2023-02-22 09:50:51 +08:00

51 lines
1.8 KiB
TypeScript

import { _decorator, Component, Node, geometry, PhysicsSystem, game } from 'cc';
import { ActorBase } from '../../core/actor/actor-base';
import { ActorEquipBase } from './actor-equip-base';
import { ActorPart } from './actor-part';
const { ccclass, property } = _decorator;
@ccclass('ActorShotgun')
export class ActorShotgun extends ActorEquipBase {
onFire() {
this._bagData.bulletCount--;
const forwardNode = this._actor._forwardNode;
const origin = forwardNode.worldPosition;
const dir = forwardNode.forward;
let ray = new geometry.Ray(origin.x, origin.y, origin.z, dir.x, dir.y , dir.z);
const mask = 1 << 3;
const distance = this._data.damage.distance;
if (PhysicsSystem.instance.raycastClosest(ray, mask, distance)) {
const res = PhysicsSystem.instance.raycastClosestResult;
const hitName = res.collider.node.name;
console.log(`handgun fire hit ${hitName}`);
if (hitName.concat('actor')) {
const actorPart = res.collider.node.getComponent(ActorPart);
if (!actorPart) {
console.error(` damage part can not add actor part component. ${actorPart}`);
}
const actor = actorPart.actor;
const damage = this._data.damage[hitName];
if (damage === undefined) {
console.error(`hit part undefind ${hitName}`);
}
actor._data.hp -= damage;
if (actor._data.hp <= 0) {
this._actor._data.hp = 1;
actor.do('dead');
}
}else if (hitName === 'col_brick') {
}else if (hitName === 'col_metal') {
}else{
}
}else{
console.log('empty shoot.');
}
}
}