var BarrierSuperClass = require("BarrierSuper"); cc.Class({ extends: BarrierSuperClass, properties: { bHasCompared: false, }, start: function () { this.finshPlayers = []; this.GmaeStates = cc.find('Canvas').getComponent('GameStates'); this.GameMode = cc.find('Canvas').getComponent('GameMode'); this.GmaeStates.EnterFinishLinePlayersArray = []; this.GameMode.bHasAddScore = false; }, onLoad: function () { this.finshPlayers = []; this.GmaeStates = cc.find('Canvas').getComponent('GameStates'); this.GameMode = cc.find('Canvas').getComponent('GameMode'); this.GmaeStates.EnterFinishLinePlayersArray = []; this.GameMode.bHasAddScore = false; }, onCollisionEnter: function (other) { if (other.node.name === 'PlayerCollisionLine') { // console.log("进入了减速区域?"); if (!this.GameMode.bHasAddScore) { if (other.node.parent.parent.name == "Hero") { if(!this.GmaeStates.bServer){ var data = { FunctionName: 'addScore',PlayerName:'Hero'}; this.GameMode.SynchronizationFun(data); } else{ this.GameMode.addScore(cc.find('Hero')) } var CurrentPlayerNode = other.node.parent.parent; this.GmaeStates.EnterFinishLinePlayersArray.push(CurrentPlayerNode); var data = { FunctionName: 'PushPlayerToEnterFinishLinePlayersArray' }; this.GameMode.SynchronizationFun(data); } } } else if (other.node.name == "PlayerCollisionLine_end") { var CurrentPlayerNode = other.node.parent.parent; // cc.log("上面先停止"); var CurrentPlayerScript = CurrentPlayerNode.getComponent('HeroControl'); CurrentPlayerScript.ResetSpeed_noType(); } }, });