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