0f9677d7210401bb9ffd47b102c5483269ce760a 8.9 KB

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  1. {
  2. "code": "var Vector3 = Laya.Vector3;\r\nvar Quaternion = Laya.Quaternion;\r\nimport { MathTool } from \"../Util/MathTool\";\r\nimport { GlobalParam } from \"../Net/GlobalParam\";\r\nimport { PlayerManager } from \"./PlayerManager\";\r\nimport { RoleManager } from \"../Manager/RoleManager\";\r\nimport { PlaneManager } from \"../Manager/PlaneManager\";\r\nimport { GamePool } from \"./GamePool\";\r\nimport { ParticleManager } from \"./ParticleManager\";\r\nimport { GameManager } from \"./GameManager\";\r\nexport class Opponent extends Laya.Script3D {\r\n constructor() {\r\n super(...arguments);\r\n this._up = new Vector3(0, 1, 0);\r\n this.isArrive1 = false;\r\n }\r\n onAwake() {\r\n this.selfobj = this.owner;\r\n this.tran = this.selfobj.transform;\r\n this.forW = MathTool.VecZero;\r\n this.speed = GlobalParam.enemySpeed;\r\n this.quaternion1 = new Quaternion();\r\n }\r\n Run() {\r\n if (this.isArrive1) {\r\n if (this.tarSp == null)\r\n return;\r\n if (!this.tarSp.active) {\r\n this.tarSp = RoleManager.Instance.GetTar();\r\n if (this.tarSp == null)\r\n return;\r\n this.tarPos = this.tarSp.transform.position.clone();\r\n }\r\n Vector3.subtract(this.tarPos, this.tran.position, this.forW);\r\n Vector3.normalize(this.forW, this.forW);\r\n this.forW = new Vector3(this.forW.x * this.speed, this.forW.y * this.speed, this.forW.z * this.speed);\r\n this.tran.translate(this.forW, false);\r\n if (Vector3.distance(this.tran.position, this.tarPos) < 0.1) {\r\n return;\r\n }\r\n Quaternion.lookAt(this.tarPos, 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 else {\r\n Vector3.subtract(this.tarPos, this.tran.position, this.forW);\r\n Vector3.normalize(this.forW, this.forW);\r\n this.forW = new Vector3(this.forW.x * this.speed, this.forW.y * this.speed, this.forW.z * this.speed);\r\n this.tran.translate(this.forW, false);\r\n if (Vector3.distance(this.tran.position, this.tarPos) < 0.1) {\r\n this.tarSp = RoleManager.Instance.GetTar();\r\n this.isArrive1 = true;\r\n if (this.tarSp == null)\r\n return;\r\n this.tarPos = this.tarSp.transform.position.clone();\r\n return;\r\n }\r\n Quaternion.lookAt(this.tarPos, 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 Recovery() {\r\n Laya.timer.clearAll(this);\r\n RoleManager.Instance.RecoverEnemy(this.selfobj);\r\n GamePool.Instance.RecoverModel(this.selfobj);\r\n }\r\n InitModel(tar, hp, cloth) {\r\n this.tarSp = tar;\r\n this.isArrive1 = false;\r\n if (this.tarSp == null)\r\n return;\r\n this.tarPos = this.tarSp.transform.position.clone();\r\n if (this.tarPos.x > 0) {\r\n this.tarPos = PlaneManager.Instance.toured1.clone();\r\n }\r\n else {\r\n this.tarPos = PlaneManager.Instance.toured2.clone();\r\n }\r\n this.hp = hp;\r\n Laya.timer.frameLoop(1, this, this.Run);\r\n }\r\n Injured(hitpos) {\r\n this.hp -= PlayerManager.bulletAttack;\r\n if (this.hp <= 0) {\r\n this.Dead();\r\n return;\r\n }\r\n ParticleManager.Instance.AttackEffect(hitpos);\r\n }\r\n Dead() {\r\n ParticleManager.Instance.BloodEffect(this.tran.position);\r\n this.Recovery();\r\n RoleManager.Instance.CheckGameOver();\r\n GameManager.Instance.roleCount++;\r\n }\r\n}\r\n//# sourceMappingURL=Opponent.js.map",
  3. "references": [
  4. "E:/LayaProject/gungang_laya/gungang/src/Util/MathTool.ts",
  5. "E:/LayaProject/gungang_laya/gungang/src/Net/GlobalParam.ts",
  6. "E:/LayaProject/gungang_laya/gungang/src/Game/PlayerManager.ts",
  7. "E:/LayaProject/gungang_laya/gungang/src/Manager/RoleManager.ts",
  8. "E:/LayaProject/gungang_laya/gungang/src/Manager/PlaneManager.ts",
  9. "E:/LayaProject/gungang_laya/gungang/src/Game/GamePool.ts",
  10. "E:/LayaProject/gungang_laya/gungang/src/Game/ParticleManager.ts",
  11. "E:/LayaProject/gungang_laya/gungang/src/Game/GameManager.ts",
  12. "E:/LayaProject/gungang_laya/gungang/src/Game/ResourcesManager.ts"
  13. ],
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  15. }