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- import Gamecfg from "../../common/gameCfg";
- import GameDataCenter from "../../data/GameDataCenter";
- import { MergeItem } from "../../data/model/GridMap/GridMapModel";
- import ResSprite from "../../frameWork/compment/ResSprite";
- import UEBase from "../../frameWork/compment/UEBase";
- import AssetMgr from "../../utils/AssetMgr";
- import UECube, { E_CubeType } from "./UECube";
- const { ccclass, property } = cc._decorator;
- export interface I_MergeTipData {
- idx: number;
- ueCube1: UECube;
- ueCube2: UECube;
- }
- @ccclass
- export default class UEMergeTip extends UEBase {
- static readonly BundleKey: string = "gridMap";
- static readonly PrefabUrl: string = "UEMergeTip";
- static readonly CLS: string = "UEMergeTip";
- data: I_MergeTipData = null!;
- Init(data: I_MergeTipData) {
- //检测是否重复位置和重复合成链
- if (this.data && data.idx == this.data.idx) {
- return;
- }
- this.data = data;
- let mergeArr = GameDataCenter.gridMap.GetMergeItems(data.ueCube1, data.ueCube2);
- if (mergeArr.length > 0) {
- this.node.active = true;
- for (let i = 1; i <= 4; i++) {
- let itemNode = this.node.children[i - 1];
- let pos = this.GetCirclePosition(i - 1, mergeArr.length);
- itemNode.setPosition(pos);
- this.ShowItem(itemNode, mergeArr[i - 1]);
- }
- } else {
- this.node.active = false;
- }
- }
- private ShowItem(node: cc.Node, data: MergeItem) {
- let sp_icon = node.getChildByName("sp_icon").getComponent(ResSprite);
- let node_lock = node.getChildByName("node_lock");
- if (data) {
- node.active = true;
- node_lock.active = false;
- if (data.type == E_CubeType.Emitter) {
- let mergePropCfg = Gamecfg.emitterInfo.getItem(data.id.toString());
- sp_icon.setSpriteFrame('gridMap', `mergeProp/${mergePropCfg.icon}`);
- } else if (data.type == E_CubeType.Material) {
- let mergePropCfg = Gamecfg.mergePropInfo.getItem(data.id.toString());
- sp_icon.setSpriteFrame('gridMap', `mergeProp/${mergePropCfg.icon}`);
- } else if (data.type == E_CubeType.MergeEquip) {
- let mergePropCfg = Gamecfg.equipInfo.getItem(data.id.toString());
- sp_icon.setSpriteFrame('gridMap', `mergeEquip/${mergePropCfg.icon}`);
- }
- } else {
- node.active = false;
- }
- }
- /** 计算圆上的位置 */
- private GetCirclePosition(index: number, total: number): cc.Vec2 {
- const radius = 100; // 圆的半径
- if (total === 1) {
- // 只有一个元素时,放在正上方
- return cc.v2(0, radius);
- }
- // 计算每个元素之间的角度
- const angleStep = 60; // 相邻两个元素之间的角度
- const startAngle = 90 + -total * angleStep / 2 + angleStep / 2; // 从90度(正上方)开始,向右分布
- // 计算当前元素的角度(角度转弧度)
- const angle = (startAngle + index * angleStep) * Math.PI / 180; // 减去角度使其向右分布
- // 计算圆上的位置
- const x = radius * Math.cos(angle);
- const y = radius * Math.sin(angle);
- return cc.v2(x, y);
- }
- }
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