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"octree": { - "__id__": 58 + "__id__": 85 }, "skin": { - "__id__": 59 + "__id__": 86 }, "lightProbeInfo": { - "__id__": 60 + "__id__": 87 }, "postSettings": { - "__id__": 61 + "__id__": 88 }, "bakedWithStationaryMainLight": false, "bakedWithHighpLightmap": false diff --git a/assets/scripts/PlayerController.ts b/assets/scripts/PlayerController.ts index 0882fdd..04e91da 100644 --- a/assets/scripts/PlayerController.ts +++ b/assets/scripts/PlayerController.ts @@ -1,9 +1,11 @@ -import { _decorator, Component, Node, Vec3, input, Input, EventTouch, Camera, view, tween, Animation, Collider2D, Contact2DType, Label, Color } from 'cc'; +import { _decorator, Component, Node, Vec3, input, Input, EventTouch, Camera, view, tween, Animation, Collider2D, Contact2DType, Label, Color, Canvas } from 'cc'; import { TiledMapPathfinder } from './TiledMapPathfinder'; const { ccclass, property } = _decorator; @ccclass('PlayerController') export class PlayerController extends Component { + @property(Canvas) + canvas: Canvas | null = null; @property(Node) player: Node | null = null; // 玩家节点 @@ -30,6 +32,10 @@ export class PlayerController extends Component { private originalPosition: Vec3 = new Vec3(); private currentAnimation: string = 'stand'; // 当前播放的动画 private lastTargetPosition: Vec3 = new Vec3(); // 上一个目标位置,用于方向判断 + private isUpgraded: boolean = false; // 玩家是否已升级 + + // 道具列表 + private props: Node[] = []; onLoad() { // 注册触摸事件 @@ -40,6 +46,8 @@ export class PlayerController extends Component { // 监听碰撞事件 collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this); } + + this.initProps(); } onDestroy() { @@ -53,6 +61,61 @@ export class PlayerController extends Component { } } + initProps() { + if (!this.canvas) { + console.warn('Canvas未设置,无法初始化道具'); + return; + } + + // 查找Canvas下的Props节点 + const propsNode = this.canvas.node.getChildByName('Props'); + if (!propsNode) { + console.warn('未找到Props节点,请确保Canvas下有名为"Props"的节点'); + return; + } + + // 清空现有的道具列表 + this.props.length = 0; + + // 获取Props节点下的所有子节点 + for (let i = 0; i < propsNode.children.length; i++) { + const child = propsNode.children[i]; + this.props.push(child); + console.log(`添加道具: ${child.name}`); + + // 为每个道具添加悬浮动画 + this.addFloatingAnimation(child); + } + + console.log(`初始化道具完成,共找到 ${this.props.length} 个道具`); + } + + /** + * 为道具添加悬浮动画 + */ + private addFloatingAnimation(propNode: Node) { + if (!propNode) return; + + // 保存原始位置 + const originalY = propNode.position.y; + const floatHeight = 10; // 悬浮高度(像素) + const floatDuration = 2; // 悬浮周期(秒) + + // 创建上下浮动的动画 + tween(propNode) + .to(floatDuration / 2, { position: new Vec3(propNode.position.x, originalY + floatHeight, propNode.position.z) }, { + easing: 'sineInOut' + }) + .to(floatDuration / 2, { position: new Vec3(propNode.position.x, originalY, propNode.position.z) }, { + easing: 'sineInOut' + }) + .union() // 将动画串联起来 + .repeatForever() // 无限重复 + .start(); + + console.log(`为道具 ${propNode.name} 添加悬浮动画`); + } + private onTouchStart(event: EventTouch) { if (!this.player || !this.camera || !this.pathfinder || this.isAttacking) return; @@ -197,24 +260,30 @@ export class PlayerController extends Component { return; } - if (this.currentAnimation === animationName) { + // 如果玩家已升级,在动画名称后添加 "_2" 后缀 + let finalAnimationName = animationName; + if (this.isUpgraded && !animationName.endsWith('_2')) { + finalAnimationName = animationName + '_2'; + } + + if (this.currentAnimation === finalAnimationName) { return; // 已经是目标动画,不需要切换 } const animation = this.player.getComponent(Animation); if (animation) { // 检查动画是否存在 - const state = animation.getState(animationName); + const state = animation.getState(finalAnimationName); if (!state) { - console.warn(`动画 ${animationName} 不存在,使用默认动画`); + console.warn(`动画 ${finalAnimationName} 