import CMath from "../../util/CMath"; import CUtil from "../../util/CUtil"; import { __SkillData } from "../data/sdata/SManage"; import BObject from "./bullet/BObject"; import EventButton from "./EventButton"; import FF from "./FF"; import { SpriteActionType, SpriteType } from "./object/FSprite"; const { ccclass, property } = cc._decorator; /** * 控制按钮处理 * 技能,事件,攻击按钮 */ @ccclass export default class FControl extends cc.Component { @property(FF) ff: FF = null; @property(EventButton) mEventButton: EventButton = null;//事件按钮 @property(cc.Node) mShooting: cc.Node = null;//射击按钮 @property(cc.Button) mBtSkill1: cc.Button = null;//技能1 @property(cc.Label) mBtLabel1: cc.Label = null;//技能1倒计时 @property(cc.Button) mBtSkill2: cc.Button = null;//技能2 @property(cc.Label) mBtLabel2: cc.Label = null;//技能2倒计时 @property(cc.Node) mBtSkillEffect: cc.Node = null;//技能2特效 @property(cc.Sprite) mSkillIcon: cc.Sprite = null;//技能图标 private _skillData1: __SkillData /** * 技能是否准备好 */ private skillOK1: boolean = true private lastTime1: number = 0; private skillOK2: boolean = true private lastTime2: number = 0; onLoad() { this.mEventButton.node.active = false; this.mShooting.on(cc.Node.EventType.TOUCH_START, this._touchShootStartEvent, this); this.mShooting.on(cc.Node.EventType.TOUCH_END, this._touchShootEndEvent, this); this.mShooting.on(cc.Node.EventType.TOUCH_CANCEL, this._touchShootEndEvent, this); } public updateSkill() { let attrData = this.ff.mainSprite.attrData this._skillData1 = this.ff.main.sManage.getSkillById(attrData.weaponSkill) if(this._skillData1){ cc.resources.load('icon/skill/'+this._skillData1.icon, cc.SpriteFrame, (err, spriteFrame:cc.SpriteFrame) =>{ if(err){ cc.error(err); }else{ this.mSkillIcon.spriteFrame = spriteFrame; } } ); } this.mBtSkill1.node.active = true; let role = this.ff.main.player.role if(role.openSkill){ this.mBtSkill2.node.active = false; }else{ this.mBtSkill2.node.active = false; } } /** * 显示技能2 */ public showSkill2(){ // this.mBtSkill2.node.active = true; // this.mBtSkillEffect.active = true; // cc.tween(this.mBtSkillEffect).sequence( // cc.delayTime(2), // cc.destroySelf() // ).start() } /** * 设置事件按钮 * @param spriteFrame */ public showEventBt(spriteFrame: cc.SpriteFrame, callback: () => void) { this.ff.mainSprite.setShooting(false); this.ff.mainSprite.status == SpriteType.NONE this.mEventButton.node.active = true this.mEventButton.mIcon.spriteFrame = spriteFrame this.mShooting.active = false this.mEventButton.setCallback(() => { callback() }) } public closeEventBt() { this.mEventButton.node.active = false this.mShooting.active = true this.mEventButton.setCallback(null) } private _touchRunningStartEvent() { if (this.ff && this.ff.mainSprite) { this.ff.mainSprite.setRuning(true); } } private _touchRunningEndEvent() { if (this.ff && this.ff.mainSprite) { this.ff.mainSprite.setRuning(false); } } private _touchShootStartEvent() { if (this.ff && this.ff.mainSprite) { this.ff.mainSprite.setShooting(true); } } private _touchShootEndEvent() { if (this.ff && this.ff.mainSprite) { this.ff.mainSprite.setShooting(false); } } public onclickSkill1() { if (!this.skillOK1) { return } this.skillOK1 = false this.lastTime1 = CUtil.getNowTime() this.mBtSkill1.interactable = false this.mBtLabel1.node.active = true let target = this.ff.mainSprite.findEnemy(3000).sprite this.ff.mainSprite.skill1.exe(target,()=>{ }) } public onclickSkill2() { if (!this.skillOK2) { return } this.skillOK2 = false this.lastTime2 = CUtil.getNowTime() this.mBtSkill2.interactable = false this.mBtLabel2.node.active = true let target = this.ff.mainSprite.findEnemy(3000).sprite this.ff.mainSprite.skill1.exe(target,()=>{ }) } update(dt) { if (this._skillData1 && !this.skillOK1) { let curTime = CUtil.getNowTime() let x = curTime - this.lastTime1 if (x >= this._skillData1.time) { this.skillOK1 = true this.mBtSkill1.interactable = true this.mBtLabel1.node.active = false } else { this.mBtLabel1.string = '' + (this._skillData1.time - x) } } if (this._skillData1 && !this.skillOK2) { let curTime = CUtil.getNowTime() let x = curTime - this.lastTime2 if (x >= this._skillData1.time) { this.skillOK2 = true this.mBtSkill2.interactable = true this.mBtLabel2.node.active = false } else { this.mBtLabel2.string = '' + (this._skillData1.time - x) } } } }