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- /** 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));
- }
- }
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