LeftLongAccelerationBand.js 2.4 KB

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  1. const PlayerStateStatic = require('PlayerState');
  2. cc.Class({
  3. extends: cc.Component,
  4. properties: {
  5. },
  6. start () {
  7. },
  8. // onCollisionEnter: function (other) {
  9. // // cc.log(other.node.name+'Enter');
  10. // if(other.node.name === 'PlayerCollisionLine')
  11. // {
  12. // var PlayerCollisionLine = other.getComponent("PlayerCollisionLine");
  13. // var PlayerStateScript = PlayerCollisionLine.Hero.getComponent("PlayerState");
  14. // PlayerStateScript.CurrentInZoneType = PlayerStateStatic.ZoneType.FrontLongAccelerationBand;
  15. // }
  16. // },
  17. // onCollisionStay: function (other) {
  18. //
  19. // },
  20. // onCollisionExit: function (other) {
  21. // if(other.node.name === 'PlayerCollisionLine') {
  22. // var PlayerCollisionLine = other.getComponent("PlayerCollisionLine");
  23. // var PlayerStateScript = PlayerCollisionLine.Hero.getComponent("PlayerState");
  24. // PlayerStateScript.CurrentInZoneType = PlayerStateStatic.ZoneType.CenterLongAccelerationBand;
  25. // }
  26. // },
  27. // 只在两个碰撞体开始接触时被调用一次
  28. onBeginContact: function (contact, selfCollider, otherCollider) {
  29. // CustomLog("撞了",otherCollider);
  30. // CustomLog("刚体 棍子限制 碰撞 进入 ,",otherCollider.node.name);
  31. if(otherCollider.node.name === 'Hero')
  32. {
  33. var line = otherCollider.node.getChildByName("Player").getChildByName("PlayerCollisionLine");
  34. var PlayerStateScript = otherCollider.getComponent("PlayerState");
  35. PlayerStateScript.CurrentInZoneType = PlayerStateStatic.ZoneType.FrontLongAccelerationBand;
  36. }
  37. },
  38. // 只在两个碰撞体结束接触时被调用一次
  39. onEndContact: function (contact, selfCollider, otherCollider) {
  40. if(otherCollider.node.name === 'Hero')
  41. {
  42. var line = otherCollider.node.getChildByName("Player").getChildByName("PlayerCollisionLine");
  43. var PlayerStateScript = otherCollider.getComponent("PlayerState");
  44. PlayerStateScript.CurrentInZoneType = PlayerStateStatic.ZoneType.CenterLongAccelerationBand;
  45. }
  46. },
  47. // 每次将要处理碰撞体接触逻辑时被调用
  48. onPreSolve: function (contact, selfCollider, otherCollider) {
  49. },
  50. // 每次处理完碰撞体接触逻辑时被调用
  51. onPostSolve: function (contact, selfCollider, otherCollider) {
  52. },
  53. });