清理之前文件 + 再次取消碰撞检测

This commit is contained in:
2025-03-27 12:15:02 +08:00
parent 63e182e214
commit 3a15541170
33 changed files with 220 additions and 1130 deletions

View File

@@ -56,6 +56,11 @@ export class Skill extends ecs.Entity {
skillComp.caster = caster;
skillComp.prefabName = config.sp_name;
skillComp.group = group;
if(group==BoxSet.HERO){
skillComp.fac=0;
}else{
skillComp.fac=1;
}
console.log(config.sp_name+"技能配置",skillComp);
// 初始化动画名称
skillComp.animName = config.animName; // 从配置获取动画名称

View File

@@ -33,7 +33,8 @@ export class SkillCom extends CCComp {
duration: number = 0; // 技能持续时间
prefabName: string = ""; // 预制体名称
animName: string = "";
group:number = 0; //阵营
group:number = 0; //阵营
fac:number=0; //阵营
rigid:RigidBody2D=null!; // 动画名称
target:any=null;
caster:any=null;
@@ -46,24 +47,24 @@ export class SkillCom extends CCComp {
start() {
oops.message.on(GameEvent.MissionEnd, this.doDestroy, this);
this.node.active = true;
let collider = this.getComponent(Collider2D);
console.log(this.group +"技能 collider ",collider);
collider.group = this.group;
if (collider) {
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
// let collider = this.getComponent(Collider2D);
// console.log(this.group +"技能 collider ",collider);
// collider.group = this.group;
// if (collider) {
// collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
}
this.rigid = this.getComponent(RigidBody2D);
if(this.rigid.sleep){
console.log(this.scale+"技能 rigid sleep ",this.rigid);
this.rigid.wakeUp();
}
// }
// this.rigid = this.getComponent(RigidBody2D);
// if(this.rigid.sleep){
// console.log(this.scale+"技能 rigid sleep ",this.rigid);
// this.rigid.wakeUp();
// }
// 根据动画类型开始相应的运动
this.startMovement();
}
onBeginContact (seCol: Collider2D, oCol: Collider2D) {
console.log(this.scale+"碰撞开始 ",seCol,oCol);
}
// onBeginContact (seCol: Collider2D, oCol: Collider2D) {
// console.log(this.scale+"碰撞开始 ",seCol,oCol);
// }