1234567891011 |
- {
- "code": "import { GameTools } from \"../GameUtils/GameTools\";\r\nvar Vector3 = Laya.Vector3;\r\nimport { Transform3DHelper } from \"../GameUtils/NodeUtil\";\r\nimport { DispatcherManager, StageState } from \"../GameUtils/EventManager\";\r\nimport { AssetManager } from \"../Resources/AssetManager\";\r\nexport class RoleMoveBehav extends Laya.Script3D {\r\n constructor() {\r\n super();\r\n this.start = false;\r\n this.Downhit = new Laya.HitResult();\r\n this.FowardHit = new Laya.HitResult();\r\n this.isdead = false;\r\n this.curpos = new Vector3();\r\n this.offest = new Vector3();\r\n this.curspeed = 0;\r\n }\r\n onAwake() {\r\n this.m_player = this.owner;\r\n DispatcherManager.StageOn(StageState.Start, this, this.Start);\r\n }\r\n Start() {\r\n this.start = true;\r\n }\r\n onUpdate() {\r\n if (!this.start)\r\n return;\r\n if (this.isdead) {\r\n this.ChangeDeadState();\r\n return;\r\n }\r\n if (this.DownRayCheck) {\r\n }\r\n else {\r\n this.isdead = true;\r\n }\r\n if (this.FowardRayCheck) {\r\n }\r\n let foward = Transform3DHelper.getForward(this.m_player.transform);\r\n this.Move(foward, 0.2);\r\n }\r\n Move(_dir, _speed) {\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_player.transform.position, this.offest, this.curpos);\r\n Vector3.lerp(this.m_player.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_player.transform.position = this.curpos;\r\n }\r\n MoveRayJupde() {\r\n var isDownHit = false;\r\n var hitResult = new Laya.HitResult();\r\n var boxCollider = new Laya.BoxColliderShape(0.2, 0.2, 0.2);\r\n var from = new Vector3(this.m_player.transform.position.x, this.m_player.transform.position.y + 0.5, this.m_player.transform.position.z);\r\n var dir = new Vector3(0, -100, 0);\r\n var to = new Vector3(0, 0, 0);\r\n Vector3.add(from, dir, to);\r\n if (AssetManager.Instance.mainscene.physicsSimulation.shapeCast(boxCollider, from, to, hitResult)) {\r\n if (hitResult != null) {\r\n if (this.Downhit.collider.collisionGroup == 1) {\r\n isDownHit = true;\r\n }\r\n }\r\n }\r\n return isDownHit;\r\n }\r\n get DownRayCheck() {\r\n var isDownHit = false;\r\n var boxCollider = new Laya.BoxColliderShape(0.2, 0.2, 0.2);\r\n var from = new Vector3(this.m_player.transform.position.x, this.m_player.transform.position.y + 0.5, this.m_player.transform.position.z);\r\n var dir = new Vector3(0, -100, 0);\r\n var to = new Vector3(0, 0, 0);\r\n Vector3.add(from, dir, to);\r\n if (AssetManager.Instance.mainscene.physicsSimulation.shapeCast(boxCollider, from, to, this.Downhit)) {\r\n if (this.Downhit != null) {\r\n if (this.Downhit.collider.collisionGroup == 1 || this.Downhit.collider.collisionGroup == 100) {\r\n isDownHit = true;\r\n }\r\n }\r\n }\r\n return isDownHit;\r\n }\r\n get FowardRayCheck() {\r\n var distance = 0.5;\r\n var isFowardHit = false;\r\n var boxCollider = new Laya.BoxColliderShape(0.2, 0.2, 0.2);\r\n var from = new Vector3(this.m_player.transform.position.x, this.m_player.transform.position.y + 0.2, this.m_player.transform.position.z);\r\n let foward = Transform3DHelper.getForward(this.m_player.transform);\r\n foward = new Vector3(foward.x * distance, foward.y * distance, foward.z * distance);\r\n var to = new Vector3(0, 0, 0);\r\n Vector3.add(from, foward, to);\r\n if (AssetManager.Instance.mainscene.physicsSimulation.shapeCast(boxCollider, from, to, this.FowardHit)) {\r\n if (this.FowardHit != null) {\r\n if (this.FowardHit.collider.collisionGroup == 100) {\r\n isFowardHit = true;\r\n }\r\n }\r\n }\r\n return isFowardHit;\r\n }\r\n ChangeDeadState() {\r\n this.destroy();\r\n }\r\n}\r\n//# sourceMappingURL=RoleMoveBehav.js.map",
- "references": [
- "E:/LayaProject/DanceLine/RubikCube/src/GameUtils/GameTools.ts",
- "E:/LayaProject/DanceLine/RubikCube/src/GameUtils/NodeUtil.ts",
- "E:/LayaProject/DanceLine/RubikCube/src/GameUtils/EventManager.ts",
- "E:/LayaProject/DanceLine/RubikCube/src/Resources/AssetManager.ts"
- ],
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- }
|