ddd
This commit is contained in:
@@ -5,10 +5,12 @@
|
||||
* @LastEditTime: 2022-08-17 12:36:18
|
||||
*/
|
||||
|
||||
import { Vec3, _decorator ,tween} from "cc";
|
||||
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";
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@@ -18,16 +20,53 @@ const { ccclass, property } = _decorator;
|
||||
export class MonsterViewComp extends CCComp {
|
||||
/** 角色动画 */
|
||||
as: MonsterSpine = null!;
|
||||
/** 角色控制器 */
|
||||
|
||||
speed: number = 100;
|
||||
Tpos: Vec3 = v3(0,-60,0);
|
||||
/** 视图层逻辑代码分离演示 */
|
||||
onLoad() {
|
||||
this.as = this.getComponent(MonsterSpine);
|
||||
//移动到0,-60
|
||||
|
||||
start () {
|
||||
// 注册单个碰撞体的回调函数
|
||||
console.log('MonsterViewComp start');
|
||||
let collider = this.getComponent(Collider2D);
|
||||
if (collider) {
|
||||
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
|
||||
collider.on(Contact2DType.END_CONTACT, this.onEndContact, this);
|
||||
collider.on(Contact2DType.PRE_SOLVE, this.onPreSolve, this);
|
||||
collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, 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);
|
||||
PhysicsSystem2D.instance.on(Contact2DType.END_CONTACT, this.onEndContact, this);
|
||||
PhysicsSystem2D.instance.on(Contact2DType.PRE_SOLVE, this.onPreSolve, this);
|
||||
PhysicsSystem2D.instance.on(Contact2DType.POST_SOLVE, this.onPostSolve, 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('onBeginContact');
|
||||
}
|
||||
onEndContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
|
||||
// 只在两个碰撞体结束接触时被调用一次
|
||||
console.log('onEndContact');
|
||||
}
|
||||
onPreSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
|
||||
// 每次将要处理碰撞体接触逻辑时被调用
|
||||
console.log('onPreSolve');
|
||||
}
|
||||
onPostSolve (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
|
||||
// 每次处理完碰撞体接触逻辑时被调用
|
||||
console.log('onPostSolve');
|
||||
}
|
||||
|
||||
|
||||
onLoad() {
|
||||
this.as = this.getComponent(MonsterSpine);
|
||||
}
|
||||
|
||||
update(dt: number){
|
||||
this.node.setPosition(this.node.position.x-dt*this.speed, this.node.position.y, this.node.position.z);
|
||||
}
|
||||
|
||||
reset() {
|
||||
this.node.destroy();
|
||||
|
||||
Reference in New Issue
Block a user