Root.ts添加iniStart可复写方法

This commit is contained in:
dgflash
2024-09-24 08:52:55 +08:00
parent 68f601869c
commit 32df255b60
2 changed files with 26 additions and 20 deletions

View File

@@ -47,6 +47,7 @@ export class Root extends Component {
console.log(`Oops Framework v${version}`);
this.enabled = false;
this.iniStart();
this.loadConfig().then();
}
}
@@ -107,6 +108,11 @@ export class Root extends Component {
oops.ecs.execute(dt);
}
/** 初始化开始 */
protected iniStart() {
}
/** 初始化游戏界面 */
protected initGui() {

View File

@@ -4,7 +4,7 @@
* @LastEditors: dgflash
* @LastEditTime: 2022-09-02 09:45:41
*/
import { ccenum, Collider, Component, ICollisionEvent, ITriggerEvent, _decorator } from "cc";
import { _decorator, ccenum, Collider, Component, ICollisionEvent, ITriggerEvent } from "cc";
const { ccclass, property } = _decorator;
@@ -19,16 +19,16 @@ export enum CollisionType {
}
ccenum(CollisionType);
const Event_TriggerEnter = "onTriggerEnter";
const Event_TriggerStay = "onTriggerStay";
const Event_TriggerExit = "onTriggerExit";
const Event_CollisionEnter = "onCollisionEnter";
const Event_CollisionStay = "onCollisionStay";
const Event_CollisionExit = "onCollisionExit";
/** 碰撞器与触发器 */
@ccclass('GameCollision')
export class GameCollision extends Component {
private Event_TriggerEnter: any = "onTriggerEnter";
private Event_TriggerStay: any = "onTriggerStay";
private Event_TriggerExit: any = "onTriggerExit";
private Event_CollisionEnter: any = "onCollisionEnter";
private Event_CollisionStay: any = "onCollisionStay";
private Event_CollisionExit: any = "onCollisionExit";
protected collider: Collider = null!;
@property({ type: CollisionType, tooltip: '碰撞物体类型' })
@@ -37,26 +37,26 @@ export class GameCollision extends Component {
onLoad() {
this.collider = this.getComponent(Collider)!;
if (this.collider.isTrigger) {
this.collider.on(this.Event_TriggerEnter, this.onTrigger, this);
this.collider.on(this.Event_TriggerStay, this.onTrigger, this);
this.collider.on(this.Event_TriggerExit, this.onTrigger, this);
this.collider.on(Event_TriggerEnter, this.onTrigger, this);
this.collider.on(Event_TriggerStay, this.onTrigger, this);
this.collider.on(Event_TriggerExit, this.onTrigger, this);
}
else {
this.collider.on(this.Event_CollisionEnter, this.onCollision, this);
this.collider.on(this.Event_CollisionStay, this.onCollision, this);
this.collider.on(this.Event_CollisionExit, this.onCollision, this);
this.collider.on(Event_CollisionEnter, this.onCollision, this);
this.collider.on(Event_CollisionStay, this.onCollision, this);
this.collider.on(Event_CollisionExit, this.onCollision, this);
}
}
private onTrigger(event: ITriggerEvent) {
switch (event.type) {
case this.Event_TriggerEnter:
case Event_TriggerEnter:
this.onTriggerEnter(event);
break;
case this.Event_TriggerStay:
case Event_TriggerStay:
this.onTriggerStay(event);
break;
case this.Event_TriggerExit:
case Event_TriggerExit:
this.onTriggerExit(event);
break;
}
@@ -68,13 +68,13 @@ export class GameCollision extends Component {
private onCollision(event: ICollisionEvent) {
switch (event.type) {
case this.Event_CollisionEnter:
case Event_CollisionEnter:
this.onCollisionEnter(event);
break;
case this.Event_CollisionStay:
case Event_CollisionStay:
this.onCollisionStay(event);
break;
case this.Event_CollisionExit:
case Event_CollisionExit:
this.onCollisionExit(event);
break;
}