character.js 1.8 KB

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  1. cc.Class({
  2. extends: cc.Component,
  3. properties: {
  4. levelUp1: cc.Node,
  5. levelUp2: cc.Node,
  6. character: cc.Node,
  7. fail: cc.Node,
  8. dbArray: [dragonBones.DragonBonesAsset],
  9. textureArr: [dragonBones.DragonBonesAtlasAsset]
  10. },
  11. start() {
  12. this.loadRes()
  13. },
  14. loadRes() {
  15. var self = this
  16. for (let i = 0; i < 15; i++) {
  17. let nameSke = "db/sanxiao" + (i + 1 + '') + "_ske"
  18. let nameTex = "db/sanxiao" + (i + 1 + '') + "_tex"
  19. cc.loader.loadRes(nameSke, dragonBones.DragonBonesAsset, (err, assert) => {
  20. this.dbArray[i] = assert
  21. })
  22. cc.loader.loadRes(nameTex, dragonBones.DragonBonesAtlasAsset, (err, texture) => {
  23. this.textureArr[i] = texture
  24. })
  25. }
  26. //console.log('数据加载完毕')
  27. },
  28. onWalk(target) {
  29. target.playAnimation('walk', -1)
  30. },
  31. onLevelUp() {
  32. //this.levelUp2.getComponent(dragonBones.ArmatureDisplay).playAnimation('jump', -1)
  33. },
  34. onSuccessDialog(level) {
  35. // this.showCharacter(level - 1, this.levelUp1)
  36. this.showCharacter(level, this.levelUp2, true)
  37. },
  38. onLevelUpBtn(level) {
  39. this.showCharacter(level)
  40. },
  41. onFail(level) {
  42. this.showCharacter(level, this.fail)
  43. },
  44. initStartPage() {
  45. },
  46. showCharacter(level, target, jump) {
  47. target = target || this.character
  48. let assert = target.getComponent(dragonBones.ArmatureDisplay)
  49. // cc.log("before", assert)
  50. assert.destroy()
  51. // console.log(level)
  52. let main = target.addComponent(dragonBones.ArmatureDisplay)
  53. main.dragonAsset = this.dbArray[level - 1]
  54. main.dragonAtlasAsset = this.textureArr[level - 1]
  55. main.armatureName = "Armature"
  56. main.timeScale = 0.5
  57. // console.log("after", main)
  58. main.playAnimation(jump ? "jump" : "walk", -1)
  59. //this.onWalk(main)
  60. },
  61. });