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- import { Component, _decorator, Node, EventTouch, systemEvent, input, Input, geometry, Camera, PhysicsSystem, director, v3, Vec3, Color, Line, GradientRange, CurveRange } from "cc";
- import { Checkpoint } from "../Checkpoint";
- import { PuppetViewComp } from "../../puppet/view/PuppetViewComp";
- import { oops } from "../../../../../extensions/oops-plugin-framework/assets/core/Oops";
- import { GameEvent } from "../../common/config/GameEvent";
- import { Puppet } from "../../puppet/puppet";
- const { ccclass, property } = _decorator;
- /** 关卡点击控制 */
- @ccclass('CheckpointViewController')
- export class CheckpointViewController extends Component {
- /** 角色对象 */
- checkpoint: Checkpoint = null!;
- @property({ type: Camera, tooltip: '主相机' })
- public mainCamera: Camera | null = null;
- // @property({ type: Node, tooltip: '待触摸物体' })
- // public node_touch_1: Node | null = null;
- private line: Line = null;
- private _ray: geometry.Ray = new geometry.Ray();
- onLoad() {
- const cameras = director.getScene().getComponentsInChildren(Camera);
- this.mainCamera = cameras.find(camera => camera.node.name === 'MainCamera');
- input.on(Input.EventType.TOUCH_START, this.onTouchStart, this);
- // this.createLine();
- }
- onDestory() {
- input.off(Input.EventType.TOUCH_START, this.onTouchStart, this);
- }
- createLine() {
- const lineNode = new Node('Line');
- lineNode.setParent(this.node);
- this.line = lineNode.addComponent(Line);
- const grad = new GradientRange()
- grad.color = Color.RED;
- this.line.color = grad;
- }
- drawRay(ray: geometry.Ray) {
- const rayStart = ray.o;
- const rayEnd = new Vec3();
- Vec3.multiplyScalar(rayEnd, ray.d, 1000); // 假设射线长度为1000
- Vec3.add(rayEnd, rayStart, rayEnd);
- this.line.worldSpace = true;
- const curve = new CurveRange()
- curve.mode = CurveRange.Mode.Constant
- curve.constant = 0.1
- this.line.width = curve;
- this.line.positions = [rayStart, rayEnd];
- }
- onTouchStart(event: EventTouch) {
- // 基于摄像机 画射线
- this.mainCamera?.screenPointToRay(event.getLocation().x, event.getLocation().y, this._ray);
- // this.drawRay(this._ray)
- if (PhysicsSystem.instance.raycast(this._ray)) {
- const r = PhysicsSystem.instance.raycastResults;
- if (r.length > 0) {
- let element = r.reduce((min, current) => {
- return !Number.isNaN(current.distance) && current.distance < min.distance ? current : min;
- }, r[0]);
- // console.log(this.node?.uuid)
- const view = element.collider.node?.getComponent(PuppetViewComp) as PuppetViewComp
- if (view) {
- view.controller.onPuppetClick()
- const puppet = view.ent as Puppet
- if (puppet?.PuppetModel) {
- oops.message.dispatchEvent(GameEvent.PuppetClick, [puppet.PuppetModel.x, puppet.PuppetModel.y])
- }
- }
- }
- // for (let index = 0; index < r.length; index++) {
- // const element = r[index];
- // if(Number.isNaN(element.distance)){
- // continue
- // }
- // break
- // }
- }
- }
- }
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