Files
heros/assets/script/game/common/GameCollision.ts
2024-07-29 11:05:17 +08:00

87 lines
2.8 KiB
TypeScript

/*
* @Author: dgflash
* @Date: 2022-03-29 17:08:08
* @LastEditors: dgflash
* @LastEditTime: 2022-09-02 09:45:41
*/
import { ccenum, Collider, Component, ICollisionEvent, ITriggerEvent, _decorator } from "cc";
const { ccclass, property } = _decorator;
/** 碰撞物体类型 */
export enum CollisionType {
/** 角色类 */
Hero,
/** 飞弹类体*/
Ballistic,
/** 墙体类 */
Wall
}
ccenum(CollisionType);
/** 碰撞器与触发器 */
@ccclass('GameCollision')
export class GameCollision extends Component {
private Event_TriggerEnter: any = "onTriggerEnter";
private Event_TriggerStay: any = "onTriggerStay";
private Event_TriggerExit: any = "onTriggerExit";
private Event_CollisionEnter: any = "onCollisionEnter";
private Event_CollisionStay: any = "onCollisionStay";
private Event_CollisionExit: any = "onCollisionExit";
protected collider: Collider = null!;
@property({ type: CollisionType, tooltip: '碰撞物体类型' })
type: CollisionType = CollisionType.Ballistic;
onLoad() {
this.collider = this.getComponent(Collider)!;
if (this.collider.isTrigger) {
this.collider.on(this.Event_TriggerEnter, this.onTrigger, this);
this.collider.on(this.Event_TriggerStay, this.onTrigger, this);
this.collider.on(this.Event_TriggerExit, this.onTrigger, this);
}
else {
this.collider.on(this.Event_CollisionEnter, this.onCollision, this);
this.collider.on(this.Event_CollisionStay, this.onCollision, this);
this.collider.on(this.Event_CollisionExit, this.onCollision, this);
}
}
private onTrigger(event: ITriggerEvent) {
switch (event.type) {
case this.Event_TriggerEnter:
this.onTriggerEnter(event);
break;
case this.Event_TriggerStay:
this.onTriggerStay(event);
break;
case this.Event_TriggerExit:
this.onTriggerExit(event);
break;
}
}
protected onTriggerEnter(event: ITriggerEvent) { }
protected onTriggerStay(event: ITriggerEvent) { }
protected onTriggerExit(event: ITriggerEvent) { }
private onCollision(event: ICollisionEvent) {
switch (event.type) {
case this.Event_CollisionEnter:
this.onCollisionEnter(event);
break;
case this.Event_CollisionStay:
this.onCollisionStay(event);
break;
case this.Event_CollisionExit:
this.onCollisionExit(event);
break;
}
}
protected onCollisionEnter(event: ICollisionEvent) { }
protected onCollisionStay(event: ICollisionEvent) { }
protected onCollisionExit(event: ICollisionEvent) { }
}