// -------------------------------------------------------------------- // @author: shiraho@syg.com(必填, 创建模块的人员) // @description: // 战斗播报动作控制 //
Create: new Date().toISOString() // -------------------------------------------------------------------- var SkillAct = { newPos2Gird:function(pos, is_left, group, is_real){ if (pos == 0 || pos == null){ message("位置不能为0") } if(pos == 31 || pos == 32){ //神器的特殊位置 pos = 10; } else if (group == 2) { pos = (pos - GIRD_POS_OFFSET) } pos = pos - 1 // lua 和js的下表不同 pos = Math.max(0, pos); if (is_left == true){ return Pos2GridLeft[pos]; } else { if (is_real){ return Pos2GridRight[pos]; }else{ return NormalPosGridRight[pos]; } } }, gridSizeX:function(){ return SCREEN_WIDTH / 80 }, gridSizeY:function(){ return SCREEN_HEIGHT / 80 }, // 格子站位转化成场景站位 gridPosToScreenPos:function(pos){ return cc.v2(pos.x * this.gridSizeX(), pos.y * this.gridSizeY()); }, // 场景坐标转换成格子坐标 screenPosToGridPos:function(pos){ return cc.v2(pos.x / this.gridSizeX(), pos.y / this.gridSizeY()) }, //普通开始回调 normalStart: function (attacker) { return cc.callFunc((function () { this.actStart(attacker) }).bind(this)) }, //普通结束回调 normalFinish:function(attacker){ return cc.callFunc((function (){ this.actFinish(attacker) }).bind(this)) }, actStart: function (attacker) { var model = require("battle_controller").getInstance().getModel() model.actStart(attacker) }, actFinish: function (attacker) { var model = require("battle_controller").getInstance().getModel() model.actFinish(attacker) }, // 延迟动作处理 addDelay: function (attacker, delay_time, act, next_delay_time){ if(delay_time == 0 || delay_time == null){ if (next_delay_time == 0 || next_delay_time == null) { return cc.sequence(this.normalStart(attacker), act, this.normalFinish(attacker)); }else{ return cc.sequence(this.normalStart(attacker), act, cc.delayTime(next_delay_time / 30), this.normalFinish(attacker)); } } else { if (next_delay_time == 0 || next_delay_time == null) { return cc.sequence(this.normalStart(attacker), cc.delayTime(delay_time / 30), act, this.normalFinish(attacker)); } else { return cc.sequence(this.normalStart(attacker), cc.delayTime(delay_time / 30), act, cc.delayTime(next_delay_time / 30), this.normalFinish(attacker)); } } }, // 近战攻击移动归位 handleAttackerMove:function(attacker, is_back){ if (attacker == null || attacker.play_order_index == null || attacker.anime_res == null) { return; } var model = require("battle_controller").getInstance().getModel() var spine_name = attacker.spine_name; var temp_config = null; var act_config = Config.battle_act_data.data_info[spine_name]; if (attacker.play_action_name == null || act_config == null || act_config[attacker.anime_res] == null || act_config[attacker.anime_res][attacker.play_action_name] == null){ temp_config = Config.battle_act_data.data_info[0]["action1"]["action1"]; }else{ temp_config = act_config[attacker.anime_res][attacker.play_action_name]; } if(temp_config){ if (is_back == true){ model.moveBack(attacker, temp_config.back_delay_time, temp_config.back_move_time, temp_config.back_model_x, null, null, null, null, temp_config.is_move_map) }else{ if (temp_config.shadow_time && temp_config.shadow_time != 0){ // 创建分身,暂时不处理了 } if (temp_config.is_move_area == 1){ model.moveToArea(attacker, temp_config); }else{ model.moveTo(attacker, temp_config.move_delay_time, temp_config.move_time, temp_config.move_model_x, temp_config.move_model_y, null, null, 0, 0, temp_config.is_move_map, temp_config.is_reverse, temp_config.is_col_act) } } } }, // 具体移动步骤 