b522d05697ca20a82809311682880861f2472577 7.9 KB

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  1. {
  2. "code": "var Vector3 = Laya.Vector3;\r\nimport { GameManager } from \"./GameManager\";\r\nimport { EventManager, StageState } from \"../Tools/EventManager\";\r\nimport { GameTools } from \"../Tools/GameTools\";\r\nexport var NpcState;\r\n(function (NpcState) {\r\n NpcState[NpcState[\"Attack\"] = 0] = \"Attack\";\r\n NpcState[NpcState[\"Ilde\"] = 1] = \"Ilde\";\r\n NpcState[NpcState[\"Win\"] = 2] = \"Win\";\r\n NpcState[NpcState[\"Pursue\"] = 3] = \"Pursue\";\r\n NpcState[NpcState[\"Run\"] = 4] = \"Run\";\r\n})(NpcState || (NpcState = {}));\r\nexport class NpcRunner extends Laya.Script {\r\n constructor() {\r\n super();\r\n this.m_distance = 30;\r\n this.m_distanceatk = 15;\r\n this.DIE = false;\r\n this.m_npcspeed = 1;\r\n this.canmove = false;\r\n this.offest = new Vector3();\r\n this.curpos = new Vector3();\r\n NpcRunner.ins = this;\r\n EventManager.StageOn(StageState.Start, this, this.Begin);\r\n }\r\n static get Instance() {\r\n if (NpcRunner.ins) {\r\n return NpcRunner.ins;\r\n }\r\n else {\r\n return new NpcRunner();\r\n }\r\n }\r\n onAwake() {\r\n this.m_npcmodel = this.owner;\r\n this.m_npcanimator = this.owner.getComponent(Laya.Animator);\r\n this.player = GameManager.Instance.CharacterArray[0];\r\n }\r\n Begin() {\r\n this.ChangeState(NpcState.Ilde);\r\n }\r\n onUpdate() {\r\n var distance = Vector3.distance(this.player.transform.position, this.m_npcmodel.transform.position);\r\n if (distance < this.m_distance && distance > this.m_distanceatk) {\r\n this.m_npcmodel.transform.lookAt(new Vector3(-this.player.transform.position.x, -this.player.transform.position.y, -this.player.transform.position.z), new Vector3(0, 1, 0));\r\n this.canmove = true;\r\n this.ChangeState(NpcState.Run);\r\n }\r\n else if (distance <= this.m_distanceatk) {\r\n this.m_npcmodel.transform.lookAt(new Vector3(-this.player.transform.position.x, this.player.transform.position.y, -this.player.transform.position.z), new Vector3(0, 1, 0));\r\n this.canmove = false;\r\n this.ChangeState(NpcState.Attack);\r\n }\r\n this.Move(new Vector3(0, 0, -1), 1);\r\n }\r\n Move(_dir, _speed) {\r\n if (this.canmove) {\r\n var sp = GameTools.Instance.lerp(this.m_npcspeed, _speed, 0.1);\r\n this.m_npcspeed = sp;\r\n Vector3.scale(_dir, this.m_npcspeed, this.offest);\r\n Vector3.add(this.m_npcmodel.transform.position, this.offest, this.curpos);\r\n Vector3.lerp(this.m_npcmodel.transform.position, this.curpos, 0.15, this.curpos);\r\n this.curpos = new Vector3(this.curpos.x, this.curpos.y, this.curpos.z);\r\n this.m_npcmodel.transform.position = this.curpos;\r\n }\r\n }\r\n ChangeState(_state) {\r\n if (this.npc_state == _state)\r\n return;\r\n this.npc_state = _state;\r\n switch (this.npc_state) {\r\n case NpcState.Attack:\r\n this.Attack();\r\n break;\r\n case NpcState.Pursue:\r\n this.Pursue();\r\n break;\r\n case NpcState.Win:\r\n this.Win();\r\n break;\r\n case NpcState.Ilde:\r\n this.Idle();\r\n break;\r\n case NpcState.Run:\r\n this.Run();\r\n break;\r\n }\r\n }\r\n Idle() {\r\n this.m_npcanimator.play(\"idle\");\r\n }\r\n Attack() {\r\n this.m_npcanimator.play(\"atk\");\r\n }\r\n Win() {\r\n this.m_npcanimator.play(\"win\");\r\n }\r\n Pursue() {\r\n }\r\n Run() {\r\n this.m_npcanimator.play(\"run\");\r\n }\r\n}\r\n//# sourceMappingURL=NpcRunner.js.map",
  3. "references": [
  4. "D:/LayaProject/ArcherWorrior/src/Game/GameManager.ts",
  5. "D:/LayaProject/ArcherWorrior/src/Tools/EventManager.ts",
  6. "D:/LayaProject/ArcherWorrior/src/Tools/GameTools.ts"
  7. ],
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