mirror of
https://github.com/MartinKral/Slash-The-Hordes
synced 2025-10-09 08:36:14 +00:00
Progress
This commit is contained in:
@@ -3,6 +3,7 @@ import { GroupType } from "../GroupType";
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import { Player } from "../Player/Player";
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import { GameTimer } from "../../Services/GameTimer";
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import { Enemy } from "../Enemy/Enemy";
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import { XP } from "../XP/XP";
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export class PlayerCollisionSystem {
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private playerContacts: Collider2D[] = [];
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@@ -20,6 +21,7 @@ export class PlayerCollisionSystem {
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this.collisionTimer = new GameTimer(collisionDelay);
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this.groupToResolver.set(GroupType.ENEMY, this.resolveEnemyContact.bind(this));
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this.groupToResolver.set(GroupType.XP, this.resolveXpContact.bind(this));
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}
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public gameTick(deltaTime: number): void {
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@@ -60,4 +62,12 @@ export class PlayerCollisionSystem {
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console.log("Collided with enemy: Damage: " + damage);
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this.player.Health.damage(damage);
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}
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private resolveXpContact(xpCollider: Collider2D): void {
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const xp: XP = xpCollider.node.getComponent(XP);
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this.player.addXp(xp.Value);
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xp.pickup();
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console.log("Collided with xp: " + xp);
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}
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}
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@@ -1,4 +1,4 @@
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import { BoxCollider2D, Component, Vec2, Vec3, _decorator } from "cc";
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import { BoxCollider2D, Component, randomRange, Vec3, _decorator } from "cc";
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import { ISignal } from "../../Services/EventSystem/ISignal";
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import { Signal } from "../../Services/EventSystem/Signal";
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import { UnitHealth } from "../Player/UnitHealth";
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@@ -10,10 +10,13 @@ export class Enemy extends Component implements IDamageDealing {
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private health: UnitHealth = new UnitHealth(1);
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private deathEvent: Signal<Enemy> = new Signal<Enemy>();
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private speed: number;
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public setup(): void {
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this.node.active = true;
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public setup(position: Vec3): void {
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this.health = new UnitHealth(1);
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this.speed = randomRange(0.5, 1);
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this.node.setWorldPosition(position);
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this.node.active = true;
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}
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public get Collider(): BoxCollider2D {
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@@ -41,8 +44,8 @@ export class Enemy extends Component implements IDamageDealing {
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public moveBy(move: Vec3): void {
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const newPosition: Vec3 = this.node.worldPosition;
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newPosition.x += move.x;
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newPosition.y += move.y;
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newPosition.x += move.x * this.speed;
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newPosition.y += move.y * this.speed;
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this.node.setWorldPosition(newPosition);
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}
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41
assets/Scripts/Game/Enemy/EnemyManager.ts
Normal file
41
assets/Scripts/Game/Enemy/EnemyManager.ts
Normal file
@@ -0,0 +1,41 @@
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import { Component, Node, _decorator } from "cc";
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import { XPSpawner } from "../XP/XPSpawner";
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import { Enemy } from "./Enemy";
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import { EnemyMover } from "./EnemyMover";
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import { EnemySpawner } from "./EnemySpawner";
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const { ccclass, property } = _decorator;
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@ccclass("EnemyManager")
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export class EnemyManager extends Component {
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@property(EnemySpawner) private enemySpawner: EnemySpawner;
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@property(XPSpawner) private xpSpawner: XPSpawner;
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private enemyMover: EnemyMover;
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public init(targetNode: Node): void {
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this.enemyMover = new EnemyMover(targetNode);
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this.enemySpawner.init();
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this.enemySpawner.EnemyAddedEvent.on(this.onEnemyAdded, this);
