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- {
- "code": "import { PlayerManager } from \"../Manager/PlayerManager\";\r\nvar Vector3 = Laya.Vector3;\r\nvar Quaternion = Laya.Quaternion;\r\nimport { Transform3DHelper } from \"../GameUtils/NodeUtil\";\r\nimport { AssetManager } from \"../Resources/AssetManager\";\r\nimport { GameTools } from \"../GameUtils/GameTools\";\r\nimport { DispatcherManager, StageState } from \"../GameUtils/EventManager\";\r\nexport class MateMove extends Laya.Script3D {\r\n constructor() {\r\n super();\r\n this._speed = 0.2;\r\n this.Tag_Head = false;\r\n this.start = false;\r\n this.isdead = false;\r\n this.geted = false;\r\n this._arriver = false;\r\n this.Downhit = new Laya.HitResult();\r\n this.FowardHit = new Laya.HitResult();\r\n this._forward = new Vector3(0, 0, 0);\r\n this._up = new Vector3(0, 1, 0);\r\n this.targetPos = new Vector3(0, 0, 0);\r\n this.forW = new Vector3(0, 0, 0);\r\n this.RoleList = [];\r\n this.MovePointList = [];\r\n this._foward = new Laya.Vector3(0, 0, 0);\r\n this._MovetarPos = new Laya.Vector3(0, 0, 0);\r\n this.curpos2 = new Vector3();\r\n this.offest2 = new Vector3();\r\n this.curspeed2 = 0;\r\n this.curpos = new Vector3();\r\n this.offest = new Vector3();\r\n this.curspeed = 0;\r\n DispatcherManager.StageOn(StageState.Start, this, this.GameStart);\r\n }\r\n onAwake() {\r\n this._gameobject = this.owner;\r\n this._transform = this._gameobject.transform;\r\n this._quaternion = new Quaternion();\r\n this._animator = this._gameobject.getChildAt(0).getComponent(Laya.Animator);\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.Tag_Head) {\r\n if (this.DownRayCheck) {\r\n }\r\n else {\r\n this.isdead = true;\r\n this.RoleDie();\r\n }\r\n if (this.FowardRayCheck) {\r\n }\r\n let foward = Transform3DHelper.getForward(this._gameobject.transform);\r\n this.Move(foward, 0.2);\r\n }\r\n else {\r\n if (!this.geted)\r\n return;\r\n if (this._arriver) {\r\n this.RoleMoveFun();\r\n }\r\n else {\r\n this.MoveToGroup();\r\n return;\r\n }\r\n }\r\n }\r\n GameStart() {\r\n this.start = true;\r\n if (this.Tag_Head) {\r\n Laya.timer.loop(1, this, this.SetNewMovePoint, [this._transform.position]);\r\n }\r\n }\r\n Start(model) {\r\n if (this.geted)\r\n return;\r\n this.targetmodel = model.getChildByName(\"followpos\");\r\n let _tran = this.targetmodel.transform;\r\n this.geted = true;\r\n }\r\n SetMoveTarger(_point) {\r\n if (this.Tag_Head)\r\n return;\r\n this._MovetarPos = _point;\r\n Vector3.subtract(this._MovetarPos, this._transform.position, this._foward);\r\n Vector3.normalize(this._foward, this._foward);\r\n }\r\n RoleMoveFun() {\r\n var sp = GameTools.Instance.lerp(this.curspeed2, this._speed, 0.1);\r\n this.curspeed2 = sp;\r\n Vector3.scale(this._foward, this.curspeed2, this.offest2);\r\n Vector3.add(this._gameobject.transform.position, this.offest2, this.curpos2);\r\n Vector3.lerp(this._gameobject.transform.position, this.curpos2, 0.15, this.curpos2);\r\n this._gameobject.transform.position = this.curpos2;\r\n Quaternion.lookAt(this._MovetarPos, this._transform.position, this._up, this._quaternion);\r\n this._quaternion.invert(this._quaternion);\r\n Quaternion.slerp(this._transform.rotation, this._quaternion, 0.1, this._quaternion);\r\n this._transform.rotation = this._quaternion.clone();\r\n var _rotationEuler = this._transform.rotationEuler.clone();\r\n _rotationEuler.x = 0;\r\n _rotationEuler.z = 0;\r\n this._transform.rotationEuler = _rotationEuler;\r\n }\r\n SetNewMovePoint(_NewPoint) {\r\n var _point = new Laya.Vector3(_NewPoint.x, _NewPoint.y, _NewPoint.z);\r\n this.MovePointList.push(_point);\r\n if (this.MovePointList.length > 100) {\r\n this.MovePointList.shift();\r\n }\r\n if (this.MovePointList.length < 100)\r\n return;\r\n if (this.Tag_Head) {\r\n for (let i = 0; i < this.RoleList.length; i++) {\r\n var _script = this.RoleList[i].getComponent(MateMove);\r\n _script.SetMoveTarger(this.MovePointList[this.MovePointList.length - 1 - (i + 1) * 10]);\r\n }\r\n }\r\n }\r\n RoleDie() {\r\n if (this.RoleList.length == 0) {\r\n return;\r\n }\r\n var _newHand = this.RoleList[0];\r\n var _script = _newHand.getComponent(MateMove);\r\n _script.Tag_Head = true;\r\n