FlySystem2.ts 6.5 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 FlySystem2 extends cc.Component {
  9. onLoad() {
  10. mk.fly2 = this;
  11. }
  12. private is_new_cb = true;
  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, endpos: cc.Vec2 | string = '', item_cb: Function = null, isScale: number = -1, averageValue: number = -1) {
  21. for (let i = 0; i < num; i++) {
  22. let copyCoin = await mk.pool.getPrefab('game/prefab/coin');
  23. let url = 'game/texture/coin/' + type;
  24. let sf = await mk.loader.load(url, cc.SpriteFrame);
  25. copyCoin.getComponent(cc.Sprite).spriteFrame = sf;
  26. copyCoin.setParent(this.node);
  27. if (isScale != -1) {
  28. copyCoin.scale = isScale;
  29. } else {
  30. copyCoin.scale = mk.math.random(0.56, 0.84, false);
  31. }
  32. copyCoin.angle = mk.math.random(-45, 45, false);
  33. let dir = cc.v2(mk.math.random(-1, 1, false), mk.math.random(-1, 1, false));
  34. dir = dir.normalize();
  35. let deltaInit = cc.v2(mk.math.random(10, 160, false) * dir.x, mk.math.random(10, 160, false) * dir.y);
  36. let pos = new cc.Vec2(0, -300);
  37. if (startpos_node) {
  38. let world_Pos = startpos_node.parent.convertToWorldSpaceAR(startpos_node.getPosition());
  39. pos = this.node.convertToNodeSpaceAR(world_Pos);
  40. }
  41. let initPos = pos.add(deltaInit);
  42. copyCoin.setPosition(pos);
  43. this.FlyIn(type, copyCoin, initPos, endpos, item_cb, averageValue);
  44. }
  45. this.is_new_cb = true;
  46. }
  47. private FlyIn(type: number, target: cc.Node, end: cc.Vec2, endpos: cc.Vec2 | string = null, item_cb: Function = null, averageValue: number = -1) {
  48. cc.tween(target)
  49. .to(mk.math.random(0.3, 0.6, false), { position: cc.v3(end) }, cc.easeSineInOut())
  50. .call(() => {
  51. this.FlyOut(type, target, endpos, item_cb, averageValue);
  52. })
  53. .start();
  54. }
  55. private FlyOut(type: number, target: cc.Node, end: cc.Vec2 | string, item_cb: Function = null, averageValue: number = -1) {
  56. let dur = mk.math.random(0.3, 1, false);
  57. cc.tween(target)
  58. .to(dur, { scale: 0.8 })
  59. .start();
  60. let end_pos: cc.Vec2 = null;
  61. let end_node: cc.Node = null;
  62. if (typeof end === 'string') {
  63. if (end == '') {
  64. let url = ''
  65. if (type == RewardType.redBag) {
  66. url = 'Canvas/主界面层/game/node_ui/顶部个人信息/提现按钮/icon_zb';
  67. }
  68. else if (type == RewardType.pigRmb) {
  69. url = 'Canvas/主界面层/game/node_ui/顶部个人信息/金猪币按钮/icon_zb';
  70. } else {
  71. // 未知类型
  72. mk.pool.return('game/prefab/coin', target);
  73. return;
  74. }
  75. end = url;
  76. }
  77. end_node = cc.find(end as string);
  78. let world_pos = end_node.parent.convertToWorldSpaceAR(end_node.getPosition());
  79. end_pos = this.node.convertToNodeSpaceAR(world_pos);
  80. }
  81. else {
  82. end_pos = this.node.convertToNodeSpaceAR(end);
  83. }
  84. cc.tween(target)
  85. .to(dur, { position: cc.v3(end_pos) }, cc.easeSineOut())
  86. .call(() => {
  87. if (averageValue != -1) {
  88. this.showLabStrChange(averageValue);
  89. }
  90. if (item_cb != null) {
  91. this.is_new_cb && item_cb();
  92. this.is_new_cb = false;
  93. }
  94. mk.pool.return('game/prefab/coin', target);
  95. })
  96. .start();
  97. }
  98. /**
  99. * icon缩放动画
  100. * @param type icon类型
  101. * @returns
  102. */
  103. private iconScale(type: number) {
  104. let node;
  105. if (type === 1) {
  106. node = gData.gameData.gameStyle.lbl_redMoney.node;
  107. } else if (type === 3) {
  108. node = gData.gameData.gameStyle.lbl_redMoney.node;
  109. }
  110. if (!node) return;
  111. cc.tween(node).to(0.1, { scale: 1.3 }).to(0.05, { scale: 1 }).start();
  112. }
  113. private showLabStrChange(value: number) {
  114. if (gData.gameData.gameStyle.lbl_redMoney) {
  115. gData.gameData.addHb = value;
  116. gData.gameData.playerProp.redMoney += value;
  117. //gData.gameData.gameStyle.lbl_redMoney.string = gData.gameData.playerProp.redMoney.toString();
  118. //cc.tween(gData.gameData.gameStyle.lbl_redMoney.node).to(0.1, { scale: 1.2 }).to(0.05, { scale: 1 }).start();
  119. }
  120. }
  121. /**
  122. * 节点飞行动画
  123. * @param startTarget 飞行节点
  124. * @param endTarget 飞行终点位置的节点
  125. * @param duration 飞行时间
  126. * @param callFuc 回调
  127. * @param offsetPos 相对终点的偏移值
  128. */
  129. public playFlyAni(startTarget: cc.Node, cloneTarget: cc.Node, endTarget: cc.Node, duration: number, callFuc: Function | null = null, offsetPos: cc.Vec3 = cc.Vec3.ZERO) {
  130. let worldPos = startTarget.parent.convertToWorldSpaceAR(startTarget.getPosition());
  131. let pos = endTarget.parent.convertToNodeSpaceAR(worldPos);
  132. let newNode = cc.instantiate(cloneTarget);
  133. newNode.active = true;
  134. newNode.setParent(endTarget.parent);
  135. newNode.setPosition(pos);
  136. //cc.Tween.stopAllByTarget(newNode);
  137. // let endWorldPos = endTarget.parent.convertToWorldSpaceAR(endTarget.getPosition());
  138. // let endPos = this.node.convertToNodeSpaceAR(endWorldPos);
  139. //测试代码
  140. //let p = endTarget.getPosition();
  141. let endPos = cc.Vec3.ZERO;
  142. endPos.add(offsetPos, endPos);
  143. cc.tween(newNode).to(duration, { position: cc.v3(endPos) }, cc.easeSineOut()).call(() => {
  144. if (callFuc) {
  145. callFuc();
  146. }
  147. newNode.destroy();
  148. }).start();
  149. }
  150. }