581 lines
23 KiB
TypeScript
581 lines
23 KiB
TypeScript
import { _decorator, Component, Node, view, UITransform, Vec3, math, EventHandler, Graphics, Color, TweenEasing, Enum } from 'cc';
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import { SkillCom } from '../skills/SkillCom';
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import { smc } from '../common/SingletonModuleComp';
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import { AtkConCom } from '../skill/AtkConCom';
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const { ccclass, property } = _decorator;
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// 定义缓动类型枚举
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export enum EasingType {
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linear = 'linear',
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smooth = 'smooth',
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fade = 'fade',
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quadIn = 'quadIn',
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quadOut = 'quadOut',
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quadInOut = 'quadInOut',
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quadOutIn = 'quadOutIn',
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cubicIn = 'cubicIn',
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cubicOut = 'cubicOut',
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cubicInOut = 'cubicInOut',
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cubicOutIn = 'cubicOutIn',
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quartIn = 'quartIn',
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quartOut = 'quartOut',
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quartInOut = 'quartInOut',
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quartOutIn = 'quartOutIn',
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quintIn = 'quintIn',
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quintOut = 'quintOut',
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quintInOut = 'quintInOut',
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quintOutIn = 'quintOutIn',
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sineIn = 'sineIn',
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sineOut = 'sineOut',
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sineInOut = 'sineInOut',
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sineOutIn = 'sineOutIn',
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expoIn = 'expoIn',
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expoOut = 'expoOut',
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expoInOut = 'expoInOut',
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expoOutIn = 'expoOutIn',
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circIn = 'circIn',
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circOut = 'circOut',
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circInOut = 'circInOut',
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circOutIn = 'circOutIn',
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elasticIn = 'elasticIn',
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elasticOut = 'elasticOut',
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elasticInOut = 'elasticInOut',
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elasticOutIn = 'elasticOutIn',
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backIn = 'backIn',
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backOut = 'backOut',
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backInOut = 'backInOut',
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backOutIn = 'backOutIn',
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bounceIn = 'bounceIn',
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bounceOut = 'bounceOut',
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bounceInOut = 'bounceInOut',
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bounceOutIn = 'bounceOutIn',
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}
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export enum ControlPointSideType {
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Left = 1,
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Right = -1,
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Random = 0,
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}
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@ccclass('BezierMove')
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export class BezierMove extends Component {
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@property({ displayName: '速度' })
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speed: number = 600; // 移动速度,单位:像素/秒
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@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)' })
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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)
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@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' })
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controlPointOffset: number = 0.5; // 控制点偏移系数,值越大曲线越弯曲
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@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' })
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controlPointRandomness: number = 0.3; // 控制点随机性,值越大随机性越强
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@property({ displayName: '自动旋转' })
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autoRotate: boolean = true; // 是否自动旋转以面向移动方向
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@property({ displayName: '显示轨迹' })
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showTrajectory: boolean = true; // 是否显示移动轨迹
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@property({ displayName: '轨迹颜色' })
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trajectoryColor: Color = new Color(0, 255, 0, 255); // 轨迹颜色,默认绿色
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@property({ displayName: '轨迹宽度' })
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trajectoryWidth: number = 3; // 轨迹宽度
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@property({ displayName: '缓动函数', type: Enum(EasingType) })
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easing: TweenEasing = EasingType.linear; // 缓动效果类型,默认为线性
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@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' })
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rotationSmoothness: number = 0.6; // 角度平滑系数,值越小旋转越平滑
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private _graphics: Graphics | null = null; // Graphics组件引用
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private _currentAngle: number = 0; // 当前角度
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private _startPoint: Vec3 = new Vec3();
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private _endPoint: Vec3 = new Vec3();
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private _controlPoint: Vec3 = new Vec3();
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private _t: number = 0; // Bezier曲线参数 (0 到 1)
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private _totalTime: number = 0; // 完成当前曲线所需的时间
