FlySystem2.ts 6.6 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. {
  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)
  39. {
  40. let world_Pos = startpos_node.parent.convertToWorldSpaceAR(startpos_node.getPosition());
  41. pos = this.node.convertToNodeSpaceAR(world_Pos);
  42. }
  43. let initPos = pos.add(deltaInit);
  44. copyCoin.setPosition(pos);
  45. this.FlyIn(type, copyCoin, initPos, endpos, item_cb, averageValue);
  46. }
  47. this.is_new_cb = true;
  48. }
  49. private FlyIn(type: number, target: cc.Node, end: cc.Vec2, endpos: cc.Vec2 | string = null, item_cb: Function = null, averageValue: number = -1) {
  50. cc.tween(target)
  51. .to(mk.math.random(0.3, 0.6, false), { position: cc.v3(end) }, cc.easeSineInOut())
  52. .call(() => {
  53. this.FlyOut(type, target, endpos, item_cb, averageValue);
  54. })
  55. .start();
  56. }
  57. private FlyOut(type: number, target: cc.Node, end: cc.Vec2 | string, item_cb: Function = null, averageValue: number = -1) {
  58. let dur = mk.math.random(0.3, 1, false);
  59. cc.tween(target)
  60. .to(dur, { scale: 0.8 })
  61. .start();
  62. let end_pos: cc.Vec2 = null;
  63. let end_node: cc.Node = null;
  64. if (typeof end === 'string') {
  65. if (end == '') {
  66. let url = ''
  67. if (type == RewardType.redBag) {
  68. url = 'Canvas/主界面层/game/node_ui/顶部个人信息/提现按钮/icon_zb';
  69. }
  70. else if (type == RewardType.pigRmb) {
  71. url = 'Canvas/主界面层/game/node_ui/顶部个人信息/金猪币按钮/icon_zb';
  72. } else {
  73. // 未知类型
  74. mk.pool.return('game/prefab/coin', target);
  75. return;
  76. }
  77. end = url;
  78. }
  79. end_node = cc.find(end as string);
  80. let world_pos = end_node.parent.convertToWorldSpaceAR(end_node.getPosition());
  81. end_pos = this.node.convertToNodeSpaceAR(world_pos);
  82. }
  83. else {
  84. end_pos = this.node.convertToNodeSpaceAR(end);
  85. }
  86. cc.tween(target)
  87. .to(dur, { position: cc.v3(end_pos) }, cc.easeSineOut())
  88. .call(() => {
  89. if(averageValue != -1)
  90. {
  91. this.showLabStrChange(averageValue);
  92. }
  93. if (item_cb != null) {
  94. this.is_new_cb && item_cb();
  95. this.is_new_cb = false;
  96. }
  97. mk.pool.return('game/prefab/coin', target);
  98. })
  99. .start();
  100. }
  101. /**
  102. * icon缩放动画
  103. * @param type icon类型
  104. * @returns
  105. */
  106. private iconScale(type: number) {
  107. let node;
  108. if (type === 1) {
  109. node = gData.gameData.gameStyle.lbl_redMoney.node;
  110. } else if (type === 3) {
  111. node = gData.gameData.gameStyle.lbl_redMoney.node;
  112. }
  113. if (!node) return;
  114. cc.tween(node).to(0.1, { scale: 1.3 }).to(0.05, { scale: 1 }).start();
  115. }
  116. private showLabStrChange(value: number)
  117. {
  118. if(gData.gameData.gameStyle.lbl_redMoney)
  119. {
  120. gData.gameData.addHb = value;
  121. gData.gameData.playerProp.redMoney += value;
  122. //gData.gameData.gameStyle.lbl_redMoney.string = gData.gameData.playerProp.redMoney.toString();
  123. //cc.tween(gData.gameData.gameStyle.lbl_redMoney.node).to(0.1, { scale: 1.2 }).to(0.05, { scale: 1 }).start();
  124. }
  125. }
  126. /**
  127. * 节点飞行动画
  128. * @param startTarget 飞行节点
  129. * @param endTarget 飞行终点位置的节点
  130. * @param duration 飞行时间
  131. * @param callFuc 回调
  132. * @param offsetPos 相对终点的偏移值
  133. */
  134. public playFlyAni(startTarget: cc.Node, cloneTarget: cc.Node, endTarget: cc.Node, duration: number, callFuc: Function|null = null, offsetPos: cc.Vec3 = cc.Vec3.ZERO)
  135. {
  136. let worldPos = startTarget.parent.convertToWorldSpaceAR(startTarget.getPosition());
  137. let pos = endTarget.parent.convertToNodeSpaceAR(worldPos);
  138. let newNode = cc.instantiate(cloneTarget);
  139. newNode.active = true;
  140. newNode.setParent(endTarget.parent);
  141. newNode.setPosition(pos);
  142. //cc.Tween.stopAllByTarget(newNode);
  143. // let endWorldPos = endTarget.parent.convertToWorldSpaceAR(endTarget.getPosition());
  144. // let endPos = this.node.convertToNodeSpaceAR(endWorldPos);
  145. //测试代码
  146. //let p = endTarget.getPosition();
  147. let endPos = cc.Vec3.ZERO;
  148. endPos.add(offsetPos, endPos);
  149. cc.tween(newNode).to(duration, { position: cc.v3(endPos) }, cc.easeSineOut()).call(()=>{
  150. if(callFuc)
  151. {
  152. callFuc();
  153. }
  154. newNode.destroy();
  155. }).start();
  156. }
  157. }