dd
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@@ -1,86 +0,0 @@
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/*
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* @Author: dgflash
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* @Date: 2022-03-29 17:08:08
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* @LastEditors: dgflash
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* @LastEditTime: 2022-09-02 09:45:41
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*/
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import { ccenum, Collider, Component, ICollisionEvent, ITriggerEvent, _decorator } from "cc";
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const { ccclass, property } = _decorator;
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/** 碰撞物体类型 */
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export enum CollisionType {
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/** 角色类 */
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Hero,
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/** 飞弹类体*/
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Ballistic,
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/** 墙体类 */
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Wall
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}
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ccenum(CollisionType);
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/** 碰撞器与触发器 */
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@ccclass('GameCollision')
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export class GameCollision extends Component {
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private Event_TriggerEnter: any = "onTriggerEnter";
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private Event_TriggerStay: any = "onTriggerStay";
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private Event_TriggerExit: any = "onTriggerExit";
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private Event_CollisionEnter: any = "onCollisionEnter";
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private Event_CollisionStay: any = "onCollisionStay";
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private Event_CollisionExit: any = "onCollisionExit";
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protected collider: Collider = null!;
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@property({ type: CollisionType, tooltip: '碰撞物体类型' })
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type: CollisionType = CollisionType.Ballistic;
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onLoad() {
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this.collider = this.getComponent(Collider)!;
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if (this.collider.isTrigger) {
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this.collider.on(this.Event_TriggerEnter, this.onTrigger, this);
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this.collider.on(this.Event_TriggerStay, this.onTrigger, this);
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this.collider.on(this.Event_TriggerExit, this.onTrigger, this);
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}
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else {
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this.collider.on(this.Event_CollisionEnter, this.onCollision, this);
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this.collider.on(this.Event_CollisionStay, this.onCollision, this);
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this.collider.on(this.Event_CollisionExit, this.onCollision, this);
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}
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}
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private onTrigger(event: ITriggerEvent) {
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switch (event.type) {
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case this.Event_TriggerEnter:
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this.onTriggerEnter(event);
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break;
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case this.Event_TriggerStay:
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this.onTriggerStay(event);
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break;
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case this.Event_TriggerExit:
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this.onTriggerExit(event);
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break;
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}
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}
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protected onTriggerEnter(event: ITriggerEvent) { }
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protected onTriggerStay(event: ITriggerEvent) { }
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protected onTriggerExit(event: ITriggerEvent) { }
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private onCollision(event: ICollisionEvent) {
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switch (event.type) {
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case this.Event_CollisionEnter:
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this.onCollisionEnter(event);
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break;
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case this.Event_CollisionStay:
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this.onCollisionStay(event);
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break;
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case this.Event_CollisionExit:
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this.onCollisionExit(event);
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break;
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}
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}
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protected onCollisionEnter(event: ICollisionEvent) { }
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protected onCollisionStay(event: ICollisionEvent) { }
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protected onCollisionExit(event: ICollisionEvent) { }
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}
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@@ -1,9 +0,0 @@
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{
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"ver": "4.0.23",
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"importer": "typescript",
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"imported": true,
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"uuid": "d331c466-f23e-4f9a-bce4-ae002d8d7871",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -1,137 +0,0 @@
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/*
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* @Author: dgflash
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* @Date: 2021-08-11 16:41:12
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* @LastEditors: dgflash
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* @LastEditTime: 2023-01-19 15:27:24
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*/
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import { Node, Vec3 } from "cc";
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import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
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import { Vec3Util } from "../../../../extensions/oops-plugin-framework/assets/core/utils/Vec3Util";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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/** 向目标移动,移动过程中目标位置变化会自动修正移动目标点,直到未修正前移动到目标点停止 */
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@ecs.register('MoveTo')
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export class MoveToComp extends ecs.Comp {
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/** 移动节点 */
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node: Node = null!;
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/** 移动方向 */
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velocity: Vec3 = Vec3Util.zero;
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/** 移动速度(每秒移动的像素距离) */
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speed: number = 0;
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/** 目标实体ECS编号、目标位置 */
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target: Vec3 | Node | null = null;
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/** 坐标标(默认本地坐标) */
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ns: number = Node.NodeSpace.LOCAL;
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/** 偏移距离 */
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offset: number = 0;
