init
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77
assets/src/UIMain.ts
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77
assets/src/UIMain.ts
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import { _decorator, Component, Node, input, Input, EventTouch, Animation } from 'cc';
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import { gameManager } from './gameManager';
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const { ccclass, property } = _decorator;
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@ccclass('UIMain')
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export class UIMain extends Component {
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@property(gameManager)
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public gm:gameManager = null;
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@property(Node)
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public bg1:Node = null;
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@property(Node)
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public bg2:Node = null;
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@property(Node)
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public plane:Node = null;
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//背景滚动速度
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public bg_sd:number = 1;
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//背景滚动最大距离
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public bg_max:number = 10;
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//plane移动速度
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@property
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public p_speed:number = 1;
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//plane移动动画
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@property(Animation)
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public p_an:Animation = null;
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start() {
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//背景
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this.bg1.setPosition(0,0,0);
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this.bg2.setPosition(0,0,-this.bg_max);
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//plane
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this.node.on(Input.EventType.TOUCH_MOVE,this.onmove,this);
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this.node.on(Input.EventType.TOUCH_START,this.onmoves,this);
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this.node.on(Input.EventType.TOUCH_END,this.onmovee,this);
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}
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update(deltaTime: number) {
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//背景
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this.bg1.setPosition(0,0,this.bg1.position.z+deltaTime*this.bg_sd);
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this.bg2.setPosition(0,0,this.bg2.position.z+deltaTime*this.bg_sd);
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if(this.bg1.position.z>this.bg_max) this.bg1.setPosition(0,0,this.bg2.position.z-this.bg_max);
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else if(this.bg2.position.z>this.bg_max) this.bg2.setPosition(0,0,this.bg1.position.z-this.bg_max);
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}
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onmove(event:EventTouch){
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const delat = event.touch.getDelta();
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const pos = this.plane.position;
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this.plane.setPosition(pos.x + 0.01 * this.p_speed * delat.x, pos.y, pos.z - 0.01 * this.p_speed * delat.y);
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}
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onmoves(event:EventTouch){
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this.p_an.crossFade('p_an', .5);
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this.gm.isTouch(true);
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//this.plane.setPosition(event.touch.getLocationX(),this.plane.position.y,event.touch.getLocationY());
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}
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onmovee(event:EventTouch){
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this.p_an.stop();
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this.gm.isTouch(false);
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}
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}
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