import { Animation, CCFloat, CCInteger, Component, Vec2, Vec3, _decorator, log } from 'cc' import { Logger } from '../../script/engine/utils/Logger' import MathUtils from '../../script/engine/utils/MathUtils' import TimeHelper from '../../script/game/utils/TimeHelper' import FishBase from './FishBase' const { ccclass, property } = _decorator @ccclass('FishMover') export default class FishMover extends Component { // 鱼类型 @property({ type: CCInteger }) public fishType: number = 1 // 鱼移动速度 @property({ type: CCFloat }) public speed: number = 3 // 下个位置移动点 private targetMoveIndex: number = 0 // 鱼移动位置 public movePList: Array = [] // 贝萨尔曲线 public bezierPList: Array = [] public isMoving: boolean = false private minSpeed: number = 0.1 private moveCount: number = 1 private totalTimes: number = 60 * 2 private _vec3Cahce: Vec3 = new Vec3() public startMove() { this.targetMoveIndex = 0 this.isMoving = true // this.node.getComponent(Animation).play()//v3 当前帧 不能播放 TimeHelper.exeNextFrame(this.node, () => this.node.getComponent(Animation).play()) } update(dt) { // this.moveFish(); this.checkMoveBezier() } // 检测是否到达目标点 private checkMoveBezier() { if (this.isMoving && this.getComponent(FishBase).isDead === 2) { this.moveCount++ if (this.moveCount >= this.totalTimes) this.moveCount = this.totalTimes this.moveBezier() } } // 贝塞尔曲线移动 public moveBezier() { if (this.bezierPList.length > this.targetMoveIndex + 2) { const p0: Vec2 = this.bezierPList[this.targetMoveIndex] const p1: Vec2 = this.bezierPList[this.targetMoveIndex + 1] const p2: Vec2 = this.bezierPList[this.targetMoveIndex + 2] const t: number = this.moveCount / this.totalTimes const mx: number = (1 - t) ** 2 * p0.x + 2 * t * (1 - t) * p1.x + t ** 2 * p2.x const my: number = (1 - t) ** 2 * p0.y + 2 * t * (1 - t) * p1.y + t ** 2 * p2.y this.node.getPosition(this._vec3Cahce) const rad: number = MathUtils.p2pRad( new Vec2(this._vec3Cahce.x, this._vec3Cahce.y), new Vec2(mx, my), ) const rot111: number = MathUtils.radiansToDegrees(rad) const rot: number = MathUtils.rotation2Fish(rot111) if (this.fishType === 7 || this.fishType === 27 || this.fishType === 29) { if (rot > 90 || rot < -90) { this.node.getScale(this._vec3Cahce) if (this._vec3Cahce.x > 0) { this._vec3Cahce.x = -1 * this._vec3Cahce.x this.node.setScale(this._vec3Cahce) } } } else if ( this.fishType === 9 || this.fishType === 10 || this.fishType === 21 || this.fishType === 28 ) { } else { this.node.angle = -rot } // Logger.log("moveBezier====", rad, rot111, this.fishType, rot) const moveTimes: number = Math.round(this.speed / this.minSpeed) for (let i = 0; i < moveTimes; i++) { const speedX: number = this.minSpeed * Math.cos(rad) const speedY: number = this.minSpeed * Math.sin(rad) this.node.getPosition(this._vec3Cahce) this._vec3Cahce.x += speedX this._vec3Cahce.y += speedY this.node.setPosition(this._vec3Cahce) if (MathUtils.distance(this._vec3Cahce.x, this._vec3Cahce.y, mx, my) <= this.minSpeed) { this.node.setPosition(mx, my) break } if ( MathUtils.distance(this._vec3Cahce.x, this._vec3Cahce.y, p2.x, p2.y) <= this.minSpeed * 2 ) { this.node.setPosition(p2.x, p2.y) this.targetMoveIndex += 2 this.moveCount = 0 break } } } else { Logger.log('moveBezier====', 'end') this.isMoving = false } } onDisable() { this.isMoving = false } // 导出贝塞尔曲线配置 public exportBezierConfig() { Logger.warn('exportBezierConfig=') const tempConfig: Array> = [] for (let i = 0; i < this.bezierPList.length; i++) { tempConfig[i] = [] tempConfig[i].push(Math.floor(this.bezierPList[i].x)) tempConfig[i].push(Math.floor(this.bezierPList[i].y)) } Logger.warn('fishtype', this.fishType) Logger.warn('speed', this.speed) Logger.warn('scale', this.node.scale) Logger.warn(JSON.stringify(tempConfig)) } }