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- /**
- * 拖拽障碍物到
- */
- import EventName, { SofaColor } from "../EventName/EventName";
- import AudioManager from "../GameUI/AudioManager";
- import HonorManger, { CheckSeatType } from "../GameUI/HonorManger";
- import Sdk, { VibrateType } from "../SDK/SDK";
- import LocalData, { WorkState } from "../Template/LocalData";
- import MyComponent from "../Template/MyComponent";
- import { GraySitDownColor, leftButtomStatPos, tableData, tableDataX, tableDataY, tiledSize } from "./DataConfig";
- import Role from "./Role";
- import Sofa from "./Sofa";
- import Game from "./game";
- //禁止多点触控
- cc.macro.ENABLE_MULTI_TOUCH = false;
- const { ccclass, property } = cc._decorator;
- @ccclass
- export default class BarrierDrag extends MyComponent {
- /**
- * 是否在地图中
- *
- */
- isInMap: boolean = false
- startPos: cc.Vec3
- lastPos: cc.Vec3
- @property(cc.Node)
- barrierLayer: cc.Node = null
- //出生时候的位置
- BronPos: cc.Vec2 = null
- //移动沙发用时
- moveSeatHasTime = 0
- public Myid: number = 0
- SofaComp: Sofa = null
- // onLoad () {}
- static PlayEditer: boolean = false
- //是否在跳跃模式
- static PlayJump: boolean = false
- //当前跳跃的缓动
- NowTween: cc.Tween<cc.Node> = null
- //当前选中的缓动
- NowMoveTween: cc.Tween<cc.Node> = null
- onLoad() {
- super.onLoad();
- this.SofaComp = this.node.getComponent(Sofa)
- this.regEvent(EventName.NowSitDowninSeat, this.NowSitDowninSeat, this)
- this.regEvent(EventName.StopNowSitDowninSeatAnim, this.StopNowSitDowninSeatAnim, this)
- this.BronPos = this.getNodeMapPos(this.node.x, this.node.y)
- }
- StopNowSitDowninSeatAnim() {
- let Select = this.node.getChildByName("Select")
- if (Select) {
- Select.active = false
- }
- if (this.NowTween) {
- this.NowTween.stop()
- this.node.scale = 1
- }
- }
- cloneNode: cc.Node = null
- cloneMe() {
- this.deleteCloneMe()
- this.cloneNode = cc.instantiate(new cc.Node())
- this.cloneNode.scale = this.node.scale
- this.cloneNode.anchorX = this.node.anchorX
- this.cloneNode.anchorY = this.node.anchorY
- this.cloneNode.addComponent(cc.Sprite).spriteFrame = this.node.getComponent(cc.Sprite).spriteFrame
- this.cloneNode.setPosition(this.node.position)
- this.cloneNode.opacity = 120
- this.cloneNode.parent = this.node.parent
- if (!this.MyisDouble()) {
- this.NowMoveTween = cc.tween(this.node).repeatForever(
- cc.tween()
- .to(0.21, { scale: 1.05 })
- .to(0.21, { scale: 1 })
- ).start();
- }
- }
- deleteCloneMe() {
- if (cc.isValid(this.cloneNode)) {
- this.cloneNode?.destroy()
- }
- if (!this.MyisDouble()) {
- this.NowMoveTween?.stop()
- this.node.scale = 1
- }
- }
- NowSitDowninSeat() {
- if (this.SofaComp.NowSitDownisok() == false) {
- return
- }
- let color: number[] = []
- let RoleQueue1 = cc.Canvas.instance.node.getChildByName("RoleQueue").getChildByName("RoleQueue1")
- let RoleQueue2 = cc.Canvas.instance.node.getChildByName("RoleQueue").getChildByName("RoleQueue2")
- let a = RoleQueue1.children[0]?.getComponent(Role).MyColor
- let b = RoleQueue2.children[0]?.getComponent(Role).MyColor
