const BaseCharacter = require("./BaseCharacter"); window.ATK_CHARACTER_STATE = { Idle1: [0, "Idle1"], Walking: [1, "Walking"], Atk1: [2, "Atk1"], }; window.ATK_CHARACTER_STATE_ARR = []; for (let k in window.ATK_CHARACTER_STATE) { window.ATK_CHARACTER_STATE_ARR.push(window.ATK_CHARACTER_STATE[k]); } cc.Class({ extends: BaseCharacter, properties: { animNode: { type: cc.Node, default: null }, }, ctor() { this.speciesName = null; }, setSpecies(speciesName) { this.speciesName = speciesName; this.effAnimNode = this.animNode.getChildByName(this.speciesName); this.animComp = this.effAnimNode.getComponent(dragonBones.ArmatureDisplay); this.animComp.playAnimation(ATK_CHARACTER_STATE.Idle1[1]); this.effAnimNode.active = true; }, onLoad() { BaseCharacter.prototype.onLoad.call(this); this.characterState = ATK_CHARACTER_STATE.Idle1[0]; }, scheduleNewDirection(newScheduledDirection, forceAnimSwitch) { const oldDx = this.activeDirection.dx, oldDy = this.activeDirection.dy; BaseCharacter.prototype.scheduleNewDirection.call(this, newScheduledDirection, forceAnimSwitch); if (ATK_CHARACTER_STATE.Atk1[0] == this.characterState) { return; } let newCharacterState = ATK_CHARACTER_STATE.Idle1[0]; if (0 != newScheduledDirection.dx || 0 != newScheduledDirection.dy) { newCharacterState = ATK_CHARACTER_STATE.Walking[0]; } if (newCharacterState != this.characterState) { this.characterState = newCharacterState; const newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1]; if (newAnimName != this.animComp.animationName) { this.animComp.playAnimation(newAnimName); // console.log(`JoinIndex=${this.joinIndex}, Resetting anim to ${newAnimName}, dir changed: (${oldDx}, ${oldDy}) -> (${newScheduledDirection.dx}, ${newScheduledDirection.dy})`); } } }, });