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- 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';
- import { Hall } from '../hall/Hall';
- const { ccclass, property } = _decorator;
- @ccclass('CreateIdiom')
- export class CreateIdiom extends Component {
- Container: Container_Manager;
- animationRunning: boolean = false; // 控制是否有动画正在运行
- @property([Node])
- startPos:Node[]=[];
- onLoad() {
- this.Container = find('Container').getComponent(Container_Manager);
- }
- update(deltaTime: number) {
- }
- nodeMoving() {
- if (Hall.getInstance().player.get_max_floor() !== 0) {
- this.node.setPosition(new Vec3(0, 1.6, -0.5));
- 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 + 1, -0.5); // 中间控制点
- let destPos = new Vec3(this.node.position.x, this.node.position.y + 2, -0.5); // 终点,抛物线上升顶点
- let lastGeneratedPosition = null; // 记录上一次生成方块的位置
- // 保持原来贝塞尔曲线和螺旋效果的计算
- let twoBezier = (t: number, p1: Vec3, cp: Vec3, p2: Vec3) => {
- 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;
- let z = (1 - t) * (1 - t) * p1.z + 2 * t * (1 - t) * cp.z + t * t * p2.z;
- let angle = t * Math.PI * 10;
- // 缓动的半径计算方法,调整第一圈半径的变化速度
- let radius = 1.2 - Math.pow(t, 2); // 使用平方函数,t小的时候变化较大,t大时变化变缓
- let xOffset = Math.cos(angle) * radius;
- let zOffset = Math.sin(angle) * radius;
- return new Vec3(x + xOffset, y, z + zOffset);
- };
- let createdNodes = 0; // 已生成的节点计数
- let animationStopped = false; // 控制动画是否已经停止
- let t = 0; // 进度 t,0 为起点,1 为终点
- const updatePosition = () => {
- if (animationStopped) return;
- this.node.position = twoBezier(t, startPos, middlePos, destPos);
- let cube = this.Container.getCube();
- if (cube != null && cube.getComponent(Cube_Infor).state === Cube_State.live) {
- let newNode = cube;
- newNode.parent = director.getScene();
- // 随机左右偏移量,范围设定为 [-0.5, 0.5]
- let randomXOffset = Math.random() * 1 - 0.5; // 生成一个[-0.5, 0.5]之间的随机值
- newNode.setPosition(this.node.position.x + randomXOffset, this.node.position.y, this.node.position.z);
- this.Container.nodeReferences.push(newNode);
- lastGeneratedPosition = this.node.position.clone(); // 更新上次生成位置
- console.log(cube.getComponent(Cube_Infor).Text);
- createdNodes++;
- }
- let totalCubes = 60;
- // 设置生成方块的间隔,可以调整生成速度
- let interval = 0.01; // 控制生成间隔的速率,可以根据需要调整
- if (createdNodes >= totalCubes) {
- animationStopped = true;
- this.Container.canTouch = true;
- console.log("所有方块已拿完或没有方块了,停止动画");
- }
- // 这里控制 t 增加的速率
- t += interval;
- if (!animationStopped) {
- requestAnimationFrame(updatePosition);
- }
- };
- updatePosition();
- }else{
- for(let i=0;i<this.Container.idioms.length*2;i++){
- let cube = this.Container.getCube();
- if (cube != null && cube.getComponent(Cube_Infor).state === Cube_State.live) {
- let newNode = cube;
- newNode.parent = director.getScene();
- // 随机左右偏移量,范围设定为 [-0.5, 0.5]
- let randomXOffset = Math.random() * 1 - 0.5; // 生成一个[-0.5, 0.5]之间的随机值
- newNode.setPosition(this.startPos[i].position.x, this.startPos[i].position.y, this.startPos[i].position.z);
- this.Container.nodeReferences.push(newNode);
- if(i>1)
- {
- newNode.getComponent(Cube_Infor).state=Cube_State.wait;
- }
- }
- }
- this.Container.canTouch = true;
- }
- }
- }
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