Browse Source

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

# Conflicts:
#	assets/resources/prefab/map/map1.prefab
#	local/local.json
#	local/node-tree-state.json
DESKTOP-8GK2OKI\licong 3 years ago
parent
commit
1b264d204a
60 changed files with 33295 additions and 5232 deletions
  1. 4 2
      assets/Script/area/Tap_set_Ann.ts
  2. 2 1
      assets/Script/game/element/OpenDoor.ts
  3. 0 3
      assets/Script/game/fight/bullet/BObject.ts
  4. 89 40
      assets/Script/game/fight/map/FMap.ts
  5. 62 93
      assets/Script/game/fight/object/AI/AIBase.ts
  6. 12 0
      assets/Script/game/fight/object/AI/behavior.meta
  7. 51 0
      assets/Script/game/fight/object/AI/behavior/BehaviorNode.ts
  8. 9 0
      assets/Script/game/fight/object/AI/behavior/BehaviorNode.ts.meta
  9. 73 0
      assets/Script/game/fight/object/AI/behavior/BehaviorTree.ts
  10. 9 0
      assets/Script/game/fight/object/AI/behavior/BehaviorTree.ts.meta
  11. 12 0
      assets/Script/game/fight/object/AI/behaviorNode.meta
  12. 23 0
      assets/Script/game/fight/object/AI/behaviorNode/BehaviorDead.ts
  13. 9 0
      assets/Script/game/fight/object/AI/behaviorNode/BehaviorDead.ts.meta
  14. 29 0
      assets/Script/game/fight/object/AI/behaviorNode/BehaviorHP.ts
  15. 9 0
      assets/Script/game/fight/object/AI/behaviorNode/BehaviorHP.ts.meta
  16. 31 0
      assets/Script/game/fight/object/AI/behaviorNode/BehaviorTarget.ts
  17. 9 0
      assets/Script/game/fight/object/AI/behaviorNode/BehaviorTarget.ts.meta
  18. 5 7
      assets/Script/game/fight/object/FSprite.ts
  19. 1 8
      assets/Script/game/fight/object/skill/SkillBase.ts
  20. 2 1
      assets/Script/game/fight/object/skill/SkillCharge.ts
  21. 4 1
      assets/Script/game/fight/object/skill/SkillFixed.ts
  22. 4 1
      assets/Script/game/fight/object/skill/SkillRotate.ts
  23. 4 1
      assets/Script/game/fight/object/skill/SkillShotgun.ts
  24. 4 4
      assets/joystick/JoystickTest.ts
  25. 1 1
      assets/resources/prefab/common/hp_monter_red.prefab
  26. 47 42
      assets/resources/prefab/element/JG0108.prefab
  27. 1 1
      assets/resources/prefab/element/JG0108.prefab.meta
  28. 99 44
      assets/resources/prefab/element/JG0102.prefab
  29. 1 1
      assets/resources/prefab/element/JG0102.prefab.meta
  30. 97 42
      assets/resources/prefab/element/JG0103.prefab
  31. 1 1
      assets/resources/prefab/element/JG0103.prefab.meta
  32. 26 26
      assets/resources/prefab/element/JG0104.prefab
  33. 1 1
      assets/resources/prefab/element/JG0104.prefab.meta
  34. 343 30
      assets/resources/prefab/element/JG0106.prefab
  35. 1 1
      assets/resources/prefab/element/JG0106.prefab.meta
  36. 0 312
      assets/resources/prefab/element/JG0107.prefab
  37. 21 45
      assets/resources/prefab/element/JG0120.prefab
  38. 1 1
      assets/resources/prefab/element/JG0105_01.prefab.meta
  39. 0 0
      assets/resources/prefab/element/JG0110.prefab
  40. 0 0
      assets/resources/prefab/element/JG0110.prefab.meta
  41. 48 166
      assets/resources/prefab/element/JG0111.prefab
  42. 1 1
      assets/resources/prefab/element/JG0111.prefab.meta
  43. 0 0
      assets/resources/prefab/element/JG0112.prefab
  44. 0 0
      assets/resources/prefab/element/JG0112.prefab.meta
  45. 28 145
      assets/resources/prefab/element/JG0113.prefab
  46. 1 1
      assets/resources/prefab/element/JG0113.prefab.meta
  47. 426 74
      assets/resources/prefab/element/JG0114.prefab
  48. 1 1
      assets/resources/prefab/element/JG0114.prefab.meta
  49. 46 101
      assets/resources/prefab/element/JG0105_01.prefab
  50. 1 1
      assets/resources/prefab/element/JG0107.prefab.meta
  51. 0 8
      assets/resources/prefab/element/JG0120.prefab.meta
  52. 0 1877
      assets/resources/prefab/element/JG0122.prefab
  53. 0 8
      assets/resources/prefab/element/JG0122.prefab.meta
  54. 0 276
      assets/resources/prefab/element/JG0124.prefab
  55. 0 8
      assets/resources/prefab/element/JG0124.prefab.meta
  56. 0 821
      assets/resources/prefab/element/JG0126.prefab
  57. 0 8
      assets/resources/prefab/element/JG0126.prefab.meta
  58. 31125 528
      assets/resources/prefab/map/map1.prefab
  59. 30 7
      local/local.json
  60. 491 491
      local/node-tree-state.json

+ 4 - 2
assets/Script/area/Tap_set_Ann.ts

@@ -25,8 +25,10 @@ export default class Tap_set_Ann extends ViewObject {
             this.main.stopLoad();
             if(state == HttpStateType.SUCCESS){
                 let data = JSON.parse(reve.data)
-                this.mTitle.string = data.title;
-                this.mContent.string = data.content
+                if(data && data.title){
+                    this.mTitle.string = data.title;
+                    this.mContent.string = data.content
+                }
             }else{
                 this.main.showTips('网络异常');
             }

