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- import { _decorator, Component, Node, ProgressBar, tween } from 'cc';
- const { ccclass, property } = _decorator;
- /**
- * 血条动画组件
- * 使用两个重叠的血条实现黄色血皮滑动动画效果
- * 红色血条显示当前血量,黄色血条用于滑动动画
- */
- @ccclass('HPBarAnimation')
- export class HPBarAnimation extends Component {
-
- @property({
- type: Node,
- tooltip: '红色血条节点'
- })
- public redBarNode: Node = null;
-
- @property({
- type: Node,
- tooltip: '黄色血条节点'
- })
- public yellowBarNode: Node = null;
-
- private redProgressBar: ProgressBar = null;
- private yellowProgressBar: ProgressBar = null;
- private currentProgress: number = 1.0;
- private targetProgress: number = 1.0;
-
- start() {
- this.initializeComponents();
- }
-
- /**
- * 初始化组件
- */
- private initializeComponents() {
- // 获取组件所属的敌人节点信息
- const enemyNode = this.node;
- const enemyName = enemyNode ? enemyNode.name : 'Unknown';
-
- // 获取红色血条组件
- if (this.redBarNode) {
- console.log(`[HPBarAnimation] [${enemyName}] 红色血条节点已设置:`, this.redBarNode.name);
- this.redProgressBar = this.redBarNode.getComponent(ProgressBar);
- if (this.redProgressBar) {
- this.currentProgress = this.redProgressBar.progress;
- this.targetProgress = this.currentProgress;
- console.log(`[HPBarAnimation] [${enemyName}] 红色血条组件初始化成功,当前进度:`, this.currentProgress);
- } else {
- console.error(`[HPBarAnimation] [${enemyName}] 红色血条节点上未找到ProgressBar组件!`);
- }
- } else {
- console.error(`[HPBarAnimation] [${enemyName}] 红色血条节点未设置!`);
- }
-
- // 获取黄色血条组件
- if (this.yellowBarNode) {
- console.log(`[HPBarAnimation] [${enemyName}] 黄色血条节点已设置:`, this.yellowBarNode.name);
- this.yellowProgressBar = this.yellowBarNode.getComponent(ProgressBar);
- if (this.yellowProgressBar) {
- // 黄色血条初始进度与红色血条同步
- this.yellowProgressBar.progress = this.currentProgress;
- } else {
- console.error(`[HPBarAnimation] [${enemyName}] 黄色血条节点上未找到ProgressBar组件!`);
- }
- } else {
- console.error(`[HPBarAnimation] [${enemyName}] 黄色血条节点未设置!`);
- }
- }
-
- /**
- * 获取节点路径
- */
- private getNodePath(node: Node): string {
- if (!node) return 'null';
- let path = node.name;
- let current = node;
-
- while (current.parent) {
- current = current.parent;
- path = current.name + '/' + path;
- }
-
- return path;
- }
-
-
- /**
- * 更新血条显示
- */
- private updateBarDisplay() {
- if (!this.redProgressBar || !this.yellowProgressBar) {
- return;
- }
-
- // 红色血条显示当前血量
- this.redProgressBar.progress = this.currentProgress;
- }
-
- /**
- * 更新血条进度并播放动画
- * @param newProgress 新的血量百分比 (0-1)
- */
- public updateProgress(newProgress: number) {
- const enemyName = this.node ? this.node.name : 'Unknown';
-
- if (!this.redProgressBar || !this.yellowProgressBar) {
- console.warn(`[HPBarAnimation] [${enemyName}] 红色或黄色血条组件未初始化`);
- return;
- }
-
- // 限制进度范围
- newProgress = Math.max(0, Math.min(1, newProgress));
-
- // 如果血量增加或没有变化,直接更新
- if (newProgress >= this.currentProgress) {
- this.currentProgress = newProgress;
- this.targetProgress = newProgress;
- // 同步更新两个血条
- this.redProgressBar.progress = newProgress;
- this.yellowProgressBar.progress = newProgress;
- this.updateBarDisplay();
- return;
- }
-
- // 血量减少时播放黄色血皮滑动动画
- this.playDamageAnimation(newProgress);
- }
-
- /**
- * 播放伤害动画
- * @param newProgress 新的血量百分比
- */
- private playDamageAnimation(newProgress: number) {
- console.log(`[HPBarAnimation] 开始播放伤害动画:${this.currentProgress} -> ${newProgress}`);
-
- this.targetProgress = newProgress;
-
- // 保存原始血量作为黄色血条起始位置
- const originalProgress = this.currentProgress;
-
- // 1. 立即更新红色血条到新的血量值
- this.currentProgress = newProgress;
- this.redProgressBar.progress = newProgress;
-
- // 2. 黄色血条从原血量滑动到新血量位置
- // 黄色血条保持在原始位置
- this.yellowProgressBar.progress = originalProgress;
- this.updateBarDisplay();
-
- // 创建滑动动画,先暂停0.4秒再滑动
- tween({ progress: originalProgress })
- .delay(0.4) // 暂停0.4秒
- .to(0.6, { progress: newProgress }, {
- onUpdate: (target) => {
- // 动画过程中更新黄色血条进度
- this.yellowProgressBar.progress = target.progress;
- this.updateBarDisplay();
- },
- onComplete: () => {
- // 动画完成后黄色血条进度等于当前血量
- this.yellowProgressBar.progress = newProgress;
- this.updateBarDisplay();
- }
- })
- .start();
- }
-
- /**
- * 获取当前血量百分比
- */
- public getCurrentProgress(): number {
- return this.currentProgress;
- }
-
- /**
- * 重置血条到满血状态
- */
- public resetToFull() {
- this.updateProgress(1.0);
- }
-
- onDestroy() {
- }
- }
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