- color.push(a)
- color.push(b)
- //两个准备上车的乘客
- for (let index = 0; index < color.length; index++) {
- const element = color[index];
- if (element == this.SofaComp.SofaColor || ((this.SofaComp.SofaColor == SofaColor.灰 && (GraySitDownColor == element)))) {
- this.NowTween = cc.tween(this.node).repeatForever(
- cc.tween()
- .to(0.4, { scale: 1.25 })
- .to(0.4, { scale: 1 })
- ).start();
- let Select = this.node.getChildByName("Select")
- if (Select) {
- Select.active = true
- }
- return
- }
- }
- }
- ShowLock() {
- let Lock = this.node.getChildByName("Lock")
- if (this.SofaComp.isLock) {
- if (Lock) {
- Lock.active = true
- }
- } else {
- if (Lock) {
- Lock.active = false
- }
- }
- }
- onCollisionEnter(a?, b?) {
- return
- }
- lastMoveX = 0
- lastMoveY = 0
- //玩家手指移动点击的位置
- ClickPos: cc.Vec2 = null
- //玩家手指点击在节点内的位置
- ClickNodePos: cc.Vec2 = null
- changeTableData(temp: cc.Vec2, tag: number) {
- if (this.MyisDouble()) {
- tableData[temp.y][temp.x] = tag
- tableData[temp.y][temp.x + 1] = tag
- } else {
- tableData[temp.y][temp.x] = tag
- }
- }
- start() {
- this.changeTableData(this.getNodeMapPos(), 2)
- this.node.on(cc.Node.EventType.TOUCH_START, (event: cc.Event.EventTouch) => {
- //如果是引导模式
- if (LocalData.getInstance().getWorkState() === WorkState.引导) {
- if (HonorManger.getInstance().GuideData[HonorManger.getInstance().GuideStep].bronPos.x == this.BronPos.x &&
- HonorManger.getInstance().GuideData[HonorManger.getInstance().GuideStep].bronPos.y == this.BronPos.y
- ) {
- } else {
- return
- }
- }
- ///如果在跳跃模式
- if (BarrierDrag.PlayJump == true) {
- //如果有鸭子目标是这个沙发 那就不能跳跃
- if (this.SofaComp.isTarget[0] || this.SofaComp.isTarget[1]) {
- this.SofaComp.NoMoveAnim()
- return
- }
- if (this.MyisDouble()) {
- if (this.SofaComp.SofaSitDown[0] == 1 && this.SofaComp.SofaSitDown[1] == 1) {
- return
- }
- } else {
- if (this.SofaComp.SofaSitDown[0] == 1) {
- return
- }
- }
- let isleft = 0
- if (this.MyisDouble()) {
- const touchLocation = event.getLocation();
- const localPos = this.node.convertToNodeSpaceAR(touchLocation);
- if (localPos.x >= 40) {
- console.log('再右边');
- isleft = 2
- } else {
- console.log('再左边');
- isleft = 1
- }
- }
- cc.systemEvent.emit(EventName.NowSitDowninSeatAnim, this.node, isleft, this.SofaComp.SofaColor, this.SofaComp.Sofadir)
- return
- }
- if (this.iSMove() == false) {
- return
- }
- BarrierDrag.PlayEditer = true
- this.ClickPos = this.node.parent.convertToNodeSpaceAR(event.getLocation())
- this.OKMove = true
- this.moveSeatHasTime = cc.sys.now()
- event.stopPropagation()
- this.startPos = cc.v3(this.node.x, this.node.y)
- this.lastPos = cc.v3(this.node.x, this.node.y)
- this.MoveIndex = this.getNodeMapPos(this.node.x, this.node.y)
- let StartMapPos = this.getNodeMapPos(this.node.x, this.node.y)
- this.changeTableData(StartMapPos, 0)
- this.isSofaPlaceOK = true
- const touchLocation = event.getLocation();
- this.ClickNodePos = this.node.convertToNodeSpaceAR(touchLocation);
- this.cloneMe()
- AudioManager.instance.playEffect(AudioManager.seat_click_start)