+ 2 - 1
assets/Script/game/element/OpenDoor.ts

@@ -44,8 +44,9 @@ export default class OpenDoor extends BaseEvent {
         let head = this.ff.mFFheader;
         let count = head.getTmpCount(this.goodID);
         if (count > 0) {
-            head.removeTmpGood(this.goodID, 1);
             this.showOpt(this.mTipsIcon,()=>{
+                head.removeTmpGood(this.goodID, 1);
+                this.closeOpt();
                 this.checkOpen();
             })
         }else{

+ 0 - 3
assets/Script/game/fight/bullet/BObject.ts

@@ -17,9 +17,6 @@ export default class BObject extends cc.Component {
     })
     speed: number = 2000;//子弹速度
 
-    @property({
-        displayName: '子弹射程'
-    })
     distance: number = 500;//子弹攻击距离
 
     @property({

+ 89 - 40
assets/Script/game/fight/map/FMap.ts

@@ -239,52 +239,101 @@ export default class FMap extends cc.Component {
 
         let winSize = cc.winSize;
         let targetPos = this.shoot;//摄像机的目标位置
-        let targetX = targetPos.x - this.midWidth;
-        let sideWidth = room.x + room.width - winSize.width;
-        if(targetX < room.x){
-            targetX = room.x
-        }else if(targetX > sideWidth){
-            targetX = sideWidth
-        }
-        if (targetX != this.mCamera.node.x) {
-            let offsetx = targetX - this.mCamera.node.x;
-            if (offsetx >= -5 && offsetx <= 5) {
-                this.mCamera.node.x = targetX;
-            } else {
-                let dx = offsetx / 10;
-               if(Math.abs(dx) < 5){
-                    if(dx > 0){
-                        dx = 5;
-                    }else{
-                        dx = -5;
+        if(room.width > winSize.width){
+            let targetX = targetPos.x - this.midWidth;
+            let sideWidth = room.x + room.width - winSize.width;
+            if(targetX < room.x){
+                targetX = room.x
+            }else if(targetX > sideWidth){
+                targetX = sideWidth
+            }
+            if (targetX != this.mCamera.node.x) {
+                let offsetx = targetX - this.mCamera.node.x;
+                if (offsetx >= -5 && offsetx <= 5) {
+                    this.mCamera.node.x = targetX;
+                } else {
+                    let dx = offsetx / 10;
+                if(Math.abs(dx) < 5){
+                        if(dx > 0){
+                            dx = 5;
+                        }else{
+                            dx = -5;
+                        }
                     }
+                    dx = dx*(1+dt)
+                    this.mCamera.node.x += dx;
                 }
-                dx = dx*(1+dt)
-                this.mCamera.node.x += dx;
             }
+        }else{
+            let targetX = targetPos.x - this.midWidth;
+            if(targetX < room.x){
+                targetX = room.x
+            }
+            if (targetX != this.mCamera.node.x) {
+                let offsetx = targetX - this.mCamera.node.x;
+                if (offsetx >= -5 && offsetx <= 5) {
+                    this.mCamera.node.x = targetX;
+                } else {
+                    let dx = offsetx / 10;
+                if(Math.abs(dx) < 5){
+                        if(dx > 0){
+                            dx = 5;
+                        }else{
+                            dx = -5;
+                        }
+                    }
+                    dx = dx*(1+dt)
+                    this.mCamera.node.x += dx;
+                }
+            }
+
         }
-        let targetY = targetPos.y - this.midHeidht;
-        let sideHeight = room.y + room.height - winSize.height;
-        if(targetY < room.y){
-            targetY = room.y
-        }else if(targetY > sideHeight){
-            targetY = sideHeight
-        }
-        if (targetY != this.mCamera.node.y) {
-            let offsety = targetY - this.mCamera.node.y;
-            if (offsety >= -5 && offsety <= 5) {
-                this.mCamera.node.y = targetY;
-            } else {
-                let dy = offsety / 10;
-                if(Math.abs(dy) < 5){
-                    if(dy > 0){
-                        dy = 5;
-                    }else{
-                        dy = -5;
+        if(room.height > winSize.height){
+            let targetY = targetPos.y - this.midHeidht;
+            let sideHeight = room.y + room.height - winSize.height;
+            if(targetY < room.y){
+                targetY = room.y
+            }else if(targetY > sideHeight){
+                targetY = sideHeight
+            }
+            if (targetY != this.mCamera.node.y) {
+                let offsety = targetY - this.mCamera.node.y;
+                if (offsety >= -5 && offsety <= 5) {
+                    this.mCamera.node.y = targetY;
+                } else {
+                    let dy = offsety / 10;
+                    if(Math.abs(dy) < 5){
+                        if(dy > 0){
+                            dy = 5;
+                        }else{
+                            dy = -5;
+                        }
+                    }
+                    dy = dy*(1+dt)
+                    this.mCamera.node.y += dy;
+                }
+            }
+        }else{
+            let targetY = targetPos.y - this.midHeidht;
+            if(targetY < room.y){
+                targetY = room.y
+            }
+            if (targetY != this.mCamera.node.y) {
+                let offsety = targetY - this.mCamera.node.y;
+                if (offsety >= -5 && offsety <= 5) {
+                    this.mCamera.node.y = targetY;
+                } else {
+                    let dy = offsety / 10;
+                    if(Math.abs(dy) < 5){
+                        if(dy > 0){
+                            dy = 5;
+                        }else{
+                            dy = -5;
+                        }
                     }
+                    dy = dy*(1+dt)
+                    this.mCamera.node.y += dy;
                 }
-                dy = dy*(1+dt)
-                this.mCamera.node.y += dy;
             }
         }
     }

