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- import gameUI from "../game/UIFace/gameUI";
- const {ccclass, property} = cc._decorator;
- @ccclass
- export default class path3 extends cc.Component {
- private anim: cc.Animation = null;
- private path3data: cc.Vec3[] = [];
- public static instance: path3 = null;
- onLoad() {
- path3.instance = this;
- //获取当前节点上的动画组件
- this.anim = this.node.getComponent(cc.Animation);
- // this.anim.play("path3_1");
- }
- /**编辑路径 */
- public changeLevelData(): void {
- this.path3data = [];
- if (this.anim == null) {
- return;
- }
- //获取动画片段
- let clips = this.anim.getClips();
- //获取当前片段
- let clip = clips[gameUI.instance.myDataObj.LevelData.scene_path - 1];
- if (clip) {
- //获取贝塞尔曲线路径
- let frames = clip.curveData.props.position;
- this.genpath3Data(frames);
- }
- }
- private genpath3Data(frames): void {
- let bezier = [];
- //贝塞尔曲线定义四个点:起点、终点、两个相互分离中间控制点点 [begin, ctrl1, ctrl2, end]
- let begin = null, ctrl1 = null, ctrl2 = null, end = null;
- //遍历关键帧获取贝塞尔曲线
- for (let i = 0; i < frames.length; i++) {
- const frame = frames[i];
- //获取控制起点
- if (ctrl1 !== null) {
- bezier.push([begin, ctrl1, ctrl1, cc.v3(frame.value[0], frame.value[1])]);
- }
- //获取起点坐标
- begin = cc.v3(frame.value[0], frame.value[1]);
- //获取关键帧的运动路径
- const motionPath = frame.motionPath;
- //遍历关键帧运动路径获取贝塞尔曲线的四个点
- for (let j = 0; j < motionPath.length; j++) {
- const item = motionPath[j];
- //获取终点
- end = cc.v3(item[0], item[1]);
- //获取控制终点
- ctrl2 = cc.v3(item[2], item[3]);
- //判断控制起点是否为空
- if (ctrl1 === null) {
- ctrl1 = ctrl2;
- }
- //添加贝塞尔曲线中各点坐标
- bezier.push([begin, ctrl1, ctrl2, end]);
- //获取控制起点
- ctrl1 = cc.v3(item[4], item[5]);
- //设置下一个节点的起点为上一个节点的终点
- begin = end;
- }
- }
- // //将贝塞尔曲线转换为坐标点
- // const first:cc.Vec3 = bezier[0][0];//获取起始点坐标
- // let data = [first];
- let data = [];
- for (let k = 0; k < bezier.length; k++) {
- const item = bezier[k];
- data.push(item[0]);
- if (k == bezier.length - 1) {
- data.push(item[3]);
- }
- }
- this.path3data = data;
- }
- /**获取路径 */
- public getpathData() {
- return this.path3data;
- }
- }
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