dd
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@@ -10,30 +10,35 @@ export default class HeroAnmComp extends Component{
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private spine?: sp.Skeleton;
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private _hasStop = true;
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private default_anim:string='Idle'
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onLoad () {
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var spine = this.spine = this.getComponent('sp.Skeleton') as sp.Skeleton;
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this._setMix('Walking', 'Idle');
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this._setMix('Walking', 'Attacking');
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this._setMix('Walking', 'Taunt');
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this._setMix('Walking', 'Hurt');
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this._setMix('Idle', 'Attacking');
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this._setMix('Idle', 'Taunt');
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this._setMix('Idle', 'Walking');
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this._setMix('Idle', 'Hurt');
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this._setMix('Attacking', 'Idle');
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this._setMix('Attacking', 'Walking');
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this._setMix('Attacking', 'Hurt');
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this._setMix('Attacking', 'Taunt');
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this._setMix('Taunt', 'Walking');
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this._setMix('Taunt', 'Idle');
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this._setMix('Taunt', 'Attacking');
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this._setMix('Taunt', 'Hurt');
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this._setMix('Hurt', 'Idle');
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this._setMix('Hurt', 'Attacking');
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this._setMix('Hurt', 'Taunt');
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this._setMix('Hurt', 'Walking');
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spine.setCompleteListener((trackEntry) => {
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var animationName = trackEntry.animation ? trackEntry.animation.name : "";
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if (animationName === 'Attacking'||animationName==='Taunt'||animationName==='Hurt') {
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this.spine!.clearTrack(1);
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if(this.node.parent.getComponent(HeroViewComp).fac==FacSet.HERO){
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this.spine?.setAnimation(0, 'Idle', false);
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}
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this.spine?.setAnimation(0, this.default_anim, true);
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}
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var loopCount = Math.floor(trackEntry.trackTime / trackEntry.animationEnd);
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// console.log("[track %s][animation %s] complete: %s", trackEntry.trackIndex, animationName, loopCount);
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@@ -85,6 +90,7 @@ export default class HeroAnmComp extends Component{
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this.spine?.setToSetupPose();
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}
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this.spine?.setAnimation(0, 'Walking', true);
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this.default_anim='Walking'
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this._hasStop = false;
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}
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atk () {
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@@ -100,6 +106,7 @@ export default class HeroAnmComp extends Component{
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idle () {
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this.spine?.setToSetupPose();
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this.spine?.setAnimation(0, 'Idle', true);
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this.default_anim='Idle'
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}
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_setMix (anim1: string, anim2: string) {
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@@ -132,7 +132,7 @@ export class HeroViewComp extends CCComp {
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const collider = this.node.getComponent(BoxCollider2D);
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this.scheduleOnce(()=>{
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if (collider) collider.enabled = true; // 先禁用
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},2)
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},1)
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// let anm = this.node.getChildByName("anm")
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// anm.setScale(anm.scale.x*0.8,anm.scale.y*0.8);
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}
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@@ -35,10 +35,12 @@ export class Monster extends ecs.Entity {
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let box_group=BoxSet.MONSTER
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console.log("mon load",uuid)
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// this.addComponents<ecs.Comp>( MonModelComp, BattleMoveComp);
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var scene = smc.map.MapView.scene;
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this.brith_light(pos,scene)
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var path = "game/heros/"+HeroInfo[uuid].path;
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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var scene = smc.map.MapView.scene;
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node.parent = scene.entityLayer!.node!
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const collider = node.getComponent(BoxCollider2D);
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if (collider) collider.enabled = false; // 先禁用 // 延迟一帧启用碰撞体
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@@ -51,7 +53,13 @@ export class Monster extends ecs.Entity {
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move.direction = -1; // 向左移动
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move.targetX = -800; // 左边界
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}
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brith_light(pos:Vec3,scene:any){
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var path = "game/skills/map_birth";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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node.parent = scene.entityLayer!.node!
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node.setPosition(pos)
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}
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hero_init(uuid:number=1001,node:Node,scale:number=1,box_group=BoxSet.HERO,is_boss:boolean=false,is_call:boolean=false,lv:number=1,rogueBuffData?: any[]) {
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var hv = node.getComponent(HeroViewComp)!;
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hv.hide_info()
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