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template admin
l4_boardgame_space
Commits
73c8cb55
Commit
73c8cb55
authored
Oct 24, 2022
by
liubing
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调整动画时间。
parent
e682cf4b
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1
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l4_boardgame_space.ts
assets/l4_boardgame_space/scene/l4_boardgame_space.ts
+10
-10
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assets/l4_boardgame_space/scene/l4_boardgame_space.ts
View file @
73c8cb55
...
@@ -617,7 +617,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -617,7 +617,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
// 计算节点落位后的角度
// 计算节点落位后的角度
const
angle
=
this
.
_getAngleByTargetPos
();
const
angle
=
this
.
_getAngleByTargetPos
();
await
asyncTweenTo
(
piece
,
0.
3
,
{
await
asyncTweenTo
(
piece
,
0.
5
,
{
x
:
rightBlock
.
x
+
offsetX
[
color
],
x
:
rightBlock
.
x
+
offsetX
[
color
],
y
:
rightBlock
.
y
+
offsetY
[
color
],
y
:
rightBlock
.
y
+
offsetY
[
color
],
angle
:
angle
||
piece
.
angle
,
angle
:
angle
||
piece
.
angle
,
...
@@ -799,7 +799,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -799,7 +799,7 @@ export default class SceneComponent extends MyCocosSceneComponent {
const
angle
=
this
.
_getAngleByTargetPos
();
const
angle
=
this
.
_getAngleByTargetPos
();
await
asyncTweenTo
(
await
asyncTweenTo
(
node
,
node
,
0.
3
,
0.
5
,
{
x
:
touchStartPos
.
nodeX
,
y
:
touchStartPos
.
nodeY
,
angle
:
angle
||
node
.
angle
},
{
x
:
touchStartPos
.
nodeX
,
y
:
touchStartPos
.
nodeY
,
angle
:
angle
||
node
.
angle
},
{
easing
:
"
cubicOut
"
}
{
easing
:
"
cubicOut
"
}
);
);
...
@@ -1459,14 +1459,14 @@ export default class SceneComponent extends MyCocosSceneComponent {
...
@@ -1459,14 +1459,14 @@ export default class SceneComponent extends MyCocosSceneComponent {
dice
[
"
cantRoll
"
]
=
true
;
dice
[
"
cantRoll
"
]
=
true
;
cc
.
tween
(
dice
)
cc
.
tween
(
dice
)
.
by
(
1.
5
,
{
angle
:
360
},
{
easing
:
"
cubicIn
"
})
.
by
(
0.7
5
,
{
angle
:
360
},
{
easing
:
"
cubicIn
"
})
.
to
(
time
/
2
,
{
angle
:
targetAngle
})
.
to
(
time
/
4
,
{
angle
:
targetAngle
})
.
by
(
0.5
,
{
angle
:
360
})
.
by
(
0.
2
5
,
{
angle
:
360
})
.
by
(
0.5
,
{
angle
:
360
})
.
by
(
0.
2
5
,
{
angle
:
360
})
.
by
(
0.5
,
{
angle
:
360
})
.
by
(
0.
2
5
,
{
angle
:
360
})
.
by
(
0.5
,
{
angle
:
360
})
.
by
(
0.
2
5
,
{
angle
:
360
})
.
by
((
1
/
6
)
*
num
/
2
,
{
angle
:
60
*
num
})
.
by
((
1
/
12
)
*
num
/
2
,
{
angle
:
60
*
num
})
.
by
(
1.
5
,
{
angle
:
360
},
{
easing
:
"
cubicOut
"
})
.
by
(
0.7
5
,
{
angle
:
360
},
{
easing
:
"
cubicOut
"
})
.
call
(()
=>
{
.
call
(()
=>
{
dice
[
"
cantRoll
"
]
=
false
;
dice
[
"
cantRoll
"
]
=
false
;
resolve
(
null
);
resolve
(
null
);
...
...
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