加血buff 动画不关闭原因修复
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@@ -26,10 +26,13 @@
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"_components": [
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{
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"__id__": 8
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},
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{
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"__id__": 10
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}
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],
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"_prefab": {
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"__id__": 10
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"__id__": 12
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},
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"_lpos": {
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"__type__": "cc.Vec3",
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@@ -224,6 +227,24 @@
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"__type__": "cc.CompPrefabInfo",
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"fileId": "893nuUmClG0LvnTTvx/hI/"
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},
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{
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"__type__": "9a6c0y9K1tOzYXTwBfeelsq",
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"_name": "",
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"_objFlags": 0,
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"__editorExtras__": {},
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"node": {
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"__id__": 1
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},
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"_enabled": true,
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"__prefab": {
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"__id__": 11
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},
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"_id": ""
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},
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{
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"__type__": "cc.CompPrefabInfo",
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"fileId": "95QTVE2NFD8400FYKy4ZxR"
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},
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{
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"__type__": "cc.PrefabInfo",
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"root": {
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@@ -1,14 +1,30 @@
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import { _decorator, Component, Node } from 'cc';
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const { ccclass, property } = _decorator;
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@ccclass('AnmEndCom')
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export class AnmEndCom extends Component {
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start() {
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}
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update(deltaTime: number) {
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}
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}
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import { _decorator, Animation, Component, Node, sp } from 'cc';
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const { ccclass, property } = _decorator;
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@ccclass('AnmEndCom')
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export class AnmEndCom extends Component {
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start() {
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if(this.node.getComponent(Animation)){
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let anim = this.node.getComponent(Animation);
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console.log("has anim",anim)
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anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this);
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}
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if(this.node.getChildByName('anm')){
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if(this.node.getChildByName('anm').getComponent('sp.Skeleton')){
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var spine = this.node.getChildByName('anm').getComponent('sp.Skeleton') as sp.Skeleton;
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console.log("has spine",spine)
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spine.setCompleteListener((trackEntry) => {
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this.onAnimationFinished()
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console.log("[track %s][animation %s] complete: %s", trackEntry.trackIndex);
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});
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}
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}
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}
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onAnimationFinished(){
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this.node.active=false
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}
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}
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