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this.xpSpawner.init();
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}
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public gameTick(deltaTime: number): void {
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this.enemySpawner.gameTick(deltaTime);
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this.enemyMover.gameTick(deltaTime);
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}
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private onEnemyAdded(enemy: Enemy): void {
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enemy.DeathEvent.on(this.onEnemyDied, this);
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this.enemyMover.addEnemy(enemy);
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}
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private onEnemyDied(enemy: Enemy): void {
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enemy.DeathEvent.off(this.onEnemyDied);
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this.xpSpawner.spawnXp(enemy.node.worldPosition, 1);
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this.enemyMover.removeEnemy(enemy);
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}
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}
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9
assets/Scripts/Game/Enemy/EnemyManager.ts.meta
Normal file
9
assets/Scripts/Game/Enemy/EnemyManager.ts.meta
Normal file
@@ -0,0 +1,9 @@
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{
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"ver": "4.0.23",
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"importer": "typescript",
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"imported": true,
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"uuid": "c5416aed-64b1-426e-959b-bc7d5c745e76",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -21,7 +21,7 @@ export class EnemyMover {
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public gameTick(deltaTime: number): void {
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this.enemies.forEach((enemy) => {
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let direction: Vec3 = new Vec3();
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direction = Vec3.subtract(direction, this.targetNode.position, enemy.node.position);
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direction = Vec3.subtract(direction, this.targetNode.worldPosition, enemy.node.worldPosition);
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enemy.moveBy(direction.multiplyScalar(deltaTime).normalize());
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});
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}
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@@ -1,22 +1,23 @@
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import { Component, Prefab, randomRange, Vec3, _decorator } from "cc";
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import { ISignal } from "../../Services/EventSystem/ISignal";
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import { Signal } from "../../Services/EventSystem/Signal";
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import { GameTimer } from "../../Services/GameTimer";
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import { ObjectPool } from "../../Services/ObjectPool";
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import { Enemy } from "./Enemy";
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import { EnemyMover } from "./EnemyMover";
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const { ccclass, property } = _decorator;
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@ccclass("EnemySpawner")
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export class EnemySpawner extends Component {
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@property(Prefab) private enemies: Prefab[] = [];
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public enemyAddedEvent: Signal<Enemy> = new Signal<Enemy>();
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private enemyPool: ObjectPool<Enemy>;
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private spawnTimer: GameTimer;
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private enemyMover: EnemyMover;
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public init(enemyMover: EnemyMover): void {
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this.enemyPool = new ObjectPool(this.enemies[0], this.node, 5, Enemy);
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public init(): void {
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this.enemyPool = new ObjectPool(this.enemies[0], this.node, 5, "Enemy");
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this.spawnTimer = new GameTimer(1);
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this.enemyMover = enemyMover;
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}
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public gameTick(deltaTime: number): void {
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@@ -24,26 +25,23 @@ export class EnemySpawner extends Component {
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if (this.spawnTimer.tryFinishPeriod()) {
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this.spawnNewEnemy();
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}
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}
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this.enemyMover.gameTick(deltaTime);
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public get EnemyAddedEvent(): ISignal<Enemy> {
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return this.enemyAddedEvent;
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}
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private spawnNewEnemy(): void {
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const enemy = this.enemyPool.borrow();
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enemy.node.active = true;
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enemy.node.setPosition(new Vec3(randomRange(-300, 300), randomRange(-300, 300)));
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enemy.setup();
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enemy.setup(new Vec3(randomRange(0, 300), randomRange(0, 800)));
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enemy.DeathEvent.on(this.returnEnemyToPool, this);
