txq 6 kuukautta sitten
vanhempi
commit
af8676d033
56 muutettua tiedostoa jossa 513 lisäystä ja 20549 poistoa
  1. 0 619
      assets/package/prefab/ui/tower/hero/npc001.prefab
  2. 0 13
      assets/package/prefab/ui/tower/hero/npc001.prefab.meta
  3. 0 644
      assets/package/prefab/ui/tower/hero/npc002.prefab
  4. 0 13
      assets/package/prefab/ui/tower/hero/npc002.prefab.meta
  5. 0 628
      assets/package/prefab/ui/tower/hero/npc003.prefab
  6. 0 13
      assets/package/prefab/ui/tower/hero/npc003.prefab.meta
  7. 342 46
      assets/package/prefab/ui/tower/hero/role101.prefab
  8. 0 790
      assets/package/prefab/ui/tower/hero/role102.prefab
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      assets/package/prefab/ui/tower/hero/role102.prefab.meta
  10. 0 790
      assets/package/prefab/ui/tower/hero/role103.prefab
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      assets/package/prefab/ui/tower/hero/role103.prefab.meta
  12. 0 790
      assets/package/prefab/ui/tower/hero/role104.prefab
  13. 0 13
      assets/package/prefab/ui/tower/hero/role104.prefab.meta
  14. 0 790
      assets/package/prefab/ui/tower/hero/role105.prefab
  15. 0 13
      assets/package/prefab/ui/tower/hero/role105.prefab.meta
  16. 0 790
      assets/package/prefab/ui/tower/hero/role106.prefab
  17. 0 13
      assets/package/prefab/ui/tower/hero/role106.prefab.meta
  18. 0 790
      assets/package/prefab/ui/tower/hero/role201.prefab
  19. 0 13
      assets/package/prefab/ui/tower/hero/role201.prefab.meta
  20. 0 790
      assets/package/prefab/ui/tower/hero/role202.prefab
  21. 0 13
      assets/package/prefab/ui/tower/hero/role202.prefab.meta
  22. 0 790
      assets/package/prefab/ui/tower/hero/role203.prefab
  23. 0 13
      assets/package/prefab/ui/tower/hero/role203.prefab.meta
  24. 0 790
      assets/package/prefab/ui/tower/hero/role204.prefab
  25. 0 13
      assets/package/prefab/ui/tower/hero/role204.prefab.meta
  26. 0 790
      assets/package/prefab/ui/tower/hero/role205.prefab
  27. 0 13
      assets/package/prefab/ui/tower/hero/role205.prefab.meta
  28. 0 790
      assets/package/prefab/ui/tower/hero/role206.prefab
  29. 0 13
      assets/package/prefab/ui/tower/hero/role206.prefab.meta
  30. 0 790
      assets/package/prefab/ui/tower/hero/role301.prefab
  31. 0 13
      assets/package/prefab/ui/tower/hero/role301.prefab.meta
  32. 0 790
      assets/package/prefab/ui/tower/hero/role302.prefab
  33. 0 13
      assets/package/prefab/ui/tower/hero/role302.prefab.meta
  34. 0 790
      assets/package/prefab/ui/tower/hero/role303.prefab
  35. 0 13
      assets/package/prefab/ui/tower/hero/role303.prefab.meta
  36. 0 790
      assets/package/prefab/ui/tower/hero/role304.prefab
  37. 0 13
      assets/package/prefab/ui/tower/hero/role304.prefab.meta
  38. 0 790
      assets/package/prefab/ui/tower/hero/role305.prefab
  39. 0 13
      assets/package/prefab/ui/tower/hero/role305.prefab.meta
  40. 0 790
      assets/package/prefab/ui/tower/hero/role306.prefab
  41. 0 13
      assets/package/prefab/ui/tower/hero/role306.prefab.meta
  42. 0 790
      assets/package/prefab/ui/tower/hero/role401.prefab
  43. 0 13
      assets/package/prefab/ui/tower/hero/role401.prefab.meta
  44. 0 790
      assets/package/prefab/ui/tower/hero/role402.prefab
  45. 0 13
      assets/package/prefab/ui/tower/hero/role402.prefab.meta
  46. 0 790
      assets/package/prefab/ui/tower/hero/role403.prefab
  47. 0 13
      assets/package/prefab/ui/tower/hero/role403.prefab.meta
  48. 0 790
      assets/package/prefab/ui/tower/hero/role404.prefab
  49. 0 13
      assets/package/prefab/ui/tower/hero/role404.prefab.meta
  50. 0 790
      assets/package/prefab/ui/tower/hero/role405.prefab
  51. 0 13
      assets/package/prefab/ui/tower/hero/role405.prefab.meta
  52. 0 790
      assets/package/prefab/ui/tower/hero/role406.prefab
  53. 0 13
      assets/package/prefab/ui/tower/hero/role406.prefab.meta
  54. 12 0
      assets/script/game/manager/RoleManager.ts
  55. 79 48
      assets/script/game/ui/tower/TowerUI.ts
  56. 80 56
      assets/script/game/ui/tower/node/Hero.ts

