"use strict"; cc._RF.push(module, '1b984pSECdBZZxcU1QfL4H3', 'showEffect'); // scripts/Game/showEffect.ts "use strict"; var __extends = (this && this.__extends) || (function () { var extendStatics = function (d, b) { extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; return extendStatics(d, b); }; return function (d, b) { extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; Object.defineProperty(exports, "__esModule", { value: true }); var gameMgr_1 = require("./gameMgr"); var _a = cc._decorator, ccclass = _a.ccclass, property = _a.property; var NewClass = /** @class */ (function (_super) { __extends(NewClass, _super); function NewClass() { var _this = _super !== null && _super.apply(this, arguments) || this; _this.texMess = new cc.Vec4(0, 0, 0, 0); _this.intervalTime = 0.05; _this.effectType = 0; return _this; // update (dt) {} } // LIFE-CYCLE CALLBACKS: // onLoad () {} NewClass.prototype.start = function () { var _this = this; gameMgr_1.gameMgr && gameMgr_1.gameMgr.setMapTs.checkNode(this.node, true); if (this.node.name.includes("bullet_boom")) { if (gameMgr_1.gameMgr.mainCamereRootNode.getBoundingBoxToWorld().intersects(this.node.getBoundingBoxToWorld())) { gameMgr_1.gameMgr.shakeEffect(3, 1, true); } } if (this.effectType == 0) { if (this.getComponent(cc.Sprite) && this.getComponent(cc.Sprite).getMaterial(0).name == "fire") { var mtl_1 = this.getComponent(cc.Sprite).getMaterial(0); mtl_1.setProperty("totalTex", this.texMess); var num_1 = 1; this.schedule(function () { if (!gameMgr_1.gameMgr.mainCamera.containsNode(_this.node)) { _this.node.opacity = 0; } else { _this.node.opacity = 255; } mtl_1.setProperty("curTex", num_1); num_1++; // if (num > this.texMess.x) { // num = 1; // } if (num_1 > _this.texMess.x) { cc.tween(_this.node).to(0.2, { opacity: 0 }).call(function () { _this.node.destroy(); }).start(); } }, this.intervalTime, this.texMess.x); } else { this.node.destroy(); } } else if (this.effectType == 1) { this.scheduleOnce(function () { _this.node.destroy(); }, 2); } else if (this.effectType == 3) { cc.tween(this.node).set({ scale: 3 }).to(0.5, { scale: 1 }).to(0.5, { opacity: 0 }).call(function () { _this.node.destroy(); }).start(); } else if (this.effectType == 4) { cc.tween(this.node).to(1.5, { angle: 720, scale: 0.5 }).to(0.3, { opacity: 0 }).call(function () { _this.node.destroy(); }).start(); } else if (this.effectType == 5) { var ani = this.node.children[0].getComponent(sp.Skeleton); ani.setCompleteListener(function () { cc.isValid(_this.node.isValid) && _this.node.destroy(); }); this.scheduleOnce(function () { cc.isValid(_this.node.isValid) && _this.node.destroy(); }, 2); } else if (this.effectType == 6) { cc.tween(this.node).delay(0.5).to(0.2, { opacity: 0 }).call(function () { _this.node.destroy(); }).start(); } else if (this.effectType == 7) { var icon = this.node.children[0]; cc.tween(icon) .bezierTo(0.6, cc.Vec2.ZERO, cc.v2(-50, 50), cc.v2(-50 - 50 * Math.random(), -150)) .to(1, { opacity: 0 }, { easing: 'fade' }) .call(function () { _this.node.destroy(); }) .start(); } else if (this.effectType == 8) { cc.tween(this.node) .to(0.5, { opacity: 0 }) .call(function () { _this.node.destroy(); }) .start(); } }; __decorate([ property() ], NewClass.prototype, "texMess", void 0); __decorate([ property() ], NewClass.prototype, "intervalTime", void 0); __decorate([ property() ], NewClass.prototype, "effectType", void 0); NewClass = __decorate([ ccclass ], NewClass); return NewClass; }(cc.Component)); exports.default = NewClass; cc._RF.pop();