const DWTool = require('../utils/DWTool'); cc.Class({ extends: cc.Component, properties: { coinNode: cc.Node, totalRateLabel: cc.Label, coinCount: 0, totalRate: { get: function() { if (!this._totalRate) { this._totalRate = 0; } return this._totalRate; }, set: function(value) { this._totalRate = value; this.totalRateLabel.string = DWTool.coinParse(this._totalRate); } }, coinSpine: sp.Skeleton, isPlay: false, isPlaying: false, index: 0, }, // LIFE-CYCLE CALLBACKS: onLoad () { }, getOwner() { return this.node; }, /** * 初始化静态金币Spine动画 * @param {Number} coinIndex 金币下标,默认[0,1,2] */ initStatic(coinIndex) { let animKeyArray = ['jinbi_1', 'jinbi_2', 'jinbi_3']; let animKey; if(coinIndex <= animKeyArray.length - 1) { animKey = animKeyArray[coinIndex] } else { animKey = coinIndex % animKeyArray.length; } this.coinSpine.setAnimation(0, animKey, true) }, /** * 初始化飞行金币Spine动画 */ initAnim() { let animKeyArray = ['jinbi_zhuangdong1', 'jinbi_zhuangdong2', 'jinbi_zhuangdong3'] //随机设置转动动画 let ran = Math.floor(Math.random() * 3); let animKey = animKeyArray[ran] this.totalRateLabel.node.active = false; this.coinSpine.setAnimation(0, animKey, true) }, showAnimation() { if (this.isPlaying) { return; } this.node.stopAllActions(); this.node.active = true; this.isPlayed = true; this.isPlaying = true; let jumpHeight = 175; let duration = 0.3; let animationArray = []; let moveAction1 = cc.moveBy(duration, 0, jumpHeight).easing(cc.easeCubicActionOut()); let moveAction2 = cc.moveBy(duration, 0, -95).easing(cc.easeCubicActionIn()); animationArray.push(moveAction1); animationArray.push(moveAction2); while(jumpHeight > 0.1) { jumpHeight = jumpHeight - (jumpHeight / 3); duration = duration - (duration / 3); let upAction = cc.moveBy(duration, 0, jumpHeight).easing(cc.easeCubicActionOut()); let downAction = cc.moveBy(duration, 0, -jumpHeight).easing(cc.easeCubicActionIn()); animationArray.push(upAction); animationArray.push(downAction); } let callback = cc.callFunc(() => { this.isPlaying = false; }); animationArray.push(callback); this.node.runAction(cc.sequence(animationArray)); }, updateAnimation() { if (this.isPlaying) { return; } this.node.stopAllActions(); this.isPlaying = true; let upAction = cc.moveBy(0.1, 0, 30); let downAction = cc.moveBy(0.1, 0, -30); let callback = cc.callFunc(() => { this.isPlaying = false; }); this.coinNode.runAction(cc.sequence(upAction, downAction, callback)); }, start () { }, // update (dt) {}, });