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-      "__id__": 5
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-    "levelLabel": {
-      "__id__": 12
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-    "gunNode": {
-      "__id__": 15
-    },
-    "clickBox": {
-      "__id__": 20
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+ 0 - 13
assets/package/prefab/ui/tower/hero/role406.prefab.meta

@@ -1,13 +0,0 @@
-{
-  "ver": "1.1.50",
-  "importer": "prefab",
-  "imported": true,
-  "uuid": "a38a1a84-88c2-4daa-9d7a-79308ebd836a",
-  "files": [
-    ".json"
-  ],
-  "subMetas": {},
-  "userData": {
-    "syncNodeName": "role406"
-  }
-}

+ 12 - 0
assets/script/game/manager/RoleManager.ts

@@ -5,6 +5,7 @@ import { FateattridConf } from "../config/FateattridConf";
 import { FateConf } from "../config/FateConf";
 import { RoleData } from "../data/RoleData";
 import { RoleConf } from "../ui/tower/conf/RoleConf";
+import { ObjectValueType } from "../ui/tower/data/BattleEnum";
 import { GoodsManager } from "./GoodsManager";
 
 
@@ -110,4 +111,15 @@ export class RoleManager {
         }
         RoleData.fate = fateData;
     }
+
+    /**
+     * 获取单个英雄全属性
+     * @param typeID 英雄ID
+     * return {[key:ObjectValueType]:number}
+     */
+    static getRoleAttackAdd(typeID): {[key:number]:number} {
+        let valueList:{[key:number]:number}  = {}
+        return valueList;
+    }
+
 }

+ 79 - 48
assets/script/game/ui/tower/TowerUI.ts

@@ -179,7 +179,10 @@ export class TowerUI extends BaseView {
 	//操作指令集  记录下来发给服务器
 	operateList:Array<BattleOptsBase> = [];
 
-
+	//战斗结束动画是否回调
+	bBattleOverAnimBack:boolean = false;
+	//战斗结束消息是否回调
+	bBattleOverMessageBack:boolean = false;
 
 	protected onLoad() {
 		super.onLoad();
@@ -386,71 +389,87 @@ export class TowerUI extends BaseView {
 				let winStr = attackData.bWin ? "胜利" : "失败";
 				this.touchCancel();
 				console.log(winStr)
+				this.bBattleOverAnimBack = false
+				this.bBattleOverMessageBack = false
 				
 				let battlesConf = BattlesConf.data[this.battlesID];
 				if(attackData.bWin &&(this.battlesID==battlesConf.BossProcess)){
 					this.changeChapterNode.getComponent(ChangeChapter).show(()=>{
-						this.restartBattle(this.battlesID)
+						this.bBattleOverAnimBack = true
+						if(this.bBattleOverMessageBack){
+							this.restartBattle(this.battlesID)
+						}
 					});
 				}
 				else{
 					this.resultNode.getComponent(ResultUI).show(attackData.bWin,()=>{
-						this.restartBattle(this.battlesID)
+						this.bBattleOverAnimBack = true
+						if(this.bBattleOverMessageBack){
+							this.restartBattle(this.battlesID)
+						}
 					})
 				}
-				if(attackData.bWin){
+		
 
-					let layout = {}
-					for(let index = 0; index < this.bagPosList.length; index++){
-						let posData = this.bagPosList[index]
-						let key = BattleLayoutPos[index]
-						layout[key] = 0
-						if(posData.hero){
-							let heroData = posData.hero.getComponent(Hero)
-							let value = heroData.level + heroData.raceID *BattleLayoutScale
-							if(key){
-								layout[key] = value
-							}
+				let layout = {}
+				for(let index = 0; index < this.bagPosList.length; index++){
+					let posData = this.bagPosList[index]
+					let key = BattleLayoutPos[index]
+					layout[key] = 0
+					if(posData.hero){
+						let heroData = posData.hero.getComponent(Hero)
+						let value = heroData.level + heroData.raceID *BattleLayoutScale
+						if(key){
+							layout[key] = value
 						}
-						
 					}
+					
+				}
 