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private _isMoving: boolean = false; // 是否正在移动
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private _moveEndCallback: Function = null; // 移动完成回调函数
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private _moveEndTarget: any; // 移动完成回调函数的目标对象
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private _moveStartCallback: Function = null; // 移动开始回调函数, (totalTime: number) => void
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private _moveStartTarget: any; // 移动开始回调函数的目标对象
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onEnable() {
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// 初始化起点为当前位置
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this._startPoint.set(this.node.position);
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// 初始化当前角度为节点当前角度
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this._currentAngle = this.node.angle;
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// 初始化Graphics组件用于绘制轨迹
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this._initGraphics();
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}
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onDisable() {
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// 清理Graphics资源
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if (this._graphics) {
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this._graphics.clear();
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// 确保Graphics节点也被销毁
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if (this._graphics.node && this._graphics.node.isValid) {
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// 查找并销毁与当前实例关联的唯一轨迹节点
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const uniqueNodeName = `TrajectoryGraphics_${this.node.uuid}`;
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this._graphics.node.destroy();
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}
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}
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}
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onMoveComplete(callback: Function, target: any) {
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this._moveEndCallback = callback;
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this._moveEndTarget = target;
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}
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onMoveStart(callback: Function, target: any) {
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this._moveStartCallback = callback;
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this._moveStartTarget = target;
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}
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update(deltaTime: number) {
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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
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// 更新进度
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this._t += deltaTime / this._totalTime;
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// 应用缓动效果
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let easedT = this._applyEasing(this._t);
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if (this._t >= 1.0) {
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// 到达终点
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this.node.setPosition(this._endPoint);
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this._isMoving = false;
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// 触发移动完成事件
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// console.log("onMoveComplete")
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let scom=this.node.getComponent(SkillCom)
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let acom=this.node.getComponent(AtkConCom)
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let skill=scom?scom:acom
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if(skill){
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skill.doDestroy()
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}
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this._moveEndCallback && this._moveEndCallback.apply(this._moveEndTarget);
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// 清除轨迹
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if (this.showTrajectory && this._graphics) {
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this._graphics.clear();
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// 确保Graphics节点回到原始父节点
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if (this._graphics.node.parent !== this.node) {
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const graphicsNode = this._graphics.node;
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if (graphicsNode.parent) {
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graphicsNode.removeFromParent();
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}
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this.node.addChild(graphicsNode);
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}
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}
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} else {
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// 计算贝塞尔曲线上的当前位置,使用缓动后的t值
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const currentPos = this._calculateQuadraticBezierPoint(easedT, this._startPoint, this._controlPoint, this._endPoint);
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this.node.setPosition(currentPos);
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// 如果启用了自动旋转,计算切线(方向)进行旋转
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if (this.autoRotate) {
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const tangent = this._calculateQuadraticBezierTangent(easedT, this._startPoint, this._controlPoint, this._endPoint);
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if (tangent.lengthSqr() > 0.001) { // 避免除以零或NaN角度
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// 计算角度(度)。Atan2给出弧度。
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// 加90度是因为角度0指向上方(在Cocos Creator 2D中沿Y轴)
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const targetAngle = math.toDegree(Math.atan2(tangent.y, tangent.x)) - 90;
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// 使用平滑插值方法计算新角度
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this._currentAngle = this._smoothAngle(this._currentAngle, targetAngle, this.rotationSmoothness);
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this.node.angle = this._currentAngle;
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}
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}
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}
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}
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/**
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* 移动到指定位置
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* @param targetPos 目标位置
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*/
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public moveTo(targetPos: Vec3): void {
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// 设置起点为当前位置
