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- {
- "code": "import { Role, RoleState, RoleData } from \"./Role\";\r\nvar Vector3 = Laya.Vector3;\r\nimport { AssetManager } from \"./AssetManager\";\r\nimport PoolManager from \"../Util/PoolManager\";\r\nimport { SceneManager } from \"./SceneManager\";\r\nimport { LevelManager } from \"./LevelManager\";\r\nexport class MonsterData extends RoleData {\r\n constructor(_id, _startpos) {\r\n super(_id, _startpos);\r\n }\r\n}\r\nexport class Monster extends Role {\r\n static Create(_data) {\r\n var roleid = _data.id;\r\n var roleasset = AssetManager.enemy.getValue(roleid);\r\n var model = PoolManager.GetSprite3D(roleasset);\r\n SceneManager.mainscene.addChild(model);\r\n model.transform.position = new Vector3(_data.startpos.x, _data.startpos.y, _data.startpos.z);\r\n model.transform.rotationEuler = new Vector3(model.transform.rotationEuler.x, 360 - _data.startpos.w, model.transform.rotationEuler.z);\r\n var monster = model.addComponent(Monster);\r\n var neck = model.getChildAt(0).getChildAt(0).getChildAt(1).getChildAt(0).getChildAt(2).getChildAt(0);\r\n monster.headpoint = neck.getChildAt(0).getChildAt(0);\r\n monster.weaponpoint = neck.getChildAt(2).getChildAt(0).getChildAt(0).getChildAt(0).getChildAt(0);\r\n monster.Init(model);\r\n monster.SkinShow(0, 1);\r\n monster.OnInit();\r\n return monster;\r\n }\r\n OnInit() {\r\n this.mlevel = LevelManager.Instance.curlevel;\r\n this.RegEvent();\r\n }\r\n OnClear() {\r\n }\r\n RegEvent() {\r\n }\r\n Disappear() {\r\n }\r\n OnWinShow() {\r\n }\r\n OnGameWin(_player) {\r\n }\r\n onStateChange(_state, _data) {\r\n if (_state == RoleState.Awake) {\r\n this.OnEnterAwake(_data);\r\n }\r\n else if (_state == RoleState.Die) {\r\n this.OnEnterDie(_data);\r\n }\r\n else if (_state == RoleState.Escape) {\r\n this.OnEnterEscape(_data);\r\n }\r\n }\r\n OnEnterEscape(_player) {\r\n }\r\n OnEnterAwake(_player) {\r\n }\r\n OnEnterDie(_collider) {\r\n }\r\n OnEnterLose() {\r\n }\r\n onUpdate() {\r\n }\r\n EscapeLoop() {\r\n }\r\n AwakeLoop() {\r\n }\r\n onTriggerEnter(_collider) {\r\n }\r\n SkinShow(headid, weaponid) {\r\n for (var i = 0; i < this.headpoint.numChildren; i++) {\r\n var head = this.headpoint.getChildAt(i);\r\n head.active = headid - 1 == i;\r\n }\r\n for (var i = 0; i < this.weaponpoint.numChildren; i++) {\r\n var weapon = this.weaponpoint.getChildAt(i);\r\n weapon.active = weaponid - 1 == i;\r\n }\r\n }\r\n}\r\n//# sourceMappingURL=Monster.js.map",
- "references": [
- "D:/Ver/samuraiflash/laya/samuraiflash/src/Main/Role.ts",
- "D:/Ver/samuraiflash/laya/samuraiflash/src/Main/AssetManager.ts",
- "D:/Ver/samuraiflash/laya/samuraiflash/src/Util/PoolManager.ts",
- "D:/Ver/samuraiflash/laya/samuraiflash/src/Main/SceneManager.ts",
- "D:/Ver/samuraiflash/laya/samuraiflash/src/Main/DataMaker.ts",
- "D:/Ver/samuraiflash/laya/samuraiflash/src/Main/EventManager.ts",
- "D:/Ver/samuraiflash/laya/samuraiflash/src/Util/GameUtils.ts",
- "D:/Ver/samuraiflash/laya/samuraiflash/src/Main/LevelMaker.ts",
- "D:/Ver/samuraiflash/laya/samuraiflash/src/Main/LevelManager.ts",
- "D:/Ver/samuraiflash/laya/samuraiflash/src/Main/Player.ts",
- "D:/Ver/samuraiflash/laya/samuraiflash/src/Util/PathMove.ts"
- ],
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- }
|