-					//战场占位数量跟背包一样
-					for(let index = 0; index < BattleUtil.BagListSize; index++){
-						let posData = this.attackPosList[index]
-						let key = BattleLayoutPos[index+BattleUtil.BagListSize]
-						if(key){
-							if(posData && posData.hero){
-								let heroData = posData.hero.getComponent(Hero)
-								let value = heroData.level + heroData.raceID *BattleLayoutScale
-								layout[key] = value
-							}
-							else{
-								layout[key] = 0
-							}
+				//战场占位数量跟背包一样
+				for(let index = 0; index < BattleUtil.BagListSize; index++){
+					let posData = this.attackPosList[index]
+					let key = BattleLayoutPos[index+BattleUtil.BagListSize]
+					if(key){
+						if(posData && posData.hero){
+							let heroData = posData.hero.getComponent(Hero)
+							let value = heroData.level + heroData.raceID *BattleLayoutScale
+							layout[key] = value
+						}
+						else{
+							layout[key] = 0
 						}
 					}
+				}
 
-					BattleManager.sendBattleDuplicateMsg(this.battlesID,attackData.bWin,layout,this.operateList,()=>{
+				BattleManager.sendBattleDuplicateMsg(this.battlesID,attackData.bWin,layout,this.operateList,()=>{
+					if(attackData.bWin)
 						if(this.battlesID == 20){
 							
 						}
 						else{
 							this.battlesID++
 						}
-					},()=>{
-						// this.reStartBattle(this.battlesID)
-					})
+					else{
+						if(this.battlesID%5 != 1){
+							this.battlesID--
+						}
+					}
 
-				}
-				else{
-					if(this.battlesID%5 != 1){
-						this.battlesID--
+
+					this.bBattleOverMessageBack = true
+					if(this.bBattleOverAnimBack){
+						this.restartBattle(this.battlesID)
 					}
-					else{
-						
+				},()=>{
+					this.bBattleOverMessageBack = true
+					if(this.bBattleOverAnimBack){
+						this.restartBattle(this.battlesID)
 					}
-				}
+				})
+
+				
+				
 				
 				break;
 			}
@@ -951,6 +970,22 @@ export class TowerUI extends BaseView {
 		let heroData = HeroDataPool.getObject();
 		heroData.init(heroID,level,1)
 		
+		let posData = this.bagPosList[posIndex];
+		
+		if(!posData){
+			posData = this.attackPosList[posIndex-BattleUtil.BagListSize];
+			this.battleControl.addHeroInPos(heroData.typeID,heroData.level,posIndex - BattleUtil.BagListSize)
+		}
+		if(!posData){
+			return;
+		}
+
+		let heroNode = posData.hero;
+		if(heroNode){
+			this.heroList.splice(this.heroList.indexOf(heroNode), 1)
+			this.heroPool[heroNode.getComponent(Hero).typeID].push(heroNode)
+			heroNode.getComponent(Hero).clearData();
+		}
 		let node:Node = null;
 		if(this.heroPool[heroID] == null){
 			this.heroPool[heroID] = [];
@@ -971,16 +1006,12 @@ export class TowerUI extends BaseView {
 		HeroDataPool.putObject(heroData);
 		
 		hero.posIndex = posIndex;
-		let posData = this.bagPosList[posIndex];
-		if(!posData){
-			posData = this.attackPosList[posIndex-BattleUtil.BagListSize];
-			this.battleControl.addHeroInPos(hero.typeID,hero.level,posIndex - BattleUtil.BagListSize)
-		}
-		if(!posData){
-			return;
-		}
+		
 		posData.hero = node;
 		
+		let scale = posIndex > BattleUtil.BagListSize ? 1.2 : 1;
+		node.scale = v3(scale,scale,1);
+
 		node.position = posData.pos;
 
 		

+ 80 - 56
assets/script/game/ui/tower/node/Hero.ts

@@ -22,8 +22,13 @@ export class Hero extends BattleNodeBase {
     @property({ type: Label, tooltip: '等级' })
     levelLabel: Label = null;
 