+ 62 - 93
assets/Script/game/fight/object/AI/AIBase.ts

@@ -24,26 +24,11 @@ export default class AIBase extends cc.Component {
         displayName: '灵敏度(毫秒)'
     })
     public AI_CD:number = 1000;
-    /**
-     * 攻击间隔 ms
-     * 一次攻击后间隔多久开始下次攻击
-     */
-    @property({
-        displayName: '攻击间隔(毫秒)'
-    })
-    public atk_CD = 3000;
-    /**
-     * 每次攻击几颗子弹
-     */
-    @property({
-        displayName: '每次攻击子弹数量'
-    })
-    public atk_count = 1;
     /**
      * 移动速度
      */
     @property({
-        displayName: '移动速度'
+        displayName: '角色移动速度'
     })
     public speed = 50;
     /**
@@ -117,41 +102,43 @@ export default class AIBase extends cc.Component {
         if(!this.canSkill){
             return;
         }
-
-        let time = new Date().getTime();
         let target = this.checkTarget();
         if(target){
             if(this.skills.length > 0){
-                let skill = this.checkSkill(target);
+                let skill:SkillBase = this.checkSkill(target);
                 if(skill){
-                    // cc.log('开始使用技能 :',skill)
-                    this.canSkill = false;
-                    skill.exe(target,()=>{
-                        this.canSkill = true;
-                        // cc.log('技能使用结束 :',skill)
-                    });
-                }else{
-                    if(this.AI_Time == 0){
-                        this.AI_Time = time;
-                    }else if(time - this.AI_Time > this.AI_CD){
-                        this.AI_Time = time;
-                        this.walk(this.sprite.mButtleDis);
+                    if(this.speed <= 0){
+                        this.canSkill = false;
+                        skill.exe(target,()=>{
+                            this.canSkill = true;
+                            // cc.log('技能使用结束 :',skill)
+                        });
+                    }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{
-                if(time - this.atk_Time > this.atk_CD){
-                    this.atk_Time = time;
-                    this.fire(target);
-                }
-            }
-        }else{
-            if(this.AI_Time == 0){
-                this.AI_Time = time;
-            }else if(time - this.AI_Time > this.AI_CD){
-                this.AI_Time = time;
-                this.walk(this.sprite.mButtleDis);
             }
         }
+        // else{
+        //     if(this.AI_Time == 0){
+        //         this.AI_Time = time;
+        //     }else if(time - this.AI_Time > this.AI_CD){
+        //         this.AI_Time = time;
+        //         this.walk(0);
+        //     }
+        // }
     }
     /**
      * 查询可用技能
@@ -167,24 +154,27 @@ export default class AIBase extends cc.Component {
         if(lists.length <= 0){
             return null;
         }else{
-            let p1 = this.node.getPosition();
-            let p2 = target.node.getPosition();
-            let dis = cc.Vec2.distance(p1,p2);
-            let fList = [];
-            for (let i = 0; i < lists.length; i++) {
-                const element = lists[i];
-                if(dis < element.range){
-                    fList.push(element);
-                }
-            }
-            if(fList.length <= 0){
-                this.moveToTarget(target);
-                return null;
-            }else{
-                this.sprite.playAction(SpriteActionType.stand,true)
-                let index = CMath.getRandom(0,fList.length-1);
-                return fList[index];
-            }
+            let index = CMath.getRandom(0,lists.length-1);
+            return lists[index];
+
+            // let p1 = this.node.getPosition();
+            // let p2 = target.node.getPosition();
+            // let dis = cc.Vec2.distance(p1,p2);
+            // let fList = [];
+            // for (let i = 0; i < lists.length; i++) {
+            //     const element = lists[i];
+            //     if(dis < element.range){
+            //         fList.push(element);
+            //     }
+            // }
+            // if(fList.length <= 0){
+            //     this.moveToTarget(target);
+            //     return null;
+            // }else{
+            //     this.sprite.playAction(SpriteActionType.stand,true)
+            //     let index = CMath.getRandom(0,fList.length-1);
+            //     return fList[index];
+            // }
         }
     }
     /**
@@ -219,44 +209,25 @@ export default class AIBase extends cc.Component {
         this.sprite.setDir(tmp);
     }
 
-    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.moveToTarget(target);
-        }else{
-            this.sprite.setDir({x:0,y:0});
-            this.sprite.setShooting(true);
-            let count = 0;
-            this.canSkill = false;
-            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){
-        cc.tween(this).delay(0).call(()=>{
+        if(this.speed > 0){
+            this.canSkill = false;
             this.sprite.setDir(this.getRandState(distance));
             this.sprite.playAction(SpriteActionType.move,true)
-        }).delay(0.5).call(()=>{
+            cc.tween(this).delay(0.5).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)
-        }).start();
+        }
     }
 
     public getRandState(distance){
@@ -264,10 +235,8 @@ export default class AIBase extends cc.Component {
             let p1 = this.target.node.getPosition();
             let p2 = this.sprite.node.getPosition();
 
-            let distance = this.sprite.mButtleDis;
-
             let dis = CMath.getDistance(p1,p2);
-            if(dis > 150){
+            if(dis > distance){
                 let tmp = {
                     x:0,
                     y:0

