Files
pixelheros/assets/script/game/monster/niu/NiuViewComp.ts
2024-07-31 10:48:42 +08:00

121 lines
4.4 KiB
TypeScript

/*
* @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,EPhysics2DDrawFlags} 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 { Niu } from "./Niu";
import { MonsterModelComp } from "./../MonsterModelComp";
import { BoxSet } from "../../common/config/BoxSet";
import { smc } from "../../common/SingletonModuleComp";
const { ccclass, property } = _decorator;
/** 角色显示组件 */
@ccclass('NiuViewComp') // 定义为 Cocos Creator 组件
@ecs.register('NiuView', false) // 定义为 ECS 组件
export class NiuViewComp extends CCComp {
/** 角色动画 */
as: MonsterSpine = null!;
speed: number = 100;
@property
private _ospeed: number = 100;
@property
set ospeed(val: number) {
this._ospeed = val;
}
get ospeed() {
return this._ospeed;
}
Tpos: Vec3 = v3(0,-60,0);
timer: number = 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
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);
}
}
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 otherCollider.tag :',otherCollider,selfCollider);
if ( otherCollider.tag == BoxSet.HERO || otherCollider.tag == BoxSet.MONSTER) {
console.log('onBeginContact otherCollider.tag :',otherCollider,selfCollider);
this.speed = 0;
this.timer = 1;
}
}
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) {
if (otherCollider.tag === BoxSet.HERO || otherCollider.tag === BoxSet.MONSTER) {
// console.log('onPostSolve otherCollider.tag :'+otherCollider.tag);
this.speed = 0;
this.timer = 1;
}
}
onLoad() {
this.as = this.getComponent(MonsterSpine);
this.ospeed= this.speed;
console.log('this.ospeed:'+this.ospeed);
PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb |
EPhysics2DDrawFlags.Pair |
EPhysics2DDrawFlags.CenterOfMass |
EPhysics2DDrawFlags.Joint |
EPhysics2DDrawFlags.Shape;
}
update(dt: number){
if(this.timer > 0){
this.timer -= dt;
if(this.timer <= 0){
this.speed = this.ospeed;
this.timer = 0;
}
}
if(this.node.position.x > BoxSet.LETF_END){
this.move(dt);
}
if(this.node.position.x < BoxSet.LETF_END){
console.log(this.node,this.ent)
smc.monsters_in = smc.monsters_in.filter(element => element.eid !== this.ent.eid);
this.node.destroy();
}
this.update_pos();
}
move(dt: number){
this.node.setPosition(this.node.position.x-dt*this.speed, this.node.position.y, this.node.position.z);
}
update_pos(){
smc.monsters_in.forEach((element,index) => {
if(element.eid == this.ent.eid){
// console.log("index:"+index)
element.pos_x = this.node.position.x;
}
});
// console.log('smc.monsters_in',smc.monsters_in);
}
reset() {
this.node.destroy();
}
}