import { _decorator, Component, debug, director, find, instantiate, Layers, Node, NodePool, Prefab, tween, Vec3 } from 'cc'; import { Cube_Infor, Cube_State } from './Cube_Infor'; import { Container_Manager } from './Container_Manager'; const { ccclass, property } = _decorator; @ccclass('CreateIdiom') export class CreateIdiom extends Component { count: number = 0; Container: Container_Manager; onLoad() { this.Container = find('Container').getComponent(Container_Manager); } update(deltaTime: number) { } nodeMoving() { this.node.setPosition(new Vec3(0,0.3,0)); let startPos = this.node.position; // 起点,抛物线开始的坐标 let middlePos = new Vec3(this.node.position.x, this.node.position.y, 0); // 中间控制点 let destPos = new Vec3(this.node.position.x, this.node.position.y, 0); // 终点,抛物线上升顶点 let twoBezier = (t: number, p1: Vec3, cp: Vec3, p2: Vec3) => { // 贝塞尔曲线计算 let x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x; let y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y; // 螺旋运动计算 let angle = t * Math.PI * 6; // 螺旋角度变化,增加圈数 let radius = 0.5 + t * 2.5; // 螺旋半径逐渐增大 let xOffset = Math.cos(angle) * radius; // x 轴偏移 let zOffset = Math.sin(angle) * radius; // z 轴偏移 // 返回最终点,带有螺旋效果 return new Vec3(x + xOffset, y, zOffset); }; let tweenDuration: number = 1.0; // 动画时长 let createdNodes = 0; // 已生成的节点计数 tween(this.node.position) .to(tweenDuration, destPos, { onUpdate: (target: Vec3, ratio: number) => { // 计算新的位置,带螺旋上升效果 this.node.position = twoBezier(ratio, startPos, middlePos, destPos); // 根据进度生成新节点 let cube =this.Container.getCube(); if (cube != null&&cube.getComponent(Cube_Infor).state === Cube_State.live) { let newNode = cube; newNode.parent = director.getScene(); newNode.setPosition(this.node.position); this.Container.nodeReferences.push(newNode); console.log(cube.getComponent(Cube_Infor).Text); } } }).start(); } }