actor and bullet tween
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@ -1,4 +1,4 @@
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import { _decorator, instantiate, ProgressBar, Label } from 'cc';
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import { _decorator, instantiate, ProgressBar, Label, Vec3, Tween, tween } from 'cc';
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import { EntityManager } from '../../Base/EntityManager';
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import { ApiMsgEnum, EntityTypeEnum, IActor, InputTypeEnum, IVec2, toFixed } from '../../Common';
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import { EntityStateEnum } from '../../Enum';
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@ -27,6 +27,9 @@ export class ActorManager extends EntityManager implements IActor {
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private label: Label
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private weapon: WeaponManager
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private tw: Tween<any>
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private targetPos: Vec3
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get isSelf() {
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return DataManager.Instance.myPlayerId === this.id
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}
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@ -85,7 +88,21 @@ export class ActorManager extends EntityManager implements IActor {
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}
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renderPosition(data: IActor) {
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this.node.setPosition(data.position.x, data.position.y)
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// this.node.setPosition(data.position.x, data.position.y)
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const newPos = new Vec3(data.position.x, data.position.y)
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if (!this.targetPos) {
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this.node.setPosition(newPos)
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this.targetPos = new Vec3()
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this.targetPos.set(newPos)
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} else if (!this.targetPos.equals(newPos)) {
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this.tw?.stop()
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this.node.setPosition(this.targetPos)
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this.targetPos.set(newPos)
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this.tw = tween(this.node).to(0.1, {
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position: this.targetPos
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}).start()
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}
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}
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renderDirection(data: IActor) {
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@ -1,4 +1,4 @@
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import { _decorator } from 'cc'
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import { Tween, tween, Vec3, _decorator } from 'cc'
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import { EntityManager } from '../../Base/EntityManager'
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import { EntityTypeEnum, IBullet, IVec2 } from '../../Common'
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import { EntityStateEnum, EventEnum } from '../../Enum'
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@ -22,6 +22,8 @@ export class BulletManager extends EntityManager implements IBullet {
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direction: IVec2
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private angle: number
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private tw: Tween<any>
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private targetPos: Vec3 = new Vec3
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init({ id, owner, type }: IBullet) {
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this.id = id
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@ -54,13 +56,26 @@ export class BulletManager extends EntityManager implements IBullet {
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}
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render(data: IBullet) {
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this.node.active = true
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this.renderPosition(data)
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this.renderDirection(data)
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}
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renderPosition(data: IBullet) {
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this.node.setPosition(data.position.x, data.position.y)
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const newPos = new Vec3(data.position.x, data.position.y)
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if (!this.node.active) {
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this.node.active = true
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this.node.setPosition(newPos)
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this.targetPos.set(newPos)
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} else if (!this.targetPos.equals(newPos)) {
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this.tw?.stop()
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this.node.setPosition(this.targetPos)
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this.targetPos.set(newPos)
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this.tw = tween(this.node).to(0.1, {
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position: this.targetPos
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}).start()
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}
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// this.node.setPosition(data.position.x, data.position.y)
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}
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renderDirection(data: IBullet) {
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