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this.enemyMover.addEnemy(enemy);
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this.enemyAddedEvent.trigger(enemy);
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}
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private returnEnemyToPool(enemy: Enemy): void {
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enemy.DeathEvent.off(this.returnEnemyToPool);
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this.enemyPool.return(enemy);
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this.enemyMover.removeEnemy(enemy);
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}
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}
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@@ -1,13 +1,12 @@
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import { Component, KeyCode, _decorator } from "cc";
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import { Camera, CCFloat, Component, KeyCode, _decorator } from "cc";
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import { PlayerCollisionSystem } from "./Collision/PlayerCollisionSystem";
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import { WeaponCollisionSystem } from "./Collision/WeaponCollisionSystem";
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import { EnemySpawner } from "./Enemy/EnemySpawner";
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import { EnemyManager } from "./Enemy/EnemyManager";
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import { KeyboardInput } from "./Input/KeyboardInput";
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import { MultiInput } from "./Input/MultiInput";
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import { VirtualJoystic } from "./Input/VirtualJoystic";
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import { KeyboardInput } from "./Input/KeyboardInput";
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import { Player } from "./Player/Player";
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import { Weapon } from "./Weapon";
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import { EnemyMover } from "./Enemy/EnemyMover";
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const { ccclass, property } = _decorator;
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@ccclass("GameBootstrapper")
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@@ -15,9 +14,10 @@ export class GameBootstrapper extends Component {
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@property(VirtualJoystic) private virtualJoystic: VirtualJoystic;
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@property(Player) private player: Player;
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@property(Weapon) private weapon: Weapon;
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@property(EnemySpawner) private enemySpawner: EnemySpawner;
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@property(Number) private strikeDelay = 0;
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@property(Number) private collisionDelay = 0;
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@property(EnemyManager) private enemyManager: EnemyManager;
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@property(CCFloat) private strikeDelay = 0;
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@property(CCFloat) private collisionDelay = 0;
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@property(Camera) private camera: Camera;
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private playerCollisionSystem: PlayerCollisionSystem;
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public start(): void {
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@@ -28,15 +28,17 @@ export class GameBootstrapper extends Component {
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const dualInput: MultiInput = new MultiInput([this.virtualJoystic, wasd, arrowKeys]);
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this.player.init(dualInput, this.weapon, 50);
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const enemyMover = new EnemyMover(this.player.node);
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this.enemySpawner.init(enemyMover);
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this.playerCollisionSystem = new PlayerCollisionSystem(this.player, this.collisionDelay);
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new WeaponCollisionSystem(this.weapon);
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this.enemyManager.init(this.player.node);
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}
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public update(deltaTime: number): void {
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this.player.gameTick(deltaTime);
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this.playerCollisionSystem.gameTick(deltaTime);
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this.enemySpawner.gameTick(deltaTime);
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this.enemyManager.gameTick(deltaTime);
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this.camera.node.worldPosition = this.player.node.worldPosition;
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}
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}
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@@ -4,5 +4,6 @@ export enum GroupType {
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DEFAULT = 1 << 0,
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PLAYER = 1 << 1,
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ENEMY = 1 << 2,
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WEAPON = 1 << 3
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WEAPON = 1 << 3,
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XP = 1 << 4
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}
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@@ -1,10 +1,10 @@
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import { _decorator, Component, Node, Vec3, input, Input, EventMouse, Vec2, EventTouch } from "cc";
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import { _decorator, Component, Node, Vec3, input, Input, EventMouse, Vec2, EventTouch, CCFloat } from "cc";
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import { IInput } from "./IInput";
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const { ccclass, property } = _decorator;
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@ccclass("VirtualJoystic")