move:function(attacker, target_pos, delay_time, move_time){ var model = require("battle_controller").getInstance().getModel(); if (attacker.is_die == false && model.getBuffTag(attacker) == true){ attacker.runAction(); } let move = cc.moveTo(move_time/60, target_pos).easing(cc.easeExponentialOut()); return this.addDelay(attacker, delay_time, move); }, /** * 主角动作播放事件 * @param {*} attacker BattleRole * @param {*} anima_name 动作名,不同于动作资源名,资源里面可能有多个动作 * @param {*} hit_callback * @param {*} finish_callback * @param {*} is_loop * @param {*} is_reverse * @param {*} attack_func * @param {*} anima_res 动作资源名字 */ setAnimationWithEvent:function(attacker, anima_name, hit_callback, finish_callback, is_loop, is_reverse, attack_func, anima_res){ var model = require("battle_controller").getInstance().getModel() var callFunc = cc.callFunc((function(){ var animationEventFunc = (function (event_name) { if (event_name == "hit" || event_name == "Hit" || event_name == "HIT") { if (attacker.hit_time < attacker.hit_num && hit_callback) { hit_callback() attacker.hit_time += 1; } }else if(event_name == "back" || event_name == "Back" || event_name == "BACK"){ if (attacker.is_attack == anima_name){ this.handleAttackerMove(attacker, true); attacker.is_attack = null; } }else if(event_name == "attack"){ // 攻击点 if (attacker.in_area_effect){ attacker.is_area_attack = true; attacker.hit_time += 1; model.areaHurt(attacker); }else if(attack_func){ attack_func(); } model.attackPoint(attacker); }else if(event_name == "hit_none"){ // 无伤害的受击动作 model.actHurt(attacker); }else if(event_name == "hit_big"){ // 播放受击特效 model.actHurt(attacker, true); }else if(event_name == "ready"){ // 远程子弹发射点,以及远程出手前动作 model.attackReady(attacker); }else if(event_name == "shake_point"){ // 震屏点 model.playShakeScreen(attacker.shake_id); }else if(event_name == "move"){ this.handleAttackerMove(attacker); }else if(event_name.indexOf("hit_num") != -1){ // 多段攻击 } }).bind(this); var animationCompleteFunc = (function(event_animation){ if (event_animation == anima_name) { if (attacker.hit_time < attacker.hit_num && hit_callback) { hit_callback(); attacker.hit_time += 1; } if (finish_callback){ finish_callback(); }else{ // 如果是群攻,直接播放完动作之后回到站立,不需要等特效 if (attacker.play_stand == 1){ if (attacker.is_real){ this.setAnimation(attacker, PlayerAction.battle_stand, true); } else { this.setAnimation(attacker, PlayerAction.run, true); } // attacker.doStand() } attacker.is_area_attack = false this.actFinish(attacker) } attacker.setHallowsRound(); attacker.in_animation = false } }).bind(this); var callback = function(){ attacker.hit_time = 0; attacker.hit_num = Math.max(1, attacker.split_hurt || 1) // attacker.current_anime = anima_name // attacker.anima_name = anima_name; attacker.in_animation = true; if (is_reverse == true){ attacker.reverse(-attacker.obj_type); } } attacker.setAnimationActionFunc(animationEventFunc, animationCompleteFunc, anima_name); this.setAnimation(attacker, anima_name, is_loop, callback, anima_res); }).bind(this)); return callFunc; }, // 设置动作 setAnimation:function(attacker, anima_name, is_loop, callback, anima_res){ if (anima_name && anima_name.indexOf("E") == -1 ){ attacker.reverse(attacker.obj_type); attacker.playActionOnce(anima_name, anima_res, is_loop); } if(callback){ callback() } }, /** * 普通近战攻击 * @param {*} attacker * @param {*} delay_time * @param {*} anima_name * @param {*} hit_callback * @param {*} start_callback * @param {*} finish_callback * @param {*} is_reverse * @param {*} attack_func * @param {*} anima_res */ attack:function(attacker, delay_time, anima_name, hit_callback, start_callback, is_reverse, attack_func, anima_res){ // console.trace(); var startfun = null; if (start_callback){ startfun = cc.callFunc(start_callback) } this.actStart(attacker) // 开始添加一下统计 attacker.is_attack = anima_name; // 记录一下攻击动作 // 播放音效 if (attacker.shout_trick != "" && attacker.is_real == true) { Utils.playEffectSound(AUDIO_TYPE.BATTLE, attacker.shout_trick); } if (startfun == null){ return this.addDelay(attacker, delay_time, this.setAnimationWithEvent(attacker, anima_name, hit_callback, null, false, is_reverse, attack_func, anima_res)) }else{ return this.addDelay(attacker, delay_time, cc.sequence(startfun, this.setAnimationWithEvent(attacker, anima_name, hit_callback, null, false, is_reverse, attack_func, anima_res))) } }, /** * 播放范围特效 * @param {*} attacker 施法者 * @param {*} effect_list 特效列表 * @param {*} reverse 是否需要反转.这个也是跟施法者的obj_type一致的 * @param {*} is_release 是否播放完释放掉,这个可以有可无,到时候全部对象池回收 * @param {*} scene_pos 所处位置 * @param {*} hit_callback 打击回调 * @param {*} bid 特效ID 非自愿id * @param {*} is_release 特效播放一次完成是否释放 */ effectArea:function(attacker, effect_list, reverse, is_release, scene_pos, hit_callback, bid){ if (is_release == null){ is_release = true; } var model = require("battle_controller").getInstance().getModel() var battle_scene = model.getBattleScene(); if (battle_scene == null){ return; } // 2个特效层 var layer = [battle_scene.getBattleEffectLayer(1), battle_scene.getBattleEffectLayer(2)]; // 记录只触发一次hitcallback var is_play_effect = false; // 效果 const effect_config = Config.skill_data.data_get_effect_data[bid]; // 可能因为编译器的问题 这个方法不能写到for循环里面去执行多次,那时候只会被调用一次 var finish_callback = function (attacker, battle_effect, is_loop) { if (!is_loop){ attacker.in_area_effect = null; model.delBattleEffect(battle_effect); } this.actFinish(attacker); }.bind(this); // 创建特效组 for (let index = 0; index < effect_list.length; index++) { // index == 0 是上层特效, 1 是下层特效 const element = effect_list[index]; if (element != ""){ let action_name = ""; if (effect_config){ if(index == 0){ // 上层特效 action_name = effect_config.up_action_name; }else if(index == 1){ // 下层特效 action_name = effect_config.down_action_name; } if (action_name == ""){ action_name = PlayerAction.action; } } // 创建特效单位, 这个特效暂时还没有清楚掉,后面要看放在哪里清楚掉,保证能完全回收 if (action_name != ""){ var battle_effect = model.addBattleEfffect(layer[index], scene_pos, reverse, element, action_name) if(is_release == false){ // 先储存到场景特效里面去 model.addSceneBuffEffect(attacker.group, bid, element, battle_effect); } this.actStart(attacker); var start_callback = null; if( !is_play_effect){ is_play_effect = true; start_callback = function () { if (hit_callback) { hit_callback(); } }.bind(this); } attacker.in_area_effect = true var act = this.setAnimaWithEventFinish(attacker, action_name, start_callback, finish_callback, battle_effect, !is_release); battle_effect.runAction(act); } } } }, /** * 播放特效 * @param {*} attacker * @param {*} action_name 动作名 * @param {*} hit_callback * @param {*} finish_callback * @param {*} battle_effect 对象为BattleEffect * @param {*} is_loop 是否循环 */ setAnimaWithEventFinish:function(attacker, action_name, hit_callback, finish_callback, battle_effect, is_loop){ var model = require("battle_controller").getInstance().getModel() var callFunc = cc.callFunc(function(){ var animationCompleteFunc = function (event_animation) { if (event_animation == action_name){ if (battle_effect.hit_time < battle_effect.hit_num && hit_callback) { hit_callback() battle_effect.hit_time += 