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62
assets/script/game/monster/bossComp.ts
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62
assets/script/game/monster/bossComp.ts
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import { _decorator, Component, Node,Collider2D ,Contact2DType,PhysicsSystem2D,IPhysics2DContact} from 'cc';
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const { ccclass, property } = _decorator;
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@ccclass('bossCom')
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export class bossCom extends Component {
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@property(Number)
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private speed: number = 100;
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@property(Number)
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private ospeed: number = 100;
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@property(Number)
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private timer: number = 0;
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protected onLoad(): void {
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this.speed = this.ospeed = 100;
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}
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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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// console.log('Monster collider',collider);
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if (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('monster Contact,otherCollider',otherCollider);
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this.speed = 0;
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this.timer = 1;
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}
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update(dt: number){
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if(this.timer > 0){
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this.timer -= dt;
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if(this.timer <= 0){
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this.speed = this.ospeed;
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this.timer = 0;
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}
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}
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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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this.node.destroy();
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}
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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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}
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