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							- import { _decorator, Node, PhysicsGroup, Vec3 } from 'cc';
 
- import { Role, RoleState } from '../Role';
 
- import { RoleData } from '../../../DataItem/ItemData';
 
- import { LifeBar } from './LifeBar';
 
- import { Enemy } from './Enemy';
 
- const { ccclass, property } = _decorator;
 
- @ccclass('MyRole')
 
- export class MyRole extends Role {
 
-     private _lifeBar: LifeBar = null;
 
-     protected onLoad(): void {
 
-         this._lifeBar = this.node.getComponent(LifeBar);
 
-     }
 
-     init(name: string, pos: Vec3, data: RoleData[]) {
 
-         super.init(name, pos, data, 1)
 
-         this._initLifeBar();
 
-     }
 
-     
 
-     //初始化血条
 
-     private _initLifeBar(){
 
-         this._lifeBar._curHp = this.hp;
 
-         this._lifeBar._totalHp = this.hp;
 
-     }
 
-     update(deltaTime: number) {
 
-         
 
-         super.update(deltaTime);
 
-         super.stop();
 
-         
 
-     }
 
-     stop(): void {
 
-         if(this.node.getWorldPosition().x >= 1160){
 
-             super.playAnimation(RoleState.Idle);
 
-             this.moveSpeed = 0;
 
-         }
 
-     }
 
-     //必须实现抽象方法
 
-     protected _getCollisionGroup(): number {
 
-         return PhysicsGroup.Role; //实际分组值根据项目设置
 
-     }
 
-     protected _isValidTarget(target: Role): boolean {
 
-         //通过组件类型判断是否为敌人
 
-         return target instanceof Enemy;
 
-     }
 
- }
 
 
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