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"imported": true, - "uuid": "6c227a87-4bae-4eb8-b109-39b5444eb904", - "files": [], - "subMetas": {}, - "userData": {} -} diff --git a/assets/script/game/BezierMove/BezierMove.ts b/assets/script/game/BezierMove/BezierMove.ts deleted file mode 100644 index 00021fb6..00000000 --- a/assets/script/game/BezierMove/BezierMove.ts +++ /dev/null @@ -1,572 +0,0 @@ -import { _decorator, Component, Node, view, UITransform, Vec3, math, EventHandler, Graphics, Color, TweenEasing, Enum } from 'cc'; -import { smc } from '../common/SingletonModuleComp'; -const { ccclass, property } = _decorator; - -// 定义缓动类型枚举 -export enum EasingType { - linear = 'linear', - smooth = 'smooth', - fade = 'fade', - quadIn = 'quadIn', - quadOut = 'quadOut', - quadInOut = 'quadInOut', - quadOutIn = 'quadOutIn', - cubicIn = 'cubicIn', - cubicOut = 'cubicOut', - cubicInOut = 'cubicInOut', - cubicOutIn = 'cubicOutIn', - quartIn = 'quartIn', - quartOut = 'quartOut', - quartInOut = 'quartInOut', - quartOutIn = 'quartOutIn', - quintIn = 'quintIn', - quintOut = 'quintOut', - quintInOut = 'quintInOut', - quintOutIn = 'quintOutIn', - sineIn = 'sineIn', - sineOut = 'sineOut', - sineInOut = 'sineInOut', - sineOutIn = 'sineOutIn', - expoIn = 'expoIn', - expoOut = 'expoOut', - expoInOut = 'expoInOut', - expoOutIn = 'expoOutIn', - circIn = 'circIn', - circOut = 'circOut', - circInOut = 'circInOut', - circOutIn = 'circOutIn', - elasticIn = 'elasticIn', - elasticOut = 'elasticOut', - elasticInOut = 'elasticInOut', - elasticOutIn = 'elasticOutIn', - backIn = 'backIn', - backOut = 'backOut', - backInOut = 'backInOut', - backOutIn = 'backOutIn', - bounceIn = 'bounceIn', - bounceOut = 'bounceOut', - bounceInOut = 'bounceInOut', - bounceOutIn = 'bounceOutIn', -} - -export enum ControlPointSideType { - Left = 1, - Right = -1, - Random = 0, -} - -@ccclass('BezierMove') -export class BezierMove extends Component { - @property({ displayName: '速度' }) - speed: number = 600; // 移动速度,单位:像素/秒 - - @property({ displayName: '控制点方向', tooltip: '0=随机, 1=左侧,-1=右侧(相对于从起点到终点的方向)' }) - controlPointSide: ControlPointSideType = ControlPointSideType.Left; // 控制点位置:0=随机,1=左侧,-1=右侧(相对于从起点到终点的方向) - - @property({ displayName: '控制点偏移系数', tooltip: '0~1之间,控制点偏移系数,值越大曲线越弯曲' }) - controlPointOffset: number = 0.5; // 控制点偏移系数,值越大曲线越弯曲 - - @property({ displayName: '控制点随机性', tooltip: '0~1之间,控制点随机性,值越大随机性越强' }) - controlPointRandomness: number = 0.3; // 控制点随机性,值越大随机性越强 - - @property({ displayName: '自动旋转' }) - autoRotate: boolean = true; // 是否自动旋转以面向移动方向 - - @property({ displayName: '显示轨迹' }) - showTrajectory: boolean = true; // 是否显示移动轨迹 - - @property({ displayName: '轨迹颜色' }) - trajectoryColor: Color = new Color(0, 255, 0, 255); // 轨迹颜色,默认绿色 - - @property({ displayName: '轨迹宽度' }) - trajectoryWidth: number = 3; // 轨迹宽度 - - @property({ displayName: '缓动函数', type: Enum(EasingType) }) - easing: TweenEasing = EasingType.linear; // 缓动效果类型,默认为线性 - - @property({ displayName: '角度平滑系数', tooltip: '0~1之间,值越小旋转越平滑,0表示不旋转,1表示立即旋转' }) - rotationSmoothness: number = 0.6; // 角度平滑系数,值越小旋转越平滑 - - private _graphics: Graphics | null = null; // Graphics组件引用 - private _currentAngle: number = 0; // 当前角度 - - private _startPoint: Vec3 = new Vec3(); - private _endPoint: Vec3 = new Vec3(); - private _controlPoint: Vec3 = new Vec3(); - private _t: number = 0; // Bezier曲线参数 (0 到 1) - private _totalTime: number = 0; // 完成当前曲线所需的时间 - private _isMoving: boolean = false; // 是否正在移动 - private _moveEndCallback: Function = null; // 移动完成回调函数 - private _moveEndTarget: any; // 移动完成回调函数的目标对象 - private _moveStartCallback: Function = null; // 移动开始回调函数, (totalTime: number) => void - private _moveStartTarget: any; // 移动开始回调函数的目标对象 - - onEnable() { - // 初始化起点为当前位置 - this._startPoint.set(this.node.position); - - // 初始化当前角度为节点当前角度 - this._currentAngle = this.node.angle; - - // 初始化Graphics组件用于绘制轨迹 - this._initGraphics(); - - } - - onDisable() { - - // 清理Graphics资源 - if (this._graphics) { - this._graphics.clear(); - // 确保Graphics节点也被销毁 - if (this._graphics.node && this._graphics.node.isValid) { - // 查找并销毁与当前实例关联的唯一轨迹节点 - const uniqueNodeName = `TrajectoryGraphics_${this.node.uuid}`; - this._graphics.node.destroy(); - } - } - } - - onMoveComplete(callback: Function, target: any) { - this._moveEndCallback = callback; - this._moveEndTarget = target; - } - - onMoveStart(callback: Function, target: any) { - this._moveStartCallback = callback; - this._moveStartTarget = target; - } - - - update(deltaTime: number) { - if (!this._isMoving || this._totalTime <= 0||smc.mission.pause||!smc.mission.play) return; // 如果没有移动或路径生成失败,则返回 - - // 更新进度 - this._t += deltaTime / this._totalTime; - - // 应用缓动效果 - let easedT = this._applyEasing(this._t); - - if (this._t >= 1.0) { - // 到达终点 - this.node.setPosition(this._endPoint); - this._isMoving = false; - // 触发移动完成事件 - // console.log("onMoveComplete") - this._moveEndCallback && this._moveEndCallback.apply(this._moveEndTarget); - // 清除轨迹 - if (this.showTrajectory && this._graphics) { - this._graphics.clear(); - // 确保Graphics节点回到原始父节点 - if (this._graphics.node.parent !== this.node) { - const graphicsNode = this._graphics.node; - if (graphicsNode.parent) { - graphicsNode.removeFromParent(); - } - this.node.addChild(graphicsNode); - } - } - } else { - // 计算贝塞尔曲线上的当前位置,使用缓动后的t值 - const currentPos = this._calculateQuadraticBezierPoint(easedT, this._startPoint, this._controlPoint, this._endPoint); - this.node.setPosition(currentPos); - - // 如果启用了自动旋转,计算切线(方向)进行旋转 - if (this.autoRotate) { - const tangent = this._calculateQuadraticBezierTangent(easedT, this._startPoint, this._controlPoint, this._endPoint); - if (tangent.lengthSqr() > 0.001) { // 避免除以零或NaN角度 - // 计算角度(度)。