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import AnimatorSpine from "../../animator/AnimatorSpine";
import AnimatorSpineSecondary from "../../animator/AnimatorSpineSecondary";
const { ccclass, property } = cc._decorator;
@ccclass
export default class SpineScene extends cc.Component {
@property(sp.Skeleton) SpineBoy: sp.Skeleton = null;
private _updateSpeed: boolean = false;
private _speed: number = 0;
private _animatorMain: AnimatorSpine = null;
private _animatorSecondary: AnimatorSpineSecondary[] = [];
protected onLoad() {
this._animatorMain = this.SpineBoy.getComponent(AnimatorSpine);
this._animatorMain.onInit((fromState: string, toState: string) => {
cc.log(`state change: ${fromState} -> ${toState}`);
});
this._animatorSecondary = this.SpineBoy.getComponents(AnimatorSpineSecondary);
cc.systemEvent.on(cc.SystemEvent.EventType.KEY_DOWN, this.onKeyDown, this);
cc.systemEvent.on(cc.SystemEvent.EventType.KEY_UP, this.onKeyUp, this);
}
protected update(dt: number) {
this._speed = this._updateSpeed ? Math.min(5, this._speed + dt) : Math.max(0, this._speed - dt * 2);
this._animatorMain.setNumber('speed', this._speed);
}
protected onDestroy() {
cc.systemEvent.off(cc.SystemEvent.EventType.KEY_DOWN, this.onKeyDown, this);
cc.systemEvent.off(cc.SystemEvent.EventType.KEY_UP, this.onKeyUp, this);
}
private onKeyDown(event: cc.Event.EventKeyboard) {
let code: cc.macro.KEY = event.keyCode;
switch (code) {
case cc.macro.KEY.left:
case cc.macro.KEY.right:
this._updateSpeed = true;
break;
case cc.macro.KEY.space:
this._animatorMain.autoTrigger('jump');
break;
case cc.macro.KEY.k:
this._animatorSecondary[0].autoTrigger('shoot');
default:
break;
}
}
private onKeyUp(event: cc.Event.EventKeyboard) {
let code: cc.macro.KEY = event.keyCode;
switch (code) {
case cc.macro.KEY.left:
case cc.macro.KEY.right:
this._updateSpeed = false;
break;
default:
break;
}
}
}