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- import GameConfig from "../../configData/GameConfig";
- import monsterManger from "../monster/monsterManger";
- import monsterNode from "../monster/monsterNode";
- import soldie from "../monster/soldie";
- import towerManger from "./towerManger";
- import DataObj from "../../configData/DataObj";
- import gameUI from "../UIFace/gameUI";
- const { ccclass, property } = cc._decorator;
- @ccclass
- export default class SkillSolate extends cc.Component {
- private _myPos: cc.Vec2 = null;
- private soldieThree: soldie[] = [];
- public towerType = 0;
- public myDataObj: DataObj = null;
- private doecount = 0;
- /**攻击范围内的怪物 */
- private attackmonster: monsterNode[] = [];
- onLoad() {
- this.myDataObj = new DataObj();
- this.node.opacity = 0;
- // this.initID();
- }
- /**根据ID读取数据 */
- public initID() {
- this._myPos = this.node.getPosition();
- this.myDataObj.writeSkill_Config(61);
- this.loadSolde(this.myDataObj.SkillData.parameter_1);
- this.scheduleOnce(() => {
- towerManger.instance.delateTower(this);
- this.node.destroy();
- }, Number(this.myDataObj.SkillData.parameter_2));
- }
- /**加载兵
- * @param num 3塔兵 2技能兵
- */
- private loadSolde(num: number) {
- let self = this;
- let arr: cc.Vec2[] = [cc.v2(-20, 0), cc.v2(20, 0), cc.v2(0, -20)];
- let arrtemp = this.myDataObj.getArr(this.myDataObj.SkillData.parameter_3);
- for (let i = 0; i < num; i++) {
- let monid = arrtemp[Math.floor(Math.random() * arrtemp.length)];
- this.myDataObj.writeMonster_Config(monid);
- cc.resources.load("prefabs/" + self.myDataObj.monsterData.name1, cc.Prefab, function (err, prefab: cc.Prefab) {
- var newNode = cc.instantiate(prefab);
- newNode.setPosition(self._myPos.add(arr[i]));
- monsterManger.instance.node.addChild(newNode, 3);
- let theSolde = newNode.getComponent(soldie);
- theSolde.setIsSkill(true);
- theSolde.initSkillMinter(self, monid);
- theSolde.setinitPos(self._myPos, self._myPos.add(arr[i]));
- self.soldieThree.push(theSolde);
- theSolde.setSche();
- });
- }
- }
- /**根据ID读取数据 */
- public initMagicID(minpos: cc.Vec2, ID: number, Startpos: cc.Vec2) {
- this._myPos = minpos;
- this.myDataObj.writeSkill_Config(61);
- this.loadMagicSolde(ID,Startpos);
- }
- /**加载兵
- * @param num 3塔兵 2技能兵
- */
- private loadMagicSolde(Id: number, Startpos: cc.Vec2) {
- let self = this;
- this.myDataObj.writeMonster_Config(Id);
- cc.resources.load("prefabs/" + self.myDataObj.monsterData.name1, cc.Prefab, function (err, prefab: cc.Prefab) {
- var newNode = cc.instantiate(prefab);
- let startpos = self.node.getPosition().add(cc.v2(0, -57));
- if (self._myPos.y > Startpos.y) {
- startpos = Startpos.add(cc.v2(0, 37));
- }
- newNode.setPosition(startpos);
- monsterManger.instance.node.addChild(newNode, 3);
- let theSolde = newNode.getComponent(soldie);
- theSolde.setIsSkill(true);
- theSolde.initLevelData(self, Id);
- theSolde.setinitPos(startpos, self._myPos);
- theSolde.initWalkToPoint(true);
- self.soldieThree.push(theSolde);
- theSolde.setSche();
- });
- }
- /**魔法塔获取石怪 */
- public getsoldieThree():soldie
- {
- return this.soldieThree[0];
- }
- /**兵死亡次数增加 */
- public dieCount() {
- this.doecount++;
- if (this.doecount == this.soldieThree.length) {
- towerManger.instance.delateTower(this);
- this.node.destroy();
- }
- }
- /**无怪物时兵归位 */
- private attackOver() {
- for (let i = 0; i < this.soldieThree.length; i++) {
- const element = this.soldieThree[i];
- element.initWalkToPoint(false);
- }
- }
- /**暂停动画 */
- public isPaused(ispause: boolean) {
- for (let i = 0; i < this.soldieThree.length; i++) {
- const element = this.soldieThree[i];
- element.ispaused(ispause);
- }
- }
- onDestroy() {
- for (let i = 0; i < this.soldieThree.length; i++) {
- const element = this.soldieThree[i];
- element.node.destroy();
- }
- this.Disassociate();
- }
- /**接触怪和兵关联 */
- private Disassociate() {
- for (let i = 0; i < this.soldieThree.length; i++) {
- const element = this.soldieThree[i];
- if (element.getMymonster() != null) {
- if (element.getMymonster().node != null) {
- element.getMymonster().DelateAllBarracks();
- element.getMymonster().animalwalk();
- element.getMymonster().stopAni(false);
- }
- }
- }
- }
- /**刷新 */
- public getIsInSqrt(pos: cc.Vec2) {
- let xiangl = this._myPos.sub(pos);
- let attack_range = 295;
- let a = attack_range;
- let b = attack_range * 5 / 6;
- let jieguo = xiangl.x * xiangl.x / (a * a) + xiangl.y * xiangl.y / (b * b);
- if (jieguo < 1) {
- return true;
- }
- else {
- return false;
- }
- }
- public getAttackmonster(): monsterNode[] {
- return this.attackmonster;
- }
- public addAttackmonster(monter: monsterNode) {
- let index = this.attackmonster.indexOf(monter);
- if (index < 0) {
- if (monter.myDataObj.monsterData.company_type == 2) {
- // if (this.myDataObj.TowerData.air_attack_switch == 'ON') {
- // this.attackmonster.push(monter);
- // this.moreMonsterAttack();
- // }
- }
- else
- {
- this.attackmonster.push(monter);
- this.moreMonsterAttack();
- }
- }
- }
- public DelateAllAttackmonster() {
- for (let i = 0; i < this.attackmonster.length; i++) {
- const element = this.attackmonster[i];
- if (element.node == null) {
- this.attackmonster.splice(i, 1);
- i--;
- continue;
- }
- let isIn = this.getIsInSqrt(element.node.getPosition());
- if (!isIn || element.AniStatus == 'ZhengDie') {
- this.attackmonster.splice(i, 1);
- i--;
- }
- }
- }
- /**调整兵围攻数量 */
- private moreMonsterAttack() {
- if (this.attackmonster.length <= 1) {
- return;
- }
- if (this.attackmonster.length == 2) {
- for (let i = 0; i < this.attackmonster.length; i++) {
- const element = this.attackmonster[i];
- element.DelateBarracksRetain(2);
- }
- }
- if (this.attackmonster.length >= 3) {
- for (let i = 0; i < this.attackmonster.length; i++) {
- const element = this.attackmonster[i];
- element.DelateBarracksRetain(1);
- }
- }
- }
- /**开始攻击 */
- public attckStart() {
- if (this.attackmonster.length == 0) {
- this.attackOver();
- return;
- }
- let self = this;
- this.scheduleOnce(function () {
- self.DelateAllAttackmonster();
- self.attckStart();
- }, 0.3);
- }
- }
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