| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950 | 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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