2022-11-08 10:42:14 +00:00
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import { Animation, BoxCollider2D, Collider2D, Component, Vec2, Vec3, _decorator } from "cc";
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2022-11-08 18:45:57 +00:00
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import { GameTimer } from "../Services/GameTimer";
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2022-11-14 15:35:47 +00:00
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import { delay } from "../Services/Utils/AsyncUtils";
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2022-11-03 15:55:49 +00:00
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const { ccclass, property } = _decorator;
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@ccclass("Weapon")
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export class Weapon extends Component {
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@property(Animation) private weaponAnimation: Animation;
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2022-11-08 10:42:14 +00:00
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@property(BoxCollider2D) private collider: BoxCollider2D;
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2022-11-03 15:55:49 +00:00
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2022-11-08 18:45:57 +00:00
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private strikeTimer: GameTimer;
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2022-11-14 15:35:47 +00:00
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private lastDirection = new Vec2();
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2022-11-03 15:55:49 +00:00
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public init(strikeDelay: number): void {
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2022-11-08 18:45:57 +00:00
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this.strikeTimer = new GameTimer(strikeDelay);
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2022-11-14 15:35:47 +00:00
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this.node.active = false;
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2022-11-03 15:55:49 +00:00
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}
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public gameTick(deltaTime: number, movement: Vec2): void {
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2022-11-14 15:35:47 +00:00
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let direction: Vec2 = movement.normalize();
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if (direction.x == 0 && direction.y == 0) {
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direction = this.lastDirection;
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} else {
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this.lastDirection = direction;
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}
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2022-11-08 18:45:57 +00:00
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this.strikeTimer.gameTick(deltaTime);
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if (this.strikeTimer.tryFinishPeriod()) {
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2022-11-14 15:35:47 +00:00
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this.strike(direction);
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2022-11-03 15:55:49 +00:00
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}
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}
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2022-11-08 10:42:14 +00:00
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public get Collider(): Collider2D {
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return this.collider;
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}
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2022-11-08 18:45:57 +00:00
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public get Damage(): number {
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return 5;
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}
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2022-11-14 15:35:47 +00:00
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private async strike(direction: Vec2): Promise<void> {
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this.node.active = true;
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const angle: number = (Math.atan2(direction.y, direction.x) * 180) / Math.PI - 45;
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2022-11-03 15:55:49 +00:00
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this.node.eulerAngles = new Vec3(0, 0, angle);
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2022-11-08 10:42:14 +00:00
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this.weaponAnimation.getState("WeaponSwing").speed = 4;
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2022-11-03 15:55:49 +00:00
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this.weaponAnimation.play("WeaponSwing");
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2022-11-14 15:35:47 +00:00
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await delay(1000);
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this.node.active = false;
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2022-11-03 15:55:49 +00:00
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}
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}
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