| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112 |
- const PlayerStateStatic = require('PlayerState');
- cc.Class({
- extends: cc.Component,
- properties: {
- },
- // onCollisionEnter: function (other) {
- // if(other.node.name === 'PlayerCollisionLine')
- // {
- // var PlayerCollisionLine = other.getComponent("PlayerCollisionLine");
- // var PlayerStateScript = PlayerCollisionLine.Hero.getComponent("PlayerState");
- //
- // PlayerStateScript.CurrentInZoneType = PlayerStateStatic.ZoneType.BehindAccelerationBand;
- // // cc.log(PlayerStateScript.CurrentInZoneType );
- //
- //
- //
- // }
- // if(other.node.name === 'PlayerCollisionLine_ai')
- // {
- // console.log('相交 右 进');
- // var PlayerCollisionLine = other.getComponent("PlayerCollisionLine");
- // var x =PlayerCollisionLine.Hero.x;
- // var userData = {
- // name: 2,
- // p: x,
- // };
- // this.getComponent("Ai_count").addData("ai",userData);
- // }
- // },
- // onCollisionExit: function (other) {
- // if(other.node.name === 'PlayerCollisionLine') {
- // // cc.log("我出去了吗",other.node.name);
- // var PlayerCollisionLine = other.getComponent("PlayerCollisionLine");
- // var HeroControlScript = PlayerCollisionLine.Hero.getComponent("HeroControl");
- // var PlayerStateScript = PlayerCollisionLine.Hero.getComponent("PlayerState");
- // if(!PlayerStateScript.BTouchedScreenInTheZone)
- // {
- // HeroControlScript.Stagger();
- // }
- // PlayerStateScript.CurrentInZoneType = PlayerStateStatic.ZoneType.None;
- // PlayerStateScript.BTouchedScreenInTheZone = false;
- // var x =PlayerCollisionLine.Hero.x;
- // // cc.log("触碰点 右面 出",x);
- //
- // }
- //
- // if(other.node.name === 'PlayerCollisionLine_ai')
- // {
- // console.log('相交 右 出');
- // // cc.log(PlayerStateScript.CurrentInZoneType );
- // var userData = {
- // name: 3,
- // p: x,
- // };
- // this.getComponent("Ai_count").addData("ai",userData);
- //
- //
- // }
- // },
- // onCollisionStay: function (other) {
- //
- // if(other.node.name === 'PlayerCollisionLine_ai')
- // {
- // // console.log('相交 右 中');
- // }
- // },
- // 只在两个碰撞体开始接触时被调用一次
- onBeginContact: function (contact, selfCollider, otherCollider) {
- // CustomLog("刚体 棍子 碰撞 进入,",selfCollider,otherCollider);
- // CustomLog("刚体 棍子限制 碰撞 进入 ,",otherCollider.node.name);
- if(otherCollider.node.name === 'Hero')
- {
- var PlayerStateScript = otherCollider.getComponent("PlayerState");
- PlayerStateScript.CurrentInZoneType = PlayerStateStatic.ZoneType.BehindAccelerationBand;
- // cc.log("触碰点 左面 进",x);
- // cc.log("触碰点",PlayerStateScript.CurrentInZoneType );
- }
- },
- // 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') {
- // cc.log("我出去了吗",other.node.name);
- // var PlayerCollisionLine = other.getComponent("PlayerCollisionLine");
- var HeroControlScript = otherCollider.getComponent("HeroControl");
- var PlayerStateScript = otherCollider.getComponent("PlayerState");
- if(!PlayerStateScript.BTouchedScreenInTheZone)
- {
- HeroControlScript.Stagger();
- }
- PlayerStateScript.CurrentInZoneType = PlayerStateStatic.ZoneType.None;
- PlayerStateScript.BTouchedScreenInTheZone = false;
- // var x =PlayerCollisionLine.Hero.x;
- // cc.log("触碰点 右面 出",x);
- }
- },
- // 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) {
- },
- });
|