dd
This commit is contained in:
@@ -811,7 +811,7 @@
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||||
"tag": 0,
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||||
"_group": 4,
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||||
"_density": 1,
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"_sensor": false,
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"_sensor": true,
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"_friction": 0.2,
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"_restitution": 0,
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"_offset": {
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@@ -846,9 +846,9 @@
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"bullet": true,
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"awakeOnLoad": true,
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"_group": 4,
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"_type": 0,
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"_type": 2,
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"_allowSleep": true,
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"_gravityScale": 1,
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"_gravityScale": 0,
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"_linearDamping": 0,
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"_angularDamping": 0,
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"_linearVelocity": {
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@@ -808,10 +808,10 @@
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"__prefab": {
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"__id__": 39
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},
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"tag": 1,
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"tag": 0,
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"_group": 2,
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"_density": 1,
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"_sensor": false,
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"_sensor": true,
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"_friction": 0.2,
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"_restitution": 0,
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"_offset": {
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@@ -846,9 +846,9 @@
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"bullet": true,
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"awakeOnLoad": true,
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"_group": 2,
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"_type": 0,
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"_type": 2,
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"_allowSleep": true,
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"_gravityScale": 1,
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"_gravityScale": 0,
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"_linearDamping": 0,
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"_angularDamping": 0,
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"_linearVelocity": {
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86
assets/script/game/common/GameCollision.ts
Normal file
86
assets/script/game/common/GameCollision.ts
Normal file
@@ -0,0 +1,86 @@
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/*
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* @Author: dgflash
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* @Date: 2022-03-29 17:08:08
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* @LastEditors: dgflash
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* @LastEditTime: 2022-09-02 09:45:41
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*/
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import { ccenum, Collider, Component, ICollisionEvent, ITriggerEvent, _decorator } from "cc";
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const { ccclass, property } = _decorator;
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/** 碰撞物体类型 */
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export enum CollisionType {
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/** 角色类 */
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Hero,
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/** 飞弹类体*/
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Ballistic,
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/** 墙体类 */
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Wall
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}
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ccenum(CollisionType);
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/** 碰撞器与触发器 */
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@ccclass('GameCollision')
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export class GameCollision extends Component {
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private Event_TriggerEnter: any = "onTriggerEnter";
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private Event_TriggerStay: any = "onTriggerStay";
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private Event_TriggerExit: any = "onTriggerExit";
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private Event_CollisionEnter: any = "onCollisionEnter";
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private Event_CollisionStay: any = "onCollisionStay";
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private Event_CollisionExit: any = "onCollisionExit";
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protected collider: Collider = null!;
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@property({ type: CollisionType, tooltip: '碰撞物体类型' })
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type: CollisionType = CollisionType.Ballistic;
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onLoad() {
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this.collider = this.getComponent(Collider)!;
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if (this.collider.isTrigger) {
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this.collider.on(this.Event_TriggerEnter, this.onTrigger, this);
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this.collider.on(this.Event_TriggerStay, this.onTrigger, this);
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this.collider.on(this.Event_TriggerExit, this.onTrigger, this);
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}
