我智商爆棚
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import { ryw_Event } from "../../../FrameWork/Event/EventEnum";
import EventMgr from "../../../FrameWork/Event/EventMgr";
import GameReport from "../../../FrameWork/Report/ZyZyReport";
import Common5 from "../../../Platform/th/Common5";
const { ccclass, property } = cc._decorator;
@ccclass
export default class TouchRoleNode extends cc.Component {
@property(cc.Node)
emitTarget: cc.Node = null;
@property(cc.Node)
checkNode: cc.Node = null;
@property(cc.Node)
formArray: cc.Node[] = [];
// LIFE-CYCLE CALLBACKS:
isClick = true;
formIndex = 0;
correctFormIndex = 0;
setFormArray(touchRoleNodeInfo) {
let formArray: cc.Node[] = [];
for (let index = 0; index < touchRoleNodeInfo.roleFormArray.length; index++) {
let form = this.formArray[index];
form.active = false;
Common5.getSpriteFrameFromBundle(touchRoleNodeInfo.bandleName, touchRoleNodeInfo.roleFormArray[index], form.getComponent(cc.Sprite));
formArray.push(form);
}
this.formArray = formArray;
this.formArray[0].active = true;
this.formIndex = 0;
if (!this.emitTarget) {
this.emitTarget = this.node;
}
this.emitTarget.name = touchRoleNodeInfo.roleName;
this.correctFormIndex = touchRoleNodeInfo.correctFormIndex;
this.checkNode = touchRoleNodeInfo.checkNode;
this.initTouchEvent(this.emitTarget, this.checkNode, touchRoleNodeInfo.roleIndex);
}
initTouchEvent(node, checkNode, roleIndex) {
var attrs = {
roleIndex: roleIndex,
checkNode: checkNode,
recoveposi: node.getPosition(),//初始位置
scr: this //脚本
};
node.attr(attrs);
this.openTouchEvent(node)
}
cancelTouchEvent() {
this.closeTouchEvent(this.emitTarget);
}
openTouchEvent(node) {
node.on(cc.Node.EventType.TOUCH_START, this.touchStartNode, this)
node.on(cc.Node.EventType.TOUCH_MOVE, this.touchMoveNode, this)
node.on(cc.Node.EventType.TOUCH_CANCEL, this.touchEndNode, this)
node.on(cc.Node.EventType.TOUCH_END, this.touchEndNode, this)
}
closeTouchEvent(node: cc.Node) {
node.off(cc.Node.EventType.TOUCH_START, this.touchStartNode, this)
node.off(cc.Node.EventType.TOUCH_MOVE, this.touchMoveNode, this)
node.off(cc.Node.EventType.TOUCH_CANCEL, this.touchEndNode, this)
node.off(cc.Node.EventType.TOUCH_END, this.touchEndNode, this)
}
touchStartNode(event) {
Common5.playEffect("点击音效");
this.isClick = true;
this.scheduleOnce(() => {
this.isClick = false;
}, 0.2);
}
touchMoveNode(event) {
let posi = event.getLocation()//世界坐标
let target = event.target
posi = target.parent.convertToNodeSpaceAR(posi)
target.setPosition(posi)
}
touchEndNode(event) {
let target = event.target;
let checkNode = target.checkNode as cc.Node;
if (this.isClick) {
if (this.formIndex < this.formArray.length - 1) {
this.formArray[this.formIndex].active = false;
this.formIndex++;
if (Common5.checkContainsNode(checkNode, target) && this.correctFormIndex == this.formIndex) {
checkNode.active = true;
target.active = false;
EventMgr.emitEvent_custom(ryw_Event.roleNodeTouchCheck, { targetNode: target });
Common5.playEffect('放置成功');
GameReport.BtnsReport(target.name, Common5.selectGameInfo.titleUrl);
console.log("[GameReport]++++++++++++++++++++++>" + target.name);
} else {
this.formArray[this.formIndex].active = true;
}
}
} else {
if (Common5.checkContainsNode(checkNode, target) && this.correctFormIndex == this.formIndex) {
checkNode.active = true;
target.active = false;
EventMgr.emitEvent_custom(ryw_Event.roleNodeTouchCheck, { targetNode: target });
Common5.playEffect('放置成功');
GameReport.BtnsReport(target.name, Common5.selectGameInfo.titleUrl);
console.log("[GameReport]++++++++++++++++++++++>" + target.name);
}
}
}
nodeMoveToRecovery(node, oldPosi: cc.Vec2, func?: Function) {
cc.tween(node)
.to(0.1, { x: oldPosi.x, y: oldPosi.y })
.call(() => {
if (func) {
func()
}
})
.start()
}
// update (dt) {}
}