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/** 偏移向量 */
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offsetVector: Vec3 | null = null;
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/** 移动完成回调 */
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onComplete: Function | null = null;
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/** 距离变化时 */
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onChange: Function | null = null;
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reset() {
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this.ns = Node.NodeSpace.LOCAL;
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this.offset = 0;
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this.target = null;
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this.offsetVector = null;
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this.onComplete = null;
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this.onChange = null;
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}
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}
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@ecs.register('VariableMoveTo')
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class VariableMoveToComponent extends ecs.Comp {
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/** 延时触发器 */
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timer: Timer = new Timer();
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/** 终点备份 */
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end: Vec3 | null = null;
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/** 目标位置 */
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target!: Vec3;
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reset() {
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this.end = null;
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this.timer.reset();
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}
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}
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/** 跟踪移动到目标位置 */
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export class MoveToSystem extends ecs.ComblockSystem<ecs.Entity> implements ecs.IEntityEnterSystem, ecs.IEntityRemoveSystem, ecs.ISystemUpdate {
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filter(): ecs.IMatcher {
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return ecs.allOf(MoveToComp);
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}
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entityEnter(e: ecs.Entity): void {
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e.add(VariableMoveToComponent);
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console.log("MoveToSystem entityEnter");
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}
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entityRemove(e: ecs.Entity): void {
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e.remove(VariableMoveToComponent);
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}
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update(e: ecs.Entity) {
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let move = e.get(MoveToComp);
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let mtv = e.get(VariableMoveToComponent);
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let end: Vec3;
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console.assert(move.speed > 0, "移动速度必须要大于零");
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if (move.target instanceof Node) {
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end = move.ns == Node.NodeSpace.WORLD ? move.target.worldPosition : move.target.position;
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}
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else {
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end = move.target as Vec3;
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}
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// 目标移动后,重计算移动方向与移动到目标点的速度
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if (mtv.end == null || !mtv.end.strictEquals(end)) {
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let target = end.clone();
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if (move.offsetVector) {
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target = target.add(move.offsetVector); // 这里的问题
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}
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// 移动方向与移动数度
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let start = move.ns == Node.NodeSpace.WORLD ? move.node.worldPosition : move.node.position;
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move.velocity = Vec3Util.sub(target, start).normalize();
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// 移动时间与目标偏位置计算
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let distance = Vec3.distance(start, target) - move.offset;
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move.onChange?.call(this);
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if (distance - move.offset <= 0) {
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this.exit(e);
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}
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else {
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mtv.timer.step = distance / move.speed;
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mtv.end = end.clone();
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mtv.target = move.velocity.clone().multiplyScalar(distance).add(start);
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}
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}
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if (move.speed > 0) {
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let trans = Vec3Util.mul(move.velocity, move.speed * this.dt);
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move.node.translate(trans, Node.NodeSpace.LOCAL);
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}
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// 移动完成事件
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if (mtv.timer.update(this.dt)) {
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if (move.ns == Node.NodeSpace.WORLD)
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move.node.worldPosition = mtv.target;
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else
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move.node.position = mtv.target;
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this.exit(e);
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}
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}
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private exit(e: ecs.Entity) {
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let move = e.get(MoveToComp);
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move.onComplete?.call(this);
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e.remove(VariableMoveToComponent);
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e.remove(MoveToComp);
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}
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}
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@@ -1,9 +0,0 @@
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{
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"ver": "4.0.23",
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"importer": "typescript",
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"imported": true,
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"uuid": "d233722c-c438-4eb3-ad17-6b407ef7bad0",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -62,6 +62,7 @@ export class SingletonModuleComp extends ecs.Comp {
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time:0,
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cd:10,
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ref_cost:0,
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up_cost:6,
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},
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shuaxin: {
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min: 0,
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@@ -10,47 +10,40 @@ export const CardType = {
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}
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export const CardList={
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1:[1001,1002,1003,1004,1005,1006],
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2:[1011,1021,1031,1041,2021,2022,2031,2032],
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3:[1011,1021,1031,1041,2021,2022,2031,2032],
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4:[1011,1021,1031,1041,2021,2022,2031,2032],
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5:[1011,1021,1031,1041,2021,2022,2031,2032],
