const PlayerStateStatic = require('PlayerState'); cc.Class({ extends: cc.Component, properties: { }, start () { }, // onCollisionEnter: function (other) { // // cc.log(other.node.name+'Enter'); // if(other.node.name === 'PlayerCollisionLine') // { // var PlayerCollisionLine = other.getComponent("PlayerCollisionLine"); // var PlayerStateScript = PlayerCollisionLine.Hero.getComponent("PlayerState"); // PlayerStateScript.CurrentInZoneType = PlayerStateStatic.ZoneType.FrontLongAccelerationBand; // } // }, // onCollisionStay: function (other) { // // }, // onCollisionExit: function (other) { // if(other.node.name === 'PlayerCollisionLine') { // var PlayerCollisionLine = other.getComponent("PlayerCollisionLine"); // var PlayerStateScript = PlayerCollisionLine.Hero.getComponent("PlayerState"); // PlayerStateScript.CurrentInZoneType = PlayerStateStatic.ZoneType.CenterLongAccelerationBand; // } // }, // 只在两个碰撞体开始接触时被调用一次 onBeginContact: function (contact, selfCollider, otherCollider) { // CustomLog("撞了",otherCollider); // CustomLog("刚体 棍子限制 碰撞 进入 ,",otherCollider.node.name); if(otherCollider.node.name === 'Hero') { var line = otherCollider.node.getChildByName("Player").getChildByName("PlayerCollisionLine"); var PlayerStateScript = otherCollider.getComponent("PlayerState"); PlayerStateScript.CurrentInZoneType = PlayerStateStatic.ZoneType.FrontLongAccelerationBand; } }, // 只在两个碰撞体结束接触时被调用一次 onEndContact: function (contact, selfCollider, otherCollider) { if(otherCollider.node.name === 'Hero') { var line = otherCollider.node.getChildByName("Player").getChildByName("PlayerCollisionLine"); var PlayerStateScript = otherCollider.getComponent("PlayerState"); PlayerStateScript.CurrentInZoneType = PlayerStateStatic.ZoneType.CenterLongAccelerationBand; } }, // 每次将要处理碰撞体接触逻辑时被调用 onPreSolve: function (contact, selfCollider, otherCollider) { }, // 每次处理完碰撞体接触逻辑时被调用 onPostSolve: function (contact, selfCollider, otherCollider) { }, });