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  1. {
  2. "code": "import { Role, RoleState } 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 { ColliderLay } from \"./DataMaker\";\r\nimport { EventManager, EventType } from \"./EventManager\";\r\nimport { GameUtils } from \"../Util/GameUtils\";\r\nimport { LevelManager } from \"./LevelManager\";\r\nimport { Player } from \"./Player\";\r\nimport { RigObj } from \"../Util/RigObj\";\r\nexport class BallBoos extends Role {\r\n constructor() {\r\n super(...arguments);\r\n this.awakespeed = 0.3;\r\n this.awakedistance = 8;\r\n this.attackdistance = 6;\r\n this.standattackdis = 2;\r\n this.attackrate = 1;\r\n this.life = false;\r\n this.movedir = new Vector3();\r\n this.movepos = new Vector3();\r\n this.moverot = new Laya.Quaternion;\r\n }\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(BallBoos);\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.collider = model.getChildAt(1).getComponent(Laya.PhysicsCollider);\r\n monster.collider.collisionGroup = ColliderLay.monster;\r\n monster.SkinShow(0, 8);\r\n monster.upsprite = model.getChildAt(0).getChildAt(2);\r\n monster.downsprite = model.getChildAt(0).getChildAt(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 EventManager.Off(EventType.Cut, this, this.OnCut);\r\n EventManager.Off(EventType.Running, this, this.OnRunning);\r\n if (this.cuteffect)\r\n PoolManager.RecoverSprite3D(this.cuteffect);\r\n if (this.diedownsprite)\r\n PoolManager.RecoverSprite3D(this.diedownsprite);\r\n }\r\n RegEvent() {\r\n EventManager.On(EventType.Cut, this, this.OnCut);\r\n EventManager.On(EventType.Running, this, this.OnRunning);\r\n }\r\n OnCut(_collider) {\r\n if (_collider != this.collider)\r\n return;\r\n if (this.AttackTarget)\r\n this.StopMove();\r\n this.ChangeState(RoleState.Die);\r\n var cutasset = AssetManager.effect.getValue(4);\r\n this.cuteffect = PoolManager.GetSprite3D(cutasset);\r\n SceneManager.mainscene.addChild(this.cuteffect);\r\n this.cuteffect.transform.position = this.upsprite.transform.position.clone();\r\n }\r\n get displayer() {\r\n var curpos = this.cursprite.transform.position.clone();\r\n var mainplayerpos = Player.mainpalyer.cursprite.transform.position.clone();\r\n var dis = GameUtils.Vector32Length(mainplayerpos, curpos);\r\n return dis;\r\n }\r\n OnRunning(_playerpos) {\r\n if (this.life)\r\n return;\r\n var curpos = this.cursprite.transform.position.clone();\r\n var dis = GameUtils.Vector32Length(_playerpos, curpos);\r\n if (dis < this.attackdistance && this.currolestate == RoleState.Idle) {\r\n this.ChangeState(RoleState.Attack);\r\n }\r\n else if (dis < this.awakedistance && this.currolestate == RoleState.Idle) {\r\n this.ChangeState(RoleState.Awake);\r\n }\r\n }\r\n OnLife() {\r\n if (Player.mainpalyer.currolestate == RoleState.Die)\r\n return;\r\n if (this.displayer < this.attackdistance && this.currolestate == RoleState.Idle) {\r\n this.ChangeState(RoleState.Attack);\r\n }\r\n else {\r\n this.ChangeState(RoleState.Awake);\r\n }\r\n }\r\n onStateChange(_state, _data) {\r\n Laya.timer.clearAll(this);\r\n Laya.timer.clear(this, this.CheckAttack);\r\n Laya.timer.clear(this, this.AttackLoop);\r\n Laya.timer.clear(this, this.MoveLoop);\r\n Laya.timer.clear(this, this.OnLife);\r\n if (_state == RoleState.Awake) {\r\n this.OnEnterAwake();\r\n }\r\n else if (_state == RoleState.Die) {\r\n this.OnEnterDie();\r\n }\r\n else if (_state == RoleState.Attack) {\r\n this.OnEnterAttack();\r\n }\r\n else if (_state == RoleState.Idle) {\r\n this.OnEnterIdle();\r\n }\r\n }\r\n OnEnterIdle() {\r\n this.curanimator.play(\"warrioridle\");\r\n if (this.life) {\r\n Laya.timer.frameOnce(80, this, () => {\r\n Laya.timer.clear(this, this.OnLife);\r\n Laya.timer.frameLoop(1, this, this.OnLife);\r\n });\r\n }\r\n }\r\n OnEnterAttack() {\r\n Laya.timer.clear(this, this.AttackLoop);\r\n this.AttackLoop();\r\n }\r\n AttackLoop() {\r\n this.curanimator.play(\"chuiboosattack\");\r\n Laya.timer.frameLoop(40, this, this.CheckAttack);\r\n var attackduation = 100;\r\n if (this.displayer > this.standattackdis) {\r\n this.AttackTarget = Player.mainpalyer;\r\n this.movespeed = this.awakespeed;\r\n Laya.timer.clear(this, this.MoveLoop);\r\n Laya.timer.frameLoop(1, this, this.MoveLoop);\r\n }\r\n Laya.timer.frameOnce(attackduation, this, () => {\r\n this.ChangeState(RoleState.Idle);\r\n });\r\n }\r\n CheckAttack() {\r\n if (this.displayer < this.standattackdis) {\r\n Player.mainpalyer.ChangeState(RoleState.Die);\r\n }\r\n }\r\n OnEnterAwake() {\r\n this.life = true;\r\n this.curanimator.play(\"run\");\r\n this.SetMove(Player.mainpalyer);\r\n }\r\n SetMove(_target) {\r\n this.AttackTarget = _target;\r\n this.movespeed = this.awakespeed;\r\n Laya.timer.clear(this, this.MoveLoop);\r\n Laya.timer.frameLoop(1, this, this.MoveLoop);\r\n }\r\n StopMove() {\r\n Laya.timer.clear(this, this.MoveLoop);\r\n this.AttackTarget = null;\r\n }\r\n MoveLoop() {\r\n if (this.AttackTarget && this.AttackTarget.currolestate != RoleState.Die) {\r\n var mpos = this.cursprite.transform.position.clone();\r\n Vector3.subtract(this.AttackTarget.cursprite.transform.position, mpos, this.movedir);\r\n Vector3.normalize(this.movedir, this.movedir);\r\n Vector3.scale(this.movedir, this.movespeed, this.movedir);\r\n Vector3.add(mpos, this.movedir, this.movepos);\r\n Vector3.lerp(mpos, this.movepos, 0.12, this.movepos);\r\n this.cursprite.transform.position = this.movepos;\r\n Laya.Quaternion.lookAt(this.AttackTarget.cursprite.transform.position, mpos, new Vector3(0, 1, 0), this.moverot);\r\n this.moverot.invert(this.moverot);\r\n Laya.Quaternion.slerp(this.cursprite.transform.rotation, this.moverot, 0.2, this.moverot);\r\n this.cursprite.transform.rotation = this.moverot;\r\n if (this.displayer < this.attackdistance) {\r\n this.ChangeState(RoleState.Attack);\r\n }\r\n }\r\n }\r\n OnEnterDie() {\r\n this.diedownsprite = PoolManager.GetSprite3D(AssetManager.enemy.getValue(1));\r\n SceneManager.mainscene.addChild(this.diedownsprite);\r\n this.diedownsprite.transform.position = this.cursprite.transform.position.clone();\r\n this.diedownsprite.transform.rotationEuler = this.cursprite.transform.rotationEuler.clone();\r\n var dieupsprite = this.diedownsprite.getChildAt(0).getChildAt(2);\r\n dieupsprite.active = false;\r\n var dieani = this.diedownsprite.getChildAt(0).getComponent(Laya.Animator);\r\n dieani.play(\"die\");\r\n var downrig = new RigObj(this.diedownsprite, null, 1, 1);\r\n downrig.minhight = 1;\r\n downrig.AddForce(new Laya.Vector3(0, 1, 0.5), 0.6);\r\n this.curanimator.play(\"die\");\r\n this.downsprite.active = false;\r\n var mrig = new RigObj(this.cursprite, () => {\r\n this.Clear();\r\n }, 1.5, 1.5);\r\n mrig.minhight = 1;\r\n mrig.AddForce(new Laya.Vector3(0, 1, 0.4), 1);\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 if (weaponid - 1 == i) {\r\n this.curweapon = weapon;\r\n this.curweapon.active = true;\r\n this.curweaponid = weaponid;\r\n }\r\n else {\r\n weapon.active = false;\r\n }\r\n }\r\n }\r\n}\r\n//# sourceMappingURL=BallBoos.js.map",
  3. "references": [
  4. "D:/Ver/samuraiflash/laya/samuraiflash/src/Main/Role.ts",
  5. "D:/Ver/samuraiflash/laya/samuraiflash/src/Main/AssetManager.ts",
  6. "D:/Ver/samuraiflash/laya/samuraiflash/src/Util/PoolManager.ts",
  7. "D:/Ver/samuraiflash/laya/samuraiflash/src/Main/SceneManager.ts",
  8. "D:/Ver/samuraiflash/laya/samuraiflash/src/Main/DataMaker.ts",
  9. "D:/Ver/samuraiflash/laya/samuraiflash/src/Main/EventManager.ts",
  10. "D:/Ver/samuraiflash/laya/samuraiflash/src/Util/GameUtils.ts",
  11. "D:/Ver/samuraiflash/laya/samuraiflash/src/Main/LevelMaker.ts",
  12. "D:/Ver/samuraiflash/laya/samuraiflash/src/Main/LevelManager.ts",
  13. "D:/Ver/samuraiflash/laya/samuraiflash/src/Main/Player.ts",
  14. "D:/Ver/samuraiflash/laya/samuraiflash/src/Util/PathMove.ts",
  15. "D:/Ver/samuraiflash/laya/samuraiflash/src/Util/RigObj.ts",
  16. "D:/Ver/samuraiflash/laya/samuraiflash/src/Main/Warrior.ts"
  17. ],
  18. "map": 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  19. }