import CMath from "../../../../util/CMath"; import BObject from "../../bullet/BObject"; import FSprite,{SpriteActionType} from "../FSprite"; import SkillBase from "./SkillBase"; /** * 旋转发射子弹 */ const {ccclass, property} = cc._decorator; @ccclass export default class SkillRotate extends SkillBase { @property({ displayName: '每次发射子弹数量' }) public count = 10; @property({ displayName: '每颗子弹间隔时间' }) public btime = 0.1; @property({ displayName: '每颗子弹旋转弧度' }) public rotate = 0.2; @property({ type:cc.Prefab, displayName: '子弹' }) mBullet:cc.Prefab = null; /** * 释放技能 */ public exe(target:FSprite,callback:()=>void){ this.time = new Date().getTime(); // this.sprite.setDir({x:0,y:0}); //-----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 let y = this.sprite.mAtkSite.worldY let pos = cc.v2(x, y); let sfNode = cc.instantiate(sf) sfNode.angle = this.sprite.wAngle sfNode.setPosition(pos); sfNode.parent = this.sprite.node let startSpine: sp.Skeleton = sfNode.getComponent(sp.Skeleton) startSpine.setCompleteListener(() => { startSpine.setCompleteListener(null); sfNode.destroy() callback() }); if(startSpine.findAnimation('skill')){ startSpine.setAnimation(0, 'skill', false); }else{ startSpine.setAnimation(0, 'atk', false); } //----开始动画播放结束 this.sprite.playAction(SpriteActionType.atk,false,()=>{ // this.AI.walk(this.range); this.sprite.playAction(SpriteActionType.stand,true) }); let tp = target.node.getPosition(); for (let i = 0; i < this.count; i++) { this.fire(i,tp); } } private fire(index,tp:cc.Vec2){ cc.tween(this).sequence( cc.delayTime(index*this.btime), cc.callFunc(()=>{ this.fireBullet(index,tp); }) ).start(); } private fireBullet(index,p2){ let node = cc.instantiate(this.mBullet); node.group = 'bullet'; let x = this.node.x+this.sprite.mAtkSite.worldX*this.sprite.spine.node.scaleX let y = this.node.y+this.sprite.mAtkSite.worldY let pos = cc.v2(x,y); node.setPosition(pos); 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(); let angle = CMath.getAngle(p1,p2); let cur = index - this.count/2; angle += cur*this.rotate; bObject.fireAngle(angle); } }