/* * @Author: dgflash * @Date: 2021-11-18 17:42:59 * @LastEditors: dgflash * @LastEditTime: 2022-08-17 12:36:18 */ import { Vec3, v3,_decorator ,Collider2D,Contact2DType,PhysicsSystem2D,IPhysics2DContact,EPhysics2DDrawFlags} from "cc"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { HeroSpine } from "./HeroSpine"; import {BoxSet} from "../common/config/BoxSet" import { smc } from "../common/SingletonModuleComp"; const { ccclass, property } = _decorator; /** 角色显示组件 */ @ccclass('HeroViewComp') // 定义为 Cocos Creator 组件 @ecs.register('HeroView', false) // 定义为 ECS 组件 export class HeroViewComp extends CCComp { /** 角色动画 */ as: HeroSpine = null!; /** 角色控制器 */ speed: number = 100; Tpos: Vec3 = v3(0,-60,0); start () { // 注册单个碰撞体的回调函数 // console.log('MonsterViewComp start'); let collider = this.getComponent(Collider2D); if (collider) { // console.log('hero collider',collider); collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this); } // 注册全局碰撞回调函数 if (PhysicsSystem2D.instance) { // console.log('PhysicsSystem2D.instance'); PhysicsSystem2D.instance.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this); } } onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) { // 只在两个碰撞体开始接触时被调用一次 // console.log('hero Contact,selfCollider',selfCollider); switch (otherCollider.group) { case BoxSet.MONSTER: // console.log('hero coolider MONSTER '); break; case BoxSet.MONSTER_SKILL: // console.log('hero coolider MONSTER skill'); break; default: break; } } /** 视图层逻辑代码分离演示 */ onLoad() { this.as = this.getComponent(HeroSpine); } update(dt: number){ if(this.node.position.x < 360){ this.move(dt); } if(this.node.position.x > 360){ smc.heros_in = smc.heros_in.filter(element => element.eid !== this.ent.eid); this.node.destroy(); } this.update_pos(); } move(dt: number){ this.node.setPosition(this.node.position.x+dt*this.speed, this.node.position.y, this.node.position.z); } update_pos(){ smc.heros_in.forEach(element => { if(element.eid == this.ent.eid){ element.pos_x = this.node.position.x; } }); // console.log('smc.heros_in',smc.heros_in); } reset() { this.node.destroy(); } }