+ 12 - 0
assets/Script/game/fight/object/AI/behavior.meta

@@ -0,0 +1,12 @@
+{
+  "ver": "1.1.2",
+  "uuid": "94a0cb13-19e4-46f2-938d-97d593c3149b",
+  "isBundle": false,
+  "bundleName": "",
+  "priority": 1,
+  "compressionType": {},
+  "optimizeHotUpdate": {},
+  "inlineSpriteFrames": {},
+  "isRemoteBundle": {},
+  "subMetas": {}
+}

+ 51 - 0
assets/Script/game/fight/object/AI/behavior/BehaviorNode.ts

@@ -0,0 +1,51 @@
+import BehaviorTree, { ExeResult } from "./BehaviorTree";
+
+/**
+ * 节点类型
+ */
+export const BehaviorNodeType = cc.Enum({
+    Root:0,//根节点
+    Sequence: 1,//顺序节点 将其所有子节点依次执行,当前一个返回“完成”状态后,再运行下一个子节点
+    Selector: 2,//选择节点
+    Parallel: 3,//并行节点 每个节点执行一次
+    Conditinals:4,//条件节点
+    Action: 5,//动作节点
+});
+
+/**
+ * 行为树节点
+ */
+export default class BehaviorNode{
+    public type = BehaviorNodeType.Root;
+    /**
+     * 行为树
+     */
+    public behaviorTree:BehaviorTree = null;
+    /**
+     * 子节点
+     */
+    public childNode:Array<BehaviorNode> = []
+
+    constructor(behaviorTree:BehaviorTree){
+        this.behaviorTree = behaviorTree;
+    }
+
+    public addNode(node:BehaviorNode){
+        this.childNode.push(node)
+    }
+    /**
+     * 
+     * @returns 当前节点是否返回
+     */
+    public isOK():boolean{
+        return false
+    }
+    /**
+     * 执行当前节点
+     * @param callback 执行结束后回调
+     * @returns 执行的节点
+     */
+    public run(callback:(behaviorNode)=>void){
+        callback(null)
+    }
+}

+ 9 - 0
assets/Script/game/fight/object/AI/behavior/BehaviorNode.ts.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.8",
+  "uuid": "d7caa739-9a7a-4c8a-9990-b2a76a3b0852",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 73 - 0
assets/Script/game/fight/object/AI/behavior/BehaviorTree.ts

@@ -0,0 +1,73 @@
+import FSprite from "../../FSprite";
+import BehaviorNode from "./BehaviorNode";
+/**
+ * 行为树
+ */
+const {ccclass, property} = cc._decorator;
+/**
+ * 执行结果
+ */
+export const ExeResult = cc.Enum({
+    Success: 0,
+    Failure: 1,
+    Running: 2,
+});
+
+
+@ccclass
+export default class BehaviorTree extends cc.Component {
+
+    public sprite:FSprite = null;//行为对象
+
+    public rootNode:BehaviorNode;
+    /**
+     * 当前执行状态
+     */
+    public state = ExeResult.Success;
+    /**
+     * update(dt) 中执行
+     * @returns 
+     */
+    public exec(){
+        if(this.state == ExeResult.Running){
+            return
+        }
+        this.state = ExeResult.Running
+        this.executing(this.rootNode)
+    }
+    /**
+     * 执行当前行为树
+     */
+    private executing(rootNode:BehaviorNode){
+        let behaviorNode:BehaviorNode = this.findNode(rootNode);
+        if(behaviorNode){
+            behaviorNode.run((nextNode)=>{
+                if(nextNode){
+                    this.executing(nextNode)
+                }else{
+                    this.state = ExeResult.Success;
+                }
+            })
+        }else{
+            this.state = ExeResult.Success;
+        }
+    }
+    /**
+     * 递归查询当前行为树中可执行节点
+     * @param node 
+     * @returns 
+     */
+    private findNode(node:BehaviorNode):BehaviorNode{
+        let nodes = node.childNode
+        for (let i = 0; i < nodes.length; i++) {
+            const element = nodes[i];
+            if(element.isOK()){
+                return element
+            }else{
+                this.findNode(element)
+            }
+        }
+        return null
+    }
+
+}

+ 9 - 0
assets/Script/game/fight/object/AI/behavior/BehaviorTree.ts.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.8",
+  "uuid": "3441c019-dc3a-494b-85ad-d9f08a41b28e",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 12 - 0
assets/Script/game/fight/object/AI/behaviorNode.meta

@@ -0,0 +1,12 @@
+{
+  "ver": "1.1.2",
+  "uuid": "c54952bb-0acc-4f9c-a884-f31cfa572075",
+  "isBundle": false,
+  "bundleName": "",
+  "priority": 1,
+  "compressionType": {},
+  "optimizeHotUpdate": {},
+  "inlineSpriteFrames": {},
+  "isRemoteBundle": {},
+  "subMetas": {}
+}

+ 23 - 0
assets/Script/game/fight/object/AI/behaviorNode/BehaviorDead.ts

@@ -0,0 +1,23 @@
+import BehaviorNode, { BehaviorNodeType } from "../behavior/BehaviorNode";
+import BehaviorTree from "../behavior/BehaviorTree";
+
+export default class BehaviorDead extends BehaviorNode {
+
+    constructor(behaviorTree:BehaviorTree){
+        super(behaviorTree);
+        this.type = BehaviorNodeType.Action
+    }
+
+    public isOK():boolean{
+        return true
+    }
+    /**
+     * 执行当前节点
+     * @param callback 执行结束后回调
+     */
+    public run(callback:(behaviorNode)=>void){
+        let sprite = this.behaviorTree.sprite
+        sprite.dead()
+        callback(null)
+    }
+}

+ 9 - 0
assets/Script/game/fight/object/AI/behaviorNode/BehaviorDead.ts.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.8",
+  "uuid": "8cf3d7cf-149e-4b80-b29a-7038caaf0281",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 29 - 0
assets/Script/game/fight/object/AI/behaviorNode/BehaviorHP.ts

