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- cc.Class({
- extends: cc.Component,
- properties: {
- },
- start () {
- },
- // onCollisionEnter: function (other)
- // {
- // if(other.node.name === 'PlayerCollisionLine')
- // {
- // var Level = this.node.parent.parent;
- // var Canvas = Level.getComponent('LevelControl').Canvas;
- // var GameStates = Canvas.getComponent('GameStates');
- //
- // other.node.parent.parent.getComponent('HeroControl').ResetSpeed();
- // }
- // },
- //
- // onCollisionStay: function (other) {
- // // console.log('on collision stay');
- // },
- // onCollisionExit: function (other) {
- //
- // },
- 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 Canvas = cc.find("Canvas");
- var GameStates = Canvas.getComponent('GameStates');
- otherCollider.getComponent('HeroControl').ResetSpeed();
- }
- },
- // 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) {
- },
- });
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