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else {
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this.collider.on(this.Event_CollisionEnter, this.onCollision, this);
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this.collider.on(this.Event_CollisionStay, this.onCollision, this);
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this.collider.on(this.Event_CollisionExit, this.onCollision, this);
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}
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}
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private onTrigger(event: ITriggerEvent) {
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switch (event.type) {
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case this.Event_TriggerEnter:
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this.onTriggerEnter(event);
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break;
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case this.Event_TriggerStay:
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this.onTriggerStay(event);
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break;
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case this.Event_TriggerExit:
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this.onTriggerExit(event);
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break;
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}
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}
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protected onTriggerEnter(event: ITriggerEvent) { }
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protected onTriggerStay(event: ITriggerEvent) { }
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protected onTriggerExit(event: ITriggerEvent) { }
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private onCollision(event: ICollisionEvent) {
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switch (event.type) {
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case this.Event_CollisionEnter:
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this.onCollisionEnter(event);
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break;
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case this.Event_CollisionStay:
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this.onCollisionStay(event);
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break;
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case this.Event_CollisionExit:
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this.onCollisionExit(event);
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break;
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}
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}
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protected onCollisionEnter(event: ICollisionEvent) { }
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protected onCollisionStay(event: ICollisionEvent) { }
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protected onCollisionExit(event: ICollisionEvent) { }
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}
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9
assets/script/game/common/GameCollision.ts.meta
Normal file
9
assets/script/game/common/GameCollision.ts.meta
Normal file
@@ -0,0 +1,9 @@
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||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
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||||
"uuid": "d331c466-f23e-4f9a-bce4-ae002d8d7871",
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||||
"files": [],
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||||
"subMetas": {},
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||||
"userData": {}
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||||
}
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||||
15
assets/script/game/common/config/BoxSet.ts
Normal file
15
assets/script/game/common/config/BoxSet.ts
Normal file
@@ -0,0 +1,15 @@
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/*
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* @Author: dgflash
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* @Date: 2021-11-23 15:28:39
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* @LastEditors: dgflash
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* @LastEditTime: 2022-01-26 16:42:00
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*/
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/** 碰撞分组 */
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export enum BoxSet {
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DEFAULT = 0,
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MONSTER = 2,
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HERO = 4,
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MONSTER_SKILL = 8,
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HERO_SKILL = 16,
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}
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9
assets/script/game/common/config/BoxSet.ts.meta
Normal file
9
assets/script/game/common/config/BoxSet.ts.meta
Normal file
@@ -0,0 +1,9 @@
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||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
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||||
"uuid": "28d11009-6d68-462a-9880-8b31cf5975fd",
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||||
"files": [],
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||||
"subMetas": {},
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||||
"userData": {}
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||||
}
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||||
58
assets/script/game/common/config/PhysicsUtil.ts
Normal file
58
assets/script/game/common/config/PhysicsUtil.ts
Normal file
@@ -0,0 +1,58 @@
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||||
/*
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||||
* @Author: dgflash
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||||
* @Date: 2022-07-21 17:30:59
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||||
* @LastEditors: dgflash
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||||
* @LastEditTime: 2022-09-02 14:40:28
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*/
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import { Node } from "cc";
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/** 物理分组数据 */
