{ "code": "var Vector3 = Laya.Vector3;\r\nimport { AnimatorClip } from \"./DefinedType\";\r\nimport { Mathf } from \"../Util/Mathf\";\r\nimport CameraManager from \"../Manager/CameraManager\";\r\nimport { GlobalVariable } from \"../game_module/GlobalVariable\";\r\nimport { SceneController } from \"./SceneController\";\r\nimport ConstructManager from \"../Manager/ConstructManager\";\r\nimport AirPlaneController from \"../Manager/AirPlaneController\";\r\nimport StreetManager from \"../Manager/StreetManager\";\r\nvar Quaternion = Laya.Quaternion;\r\nimport { EffectController } from \"./EffectController\";\r\nimport MainRoleManager from \"../Manager/MainRoleManager\";\r\nimport RoleManager from \"../Manager/RoleManager\";\r\nexport default class Player extends Laya.Script3D {\r\n constructor() {\r\n super(...arguments);\r\n this.isarrive = false;\r\n this.isdead = false;\r\n this._up = new Vector3(0, 1, 0);\r\n this.ts = new Vector3(0, 0, 0.01);\r\n this.isFristShoot = true;\r\n }\r\n onAwake() {\r\n this.selfobj = this.owner;\r\n this.tran = this.selfobj.transform;\r\n this.body = this.selfobj.getChildAt(0);\r\n this.animator = this.body.getComponent(Laya.Animator);\r\n this.rayPoint = this.selfobj.getChildByName(\"rayPoint\").transform;\r\n this.bulletPos = this.selfobj.getChildByName(\"bulletPos\").transform;\r\n this._speed = Mathf.VecZero;\r\n this._speed.z = GlobalVariable.playerspeed;\r\n this.forW = Mathf.VecZero;\r\n this.quaternion1 = new Quaternion();\r\n }\r\n StartMove() {\r\n this.isdead = false;\r\n this.isarrive = false;\r\n Laya.timer.frameLoop(1, this, this.Move);\r\n }\r\n Move() {\r\n if (this.isarrive) {\r\n if (this.isdead)\r\n return;\r\n this.CreateRay();\r\n return;\r\n }\r\n this.tran.translate(this._speed);\r\n let pz = this.tran.localPositionZ;\r\n ConstructManager.Instance.CheckPlayerRoadPos(pz);\r\n AirPlaneController.Instance.CheckPlayerRoadPos(pz);\r\n StreetManager.Instance.CheckPlayerRoadPos(pz);\r\n CameraManager.Instance.CameraMoveIngame(pz);\r\n if (this.isdead)\r\n return;\r\n this.CreateRay();\r\n }\r\n Arrive() {\r\n this.isarrive = true;\r\n }\r\n CreateRay() {\r\n let origP = this.rayPoint.position;\r\n if (!this._scene) {\r\n this._scene = SceneController.Instance._mainscene;\r\n }\r\n if (!this.rayF) {\r\n this.rayF = new Laya.Ray(Mathf.VecZero, new Vector3(0, 0, 1));\r\n this.outHitF = new Laya.HitResult();\r\n }\r\n this.rayF.origin = origP;\r\n let isHItF = this._scene.physicsSimulation.rayCast(this.rayF, this.outHitF, GlobalVariable.playerRayLengthF);\r\n if (isHItF) {\r\n let obj = this.outHitF.collider.owner;\r\n this.Died(this.outHitF.point);\r\n return;\r\n }\r\n if (!this.rayL) {\r\n this.rayL = new Laya.Ray(Mathf.VecZero, new Vector3(1, 0, 0));\r\n this.outHitL = new Laya.HitResult();\r\n }\r\n this.rayL.origin = origP;\r\n let isHItL = this._scene.physicsSimulation.rayCast(this.rayL, this.outHitL, GlobalVariable.playerRayLengthLR);\r\n if (isHItL) {\r\n let obj = this.outHitL.collider.owner;\r\n this.Died(this.outHitL.point);\r\n return;\r\n }\r\n if (!this.rayR) {\r\n this.rayR = new Laya.Ray(Mathf.VecZero, new Vector3(-1, 0, 0));\r\n this.outHitR = new Laya.HitResult();\r\n }\r\n this.rayR.origin = origP;\r\n let isHItR = this._scene.physicsSimulation.rayCast(this.rayR, this.outHitR, GlobalVariable.playerRayLengthLR);\r\n if (isHItR) {\r\n let obj = this.outHitR.collider.owner;\r\n this.Died(this.outHitR.point);\r\n return;\r\n }\r\n }\r\n PlayAni(clip, speed, callback) {\r\n this.animator.play(clip);\r\n if (!speed)\r\n speed = 1;\r\n this.animator.speed = speed;\r\n }\r\n Slider(x) {\r\n this.tran.localPositionX += x;\r\n let px = this.tran.localPositionX;\r\n let abs = Math.abs(px);\r\n if (abs > GlobalVariable.playerMoveMaxX) {\r\n if (px > 0)\r\n this.tran.localPositionX = GlobalVariable.playerMoveMaxX;\r\n else\r\n this.tran.localPositionX = -GlobalVariable.playerMoveMaxX;\r\n }\r\n }\r\n CreateBullet() {\r\n if (this.isdead)\r\n return null;\r\n return this.bulletPos;\r\n }\r\n Died(pos) {\r\n this.isdead = true;\r\n this.body.active = false;\r\n EffectController.Instance.CreateXueEffect(pos);\r\n MainRoleManager.Instance.CheackGame(true);\r\n }\r\n Reset() {\r\n this.body.active = true;\r\n this.PlayAni(AnimatorClip.animator.Idle, 