import { _decorator, Label, PhysicsGroup } from 'cc'; import { LifeBar } from './LifeBar'; import { Role } from '../Role'; import { Enemy } from './Enemy'; const { ccclass, property } = _decorator; @ccclass('EnemyTower') export class EnemyTower extends Role { private _lifeBar: LifeBar = null; private _strMyHp: Label = null; //敌人防御塔总血量通过数据表获取 enemyTotalHp: number = null; protected onLoad(): void { this._lifeBar = this.node.getComponent(LifeBar); this._strMyHp = this.node.getChildByPath("ProgressBar/Label").getComponent(Label); } start() { this.hp = this.enemyTotalHp; this._initLifeBar(); super._setupPhysics(); } //初始化血条 private _initLifeBar() { this._lifeBar._curHp = this.hp; this._lifeBar._totalHp = this.hp; } update(deltaTime: number) { if (this._lifeBar._curHp <= 0) { console.log("GameOver! RoleWin!"); } this._strMyHp.string = `${this._lifeBar._curHp}/${this.hp}`; } //必须实现抽象方法 protected _getCollisionGroup(): number { return PhysicsGroup.Enemy; //实际分组值根据项目设置 } protected _isValidTarget(target: Role): boolean { //通过组件类型判断是否为敌人 return target instanceof Enemy; } }