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export class GroupItem {
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private _value: number;
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/** 分组值 */
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get value(): number {
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return this._value;
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}
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private _name!: string;
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/** 分组名 */
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get name(): string {
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return this._name;
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}
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/** 碰撞掩码 */
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get mask(): number {
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return 1 << this._value;
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}
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/**
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* 构造函数
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* @param value 分组值
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* @param name 分组名
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*/
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constructor(value: number, name: string) {
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this._value = value;
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this._name = name;
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||||
}
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}
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||||
/***
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||||
* 为了方便使用,将编辑器中的物理分组定义到代码。如果编辑器中有修改,确保同步到这里。
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*/
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export class PhysicsUtil {
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/** 默认物理分组 */
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static DEFAULT = new GroupItem(0, 'DEFAULT');
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/** 能通过屏幕触摸中发出的射线检查到的游戏对象 */
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static MONSTER = new GroupItem(2, 'MONSTER');
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static HERO = new GroupItem(4, 'HERO');
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static MONSTER_SKILL = new GroupItem(8, 'MONSTER_SKILL');
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static HERO_SKILL = new GroupItem(16, 'HERO_SKILL');
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static setNodeLayer(item: GroupItem, node: Node) {
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node.layer = item.mask;
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node.children.forEach(n => {
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n.layer = item.mask;
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PhysicsUtil.setNodeLayer(item, n);
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});
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}
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}
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9
assets/script/game/common/config/PhysicsUtil.ts.meta
Normal file
9
assets/script/game/common/config/PhysicsUtil.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "ea3b7cf5-1be6-4436-a5a3-df3e1c913cb5",
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||||
"files": [],
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||||
"subMetas": {},
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||||
"userData": {}
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||||
}
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||||
@@ -55,8 +55,7 @@ export class Hero extends ecs.Entity {
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}).start();
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//移除全局列表
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smc.heros.splice(0,1)
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console.log(ecs.query(ecs.allOf(HeroViewComp))
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)
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// console.log(ecs.query(ecs.allOf(HeroViewComp)))
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}
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||||
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||||
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||||
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||||
@@ -5,11 +5,11 @@
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||||
* @LastEditTime: 2022-08-17 12:36:18
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||||
*/
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||||
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||||
import { Vec3, _decorator ,tween} from "cc";
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||||
import { Vec3, _decorator ,Collider2D,Contact2DType,PhysicsSystem2D,IPhysics2DContact} from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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||||
import { HeroSpine } from "./HeroSpine";
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||||
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import {BoxSet} from "../common/config/BoxSet"
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const { ccclass, property } = _decorator;
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||||
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||||
/** 角色显示组件 */
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||||
@@ -20,6 +20,38 @@ export class HeroViewComp extends CCComp {
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||||
as: HeroSpine = null!;
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||||
/** 角色控制器 */
|
||||
|
||||
|
||||
start () {
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||||
// 注册单个碰撞体的回调函数
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||||
// console.log('MonsterViewComp start');
|
||||
let collider = this.getComponent(Collider2D);
|
||||
// console.log('hero collider',collider);
|
||||
if (collider) {
|
||||
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
|
||||
}
|
||||
|
||||
// 注册全局碰撞回调函数
|
||||
if (PhysicsSystem2D.instance) {
|
||||
// console.log('PhysicsSystem2D.instance');
|
||||
PhysicsSystem2D.instance.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