- Sdk.getInstance().Vibrate(VibrateType.Short, null)
- //选中的是最上面的 不应该被别的遮挡
- // this.node.zIndex = 200
- this.logtableData('开始')
- return
- })
- this.node.on(cc.Node.EventType.TOUCH_MOVE, (event: cc.Event.EventTouch) => {
- if (this.iSMove() == false) {
- return
- }
- if (this.OKMove == false) {
- return
- }
- BarrierDrag.PlayEditer = true
- cc.systemEvent.emit(EventName.UpdataRender)
- let ddddx = event.getLocation().x + event.getDelta().x
- let ddddy = event.getLocation().y + event.getDelta().y
- this.ClickPos = this.node.parent.convertToNodeSpaceAR(cc.v2(ddddx, ddddy))
- })
- this.node.on(cc.Node.EventType.TOUCH_END, (event: cc.Event.EventTouch) => {
- this.OKMove = false
- this.ClickPos = null
- if (this.iSMove() == false) {
- return
- }
- event.stopPropagation()
- BarrierDrag.PlayEditer = false
- this.deleteCloneMe()
- this.SofaPlace()
- cc.systemEvent.emit(EventName.UpdataRender)
- return
- })
- this.node.on(cc.Node.EventType.TOUCH_CANCEL, (event: cc.Event.EventTouch) => {
- this.OKMove = false
- this.ClickPos = null
- if (this.iSMove() == false) {
- return
- }
- event.stopPropagation()
- BarrierDrag.PlayEditer = false
- this.deleteCloneMe()
- this.SofaPlace()
- cc.systemEvent.emit(EventName.UpdataRender)
- })
- }
- //当前是否还可以手指移动障碍物
- OKMove = false
- //记录手指移动的可以放置的下标
- MoveIndex: cc.Vec2 = new cc.Vec2(0, 0)
- logtableData(st) {
- return
- let count = 0
- for (let index = 16; index >= 0; index--) {
- if (tableData[index]) {
- console.log(tableData[index]?.toString() + ' ' + index);
- }
- }
- // 初始化地图中的障碍物
- for (let i = 0; i < tableData.length; i++) {
- for (let j = 0; j < tableData[0].length; j++) {
- let v = tableData[i][j]
- if (v > 0) {
- count++
- }
- }
- }
- console.error('↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑');
- console.error(st, '个数:', count);
- }
- //沙发移动
- SofaMove(eventx: number, eventy: number) {
- // console.log('xx', eventx);
- // console.log('yy', eventy);
- if (this.moveYouHua(eventx, eventy)) {
- // console.error('左右皆不可移动一丝');
- return false
- }
- //-----------------------------------
- //上一次的触点
- let endPos = this.getEndPosInMap()
- if (!endPos) {
- console.log('超出地图范围额了');
- this.node.x -= this.lastMoveX
- this.node.y -= this.lastMoveY
- return false
- }
- //如果不超出地图范围
- this.lastPos = cc.v3(this.node.x, this.node.y)
- //开始地图下标
- let MoveIndexMapPos = this.getNodeMapPos(endPos.x, endPos.y)
- //检测这个点是否可以放置
- if (this.MyisDouble()) {
- if (tableData[MoveIndexMapPos.y][MoveIndexMapPos.x] == 0 &&
- tableData[MoveIndexMapPos.y][MoveIndexMapPos.x + 1] == 0 &&
- MoveIndexMapPos.x <= tableData[0].length - 2
- ) {
- this.MoveIndex.x = MoveIndexMapPos.x
- this.MoveIndex.y = MoveIndexMapPos.y
- } else {
- }
- } else {
- if (tableData[MoveIndexMapPos.y][MoveIndexMapPos.x] > 0) {
- } else {
- this.MoveIndex.x = MoveIndexMapPos.x
- this.MoveIndex.y = MoveIndexMapPos.y
- }
- }
- return true
- }
- update(dt: number): void {
- if (this.ClickPos) {
- let x = this.ClickPos.x - this.node.x - this.ClickNodePos.x
