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Merge branch 'dev' of http://47.96.66.225:10080/chelios/xsdmx-CocosCreator into dev

licong há 3 anos atrás
pai
commit
1357a01f01

+ 69 - 75
assets/Script/game/fight/object/AI/AIPet.ts

@@ -1,9 +1,12 @@
 
-import FSprite, { SpriteActionType, SpriteType } from "../FSprite";
+import CMath from "../../../../util/CMath";
+import { SpriteActionType } from "../FSprite";
 import PSprite from "../PSprite";
+import SkillBase from "../skill/SkillBase";
+import SkillFixed from "../skill/SkillFixed";
 import AIBase from "./AIBase";
 
-const {ccclass, property} = cc._decorator;
+const { ccclass, property } = cc._decorator;
 
 /**
  * 伙伴AI
@@ -15,100 +18,91 @@ const {ccclass, property} = cc._decorator;
 @ccclass
 export default class AIPet extends AIBase {
 
-    onLoad(){
+    onLoad() {
         super.onLoad();
-        this.atk_CD = 3000;
-        this.speed = 120;
-        this.atk_count = 3;
+        this.speed = 100;
         this.sprite.SPEED_WALK = this.speed;
+        this.addSkill()
+    }
+    public addSkill() {
+        let skillFixed: SkillFixed = this.node.addComponent(SkillFixed)
+        cc.resources.load('prefab/bullet/' + this.sprite.attrData.bullet, cc.Prefab, (err, prefab: cc.Prefab) => {
+            if (err) {
+                cc.error(err);
+            } else {
+                //加载结束
+                skillFixed.mBullet = prefab
+                this.skills = this.node.getComponents(SkillBase);
+            }
+        });
     }
 
-    update (dt) {
-        if(this.sprite){
-            if(this.sprite.gamePause){
+    update(dt) {
+        if (this.sprite && this.sprite.isActive) {
+            if (this.sprite.gamePause) {
                 return;
             }
             this.AI();
         }
     }
 
-    public AI(){
+    public AI() {
+        if (!this.canSkill) {
+            return;
+        }
         let target = this.checkTarget();
-        if(target){
-            let time = new Date().getTime();
+        if (target) {
             (this.sprite as PSprite).stopFollow();
-            if(this.sprite.isActive){
-                if(this.skills.length > 0){
-                    let skill = this.checkSkill(target);
-                    if(skill){
+            if (this.sprite.isActive) {
+                let skill: SkillBase = this.checkSkill(target);
+                if (skill) {
+                    if (this.speed <= 0) {
                         this.canSkill = false;
-                        skill.exe(target,()=>{
+                        skill.exe(target, () => {
                             this.canSkill = true;
+                            // cc.log('技能使用结束 :',skill)
                         });
-                        // cc.tween(this.node).sequence(
-                        //     cc.delayTime(skill.continued/1000),
-                        //     cc.callFunc(()=>{
-                                
-                        //     })
-                        // ).start();
-                    }
-                } else{
-                    if(time - this.atk_Time > this.atk_CD){
-                        this.atk_Time = time;
-                        this.fire(target);
+                    } else {
+                        let p1 = this.sprite.node.getPosition()
+                        let p2 = target.node.getPosition()
+                        let dis = CMath.getDistance(p1, p2);
+                        if (dis < skill.range) {
+                            this.canSkill = false;
+                            skill.exe(target, () => {
+                                this.canSkill = true;
+                                // cc.log('技能使用结束 :',skill)
+                            });
+                        } else {
+                            this.walk(skill.range);
+                            // this.moveToTarget(target)
+                        }
                     }
+                } else {
+                    this.walk(300);
                 }
             }
-        }else{
+        } else {
             (this.sprite as PSprite).startFollow();
         }
     }
-
-    public fire(target:FSprite){
-        //判断是否在攻击范围内
-        let mts = this.sprite.mButtleDis;
-        let p1 = target.node.getPosition();
-        let p2 = this.sprite.node.getPosition();
-        let dis = cc.Vec2.distance(p1,p2);
-
-        if(dis > mts){
-            this.atk_Time = 0;
-            let tmp = {
-                x:0,
-                y:0
-            }
-            let px1 = p1.x - p2.x;
-            if(Math.abs(px1) < 50){
-                tmp.x = 0;
-            }else if(px1 > 0){
-                tmp.x = 1;
-            }else{
-                tmp.x = -1;
-            }
-            let py1 = p1.y - p2.y;
-            if(Math.abs(py1) < 50){
-                tmp.y = 0;
-            }else if(py1 > 0){
-                tmp.y = 1;
-            }else{
-                tmp.y = -1;
-            }
-            this.sprite.setDir(tmp);
-        }else{
-            this.sprite.setDir({x:0,y:0});
-            this.sprite.status = SpriteType.NONE;
-            this.sprite.setShooting(true);
-            let count = 0;
-            this.sprite.setFireCallback(()=>{
-                count ++;
-                if(count >= this.atk_count){
-                    this.sprite.setShooting(false);
-                    this.sprite.setFireCallback(null);
-                    cc.tween(this).delay(0.7).call(()=>{
-                        this.walk(this.sprite.mButtleDis);
-                    }).start();
-                }
-            });
+    /**
+     * 远程怪物的闲逛
+     */
+    public walk(distance) {
+        if (this.speed > 0) {
+            this.canSkill = false;
+            this.sprite.setDir(this.getRandState(distance));
+            this.sprite.playAction(SpriteActionType.move, true)
+            cc.tween(this).delay(1).call(() => {
+                this.sprite.setDir({ x: 0, y: 0 });
+                this.sprite.playAction(SpriteActionType.stand, true)
+            }).delay(1).call(() => {
+                this.canSkill = true;
+            }).start()
+        } else {
+            this.canSkill = true;
+            this.sprite.setDir({ x: 0, y: 0 });
+            this.sprite.playAction(SpriteActionType.stand, true)
         }
     }
 }

+ 1 - 1
assets/Script/game/fight/object/FSpriteTmpGood.ts

@@ -1,5 +1,5 @@
 /**
- * 精灵附带的临时道具,被击杀时候
+ * 精灵附带的临时道具,被击杀时候
  */
 const {ccclass, property} = cc._decorator;
 

+ 1 - 0
assets/Script/game/fight/object/PSprite.ts

@@ -69,6 +69,7 @@ export default class PSprite extends FSprite {
      * 结束跟随
      */
     public stopFollow() {
+        this.playAction(SpriteActionType.stand, true);
         this.isFollow = false;
     }
     public update(dt) {

+ 1 - 1
assets/resources/prefab/bullet/1003/1003_sf.prefab

@@ -102,7 +102,7 @@
     "_animationName": "atk",
     "_animationQueue": [],
     "_headAniInfo": null,
-    "_playTimes": 0,
+    "_playTimes": 1,
     "_isAniComplete": true,
     "_N$skeletonData": {
       "__uuid__": "10efed9c-0d17-4be1-8675-586e3bbd2abe"