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export class VirtualJoystic extends Component implements IInput {
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@property(Number) private maxDistance = 10;
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@property(CCFloat) private maxDistance = 10;
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@property(Node) private knob: Node;
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#isUsingJoystic = false;
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@@ -35,6 +35,7 @@ export class VirtualJoystic extends Component implements IInput {
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}
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private activateMouseJoystic(e: EventMouse): void {
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console.log(e.getUILocation());
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this.activateJoystic(e.getUILocation());
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}
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@@ -43,7 +44,7 @@ export class VirtualJoystic extends Component implements IInput {
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this.node.active = true;
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this.#defaultPosition = location;
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this.node.setWorldPosition(new Vec3(this.#defaultPosition.x, this.#defaultPosition.y, 0));
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this.node.setPosition(new Vec3(this.#defaultPosition.x, this.#defaultPosition.y, 0));
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this.knob.position = new Vec3();
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}
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|
@@ -1,4 +1,4 @@
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import { BoxCollider2D, Collider2D, Component, Vec2, Vec3, _decorator } from "cc";
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import { BoxCollider2D, Collider2D, Component, PointToPointConstraint, Vec2, Vec3, _decorator } from "cc";
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import { IInput } from "../Input/IInput";
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import { Weapon } from "../Weapon";
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import { PlayerUI } from "./PlayerUI/PlayerUI";
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@@ -15,6 +15,8 @@ export class Player extends Component {
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private weapon: Weapon;
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private health: UnitHealth;
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private xp: number;
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public init(input: IInput, weapon: Weapon, maxHp: number): void {
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this.input = input;
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this.weapon = weapon;
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@@ -34,6 +36,10 @@ export class Player extends Component {
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return this.collider;
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}
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public addXp(points: number): void {
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this.xp += points;
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}
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public gameTick(deltaTime: number): void {
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const movement: Vec2 = this.input.getAxis();
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movement.x *= deltaTime * this.speed;
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@@ -45,6 +51,6 @@ export class Player extends Component {
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this.node.setWorldPosition(newPosition);
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this.weapon.gameTick(deltaTime, movement);
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this.weapon.gameTick(deltaTime);
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}
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}
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|
@@ -1,6 +1,5 @@
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import { Animation, BoxCollider2D, Collider2D, Component, Vec2, Vec3, _decorator } from "cc";
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import { Animation, AnimationState, BoxCollider2D, Collider2D, Component, _decorator } from "cc";
|
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import { GameTimer } from "../Services/GameTimer";
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import { delay } from "../Services/Utils/AsyncUtils";
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const { ccclass, property } = _decorator;
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@ccclass("Weapon")
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@@ -9,24 +8,21 @@ export class Weapon extends Component {
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@property(BoxCollider2D) private collider: BoxCollider2D;
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||||
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||||
private strikeTimer: GameTimer;
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private lastDirection = new Vec2();
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||||
private strikeState: AnimationState;
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||||
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public init(strikeDelay: number): void {
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||||
this.strikeTimer = new GameTimer(strikeDelay);
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this.node.active = false;
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||||
|
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this.weaponAnimation.on(Animation.EventType.FINISHED, this.endStrike, this);
|
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this.strikeState = this.weaponAnimation.getState(this.weaponAnimation.clips[0].name);
|
||||
this.strikeState.speed = 1;
|
||||
}
|
||||
|
||||
public gameTick(deltaTime: number, movement: Vec2): void {
|
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let direction: Vec2 = movement.normalize();
|
||||
if (direction.x == 0 && direction.y == 0) {
|
||||
direction = this.lastDirection;
|
||||
} else {
|
||||