Atan2给出弧度。 - // 加90度是因为角度0指向上方(在Cocos Creator 2D中沿Y轴) - const targetAngle = math.toDegree(Math.atan2(tangent.y, tangent.x)) - 90; - - // 使用平滑插值方法计算新角度 - this._currentAngle = this._smoothAngle(this._currentAngle, targetAngle, this.rotationSmoothness); - this.node.angle = this._currentAngle; - } - } - } - } - - /** - * 移动到指定位置 - * @param targetPos 目标位置 - */ - public moveTo(targetPos: Vec3): void { - // 设置起点为当前位置 - this._startPoint.set(this.node.position); - // 设置终点为目标位置 - this._endPoint.set(targetPos); - - // 记录当前角度,用于平滑过渡 - this._currentAngle = this.node.angle; - - // 自动生成控制点 - this._generateControlPoint(); - - // 估算曲线长度以计算总时间 - const approxLength = Vec3.distance(this._startPoint, this._controlPoint) + Vec3.distance(this._controlPoint, this._endPoint); - this._totalTime = approxLength / this.speed; - if (this._totalTime < 0.1) { // 确保最小持续时间 - this._totalTime = 0.1; - } - - // 如果启用了轨迹显示,绘制轨迹 - if (this.showTrajectory) { - this._drawTrajectory(); - } - - // 重置进度并开始移动 - this._t = 0; - this._isMoving = true; - - this._moveStartCallback && this._moveStartCallback.apply(this._moveStartTarget, [this._totalTime]); - } - - /** - * 自动生成控制点 - */ - private _generateControlPoint(): void { - // 计算起点和终点的中点 - const midPoint = new Vec3(); - Vec3.lerp(midPoint, this._startPoint, this._endPoint, 0.5); - - // 计算从起点到终点的向量 - const direction = new Vec3(); - Vec3.subtract(direction, this._endPoint, this._startPoint); - - // 计算垂直于方向的向量(在2D中,交换x和y并取反其中一个) - const perpendicular = new Vec3(-direction.y, direction.x, 0); - Vec3.normalize(perpendicular, perpendicular); - - // 根据controlPointSide参数决定控制点在哪一侧 - let sideMultiplier = 1; - if (this.controlPointSide === ControlPointSideType.Random) { - // 随机选择一侧(与原来的行为一致) - sideMultiplier = Math.random() < 0.5 ? 1 : -1; - } else { - // 使用指定的侧面 - sideMultiplier = this.controlPointSide; - } - - // 根据控制点偏移系数和随机性计算控制点 - const distance = Vec3.distance(this._startPoint, this._endPoint); - const offset = distance * this.controlPointOffset; - const randomFactor = (Math.random() * 2 - 1) * this.controlPointRandomness; - - // 设置控制点 = 中点 + 垂直向量 * 偏移 * (1 + 随机因子) * 侧面乘数 - this._controlPoint.set( - midPoint.x + perpendicular.x * offset * (1 + randomFactor) * sideMultiplier, - midPoint.y + perpendicular.y * offset * (1 + randomFactor) * sideMultiplier, - 0 - ); - } - - /** - * 停止当前移动 - */ - stopMoving(): void { - this._isMoving = false; - } - - /** - * 计算二次贝塞尔曲线上的点 - */ - private _calculateQuadraticBezierPoint(t: number, p0: Vec3, p1: Vec3, p2: Vec3): Vec3 { - const u = 1 - t; - const tt = t * t; - const uu = u * u; - - const p = new Vec3(); - // p = (u^2 * p0) + (2 * u * t * p1) + (t^2 * p2) - Vec3.multiplyScalar(p, p0, uu); - const temp1 = new Vec3(); - Vec3.multiplyScalar(temp1, p1, 2 * u * t); - Vec3.add(p, p, temp1); - const temp2 = new Vec3(); - Vec3.multiplyScalar(temp2, p2, tt); - Vec3.add(p, p, temp2); - - return p; - } - - /** - * 计算二次贝塞尔曲线的切线(导数) - */ - private _calculateQuadraticBezierTangent(t: number, p0: Vec3, p1: Vec3, p2: Vec3): Vec3 { - - const u = 1 - t; - const tangent = new Vec3(); - - // tangent = 2 * (1 - t) * (p1 - p0) + 2 * t * (p2 - p1) - const term1 = new Vec3(); - Vec3.subtract(term1, p1, p0); - Vec3.multiplyScalar(term1, term1, 2 * u); - - const term2 = new Vec3(); - Vec3.subtract(term2, p2, p1); - Vec3.multiplyScalar(term2, term2, 2 * t); - - Vec3.add(tangent, term1, term2); - - return tangent; - } - - /** - * 应用缓动效果到t值 - * @param t 原始t值(0-1之间) - * @returns 应用缓动后的t值 - */ - private _applyEasing(t: number): number { - // 确保t在0-1范围内 - t = Math.max(0, Math.min(1, t)); - - // 使用tween.easing函数应用缓动 - switch (this.easing) { - case EasingType.linear: - return t; // 线性不需要额外处理 - case EasingType.smooth: - return t * t * (3 - 2 * t); // 平滑过渡 - case EasingType.fade: - return t * t * (3 - 2 * t); // 平滑过渡 - case EasingType.quadIn: - return t * t; // 二次方加速 - case EasingType.quadOut: - return t * (2 - t); // 二次方减速 - case EasingType.quadInOut: - return t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t; // 二次方加速然后减速 - case EasingType.quadOutIn: - return t < 0.5 ? 0.5 * (1 - Math.pow(-2 * t + 1, 2)) : 0.5 * Math.pow(2 * t - 1, 2) + 0.5; // 二次方减速然后加速 - case EasingType.cubicIn: - return t * t * t; // 三次方加速 - case EasingType.cubicOut: - return (--t) * t * t + 1; // 三次方减速 - case EasingType.cubicInOut: - return 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EasingType.sineIn: - return 1 - Math.cos(t * Math.PI / 2); // 正弦加速 - case EasingType.sineOut: - return Math.sin(t * Math.PI / 2); // 正弦减速 - case EasingType.sineInOut: - return 0.5 * (1 - Math.cos(Math.PI * t)); // 正弦加速然后减速 - case EasingType.sineOutIn: - return t < 0.5 ? 0.5 * Math.sin(t * Math.PI) : 0.5 - 0.5 * Math.cos((t * 2 - 1) * Math.PI / 2); // 正弦减速然后加速 - case EasingType.circIn: - return 1 - Math.sqrt(1 - t * t); // 圆形加速 - case EasingType.circOut: - return Math.sqrt(1 - (t - 1) * (t - 1)); // 圆形减速 - case EasingType.circInOut: - return t < 0.5 - ? (1 - Math.sqrt(1 - 4 * t * t)) / 2 - : (Math.sqrt(1 - Math.pow(-2 * t + 2, 2)) + 1) / 2; // 圆形加速然后减速 - case EasingType.circOutIn: - return t < 0.5 ? 0.5 * Math.sqrt(1 - Math.pow(-2 * t + 1, 2)) : 0.5 * (2 - Math.sqrt(1 - Math.pow(2 * t - 1, 2))); // 圆形减速然后加速 - case EasingType.expoIn: - return t === 0 ? 0 : Math.pow(2, 10 * t - 10); // 指数加速 - case EasingType.expoOut: - return t === 1 ? 1 : 1 - Math.pow(2, -10 * t); // 指数减速 - case EasingType.expoInOut: - return t === 0 ? 