-    @property({ type: Node, tooltip: '枪' })
-    gunNode: Node = null;
+    @property({ type: Node, tooltip: '枪 左右' })
+    gunNode1: Node = null;
+    @property({ type: Node, tooltip: '枪 下' })
+    gunNode2: Node = null;
+    @property({ type: Node, tooltip: '枪 上' })
+    gunNode3: Node = null;
+    
 
     @property({ type: UITransform, tooltip: '点击框' })
     clickBox: UITransform = null;
@@ -124,9 +129,8 @@ export class Hero extends BattleNodeBase {
         this.levelLabel.string = heroData.level.toString();
         this.node.active = true;
         this.modelSpine.node.active = true;
-        let conf = UptypeConf.data
-        let speedScale = conf.HeroSpeedColArr[this.level]
-        this.modelSpine.timeScale = speedScale;
+
+        this.modelSpine.timeScale = 1;
         this.stand()
         // let id: string = heroData.heroID;
     }
@@ -146,63 +150,50 @@ export class Hero extends BattleNodeBase {
         super.update(deltaTime);
         if(this._bAttackAnimation && isValid(this.attackNode)){
             let pos = this.attackNode.position;
-            // 获取子节点的世界坐标
-            let worldPosition = this.gunNode.getComponent(UITransform).convertToWorldSpaceAR(Vec3.ZERO);
-            // 将子节点的世界坐标转换为父节点的局部坐标
-            let localPosition = this.node.parent.getComponent(UITransform).convertToNodeSpaceAR(worldPosition);
-            // 计算从p0到p1的向量
-            let deltaX: number = pos.x - localPosition.x;
-            let deltaY: number = pos.y - localPosition.y;
-
-            // 计算旋转角度(弧度)
-            let rotationAngleRadians: number = Math.atan2(deltaY, deltaX);
-            // 将旋转角度转换为度数
-            let rotationAngleDegrees: number = (rotationAngleRadians * (180 / Math.PI)+360)%360;
-
-            // console.log("旋转角度:", rotationAngleDegrees);
-
-            // let scaleX = this.modelSpine.node.scale.x
-            // if(rotationAngleDegrees > 90 && rotationAngleDegrees < 270){
-            //     // if(scaleX > 0){
-            //     //     scaleX= -scaleX;
-            //     // }
-            //     // this.gunNode.angle = 180 - rotationAngleDegrees;
-            //     this.attackBone.rotation = 180 - rotationAngleDegrees
-            // }
-            // else{
-            //     // if(scaleX < 0){
-            //     //     scaleX= -scaleX;
-            //     // }
-            //     // this.gunNode.angle = rotationAngleDegrees;
-            //     this.attackBone.rotation = rotationAngleDegrees
-            // }
-            // this.modelSpine.node.scale = new Vec3(scaleX,this.modelSpine.node.scale.y,this.modelSpine.node.scale.z);
-            // console.log("旋转角度:", rotationAngleDegrees);
+            let rotationAngleDegrees = this.getRotationAngle(this.node,pos)
 
             this.attackBone1.rotation = 0
             this.attackBone2.rotation = 0
             this.attackBone3.rotation = 0
             this.attackBone4.rotation = 0
-
+            let bChange = false
             if(rotationAngleDegrees<67.5 || rotationAngleDegrees > 292.5){
-                this.attackBone1.rotation = (rotationAngleDegrees+this.attackAngle1)
-                if(this.modelSpine.animation != "atk_right")
+                let rotationAngle = this.getRotationAngle(this.gunNode1,pos)
+                this.attackBone1.rotation = (rotationAngle+this.attackAngle1)
+                if(this.modelSpine.animation != "atk_right"){
                     this.modelSpine.setAnimation(0, 'atk_right', true);
+                    bChange = true
+                }
             }
             else if(rotationAngleDegrees < 112.5){
-                this.attackBone3.rotation = rotationAngleDegrees+this.attackAngle3-90
-                if(this.modelSpine.animation != "atk_up")
+                let rotationAngle = this.getRotationAngle(this.gunNode3,pos)
+                this.attackBone3.rotation = rotationAngle+this.attackAngle3-90
+                if(this.modelSpine.animation != "atk_up"){
                     this.modelSpine.setAnimation(0, 'atk_up', true);
+                    bChange = true
+                }
             }
             else if(rotationAngleDegrees < 247.5){
-                this.attackBone4.rotation = 180-rotationAngleDegrees+this.attackAngle4
-                if(this.modelSpine.animation != "atk_left")
+                let rotationAngle = this.getRotationAngle(this.gunNode1,pos)
+                this.attackBone4.rotation = 180-rotationAngle+this.attackAngle4
+                if(this.modelSpine.animation != "atk_left"){
                     this.modelSpine.setAnimation(0, 'atk_left', true);
+                    bChange = true
+                }
             }
             else if(rotationAngleDegrees < 292.5){
-                this.attackBone2.rotation = rotationAngleDegrees+this.attackAngle2-270
-                if(this.modelSpine.animation != "atk_down")
+                let rotationAngle = this.getRotationAngle(this.gunNode2,pos)
+                this.attackBone2.rotation = rotationAngle+this.attackAngle2-270
+                if(this.modelSpine.animation != "atk_down"){
                     this.modelSpine.setAnimation(0, 'atk_down', true);
+                    bChange = true
+                }
+            }
+
+            if(bChange){
+                let conf = UptypeConf.data
+                let speedScale = conf.HeroSpeedColArr[this.level]
+                this.modelSpine.timeScale = speedScale;
             }
         }
 