@@ -0,0 +1,29 @@
+import BehaviorNode, { BehaviorNodeType } from "../behavior/BehaviorNode";
+import BehaviorTree from "../behavior/BehaviorTree";
+/**
+ * 气血条件节点 
+ * < 0 执行死亡
+ * > 0 搜寻目标
+ */
+export default class BehaviorHP extends BehaviorNode {
+    
+    constructor(behaviorTree:BehaviorTree){
+        super(behaviorTree);
+        this.type = BehaviorNodeType.Conditinals
+    }
+
+    public isOK():boolean{
+        return true
+    }
+    /**
+     * 执行当前节点
+     * @param callback 执行结束后回调
+     */
+    public run(callback:(behaviorNode)=>void){
+        if(this.behaviorTree.sprite.hp < 0){
+            callback(this.childNode[0])
+        }else{
+            callback(this.childNode[1])
+        }
+    }
+}

+ 9 - 0
assets/Script/game/fight/object/AI/behaviorNode/BehaviorHP.ts.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.8",
+  "uuid": "1d37f0e1-c766-4337-8bd3-9ade700ad54c",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 31 - 0
assets/Script/game/fight/object/AI/behaviorNode/BehaviorTarget.ts

@@ -0,0 +1,31 @@
+import BehaviorNode, { BehaviorNodeType } from "../behavior/BehaviorNode";
+import BehaviorTree from "../behavior/BehaviorTree";
+/**
+ * 目标条件节点
+ * 0:没有目标
+ * 1:有目标
+ */
+export default class BehaviorTarget extends BehaviorNode {
+
+    constructor(behaviorTree:BehaviorTree){
+        super(behaviorTree);
+        this.type = BehaviorNodeType.Conditinals
+    }
+
+    public isOK():boolean{
+        return true
+    }
+    /**
+     * 执行当前节点
+     * @param callback 执行结束后回调
+     */
+    public run(callback:(behaviorNode)=>void){
+        let sprite = this.behaviorTree.sprite;
+        let enemy = sprite.findEnemy(600)
+        if(enemy.sprite == null){
+            callback(this.childNode[0])
+        }else{
+            callback(this.childNode[1])
+        }
+    }
+}

+ 9 - 0
assets/Script/game/fight/object/AI/behaviorNode/BehaviorTarget.ts.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.8",
+  "uuid": "3fa1e043-bb7f-4d28-bd05-bad8b94e7c12",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 5 - 7
assets/Script/game/fight/object/FSprite.ts

@@ -63,10 +63,6 @@ export default class FSprite extends FObject {
 
     public mAtkSite: sp.spine.Bone = null;//子弹发射插槽
     public mWeapon1: sp.spine.Bone = null;//武器
-    /**
-     * 子弹射程
-     */
-    public mButtleDis = 10;
 
     mPanels: Array<FPanel> = [];//显示面板
 
@@ -199,7 +195,6 @@ export default class FSprite extends FObject {
         //mBullet
         if (this.mBullet) {
             let node = cc.instantiate(this.mBullet);
-            this.mButtleDis = node.getComponent(BObject).distance;
             node.destroy();
         } else {
             if (!attrData.bullet) {
@@ -213,7 +208,6 @@ export default class FSprite extends FObject {
                     //加载结束
                     this.mBullet = prefab;
                     let node = cc.instantiate(this.mBullet);
-                    this.mButtleDis = node.getComponent(BObject).distance;
                     node.destroy();
                 }
             });
@@ -251,7 +245,6 @@ export default class FSprite extends FObject {
                 //加载结束
                 this.mBullet = prefab;
                 let node = cc.instantiate(this.mBullet);
-                this.mButtleDis = node.getComponent(BObject).distance;
                 node.destroy();
             }
         });
@@ -907,4 +900,9 @@ export default class FSprite extends FObject {
         }
     }
 
+    public dead(){
+
+    }
+
+
 }

+ 1 - 8
assets/Script/game/fight/object/skill/SkillBase.ts

@@ -34,16 +34,9 @@ export default class SkillBase extends cc.Component {
      * 技能CD时间
      */
     @property({
-        displayName: '移动速度'
+        displayName: '子弹速度'
     })
     public speed:number = 500;
-    /**
-     * 技能释放到结束的时间
-     */
-    @property({
-        displayName: '技能持续的时间(毫秒)'
-    })
-    public continued:number = 2000;
     /**
      * 开始计时
      */

+ 2 - 1
assets/Script/game/fight/object/skill/SkillCharge.ts

@@ -62,7 +62,8 @@ export default class SkillCharge extends SkillBase {
 
     private moveGO(angle,callback:()=>void){
         this.sprite.playAction(SpriteActionType.atk,false,()=>{
-            this.AI.walk(this.range);
+            // this.AI.walk(this.range);
+            this.sprite.playAction(SpriteActionType.stand,true)
         });
         let pos = cc.v2();
         let length = this.mRedGo.width;

+ 4 - 1
assets/Script/game/fight/object/skill/SkillFixed.ts

@@ -40,6 +40,7 @@ export default class SkillFixed extends SkillBase {
         let bNode = cc.instantiate(this.mBullet)
         
         let bobject = bNode.getComponent(BObject)
+        bobject.distance = this.range
         let sf = bobject.mStartEffect
 
         let x = this.sprite.mAtkSite.worldX * this.sprite.spine.node.scaleX
@@ -64,7 +65,8 @@ export default class SkillFixed extends SkillBase {
         //----开始动画播放结束
 
         this.sprite.playAction(SpriteActionType.atk, false, () => {
-            this.AI.walk(this.range);
+            // this.AI.walk(this.range);
+            this.sprite.playAction(SpriteActionType.stand,true)
         });
         let tp = target.node.getPosition();
         for (let i = 0; i < this.count; i++) {
@@ -98,6 +100,7 @@ export default class SkillFixed extends SkillBase {
 
         let bObject = node.getComponent(BObject);
         bObject.setSprite(this.sprite);
+        bObject.distance = this.range
         bObject.speed = this.speed;
         node.parent = this.sprite.map.mSprites;
         let p1 = node.getPosition();

