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

65 lines
2.4 KiB
TypeScript

import { _decorator, Collider2D, Component, Contact2DType, Vec2, Node, ParticleSystem, Prefab, AudioClip } from 'cc';
import { GameManager } from '../Manager/GameManager';
import Utilities from '../Utilities';
import { Ball } from './Ball';
import TimeConfig from '../Enum/TimeConfig';
import ObjectPool from '../Pool/ObjectPool';
import { CameraController } from '../Environments/CameraController';
import { SoundManager } from '../Manager/SoundManager';
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;
@property({ type: Prefab, visible: true })
private _fx: Prefab;
@property({ type: AudioClip, visible: true })
private _soundFX: AudioClip;
private _originBall: Ball;
private _trigged = false;
private _fxPool: ObjectPool;
protected onLoad(): void {
this._fxPool = new ObjectPool(this._fx, 2, true);
this._collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
}
protected lateUpdate(dt: number): void {
if (this._trigged) {
CameraController.instance.shake(0.2);
this._originBall.setActiveRigi(true);
const ball1 = this._originBall;
const ball2 = GameManager.instance.spawnBall(false, false);
ball1.node.setWorldPosition(this._portRight.worldPosition);
ball1.addForce(new Vec2(20, 0));
ball2.node.setWorldPosition(this._portLeft.worldPosition);
ball2.addForce(new Vec2(-20, 0));
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;
const fx = this._fxPool.get(ParticleSystem, this.node);
fx.node.setWorldPosition(this.node.worldPosition);
SoundManager.instance.playSfx(this._soundFX);
await Utilities.delay(TimeConfig.DelayMultiBall);
this._collider.enabled = true;
await Utilities.waitUntil(() => fx.isStopped);
this._fxPool.release(fx);
}
}