@@ -234,14 +225,32 @@ export class Hero extends BattleNodeBase {
         if(!this.modelSpine.node.active) return;
         this._bAttackAnimation = false;
         // this.gunNode.angle = 0;
-        this.gunNode.active = true;
-                this.attackBone1.rotation = 0
-                this.attackBone2.rotation = 0
-                this.attackBone3.rotation = 0
-                this.attackBone4.rotation = 0
+        // this.gunNode.active = true;
+        this.attackBone1.rotation = 0
+        this.attackBone2.rotation = 0
+        this.attackBone3.rotation = 0
+        this.attackBone4.rotation = 0
                 // this._attackCallback = null;
-        if(this.modelSpine.animation == "idle_right") return; 
-        this.modelSpine.setAnimation(0, 'idle_right', true);
+        let animationName = this.modelSpine.animation
+        if(animationName.includes("idle")) return; 
+        switch(animationName){
+            case "atk_right":
+                this.modelSpine.setAnimation(0, 'idle_right', true);
+                break;
+            case "atk_left":
+                this.modelSpine.setAnimation(0, 'idle_left', true);
+                break;
+            case "atk_up":
+                this.modelSpine.setAnimation(0, 'idle_up', true);
+                break;
+            case "atk_down":
+                this.modelSpine.setAnimation(0, 'idle_down', true);
+                break;
+            default:
+                this.modelSpine.setAnimation(0, 'idle_right', true);
+                break;
+        }
+        this.modelSpine.timeScale = 1;
         // if(this.modelSpine.node.scale.x < 0)
         //     this.modelSpine.node.scale = new Vec3(-this.modelSpine.node.scale.x,this.modelSpine.node.scale.y,this.modelSpine.node.scale.z);
 
@@ -250,9 +259,6 @@ export class Hero extends BattleNodeBase {
     levelUp() {
         this.level++;
         this.levelLabel.string = this.level.toString();
-        let conf = UptypeConf.data
-        let speedScale = conf.HeroSpeedColArr[this.level]
-        this.modelSpine.timeScale = speedScale;
     }
 
     actionCallback(trackEntry){
@@ -306,6 +312,24 @@ export class Hero extends BattleNodeBase {
         return this.clickBox.hitTest(pos) || this.node.getComponent(UITransform).hitTest(pos);
     }
 
+
+    //根据目标位置获取旋转角度
+    getRotationAngle(srcNode:Node,targetPos:Vec2){
+        // 获取子节点的世界坐标
+        let worldPosition = this.node.getComponent(UITransform).convertToWorldSpaceAR(Vec3.ZERO);
+        // 将子节点的世界坐标转换为父节点的局部坐标
+        let localPosition = this.node.parent.getComponent(UITransform).convertToNodeSpaceAR(worldPosition);
+        // 计算从p0到p1的向量
+        let deltaX: number = targetPos.x - localPosition.x;
+        let deltaY: number = targetPos.y - localPosition.y;
+
+        // 计算旋转角度(弧度)
+        let rotationAngleRadians: number = Math.atan2(deltaY, deltaX);
+        // 将旋转角度转换为度数
+        let rotationAngleDegrees: number = (rotationAngleRadians * (180 / Math.PI)+360)%360;
+
+        return rotationAngleDegrees;
+    }
     
 }