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- {
- "code": "var Vector3 = Laya.Vector3;\r\nimport { MusicType } from \"./ColliderAndMusicType\";\r\nimport { MathTool } from \"../Util/MathTool\";\r\nimport { CameraManager } from \"../Manager/CameraManager\";\r\nimport { GlobalParam } from \"../Net/GlobalParam\";\r\nimport { Scene3DManager } from \"./Scene3DManager\";\r\nimport { ConstructManager } from \"../Manager/ConstructManager\";\r\nimport { PlaneManager } from \"../Manager/PlaneManager\";\r\nimport StreetManager from \"../Manager/StreetManager\";\r\nvar Quaternion = Laya.Quaternion;\r\nimport { ParticleManager } from \"./ParticleManager\";\r\nimport { MainRoleManager } from \"../Manager/MainRoleManager\";\r\nimport { RoleManager } from \"../Manager/RoleManager\";\r\nvar Sprite = Laya.Sprite;\r\nexport class MainRole extends Laya.Script3D {\r\n constructor() {\r\n super(...arguments);\r\n this.isarrive = false;\r\n this.isdead = false;\r\n this.isFristShoot = true;\r\n this._up = new Vector3(0, 1, 0);\r\n this.ts = new Vector3(0, 0, 0.01);\r\n }\r\n onAwake() {\r\n this.selfobj = this.owner;\r\n this._transform = 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.shootPos = this.selfobj.getChildByName(\"bulletPos\").transform;\r\n this._speed = MathTool.VecZero;\r\n this._speed.z = GlobalParam.playerspeed;\r\n this.forW = MathTool.VecZero;\r\n this.quaternion1 = new Quaternion();\r\n }\r\n Move() {\r\n if (this.isarrive) {\r\n if (this.isdead)\r\n return;\r\n this.RayReset();\r\n return;\r\n }\r\n this._transform.translate(this._speed);\r\n let pz = this._transform.localPositionZ;\r\n ConstructManager.Instance.CheckMainRolePos(pz);\r\n PlaneManager.Instance.CheckPlayerRoadPos(pz);\r\n StreetManager.Instance.CheckPlayerRoadPos(pz);\r\n CameraManager.Instance.CameraFollow(pz);\r\n if (this.isdead)\r\n return;\r\n this.RayReset();\r\n }\r\n Near() {\r\n this.isarrive = true;\r\n }\r\n Start() {\r\n this.isdead = false;\r\n this.isarrive = false;\r\n Laya.timer.frameLoop(1, this, this.Move);\r\n }\r\n drawPentagram() {\r\n var canvas = new Sprite();\r\n Laya.stage.addChild(canvas);\r\n var path = [];\r\n path.push(0, -130);\r\n path.push(33, -33);\r\n path.push(137, -30);\r\n path.push(55, 32);\r\n path.push(85, 130);\r\n path.push(0, 73);\r\n path.push(-85, 130);\r\n path.push(-55, 32);\r\n path.push(-137, -30);\r\n path.push(-33, -33);\r\n canvas.graphics.drawPoly(Laya.stage.width / 2, Laya.stage.height / 2, path, \"#FF7F50\");\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._transform.localPositionX += x;\r\n let px = this._transform.localPositionX;\r\n let abs = Math.abs(px);\r\n if (abs > GlobalParam.playerMoveMaxX) {\r\n if (px > 0)\r\n this._transform.localPositionX = GlobalParam.playerMoveMaxX;\r\n else\r\n this._transform.localPositionX = -GlobalParam.playerMoveMaxX;\r\n }\r\n }\r\n CreateBullet() {\r\n if (this.isdead)\r\n return null;\r\n return this.shootPos;\r\n }\r\n Dead(pos) {\r\n this.isdead = true;\r\n this.body.active = false;\r\n ParticleManager.Instance.BloodEffect(pos);\r\n MainRoleManager.Instance.CheckGameOver(true);\r\n }\r\n Reset() {\r\n this.body.active = true;\r\n this.PlayAni(MusicType.Idle, 1);\r\n Laya.timer.clearAll(this);\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 setup() {\r\n var bg = new Sprite();\r\n bg.loadImage(\"res/bg2.png\");\r\n Laya.stage.addChild(bg);\r\n this.bg2 = new Sprite();\r\n this.bg2.loadImage(\"res/bg2.png\");\r\n Laya.stage.addChild(this.bg2);\r\n this.bg2.scale(3, 3);\r\n this.maskSp = new Sprite();\r\n this.maskSp.loadImage(\"res/mask.png\");\r\n this.maskSp.pivot(50, 50);\r\n this.bg2.mask = this.maskSp;\r\n }\r\n _attack() {\r\n if (this.isdead)\r\n return;\r\n if (this.enemyTar == null) {\r\n this.enemyTar = RoleManager.Instance.GetOpponent();\r\n if (this.enemyTar != null) {\r\n this.tp = this.enemyTar.transform.position.clone();\r\n Quaternion.lookAt(this.tp, this._transform.position, this._up, this.quaternion1);\r\n this.quaternion1.invert(this.quaternion1);\r\n this._transform.