Files
heros/assets/script/game/player/HeroViewComp.ts

90 lines
2.9 KiB
TypeScript

/*
* @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();
}
}