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- import { _decorator, Component, Node, sp, UITransform, Vec2, Vec3 ,Animation, Color, tween} from 'cc';
- import { BattleNodeBase } from './BattleNodeBase';
- import { RenderPriority } from '../data/BattleEnum';
- const { ccclass, property } = _decorator;
- // 子弹基类
- @ccclass('Bullet')
- export class Bullet extends BattleNodeBase {
- speedVector: Vec2 = new Vec2(0, 0);
- bStand: boolean = false;
- target: Node = null;
- dieCallback: Function = null;
- protected onLoad(): void {
- this.priority = RenderPriority.Bullet;
- }
- start() {
-
- }
- //用自定义更新,不用系统更新
- battleUpdate(deltaTime: number) {
- this.node.position = new Vec3(this.node.position.x+this.speedVector.x*deltaTime,this.node.position.y+this.speedVector.y*deltaTime,0)
- }
- resetData(typeID:number,ID:number,pos:Vec3,life:number,lifeMax:number) {
- this.typeID = typeID;
- this.ID = ID;
- this.node.position = pos
- this.bStand = false;
- this.dieCallback = null;
- }
-
- startMove(animationName:string){
- this.node.active = true;
- // this.modelSpine.setAnimation(0, 'idle', true);
- }
- stand() {
- this.bStand = true;
- }
-
- clearData() {
- this.node.active = false
- }
-
- die(callback?:Function) {
-
- this.dieCallback = callback;
- tween(this.node).delay(0.5).call(() => {
- this.node.active = false
- this.dieCallback && this.dieCallback()
- }).start()
- }
- actionComplete(trackEntry:sp.spine.TrackEntry){
- // console.log("动作完成:",trackEntry.animation.name,this._posID)
- // if (trackEntry.animation.name && trackEntry.animation.name.includes("hurt")) {
- // this._bHurtAnimation = false;
- // this.modelSpine.addAnimation(0, 'idle', true);
- // this.modelSpine.color = Color.WHITE;
- // }
- }
-
- }
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