|
||||
}
|
||||
}
|
||||
onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
|
||||
// 只在两个碰撞体开始接触时被调用一次
|
||||
// console.log('hero Contact,selfCollider',selfCollider);
|
||||
switch (otherCollider.group) {
|
||||
case BoxSet.MONSTER:
|
||||
console.log('hero coolider MONSTER ');
|
||||
break;
|
||||
case BoxSet.MONSTER_SKILL:
|
||||
console.log('hero coolider MONSTER skill');
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/** 视图层逻辑代码分离演示 */
|
||||
onLoad() {
|
||||
this.as = this.getComponent(HeroSpine);
|
||||
|
||||
@@ -29,7 +29,7 @@ export class MapViewComp extends CCComp {
|
||||
oops.message.on("monster_load", this.onMonsterLoaded, this);
|
||||
}
|
||||
private onMonsterLoaded(event: string, args: any) {
|
||||
console.log('on_monster_load', args);
|
||||
console.log('on_monster_load');
|
||||
}
|
||||
reset(): void {
|
||||
|
||||
|
||||
41
assets/script/game/monster/BaseMonsterModel.ts
Normal file
41
assets/script/game/monster/BaseMonsterModel.ts
Normal file
@@ -0,0 +1,41 @@
|
||||
/*
|
||||
* @Author: dgflash
|
||||
* @Date: 2021-11-18 15:56:01
|
||||
* @LastEditors: dgflash
|
||||
* @LastEditTime: 2022-08-17 13:43:25
|
||||
*/
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { Monster } from "./Monster";
|
||||
/**
|
||||
* 角色属性数据
|
||||
*/
|
||||
@ecs.register('BaseMonsterModel')
|
||||
export class BaseMonsterModel extends ecs.Comp {
|
||||
/** 角色编号 */
|
||||
hp: number = 100;
|
||||
/** 角色名 */
|
||||
name: string = "base monster";
|
||||
/** */
|
||||
|
||||
|
||||
|
||||
reset() {
|
||||
this.hp = 100;
|
||||
this.name = "";
|
||||
}
|
||||
|
||||
}
|
||||
@ecs.register('Monster')
|
||||
export class MonsterUpgradeSystem extends ecs.ComblockSystem implements ecs.IEntityEnterSystem {
|
||||
filter(): ecs.IMatcher {
|
||||
|
||||
return ecs.allOf(BaseMonsterModel);
|
||||
}
|
||||
|
||||
entityEnter(e: Monster): void {
|
||||
let MonsterModel = e.MonsterModel;
|
||||
MonsterModel.name = "base monster"
|
||||
console.log("MonsterUpgradeSystem", e);
|
||||
e.remove(BaseMonsterModel);
|
||||
}
|
||||
}
|
||||
9
assets/script/game/monster/BaseMonsterModel.ts.meta
Normal file
9
assets/script/game/monster/BaseMonsterModel.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "52aacfb8-cb73-4ce1-be54-3c2a83e83408",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -15,13 +15,11 @@ import { MonsterModelComp } from "./MonsterModelComp";
|
||||
import { MonsterSpine } from "./MonsterSpine";
|
||||
import { MonsterViewComp } from "./MonsterViewComp";
|
||||
import { MoveToComp } from "../common/MoveTo";
|
||||
import { GameCollision } from "../../../../extensions/oops-plugin-framework/assets/module/common/GameCollision";
|
||||
/** 角色实体 */
|
||||
@ecs.register(`Monster`)
|
||||
export class Monster extends ecs.Entity {
|
||||
// 数据层
|
||||
MonsterModel!: MonsterModelComp;
|
||||
GameCollision: GameCollision =new GameCollision();
|
||||
// 视图层
|
||||
MonsterView!: MonsterViewComp;
|
||||
RoleMoveTo!: MoveToComp; // 移动
|
||||
@@ -49,7 +47,7 @@ export class Monster extends ecs.Entity {
|
||||
|
||||
var mv = node.getComponent(MonsterViewComp)!;
|
||||
mv.speed = speed;
|
||||
console.log("speed:"+mv.speed)
|
||||
// console.log("speed:"+mv.speed)
|
||||
mv.Tpos = v3(0,0,0);
|
||||
this.add(mv);
|
||||
// node.setScale(-1, 1, 1);
|
||||
|
||||
@@ -17,13 +17,13 @@ export class MonsterModelComp extends ecs.Comp {
|
||||
/** 角色名 */
|
||||
name: string = "monster";
|
||||
/** speed */
|
||||
speed: number = 0;
|
||||
// speed: number = 0;
|
||||
/** 动画名资源 */
|
||||
anim: string = "monster";
|
||||
|
||||
reset() {
|
||||
this.id = -1;
|
||||
this.speed = 0;
|
||||
// this.speed = 0;
|
||||
this.name = "";
|
||||
}
|
||||
}
|
||||
|
||||
@@ -36,7 +36,7 @@ export class MonsterSpine extends Component {
|
||||
/** 初始化动画 */
|
||||
protected initAnimator() {
|
||||
this.spine = this.animator.getComponent(sp.Skeleton)!;
|
||||
console.log("MonsterSpine initAnimator", this.spine);
|
||||
// console.log("MonsterSpine initAnimator", this.spine);
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -11,6 +11,7 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
|
||||
import { MonsterSpine } from "./MonsterSpine";
|
||||
import { Monster } from "./Monster";
|
||||
import { MonsterModelComp } from "./MonsterModelComp";
|
||||
import { BoxSet } from "../common/config/BoxSet";
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@@ -25,39 +26,33 @@ export class MonsterViewComp extends CCComp {
|
||||
/** 视图层逻辑代码分离演示 */
|
||||
start () {
|
||||
// 注册单个碰撞体的回调函数
|
||||
console.log('MonsterViewComp start');
|
||||
// console.log('MonsterViewComp start');
|
||||
let collider = this.getComponent(Collider2D);
|
||||
// console.log('Monster collider',collider);
|
||||
if (collider) {
|
||||
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
|
||||
collider.on(Contact2DType.END_CONTACT, this.onEndContact, this);
|
||||
collider.on(Contact2DType.PRE_SOLVE, this.onPreSolve, this);
|
||||
collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, this);
|
||||
}
|
||||
|
||||
// 注册全局碰撞回调函数
|
||||
if (PhysicsSystem2D.instance) {
|
||||
console.log('PhysicsSystem2D.instance');
|
||||
// console.log('PhysicsSystem2D.instance');
|
||||
PhysicsSystem2D.instance.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
|
||||
PhysicsSystem2D.instance.on(Contact2DType.END_CONTACT, this.onEndContact, this);
|
||||
PhysicsSystem2D.instance.on(Contact2DType.PRE_SOLVE, this.onPreSolve, this);
|
||||
PhysicsSystem2D.instance.on(Contact2DType.POST_SOLVE, this.onPostSolve, this);
|
||||
}
|
||||
}
|
||||
onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
|
||||
// 只在两个碰撞体开始接触时被调用一次
|
||||
console.log('onBeginContact');
|
||||
}
|
||||
onEndContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
|
||||
// 只在两个碰撞体结束接触时被调用一次
|
||||
console.log('onEndContact');
|
||||
}
|
||||
onPreSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
|
||||
// 每次将要处理碰撞体接触逻辑时被调用
|
||||
console.log('onPreSolve');
|
||||
}
|
||||
onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
|
||||
// 每次处理完碰撞体接触逻辑时被调用
|
||||
console.log('onPostSolve');
|
||||
// console.log('monster Contact,selfCollider',selfCollider);
|
||||
|
||||
switch (otherCollider.group) {
|
||||
case BoxSet.HERO:
|
||||
console.log('monster coolider hero');
|
||||
break;
|
||||
case BoxSet.HERO_SKILL:
|
||||
console.log('monster coolider hero skill');
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
onLoad() {
|
||||
|
||||
Reference in New Issue
Block a user