+ 4 - 1
assets/Script/game/fight/object/skill/SkillRotate.ts

@@ -41,6 +41,7 @@ export default class SkillRotate extends SkillBase {
         //-----播放开始动画
         let bNode = cc.instantiate(this.mBullet)
         let bobject = bNode.getComponent(BObject)
+        bobject.distance = this.range
         let sf = bobject.mStartEffect
 
         let x = this.sprite.mAtkSite.worldX * this.sprite.spine.node.scaleX
@@ -66,7 +67,8 @@ export default class SkillRotate extends SkillBase {
 
 
         this.sprite.playAction(SpriteActionType.atk,false,()=>{
-            this.AI.walk(this.range);
+            // this.AI.walk(this.range);
+            this.sprite.playAction(SpriteActionType.stand,true)
         });
         let tp = target.node.getPosition();
         for (let i = 0; i < this.count; i++) {
@@ -97,6 +99,7 @@ export default class SkillRotate extends SkillBase {
         let bObject = node.getComponent(BObject);
         bObject.setSprite(this.sprite);
         bObject.speed = this.speed;
+        bObject.distance = this.range
         node.parent = this.sprite.map.mSprites;
         let p1 = node.getPosition();
 

+ 4 - 1
assets/Script/game/fight/object/skill/SkillShotgun.ts

@@ -48,6 +48,7 @@ export default class SkillShotgun extends SkillBase {
         
         let bobject = bNode.getComponent(BObject)
         let sf = bobject.mStartEffect
+        bobject.distance = this.range
 
         let x = this.sprite.mAtkSite.worldX * this.sprite.spine.node.scaleX
         let y = this.sprite.mAtkSite.worldY
@@ -71,7 +72,8 @@ export default class SkillShotgun extends SkillBase {
         //----开始动画播放结束
 
         this.sprite.playAction(SpriteActionType.atk, false, () => {
-            this.AI.walk(this.range);
+            // this.AI.walk(this.range);
+            this.sprite.playAction(SpriteActionType.stand,true)
         });
         let tp = target.node.getPosition();
         for (let i = 0; i < this.count; i++) {
@@ -106,6 +108,7 @@ export default class SkillShotgun extends SkillBase {
         let bObject = node.getComponent(BObject);
         bObject.setSprite(this.sprite);
         bObject.speed = this.speed;
+        bObject.distance = this.range
         node.parent = this.sprite.map.mSprites;
         let p1 = node.getPosition();
 

+ 4 - 4
assets/joystick/JoystickTest.ts

@@ -15,10 +15,10 @@ export default class JoystickTest extends cc.Component {
     public dir:cc.Vec2;
 
     onLoad () {
-        this.joystick.setCallback((run:boolean,dir)=>{
-            this.runing = run;
-            this.dir = dir;
-        });
+        // this.joystick.setCallback((run:boolean,dir)=>{
+        //     this.runing = run;
+        //     this.dir = dir;
+        // });
     }
     
     update (dt) {

+ 1 - 1
assets/resources/prefab/common/hp_monter_red.prefab

@@ -122,7 +122,7 @@
       "__type__": "TypedArray",
       "ctor": "Float64Array",
       "array": [
-        -37.232,
+        -37,
         0,
         0,
         0,

