添加2个游戏层,敌方精灵随机出现在3个层内
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@@ -26,13 +26,13 @@ const { ccclass, property } = _decorator;
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@ccclass('MonsterViewComp') // 定义为 Cocos Creator 组件
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@ecs.register('MonsterView', false) // 定义为 ECS 组件
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export class MonsterViewComp extends CCComp {
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@property(Material)
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hitFlashMaterial: Material;
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orginalFlashMaterial: Material;
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sprite: Sprite;
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@property(BoxRangComp)
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BoxRang:BoxRangComp = null!;
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@property(Node)
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BoxRang:Node =null!
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/** 角色动画 */
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as: MonsterSpine = null!;
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hero_uuid:number = 1001;
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@@ -76,21 +76,25 @@ export class MonsterViewComp extends CCComp {
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onLoad() {
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this.as = this.getComponent(MonsterSpine);
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// PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb |
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// EPhysics2DDrawFlags.Pair |
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// EPhysics2DDrawFlags.CenterOfMass |
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// EPhysics2DDrawFlags.Joint |
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// EPhysics2DDrawFlags.Shape;
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PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb
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// | EPhysics2DDrawFlags.Pair
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// |EPhysics2DDrawFlags.CenterOfMass
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// |EPhysics2DDrawFlags.Joint
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// |EPhysics2DDrawFlags.Shape;
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} /** 视图层逻辑代码分离演示 */
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start () {
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this.sprite = this.node.getChildByName("avatar").getChildByName("TNode").getChildByName("bb").getComponent(Sprite);
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this.orginalFlashMaterial = this.sprite.getRenderMaterial(0);
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this.BoxRang = this.node.getChildByName("range_box");
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this.BoxRang.getComponent(BoxRangComp).box_group = this.box_group;
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this.BoxRang.getComponent(BoxRangComp).offset_x = this.scale*SkillSet[this.skill_uuid].dis-30;
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// console.log("monseter ",this.BoxRang);
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this.orginalFlashMaterial = this.sprite.getRenderMaterial(0);
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// 注册单个碰撞体的回调函数
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let collider = this.getComponent(Collider2D);
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collider.group = this.box_group;
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this.BoxRang.box_group = this.box_group;
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// console.log(collider);
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if (collider) {
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collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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collider.on(Contact2DType.END_CONTACT, this.onEndContact, this);
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@@ -102,9 +106,10 @@ export class MonsterViewComp extends CCComp {
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}
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onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
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}
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onEndContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
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if(otherCollider.tag==BoxSet.SKILL_TAG &&selfCollider.tag!=BoxSet.SKILL_TAG){
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if(selfCollider.group != otherCollider.group){
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let skill = otherCollider.node.getComponent(SkillCom)!;
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@@ -135,17 +140,19 @@ export class MonsterViewComp extends CCComp {
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let self_pos=selfCollider.node.getPosition();
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let other_pos=otherCollider.node.getPosition();
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if(selfCollider.group == BoxSet.HERO){
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if(self_pos.x < other_pos.x&&Math.abs(self_pos.x-other_pos.x) <= 20){
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if(self_pos.x < other_pos.x&&Math.abs(self_pos.x-other_pos.x) <= 20&&self_pos.y==other_pos.y){
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this.stop_cd=0.1
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}
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}
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if(selfCollider.group == BoxSet.MONSTER){
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if(self_pos.x > other_pos.x&&Math.abs(self_pos.x-other_pos.x) <= 20){
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if(self_pos.x > other_pos.x&&Math.abs(self_pos.x-other_pos.x) <= 20&&self_pos.y==other_pos.y){
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this.stop_cd=0.1
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}
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}
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}
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}else{
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// console.log('monster onPostSolve'+selfCollider.group+"|"+otherCollider.group);
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}
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@@ -172,15 +179,6 @@ export class MonsterViewComp extends CCComp {
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this.in_destroy();
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this.in_stop(dt);
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this.in_act(dt);
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switch (this.type) {
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case 1:
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this.as.walk();
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break;
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case 2:
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this.as.idle();
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break;
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}
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this.move(dt);
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// this.update_pos();
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@@ -213,7 +211,7 @@ export class MonsterViewComp extends CCComp {
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this.node.getChildByName("power").getComponent(ProgressBar)!.progress = power_progress;
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}
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shoot(skill_uuid:number){
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console.log("monster shoot");
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// console.log("monster shoot");
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let skill = ecs.getEntity<Skill>(Skill);
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let x=0
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let pos = v3(x,40)
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