1; if (attacker.in_area_effect) { attacker.area_hit_time = battle_effect.hit_time; } } if (finish_callback){ finish_callback(attacker, battle_effect, is_loop); } } } var animationEventFunc = null; if (hit_callback){ animationEventFunc = function (event_name) { if (event_name == "hit" || event_name == "Hit" || event_name == "HIT") { if (battle_effect.hit_time < battle_effect.hit_num && hit_callback) { hit_callback(); battle_effect.hit_time += 1; if (attacker.in_area_effect) { attacker.area_hit_time = battle_effect.hit_time; } } } else if (event_name == "hit_none") { model.actHurt(attacker); } else if (event_name == "hit_big") { model.actHurt(attacker, true); } else if (event_name == "shake_point"){ // 震屏 } else if (event_name.indexOf("hit_num") != -1) { // 多段攻击 } } } battle_effect.hit_time = 0 battle_effect.hit_num = 1 battle_effect.setAnimationActionFunc(animationEventFunc, animationCompleteFunc, action_name); battle_effect.playActionOnce(action_name, null, is_loop); }); return callFunc; }, /** * 播放受击动作 * @param {*} attacker * @param {*} target * @param {*} hurt_action * @param {*} play_effect 是否播放音效,因为可能是群攻的时候,只需要播放一次音效 */ hurt:function(attacker, target, hurt_action, play_effect){ if(attacker == null || target == null){ return; } if (hurt_action == null || hurt_action == ""){ hurt_action = PlayerAction.hurt } if (play_effect == null){ play_effect = true; } var back_time = 0.02; // 过去时间 var return_time = 0.05; // 回来时间 var delay_time = 0.2; // 保持时间 var off_width = 18 * target.obj_type; // 受击偏移 target.in_hurt_act = true // 设置受击状态 // 这里做切换状态,没有做被变形判断,如果是被变形了,就需要创建修改 // 播放音效,暂时没实现 if (play_effect == true && attacker.hit_sound != "" && attacker.is_real == true){ Utils.playEffectSound(AUDIO_TYPE.BATTLE, attacker.hit_sound); } var animationCompleteFunc = function(event_animation){ if (event_animation == hurt_action){ target.in_hurt_act = false; target.checkIsDied(); } } target.setAnimationActionFunc(null, animationCompleteFunc, hurt_action); var callFunc = cc.callFunc(function () { if(target.in_hurt_act == true){ target.playActionOnce(hurt_action, null, false) } }) var mv_t_1 = cc.moveBy(back_time, -off_width, 0); var delay_time = cc.delayTime(delay_time); var mv_t_2 = cc.moveBy(return_time, off_width, 0); var finishFunc = cc.callFunc(function () { target.is_hurt_play = false }) var act = cc.sequence(callFunc, mv_t_1, delay_time, mv_t_2, finishFunc); target.runAction(act); }, // 单位伴随特效,也就是挂在人身上的,包含技能出招特效,和buff特效,和受击特效 effectSpineUser:function(attacker, is_release, x_fix, height, effect_list, target, scale, callback, bid, obj_type){ if (effect_list == null || effect_list.length == 0 || bid == null){ return; } target = target || attacker; var zoredr_offset = [99, -999] var is_fornt = false if (!height){ height = 60; } height = height * attacker.model_height * 0.01; const effect_config = Config.skill_data.data_get_effect_data[bid]; for (let index = 0; index < effect_list.length; index++) { const element = effect_list[index]; if (element != ""){ let action_name = ""; if (effect_config) { if (index == 0) { // 上层特效 action_name = effect_config.up_action_name; } else if (index == 1) { // 下层特效 action_name = effect_config.down_action_name; } if (action_name == "") { action_name = PlayerAction.action; } if (action_name != ""){ if(index == 0){ }else{ height = 0; is_fornt = true; } // 这里有问题 不能这么判断,如果是多段攻击 还是需要的 一个动作没播完 就继续创建一个 var battle_effect_object = target.addBattleEfffect(x_fix, height, element, action_name, index, obj_type); if (battle_effect_object){ var battle_effect = battle_effect_object.object; var start_fun = cc.callFunc(function () { if (callback) { callback() } }); var finish_callback = function () { if (is_release == true) { target.delBattleEffect(element, action_name); //移除掉一个特效 } }; // 这个不知道有啥用,暂时注释掉,保证特效会在目标上面的话,就需要把施法者放到上面来 var zorder = target.getLocalZOrder() + zoredr_offset[index]; if(effect_config.is_fornt == 1){ zorder = attacker.getLocalZOrder()-999; is_fornt = true; } if(is_fornt == false){ attacker.setLocalZOrder(zorder) } var act = this.setAnimaWithEventFinish(attacker, action_name, null, finish_callback, battle_effect, !is_release); battle_effect.runAction(cc.sequence(start_fun, act)); } } } } } }, /** * 通用创建延迟接口 * @param {*} time */ dt:function(time){ return cc.delayTime(time / 60 * 2); }, /** * 设置旋转角度 * @param {*} target * @param {*} pos */ changeRotation:function(target, pos){ var scene_pos = target.scene_pos; var temp_x = scene_pos.x - pos.x; var temp_y = scene_pos.y - pos.y; var radian = Math.atan(temp_y/temp_x); var degree = -(radian * (180 / Math.PI)); target.setRotation(degree) }, // 无动作返回的 setNotAnimationWithEvent:function(attacker, hit_callback){ return cc.callFunc(function(){ if (hit_callback){ hit_callback(); } this.actFinish(attacker) }.bind(this)); }, // 援护者受击动作 aid_hurt: function (attacker, target, hurt_action){ var callback = function(){ if (!target.is_die){ target.resetBaseInfo() } target.in_act = false; this.actFinish(attacker); }.bind(this); target.runAction(cc.sequence(cc.callFunc(function(){ this.setAnimation(target, hurt_action, false) }.bind(this)), cc.delayTime(0.3), cc.callFunc(function(){ callback(); }.bind(this)))); }, /** * 无动作并行攻击 * @param {*} attacker * @param {*} delay_time * @param {*} hit_callback * @param {*} start_callback * @param {*} is_reverse */ noActAttack:function(attacker, delay_time, hit_callback, start_callback, next_delay_time){ var start_fun = null; if (start_callback != null){ start_fun = cc.callFunc(function(){ start_callback(); }.bind(this)); }; this.actStart(attacker); if (start_fun == null){ return this.addDelay(attacker, delay_time, this.setNotAnimationWithEvent(attacker, hit_callback), next_delay_time); }else{ return this.addDelay(attacker, delay_time, cc.sequence(start_fun, this.setNotAnimationWithEvent(attacker, hit_callback)), next_delay_time); } }, /** * 飞行子弹 * @param {*} attacker * @param {*} delay_time * @param {*} effect_name * @param {*} move_time * @param {*} hit_callback * @param {*} target_pos 目标位置 * @param {*} scale * @param {*} bid * @param {*} x_fix * @param {*} y_fix */ flyItem: function (attacker, delay_time, effect_name, move_time, hit_callback, start_height, target_pos, scale, bid, x_fix, y_fix){ if (attacker == null || effect_name == null || effect_name == ""){ return; } const effect_config = Config.skill_data.data_get_effect_data[bid]; if (effect_config == null){ return; } var model = require("battle_controller").getInstance().getModel() var battle_scene = model.getBattleScene(); if (battle_scene == null) { return; } var parent = battle_scene.getBattleRoleLayer() var action_name = PlayerAction.action; if (effect_config.up_action_name != ""){ action_name = effect_config.up_action_name } var dt = this.dt(delay_time); var callFunc = cc.callFunc((function(){ this.actStart(attacker); // 这个子弹也需要创建到场景中去.