/* * @Author: dgflash * @Date: 2021-11-18 17:42:59 * @LastEditors: dgflash * @LastEditTime: 2022-08-17 12:36:18 */ import { Vec3, _decorator ,tween, v3,Collider2D,Contact2DType,PhysicsSystem2D,IPhysics2DContact} 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 { MonsterSpine } from "./MonsterSpine"; import { Monster } from "./Monster"; import { MonsterModelComp } from "./MonsterModelComp"; import { BoxSet } from "../common/config/BoxSet"; import { smc } from "../common/SingletonModuleComp"; const { ccclass, property } = _decorator; /** 角色显示组件 */ @ccclass('MonsterViewComp') // 定义为 Cocos Creator 组件 @ecs.register('MonsterView', false) // 定义为 ECS 组件 export class MonsterViewComp extends CCComp { /** 角色动画 */ as: MonsterSpine = null!; speed: number = 100; Tpos: Vec3 = v3(0,-60,0); /** 视图层逻辑代码分离演示 */ start () { // 注册单个碰撞体的回调函数 // console.log('MonsterViewComp start'); let collider = this.getComponent(Collider2D); // console.log('Monster collider',collider); if (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('monster Contact,otherCollider',otherCollider); switch (otherCollider.group) { case BoxSet.HERO: console.log('monster coolider hero'); break; case BoxSet.HERO_SKILL: console.log('monster coolider hero skill'); break; default: break; } } onLoad() { this.as = this.getComponent(MonsterSpine); } update(dt: number){ if(this.node.position.x > -360){ this.move(dt); } if(this.node.position.x < -360){ smc.monsters_in = smc.monsters_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.monsters_in.forEach(element => { if(element.eid == this.ent.eid){ element.pos_x = this.node.position.x; } }); // console.log('smc.monsters_in',smc.monsters_in); } reset() { this.node.destroy(); } }