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this._startPoint.set(this.node.position);
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// 设置终点为目标位置
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this._endPoint.set(targetPos);
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// 记录当前角度,用于平滑过渡
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this._currentAngle = this.node.angle;
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// 自动生成控制点
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this._generateControlPoint();
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// 估算曲线长度以计算总时间
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const approxLength = Vec3.distance(this._startPoint, this._controlPoint) + Vec3.distance(this._controlPoint, this._endPoint);
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this._totalTime = approxLength / this.speed;
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if (this._totalTime < 0.1) { // 确保最小持续时间
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this._totalTime = 0.1;
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}
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// 如果启用了轨迹显示,绘制轨迹
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if (this.showTrajectory) {
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this._drawTrajectory();
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}
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// 重置进度并开始移动
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this._t = 0;
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this._isMoving = true;
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this._moveStartCallback && this._moveStartCallback.apply(this._moveStartTarget, [this._totalTime]);
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}
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/**
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* 自动生成控制点
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*/
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private _generateControlPoint(): void {
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// 计算起点和终点的中点
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const midPoint = new Vec3();
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Vec3.lerp(midPoint, this._startPoint, this._endPoint, 0.5);
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// 计算从起点到终点的向量
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const direction = new Vec3();
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Vec3.subtract(direction, this._endPoint, this._startPoint);
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// 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)
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const perpendicular = new Vec3(-direction.y, direction.x, 0);
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Vec3.normalize(perpendicular, perpendicular);
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// 根据controlPointSide参数决定控制点在哪一侧
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let sideMultiplier = 1;
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if (this.controlPointSide === ControlPointSideType.Random) {
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// 随机选择一侧(与原来的行为一致)
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sideMultiplier = Math.random() < 0.5 ? 1 : -1;
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} else {
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// 使用指定的侧面
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sideMultiplier = this.controlPointSide;
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}
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// 根据控制点偏移系数和随机性计算控制点
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const distance = Vec3.distance(this._startPoint, this._endPoint);
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const offset = distance * this.controlPointOffset;
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const randomFactor = (Math.random() * 2 - 1) * this.controlPointRandomness;
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// 设置控制点 = 中点 + 垂直向量 * 偏移 * (1 + 随机因子) * 侧面乘数
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this._controlPoint.set(
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midPoint.x + perpendicular.x * offset * (1 + randomFactor) * sideMultiplier,
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midPoint.y + perpendicular.y * offset * (1 + randomFactor) * sideMultiplier,
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0
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);
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}
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/**
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* 停止当前移动
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*/
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stopMoving(): void {
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this._isMoving = false;
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}
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/**
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* 计算二次贝塞尔曲线上的点
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*/
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private _calculateQuadraticBezierPoint(t: number, p0: Vec3, p1: Vec3, p2: Vec3): Vec3 {
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const u = 1 - t;
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const tt = t * t;
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const uu = u * u;
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const p = new Vec3();
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// p = (u^2 * p0) + (2 * u * t * p1) + (t^2 * p2)
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Vec3.multiplyScalar(p, p0, uu);
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const temp1 = new Vec3();
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Vec3.multiplyScalar(temp1, p1, 2 * u * t);
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Vec3.add(p, p, temp1);
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const temp2 = new Vec3();
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Vec3.multiplyScalar(temp2, p2, tt);
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Vec3.add(p, p, temp2);
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return p;
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}
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/**
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* 计算二次贝塞尔曲线的切线(导数)
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*/
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private _calculateQuadraticBezierTangent(t: number, p0: Vec3, p1: Vec3, p2: Vec3): Vec3 {
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const u = 1 - t;
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const tangent = new Vec3();
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// tangent = 2 * (1 - t) * (p1 - p0) + 2 * t * (p2 - p1)
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const term1 = new Vec3();
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Vec3.subtract(term1, p1, p0);
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Vec3.multiplyScalar(term1, term1, 2 * u);
