import { _decorator, Collider2D, Component, Contact2DType, Vec2, Node } from 'cc'; import { GameManager } from '../Manager/GameManager'; import Utilities from '../Utilities'; import { Ball } from './Ball'; import TimeConfig from '../Enum/TimeConfig'; 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; private _originBall: Ball; private _trigged = false; protected onLoad(): void { this._collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this); } protected lateUpdate(dt: number): void { if (this._trigged) { this._originBall.setActiveRigi(true); const ball1 = this._originBall; 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)); ball1.playMultiBallEffect(); ball2.playMultiBallEffect(); this._trigged = false; } } private async onBeginContact(selfCollider: Collider2D, otherCollider: Collider2D) { if (this._trigged) return; this._collider.enabled = false; this._originBall = otherCollider.getComponent(Ball); this._originBall.setActiveRigi(false); this._trigged = true; await Utilities.delay(TimeConfig.DelayMultiBall); this._collider.enabled = true; } }