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- {
- "code": "import { Role, RoleState, RoleData } from \"./Role\";\r\nimport { AssetManager } from \"./AssetManager\";\r\nimport { SceneManager } from \"./SceneManager\";\r\nimport PoolManager from \"../Util/PoolManager\";\r\nvar Vector3 = Laya.Vector3;\r\nimport { TouchState } from \"./DataMaker\";\r\nimport { EventManager, EventType } from \"./EventManager\";\r\nimport { LevelManager } from \"./LevelManager\";\r\nimport { CameraManager } from \"./CameraManager\";\r\nimport { WeaponTrigger } from \"./WeaponTrigger\";\r\nexport class PlayerData extends RoleData {\r\n constructor(_id, _startpos) {\r\n super(_id, _startpos);\r\n }\r\n}\r\nexport class Player extends Role {\r\n constructor() {\r\n super(...arguments);\r\n this.runweaponrot = new Vector3(10, -20, -90);\r\n this.idleweaponrot = new Vector3(-90, 0, 0);\r\n this.maxspeed = 6;\r\n this.escapespeed = 6;\r\n this.movespeed = 10.5;\r\n this.curpos = new Vector3();\r\n this.currot = new Laya.Quaternion();\r\n }\r\n static Create(_data) {\r\n var roleid = _data.id;\r\n var roleasset = AssetManager.role.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 mainrole = model.addComponent(Player);\r\n Player.mainpalyer = mainrole;\r\n var mneck = model.getChildAt(0).getChildAt(0).getChildAt(1).getChildAt(0).getChildAt(2).getChildAt(0);\r\n mainrole.lefthandpoint = mneck.getChildAt(1).getChildAt(0).getChildAt(0).getChildAt(0).getChildAt(0).getChildAt(0);\r\n mainrole.righthandpoint = mneck.getChildAt(2).getChildAt(0).getChildAt(0).getChildAt(0).getChildAt(0).getChildAt(0);\r\n mainrole.WeaponShow(1);\r\n mainrole.Init(model);\r\n mainrole.OnInit();\r\n return mainrole;\r\n }\r\n OnInit() {\r\n this.mlevel = LevelManager.Instance.curlevel;\r\n this.RegEvent();\r\n CameraManager.Instance.SetFollow(this.cursprite);\r\n }\r\n OnClear() {\r\n EventManager.InputOn(TouchState.slider, this, this.OnSlider);\r\n EventManager.InputOn(TouchState.up, this, this.OnUp);\r\n }\r\n RegEvent() {\r\n EventManager.InputOn(TouchState.slider, this, this.OnSlider);\r\n EventManager.InputOn(TouchState.up, this, this.OnUp);\r\n }\r\n onStateChange(_state, _data) {\r\n if (_state == RoleState.Die) {\r\n this.OnEnterDie(_data);\r\n }\r\n else if (_state == RoleState.Runing) {\r\n this.OnEnterRunning();\r\n }\r\n else if (_state == RoleState.Idle) {\r\n this.OnEnterIdle();\r\n }\r\n else if (_state == RoleState.Attack) {\r\n this.OnEnterAttack(_data);\r\n }\r\n else if (_state == RoleState.Win) {\r\n }\r\n }\r\n OnEnterAttack(_sprite) {\r\n }\r\n OnEnterIdle() {\r\n this.curanimator.play(\"idle\");\r\n this.curlweapon.transform.localRotationEuler = this.idleweaponrot;\r\n this.currweapon.transform.localRotationEuler = this.idleweaponrot;\r\n }\r\n OnEnterRunning() {\r\n this.curanimator.play(\"run\");\r\n this.curlweapon.transform.localRotationEuler = this.runweaponrot;\r\n this.currweapon.transform.localRotationEuler = this.runweaponrot;\r\n }\r\n OnEnterDie(_collider) {\r\n }\r\n Miss() {\r\n }\r\n Fall(_collider) {\r\n }\r\n OnEnterLose() {\r\n }\r\n OnGameWin(_player) {\r\n }\r\n OnSlider(_dir) {\r\n var rotdir = _dir;\r\n this.Move(_dir, rotdir);\r\n }\r\n Move(_dir, rotdir) {\r\n this.ChangeState(RoleState.Runing);\r\n var curdir = new Vector3(-rotdir.x, -rotdir.y, -rotdir.z);\r\n Laya.Quaternion.rotationLookAt(curdir, new Vector3(0, 1, 0), this.currot);\r\n this.currot.invert(this.currot);\r\n Laya.Quaternion.slerp(this.cursprite.transform.rotation, this.currot, 0.06, this.currot);\r\n this.cursprite.transform.rotation = this.currot;\r\n Vector3.add(this.cursprite.transform.position, _dir, this.curpos);\r\n var addv = 0.01 * this.movespeed;\r\n Vector3.lerp(this.cursprite.transform.position, this.curpos, addv, this.curpos);\r\n this.cursprite.transform.position = this.curpos;\r\n EventManager.Trigger(EventType.Running, [this.cursprite.transform.position.clone()]);\r\n }\r\n OnUp() {\r\n this.ChangeState(RoleState.Idle);\r\n }\r\n WeaponShow(_id) {\r\n for (var i = 0; i < this.lefthandpoint.numChildren; i++) {\r\n var weapon = this.lefthandpoint.getChildAt(i);\r\n weapon.active = _id - 1 == i;\r\n if (_id - 1 == i) {\r\n this.curlweapon = weapon;\r\n this.curlweapon.getChildAt(0).addComponent(WeaponTrigger);\r\n }\r\n }\r\n for (var i = 0; i < this.righthandpoint.numChildren; i++) {\r\n var weapon = this.righthandpoint.getChildAt(i);\r\n weapon.active = _id - 1 == i;\r\n if (_id - 1 == i) {\r\n this.currweapon = weapon;\r\n this.currweapon.getChildAt(0).addComponent(WeaponTrigger);\r\n }\r\n }\r\n }\r\n}\r\n//# sourceMappingURL=Player.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/Main/SceneManager.ts",
- "D:/Ver/samuraiflash/laya/samuraiflash/src/Util/PoolManager.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/Main/GameManager.ts",
- "D:/Ver/samuraiflash/laya/samuraiflash/src/Main/Warrior.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/Util/GameUtils.ts",
- "D:/Ver/samuraiflash/laya/samuraiflash/src/Util/BezierCurve.ts",
- "D:/Ver/samuraiflash/laya/samuraiflash/src/Window/InGameWindow.ts",
- "D:/Ver/samuraiflash/laya/samuraiflash/src/Main/CameraManager.ts",
- "D:/Ver/samuraiflash/laya/samuraiflash/src/Main/WeaponTrigger.ts"
- ],
- "map": 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- }
|