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- const PlayerStateStatic = require('PlayerState');
- cc.Class({
- extends: cc.Component,
- properties: {
- // sprArray :{
- // default:[],
- // type:[cc.Sprite],
- // },
- },
- start: function () {
- },
- // onCollisionEnter: function (other) {
- // cc.log("现在加速",other.node.name+'Enter');
- // if(other.node.name === 'PlayerCollisionLine')
- // {
- // var PlayerCollisionLine = other.getComponent("PlayerCollisionLine");
- // var PlayerStateScript = PlayerCollisionLine.Hero.getComponent("PlayerState");
- // PlayerStateScript.CurrentInZoneType = PlayerStateStatic.ZoneType.AccelerationBandCenter;
- // PlayerStateScript.AccelerationBandCenterTouched = this;
- // // cc.log(PlayerStateScript.CurrentInZoneType );
- //
- // }
- //
- // if(other.node.name === 'PlayerCollisionLine_ai')
- // {
- // console.log('相交 中 进');
- // var PlayerCollisionLine = other.getComponent("PlayerCollisionLine");
- // var x =PlayerCollisionLine.Hero.x;
- // // cc.log("触碰点 中间 进",x);
- // var userData = {
- // name: 1,
- // p: x,
- // };
- // this.getComponent("Ai_count").addData("ai",userData);
- // }
- // },
- // onCollisionStay: function (other) {
- //
- // if(other.node.name === 'PlayerCollisionLine')
- // {
- // console.log('相交 中 出');
- // var PlayerCollisionLine = other.getComponent("PlayerCollisionLine");
- // var PlayerStateScript = PlayerCollisionLine.Hero.getComponent("PlayerState");
- // PlayerStateScript.CurrentInZoneType = PlayerStateStatic.ZoneType.AccelerationBandCenter;
- // PlayerStateScript.AccelerationBandCenterTouched = this;
- // // cc.log(PlayerStateScript.CurrentInZoneType );
- //
- // }
- // },
- // onCollisionExit: function (other) {
- // if(other.node.name === 'PlayerCollisionLine_ai')
- // {
- // // console.log('相交 中 出');
- // }
- // }
- // 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.AccelerationBandCenter;
- PlayerStateScript.AccelerationBandCenterTouched = this;
- CustomLog("现在是 完美区域",PlayerStateScript.AccelerationBandCenterTouched);
- }
- },
- // 只在两个碰撞体结束接触时被调用一次
- onEndContact: function (contact, selfCollider, otherCollider) {
- },
- // 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) {
- },
- // update (dt) {},
- });
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