| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140 | import { _decorator, animation, Animation, Component, EventTouch, instantiate, Label, Node, Sprite, UITransform, Vec2, Vec3 } from 'cc';import { GameInfo } from '../../../GameInfo';import { resMgr } from '../../../Frames/ResourcesMgr';const { ccclass, property } = _decorator;@ccclass('TouchSkill')export class TouchSkill extends Component {    //skill放置范围    private _skillRange: Node = null;    private _dragNode: Node = null; // 拖拽节点      private _isDragging: boolean = false; // 拖拽状态       //高亮索引    private _highLightIdx: number = 0;    //高亮高度    private _hight: number = 82;    //skill名字    private _skillName: string = null;    //钻石拥有量    private _ownDiamondCount: Node = null;    protected onLoad(): void {        this._skillRange = this.node.parent.parent.getChildByName("Skill_Range");        this._ownDiamondCount = this.node.getChildByName("_ownNumber");        this._hight = this._skillRange.getChildByName("Node").getComponent(UITransform).height;        // 创建拖拽节点          this._dragNode = instantiate(resMgr.getPrefab("DragNode"));        this._dragNode.active = false; // 初始状态隐藏          this._dragNode.parent = this._skillRange;    }    protected start(): void {        this._skillName = GameInfo.Instance.getSkill();        this.node.on(Node.EventType.TOUCH_START, this.onTouchStart, this);        this.node.on(Node.EventType.TOUCH_MOVE, this.onTouchMove, this);        this.node.on(Node.EventType.TOUCH_END, this.onTouchEnd, this);        this.node.on(Node.EventType.TOUCH_CANCEL, this.onTouchEnd, this); // 处理触摸取消事件      }    private onTouchStart(event: EventTouch) {        //拥有的钻石小于需要的,退出        if (GameInfo.Instance.getOwnDiamondNum() < GameInfo.Instance.getNeedDiamondNum()) {            return;        }        if (this._isDragging) return;        const pos = event.getUILocation();        this._dragNode.getComponent(Sprite).spriteFrame = resMgr.getSpriteFrame(this._skillName);        this._dragNode.active = true;        this._isDragging = true;        this.setDragNodePosition(pos);    }    private onTouchMove(event: EventTouch) {        if (!this._isDragging) return;        if (this._isDragging) {            this.setDragNodePosition(event.getUILocation());        } else {            return;        }        for (const element of this._skillRange.children) {            const box = element.getComponent(UITransform).getBoundingBoxToWorld();            if (box.contains(event.getUILocation())) {                element.active = true;            } else {                element.active = false;            }        }    }    private onTouchEnd(event: EventTouch) {        if (!this._isDragging) return;        const pos: Vec3 = new Vec3(event.getUILocation().x, event.getUILocation().y, 0)        this.stopDragging(pos);    }    //设置拖拽物体的坐标      private setDragNodePosition(pos: Vec2) {        this._dragNode.setWorldPosition(pos.x, pos.y, 0);    }    private stopDragging(pos: Vec3) {        this._isDragging = false;        for (const element of this._skillRange.children) {            if (element.name !== "Roles") {                const box = element.getComponent(UITransform).getBoundingBoxToWorld();                if (box.contains(new Vec2(pos.x, pos.y))) {                    this._highLightIdx = element.getSiblingIndex();                    if (this._highLightIdx >= 6) {                        this._hideNode();                        return;                    }                    break;                }            }        }        const skill = instantiate(resMgr.getPrefab("Skill"));        skill.parent = this._skillRange.getChildByName("Roles");        const y = 180 + (this._highLightIdx + 1) * this._hight - this._hight / 2;        const skillPos: Vec3 = new Vec3(250, y, pos.z);        skill.setWorldPosition(skillPos);        skill.getComponent(Animation).play();        skill.getComponent(Animation).once(Animation.EventType.FINISHED, () => {            skill.destroy();        })        //使用了技能则消耗钻石        this._onReduce();        this._hideNode();    }    //减少拥有的钻石    private _onReduce() {        let own = GameInfo.Instance.getOwnDiamondNum();        let need = GameInfo.Instance.getNeedDiamondNum();        own -= need;        GameInfo.Instance.setOwnDiamondNum(own);        this._ownDiamondCount.getComponent(Label).string = String(own);    }    //相关节点隐藏    private _hideNode() {        this._dragNode.active = false;        this._dragNode.getComponent(Sprite).spriteFrame = null;        for (const element of this._skillRange.children) {            if (element.name !== "Roles") {                element.active = false;            }        }    }    protected onDestroy(): void {        this.node.off(Node.EventType.TOUCH_START, this.onTouchStart, this);        this.node.off(Node.EventType.TOUCH_MOVE, this.onTouchMove, this);        this.node.off(Node.EventType.TOUCH_END, this.onTouchEnd, this);        this.node.off(Node.EventType.TOUCH_CANCEL, this.onTouchEnd, this);    }}
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