/* * @Author: dgflash * @Date: 2021-11-18 17:42:59 * @LastEditors: dgflash * @LastEditTime: 2022-08-17 12:36:18 */ 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; /** 角色显示组件 */ @ccclass('MonsterViewComp') // 定义为 Cocos Creator 组件 @ecs.register('MonsterView', false) // 定义为 ECS 组件 export class MonsterViewComp extends CCComp { /** 角色动画 */ as: MonsterSpine = null!; speed: number = 100; Tpos: Vec3 = v3(0,-60,0); /** 视图层逻辑代码分离演示 */ 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(); } }