pinball/assets/_Game/Scripts/GamePlay/MutilBall.ts

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import { _decorator, Collider2D, Component, Contact2DType, Vec2, Node } from 'cc';
import { GameManager } from '../Manager/GameManager';
import Utilities from '../Utilities';
import { Ball } from './Ball';
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import TimeConfig from '../Enum/TimeConfig';
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const { ccclass, property } = _decorator;
@ccclass('MultiBall')
export class MultiBall extends Component {
@property({ type: Collider2D, visible: true })
private _collider: Collider2D;
@property({ type: Node, visible: true })
private _portLeft;
@property({ type: Node, visible: true })
private _portRight;
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private _originBall: Ball;
private _trigged = false;
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protected onLoad(): void {
this._collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
}
protected lateUpdate(dt: number): void {
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if (this._trigged) {
this._originBall.setActiveRigi(true);
const ball1 = this._originBall;
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const ball2 = GameManager.instance.spawnBall(false);
ball1.node.setWorldPosition(this._portRight.worldPosition);
ball1.addForce(new Vec2(10, 0));
ball2.node.setWorldPosition(this._portLeft.worldPosition);
ball2.addForce(new Vec2(-10, 0));
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this._trigged = false;
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}
}
private async onBeginContact(selfCollider: Collider2D, otherCollider: Collider2D) {
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if (this._trigged) return;
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this._collider.enabled = false;
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this._originBall = otherCollider.getComponent(Ball);
this._originBall.setActiveRigi(false);
this._trigged = true;
await Utilities.delay(TimeConfig.DelayMultiBall);
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this._collider.enabled = true;
}
}