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.tp = this.enemyTar.transform.position.clone();\r\n Quaternion.lookAt(this.tp, this._transform.position, this._up, this.quaternion1);\r\n this.quaternion1.invert(this.quaternion1);\r\n this._transform.rotation = this.quaternion1.clone();\r\n }\r\n }\r\n if (this.enemyTar == null) {\r\n MainRoleManager.Instance.CreateOver(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.CreateShoot(true);\r\n }\r\n this.tp = this.enemyTar.transform.position.clone();\r\n Quaternion.lookAt(this.tp, this._transform.position, this._up, this.quaternion1);\r\n this.quaternion1.invert(this.quaternion1);\r\n this._transform.rotation = this.quaternion1.clone();\r\n }\r\n }\r\n TiaoWu(sp) {\r\n this.PlayAni(MusicType.RunAndGun, 2);\r\n this.dancepos = sp.position.clone();\r\n this.r = sp.rotationEuler.clone();\r\n Laya.timer.frameLoop(1, this, this.PlayWuDao);\r\n }\r\n PlayWuDao() {\r\n Vector3.subtract(this.dancepos, this._transform.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._transform.translate(this.forW);\r\n if (Vector3.distance(this._transform.position, this.dancepos) < 0.15) {\r\n Laya.timer.clear(this, this.PlayWuDao);\r\n this._transform.position = this.dancepos.clone();\r\n this._transform.rotationEuler = this.r.clone();\r\n this.PlayAni(MusicType.Dance, 1);\r\n return;\r\n }\r\n Quaternion.lookAt(this.dancepos, this._transform.position, this._up, this.quaternion1);\r\n this.quaternion1.invert(this.quaternion1);\r\n this._transform.rotation = this.quaternion1.clone();\r\n }\r\n Defense(pos) {\r\n if (this.isdead)\r\n return;\r\n this.tp = pos;\r\n Quaternion.lookAt(pos, this._transform.position, this._up, this.quaternion1);\r\n this.quaternion1.invert(this.quaternion1);\r\n this._transform.rotation = this.quaternion1.clone();\r\n this.PlayAni(MusicType.CrouchFiring, 1);\r\n Laya.timer.frameLoop(1, this, this._Defense);\r\n }\r\n _Defense() {\r\n Vector3.subtract(this.tp, this._transform.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._transform.translate(this.forW);\r\n if (Vector3.distance(this._transform.position, this.tp) < 0.1) {\r\n Laya.timer.clear(this, this._Defense);\r\n return;\r\n }\r\n Quaternion.lookAt(this.tp, this._transform.position, this._up, this.quaternion1);\r\n this.quaternion1.invert(this.quaternion1);\r\n this._transform.rotation = this.quaternion1.clone();\r\n }\r\n Attack() {\r\n Laya.timer.clear(this, this._Defense);\r\n this.isFristShoot = true;\r\n this.enemyTar = null;\r\n Laya.timer.frameLoop(1, this, this._attack);\r\n }\r\n}\r\n//# sourceMappingURL=MainRole.js.map",
- "references": [
- "C:/Users/admin/Desktop/??/gungang/src/Game/ColliderAndMusicType.ts",
- "C:/Users/admin/Desktop/??/gungang/src/Util/MathTool.ts",
- "C:/Users/admin/Desktop/??/gungang/src/Manager/CameraManager.ts",
- "C:/Users/admin/Desktop/??/gungang/src/Net/GlobalParam.ts",
- "C:/Users/admin/Desktop/??/gungang/src/Game/Scene3DManager.ts",
- "C:/Users/admin/Desktop/??/gungang/src/Manager/ConstructManager.ts",
- "C:/Users/admin/Desktop/??/gungang/src/Manager/PlaneManager.ts",
- "C:/Users/admin/Desktop/??/gungang/src/Manager/StreetManager.ts",
- "C:/Users/admin/Desktop/??/gungang/src/Game/ParticleManager.ts",
- "C:/Users/admin/Desktop/??/gungang/src/Manager/MainRoleManager.ts",
- "C:/Users/admin/Desktop/??/gungang/src/Manager/RoleManager.ts"
- ],
- "map": 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- }
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