/* * @Author: dgflash * @Date: 2022-08-04 15:22:33 * @LastEditors: dgflash * @LastEditTime: 2023-05-12 18:04:45 */ import { Component, Node, Prefab, _decorator ,instantiate} from 'cc'; import { Timer } from '../../../../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer'; import {oops} from "../../../../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { BoxSet } from '../../../../common/config/BoxSet'; const { ccclass, property } = _decorator; /** * 物体层 * 注: * 1、这里的深度排序,如果有性能问题,可考虑修改为非每帧排序 * 2、如果全3D世界显示角色相关显示对象,则不需要2D深度排序,只引用2D地图上的位置信息 */ @ccclass('SkillLayer') export default class SkillLayer extends Component { private timer: Timer = new Timer(0.2); @property(Prefab) light: Prefab = null; onLoad(){ oops.message.on("monster_load", this.doMonsterLoad, this); oops.message.on("hero_load", this.doHeroLoad, this); oops.message.on("do_use_skill", this.doSkill, this); } doSkill(){ // console.log("doSkill") } doMonsterLoad(){ // const light = instantiate(this.light); // light.setPosition(300,-30,0); // this.node.addChild(light); } doHeroLoad(){ // const light = instantiate(this.light); // light.setPosition(BoxSet.HERO_START,BoxSet.GAME_LINE,0); // this.node.addChild(light); } update(dt: number) { // this.timer.update(dt) // if (this.timer.update(dt)) // this.node.children.sort(this.zIndexSort); } start(){ // console.log("SkillLayer start") } public clear() { this.node.children.forEach(n => { }); } }