添加2个游戏层,敌方精灵随机出现在3个层内
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@@ -3,6 +3,7 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { BoxSet } from "../common/config/BoxSet";
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import { smc } from "../common/SingletonModuleComp";
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import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
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const { ccclass, property } = _decorator;
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@@ -26,6 +27,7 @@ export class SkillCom extends CCComp {
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is_destroy:boolean = false;
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box_group:number = 0;
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box_tag:number=0;
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time:Timer = new Timer(0.01);
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start() {
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this.node.active=true
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this.node.angle = this.angle;
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@@ -45,12 +47,10 @@ export class SkillCom extends CCComp {
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tween(this.node).to( 1,{ angle:this.angle,position: this.t_pos},
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{
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onUpdate: (target: Vec3, ratio: number) => { // onUpdate 接受当前缓动的进度
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if(target.y <= 200 ){
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this.toDestroy()
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} // 将缓动系统计算出的结果赋予 node 的位置
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// 将缓动系统计算出的结果赋予 node 的位置
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},
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onComplete: (target?: object) => {
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this.toDestroy()
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this.is_destroy=true
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},
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}
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).start();
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@@ -59,7 +59,7 @@ export class SkillCom extends CCComp {
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{ position: new Vec3(this.node.position.x+this.scale*this.dis,this.node.position.y) },
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{
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onComplete: (target?: object) => {
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this.toDestroy()
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this.is_destroy=true
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},
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}
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).start();
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@@ -68,10 +68,8 @@ export class SkillCom extends CCComp {
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}
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onEndContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
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if(otherCollider.group != selfCollider.group){
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console.log("skill end contact",selfCollider.group,otherCollider.group)
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setTimeout(() => {
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this.toDestroy()
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}, 10);
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// console.log("skill end contact",selfCollider.group,otherCollider.group)
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this.is_destroy=true
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}
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}
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onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
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@@ -104,24 +102,18 @@ export class SkillCom extends CCComp {
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update(deltaTime: number) {
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// this.node.setScale(v3(this.scale,this.node.scale.y,this.node.scale.z))
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// this.move(deltaTime)
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this.toDestroy()
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}
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move(dt: number) {
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// this.node.setPosition(v3(this.node.position.x+dt*this.x_speed*this.scale,this.node.position.y+this.y_speed,this.node.position.z))
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}
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check_to_destroy(){
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if(!this.is_destroy){
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this.is_destroy = true;
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this.toDestroy();
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}
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}
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toDestroy() {
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if(!this.is_destroy){
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this.is_destroy = true;
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if(this.is_destroy){
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if(this.node.isValid) this.ent.destroy()
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}
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}
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/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
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reset() {
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this.is_destroy=false
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