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- {
- "code": "var Vector3 = Laya.Vector3;\r\nimport { MathTool } from \"../Util/MathTool\";\r\nimport { GlobalParam } from \"../Net/GlobalParam\";\r\nimport { Scene3DManager } from \"./Scene3DManager\";\r\nvar Quaternion = Laya.Quaternion;\r\nimport { MateManager } from \"../Manager/MateManager\";\r\nimport { GamePool } from \"./GamePool\";\r\nimport { MainRoleShot } from \"./MainRoleShot\";\r\nimport { MainRoleManager } from \"../Manager/MainRoleManager\";\r\nimport { DispatcherManager, EventType } from \"./DispatcherManager\";\r\nimport { ParticleManager } from \"./ParticleManager\";\r\nimport { RoleManager } from \"../Manager/RoleManager\";\r\nimport { PlayerManager } from \"./PlayerManager\";\r\nimport { MusicType } from \"./ColliderAndMusicType\";\r\nexport class Mate extends Laya.Script3D {\r\n constructor() {\r\n super(...arguments);\r\n this._up = new Vector3(0, 1, 0);\r\n this.isreturn = false;\r\n this.isover = false;\r\n this.isClickCom = true;\r\n this.isStop = true;\r\n this.isFristShoot = true;\r\n this.ts = new Vector3(0, 0, 0.01);\r\n }\r\n onAwake() {\r\n this.selfobj = this.owner;\r\n this.tran = this.selfobj.transform;\r\n this.animator = this.selfobj.getChildAt(0).getComponent(Laya.Animator);\r\n this.rayPoint = this.selfobj.getChildByName(\"rayPoint\").transform;\r\n this.bulletPos = this.selfobj.getChildByName(\"bulletPos\").transform;\r\n this.forW = MathTool.VecZero;\r\n this.speed = GlobalParam.matespeed;\r\n this.quaternion1 = new Quaternion();\r\n }\r\n TrialAdd(dataPar) {\r\n this.AnimatorPlayByType(MusicType.Idle, 1);\r\n this.dataPar = dataPar;\r\n this.dataPar[\"ishave\"] = true;\r\n this.isClickCom = true;\r\n this.isStop = true;\r\n this.isreturn = true;\r\n this.isover = false;\r\n MateManager.Instance.AddModelToDic(this.selfobj.id, this);\r\n this.ShootFunc();\r\n if (MainRoleManager.Instance.IsShoot())\r\n this.CreateShoot();\r\n Laya.timer.frameLoop(1, this, this.Move);\r\n }\r\n SetTar() {\r\n this.isreturn = false;\r\n this.isClickCom = true;\r\n this.isStop = true;\r\n this.isover = false;\r\n this.AnimatorPlayByType(MusicType.Idle, 1);\r\n DispatcherManager.off(EventType.Event.StopShot, this, this.StopCreate);\r\n }\r\n FallDown() {\r\n let tween = Laya.Tween.to(this.tran, { localPositionY: 0 }, 400, Laya.Ease.quintIn, Laya.Handler.create(this, () => {\r\n let dataPar = MainRoleManager.Instance.GetMatePos();\r\n if (!dataPar) {\r\n console.warn(\"friendPar没有位置了\");\r\n return;\r\n }\r\n this.dataPar = dataPar;\r\n this.dataPar[\"ishave\"] = true;\r\n this.tar = this.dataPar[\"sp\"];\r\n this.tarTra = this.tar.transform;\r\n tween.clear();\r\n this.Start();\r\n }, null, false));\r\n }\r\n Start() {\r\n this.AnimatorPlayByType(MusicType.RunAndGun, 2);\r\n this.isreturn = false;\r\n this.isClickCom = true;\r\n this.isStop = true;\r\n this.isover = false;\r\n Laya.timer.frameLoop(1, this, this.Move);\r\n }\r\n ArriveTarPos() {\r\n this.isClickCom = true;\r\n this.isStop = true;\r\n this.isreturn = true;\r\n this.tar.addChild(this.selfobj);\r\n this.tran.localPosition = MathTool.VecZero;\r\n this.AnimatorPlayByType(MusicType.RunAndGun, 2);\r\n MateManager.Instance.AddModelToDic(this.selfobj.id, this);\r\n let tween = Laya.Tween.to(this.tran, { localRotationEulerY: 0 }, 100, Laya.Ease.quintIn, Laya.Handler.create(this, () => {\r\n tween.clear();\r\n this.tran.localRotationEuler = MathTool.VecZero;\r\n this.ShootFunc();\r\n this.CreateShoot();\r\n }, null, false));\r\n }\r\n RayReset() {\r\n let origP = this.rayPoint.position;\r\n if (!this._scene) {\r\n this._scene = Scene3DManager.Instance.MainScene;\r\n }\r\n if (!this.rayF) {\r\n this.rayF = new Laya.Ray(MathTool.