+ 47 - 42
assets/resources/prefab/element/JG0108.prefab

@@ -13,7 +13,7 @@
   },
   {
     "__type__": "cc.Node",
-    "_name": "JG0108",
+    "_name": "JG0101",
     "_objFlags": 0,
     "_parent": null,
     "_children": [],
@@ -45,8 +45,8 @@
     },
     "_contentSize": {
       "__type__": "cc.Size",
-      "width": 60,
-      "height": 60
+      "width": 34.09,
+      "height": 51.49
     },
     "_anchorPoint": {
       "__type__": "cc.Vec2",
@@ -64,9 +64,9 @@
         0,
         0,
         1,
-        1,
-        1,
-        2
+        2,
+        2,
+        1
       ]
     },
     "_eulerAngles": {
@@ -83,7 +83,7 @@
     "_id": ""
   },
   {
-    "__type__": "cc.Sprite",
+    "__type__": "sp.Skeleton",
     "_name": "",
     "_objFlags": 0,
     "node": {
@@ -92,26 +92,36 @@
     "_enabled": true,
     "_materials": [
       {
-        "__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
+        "__uuid__": "7afd064b-113f-480e-b793-8817d19f63c3"
       }
     ],
-    "_srcBlendFactor": 770,
-    "_dstBlendFactor": 771,
-    "_spriteFrame": {
-      "__uuid__": "40e076cd-3e84-40da-9a86-a879b02f953f"
-    },
-    "_type": 0,
-    "_sizeMode": 0,
-    "_fillType": 0,
-    "_fillCenter": {
-      "__type__": "cc.Vec2",
-      "x": 0,
-      "y": 0
-    },
-    "_fillStart": 0,
-    "_fillRange": 0,
-    "_isTrimmedMode": true,
-    "_atlas": null,
+    "paused": false,
+    "defaultSkin": "default",
+    "defaultAnimation": "",
+    "_preCacheMode": 0,
+    "_cacheMode": 0,
+    "loop": false,
+    "premultipliedAlpha": true,
+    "timeScale": 1,
+    "_accTime": 0,
+    "_playCount": 0,
+    "_frameCache": null,
+    "_curFrame": null,
+    "_skeletonCache": null,
+    "_animationName": "boom",
+    "_animationQueue": [],
+    "_headAniInfo": null,
+    "_playTimes": 1,
+    "_isAniComplete": true,
+    "_N$skeletonData": {
+      "__uuid__": "470a5397-fc77-481b-92bb-7232d1162284"
+    },
+    "_N$_defaultCacheMode": 0,
+    "_N$debugSlots": false,
+    "_N$debugBones": false,
+    "_N$debugMesh": false,
+    "_N$useTint": false,
+    "_N$enableBatch": false,
     "_id": ""
   },
   {
@@ -123,7 +133,7 @@
     },
     "_enabled": true,
     "_type": 0,
-    "_allowSleep": false,
+    "_allowSleep": true,
     "_gravityScale": 1,
     "_linearDamping": 0,
     "_angularDamping": 0,
@@ -149,43 +159,38 @@
     "_enabled": true,
     "tag": 0,
     "_density": 1,
-    "_sensor": true,
+    "_sensor": false,
     "_friction": 0.2,
     "_restitution": 0,
     "body": null,
     "_offset": {
       "__type__": "cc.Vec2",
       "x": 0,
-      "y": 0
+      "y": 24.4
     },
     "_size": {
       "__type__": "cc.Size",
-      "width": 20,
-      "height": 20
+      "width": 34,
+      "height": 45
     },
     "_id": ""
   },
   {
-    "__type__": "156feYqwT9Jjpg9j66KaLhO",
+    "__type__": "3768f8jiWJDQ427kxDEoPa6",
     "_name": "",
     "_objFlags": 0,
     "node": {
       "__id__": 1
     },
     "_enabled": true,
-    "mIcon": {
+    "spine": {
       "__id__": 2
     },
-    "mIcon0": {
-      "__uuid__": "40e076cd-3e84-40da-9a86-a879b02f953f"
+    "icon": null,
+    "hide": null,
+    "mTipsIcon": {
+      "__uuid__": "f6c30f3e-8392-4d4c-8398-8d7bea233bc5"
     },
-    "mIcon1": {
-      "__uuid__": "90602e55-ff15-4e46-b918-bdd28d4734c6"
-    },
-    "mButtons": [],
-    "mFenceTrigger": [
-      null
-    ],
     "_id": ""
   },
   {
@@ -194,7 +199,7 @@
       "__id__": 1
     },
     "asset": {
-      "__uuid__": "686bd299-de37-43fe-b735-f5a6dd1f9e13"
+      "__uuid__": "4445850f-898f-47e8-a574-c2c63a1e36a7"
     },
     "fileId": "",
     "sync": false

+ 1 - 1
assets/resources/prefab/element/JG0108.prefab.meta

@@ -1,6 +1,6 @@
 {
   "ver": "1.2.9",
-  "uuid": "686bd299-de37-43fe-b735-f5a6dd1f9e13",
+  "uuid": "4445850f-898f-47e8-a574-c2c63a1e36a7",
   "optimizationPolicy": "AUTO",
   "asyncLoadAssets": false,
   "readonly": false,