PlayerManager.Instance.player = _script._gameobject;\r\n _script.RoleList = [];\r\n for (let i = 1; i < this.RoleList.length; i++) {\r\n _script.RoleList.push(this.RoleList[i]);\r\n }\r\n _script.GameStart();\r\n }\r\n MoveToGroup() {\r\n this.targetPos = this.targetmodel.transform.position;\r\n let tarPos = this.targetPos;\r\n let speed = 0.05;\r\n Vector3.subtract(tarPos, this._transform.position, this._forward);\r\n Vector3.normalize(this._forward, this._forward);\r\n this._forward = new Vector3(this._forward.x * speed, this._forward.y * speed, this._forward.z * speed);\r\n this._transform.translate(this._forward, false);\r\n if (Vector3.distance(this._transform.position, tarPos) < 0.1) {\r\n this.ArriverTargetPos();\r\n return;\r\n }\r\n Quaternion.lookAt(tarPos, this._transform.position, this._up, this._quaternion);\r\n this._quaternion.invert(this._quaternion);\r\n Quaternion.slerp(this._transform.rotation, this._quaternion, 0.1, this._quaternion);\r\n this._transform.rotation = this._quaternion.clone();\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._gameobject.transform.position, this.offest, this.curpos);\r\n Vector3.lerp(this._gameobject.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._gameobject.transform.position = this.curpos;\r\n }\r\n ArriverTargetPos() {\r\n this._gameobject.transform.position = this.targetmodel.transform.position.clone();\r\n this._gameobject.transform.rotationEuler = this.targetmodel.transform.rotationEuler.clone();\r\n this._arriver = true;\r\n }\r\n get DownRayCheck() {\r\n var startPos = new Vector3(this._gameobject.transform.position.x, this._gameobject.transform.position.y + 0.1, this._gameobject.transform.position.z);\r\n let foward = new Laya.Vector3(0, -1, 0);\r\n var FowardRay = new Laya.Ray(startPos, foward);\r\n var isDownHit = false;\r\n if (AssetManager.Instance.mainscene.physicsSimulation.rayCast(FowardRay, this.Downhit, 10)) {\r\n if (this.Downhit != 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 FowardRayCheck() {\r\n var isFowardHit = false;\r\n var startPos = new Vector3(this._gameobject.transform.position.x, this._gameobject.transform.position.y + 0.1, this._gameobject.transform.position.z);\r\n let foward = Transform3DHelper.getForward(this._gameobject.transform);\r\n var FowardRay = new Laya.Ray(startPos, foward);\r\n if (AssetManager.Instance.mainscene.physicsSimulation.rayCast(FowardRay, this.FowardHit, 0.1)) {\r\n if (this.FowardHit) {\r\n console.log(this.FowardHit.collider.owner.parent.name);\r\n console.log(\"前方有物体\");\r\n }\r\n if (this.FowardHit.collider.collisionGroup == 100) {\r\n console.log(\"射线打到npc了\");\r\n this.ForwardTarget = this.FowardHit.collider;\r\n isFowardHit = true;\r\n let _mate = this.FowardHit.collider.owner.parent.getComponent(MateMove);\r\n if (_mate) {\r\n let _model;\r\n if (this.RoleList.length > 0) {\r\n _model = this.RoleList[this.RoleList.length - 1];\r\n }\r\n else {\r\n _model = this._gameobject;\r\n }\r\n _mate.Start(_model);\r\n let target = this.FowardHit.collider.owner.parent;\r\n if (!this.JudgeEqual(target)) {\r\n this.RoleList.push(target);\r\n console.log(\"加入列表----\");\r\n }\r\n }\r\n }\r\n else if (this.FowardHit.collider.collisionGroup == 2) {\r\n console.log(\"遇到墙了\");\r\n }\r\n }\r\n return isFowardHit;\r\n }\r\n ChangeDeadState() {\r\n Laya.timer.clear(this, this.SetNewMovePoint);\r\n this.destroy();\r\n }\r\n JudgeEqual(_model) {\r\n for (let i = 0; i < this.RoleList.length; i++) {\r\n let item = this.RoleList[i];\r\n if (item == _model) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n}\r\n//# sourceMappingURL=MateMove.js.map",
- "references": [
- "E:/LayaProject/DanceLine/RubikCube/src/Manager/PlayerManager.ts",
- "E:/LayaProject/DanceLine/RubikCube/src/GameUtils/Vector3Helper.ts",
- "E:/LayaProject/DanceLine/RubikCube/src/Manager/MateManager.ts",
- "E:/LayaProject/DanceLine/RubikCube/src/GameUtils/NodeUtil.ts",
- "E:/LayaProject/DanceLine/RubikCube/src/Resources/AssetManager.ts",
- "E:/LayaProject/DanceLine/RubikCube/src/GameUtils/GameTools.ts",
- "E:/LayaProject/DanceLine/RubikCube/src/GameUtils/EventManager.ts"
- ],
- "map": 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