BehindAccelerationBand.js 4.3 KB

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  1. const PlayerStateStatic = require('PlayerState');
  2. cc.Class({
  3. extends: cc.Component,
  4. properties: {
  5. },
  6. // onCollisionEnter: function (other) {
  7. // if(other.node.name === 'PlayerCollisionLine')
  8. // {
  9. // var PlayerCollisionLine = other.getComponent("PlayerCollisionLine");
  10. // var PlayerStateScript = PlayerCollisionLine.Hero.getComponent("PlayerState");
  11. //
  12. // PlayerStateScript.CurrentInZoneType = PlayerStateStatic.ZoneType.BehindAccelerationBand;
  13. // // cc.log(PlayerStateScript.CurrentInZoneType );
  14. //
  15. //
  16. //
  17. // }
  18. // if(other.node.name === 'PlayerCollisionLine_ai')
  19. // {
  20. // console.log('相交 右 进');
  21. // var PlayerCollisionLine = other.getComponent("PlayerCollisionLine");
  22. // var x =PlayerCollisionLine.Hero.x;
  23. // var userData = {
  24. // name: 2,
  25. // p: x,
  26. // };
  27. // this.getComponent("Ai_count").addData("ai",userData);
  28. // }
  29. // },
  30. // onCollisionExit: function (other) {
  31. // if(other.node.name === 'PlayerCollisionLine') {
  32. // // cc.log("我出去了吗",other.node.name);
  33. // var PlayerCollisionLine = other.getComponent("PlayerCollisionLine");
  34. // var HeroControlScript = PlayerCollisionLine.Hero.getComponent("HeroControl");
  35. // var PlayerStateScript = PlayerCollisionLine.Hero.getComponent("PlayerState");
  36. // if(!PlayerStateScript.BTouchedScreenInTheZone)
  37. // {
  38. // HeroControlScript.Stagger();
  39. // }
  40. // PlayerStateScript.CurrentInZoneType = PlayerStateStatic.ZoneType.None;
  41. // PlayerStateScript.BTouchedScreenInTheZone = false;
  42. // var x =PlayerCollisionLine.Hero.x;
  43. // // cc.log("触碰点 右面 出",x);
  44. //
  45. // }
  46. //
  47. // if(other.node.name === 'PlayerCollisionLine_ai')
  48. // {
  49. // console.log('相交 右 出');
  50. // // cc.log(PlayerStateScript.CurrentInZoneType );
  51. // var userData = {
  52. // name: 3,
  53. // p: x,
  54. // };
  55. // this.getComponent("Ai_count").addData("ai",userData);
  56. //
  57. //
  58. // }
  59. // },
  60. // onCollisionStay: function (other) {
  61. //
  62. // if(other.node.name === 'PlayerCollisionLine_ai')
  63. // {
  64. // // console.log('相交 右 中');
  65. // }
  66. // },
  67. // 只在两个碰撞体开始接触时被调用一次
  68. onBeginContact: function (contact, selfCollider, otherCollider) {
  69. // CustomLog("刚体 棍子 碰撞 进入,",selfCollider,otherCollider);
  70. // CustomLog("刚体 棍子限制 碰撞 进入 ,",otherCollider.node.name);
  71. if(otherCollider.node.name === 'Hero')
  72. {
  73. var PlayerStateScript = otherCollider.getComponent("PlayerState");
  74. PlayerStateScript.CurrentInZoneType = PlayerStateStatic.ZoneType.BehindAccelerationBand;
  75. // cc.log("触碰点 左面 进",x);
  76. // cc.log("触碰点",PlayerStateScript.CurrentInZoneType );
  77. }
  78. },
  79. // 只在两个碰撞体结束接触时被调用一次
  80. onEndContact: function (contact, selfCollider, otherCollider) {
  81. if(otherCollider.node.name === 'Hero') {
  82. // cc.log("我出去了吗",other.node.name);
  83. // var PlayerCollisionLine = other.getComponent("PlayerCollisionLine");
  84. var HeroControlScript = otherCollider.getComponent("HeroControl");
  85. var PlayerStateScript = otherCollider.getComponent("PlayerState");
  86. if(!PlayerStateScript.BTouchedScreenInTheZone)
  87. {
  88. HeroControlScript.Stagger();
  89. }
  90. PlayerStateScript.CurrentInZoneType = PlayerStateStatic.ZoneType.None;
  91. PlayerStateScript.BTouchedScreenInTheZone = false;
  92. // var x =PlayerCollisionLine.Hero.x;
  93. // cc.log("触碰点 右面 出",x);
  94. }
  95. },
  96. // 每次将要处理碰撞体接触逻辑时被调用
  97. onPreSolve: function (contact, selfCollider, otherCollider) {
  98. },
  99. // 每次处理完碰撞体接触逻辑时被调用
  100. onPostSolve: function (contact, selfCollider, otherCollider) {
  101. },
  102. });