this.lastDirection = direction;
|
||||
}
|
||||
|
||||
public gameTick(deltaTime: number): void {
|
||||
this.strikeTimer.gameTick(deltaTime);
|
||||
if (this.strikeTimer.tryFinishPeriod()) {
|
||||
this.strike(direction);
|
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this.strike();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -38,16 +34,12 @@ export class Weapon extends Component {
|
||||
return 5;
|
||||
}
|
||||
|
||||
private async strike(direction: Vec2): Promise<void> {
|
||||
private strike(): void {
|
||||
this.node.active = true;
|
||||
this.weaponAnimation.play(this.strikeState.name);
|
||||
}
|
||||
|
||||
const angle: number = (Math.atan2(direction.y, direction.x) * 180) / Math.PI - 45;
|
||||
this.node.eulerAngles = new Vec3(0, 0, angle);
|
||||
|
||||
this.weaponAnimation.getState("WeaponSwing").speed = 4;
|
||||
this.weaponAnimation.play("WeaponSwing");
|
||||
|
||||
await delay(1000);
|
||||
private endStrike(): void {
|
||||
this.node.active = false;
|
||||
}
|
||||
}
|
||||
|
12
assets/Scripts/Game/XP.meta
Normal file
12
assets/Scripts/Game/XP.meta
Normal file
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"ver": "1.1.0",
|
||||
"importer": "directory",
|
||||
"imported": true,
|
||||
"uuid": "1e85dd0e-3cbc-4870-9a6a-50e0c29cfeb7",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {
|
||||
"compressionType": {},
|
||||
"isRemoteBundle": {}
|
||||
}
|
||||
}
|
29
assets/Scripts/Game/XP/XP.ts
Normal file
29
assets/Scripts/Game/XP/XP.ts
Normal file
@@ -0,0 +1,29 @@
|
||||
import { Component, Vec3, _decorator } from "cc";
|
||||
import { ISignal } from "../../Services/EventSystem/ISignal";
|
||||
import { Signal } from "../../Services/EventSystem/Signal";
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@ccclass("XP")
|
||||
export class XP extends Component {
|
||||
private pickUpEvent: Signal<XP> = new Signal<XP>();
|
||||
private value = 2;
|
||||
|
||||
public setup(position: Vec3, value: number): void {
|
||||
this.node.setWorldPosition(position);
|
||||
this.value = value;
|
||||
this.node.active = true;
|
||||
}
|
||||
|
||||
public get Value(): number {
|
||||
return this.value;
|
||||
}
|
||||
|
||||
public get PickupEvent(): ISignal<XP> {
|
||||
return this.pickUpEvent;
|
||||
}
|
||||
|
||||
public pickup(): void {
|
||||
this.pickUpEvent.trigger(this);
|
||||
this.node.active = false;
|
||||
}
|
||||
}
|
9
assets/Scripts/Game/XP/XP.ts.meta
Normal file
9
assets/Scripts/Game/XP/XP.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "7a5361b6-3ae7-45b6-94ec-a05f322d7896",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
25
assets/Scripts/Game/XP/XPSpawner.ts
Normal file
25
assets/Scripts/Game/XP/XPSpawner.ts
Normal file
@@ -0,0 +1,25 @@
|
||||
import { Component, Prefab, Vec3, _decorator } from "cc";
|
||||
import { ObjectPool } from "../../Services/ObjectPool";
|
||||
import { XP } from "./XP";
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@ccclass("XPSpawner")
|
||||
export class XPSpawner extends Component {
|
||||
@property(Prefab) public xpPrefab: Prefab;
|
||||
|
||||
private xpPool: ObjectPool<XP>;
|
||||
public init(): void {
|
||||
this.xpPool = new ObjectPool<XP>(this.xpPrefab, this.node, 5, "XP");
|
||||
}
|
||||
|
||||
public spawnXp(position: Vec3, value: number): void {
|
||||
const xp: XP = this.xpPool.borrow();
|
||||
xp.setup(position, value);
|
||||
xp.PickupEvent.on(this.returnXp, this);
|
||||
}
|
||||
|
||||
private returnXp(xp: XP): void {
|
||||
xp.PickupEvent.off(this.returnXp);
|
||||
this.xpPool.return(xp);
|
||||
}
|
||||
}
|
9
assets/Scripts/Game/XP/XPSpawner.ts.meta
Normal file
9
assets/Scripts/Game/XP/XPSpawner.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.23",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "ab9e206b-f11a-417c-814b-07d29c59ed6e",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
@@ -17,8 +17,12 @@ export class Signal<T> implements ISignal<T> {
|
||||
}
|
||||
|
||||
public trigger(data: T): void {
|
||||
for (let i = 0; i < this.handlers.length; i++) {
|
||||
this.handlers[i].call(this.thisArgs[i], data);
|
||||
// protect from trigger >> off
|
||||
const handlers: ((data: T) => void)[] = [...this.handlers];
|
||||
const thisArgs: any[] = [...this.thisArgs];
|
||||
|
||||
for (let i = 0; i < handlers.length; i++) {
|
||||
handlers[i].call(thisArgs[i], data);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@@ -4,12 +4,12 @@ export class ObjectPool<T extends Component> {
|
||||
private prefab: Prefab;
|
||||
private parent: Node;
|
||||
private pooledObjects: PooledObject<T>[] = [];
|
||||
private componentType: { new (): T };
|
||||
private componentName: string;
|
||||
|
||||
public constructor(prefab: Prefab, parent: Node, defaultPoolCount: number, componentType: { new (): T }) {
|
||||
public constructor(prefab: Prefab, parent: Node, defaultPoolCount: number, componentName: string) {
|
||||
this.prefab = prefab;
|
||||
this.parent = parent;
|
||||
this.componentType = componentType;
|
||||
this.componentName = componentName;
|
||||
|
||||
for (let i = 0; i < defaultPoolCount; i++) {
|
||||
this.pooledObjects.push(this.createNew());
|
||||
@@ -35,7 +35,7 @@ export class ObjectPool<T extends Component> {
|
||||
}
|
||||
|
||||
private createNew(): PooledObject<T> {
|
||||
const newPooledObject: PooledObject<T> = new PooledObject(this.prefab, this.parent, this.componentType);
|
||||
const newPooledObject: PooledObject<T> = new PooledObject(this.prefab, this.parent, this.componentName);
|
||||
this.pooledObjects.push(newPooledObject);
|
||||
|
||||
return newPooledObject;
|
||||
@@ -48,13 +48,13 @@ class PooledObject<T extends Component> {
|
||||
private instancedNode: Node;
|
||||
private instancedComponent: T;
|
||||
|
||||
public constructor(prefab: Prefab, defaultParent: Node, componentType: { new (): T }) {
|
||||
public constructor(prefab: Prefab, defaultParent: Node, componentName: string) {
|
||||
this.defaultParent = defaultParent;
|
||||
|
||||
this.instancedNode = instantiate(prefab);
|
||||
this.instancedComponent = <T>this.instancedNode.getComponent(componentType.name);
|
||||
this.instancedComponent = <T>this.instancedNode.getComponent(componentName);
|
||||
if (this.instancedComponent == null) {
|
||||
throw new Error("Object " + prefab.name + " does not have component " + componentType.name);
|
||||
console.log("Object " + prefab.name + " does not have component " + componentName);
|
||||
}
|
||||
|
||||
this.clear();
|
||||
|
Reference in New Issue
Block a user