import CMath from "../../../../../util/CMath"; import BObject from "../../../bullet/BObject"; import LBObject from "../../../bullet/LBObject"; import FSprite, { SpriteActionType } from "../../FSprite"; import SkillBase from "../SkillBase"; /** * 龙卷风类型的技能 */ const {ccclass, property} = cc._decorator; @ccclass export default class MFWind extends SkillBase { /** * 法术效果 */ public mBullet: cc.Prefab onLoad() { this.sprite = this.node.getComponent(FSprite); } /** * 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) 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() if(callback){ callback() } }); startSpine.setAnimation(0, 'atk', false); //----开始动画播放结束 // this.sprite.playAction(SpriteActionType.atk, false, () => { // if(this.sprite.isWalk){ // this.sprite.playAction(SpriteActionType.run,true) // }else{ // this.sprite.playAction(SpriteActionType.stand,true) // } // }); let tp = undefined if (target) { tp = target.node.getPosition(); } else { let angle = this.sprite.wAngle; let hd = angle * Math.PI / 180; let y = Math.sin(hd) * 300 + this.node.y let x = Math.cos(hd) * 300 + this.node.x; tp = cc.v2(x, y) } //向目标吹龙卷风 if (target) { tp = target.node.getPosition(); } else { let y = this.sprite.moveV2.y * 300 + this.node.y y += this.sprite.mAtkSite.worldY let x = this.sprite.moveV2.x * 300 + this.node.x; tp = cc.v2(x, y) } this.fireBulletByTime(tp) } /** * * @param p2 向目标发射 */ private fireBulletByTime(p2) { let node = cc.instantiate(this.mBullet); node.group = 'bullet' let sprite = this.sprite let x = sprite.node.x + sprite.mAtkSite.worldX * this.sprite.spine.node.scaleX let y = sprite.node.y + sprite.mAtkSite.worldY let pos = cc.v2(x, y); node.setPosition(pos); let bObject = node.getComponent(LBObject); bObject.setSprite(this.sprite); bObject.speed = this.speed; node.parent = this.sprite.map.mSprites; let p1 = node.getPosition(); let angle = CMath.getAngle(p1, p2); bObject._skillData = this._skillData bObject.fireAngle2(angle); } }