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- cc.Class({
- extends: cc.Component,
- properties: {
- playerController: cc.Node,
- Charactor: cc.Node,
- progressBar_hp: cc.Node,
- progressBar_endur: cc.Node,
- //PlayerState: cc.Node,
- AiPlayerState: cc.Node,
- //PanelResult: cc.Node,
- // ResultArr: {
- // default: [],
- // type: cc.Prefab,
- // },
- //interface_game: cc.Node,
- },
- onLoad() {
- this.init();
- this.game = cc.find("Canvas/Game");
- this.PanelResult = cc.find("Canvas/PanelResult");
- this._hp = this.Interface_Info.hp;
- this._maxhp = this.Interface_Info.maxhp; //血量
- this._endurance = this.Interface_Info.endurance;
- this._maxendurance = this.Interface_Info.maxendurance; //蓝量
- this._damage = this.Interface_Info.damage; //攻击力
- this._defense = this.Interface_Info.defense; //防御
- this._combo_rate = this.Interface_Info.combo_rate; //连击率
- this._crit_rate = this.Interface_Info.crit_rate; //暴击率
- this._dodge_endurance = this.Interface_Info.dodge_endurance; //闪避回蓝
- this._defense_hp = this.Interface_Info.defense_hp; //格挡回血
- this._recover_hp = this.Interface_Info.recover_hp; //被动回血1/s
- this._recover_endurance = this.Interface_Info.recover_endurance; //被动回蓝1/s
- this._block_minus_endurance = this.Interface_Info.block_minus_endurance; //格挡减蓝量
- //回复状态
- //this.oligemia();//继承BasePlayerStates函数
- this.Charactor.on("attack", () => {
- //console.log("检测到攻击1");
- cc.audioEngine.playEffect(this.UiController.audioArr[3]);
- });
- this.Charactor.on("attack_critical_strike", () => {
- //console.log("检测到暴击1");
- cc.audioEngine.playEffect(this.UiController.audioArr[3]);
- });
- this.Charactor.on("attack_double-hit", () => {
- //console.log("检测到连击1");
- cc.audioEngine.playEffect(this.UiController.audioArr[3]);
- cc.audioEngine.playEffect(this.UiController.audioArr[3]);
- });
- this.Charactor.on("dodge", () => {
- //console.log("检测到躲闪");
- this.addendurance(this._maxendurance, this._endurance, 1); //闪避回蓝
- this.progressBar_endur.getComponent(cc.Sprite).fillRange = this._endurance / this._maxendurance;
- });
- this.Charactor.on("block", () => {
- //console.log("检测到防御");
- cc.audioEngine.playEffect(this.UiController.audioArr[1]);
- this._endurance = this.Interface_Info.minusendurance(this._endurance); //减蓝
- this._hp = this.Interface_Info.addblood(this._maxhp, this._hp, 1); //回血
- this.progressBar_hp.getComponent(cc.Sprite).fillRange = this._hp / this._maxhp;
- this.progressBar_endur.getComponent(cc.Sprite).fillRange = this._endurance / this._maxendurance;
- });
- this.Charactor.on("hurt_ord", () => {
- cc.audioEngine.playEffect(this.UiController.audioArr[4]);
- this._hp = this.Interface_Info.minusblood(this._hp);
- this.progressBar_hp.getComponent(cc.Sprite).fillRange = this._hp / this._maxhp;
- });
- this.Charactor.on("hurt_critical", () => {
- cc.audioEngine.playEffect(this.UiController.audioArr[4]);
- this._hp = this.Interface_Info.minusblood_critical(this._hp);
- //console.log("暴击后的血量:", this._hp);
- this.progressBar_hp.getComponent(cc.Sprite).fillRange = this._hp / this._maxhp;
- });
- this.Charactor.on("hurt_double", () => {
- cc.audioEngine.playEffect(this.UiController.audioArr[4]);
- this._hp = this.Interface_Info.minusblood(this._hp);
- this.progressBar_hp.getComponent(cc.Sprite).fillRange = this._hp / this._maxhp;
- this._hp = this.Interface_Info.minusblood(this._hp);
- this.progressBar_hp.getComponent(cc.Sprite).fillRange = this._hp / this._maxhp;
- });
- //被动回血回蓝
- this.schedule(() => {
- this._hp = this.Interface_Info.addblood(this._maxhp, this._hp, 0);
- this._endurance = this.Interface_Info.addendurance(this._maxendurance, this._endurance, 0);
- }, 1);
- },
- start() {
- console.log("角色血量", this._hp);
- console.log("角色伤害", this._damage);
- console.log("角色防御", this._defense);
- console.log("角色连击", this._combo_rate);
- },
- init() {
- this._GameState = cc.find("GameStates").getComponent("GameStates");
- this.gamestate = cc.find("Canvas/Game/Interface_Game").getComponent('Interface_game');
- //角色脚本
- this.controScp = this.playerController.getComponent('PlayerController');
- this.charactortroScp = this.Charactor.getComponent('Charactor');
- //this.playerStateScp = this.PlayerState.getComponent('PlayerStates');
- this.aiplayerStateScp = this.AiPlayerState.getComponent('AiPlayerStates');
- this.UiController = cc.find("Canvas/UiController").getComponent('UiController');
- this.Interface_Info = cc.find("Canvas/Interface_Info").getComponent("Interface_Info"); //角色数据界面脚本
- },
- update(dt) {
- if (this._hp <= 0 || this._hp <= this.aiplayerStateScp._hp && this.gamestate._game_time == 0) {
- cc.audioEngine.playEffect(this.UiController.audioArr[2]);
- // console.log("失败", this._GameState.gameresult);
- this.game.removeAllChildren();
- var self = this;
- cc.loader.loadRes("prefab/Result/interface_Loser", cc.Prefab, (err, ResultArr) => {
- self.PanelResult.addChild(cc.instantiate(ResultArr))
- });
- // this.interface_game.active = false;
- }
- if (this._hp <= this._damage) {
- this.UiController.Ui_Shake(4); //气血不足
- }
- if (this._endurance <= this._block_minus_endurance) {
- this.UiController.Ui_Shake(5); //能量不足不足
- }
- },
- });
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