删除好多英雄 专精几个英雄,继续英雄页面
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@@ -17,6 +17,10 @@ export class EndAnmBomCom extends Component {
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this.rigid = this.getComponent(RigidBody2D);
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console.log("collider",this.collider,this.rigid)
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this.rigid.sleep()
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this.scheduleOnce(()=>{
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this.rigid.wakeUp()
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},0.5)
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// this.collider.enabled = false
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// if(this.base.box_group ==BoxSet.HERO) this.collider.group = BoxSet.MONSTER
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// if(this.base.box_group ==BoxSet.MONSTER) this.collider.group = BoxSet.HERO
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@@ -34,25 +38,27 @@ export class EndAnmBomCom extends Component {
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this.onAnimationFinished()
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console.log("[track %s][animation %s] complete: %s", trackEntry.trackIndex);
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});
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spine.setEventListener((trackEntry, event:any) => {
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this.onEnvent(event)
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// console.log("[track %s][animation %s] event: %s", trackEntry.trackIndex, event.data.name, event.intValue);
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});
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// spine.setEventListener((trackEntry, event:any) => {
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// this.onEnvent(event)
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// // console.log("[track %s][animation %s] event: %s", trackEntry.trackIndex, event.data.name, event.intValue);
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// });
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}
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}
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}
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onAnimationFinished(){
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if(!this.is_complete){
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// this.collider.group = this.base.box_group
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// this.node.active=false
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// this.node.active=true
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this.rigid.wakeUp()
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// this.collider.enabled = true
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console.log("动画结束,开始伤害")
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}
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// if(!this.is_complete){
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// // this.collider.group = this.base.box_group
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// // this.node.active=false
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// // this.node.active=true
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// this.rigid.wakeUp()
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// // this.collider.enabled = true
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// console.log("动画结束,开始伤害")
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// }
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this.rigid.wakeUp()
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// this.collider.enabled = true
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console.log("动画结束,开始伤害")
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this.base.is_destroy = true
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}
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