添加2个游戏层,敌方精灵随机出现在3个层内
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90
assets/script/game/player/HeroViewComp.ts
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90
assets/script/game/player/HeroViewComp.ts
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/*
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* @Author: dgflash
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* @Date: 2021-11-18 17:42:59
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* @LastEditors: dgflash
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* @LastEditTime: 2022-08-17 12:36:18
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*/
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import { Vec3, v3,_decorator ,Collider2D,Contact2DType,PhysicsSystem2D,IPhysics2DContact,EPhysics2DDrawFlags} from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { HeroSpine } from "./HeroSpine";
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import {BoxSet} from "../common/config/BoxSet"
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import { smc } from "../common/SingletonModuleComp";
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const { ccclass, property } = _decorator;
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/** 角色显示组件 */
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@ccclass('HeroViewComp') // 定义为 Cocos Creator 组件
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@ecs.register('HeroView', false) // 定义为 ECS 组件
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export class HeroViewComp extends CCComp {
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/** 角色动画 */
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as: HeroSpine = null!;
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/** 角色控制器 */
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speed: number = 100;
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Tpos: Vec3 = v3(0,-60,0);
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start () {
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// 注册单个碰撞体的回调函数
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// console.log('MonsterViewComp start');
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let collider = this.getComponent(Collider2D);
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if (collider) {
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// console.log('hero collider',collider);
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collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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}
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// 注册全局碰撞回调函数
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if (PhysicsSystem2D.instance) {
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// console.log('PhysicsSystem2D.instance');
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PhysicsSystem2D.instance.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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}
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}
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onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
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// 只在两个碰撞体开始接触时被调用一次
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// console.log('hero Contact,selfCollider',selfCollider);
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switch (otherCollider.group) {
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case BoxSet.MONSTER:
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// console.log('hero coolider MONSTER ');
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break;
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case BoxSet.MONSTER_SKILL:
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// console.log('hero coolider MONSTER skill');
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break;
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default:
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break;
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}
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}
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/** 视图层逻辑代码分离演示 */
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onLoad() {
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this.as = this.getComponent(HeroSpine);
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}
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update(dt: number){
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if(this.node.position.x < 360){
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this.move(dt);
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}
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if(this.node.position.x > 360){
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smc.heros_in = smc.heros_in.filter(element => element.eid !== this.ent.eid);
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this.node.destroy();
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}
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this.update_pos();
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}
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move(dt: number){
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this.node.setPosition(this.node.position.x+dt*this.speed, this.node.position.y, this.node.position.z);
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}
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update_pos(){
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smc.heros_in.forEach(element => {
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if(element.eid == this.ent.eid){
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element.pos_x = this.node.position.x;
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}
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});
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// console.log('smc.heros_in',smc.heros_in);
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}
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reset() {
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this.node.destroy();
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}
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}
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