MonsterHP.ts 1.5 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546
  1. import { _decorator, Component, Node, ProgressBarComponent, Vec3, log } from 'cc';
  2. import { GameController } from '../GameController';
  3. import { MonsterBase } from './MonsterBase';
  4. import { MonsterHPUIPool } from './MonsterHPUIPool';
  5. const { ccclass, property } = _decorator;
  6. @ccclass('MonsterHP')
  7. export class MonsterHP extends Component {
  8. public monster:MonsterBase;
  9. private progressBar:ProgressBarComponent;
  10. private HELP_V3_0:Vec3=new Vec3();
  11. private HELP_V3_1:Vec3=new Vec3();
  12. start () {
  13. this.progressBar=this.getComponent(ProgressBarComponent);
  14. this.node.setScale(0,0,0);
  15. this.progressBar.progress=0;
  16. }
  17. onEnable():void{
  18. this.progressBar=this.getComponent(ProgressBarComponent);
  19. this.node.setScale(0,0,0);
  20. }
  21. update (deltaTime: number) {
  22. if(this.monster==null){
  23. return;
  24. }
  25. //更新位置
  26. this.monster.hpSocket.getWorldPosition(this.HELP_V3_0);
  27. GameController.single.camera.convertToUINode(this.HELP_V3_0,GameController.single.monsterHPUILayer,this.HELP_V3_1);
  28. this.node.setPosition(this.HELP_V3_1);
  29. //根据距离缩放血条
  30. let scale:number=1-Math.min(1,Math.abs(this.monster.node.worldPosition.z/GameController.single.middleStartNode.worldPosition.z*0.4));
  31. this.HELP_V3_0.set(scale,scale,scale);
  32. this.node.setScale(this.HELP_V3_0);
  33. //更新HP
  34. this.progressBar.progress=this.monster.hp/this.monster.maxHP;
  35. }
  36. }