不存在,使用默认动画`); this.currentAnimation = 'stand'; animation.play('stand'); return; } - this.currentAnimation = animationName; - animation.play(animationName); - console.log(`切换动画: ${animationName}`); + this.currentAnimation = finalAnimationName; + animation.play(finalAnimationName); + console.log(`切换动画: ${finalAnimationName}`); } else { console.warn('未找到Animation组件,无法播放动画'); } @@ -331,7 +400,7 @@ export class PlayerController extends Component { this.switchAnimation('attack'); // 2秒后判定攻击结果 - this.scheduleOnce(() => { + this.scheduleOnce(async () => { // 比较生命值,判断输赢 console.log('判定攻击结果,玩家HP:', playerHp, '怪物HP:', monsterHp); if (playerHp >= monsterHp) { @@ -350,6 +419,11 @@ export class PlayerController extends Component { monsterAnimation.play(`${otherCollider.node.name}_die`); } + // 如果是攻击 guai_2 并且成功,创建道具飞向 player 的动画 + if (otherCollider.node.name === 'guai_2') { + await this.createPropsFlyToPlayerAnimation() + } + // 1秒后怪物消失 this.scheduleOnce(() => { otherCollider.node.destroy(); @@ -430,4 +504,98 @@ export class PlayerController extends Component { .to(0.1, { color: originalColor }) .start(); } + + /** + * 创建道具飞向玩家的动画(同步方法) + */ + private async createPropsFlyToPlayerAnimation(): Promise { + if (!this.player || this.props.length === 0) { + console.warn('玩家或道具不存在,无法创建飞行动画'); + return; + } + + console.log('创建道具飞向玩家的动画'); + + // 获取玩家位置 + const playerPos = this.player.position.clone(); + + // 创建所有道具的飞行动画承诺 + const flyPromises: Promise[] = []; + + // 为每个道具创建飞行动画 + this.props.forEach((prop, index) => { + if (!prop || !prop.isValid) return; + + // 保存道具原始位置 + const originalPos = prop.position.clone(); + + // 计算飞行时间(根据距离调整) + const distance = Vec3.distance(originalPos, playerPos); + const flyDuration = Math.max(0.5, distance / 500); // 最少0.5秒,速度500像素/秒 + + // 添加延迟,让道具依次飞向玩家 + const delay = index * 0.1; + + // 停止道具的悬浮动画 + tween(prop).stop(); + + // 创建飞行动画的承诺 + const flyPromise = new Promise((resolve) => { + this.scheduleOnce(() => { + tween(prop) + .to(flyDuration, { + position: new Vec3(playerPos.x, playerPos.y, playerPos.z) + }, { + easing: 'quadOut', + onComplete: () => { + // 道具到达玩家位置后消失 + prop.destroy(); + console.log(`道具 ${prop.name} 已到达玩家位置并消失`); + resolve(); + } + }) + .start(); + }, delay); + }); + + flyPromises.push(flyPromise); + }); + + // 等待所有道具飞行动画完成 + await Promise.all(flyPromises); + + // 所有动画完成后,播放升级动画并设置升级状态 + this.playLevelUpAnimation(); + this.isUpgraded = true; + console.log('所有道具飞行动画完成,玩家已升级,后续动画将使用升级版本'); + } + + /** + * 播放玩家升级动画 + */ + private playLevelUpAnimation() { + if (!this.player) { + console.warn('玩家节点不存在,无法播放升级动画'); + return; + } + + // 查找levelUp子节点 + const levelUpNode = this.player.getChildByName('levelUp'); + if (!levelUpNode) { + console.warn('未找到levelUp子节点'); + return; + } + + // 获取动画组件 + const levelUpAnimation = levelUpNode.getComponent(Animation); + if (!levelUpAnimation) { + console.warn('levelUp节点未找到Animation组件'); + return; + } + + console.log('播放玩家升级动画'); + + // 播放升级动画 + levelUpAnimation.play('levelUp'); + } } \ No newline at end of file diff --git a/settings/v2/packages/information.json b/settings/v2/packages/information.json index 94848de..1f74257 100644 --- a/settings/v2/packages/information.json +++ b/settings/v2/packages/information.json @@ -4,19 +4,19 @@ "customSplash": { "id": "customSplash", "label": "customSplash", - "enable": false, + "enable": true, "customSplash": { "complete": false, - "form": "https://creator-api.cocos.com/api/form/show?" + "form": "https://creator-api.cocos.com/api/form/show?sid=bafeb53e00158dda33faa2f7c4d4a2cf" } }, "removeSplash": { "id": "removeSplash", "label": "removeSplash", - "enable": false, + "enable": true, "removeSplash": { "complete": false, - "form": "https://creator-api.cocos.com/api/form/show?" + "form": "https://creator-api.cocos.com/api/form/show?sid=bafeb53e00158dda33faa2f7c4d4a2cf" } } }