+ 99 - 44
assets/resources/prefab/element/JG0102.prefab

@@ -13,27 +13,25 @@
   },
   {
     "__type__": "cc.Node",
-    "_name": "JG0102",
+    "_name": "JG0104",
     "_objFlags": 0,
     "_parent": null,
-    "_children": [],
-    "_active": true,
-    "_components": [
+    "_children": [
       {
         "__id__": 2
-      },
-      {
-        "__id__": 3
-      },
+      }
+    ],
+    "_active": true,
+    "_components": [
       {
-        "__id__": 4
+        "__id__": 5
       },
       {
-        "__id__": 5
+        "__id__": 6
       }
     ],
     "_prefab": {
-      "__id__": 6
+      "__id__": 7
     },
     "_opacity": 255,
     "_color": {
@@ -45,8 +43,8 @@
     },
     "_contentSize": {
       "__type__": "cc.Size",
-      "width": 65,
-      "height": 82
+      "width": 50,
+      "height": 66
     },
     "_anchorPoint": {
       "__type__": "cc.Vec2",
@@ -64,8 +62,72 @@
         0,
         0,
         1,
-        1.5,
-        1.5,
+        2,
+        2,
+        0.5
+      ]
+    },
+    "_eulerAngles": {
+      "__type__": "cc.Vec3",
+      "x": 0,
+      "y": 0,
+      "z": 0
+    },
+    "_skewX": 0,
+    "_skewY": 0,
+    "_is3DNode": false,
+    "_groupIndex": 6,
+    "groupIndex": 6,
+    "_id": ""
+  },
+  {
+    "__type__": "cc.Node",
+    "_name": "door",
+    "_objFlags": 0,
+    "_parent": {
+      "__id__": 1
+    },
+    "_children": [],
+    "_active": true,
+    "_components": [
+      {
+        "__id__": 3
+      }
+    ],
+    "_prefab": {
+      "__id__": 4
+    },
+    "_opacity": 255,
+    "_color": {
+      "__type__": "cc.Color",
+      "r": 255,
+      "g": 255,
+      "b": 255,
+      "a": 255
+    },
+    "_contentSize": {
+      "__type__": "cc.Size",
+      "width": 46.89,
+      "height": 66
+    },
+    "_anchorPoint": {
+      "__type__": "cc.Vec2",
+      "x": 0.5,
+      "y": 0.5
+    },
+    "_trs": {
+      "__type__": "TypedArray",
+      "ctor": "Float64Array",
+      "array": [
+        0,
+        -20,
+        0,
+        0,
+        0,
+        0,
+        1,
+        1,
+        1,
         1
       ]
     },
@@ -87,7 +149,7 @@
     "_name": "",
     "_objFlags": 0,
     "node": {
-      "__id__": 1
+      "__id__": 2
     },
     "_enabled": true,
     "_materials": [
@@ -100,7 +162,7 @@
     "defaultAnimation": "",
     "_preCacheMode": 0,
     "_cacheMode": 0,
-    "loop": false,
+    "loop": true,
     "premultipliedAlpha": true,
     "timeScale": 1,
     "_accTime": 0,
@@ -108,13 +170,13 @@
     "_frameCache": null,
     "_curFrame": null,
     "_skeletonCache": null,
-    "_animationName": "boom",
+    "_animationName": "",
     "_animationQueue": [],
     "_headAniInfo": null,
-    "_playTimes": 1,
+    "_playTimes": 0,
     "_isAniComplete": true,
     "_N$skeletonData": {
-      "__uuid__": "1413a798-2fad-4db1-91b7-04be4e606017"
+      "__uuid__": "9ce5c75f-48a7-42a7-ba84-3a0ce58c39dd"
     },
     "_N$_defaultCacheMode": 0,
     "_N$debugSlots": false,
@@ -124,6 +186,17 @@
     "_N$enableBatch": false,
     "_id": ""
   },
+  {
+    "__type__": "cc.PrefabInfo",
+    "root": {
+      "__id__": 1
+    },
+    "asset": {
+      "__uuid__": "35b14081-9e0f-45a5-a804-a787c942ff47"
+    },
+    "fileId": "43EZGgfjVOeK+oG6xeQSG7",
+    "sync": false
+  },
   {
     "__type__": "cc.RigidBody",
     "_name": "",
@@ -145,7 +218,7 @@
     "_angularVelocity": 0,
     "_fixedRotation": false,
     "enabledContactListener": true,
-    "bullet": false,
+    "bullet": true,
     "awakeOnLoad": true,
     "_id": ""
   },
@@ -165,31 +238,13 @@
     "body": null,
     "_offset": {
       "__type__": "cc.Vec2",
-      "x": -0.2,
-      "y": 40.1
+      "x": 0,
+      "y": 0
     },
     "_size": {
       "__type__": "cc.Size",
-      "width": 49.5,
-      "height": 40.8
-    },
-    "_id": ""
-  },
-  {
-    "__type__": "3768f8jiWJDQ427kxDEoPa6",
-    "_name": "",
-    "_objFlags": 0,
-    "node": {
-      "__id__": 1
-    },
-    "_enabled": true,
-    "spine": {
-      "__id__": 2
-    },
-    "icon": null,
-    "hide": null,
-    "mTipsIcon": {
-      "__uuid__": "f6c30f3e-8392-4d4c-8398-8d7bea233bc5"
+      "width": 50,
+      "height": 66
     },
     "_id": ""
   },
@@ -199,7 +254,7 @@
       "__id__": 1
     },
     "asset": {
-      "__uuid__": "e18cbf3b-5ab8-4c87-871a-a2c51ce55790"
+      "__uuid__": "35b14081-9e0f-45a5-a804-a787c942ff47"
     },
     "fileId": "",
     "sync": false

+ 1 - 1
assets/resources/prefab/element/JG0102.prefab.meta

@@ -1,6 +1,6 @@
 {
   "ver": "1.2.9",
-  "uuid": "e18cbf3b-5ab8-4c87-871a-a2c51ce55790",
+  "uuid": "35b14081-9e0f-45a5-a804-a787c942ff47",
   "optimizationPolicy": "AUTO",
   "asyncLoadAssets": false,
   "readonly": false,

+ 97 - 42
assets/resources/prefab/element/JG0103.prefab

@@ -16,24 +16,22 @@
     "_name": "JG0103",
     "_objFlags": 0,
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+ 343 - 30
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assets/resources/prefab/element/JG0119.prefab → assets/resources/prefab/element/JG0110.prefab


assets/resources/prefab/element/JG0119.prefab.meta → assets/resources/prefab/element/JG0110.prefab.meta


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assets/resources/prefab/element/JG0123.prefab → assets/resources/prefab/element/JG0112.prefab


assets/resources/prefab/element/JG0123.prefab.meta → assets/resources/prefab/element/JG0112.prefab.meta


+ 28 - 145
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@@ -176,13 +173,13 @@
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-    "fileId": "dd1CdSKxZLpoZ6CkgddTdM",
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-    "_sensor": true,
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     "_restitution": 0,
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     "_offset": {
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-    "__type__": "ae49bisQD9GL47J/Gpqh3tx",
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-    "spine": {
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@@ -385,7 +268,7 @@
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+      "__uuid__": "4fa20b44-a925-4cf5-b13a-14c21e455b02"
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@@ -1,6 +1,6 @@
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+ 426 - 74
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@@ -52,8 +49,8 @@
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@@ -64,16 +61,16 @@
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@@ -116,8 +113,185 @@
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@@ -168,7 +342,7 @@
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@@ -179,13 +353,13 @@
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     "_isAniComplete": true,
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@@ -266,35 +444,136 @@
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File diff suppressed because it is too large
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     "1dd1b738-6fcc-472c-aef0-635d214a6118"
   ]
 }

+ 491 - 491
local/node-tree-state.json

@@ -1,357 +1,338 @@
 {
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