Files
jdt-fish-client/assets/FishSingle/fish/script/FishMover.ts
2024-05-01 19:13:01 +08:00

135 lines
4.4 KiB
TypeScript

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<Vec2> = []
// 贝萨尔曲线
public bezierPList: Array<Vec2> = []
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<Array<number>> = []
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))
}
}