- let y = this.ClickPos.y - this.node.y - this.ClickNodePos.y
- // let isMOve = this.SofaMove((x / 8), (y / 8))//每次步进 八分之一 不限制速度的版本
- //最大步进速度
- let step = 15
- let xx = (x / 8)
- if (xx > 0) {
- xx = xx > step ? step : xx
- }
- if (xx < 0) {
- xx = xx < -step ? -step : xx
- }
- let yy = (y / 8)
- if (yy > 0) {
- yy = yy > step ? step : yy
- }
- if (yy < 0) {
- yy = yy < -step ? -step : yy
- }
- // let isMOve = this.SofaMove(xx, yy)//每次步进 八分之一
- while (!this.SofaMove(xx, yy)) {
- if (xx == 0 && yy == 0) {
- break
- }
- xx = xx / 2
- yy = yy / 2
- if (xx <= 1) {
- xx = 0
- }
- if (yy <= 1) {
- yy = 0
- }
- }
- }
- }
- moveYouHua(eventx: number, eventy: number) {
- if (this.CheckRect(eventx, 0) && !this.CheckRect(0, eventy)) {
- this.node.y += eventy
- return false
- }
- if (!this.CheckRect(eventx, 0) && this.CheckRect(0, eventy)) {
- this.node.x += eventx
- return false
- }
- if (!this.CheckRect(eventx, 0) && !this.CheckRect(0, eventy)) {
- this.node.x += eventx
- this.node.y += eventy
- return false
- }
- return true
- }
- getFivePointsOnLine(point1: cc.Vec2, point2: cc.Vec2): cc.Vec2[] {
- const points: cc.Vec2[] = [];
- for (let i = 0; i < 10; i++) {//1/3 1/5
- const t = i / 20;
- const x = point1.x + t * (point2.x - point1.x);
- const y = point1.y + t * (point2.y - point1.y);
- points.push(new cc.Vec2(x, y));
- }
- return points;
- }
- CheckRect(MoveX: number, MoveY: number): boolean {
- let xx = this.node.position.x + MoveX
- let yy = this.node.position.y + MoveY
- if (this.MyisDouble()) {
- if (xx < this.node.getContentSize().width / 4) {
- // console.log('地图左');
- return true
- }
- if (xx > tableData[0].length * tiledSize.width - ((this.node.getContentSize().width / 4) * 3)) {
- // console.log('地图右');
- return true
- }
- if (yy < this.node.getContentSize().height / 2) {
- // console.log('地图下');
- return true
- }
- if (yy > tableData.length * tiledSize.height - (this.node.getContentSize().height / 2)) {
- // console.log('地图上');
- return true
- }
- } else {
- if (xx < this.node.getContentSize().width / 2) {
- // console.log('地图左');
- return true
- }
- if (xx > tableData[0].length * tiledSize.width - (this.node.getContentSize().width / 2)) {
- // console.log('地图右');
- return true
- }
- if (yy < this.node.getContentSize().height / 2) {
- // console.log('地图下');
- return true
- }
- if (yy > tableData.length * tiledSize.height - (this.node.getContentSize().height / 2)) {
- // console.log('地图上');
- return true
- }
- }
- const pointA = new cc.Vec2(xx, yy);
- const pointB = new cc.Vec2(this.lastPos.x, this.lastPos.y);
- const fivePoints = this.getFivePointsOnLine(pointA, pointB);
- // let pathLayer = cc.Canvas.instance.node.getChildByName("gameLayer").getChildByName("MapLayer").getChildByName("pathLayer")
- // let gp = pathLayer.getComponent(cc.Graphics)
- // gp.clear()
- //////////////////////////////////////////////////////////// 可用版本
- const scale = 0.82
- const Other_OneNode_scale = 1
- for (let kkk = 0; kkk < 3; kkk++) {
- const element = fivePoints[kkk];
- let MyNode_Rect = new cc.Rect(
