添加游戏特效管理

This commit is contained in:
dgflash
2022-04-14 19:14:33 +08:00
parent aa5a4d8215
commit dce258ef91
27 changed files with 342 additions and 71 deletions

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import { Component, _decorator } from "cc";
import { EventDispatcher } from "../event/EventDispatcher";
const { ccclass } = _decorator;
@ccclass("GameComponent")
export class GameComponent extends Component {
private _eventDispatcher: EventDispatcher | null = null;
public get eventDispatcher(): EventDispatcher {
if (!this._eventDispatcher) {
this._eventDispatcher = new EventDispatcher();
}
return this._eventDispatcher;
}
// 事件是否绑定node的active
private _isBindMessageActive: boolean = false;
/** 绑定node active属性即只有active为true才会响应事件 */
public bindMessageActive() {
this._isBindMessageActive = true;
}
/** 解绑node active属性无论node是否可见都会响应事件 */
public unbindMessageActive() {
this._isBindMessageActive = false;
}
/**
* 注册全局事件
* @param event(string) 事件名
* @param listener(function) 处理事件的侦听器函数
* @param thisObj(object) 侦听函数绑定的this对象
*/
public on(event: string, listener: Function, thisObj: any) {
this.eventDispatcher.on(event, (event, args) => {
if (!this.isValid) {
if (this._eventDispatcher) {
this._eventDispatcher.destroy();
this._eventDispatcher = null;
}
return;
}
if (this._isBindMessageActive) {
if (this.node.active) {
listener.call(thisObj, event, args);
}
}
else {
listener.call(thisObj, event, args);
}
}, thisObj);
}
/**
* 移除全局事件
* @param event(string) 事件名
*/
public off(event: string) {
if (this._eventDispatcher) {
this._eventDispatcher.off(event);
}
}
/**
* 触发全局事件
* @param event(string) 事件名
* @param arg(Array) 事件参数
*/
public dispatchEvent(event: string, arg = null) {
this.eventDispatcher.dispatchEvent(event, arg);
}
onDestroy() {
if (this._eventDispatcher) {
this._eventDispatcher.destroy();
this._eventDispatcher = null;
}
}
}

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@@ -1,9 +0,0 @@
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@@ -1,12 +0,0 @@
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@@ -1,38 +0,0 @@
import { CCInteger, Component, Material, Sprite, _decorator } from 'cc';
const { ccclass, property } = _decorator;
@ccclass('Ambilight')
/** 流光效果 */
export class Ambilight extends Component {
@property
_max: number = 1;
@property(CCInteger)
get max(): number {
return this._max;
}
set max(value: number) {
this._max = value;
}
private _start = 0;
_material !: Material;
update(dt: number) {
this._material = this.node.getComponent(Sprite)!.getMaterial(0)!;
if (this.node.active && this._material) {
this._setShaderTime(dt);
}
}
private _setShaderTime(dt: number) {
let start = this._start;
if (start > this.max) start = 0;
start += 0.015;
this._material.setProperty('speed', start);
this._start = start;
}
}

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@@ -1,9 +0,0 @@
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import { Component, Material, sp, _decorator } from 'cc';
const { ccclass, property } = _decorator;
@ccclass('FlashSpine')
export default class FlashSpine extends Component {
duration: number = 0.5;
_median: number = 0;
_time: number = 0;
_material: Material = null!;
_skeleton: sp.Skeleton = null!;
onLoad() {
this._median = this.duration / 2;
// 获取材质
this._skeleton = this.node.getComponent(sp.Skeleton)!;
this._material = this._skeleton.customMaterial!;
// 设置材质对应的属性
this._material.setProperty("u_rate", 1);
}
update(dt: number) {
if (this._time > 0) {
this._time -= dt;
this._time = this._time < 0 ? 0 : this._time;
let rate = Math.abs(this._time - this._median) * 2 / this.duration;
let mat = new Material();
mat.copy(this._material);
this._skeleton.customMaterial = mat;
mat.setProperty("u_rate", rate);
}
}
clickFlash() {
this._time = this.duration;
}
}

