This commit is contained in:
walkpan
2024-07-29 07:58:58 +08:00
parent 1c7240d914
commit 44005768a9
13 changed files with 416 additions and 32 deletions

View File

@@ -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();