- element.x + ((1 - scale) * 0.5 * this.node.getContentSize().width),
- element.y + ((1 - scale) * 0.5 * this.node.getContentSize().height),
- this.node.getContentSize().width * scale,
- this.node.getContentSize().height * scale)
- for (let index = 0; index < this.node.parent.childrenCount; index++) {
- let Other_OneNode = this.node.parent.children[index]
- if (Other_OneNode && Other_OneNode != this.node && Other_OneNode != this.cloneNode) {
- let Other_OneRect = new cc.Rect(
- Other_OneNode.x + ((1 - Other_OneNode_scale) * 0.5 * Other_OneNode.getContentSize().width),
- Other_OneNode.y + ((1 - Other_OneNode_scale) * 0.5 * Other_OneNode.getContentSize().height),
- Other_OneNode.getContentSize().width * Other_OneNode_scale,
- Other_OneNode.getContentSize().height * Other_OneNode_scale)
- // gp.fillRect(Other_OneRect.x, Other_OneRect.y, Other_OneRect.width, Other_OneRect.height)
- // gp.strokeColor = new cc.Color().fromHEX('#B23FAB');
- // gp.fillRect(MyNode_Rect.x, MyNode_Rect.y, MyNode_Rect.width, MyNode_Rect.height)
- // gp.strokeColor = new cc.Color().fromHEX('#B23FAB');
- // gp.stroke()
- if (cc.Intersection.rectRect(MyNode_Rect, Other_OneRect)) {
- // console.log("矩形相交", index, kkk);
- // // //上下左右
- // // let NowMapPos = this.getNodeMapPos(this.node.x, this.node.y)
- // // console.log(NowMapPos.x, NowMapPos.y);
- // // return true
- // let CurrentPos = this.getTargetPosInMap(this.MoveIndex)
- // let CurrentRect = new cc.Rect(CurrentPos.x, CurrentPos.y, this.node.getContentSize().width * scale, this.node.getContentSize().height * scale)
- // if (cc.Intersection.rectRect(CurrentRect, Other_OneRect)) {
- // //相交
- // } else {
- // // 不相交
- // const distance = CurrentPos.subtract(cc.v3(Other_OneRect.x, Other_OneRect.y)).len()
- // console.log(distance);
- // if (distance < 100) {
- // } else {
- // this.node.position = this.getTargetPosInMap(this.MoveIndex)
- // }
- // // this.node.position = CurrentPos
- // return true
- // }
- return true
- } else {
- // console.log("矩形不相交");
- }
- }
- }
- }
- return false
- }
- isSofaPlaceOK = false
- //沙发放置
- SofaPlace(event?: cc.Event.EventTouch) {
- if (this.isSofaPlaceOK == false) {
- return
- }
- this.isSofaPlaceOK = false
- let NowMapPos = this.getNodeMapPos(this.node.x, this.node.y)
- let startPos = this.getNodeMapPos(this.startPos.x, this.startPos.y)
- //如果是引导模式
- if (LocalData.getInstance().getWorkState() === WorkState.引导) {
- if (HonorManger.getInstance().GuideData[HonorManger.getInstance().GuideStep].bronPos.x == this.BronPos.x &&
- HonorManger.getInstance().GuideData[HonorManger.getInstance().GuideStep].bronPos.y == this.BronPos.y &&
- HonorManger.getInstance().GuideData[HonorManger.getInstance().GuideStep].NowPos.x == NowMapPos.x &&
- HonorManger.getInstance().GuideData[HonorManger.getInstance().GuideStep].NowPos.y == NowMapPos.y
- ) {
- } else {
- this.changeTableData(startPos, 3)
- this.node.position = this.getTargetPosInMap(startPos)
- AudioManager.instance.playEffect(AudioManager.seat_click_end)