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const term2 = new Vec3();
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Vec3.subtract(term2, p2, p1);
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Vec3.multiplyScalar(term2, term2, 2 * t);
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Vec3.add(tangent, term1, term2);
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return tangent;
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}
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/**
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* 应用缓动效果到t值
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* @param t 原始t值(0-1之间)
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* @returns 应用缓动后的t值
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*/
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private _applyEasing(t: number): number {
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// 确保t在0-1范围内
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t = Math.max(0, Math.min(1, t));
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// 使用tween.easing函数应用缓动
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switch (this.easing) {
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case EasingType.linear:
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return t; // 线性不需要额外处理
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case EasingType.smooth:
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return t * t * (3 - 2 * t); // 平滑过渡
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case EasingType.fade:
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return t * t * (3 - 2 * t); // 平滑过渡
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case EasingType.quadIn:
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return t * t; // 二次方加速
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case EasingType.quadOut:
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return t * (2 - t); // 二次方减速
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case EasingType.quadInOut:
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return t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t; // 二次方加速然后减速
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case EasingType.quadOutIn:
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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
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case EasingType.cubicIn:
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return t * t * t; // 三次方加速
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case EasingType.cubicOut:
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return (--t) * t * t + 1; // 三次方减速
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case EasingType.cubicInOut:
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return t < 0.5 ? 4 * t * t * t : (t - 1) * (2 * t - 2) * (2 * t - 2) + 1; // 三次方加速然后减速
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case EasingType.cubicOutIn:
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return t < 0.5 ? 0.5 * ((t = t * 2 - 1) * t * t + 1) : 0.5 * (t = t * 2 - 1) * t * t + 0.5; // 三次方减速然后加速
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case EasingType.quartIn:
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return t * t * t * t; // 四次方加速
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case EasingType.quartOut:
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return 1 - (--t) * t * t * t; // 四次方减速
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case EasingType.quartInOut:
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return t < 0.5 ? 8 * t * t * t * t : 1 - 8 * (--t) * t * t * t; // 四次方加速然后减速
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case EasingType.quartOutIn:
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return t < 0.5 ? 0.5 * (1 - Math.pow(-2 * t + 1, 4)) : 0.5 * Math.pow(2 * t - 1, 4) + 0.5; // 四次方减速然后加速
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case EasingType.quintIn:
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return t * t * t * t * t; // 五次方加速
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case EasingType.quintOut:
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return 1 + (--t) * t * t * t * t; // 五次方减速
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case EasingType.quintInOut:
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return t < 0.5 ? 16 * t * t * t * t * t : 1 + 16 * (--t) * t * t * t * t; // 五次方加速然后减速
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case EasingType.quintOutIn:
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return t < 0.5 ? 0.5 * (1 - Math.pow(-2 * t + 1, 5)) : 0.5 * Math.pow(2 * t - 1, 5) + 0.5; // 五次方减速然后加速
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case EasingType.sineIn:
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return 1 - Math.cos(t * Math.PI / 2); // 正弦加速
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case EasingType.sineOut:
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return Math.sin(t * Math.PI / 2); // 正弦减速
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case EasingType.sineInOut:
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return 0.5 * (1 - Math.cos(Math.PI * t)); // 正弦加速然后减速
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case EasingType.sineOutIn:
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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
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case EasingType.circIn:
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return 1 - Math.sqrt(1 - t * t); // 圆形加速
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case EasingType.circOut:
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return Math.sqrt(1 - (t - 1) * (t - 1)); // 圆形减速
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case EasingType.circInOut:
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return t < 0.5
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? (1 - Math.sqrt(1 - 4 * t * t)) / 2
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: (Math.sqrt(1 - Math.pow(-2 * t + 2, 2)) + 1) / 2; // 圆形加速然后减速
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case EasingType.circOutIn:
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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
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case EasingType.expoIn:
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return t === 0 ? 0 : Math.pow(2, 10 * t - 10); // 指数加速
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case EasingType.expoOut:
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return t === 1 ? 1 : 1 - Math.pow(2, -10 * t); // 指数减速
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case EasingType.expoInOut:
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return t === 0 ? 0 : t === 1 ? 1 : t < 0.5
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? Math.pow(2, 20 * t - 10) / 2
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: (2 - Math.pow(2, -20 * t + 10)) / 2; // 指数加速然后减速
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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;
|
||
}
|
||
}
|
||
|
||
|
||
|