而不能绑在施法者身上,因为会有层级问题 var base_pos = attacker.scene_pos; var start_pos = cc.v2(base_pos.x, base_pos.y + start_height); var battle_effect = model.addBattleEfffect(parent, start_pos, attacker.obj_type, effect_name, action_name); battle_effect.playActionOnce(action_name, null, true); // 手动播放特效 var start_fun = cc.callFunc((function () { attacker.in_area_effect = true; }).bind(this)); var hit_fun = cc.callFunc((function () { if (hit_callback) { hit_callback(); } }).bind(this)); var finish_fun = cc.callFunc((function () { attacker.in_area_effect = null; this.actFinish(attacker); // 这里要干掉特效 model.delBattleEffect(battle_effect); }).bind(this)); var y_offset = (target_pos.y - start_pos.y) * Math.abs(x_fix) / (target_pos.x - base_pos.x - x_fix) * attacker.obj_type; var pos_temp = cc.v2(target_pos.x + x_fix, target_pos.y - y_offset); var moveTo = cc.moveTo(move_time/60, pos_temp); var setZorder = cc.callFunc((function(){ battle_effect.setLocalZOrder(720+target_pos.y+999); this.changeRotation(battle_effect, pos_temp); }).bind(this)) battle_effect.runAction(cc.sequence(start_fun, setZorder, moveTo, hit_fun, finish_fun)); }).bind(this)); return cc.sequence(dt, callFunc); }, // 渐隐播报 fadeOut:function(attacker, delay_time, time){ var out_time = time / 30; // var act = cc.callFunc(function () { // attacker.runAction(cc.fadeOut(out_time)); // }.bind(this)); var act = cc.fadeOut(out_time) return this.addDelay(attacker, delay_time, act); }, // 渐现出来 fadeIn:function(attacker, delay_time, time){ var in_time = time / 30; // var act = cc.callFunc(function () { // attacker.runAction(cc.fadeIn(in_time)); // }) var act = cc.fadeIn(in_time) return this.addDelay(attacker, delay_time, act); }, // 隐藏血条 hideUI:function(attacker, delay_time){ var start_fun = cc.callFunc((function(){ attacker.showHpRoot(false); }).bind(this)) return this.addDelay(attacker, delay_time, start_fun); }, // 显示血条 showUI:function(attacker, delay_time){ var start_fun = cc.callFunc((function(){ attacker.showHpRoot(true); }).bind(this)) return this.addDelay(attacker, delay_time, start_fun); }, // 护盾的吸收, 用的是25号字体(height=31) playBuffAbsorbHurt: function (target, absorb_val){ this.playDmgMessage(target, absorb_val, null, false, 0, true); }, /** * 伤害飘血 * @param {*} target * @param {*} dmg * @param {*} effect_hit 是否暴击,为 2的时候暴击 * @param {*} is_normal * @param {*} is_buff * @param {*} camp_restrain */ playDmgMessage:function(target, dmg, effect_hit, is_buff, camp_restrain, is_absorb){ if (dmg == 0 || target == null) return; var font_type = 0 // 使用字体的类型 if (effect_hit == 2){ // 暴击 font_type = 7; }else if (is_absorb == true){ font_type = 25; }else if (dmg > 0){ // 治疗 font_type = 2; }else{ if (is_buff == true){ font_type = 24; } else if (camp_restrain == 1){ font_type = 27; } else{ font_type = 4 } } // 预先加载资源.在创建文字 require("battle_controller").getInstance().getModel().getDmgFontCacheObject(font_type, function(object, res_object){ this.playDmgFontAction(font_type, object, res_object, dmg) }.bind(this, target)); }, // 创建伤害数字和移动 playDmgFontAction:function(type, target, res_object, dmg){ if(target == null || target.role == null) return; if (target.hurt_delay == null) { target.hurt_delay = 0; } var delay_time = (target.hurt_delay % 3) / 5; // 因为可能是同一个目标的多次飘血,为了避免掉重叠.