Commit d3dc4b79 authored by Vũ Gia Vương's avatar Vũ Gia Vương

fix auto hammer

parent 8900601a
...@@ -45,13 +45,12 @@ export default class BreakingBottleController extends cc.Component { ...@@ -45,13 +45,12 @@ export default class BreakingBottleController extends cc.Component {
} }
protected start(): void { protected start(): void {
this.hideHammer(); this.resetHammer();
} }
private resetBottle() { private resetBottle() {
this._countFragment = 0; this._countFragment = 0;
this._spine.setSkin(this._skins[Global.tool % this._skins.length]); this._spine.setSkin(this._skins[Global.tool % this._skins.length]);
// this._spine.setAnimation(0, "Dap4", false);
this._fragmentsNode.forEach((node, index) => { this._fragmentsNode.forEach((node, index) => {
node.position = this._fragmentsPosition[index]; node.position = this._fragmentsPosition[index];
...@@ -60,14 +59,14 @@ export default class BreakingBottleController extends cc.Component { ...@@ -60,14 +59,14 @@ export default class BreakingBottleController extends cc.Component {
} }
private onHammer(newPos: cc.Vec2) { private onHammer(newPos: cc.Vec2) {
this.hammerNode.active = false;
this.scheduleOnce(() => this.hammerNode.active = true, 0);
cc.Tween.stopAllByTarget(this.hammerNode); cc.Tween.stopAllByTarget(this.hammerNode);
this._spine.setAnimation(0, "Dap4", false); this._spine.setAnimation(0, "Dap4", false);
cc.tween(this.hammerNode) cc.tween(this.hammerNode)
.to(0, { opacity: 255, position: cc.v3(newPos.x, newPos.y, 0), active: false }) .to(0, { active: false })
.to(0, { active: true })
.to(0, { position: cc.v3(newPos.x, newPos.y, 0), active: false })
.to(0, { active: true }) .to(0, { active: true })
.delay(1) .delay(1)
.to(0.5, { position: cc.v3(300) }) .to(0.5, { position: cc.v3(300) })
...@@ -87,18 +86,14 @@ export default class BreakingBottleController extends cc.Component { ...@@ -87,18 +86,14 @@ export default class BreakingBottleController extends cc.Component {
const nodePos = this.node.convertToNodeSpaceAR(pos); const nodePos = this.node.convertToNodeSpaceAR(pos);
eventTarget.emit(CHECK_TOUCH, nodePos); eventTarget.emit(CHECK_TOUCH, nodePos);
this._spine.setSkin(this._skins[Global.tool % this._skins.length]); this._spine.setSkin(this._skins[Global.tool % this._skins.length]);
this._spine.setAnimation(0, "Dap4", false);
} }
private onTouchEnd(event: cc.Event.EventTouch) { private onTouchEnd(event: cc.Event.EventTouch) {
} }
private hideHammer() { private resetHammer() {
// this.hammerNode.opacity = 0;
this.hammerNode.position = cc.v3(300); this.hammerNode.position = cc.v3(300);
} }
......
...@@ -32,7 +32,7 @@ export default class FragmentController extends cc.Component { ...@@ -32,7 +32,7 @@ export default class FragmentController extends cc.Component {
private checkTouch(point: cc.Vec2) { private checkTouch(point: cc.Vec2) {
const pos = point.clone().subtract(cc.v2(this.node.position.x, this.node.position.y)); const pos = point.clone().subtract(cc.v2(this.node.position.x, this.node.position.y));
let isInside = cc.Intersection.pointInPolygon(pos, this._collider.points); let isInside = cc.Intersection.pointInPolygon(pos, this._collider.points);
if (isInside) { if (isInside) {
eventTarget.emit(HAMMER, point); eventTarget.emit(HAMMER, point);
......
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