12345678910 |
- {
- "code": "var Vector3 = Laya.Vector3;\r\nimport Game_Tool from \"../Util/Game_Tool\";\r\nimport { Mathf } from \"../Util/Mathf\";\r\nimport { EventManager, EventType } from \"./EventManager\";\r\nexport var CameraState;\r\n(function (CameraState) {\r\n CameraState[CameraState[\"game\"] = 1] = \"game\";\r\n CameraState[CameraState[\"top\"] = 2] = \"top\";\r\n CameraState[CameraState[\"fail\"] = 3] = \"fail\";\r\n CameraState[CameraState[\"win\"] = 4] = \"win\";\r\n})(CameraState || (CameraState = {}));\r\nexport default class CameraBehavior extends Laya.Script3D {\r\n constructor() {\r\n super();\r\n this.ismoving = false;\r\n this.isIngameMove = false;\r\n this.startShake = false;\r\n this.seconds = 0;\r\n this.started = false;\r\n this.quake = 0.3;\r\n }\r\n A() {\r\n }\r\n onAwake() {\r\n this.selfObj = this.owner;\r\n this._tran = this.selfObj.transform;\r\n console.log(\"camera pos:\" + JSON.stringify(this._tran.position));\r\n let origSize = this.selfObj.fieldOfView;\r\n this.nowP = Mathf.VecZero;\r\n this.nowR = Mathf.VecZero;\r\n EventManager.on(EventType.Event.CamFollowArg, this, this.SetMoveArg);\r\n }\r\n StopMove() {\r\n this.ismoving = false;\r\n this.isIngameMove = false;\r\n Laya.timer.clear(this, this.CameraMove);\r\n }\r\n CameraMove() {\r\n }\r\n SetMoveArg(arg) {\r\n }\r\n SetCameraSize(isAdd) {\r\n let tar;\r\n let t;\r\n if (isAdd) {\r\n t = 500;\r\n tar = this.nowSize + 25;\r\n }\r\n else {\r\n tar = this.nowSize;\r\n t = 1000;\r\n }\r\n this.sizeTween = Laya.Tween.to(this.selfObj, { fieldOfView: tar }, t, null, Laya.Handler.create(this, () => {\r\n console.log(\"sizeTween com\");\r\n this.sizeTween.clear();\r\n }, null, false), null, true, false);\r\n }\r\n onDisable() {\r\n }\r\n onDestroy() {\r\n Laya.timer.clearAll(this);\r\n EventManager.off(EventType.Event.CamFollowArg, this, this.SetMoveArg);\r\n }\r\n ShakeFor(a, b) {\r\n this.camPOS = this.selfObj.transform.position.clone();\r\n this.seconds = a;\r\n this.started = true;\r\n this.startShake = true;\r\n this.quake = b;\r\n }\r\n onLateUpdate() {\r\n if (this.startShake) {\r\n this.Quake();\r\n }\r\n if (this.started) {\r\n this.started = false;\r\n Laya.timer.once(this.seconds * 1000, this, () => {\r\n this.startShake = false;\r\n this.selfObj.transform.position = this.camPOS;\r\n });\r\n }\r\n }\r\n Quake() {\r\n var x = Game_Tool.random_1to1() * this.quake;\r\n var y = Game_Tool.random_1to1() * this.quake;\r\n var z = Game_Tool.random_1to1() * this.quake;\r\n var temp = new Vector3(this.camPOS.x + Math.random() * this.quake, this.camPOS.y + Math.random() * this.quake, this.camPOS.z + Math.random() * this.quake);\r\n this.selfObj.transform.position = temp;\r\n }\r\n}\r\n",
- "references": [
- "D:/GitProject/GunGang/gungang_laya/gungang/src/game_module/GameSetting.ts",
- "D:/GitProject/GunGang/gungang_laya/gungang/src/Util/Game_Tool.ts",
- "D:/GitProject/GunGang/gungang_laya/gungang/src/Util/Mathf.ts",
- "D:/GitProject/GunGang/gungang_laya/gungang/src/GameLogic/EventManager.ts"
- ]
- }
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