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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 { LevelManager } from \"./LevelManager\";\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(216, 200, -90);\r\n this.idleweaponrot = new Vector3(-90, 0, 0);\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 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.OnInit();\r\n return mainrole;\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 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.curlweapon.transform.localRotationEuler = this.idleweaponrot;\r\n this.currweapon.transform.localRotationEuler = this.idleweaponrot;\r\n }\r\n OnEnterRunning() {\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 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 }\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 }\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/Monster.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"
- ],
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- }
|