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, GlobalParam.playerRayLengthF);\r\n if (isHItF) {\r\n let obj = this.outHitF.collider.owner;\r\n this.Dead(this.outHitF.point);\r\n return;\r\n }\r\n if (!this.rayL) {\r\n this.rayL = new Laya.Ray(MathTool.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, GlobalParam.playerRayLengthLR);\r\n if (isHItL) {\r\n let obj = this.outHitL.collider.owner;\r\n this.Dead(this.outHitL.point);\r\n return;\r\n }\r\n if (!this.rayR) {\r\n this.rayR = new Laya.Ray(MathTool.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, GlobalParam.playerRayLengthLR);\r\n if (isHItR) {\r\n let obj = this.outHitR.collider.owner;\r\n this.Dead(this.outHitR.point);\r\n return;\r\n }\r\n }\r\n Move() {\r\n if (this.isreturn) {\r\n this.RayReset();\r\n return;\r\n }\r\n let tarPos = this.tarTra.position.clone();\r\n Vector3.subtract(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, tarPos) < 0.1) {\r\n this.ArriveTarPos();\r\n return;\r\n }\r\n Quaternion.lookAt(tarPos, this.tran.position, this._up, this.quaternion1);\r\n this.quaternion1.invert(this.quaternion1);\r\n Quaternion.slerp(this.tran.rotation, this.quaternion1, 0.1, this.quaternion1);\r\n this.tran.rotation = this.quaternion1.clone();\r\n }\r\n AnimatorPlayByType(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 ShootFunc() {\r\n DispatcherManager.on(EventType.Event.StopShot, this, this.StopCreate);\r\n }\r\n LoopCreate() {\r\n if (this.isStop) {\r\n Laya.timer.clear(this, this.LoopCreate);\r\n this.isClickCom = true;\r\n return;\r\n }\r\n this._CreateShoot();\r\n }\r\n CreateShoot() {\r\n this.isStop = false;\r\n if (!this.isClickCom)\r\n return;\r\n this.isClickCom = false;\r\n this._CreateShoot();\r\n Laya.timer.loop(PlayerManager.bulletTime * 2 * 1000, this, this.LoopCreate);\r\n }\r\n _CreateShoot() {\r\n let bu = GamePool.Instance.GetModel(GamePool.modeltype.PlayerShoot);\r\n if (bu) {\r\n Scene3DManager.Instance.bulletCon.addChild(bu);\r\n bu.transform.position = this.bulletPos.position.clone();\r\n bu.transform.localRotationEuler = this.bulletPos.rotationEuler.clone();\r\n let pb = bu.getComponent(MainRoleShot);\r\n if (!pb)\r\n pb = bu.addComponent(MainRoleShot);\r\n pb.Start(this.bulletPos, this.isover);\r\n }\r\n }\r\n StopCreate() {\r\n this.isStop = true;\r\n }\r\n Dead(pos) {\r\n if (this.dataPar)\r\n this.dataPar[\"ishave\"] = false;\r\n ParticleManager.Instance.BloodEffect(pos);\r\n MateManager.Instance.RemoveModelToDic(this.selfobj);\r\n this.Recover();\r\n MainRoleManager.Instance.CheckGameOver();\r\n }\r\n SetPar() {\r\n let t = this.tran.position.clone();\r\n MainRoleManager.Instance.playerContainer.addChild(this.selfobj);\r\n this.tran.position = t.clone();\r\n }\r\n TiaoWu(sp) {\r\n this.AnimatorPlayByType(MusicType.RunAndGun, 2);\r\n this.danceP = sp.position.clone();\r\n this.r = sp.rotationEuler.clone();\r\n Laya.timer.frameLoop(1, this, this._TiaoWu);\r\n }\r\n _TiaoWu() {\r\n Vector3.subtract(this.danceP, 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.danceP) < 0.15) {\r\n