0 : t === 1 ? 1 : t < 0.5 - ? Math.pow(2, 20 * t - 10) / 2 - : (2 - Math.pow(2, -20 * t + 10)) / 2; // 指数加速然后减速 - case EasingType.expoOutIn: - return t === 0 ? 0 : t === 1 ? 1 : t < 0.5 - ? 0.5 * (1 - Math.pow(2, -20 * t)) - : 0.5 * Math.pow(2, 20 * (t - 0.5) - 10) + 0.5; // 指数减速然后加速 - case EasingType.backIn: - const s = 1.70158; - return t * t * ((s + 1) * t - s); // 回弹加速 - case EasingType.backOut: - const s2 = 1.70158; - return (t = t - 1) * t * ((s2 + 1) * t + s2) + 1; // 回弹减速 - case EasingType.backInOut: - const s3 = 1.70158 * 1.525; - if (t < 0.5) { - return (t * 2) * (t * 2) * ((s3 + 1) * (t * 2) - s3) / 2; - } else { - return ((t * 2 - 2) * (t * 2 - 2) * ((s3 + 1) * (t * 2 - 2) + s3) + 2) / 2; - } // 回弹加速然后减速 - case EasingType.backOutIn: - const s4 = 1.70158; - return t < 0.5 - ? 0.5 * ((t = t * 2 - 1) * t * ((s4 + 1) * t + s4) + 1) - : 0.5 * (t = t * 2 - 1) * t * ((s4 + 1) * t - s4) + 0.5; // 回弹减速然后加速 - case EasingType.elasticIn: - return t === 0 ? 0 : t === 1 ? 1 : -Math.pow(2, 10 * (t - 1)) * Math.sin((t - 1.1) * 5 * Math.PI); // 弹性加速 - case EasingType.elasticOut: - return t === 0 ? 0 : t === 1 ? 1 : Math.pow(2, -10 * t) * Math.sin((t - 0.1) * 5 * Math.PI) + 1; // 弹性减速 - case EasingType.elasticInOut: - if (t === 0) return 0; - if (t === 1) return 1; - if (t < 0.5) { - return -0.5 * Math.pow(2, 20 * t - 10) * Math.sin((20 * t - 11.125) * Math.PI / 2.25); - } else { - return 0.5 * Math.pow(2, -20 * t + 10) * Math.sin((20 * t - 11.125) * Math.PI / 2.25) + 1; - } // 弹性加速然后减速 - case EasingType.elasticOutIn: - if (t === 0) return 0; - if (t === 1) return 1; - if (t < 0.5) { - return 0.5 * Math.pow(2, -20 * t) * Math.sin((20 * t - 0.5) * 5 * Math.PI) + 0.5; - } else { - return 0.5 * -Math.pow(2, 10 * (2 * t - 1.5)) * Math.sin((2 * t - 1.6) * 5 * Math.PI) + 0.5; - } // 弹性减速然后加速 - case EasingType.bounceIn: - return 1 - this._bounceOut(1 - t); // 弹跳加速 - case EasingType.bounceOut: - return this._bounceOut(t); // 弹跳减速 - case EasingType.bounceInOut: - return t < 0.5 - ? (1 - this._bounceOut(1 - 2 * t)) / 2 - : (1 + this._bounceOut(2 * t - 1)) / 2; // 弹跳加速然后减速 - case EasingType.bounceOutIn: - return t < 0.5 - ? this._bounceOut(t * 2) / 2 - : (1 - this._bounceOut(2 - 2 * t)) / 2 + 0.5; // 弹跳减速然后加速 - default: - return t; // 默认线性 - } - } - - /** - * 辅助函数:弹跳减速效果 - */ - private _bounceOut(t: number): number { - if (t < 1 / 2.75) { - return 7.5625 * t * t; - } else if (t < 2 / 2.75) { - return 7.5625 * (t -= 1.5 / 2.75) * t + 0.75; - } else if (t < 2.5 / 2.75) { - return 7.5625 * (t -= 2.25 / 2.75) * t + 0.9375; - } else { - return 7.5625 * (t -= 2.625 / 2.75) * t + 0.984375; - } - } - - /** - * 初始化Graphics组件 - */ - private _initGraphics(): void { - // 为每个MovingTarget实例创建唯一的轨迹节点名称,避免多个实例共享同一个轨迹节点 - const uniqueNodeName = `TrajectoryGraphics_${this.node.uuid}`; - - // 尝试查找已存在的轨迹节点(基于唯一ID) - let graphicsNode = this.node.parent?.getChildByName(uniqueNodeName); - - // 如果不存在,则创建新的轨迹节点 - if (!graphicsNode) { - graphicsNode = new Node(uniqueNodeName); - // 初始时先添加到场景中,但不设置父节点,会在_drawTrajectory中设置 - if (this.node.parent) { - this.node.parent.addChild(graphicsNode); - } else { - this.node.addChild(graphicsNode); - } - } - - // 获取或添加Graphics组件到节点 - this._graphics = graphicsNode.getComponent(Graphics); - if (!this._graphics) { - this._graphics = graphicsNode.addComponent(Graphics); - } - } - - /** - * 清除轨迹 - */ - public clearTrajectory(): void { - if (!this._graphics) return; - // 清除之前的轨迹 - this._graphics.clear(); - } - - /** - * 绘制轨迹 - */ - private _drawTrajectory(): void { - if (!this.showTrajectory) return; - - if (!this._graphics) return; - // 清除之前的轨迹 - this._graphics.clear(); - - // 设置轨迹样式 - this._graphics.lineWidth = this.trajectoryWidth; - this._graphics.strokeColor = this.trajectoryColor; - - // 获取Graphics所在节点 - const graphicsNode = this._graphics.node; - - // 将Graphics节点设置为与主节点的父节点相同,确保轨迹在世界坐标系中绘制 - if (this.node.parent) { - graphicsNode.parent = this.node.parent; - - // 移动到起点(世界坐标系中的实际位置) - this._graphics.moveTo(this._startPoint.x, this._startPoint.y); - - // 直接使用控制点和终点的世界坐标绘制贝塞尔曲线 - this._graphics.quadraticCurveTo( - this._controlPoint.x, this._controlPoint.y, - this._endPoint.x, this._endPoint.y - ); - } - - // 应用绘制 - this._graphics.stroke(); - } - - /** - * 平滑角度插值,确保选择最短路径旋转 - * @param currentAngle 当前角度 - * @param targetAngle 目标角度 - * @param smoothFactor 平滑系数(0-1),值越小越平滑 - * @returns 插值后的新角度 - */ - private _smoothAngle(currentAngle: number, targetAngle: number, smoothFactor: number): number { - // 确保平滑系数在有效范围内 - smoothFactor = Math.max(0.001, Math.min(1, smoothFactor)); - - // 标准化角度到 0-360 范围 - const normalizeAngle = (angle: number): number => { - angle = angle % 360; - return angle < 0 ? angle + 360 : angle; - }; - - // 标准化当前角度和目标角度 - const normCurrent = normalizeAngle(currentAngle); - const normTarget = normalizeAngle(targetAngle); - - // 计算最短路径旋转方向 - let delta = normTarget - normCurrent; - - // 如果角度差大于180度,选择另一个方向旋转(最短路径) - if (delta > 180) { - delta -= 360; - } else if (delta < -180) { - delta += 360; - } - - // 应用平滑系数进行插值 - return currentAngle + delta * smoothFactor; - } -} - - - diff --git a/assets/script/game/BezierMove/BezierMove.ts.meta b/assets/script/game/BezierMove/BezierMove.ts.meta deleted file mode 100644 index d6d89747..00000000 --- a/assets/script/game/BezierMove/BezierMove.ts.meta +++ /dev/null @@ -1,9 +0,0 @@ -{ - "ver": "4.0.24", - "importer": "typescript", - "imported": true, - "uuid": "f680d91a-831f-4f99-b7ea-b45e3adff51a", - "files": [], - "subMetas": {}, - "userData": {} -}