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@@ -1,11 +0,0 @@
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import { Component, Material, Sprite, _decorator } from 'cc';
const { ccclass, property } = _decorator;
@ccclass('FlashSprite')
export default class FlashSprite extends Component {
duration: number = 0.5;
_median: number = 0;
_time: number = 0;
_material: Material = null!;
onLoad() {
this._median = this.duration / 2;
// 获取材质
this._material = this.node.getComponent(Sprite)!.getMaterial(0)!;
// 设置材质对应的属性
this._material.setProperty("u_rate", 1);
}
update(dt: number) {
if (this._time > 0) {
this._time -= dt;
this._time = this._time < 0 ? 0 : this._time;
let rate = Math.abs(this._time - this._median) * 2 / this.duration;
this._material.setProperty("u_rate", rate);
}
}
clickFlash() {
this._time = this.duration;
}
}

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@@ -1,11 +0,0 @@
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import { Component, gfx, macro, Material, MeshRenderer, utils, Vec3, _decorator } from 'cc';
const { ccclass, property } = _decorator;
@ccclass('DrawSectorMesh')
/**
* 绘制扇形网格
*/
export class DrawSectorMesh extends Component {
@property({ type: Material })
public mat: Material | null = null;
@property({
tooltip: "外圈半径"
})
public radius: number = 5;
@property({
tooltip: "内圈半径"
})
public innerRadius: number = 1;
@property({
tooltip: "扇形角度"
})
public angledegree: number = 60;
start() {
this.createMesh()
}
createMesh() {
const model = this.addComponent(MeshRenderer)!;
const segments: number = Math.floor(this.angledegree / 4) + 1; // 三角形个数(平滑度)
var positions: number[] = []; // 顶点位置数据
// 组装顶点数据
var vertices_count: number = segments * 2 + 2; // vertices(顶点)的个数与triangles索引三角形顶点数匹配
var vertices: Array<Vec3> = new Array<Vec3>(vertices_count);
var angleRad: number = this.angledegree * macro.RAD; // 角度转弧度
var angleCur: number = angleRad;
var angledelta: number = angleRad / segments; // 每个三角形的弧度
for (var i = 0; i < vertices_count; i += 2) { // 扇形每二个三角形之间共用2个顶点所有生成时每次循环生成二个顶点
var cosA: number = Math.cos(angleCur);
var sinA: number = Math.sin(angleCur);
vertices[i] = new Vec3(this.radius * cosA, 0, this.radius * sinA); // 已知扇形外圈半径为斜边求x、z值得到第一个顶点位置外圈半径顶点
vertices[i + 1] = new Vec3(this.innerRadius * cosA, 0, this.innerRadius * sinA); // 已知扇形内圈半径为斜边求x、z值得到第二个顶点位置内圈半径顶点
angleCur -= angledelta;
positions.push(vertices[i].x);
positions.push(vertices[i].y);
positions.push(vertices[i].z);
positions.push(vertices[i + 1].x);
positions.push(vertices[i + 1].y);
positions.push(vertices[i + 1].z);
}
// 组装三角形数据
var indice_count: number = segments * 6; // 扇形外圈与扇形内圈会生成一个四边形即二个三角形6个顶点索引
var indices: Array<number> = new Array<number>(indice_count);
for (var i = 0, vi = 0; i < indice_count; i += 6, vi += 2) { // i为三角形顶点索引号vi为顶点位置索引
indices[i] = vi;
indices[i + 1] = vi + 3;
indices[i + 2] = vi + 1;
indices[i + 3] = vi + 2;
indices[i + 4] = vi + 3;
indices[i + 5] = vi;
}
// 组装UV数据
var uvs: number[] = [];
for (var i = 0; i < vertices_count; i++) {
var u = vertices[i].x / this.radius / 2 + 0.5
var v = vertices[i].z / this.radius / 2 + 0.5
uvs.push(u, v);
}
const primitiveMode = gfx.PrimitiveMode.TRIANGLE_FAN;
const attributes: any[] = [{
name: gfx.AttributeName.ATTR_NORMAL,
format: gfx.Format.RGB32F,
}];
var IGeometry = {
positions: positions,
indices: indices,
uvs: uvs,
primitiveMode: primitiveMode, // 默认值效果一样,需要研究作用
attributes: attributes // 默认值效果一样,需要研究作用
}
const mesh = utils.createMesh(IGeometry);
model.mesh = mesh;
model.material = this.mat;
}
}

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