咸鱼的反击
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xianyudefanji/assets/Scripts/SCommon/MoneyFlyEffect.ts

187 lines
6.1 KiB

const { ccclass, property } = cc._decorator;
@ccclass
export default class MoneyFlyEffect extends cc.Component {
// @property(cc.Node)
// startPoint: cc.Node = null;
@property(cc.Node)
endPoint: cc.Node = null;
@property(cc.Node)
endPoint2: cc.Node = null;
@property(cc.Prefab)
coinPrefab: cc.Prefab = null;
coinPool: cc.NodePool = null;
onLoad() {
this.coinPool = new cc.NodePool();
this.initCoinPool();
}
initCoinPool(count: number = 20) {
for (let i = 0; i < count; i++) {
let coin = cc.instantiate(this.coinPrefab);
this.coinPool.put(coin);
}
}
getNodeToTargetPos(curNode,targetNode){
//目标节点的本地坐标
let targetLocalPos = targetNode.getPosition()
//目标节点的世界坐标
let targetWorldPos = targetNode.parent.convertToWorldSpaceAR(targetLocalPos)
//目标节点相对于当前节点父节点的本地坐标
let localPos = curNode.parent.convertToNodeSpaceAR(targetWorldPos)
return localPos
}
playAnim(startNode) {
// let randomCount = Math.random() * 15 + 20;
let randomCount = Math.random() * 15 + 10;
//console.log(randomCount, 'randomCount++++++++++==')
let stPos = this.getNodeToTargetPos(this.node, startNode)
let edPos = null
let canvas = cc.find('Canvas')
let prefabLayer = canvas.getChildByName("prefabLayer")
if(prefabLayer && prefabLayer.childrenCount>1){
edPos = this.getNodeToTargetPos(this.node, this.endPoint2)
}else{
edPos = this.getNodeToTargetPos(this.node, this.endPoint)
}
// let randomR = Math.random() * 60 + 60;
let randomR = Math.random() * 60 + 30;
this.playCoinFlyAnim(randomCount, stPos, edPos, randomR);
}
playAnimOne(startNode) {
// let randomCount = Math.random() * 15 + 20;
let randomCount = Math.random() * 15 + 10;
//console.log(randomCount, 'randomCount++++++++++==')
let stPos = this.getNodeToTargetPos(this.node, startNode)
let edPos = null
let canvas = cc.find('Canvas')
let prefabLayer = canvas.getChildByName("prefabLayer")
if(prefabLayer && prefabLayer.childrenCount>1){
edPos = this.getNodeToTargetPos(this.node, this.endPoint2)
}else{
edPos = this.getNodeToTargetPos(this.node, this.endPoint)
}
// let randomR = Math.random() * 60 + 60;
let randomR = Math.random() * 60 + 30;
this.playCoinFlyAnimOne(1, stPos, edPos, 0);
}
playCoinFlyAnimOne(count: number, stPos: cc.Vec2, edPos: cc.Vec2, r: number = 130) {
// 确保当前节点池有足够的金币
const poolSize = this.coinPool.size();
const reCreateCoinCount = poolSize > count ? 0 : count - poolSize;
this.initCoinPool(reCreateCoinCount);
// 生成圆,并且对圆上的点进行排序
let points = this.getCirclePoints(r, stPos, count);
let coinNodeList = points.map(pos => {
let coin = this.coinPool.get();
coin.setPosition(stPos);
this.node.addChild(coin);
return {
node: coin,
stPos: stPos,
mdPos: pos,
edPos: edPos,
dis: (pos as any).sub(edPos).mag()
};
});
coinNodeList = coinNodeList.sort((a, b) => {
if (a.dis - b.dis > 0) return 1;
if (a.dis - b.dis < 0) return -1;
return 0;
});
// 执行金币落袋的动画
coinNodeList.forEach((item, idx) => {
item.node.runAction(
cc.sequence(
// cc.moveTo(0.3, item.mdPos),
// cc.delayTime(idx * 0.01),
cc.moveTo(0.5, item.edPos),
cc.callFunc(() => {
this.coinPool.put(item.node);
})
)
);
});
}
playCoinFlyAnim(count: number, stPos: cc.Vec2, edPos: cc.Vec2, r: number = 130) {
// 确保当前节点池有足够的金币
const poolSize = this.coinPool.size();
const reCreateCoinCount = poolSize > count ? 0 : count - poolSize;
this.initCoinPool(reCreateCoinCount);
// 生成圆,并且对圆上的点进行排序
let points = this.getCirclePoints(r, stPos, count);
let coinNodeList = points.map(pos => {
let coin = this.coinPool.get();
coin.setPosition(stPos);
this.node.addChild(coin);
return {
node: coin,
stPos: stPos,
mdPos: pos,
edPos: edPos,
dis: (pos as any).sub(edPos).mag()
};
});
coinNodeList = coinNodeList.sort((a, b) => {
if (a.dis - b.dis > 0) return 1;
if (a.dis - b.dis < 0) return -1;
return 0;
});
// 执行金币落袋的动画
coinNodeList.forEach((item, idx) => {
item.node.runAction(
cc.sequence(
cc.moveTo(0.3, item.mdPos),
cc.delayTime(idx * 0.01),
cc.moveTo(0.5, item.edPos),
cc.callFunc(() => {
this.coinPool.put(item.node);
})
)
);
});
}
/**
* 以某点为圆心,生成圆周上等分点的坐标
*
* @param {number} r 半径
* @param {cc.Vec2} pos 圆心坐标
* @param {number} count 等分点数量
* @param {number} [randomScope=80] 等分点的随机波动范围
* @returns {cc.Vec2[]} 返回等分点坐标
*/
getCirclePoints(r: number, pos: cc.Vec2, count: number, randomScope: number = 60): cc.Vec2[] {
let points = [];
let radians = (Math.PI / 180) * Math.round(360 / count);
for (let i = 0; i < count; i++) {
let x = pos.x + r * Math.sin(radians * i);
let y = pos.y + r * Math.cos(radians * i);
points.unshift(cc.v3(x + Math.random() * randomScope, y + Math.random() * randomScope, 0));
}
return points;
}
}