Jelajahi Sumber

围绕旋转组件添加

薛鸿潇 5 tahun lalu
induk
melakukan
cc16058ce6

+ 150 - 0
mk_framework/assets/script/game/component/tween/RotateAround.ts

@@ -0,0 +1,150 @@
+/** 轴 */
+export enum Axis {
+    /** 正 X 轴 */
+    PositiveX,
+    /** 正 Y 轴 */
+    PositiveY,
+    /** 负 X 轴 */
+    NegativeX,
+    /** 负 Y 轴 */
+    NegativeY
+}
+
+const { ccclass, property, executeInEditMode, playOnFocus } = cc._decorator;
+
+/**
+ * 围绕旋转组件
+ * @author 薛鸿潇
+ */
+@ccclass
+@executeInEditMode()
+@playOnFocus()
+export default class RotateAround extends cc.Component {
+
+    @property({ type: cc.Node, tooltip: '围绕旋转的目标' })
+    public target: cc.Node = null;
+
+    @property({ tooltip: '顺时针旋转' })
+    public clockwise: boolean = true;
+
+    @property({ tooltip: '旋转一圈花费的时间' })
+    public timePerRound: number = 10;
+
+    @property({ tooltip: '是否始终面向目标节点' })
+    public faceToTarget: boolean = false;
+
+    @property({
+        type: cc.Enum(Axis),
+        tooltip: '面向目标节点的轴:\n- PositiveX:正 X 轴\n- PositiveY:正 Y 轴\n- NegativeX:负 X 轴\n- NegativeY:负 Y 轴',
+        visible() { return this.faceToTarget }
+    })
+    public faceAxis: Axis = Axis.NegativeY;
+
+    @property({ tooltip: '自动开始旋转' })
+    public auto_start: boolean = false;
+
+    /** 编辑器预览 */
+    private _edit_play: boolean = false;
+    @property({ displayName: '编辑器预览' })
+    get edit_play(): boolean {
+        if (this._edit_play && !this.radius) this.run();
+        this.isRotating = this._edit_play;
+        return this._edit_play;
+    }
+    set edit_play(v: boolean) {
+        this._edit_play = v;
+    }
+
+    /** 角度 */
+    public angle: number = 0;
+    /** 半径 */
+    public radius: number = 0;
+    /** 标志位,是否正在旋转 */
+    private isRotating: boolean = false;
+
+    protected start() {
+        if (this.auto_start) this.run();
+    }
+
+    protected update(dt: number) {
+        if (!this.isRotating || !this.target) return;
+        // 将角度转换为弧度
+        let radian = (Math.PI / 180) * this.angle;
+        // 更新节点的位置
+        this.node.x = this.target.x + this.radius * Math.cos(radian);
+        this.node.y = this.target.y + this.radius * Math.sin(radian);
+        // 更新节点的角度
+        if (this.faceToTarget) {
+            switch (this.faceAxis) {
+                case Axis.PositiveX:
+                    this.node.angle = this.angle + 180;
+                    break;
+                case Axis.PositiveY:
+                    this.node.angle = this.angle + 90;
+                    break;
+                case Axis.NegativeX:
+                    this.node.angle = this.angle;
+                    break;
+                case Axis.NegativeY:
+                    this.node.angle = this.angle - 90;
+                    break;
+            }
+        }
+        // 计算下一帧的角度
+        let anglePerFrame = dt * (360 / this.timePerRound);
+        if (this.clockwise) this.angle -= anglePerFrame;
+        else this.angle += anglePerFrame;
+        // 重置角度,避免数值过大
+        if (this.angle >= 360) this.angle %= 360;
+        else if (this.angle <= -360) this.angle %= -360;
+    }
+
+    /**
+     * 开始围绕目标节点旋转
+     * @param target 目标节点
+     * @param clockwise 是否顺时针旋转
+     * @param timePerRound 旋转一圈的时间
+     * @param faceToTarget 是否始终面向目标节点
+     * @param faceAxis 面向目标节点的轴
+     */
+    public run(target?: cc.Node, clockwise?: boolean, timePerRound?: number, faceToTarget?: boolean, faceAxis?: Axis) {
+        if (target) this.target = target;
+        if (clockwise) this.clockwise = clockwise;
+        if (timePerRound) this.timePerRound = timePerRound;
+        if (faceToTarget) this.faceToTarget = faceToTarget;
+        if (faceAxis) this.faceAxis = faceAxis;
+        if (!this.target) return cc.log('No target!');
+        if (this.isRotating) return;
+        // 计算初始角度和半径
+        this.angle = this.getAngle(this.target.getPosition(), this.node.getPosition());
+        this.radius = this.getDistance(this.target.getPosition(), this.node.getPosition());
+        // 开始
+        this.isRotating = true;
+    }
+
+    /**
+     * 停止旋转
+     */
+    public stop() {
+        this.isRotating = false;
+    }
+
+    /**
+     * 获取两点间的角度
+     * @param p1 点1
+     * @param p2 点2
+     */
+    public getAngle(p1: cc.Vec2, p2: cc.Vec2): number {
+        return Math.atan((p2.y - p1.y) / (p2.x - p1.x));
+    }
+
+    /**
+     * 获取两点间的距离
+     * @param p1 点1
+     * @param p2 点2
+     */
+    public getDistance(p1: cc.Vec2, p2: cc.Vec2): number {
+        return Math.sqrt(Math.pow(p2.x - p1.x, 2) + Math.pow(p2.y - p1.y, 2));
+    }
+
+}

+ 9 - 0
mk_framework/assets/script/game/component/tween/RotateAround.ts.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.8",
+  "uuid": "74eae533-e7fc-4649-9df1-251d7f909428",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}