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- var reGameStates = require('GameStates');
- //AI类型名称
- var AI_Type = ['TestGuy',
- 'Visitor',
- 'Tycoon',
- 'Office',
- 'Oligarchs',
- 'Nabobess']
- //动画名字
- var AI_Animation_Name = ['BankRight',
- 'FrontRight',
- 'FrontLeft',
- 'BankLeft',
- 'None'
- ]
- cc.Class({
- extends: cc.Component,
- properties: {
- //人物类型
- AIType: {
- default: reGameStates.AIType.TestGuy,
- type: cc.Enum(reGameStates.AIType),
- serializable: true,
- },
- RightName: {
- default: '',
- visible: false,
- serializable: false,
- },
- DownName: {
- default: '',
- visible: false,
- serializable: false,
- },
- LeftName: {
- default: '',
- visible: false,
- serializable: false,
- },
- UpName: {
- default: '',
- visible: false,
- serializable: false,
- },
- IdleName: {
- default: '',
- visible: false,
- serializable: false,
- },
- //是否循环
- isLoop: false,
- },
- onLoad: function () {
- //获取 ArmatureDisplay
- this._armatureDisPlay = this.node.getChildByName('dragonBones').getComponent(dragonBones.ArmatureDisplay)
- if (this._armatureDisPlay) {
- let aiTypeName = AI_Type[this.AIType];
- //获取 Armatrue
- this._armatureDisPlay.armatureName = aiTypeName;
- //动态设置名字
- this.RightName = aiTypeName + AI_Animation_Name[0];
- this.LeftName = aiTypeName + AI_Animation_Name[1];
- this.DownName = aiTypeName + AI_Animation_Name[2];
- this.UpName = aiTypeName + AI_Animation_Name[3];
- this._armature = this._armatureDisPlay.armature();
- } else {
- cc.warn('this._armatureDisPlay 为空。');
- }
- },
- // 切换当前是什么游客
- onSwitchTourist(_AIType) {
- this.AIType = _AIType;
- if (this._armatureDisPlay) {
- let aiTypeName = AI_Type[this.AIType];
- //获取 Armatrue
- this._armatureDisPlay.armatureName = aiTypeName;
- //动态设置名字
- this.RightName = aiTypeName + AI_Animation_Name[0];
- this.LeftName = aiTypeName + AI_Animation_Name[1];
- this.DownName = aiTypeName + AI_Animation_Name[2];
- this.UpName = aiTypeName + AI_Animation_Name[3];
- this._armature = this._armatureDisPlay.armature();
- } else {
- cc.warn('this._armatureDisPlay 为空。');
- }
- },
- switchAnimation: function (direction) {
- //动画执行方式二
- // cc.log('switchAnimation', direction);
- let loopValue = this.isLoop ? 0 : 1;
- switch (direction) {
- case reGameStates.moveType.none:
- // cc.log('reGameStates.moveType.none!!!!!!!!!!!!!!!');
- // if (this.IdleName)
- this._armatureDisPlay.playAnimation(this.IdleName, 1);
- break;
- case reGameStates.moveType.moveUp:
- if (this.UpName)
- this._armatureDisPlay.playAnimation(this.UpName, loopValue);
- break;
- case reGameStates.moveType.moveRight:
- if (this.RightName)
- this._armatureDisPlay.playAnimation(this.RightName, loopValue);
- break;
- case reGameStates.moveType.moveDown:
- if (this.DownName)
- this._armatureDisPlay.playAnimation(this.DownName, loopValue);
- break;
- case reGameStates.moveType.moveLeft:
- if (this.LeftName)
- this._armatureDisPlay.playAnimation(this.LeftName, loopValue);
- break;
- }
- },
- })
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