FlySystem.ts 6.7 KB

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  1. import { RewardType } from "../../game/data/GameData";
  2. /**
  3. * @description 获取道具特效
  4. * @author kaka
  5. * */
  6. const { ccclass } = cc._decorator;
  7. @ccclass
  8. export default class FlySystem extends cc.Component {
  9. onLoad() {
  10. mk.fly = this;
  11. }
  12. private is_new_cbArr = [];
  13. /**
  14. * @param type 类型 道具id 10001,10002
  15. * @param num 特效数量
  16. * @param pos 起始位置
  17. * @param endpos 飞行目标的世界坐标 或目标对象路径 如果为"",则飞到主界面货币按钮处 默认""
  18. * @param cb 动画结束回调
  19. */
  20. public async PlayCoinAnim(type: number = 0, num: number, startpos_node: cc.Node | cc.Vec2, endpos: cc.Vec2 | string = '', item_cb: Function = null, isScale: number = -1, averageValue: number = -1) {
  21. this.is_new_cbArr[type] = true;
  22. for (let i = 0; i < num; i++) {
  23. let copyCoin = await mk.pool.getPrefab('game/prefab/coin');
  24. let url = 'game/texture/coin/' + type;
  25. let sf = await mk.loader.load(url, cc.SpriteFrame);
  26. copyCoin.getComponent(cc.Sprite).spriteFrame = sf;
  27. copyCoin.setParent(this.node);
  28. if (isScale != -1) {
  29. copyCoin.scale = isScale;
  30. } else {
  31. copyCoin.scale = mk.math.random(0.56, 0.84, false);
  32. }
  33. copyCoin.angle = mk.math.random(-45, 45, false);
  34. let dir = cc.v2(mk.math.random(-1, 1, false), mk.math.random(-1, 1, false));
  35. dir = dir.normalize();
  36. let deltaInit = cc.v2(mk.math.random(10, 160, false) * dir.x, mk.math.random(10, 160, false) * dir.y);
  37. let pos = new cc.Vec2(0, -300);
  38. if (startpos_node instanceof cc.Node) {
  39. let node = startpos_node as cc.Node;
  40. let world_Pos = node.parent.convertToWorldSpaceAR(node.getPosition());
  41. pos = this.node.convertToNodeSpaceAR(world_Pos);
  42. }
  43. else {
  44. pos = this.node.convertToNodeSpaceAR(startpos_node as cc.Vec2);
  45. }
  46. let initPos = pos.add(deltaInit);
  47. copyCoin.setPosition(pos);
  48. this.FlyIn(type, copyCoin, initPos, endpos, item_cb, averageValue);
  49. }
  50. }
  51. private FlyIn(type: number, target: cc.Node, end: cc.Vec2, endpos: cc.Vec2 | string = null, item_cb: Function = null, averageValue: number = -1) {
  52. cc.tween(target)
  53. .to(mk.math.random(0.3, 0.6, false), { position: cc.v3(end) }, cc.easeSineInOut())
  54. .call(() => {
  55. this.FlyOut(type, target, endpos, item_cb, averageValue);
  56. })
  57. .start();
  58. }
  59. private FlyOut(type: number, target: cc.Node, end: cc.Vec2 | string, item_cb: Function = null, averageValue: number = -1) {
  60. let dur = mk.math.random(0.3, 1, false);
  61. // cc.tween(target)
  62. // .to(dur, { scale: 0.8 })
  63. // .start();
  64. console.log('---');
  65. let end_pos: cc.Vec2 = null;
  66. let end_node: cc.Node = null;
  67. if (typeof end === 'string') {
  68. if (end == '') {
  69. let url = ''
  70. if (type == RewardType.redBag) {
  71. url = 'Canvas/主界面层/game/node_ui/顶部个人信息/提现按钮/icon_zb';
  72. }
  73. else if (type == RewardType.pigRmb) {
  74. url = 'Canvas/主界面层/game/node_ui/顶部个人信息/金猪币按钮/icon_zb';
  75. } else {
  76. // 未知类型
  77. mk.pool.return('game/prefab/coin', target);
  78. return;
  79. }
  80. end = url;
  81. }
  82. end_node = cc.find(end as string);
  83. let world_pos = end_node.parent.convertToWorldSpaceAR(end_node.getPosition());
  84. end_pos = this.node.convertToNodeSpaceAR(world_pos);
  85. }
  86. else {
  87. end_pos = this.node.convertToNodeSpaceAR(end);
  88. }
  89. cc.tween(target)
  90. .to(dur, { position: cc.v3(end_pos) }, cc.easeSineOut())
  91. .call(() => {
  92. if (averageValue != -1) {
  93. this.showLabStrChange(averageValue);
  94. }
  95. if (item_cb != null) {
  96. this.is_new_cbArr[type] && item_cb();
  97. this.is_new_cbArr[type] = false;
  98. }
  99. mk.pool.return('game/prefab/coin', target);
  100. })
  101. .start();
  102. }
  103. /**
  104. * icon缩放动画
  105. * @param type icon类型
  106. * @returns
  107. */
  108. private iconScale(type: number) {
  109. let node;
  110. if (type === 1) {
  111. node = gData.gameData.gameStyle.lbl_redMoney.node;
  112. } else if (type === 3) {
  113. node = gData.gameData.gameStyle.lbl_redMoney.node;
  114. }
  115. if (!node) return;
  116. cc.tween(node).to(0.1, { scale: 1.3 }).to(0.05, { scale: 1 }).start();
  117. }
  118. private showLabStrChange(value: number) {
  119. if (gData.gameData.gameStyle.lbl_redMoney) {
  120. gData.gameData.playerProp.redMoney += value;
  121. //gData.gameData.gameStyle.lbl_redMoney.string = gData.gameData.playerProp.redMoney.toString();
  122. //cc.tween(gData.gameData.gameStyle.lbl_redMoney.node).to(0.1, { scale: 1.2 }).to(0.05, { scale: 1 }).start();
  123. }
  124. }
  125. /**
  126. * 节点飞行动画
  127. * @param startTarget 飞行节点
  128. * @param endTarget 飞行终点位置的节点
  129. * @param duration 飞行时间
  130. * @param callFuc 回调
  131. * @param offsetPos 相对终点的偏移值
  132. */
  133. public playFlyAni(startTarget: cc.Node, cloneTarget: cc.Node, endTarget: cc.Node, duration: number, callFuc: Function | null = null, offsetPos: cc.Vec3 = cc.Vec3.ZERO) {
  134. let worldPos = startTarget.parent.convertToWorldSpaceAR(startTarget.getPosition());
  135. let pos = endTarget.parent.convertToNodeSpaceAR(worldPos);
  136. let newNode = cc.instantiate(cloneTarget);
  137. newNode.active = true;
  138. newNode.setParent(endTarget.parent);
  139. newNode.setPosition(pos);
  140. //cc.Tween.stopAllByTarget(newNode);
  141. // let endWorldPos = endTarget.parent.convertToWorldSpaceAR(endTarget.getPosition());
  142. // let endPos = this.node.convertToNodeSpaceAR(endWorldPos);
  143. //测试代码
  144. //let p = endTarget.getPosition();
  145. let endPos = cc.Vec3.ZERO;
  146. endPos.add(offsetPos, endPos);
  147. cc.tween(newNode).to(duration, { position: cc.v3(endPos) }, cc.easeSineOut()).call(() => {
  148. if (callFuc) {
  149. callFuc();
  150. }
  151. newNode.destroy();
  152. }).start();
  153. }
  154. }