feat(map): add hero move animation component

新增了英雄移动组件,实现多个英雄的周期性往复移动和动画速度同步匹配
同时更新了预制件配置以适配新的组件和节点命名调整
This commit is contained in:
panFD
2026-06-13 22:12:27 +08:00
parent b12270be66
commit 9c2c0a1621
3 changed files with 143 additions and 8 deletions

View File

@@ -38,10 +38,13 @@
"_components": [ "_components": [
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},
{
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} }
], ],
"_prefab": { "_prefab": {
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}, },
"_lpos": { "_lpos": {
"__type__": "cc.Vec3", "__type__": "cc.Vec3",
@@ -240,7 +243,7 @@
}, },
{ {
"__type__": "cc.Node", "__type__": "cc.Node",
"_name": "m7", "_name": "h",
"_objFlags": 0, "_objFlags": 0,
"__editorExtras__": {}, "__editorExtras__": {},
"_parent": { "_parent": {
@@ -618,7 +621,7 @@
}, },
{ {
"__type__": "cc.Node", "__type__": "cc.Node",
"_name": "a1", "_name": "h",
"_objFlags": 0, "_objFlags": 0,
"__editorExtras__": {}, "__editorExtras__": {},
"_parent": { "_parent": {
@@ -996,7 +999,7 @@
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{ {
"__type__": "cc.Node", "__type__": "cc.Node",
"_name": "k1", "_name": "h",
"_objFlags": 0, "_objFlags": 0,
"__editorExtras__": {}, "__editorExtras__": {},
"_parent": { "_parent": {
@@ -1208,7 +1211,7 @@
}, },
{ {
"__type__": "cc.Node", "__type__": "cc.Node",
"_name": "hero2", "_name": "hero4",
"_objFlags": 0, "_objFlags": 0,
"__editorExtras__": {}, "__editorExtras__": {},
"_parent": { "_parent": {
@@ -1374,7 +1377,7 @@
}, },
{ {
"__type__": "cc.Node", "__type__": "cc.Node",
"_name": "m1", "_name": "h",
"_objFlags": 0, "_objFlags": 0,
"__editorExtras__": {}, "__editorExtras__": {},
"_parent": { "_parent": {
@@ -1586,7 +1589,7 @@
}, },
{ {
"__type__": "cc.Node", "__type__": "cc.Node",
"_name": "hero4", "_name": "hero5",
"_objFlags": 0, "_objFlags": 0,
"__editorExtras__": {}, "__editorExtras__": {},
"_parent": { "_parent": {
@@ -1752,7 +1755,7 @@
}, },
{ {
"__type__": "cc.Node", "__type__": "cc.Node",
"_name": "h1", "_name": "h",
"_objFlags": 0, "_objFlags": 0,
"__editorExtras__": {}, "__editorExtras__": {},
"_parent": { "_parent": {
@@ -1990,6 +1993,39 @@
"__type__": "cc.CompPrefabInfo", "__type__": "cc.CompPrefabInfo",
"fileId": "f2zvSV135PlYuUfadiV2hO" "fileId": "f2zvSV135PlYuUfadiV2hO"
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{
"__type__": "46ae531x0VGib728jAKeNFe",
"_name": "",
"_objFlags": 0,
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"node": {
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},
"_enabled": true,
"__prefab": {
"__id__": 105
},
"hero1": {
"__id__": 42
},
"hero2": {
"__id__": 62
},
"hero3": {
"__id__": 2
},
"hero4": {
"__id__": 62
},
"hero5": {
"__id__": 82
},
"_id": ""
},
{
"__type__": "cc.CompPrefabInfo",
"fileId": "86bacQ+jZMOokmXQGUf5Ed"
},
{ {
"__type__": "cc.PrefabInfo", "__type__": "cc.PrefabInfo",
"root": { "root": {

View File

@@ -0,0 +1,90 @@
import { _decorator, Component, Node, Animation, Vec3 } from "cc";
const { ccclass, property } = _decorator;
@ccclass('HeroMoveComp')
export class HeroMoveComp extends Component {
@property({ type: Node })
hero1: Node = null!;
@property({ type: Node })
hero2: Node = null!;
@property({ type: Node })
hero3: Node = null!;
@property({ type: Node })
hero4: Node = null!;
@property({ type: Node })
hero5: Node = null!;
// 控制移动速度的基础参数
private baseSpeed: number = 20; // 每秒向右移动的基础像素速度
private timer: number = 0;
// 为每个英雄保存其对应的 Animation 和随机参数
private heroDatas: { node: Node, anim: Animation | null, startX: number, phase: number }[] = [];
onLoad() {
const heroes = [this.hero1, this.hero2, this.hero3, this.hero4, this.hero5];
heroes.forEach(heroNode => {
if (heroNode) {
// 查找名为 "h" 的子节点
const hNode = heroNode.getChildByName("h");
let anim: Animation | null = null;
if (hNode) {
anim = hNode.getComponent(Animation);
// 确保有动画组件才尝试播放
if (anim && anim.clips && anim.clips.length > 0) {
anim.play("move");
}
}
this.heroDatas.push({
node: heroNode,
anim: anim,
startX: heroNode.position.x, // 记录初始X位置
phase: Math.random() * Math.PI * 2 // 随机初始相位
});
}
});
}
update(dt: number) {
this.timer += dt;
this.heroDatas.forEach(data => {
if (!data.node) return;
// 设置周期为 4 秒 (例如1秒加速向右1秒减速回原点1秒减速向左1秒加速回原点)
// 使用正弦波控制速度,余弦波控制位移(因为速度是位移的导数)
const cycleDuration = 4;
const frequency = (Math.PI * 2) / cycleDuration;
// 速度倍率,范围在 0.9 ~ 1.1 之间波动
// sin 波形在 4秒周期内正负各占 2秒
const speedMultiplier = 1.0 + Math.sin(this.timer * frequency + data.phase) * 0.1;
// 调整动画的播放速度
if (data.anim) {
// 检查状态是否存在,以避免没有播放动画时的错误
const state = data.anim.getState("move");
if (state && state.isPlaying) {
state.speed = speedMultiplier;
} else if (data.anim.clips && data.anim.clips.length > 0) {
// 如果停止了,尝试重新播放
data.anim.play("move");
}
}
// 根据时间计算位置偏移量
// 使用 -cos 函数使得当速度sin为最大时位置在原点
// 积分关系:速度 v = A * sin(wt),位移 s = - (A/w) * cos(wt)
// 这样能保证在一个周期内它始终围绕原点往复运动,最终回到原始点
const maxOffset = 30; // 左右偏离原点的最大像素距离
const currentOffset = -Math.cos(this.timer * frequency + data.phase) * maxOffset;
const pos = data.node.position;
// 相对于初始点进行位置设置,确保周期性回到原始点
data.node.setPosition(new Vec3(data.startX + currentOffset, pos.y, pos.z));
});
}
}

View File

@@ -0,0 +1,9 @@
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