所以这个是每一个的延迟. target.hurt_delay += 1; var parent_layer = ViewManager.getInstance().getSceneNode(SCENE_TAG.battle); // 存放伤害数字的父节点 var dmgfont = this.getDmgNode(type); if(dmgfont == null) return; parent_layer.addChild(dmgfont, 10); // 添加深度值 var world_pos = target.role.convertToWorldSpace(cc.v2(0, 0)); // 单位的节点坐标 var node_pos = parent_layer.convertToNodeSpace(world_pos); // 转成局部坐标 var title = dmgfont.getChildByName("title"); var title_sp = title.getComponent(cc.Sprite); title_sp.atlas = res_object; if(type == 7 || type == 25) { title_sp.spriteFrame = res_object.getSpriteFrame("type" + type + "_extend"); }else { if (dmg < 0) { title_sp.spriteFrame = res_object.getSpriteFrame("type" + type + "_sub"); } else { title_sp.spriteFrame = res_object.getSpriteFrame("type" + type + "_add"); } } // 文字 var label = dmgfont.getChildByName("label"); var richText = label.getComponent(cc.RichText); richText.imageAtlas = res_object; var dmg_str = Math.abs(dmg) + ""; var total_str = "" for (let index = 0; index < dmg_str.length; index++) { var desc = dmg_str[index]; if (desc == "+"){ desc = "add"; }else if(desc == "-"){ desc = "sub"; } total_str = total_str + cc.js.formatStr("", type, desc) } richText.string = total_str; var total_width = label.width; if (title){ total_width += title.width; label.x = title.width; } dmgfont.x = node_pos.x - total_width * 0.5 - SCREEN_WIDTH * 0.5; dmgfont.y = node_pos.y + target.model_height + target.dmg_index * 15 - SCREEN_HEIGHT * 0.5; dmgfont.scale = 0.5; var delay = cc.delayTime(delay_time); var show = cc.fadeIn(0.01); var bigger = cc.scaleTo(Config.battle_act_data.data_get_act_data.hurt_num_scale_time1.val * 0.01 / 60, Config.battle_act_data.data_get_act_data.hurt_num_bigger.val * 0.01 * 0.5); var bigger2 = cc.scaleTo(Config.battle_act_data.data_get_act_data.hurt_num_scale_time2.val * 0.01 / 60, Config.battle_act_data.data_get_act_data.hurt_num_bigger2.val * 0.01); var smaller = cc.scaleTo(Config.battle_act_data.data_get_act_data.hurt_num_scale_time3.val * 0.01 / 60, Config.battle_act_data.data_get_act_data.hurt_num_smaller.val * 0.01); var bigger3 = cc.scaleTo(Config.battle_act_data.data_get_act_data.hurt_num_scale_time4.val * 0.01 / 60, Config.battle_act_data.data_get_act_data.hurt_num_bigger3.val * 0.01); var delay2 = cc.delayTime(Config.battle_act_data.data_get_act_data.hurt_num_delay_time.val * 0.01 / 60); var move = cc.moveBy(Config.battle_act_data.data_get_act_data.hurt_num_move_time.val * 0.01 / 60, 0, Config.battle_act_data.data_get_act_data.hurt_num_move_distance.val * 0.01) var hide = cc.fadeOut(Config.battle_act_data.data_get_act_data.hurt_num_hide_time.val * 0.02 / 60); var deleteDmgNum = cc.callFunc(function(){ this.pushBackDmgNode(type, dmgfont); }.bind(this)) var change = cc.sequence(bigger, bigger2, smaller, bigger3, delay2, cc.spawn(move, hide)) dmgfont.runAction(cc.sequence(delay, show, change, deleteDmgNum)); }, // 从对象池中获取缓存 getDmgNode:function(type){ var battle_pools = require("battle_role_pool").getInstance(); var pools = battle_pools.getDmgPools(type); var node = null; if (pools.size() > 0) { // 只有暴击 的7号数字和吸收伤害的25号需要创建 title node = pools.get(); } else { node = new cc.Node(); node.setAnchorPoint(0.5, 0.5); // 如果是暴击或者吸收,则显示暴击吸收,否则显示 + 或者 - var title = new cc.Node(); title.setAnchorPoint(0, 0.5); title.name = "title"; node.addChild(title); title.addComponent(cc.Sprite); // 具体伤害数字的富文本 var font_node = new cc.Node(); font_node.setAnchorPoint(0, 0.5); font_node.name = "label"; node.addChild(font_node); var font_label = font_node.addComponent(cc.RichText); font_label.lineHeight = 30; font_label.fontSize = 30; } return node; }, // 回收伤害数字 pushBackDmgNode:function(type, dmg){ var battle_pools = require("battle_role_pool").getInstance(); battle_pools.pushBackDmgPools(type, dmg); }, // 黑屏处理 blackScreen:function(attacker, delay_time, time, begin_fun, end_fun){ var act = cc.sequence(cc.callFunc(begin_fun), cc.delayTime(time / 60), cc.callFunc(end_fun)) return cc.sequence(this.dt(delay_time), act) }, }; module.exports = SkillAct;