- Sdk.getInstance().Vibrate(VibrateType.Short, null)
- return
- }
- }
- //移动记录
- if (startPos &&
- startPos.x == NowMapPos.x &&
- startPos.y == NowMapPos.y
- ) {
- } else {
- //移动到新的位置
- //1 开始倒计时
- cc.systemEvent.emit(EventName.StartCountDown)
- //2 检测这个移动用时
- let temp: CheckSeatType = {
- 'uuid': this.node.uuid,
- 'BronPos': this.BronPos,
- 'NowPos': NowMapPos,
- 'MoveSeatTime': cc.sys.now() - this.moveSeatHasTime,
- }
- HonorManger.getInstance().UpSeatMove(temp)
- }
- this.changeTableData(this.MoveIndex, 3)
- this.node.position = this.getTargetPosInMap(this.MoveIndex)
- AudioManager.instance.playEffect(AudioManager.seat_click_end)
- Sdk.getInstance().Vibrate(VibrateType.Short, null)
- this.logtableData('结束')
- }
- getTargetPosInMap(MapPos: cc.Vec2) {
- return cc.v3(leftButtomStatPos.x + MapPos.x * tiledSize.width + tiledSize.width / 2, leftButtomStatPos.y + MapPos.y * tiledSize.height + tiledSize.height / 2)
- }
- /**
- * 判断是否可以 放置
- * 只能房子 表格的空格中
- * */
- getEndPosInMap(x?: number, y = 0) {
- let MapPos = cc.v2(x, y)
- if (x === undefined) {
- MapPos = this.getNodeMapPos()
- }
- if (MapPos) {
- return cc.v3(leftButtomStatPos.x + MapPos.x * tiledSize.width + tiledSize.width / 2, leftButtomStatPos.y + MapPos.y * tiledSize.height + tiledSize.height / 2)
- }
- return null
- }
- /**
- * 判断节点在地图中的位置 不在地图内,返回null
- */
- getNodeMapPos(x?: number, y?: number): cc.Vec2 | null {
- x = x ?? this.node.x
- y = y ?? this.node.y
- // 注意 *** 先转换为世界坐标 世界坐标跟节点坐标不能简单等价,一定要转换成节点坐标才能用
- let woldPos = this.node.parent.convertToWorldSpaceAR(cc.v2(x, y))
- // 一定要加上这句
- let rootPos = cc.find("Canvas/gameLayer/MapLayer").convertToNodeSpaceAR(woldPos)
- x = rootPos.x
- y = rootPos.y
- // console.log('---tableData.length--', tableData.length, x, y)
- // 这样判断,虽然写着复杂,但是比直接算出所有虚拟位置再比较效率高
- if (x > leftButtomStatPos.x && x < (leftButtomStatPos.x + tableData[0].length * tiledSize.width) && y > leftButtomStatPos.y && y < leftButtomStatPos.y + tableData.length * tiledSize.height) {
- let x1 = Math.floor((x - leftButtomStatPos.x) / tiledSize.width)
- let y1 = Math.floor((y - leftButtomStatPos.y) / tiledSize.height)
- // cc.log('mapPos=', x1, y1)
- return cc.v2(x1, y1)
- }
- return null
- }
- audioPlay(path: string, loop = false) {
- return new Promise((resolve, reject) => {
- resolve(0)
- return
- })
- }
- MyisDouble() {
- //余数
- var yushu = this.Myid % 1000
- if (yushu > 10 && yushu <= 20) {
- return true
- }
- return false
- }
- //不能移动的ID
- NotMoveID = [61, 99]
- iSMove() {
- for (let index = 0; index < this.SofaComp.isTarget.length; index++) {
- const element = this.SofaComp.isTarget[index];
- if (element) {
- this.SofaComp.NoMoveAnim()
- return false
- }
- }
- if (this.Myid == 99) {
- return false
- }
- if (this.SofaComp.SofaColor == SofaColor.灰 || this.Myid == 99 || this.Myid == 61 || BarrierDrag.PlayJump == true || this.SofaComp.isLock == true) {
- this.SofaComp.NoMoveAnim()
- return false
- }
- return true
- }
- // update (dt) {}
- }
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