使用方式
- 外部需实例化和销毁类(NodeAttrSwitchCtr)对象,实例化时需传入要控制的Node。
- 外部可调用前述对象的switch方法让Node开始运动(位置、旋转、大小的变化),需传入NodeAttr。
代码
NodeAttrSwitchCtr.ts
import { _decorator, Component, Node, CurveRange, CCFloat, Vec3, Quat } from 'cc';
const { ccclass, property } = _decorator;
@ccclass('NodeAttr')
export class NodeAttr
{
@property({ type: Node, visible: true, displayName: '目标Node' })
public refNode: Node;
@property({ type: CCFloat, visible: true, displayName: '过程时长(秒)' })
public duration: number = 1;
@property({ type: CurveRange, visible: true, displayName: '变化曲线' })
public curve: CurveRange = new CurveRange();
}
// 控制某node的属性变化(有过程地变化)
@ccclass('NodeAttrSwitchCtr')
export class NodeAttrSwitchCtr
{
private _node: Node;
private _curAttr: NodeAttr;
private get _isInChange(): boolean { return this._curAttr != null; }
private static readonly timeInterval = 0.02;
private _intervalId: number;
public constructor(node: Node)
{
this._node = node;
this._curAttr = null;
this.endSwitch();
}
public myDestroy(): void
{
this._node = null;
this.endSwitch();
}
public switch(attr:NodeAttr): void
{
this.endSwitch();
this._curAttr = attr;
const cnt = Math.floor(this._curAttr.duration * 1000 / NodeAttrSwitchCtr.timeInterval);
let curTime = 0;
const beginPos = new Vec3(this._node.getWorldPosition());
const beginRot = new Quat(this._node.getWorldRotation());
const beginScale = new Vec3(this._node.getWorldScale());
const endPos = new Vec3(this._curAttr.refNode.getWorldPosition());
const endRot = new Quat(this._curAttr.refNode.getWorldRotation());
const endScale = new Vec3(this._curAttr.refNode.getWorldScale());
let pos: Vec3 = new Vec3();
let rot: Quat = new Quat();
let scale: Vec3 = new Vec3();
let ratio = 0;
this._intervalId = setInterval(() =>
{
if (curTime < this._curAttr.duration)
{
ratio = this._curAttr.curve.spline.evaluate(curTime / this._curAttr.duration);
Vec3.lerp(pos, beginPos, endPos, ratio);
Quat.lerp(rot, beginRot, endRot, ratio);
Vec3.lerp(scale, beginScale, endScale, ratio);
this._node.setWorldPosition(pos);
this._node.setWorldRotation(rot);
this._node.setWorldScale(scale);
curTime += NodeAttrSwitchCtr.timeInterval;
}
else
{
this.endSwitch();
}
}, NodeAttrSwitchCtr.timeInterval);
// console.info('开始切换');
}
private endSwitch(): void
{
if (this._isInChange)
{
clearInterval(this._intervalId);
this._node.setWorldPosition(this._curAttr.refNode.getWorldPosition());
this._node.setWorldRotation(this._curAttr.refNode.getWorldRotation());
this._node.setWorldScale(this._curAttr.refNode.getWorldScale());
this._curAttr = null;
// console.info('结束切换');
}
}
}
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