1);\r\n Laya.timer.clearAll(this);\r\n }\r\n ToStand(pos) {\r\n if (this.isdead)\r\n return;\r\n this.tp = pos;\r\n Quaternion.lookAt(pos, this.tran.position, this._up, this.quaternion1);\r\n this.quaternion1.invert(this.quaternion1);\r\n this.tran.rotation = this.quaternion1.clone();\r\n this.PlayAni(AnimatorClip.animator.CrouchFiring, 1);\r\n Laya.timer.frameLoop(1, this, this._TOSTAND);\r\n }\r\n _TOSTAND() {\r\n Vector3.subtract(this.tp, this.tran.position, this.forW);\r\n Vector3.normalize(this.forW, this.forW);\r\n this.forW = new Vector3(this.forW.x * 0.15, this.forW.y * 0.15, this.forW.z * 0.15);\r\n this.tran.translate(this.forW);\r\n if (Vector3.distance(this.tran.position, this.tp) < 0.1) {\r\n Laya.timer.clear(this, this._TOSTAND);\r\n return;\r\n }\r\n Quaternion.lookAt(this.tp, this.tran.position, this._up, this.quaternion1);\r\n this.quaternion1.invert(this.quaternion1);\r\n this.tran.rotation = this.quaternion1.clone();\r\n }\r\n StartAtkEnemy() {\r\n Laya.timer.clear(this, this._TOSTAND);\r\n this.isFristShoot = true;\r\n this.enemyTar = null;\r\n Laya.timer.frameLoop(1, this, this._atkEnemy);\r\n }\r\n _atkEnemy() {\r\n if (this.isdead)\r\n return;\r\n if (this.enemyTar == null) {\r\n this.enemyTar = RoleManager.Instance.PlayerGetEnemy();\r\n if (this.enemyTar != null) {\r\n this.tp = this.enemyTar.transform.position.clone();\r\n Quaternion.lookAt(this.tp, this.tran.position, this._up, this.quaternion1);\r\n this.quaternion1.invert(this.quaternion1);\r\n this.tran.rotation = this.quaternion1.clone();\r\n }\r\n }\r\n else {\r\n if (!this.enemyTar.active) {\r\n this.enemyTar = RoleManager.Instance.PlayerGetEnemy();\r\n if (this.enemyTar != null) {\r\n this.tp = this.enemyTar.transform.position.clone();\r\n Quaternion.lookAt(this.tp, this.tran.position, this._up, this.quaternion1);\r\n this.quaternion1.invert(this.quaternion1);\r\n this.tran.rotation = this.quaternion1.clone();\r\n }\r\n }\r\n if (this.enemyTar == null) {\r\n MainRoleManager.Instance.StopCreate(true);\r\n this.isFristShoot = true;\r\n return;\r\n }\r\n if (this.isFristShoot) {\r\n this.isFristShoot = false;\r\n MainRoleManager.Instance.CreateBullet(true);\r\n }\r\n this.tp = this.enemyTar.transform.position.clone();\r\n Quaternion.lookAt(this.tp, this.tran.position, this._up, this.quaternion1);\r\n this.quaternion1.invert(this.quaternion1);\r\n this.tran.rotation = this.quaternion1.clone();\r\n }\r\n }\r\n Dance(sp) {\r\n this.PlayAni(AnimatorClip.animator.RunAndGun, 2);\r\n this.dancepos = sp.position.clone();\r\n this.r = sp.rotationEuler.clone();\r\n Laya.timer.frameLoop(1, this, this._Dance);\r\n }\r\n _Dance() {\r\n Vector3.subtract(this.dancepos, this.tran.position, this.forW);\r\n Vector3.normalize(this.forW, this.forW);\r\n this.forW = new Vector3(this.forW.x * 0.15, this.forW.y * 0.15, this.forW.z * 0.15);\r\n this.tran.translate(this.forW);\r\n if (Vector3.distance(this.tran.position, this.dancepos) < 0.15) {\r\n Laya.timer.clear(this, this._Dance);\r\n this.tran.position = this.dancepos.clone();\r\n this.tran.rotationEuler = this.r.clone();\r\n this.PlayAni(AnimatorClip.animator.Dance, 1);\r\n return;\r\n }\r\n Quaternion.lookAt(this.dancepos, this.tran.position, this._up, this.quaternion1);\r\n this.quaternion1.invert(this.quaternion1);\r\n this.tran.rotation = this.quaternion1.clone();\r\n }\r\n onDisable() {\r\n }\r\n onDestroy() {\r\n }\r\n}\r\n//# sourceMappingURL=Player.js.map", "references": [ "E:/LayaProject/gungang_laya/gungang/src/GameLogic/DefinedType.ts", "E:/LayaProject/gungang_laya/gungang/src/Util/Mathf.ts", "E:/LayaProject/gungang_laya/gungang/src/Manager/CameraManager.ts", "E:/LayaProject/gungang_laya/gungang/src/game_module/GlobalVariable.ts", "E:/LayaProject/gungang_laya/gungang/src/GameLogic/SceneController.ts", "E:/LayaProject/gungang_laya/gungang/src/Manager/ConstructManager.ts", "E:/LayaProject/gungang_laya/gungang/src/Manager/AirPlaneController.ts", "E:/LayaProject/gungang_laya/gungang/src/Manager/StreetManager.ts", "E:/LayaProject/gungang_laya/gungang/src/GameLogic/EffectController.ts", "E:/LayaProject/gungang_laya/gungang/src/Manager/MainRoleManager.ts", "E:/LayaProject/gungang_laya/gungang/src/Manager/RoleManager.ts" ], "map": 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