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- {
- "code": "var Vector3 = Laya.Vector3;\r\nimport { AssetManager } from \"../Tools/AssetManager\";\r\nimport { EventManager, StageState } from \"../Tools/EventManager\";\r\nimport { GameTools } from \"../Tools/GameTools\";\r\nimport { ChaseNpc } from \"./ChaseNpc\";\r\nimport { DataManager } from \"./DataManager\";\r\nimport { AccountManager } from \"../Net/AccountManager\";\r\nexport var HostageState;\r\n(function (HostageState) {\r\n HostageState[HostageState[\"Run\"] = 0] = \"Run\";\r\n HostageState[HostageState[\"Rescue\"] = 1] = \"Rescue\";\r\n HostageState[HostageState[\"Arrest\"] = 2] = \"Arrest\";\r\n HostageState[HostageState[\"Die\"] = 3] = \"Die\";\r\n})(HostageState || (HostageState = {}));\r\nexport class Hostage extends Laya.Script {\r\n constructor() {\r\n super();\r\n this._hostagespeed = 0;\r\n this.begin = false;\r\n this.isbarrier = false;\r\n this.canmove = false;\r\n this.isdead = false;\r\n this.DownHit = new Laya.HitResult();\r\n this.FowardHit = new Laya.HitResult();\r\n this.currotV = new Vector3();\r\n this.hostagedir = new Vector3();\r\n this.offest = new Vector3();\r\n this.curpos = new Vector3();\r\n this.curspeed = 0;\r\n Hostage.ins = this;\r\n EventManager.StageOn(StageState.Start, this, this.Begin);\r\n }\r\n static get Instance() {\r\n if (Hostage.ins) {\r\n return Hostage.ins;\r\n }\r\n else {\r\n return new Hostage();\r\n }\r\n }\r\n onAwake() {\r\n this.m_hostagemodel = this.owner;\r\n this.m_hostageanimator = this.m_hostagemodel.getComponent(Laya.Animator);\r\n this.enemy = this.owner.parent.parent.getChildByName(\"enemy\").getChildAt(0);\r\n this._hostagespeed = AccountManager.Instance.curplayerData.HostageSpeed;\r\n }\r\n Begin() {\r\n this.ChangeState(HostageState.Run);\r\n this.begin = true;\r\n this.HelpPiaoZi();\r\n }\r\n onUpdate() {\r\n if (!this.begin)\r\n return;\r\n if (this.isdead) {\r\n this.ChangeState(HostageState.Die);\r\n return;\r\n }\r\n let npc = this.enemy.getComponent(ChaseNpc);\r\n if (npc.isdead || this.enemy == null || this.enemy.destroyed) {\r\n this.canmove = false;\r\n this.ChangeState(HostageState.Rescue);\r\n return;\r\n }\r\n this.RayCheck();\r\n let target = this.LookforRoad();\r\n if (this.canmove) {\r\n if (target) {\r\n Vector3.subtract(target.transform.position, this.m_hostagemodel.transform.position, this.currotV);\r\n Vector3.normalize(this.currotV, this.currotV);\r\n this.m_hostagemodel.transform.lookAt(new Vector3(this.m_hostagemodel.transform.position.x - this.currotV.x, this.m_hostagemodel.transform.position.y, this.m_hostagemodel.transform.position.z - this.currotV.z), new Vector3(0, 1, 0));\r\n this.hostagedir = this.currotV;\r\n if (!this.isbarrier) {\r\n this.Move(this.currotV, this._hostagespeed);\r\n }\r\n }\r\n else {\r\n if (!this.isbarrier) {\r\n this.Move(new Vector3(0, 0, 1), this._hostagespeed);\r\n }\r\n }\r\n }\r\n }\r\n LookforRoad() {\r\n var doorarr = [];\r\n for (let i = 0; i < DataManager.DoorArray.length; i++) {\r\n let _door = DataManager.DoorArray[i];\r\n if (this.m_hostagemodel.transform.position.z < _door.transform.position.z) {\r\n doorarr.push(_door);\r\n }\r\n }\r\n for (let i = 0; i < doorarr.length; i++) {\r\n for (let j = 0; j < doorarr.length - i - 1; j++) {\r\n var _dis = Vector3.distance(doorarr[i].transform.position, this.m_hostagemodel.transform.position);\r\n var _dis2 = Vector3.distance(doorarr[i + 1].transform.position, this.m_hostagemodel.transform.position);\r\n if (_dis > _dis2) {\r\n let door1 = doorarr[i];\r\n doorarr[i] = doorarr[i + 1];\r\n doorarr[i + 1] = door1;\r\n }\r\n }\r\n }\r\n return doorarr[0];\r\n }\r\n Move(_dir, _speed) {\r\n if (this.canmove) {\r\n var sp = GameTools.Instance.lerp(this.curspeed, _speed, 0.1);\r\n this.curspeed = sp;\r\n Vector3.scale(_dir, this.curspeed, this.offest);\r\n Vector3.add(this.m_hostagemodel.transform.position, this.offest, this.curpos);\r\n Vector3.lerp(this.m_hostagemodel.