Laya.timer.clear(this, this._TiaoWu);\r\n this.tran.position = this.danceP.clone();\r\n this.tran.rotationEuler = this.r.clone();\r\n this.AnimatorPlayByType(MusicType.Dance, 1);\r\n return;\r\n }\r\n Quaternion.lookAt(this.danceP, 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 Attack() {\r\n Laya.timer.clear(this, this._Defense);\r\n this.isover = true;\r\n this.isFristShoot = true;\r\n this.enemyTar = null;\r\n Laya.timer.frameLoop(1, this, this._attack);\r\n }\r\n _attack() {\r\n if (this.enemyTar == null) {\r\n this.enemyTar = RoleManager.Instance.GetOpponent();\r\n if (this.enemyTar != null) {\r\n this.ATKp = this.enemyTar.transform.position.clone();\r\n Quaternion.lookAt(this.ATKp, 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.GetOpponent();\r\n if (this.enemyTar != null) {\r\n this.ATKp = this.enemyTar.transform.position.clone();\r\n Quaternion.lookAt(this.ATKp, 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 this.StopCreate();\r\n this.isFristShoot = true;\r\n return;\r\n }\r\n if (this.isFristShoot) {\r\n this.isFristShoot = false;\r\n this.CreateShoot();\r\n }\r\n this.ATKp = this.enemyTar.transform.position.clone();\r\n Quaternion.lookAt(this.ATKp, 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 _Defense() {\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, false);\r\n if (Vector3.distance(this.tran.position, this.tp) < 0.1) {\r\n Laya.timer.clear(this, this._Defense);\r\n let tween = Laya.Tween.to(this.tran, { localRotationEulerY: 0 }, 100, Laya.Ease.quintIn, Laya.Handler.create(this, () => {\r\n tween.clear();\r\n }, null, false));\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 Defense(pos) {\r\n this.SetPar();\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.AnimatorPlayByType(MusicType.CrouchFiring, 1);\r\n Laya.timer.frameLoop(1, this, this._Defense);\r\n }\r\n Recover() {\r\n if (this.dataPar) {\r\n this.dataPar[\"ishave\"] = false;\r\n this.dataPar = null;\r\n }\r\n MateManager.Instance.RecoverMateModel(this.selfobj);\r\n MateManager.Instance.RemoveModelToDic(this.selfobj);\r\n Laya.timer.clearAll(this);\r\n Laya.Tween.clearAll(this);\r\n DispatcherManager.off(EventType.Event.StopShot, this, this.StopCreate);\r\n GamePool.Instance.RecoverModel(this.selfobj);\r\n }\r\n}\r\n//# sourceMappingURL=Mate.js.map",
- "references": [
- "E:/LayaProject/gungang_laya/gungang/src/Util/MathTool.ts",
- "E:/LayaProject/gungang_laya/gungang/src/Manager/CameraManager.ts",
- "E:/LayaProject/gungang_laya/gungang/src/Net/GlobalParam.ts",
- "E:/LayaProject/gungang_laya/gungang/src/Game/Scene3DManager.ts",
- "E:/LayaProject/gungang_laya/gungang/src/Manager/MateManager.ts",
- "E:/LayaProject/gungang_laya/gungang/src/Game/GamePool.ts",
- "E:/LayaProject/gungang_laya/gungang/src/Game/MainRoleShot.ts",
- "E:/LayaProject/gungang_laya/gungang/src/Manager/MainRoleManager.ts",
- "E:/LayaProject/gungang_laya/gungang/src/Game/DispatcherManager.ts",
- "E:/LayaProject/gungang_laya/gungang/src/Game/ParticleManager.ts",
- "E:/LayaProject/gungang_laya/gungang/src/Manager/RoleManager.ts",
- "E:/LayaProject/gungang_laya/gungang/src/Game/PlayerManager.ts",
- "E:/LayaProject/gungang_laya/gungang/src/Game/GameManager.ts",
- "E:/LayaProject/gungang_laya/gungang/src/Game/ColliderAndMusicType.ts"
- ],
- "map": 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- }
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