.scaleVector3(this.particle1.scale, ratio);
this.particle2.scale = UmUtil.scaleVector3(this.particle2.scale, ratio);
this.particle3.scale = UmUtil.scaleVector3(this.particle3.scale, ratio);
}
protected update(dt: number): void {

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