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_hostagemodel.transform.position = this.curpos;\r\n }\r\n }\r\n ChangeState(_state) {\r\n if (this.m_hostagestate == _state)\r\n return;\r\n this.m_hostagestate = _state;\r\n switch (this.m_hostagestate) {\r\n case HostageState.Run:\r\n this.Run();\r\n break;\r\n case HostageState.Arrest:\r\n this.Arrest();\r\n break;\r\n case HostageState.Rescue:\r\n this.Rescue();\r\n break;\r\n case HostageState.Die:\r\n this.Die();\r\n break;\r\n }\r\n }\r\n Run() {\r\n this.m_hostageanimator.play(\"run\");\r\n }\r\n Rescue() {\r\n this.m_hostageanimator.play(\"thank\");\r\n this.PiaoZi();\r\n }\r\n Arrest() {\r\n this.m_hostageanimator.play(\"dierear\");\r\n this.canmove = false;\r\n }\r\n Die() {\r\n this.m_hostageanimator.play(\"dierear\");\r\n this.canmove = false;\r\n }\r\n RayCheck() {\r\n if (this.FowardRayCheck) {\r\n this.CrashBarrier();\r\n this.isbarrier = true;\r\n }\r\n else {\r\n this.isbarrier = false;\r\n }\r\n }\r\n PiaoZi() {\r\n let smile = new Laya.Image();\r\n smile.skin = \"Game/res/textrue/happy.png\";\r\n smile.scaleX = 0.05;\r\n smile.scaleY = 0.05;\r\n Laya.stage.addChild(smile);\r\n let screenpos = new Vector3();\r\n Laya.timer.frameLoop(1, this, () => {\r\n AssetManager.Instance.maincamera.worldToViewportPoint(this.m_hostagemodel.transform.position, screenpos);\r\n smile.pos(screenpos.x + 2, screenpos.y + 10);\r\n });\r\n }\r\n HelpPiaoZi() {\r\n let help = new Laya.Image();\r\n help.skin = \"Game/res/textrue/help.png\";\r\n help.scaleX = 0.5;\r\n help.scaleY = 0.5;\r\n Laya.stage.addChild(help);\r\n let screenpos = new Vector3();\r\n Laya.timer.frameLoop(1, this, () => {\r\n AssetManager.Instance.maincamera.worldToViewportPoint(this.m_hostagemodel.transform.position, screenpos);\r\n help.pos(screenpos.x + 2, screenpos.y + 10);\r\n });\r\n }\r\n CrashBarrier() {\r\n var target = this.FowardHit.collider.owner.parent;\r\n if (target.name == \"stone\") {\r\n this._hostagespeed = 0;\r\n }\r\n else if (target.name == \"bonfire\") {\r\n this.isdead = true;\r\n }\r\n else if (target.name == \"big_fence\") {\r\n this._hostagespeed = 0;\r\n }\r\n else if (target.name == \"wood_Cylinder\") {\r\n this._hostagespeed = 0;\r\n }\r\n }\r\n get FowardRayCheck() {\r\n var isFowardHit = false;\r\n var startPos = new Vector3(this.m_hostagemodel.transform.position.x, this.m_hostagemodel.transform.position.y + 1, this.m_hostagemodel.transform.position.z + 0.5);\r\n var direction = new Vector3(0, 0, 1);\r\n var DownRay = new Laya.Ray(startPos, direction);\r\n if (AssetManager.Instance.mainscene.physicsSimulation.rayCast(DownRay, this.FowardHit, 1)) {\r\n if (this.FowardHit.collider.collisionGroup == 100) {\r\n isFowardHit = true;\r\n }\r\n }\r\n return isFowardHit;\r\n }\r\n}\r\n//# sourceMappingURL=Hostage.js.map",
- "references": [
- "D:/LayaProject/ArcherWorrior/src/Tools/AssetManager.ts",
- "D:/LayaProject/ArcherWorrior/src/Tools/EventManager.ts",
- "D:/LayaProject/ArcherWorrior/src/Tools/GameTools.ts",
- "D:/LayaProject/ArcherWorrior/src/Game/ChaseNpc.ts",
- "D:/LayaProject/ArcherWorrior/src/Game/DataManager.ts",
- "D:/LayaProject/ArcherWorrior/src/Net/AccountManager.ts"
- ],
- "map": 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