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import { _decorator, Component, Node, tween, Tween, Vec3 } from 'cc';
const { ccclass } = _decorator;
/** 蹦跳峰值相对起点世界 Y 偏移(与乾坤袋回收飘桃一致) */
const BOUNCE_WORLD_OFFSET_Y = 50;
/** 直飞基础时长(秒) */
const FLY_DIRECT_BASE_SEC = 0.65;
/** 直飞随机附加时长(秒) */
const FLY_DIRECT_RANDOM_SEC = 0.15;
@ccclass('CoinFly')
export class CoinFly extends Component {
protected onLoad(): void {
}
/**
* 蹦一下再飘向目标(全程世界坐标,避免挂 ui_fly 后本地 y 偏移变成「往上冒」)。
* @param endPos 终点世界坐标;null 则只原地弹跳后回池(AI 击杀掉落)
* @param callfunc 到达回调(传入本节点,便于拆掉临时子节点)
* @param startDelay 起飞前延迟(秒)
* @param flySec 飞向终点的时长(秒);≤0 用默认短飞行
*/
flyAni(endPos: Vec3 | null, callfunc: ((host?: Node) => void) | null = null, startDelay = 0, flySec = 0): void {
const node = this.node;
if (!node?.isValid) return;
Tween.stopAllByTarget(node);
const start = node.worldPosition.clone();
const peak = new Vec3(start.x, start.y + BOUNCE_WORLD_OFFSET_Y, start.z);
const chain = tween(node)
.delay(Math.max(0, startDelay))
.to(0.2, { worldPosition: peak }, { easing: 'backOut' })
.to(0.2, { worldPosition: start }, { easing: 'backOut' })
.delay(0.3);
if (endPos) {
const sec = flySec > 0 ? flySec : 0.1 + Math.random() * 0.1;
chain.to(sec, { worldPosition: endPos.clone() });
}
chain
.call(() => {
callfunc?.(node);
gg.res.putNode(node);
})
.start();
}
/** 弹跳结束回调(只蹦不飞) */
private _afterPop: (() => void) | null = null;
/** 直飞结束回调 */
private _afterFly: ((host?: Node) => void) | null = null;
/** 弹跳结束 */
private readonly _finishPopStay = (): void => {
const done = this._afterPop;
this._afterPop = null;
done?.();
};
/** 直飞结束:回调后回池 */
private readonly _finishFlyTo = (): void => {
const node = this.node;
const done = this._afterFly;
this._afterFly = null;
done?.(node);
if (node?.isValid) gg.res.putNode(node);
};
/**
* 只蹦一下并停在落点,不飞向终点、不回池。
* @param onDone 弹跳结束
*/
popStay(onDone: (() => void) | null = null): void {
const node = this.node;
this._afterPop = onDone;
if (!node?.isValid) {
this._finishPopStay();
return;
}
Tween.stopAllByTarget(node);
const start = node.worldPosition.clone();
const peak = new Vec3(start.x, start.y + BOUNCE_WORLD_OFFSET_Y, start.z);
tween(node)
.to(0.2, { worldPosition: peak }, { easing: 'backOut' })
.to(0.2, { worldPosition: start }, { easing: 'backOut' })
.delay(0.3)
.call(this._finishPopStay)
.start();
}
/**
* 从当前位置飞向终点后回池。时长与击杀掉落的短飞行一致。
* @param endPos 终点世界坐标
* @param callfunc 到达回调(传入本节点)
* @param flySec 飞行时长(秒);≤0 用击杀掉落的短飞行
*/
flyTo(endPos: Vec3, callfunc: ((host?: Node) => void) | null = null, flySec = 0): void {
const node = this.node;
this._afterFly = callfunc;
if (!node?.isValid) {
this._finishFlyTo();
return;
}
Tween.stopAllByTarget(node);
const sec = flySec > 0 ? flySec : 0.1 + Math.random() * 0.1;
tween(node)
.to(sec, { worldPosition: endPos.clone() })
.call(this._finishFlyTo)
.start();
}
/**
* 从当前位置直接飘向目标(无蹦跳、无额外等待)。
* @param endPos 终点世界坐标
* @param callfunc 到达回调(传入本节点)
* @param startDelay 起飞前延迟(秒)
*/
flyDirectAni(endPos: Vec3, callfunc: ((host?: Node) => void) | null = null, startDelay = 0): void {
const node = this.node;
if (!node?.isValid) return;
Tween.stopAllByTarget(node);
const end = endPos.clone();
tween(node)
.delay(Math.max(0, startDelay))
.to(FLY_DIRECT_BASE_SEC + Math.random() * FLY_DIRECT_RANDOM_SEC, { worldPosition: end }, { easing: 'sineOut' })
.call(() => {
callfunc?.(node);
gg.res.putNode(node);
})
.start();
}
}