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6:[1011,1021,1031,1041,2021,2022,2031,2032],
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2:[1001,1002,1003,1004,1005,1006],
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3:[1001,1002,1003,1004,1005,1006],
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4:[1001,1002,1003,1004,1005,1006],
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5:[1001,1002,1003,1004,1005,1006],
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6:[1001,1002,1003,1004,1005,1006],
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}
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export const CardSet = {
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1001:{
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uuid:1001, name:'叽叽', type:1, level:1,prefab_path:1001,atk:1,atk_cd:0.5, hp:15, power:45, speed:80,
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uuid:1001, name:'叽叽', type:1, level:1,path:1001,atk:1,atk_cd:0.5, hp:15, power:45, speed:80,
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skill:{ }
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},
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1002:{
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uuid:1002, name:'汪汪', type:1, level:1,prefab_path:1002,atk:2,atk_cd:1, hp:15, power:50, speed:50,
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uuid:1002, name:'汪汪', type:1, level:1,path:1002,atk:2,atk_cd:1, hp:15, power:50, speed:50,
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skill:{ }
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},
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1003:{
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uuid:1003, name:'喵喵', type:1, level:1,prefab_path:1003,atk:1, atk_cd:0.5, hp:20, power:50, speed:50,
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uuid:1003, name:'喵喵', type:1, level:1,path:1003,atk:1, atk_cd:0.5, hp:20, power:50, speed:50,
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skill:{ }
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},
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1004:{
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uuid:1004, name:'胖大', type:2, level:1,prefab_path:1004,atk:4,atk_cd:1.5, hp:15, power:50, speed:50,
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uuid:1004, name:'胖大', type:2, level:1,path:1004,atk:4,atk_cd:1.5, hp:15, power:50, speed:50,
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skill:{ }
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},
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1005:{
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uuid:1005, name:'汪汪[强]', type:1, level:2,prefab_path:1005,atk:6,atk_cd:1, hp:25, power:50, speed:50,
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uuid:1005, name:'汪汪[强]', type:1, level:2,path:1005,atk:6,atk_cd:1, hp:25, power:50, speed:50,
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skill:{ }
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},
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1006:{
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uuid:1006, name:'沃夫', type:1, level:2,prefab_path:1006,atk:6,atk_cd:1, hp:30, power:50, speed:50,
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skill:{ }
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},
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2031:{
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uuid:2031, name:'泰哥', type:1, level:2,prefab_path:2031,atk:4,atk_cd:0.5, hp:25, power:50, speed:50,
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skill:{ }
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},
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2032:{
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uuid:2032, name:'喵喵[厚]', type:1, level:2,prefab_path:2032,atk:2.5,atk_cd:0.5, hp:40, power:50, speed:50,
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uuid:1006, name:'沃夫', type:1, level:2,path:1006,atk:6,atk_cd:1, hp:30, power:50, speed:50,
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skill:{ }
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},
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@@ -1,58 +0,0 @@
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/*
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* @Author: dgflash
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* @Date: 2022-07-21 17:30:59
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* @LastEditors: dgflash
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* @LastEditTime: 2022-09-02 14:40:28
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*/
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import { Node } from "cc";
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/** 物理分组数据 */
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export class GroupItem {
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private _value: number;
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/** 分组值 */
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get value(): number {
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return this._value;
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}
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private _name!: string;
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/** 分组名 */
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get name(): string {
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return this._name;
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}
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/** 碰撞掩码 */
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get mask(): number {
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return 1 << this._value;
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}
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/**
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* 构造函数
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* @param value 分组值
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* @param name 分组名
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*/
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constructor(value: number, name: string) {
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this._value = value;
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this._name = name;
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}
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}
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/***
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* 为了方便使用,将编辑器中的物理分组定义到代码。如果编辑器中有修改,确保同步到这里。
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*/
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export class PhysicsUtil {
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/** 默认物理分组 */
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static DEFAULT = new GroupItem(0, 'DEFAULT');
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/** 能通过屏幕触摸中发出的射线检查到的游戏对象 */
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static MONSTER = new GroupItem(2, 'MONSTER');
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static HERO = new GroupItem(4, 'HERO');
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static MONSTER_SKILL = new GroupItem(8, 'MONSTER_SKILL');
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static HERO_SKILL = new GroupItem(16, 'HERO_SKILL');
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static setNodeLayer(item: GroupItem, node: Node) {
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node.layer = item.mask;
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node.children.forEach(n => {
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n.layer = item.mask;
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PhysicsUtil.setNodeLayer(item, n);
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});
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}
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}
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@@ -1,9 +0,0 @@
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{
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"ver": "4.0.23",
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"importer": "typescript",
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"imported": true,
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||||
"uuid": "ea3b7cf5-1be6-4436-a5a3-df3e1c913cb5",
|
||||
"files": [],
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||||
"subMetas": {},
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||||
"userData": {}
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}
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||||
Reference in New Issue
Block a user