import { _decorator, Node, PhysicsGroup, Vec3 } from 'cc'; import { Role, RoleState } from '../Role'; import { RoleData } from '../../../DataItem/ItemData'; import { LifeBar } from './LifeBar'; import { MyRole } from './MyRole'; const { ccclass, property } = _decorator; @ccclass('Enemy') export class Enemy extends Role { private _lifeBar: LifeBar = null; private _roles: Node = null; protected onLoad(): void { this._lifeBar = this.node.getComponent(LifeBar); this._roles = this.node.parent.parent.getChildByPath("Road/Roles"); } init(name: string, pos: Vec3, data: RoleData[], dir?: number) { super.init(name, pos, data, dir); this._initLifeBar(); } //初始化血条 private _initLifeBar() { this._lifeBar._curHp = this.hp; this._lifeBar._totalHp = this.hp; } update(deltaTime: number) { super.update(deltaTime); super.stop(); } stop(): void { if (this.node.getWorldPosition().x <= 200) { this.playAnimation(RoleState.Idle); this.moveSpeed = 0; } } //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 MyRole; } }