import { _decorator, Component, find, Vec2, PhysicsSystem, input, Input, EventMouse, geometry, Camera, game, EventTouch, director, Vec3 } from 'cc'; const { ccclass, property } = _decorator; import { IActorInput } from '../../core/input/IActorInput'; import { Msg } from '../../core/msg/msg'; import { Actor } from './actor'; @ccclass('ActorInputBrain') export class ActorInputBrain extends Component implements IActorInput { _actor:IActorInput | undefined | null; _isPause = false; start () { this._actor = this.getComponent(Actor); if (this._actor === null) { throw new Error(`${this.node.name} node can not find ActorEnemy`); } } onMove(move:Vec3) { this._actor?.onMove(move); } onRotation(x:number, y:number){ this._actor?.onRotation(x, y); } onDir(x:number, y:number) { this._actor?.onDir(x, y); } onJump() { this._actor?.onJump(); } onRun(isRun:boolean) { this._actor?.onRun(isRun); } onCrouch() { this._actor?.onCrouch(); } onProne(){ //this._actor?.onProne(); } onAim(isAim:boolean | undefined): void { this._actor?.onAim(isAim); } onChangeEquips(): boolean { throw new Error('Method not implemented.'); } onFire() { this._actor?.onFire(); } onEquip(index:number) { this._actor?.onEquip(index); } onPick() { this._actor?.onPick(); } onReload() { this._actor?.onReload(); } onDrop() { this._actor?.onDrop(); } onPause() {} }