Files
game1/assets/_script/dragonBonesTools_1.js
tothvillar e896e2ead4 init
2026-07-09 15:04:14 +08:00

90 lines
2.3 KiB
JavaScript

var i = cc.Enum({
xunhuan: 1,
zhengchang: 0
});
cc.Class({
extends: cc.Component,
properties: {
Soldier: {
default: null,
type: sp.Skeleton,
displayName: "动画"
},
startTime: {
default: 0,
displayName: "起始延迟时间"
},
endTime: {
default: 0,
displayName: "结束延迟时间"
},
huanyuanTime: {
default: 1e3,
displayName: "还原时间"
},
aniName: {
default: "",
displayName: "要播放的动画名字"
},
aniNameHuanyuan: {
default: "",
displayName: "要还原的动画名字"
},
ainCishu: {
type: cc.Enum(i),
default: i.xunhuan,
displayName: "动画播放次数"
},
hideNode: {
type: cc.Node,
default: [],
displayName: "需要隐藏的节点"
},
showNode: {
type: cc.Node,
default: [],
displayName: "需要显示的节点"
},
eventNode_over: {
default: [],
type: cc.Node,
displayName: "需要合并的事件节点"
},
SkinName: {
default: "",
displayName: "要修改的皮肤名称"
}
},
start: function () {
this.node.switchEvent = this.switchEvent.bind(this);
this.xunhuan = true;
0 == this.ainCishu && (this.xunhuan = false);
},
switchEvent: function () {
var e = this;
console.log("播放动画");
cc.tween(this.node).delay(this.startTime).call(function () {
e.SkinName && e.Soldier.setSkin(e.SkinName);
e.Soldier && e.aniName && e.Soldier.setAnimation(0, e.aniName, e.xunhuan);
e.Soldier && e.aniNameHuanyuan && setTimeout(function () {
console.log("播放动画==================");
e.Soldier.setAnimation(0, e.aniNameHuanyuan, true);
}, e.huanyuanTime);
setTimeout(function () {
if (e.hideNode) {
for (var o = 0; o < e.hideNode.length; o++) {
e.hideNode[o].active = false;
}
}
if (e.showNode) {
for (var t = 0; t < e.showNode.length; t++) {
e.showNode[t].active = true;
}
}
for (var i = 0; i < e.eventNode_over.length; i++) {
e.eventNode_over[i] && e.eventNode_over[i].switchEvent();
}
}, e.endTime);
}).start();
}
});