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oops-plugin-framework/assets/core/utils/ViewUtil.ts
dgflash 5937f2faf5 1、优化语法
2、修复更新后的API注释
2024-09-04 21:23:53 +08:00

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/*
* @Author: dgflash
* @Date: 2021-08-16 09:34:56
* @LastEditors: dgflash
* @LastEditTime: 2023-01-19 14:52:12
*/
import {Animation, AnimationClip, EventTouch, instantiate, Node, Prefab, Size, UITransform, v3, Vec3} from "cc";
import {resLoader} from "../common/loader/ResLoader";
/** 显示对象工具 */
export class ViewUtil {
/**
* 把Node当前的节点树结构根据Node命名转成一个js对象,重名的组件会覆盖,
* Node的name不应该包含空格键否则将跳过
* @param parent 被遍历的Node组件
* @param obj 绑定的js对象 (可选)
*/
static nodeTreeInfoLite(parent: Node, obj?: Map<string, Node>): Map<string, Node> | null {
let map: Map<string, Node> = obj || new Map();
let items = parent.children;
for (let i = 0; i < items.length; i++) {
let _node = items[i];
if (_node.name.indexOf(" ") < 0) {
map.set(_node.name, _node);
}
ViewUtil.nodeTreeInfoLite(_node, map);
}
return map;
}
/**
* 正则搜索节点名字,符合条件的节点将会返回
* @param reg 正则表达式
* @param parent 要搜索的父节点
* @param nodes 返回的数组(可选)
*/
static findNodes(reg: RegExp, parent: Node, nodes?: Array<Node>): Array<Node> {
let ns: Array<Node> = nodes || [];
let items = parent.children;
for (let i = 0; i < items.length; i++) {
let _name: string = items[i].name;
if (reg.test(_name)) {
ns.push(items[i]);
}
ViewUtil.findNodes(reg, items[i], ns);
}
return ns;
};
/**
* 节点之间坐标互转
* @param a A节点
* @param b B节点
* @param aPos A节点空间中的相对位置
*/
static calculateASpaceToBSpacePos(a: Node, b: Node, aPos: Vec3): Vec3 {
const world: Vec3 = a.getComponent(UITransform)!.convertToWorldSpaceAR(aPos);
return b.getComponent(UITransform)!.convertToNodeSpaceAR(world);
}
/**
* 屏幕转空间坐标
* @param event 触摸事件
* @param space 转到此节点的坐标空间
*/
static calculateScreenPosToSpacePos(event: EventTouch, space: Node): Vec3 {
const uil = event.getUILocation();
const worldPos: Vec3 = v3(uil.x, uil.y);
return space.getComponent(UITransform)!.convertToNodeSpaceAR(worldPos);
}
/**
* 显示对象等比缩放
* @param targetWidth 目标宽
* @param targetHeight 目标高
* @param defaultWidth 默认宽
* @param defaultHeight 默认高
*/
static uniformScale(targetWidth: number, targetHeight: number, defaultWidth: number, defaultHeight: number) {
const widthRatio = defaultWidth / targetWidth;
const heightRatio = defaultHeight / targetHeight;
let ratio;
widthRatio < heightRatio ? ratio = widthRatio : ratio = heightRatio;
return new Size(Math.floor(targetWidth * ratio), Math.floor(targetHeight * ratio));
}
/**
* 从资源缓存中找到预制资源名并创建一个显示对象建议使用GameComponent里的同名方法能自动管理内存施放
* @param path 资源路径
*/
static createPrefabNode(path: string): Node {
const p: Prefab = resLoader.get(path, Prefab)!;
return instantiate(p);
}
/**
* 加载预制并创建预制节点建议使用GameComponent里的同名方法能自动管理内存施放
* @param path 资源路径
*/
static createPrefabNodeAsync(path: string): Promise<Node> {
return new Promise(async (resolve, reject) => {
const prefab = await resLoader.loadAsync(path, Prefab);
if (prefab) {
const node = this.createPrefabNode(path);
resolve(node);
}
else {
resolve(null!);
}
});
}
/**
* 添加节点动画
* @param path 资源路径
* @param node 目标节点
* @param onlyOne 是否唯一
* @param isDefaultClip 是否播放默认动画剪辑
*/
static addNodeAnimation(path: string, node: Node, onlyOne: boolean = true, isDefaultClip: boolean = false) {
if (!node || !node.isValid) {
return;
}
let anim = node.getComponent(Animation);
if (anim == null) {
anim = node.addComponent(Animation);
}
const clip = resLoader.get(path, AnimationClip) as AnimationClip;
if (!clip) {
return;
}
if (onlyOne && anim.getState(clip.name) && anim.getState(clip.name).isPlaying) {
return;
}
if (isDefaultClip) {
anim.defaultClip = clip;
anim.play();
return;
}
// 播放完成后恢复播放默认动画
anim.once(Animation.EventType.FINISHED, () => {
if (anim!.defaultClip) {
anim!.play();
}
}, this);
if (anim.getState(clip.name)) {
anim.play(clip.name);
return
}
anim.createState(clip, clip!.name);
anim.play(clip!.name);
}
}