const BaseCharacter = require("./BaseCharacter"); window.ATK_CHARACTER_STATE = { Idle1: [0, "Idle1"], Walking: [1, "Walking"], Atk1: [2, "Atk1"], }; cc.Class({ extends: BaseCharacter, properties: { animNode: { type: cc.Node, default: null }, }, ctor() { }, onLoad() { BaseCharacter.prototype.onLoad.call(this); this.characterState = ATK_CHARACTER_STATE.Idle1[0]; this.animComp = this.animNode.getComponent(dragonBones.ArmatureDisplay); this.animComp.playAnimation(ATK_CHARACTER_STATE.Idle1[1]); }, scheduleNewDirection(newScheduledDirection, forceAnimSwitch) { 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) { switch (newCharacterState) { case ATK_CHARACTER_STATE.Idle1[0]: this.animComp.playAnimation(ATK_CHARACTER_STATE.Idle1[1]); break; case ATK_CHARACTER_STATE.Walking[0]: this.animComp.playAnimation(ATK_CHARACTER_STATE.Walking[1]); break; default: break; } this.characterState = newCharacterState; } }, });