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null)[][] = []; + rows = 4; + cols = 4; + + node: Node = null!; + + onLoad() { + this.initBoard(); + } + + initBoard() { + this.board = []; + for (let r = 0; r < this.rows; r++) { + this.board[r] = []; + for (let c = 0; c < this.cols; c++) { + this.board[r][c] = null; + } + } + this.spawnFruit(); + this.spawnFruit(); + } + + spawnFruit() { + let emptyCells: { r: number; c: number }[] = []; + for (let r = 0; r < this.rows; r++) { + for (let c = 0; c < this.cols; c++) { + if (!this.board[r][c]) emptyCells.push({ r, c }); + } + } + if (emptyCells.length === 0) return; + + let index = Math.floor(Math.random() * emptyCells.length); + let cell = emptyCells[index]; + + let node = instantiate(this.fruitPrefab); + node.setParent(this.node); + node.setPosition(new Vec3(cell.c * 100, cell.r * -100, 0)); + + let fruit = new Fruit(node, cell.r, cell.c, 1); + node.getComponent(FruitNode)!.init(fruit, this); + node.getComponent(Sprite)!.spriteFrame = this.fruitSprites[0]; + + this.board[cell.r][cell.c] = fruit; + } + + merge(f1: Fruit, f2: Fruit) { + if (f1.level !== f2.level) return; + f1.level += 1; + + if (f1.level - 1 < this.fruitSprites.length) + f1.node.getComponent(Sprite)!.spriteFrame = this.fruitSprites[f1.level - 1]; + + this.playMergeAnimation(f1.node, f2.node); + + this.board[f2.row][f2.col] = null; + f2.node.destroy(); + + this.spawnFruit(); + } + + playMergeAnimation(n1: Node, n2: Node) { + // tween(n1) + // .to(0.2, { scale: 1.2 }) + // .to(0.1, { scale: 1 }) + // .start(); + } +} diff --git a/assets/scripts/Board.ts.meta b/assets/scripts/Board.ts.meta new file mode 100644 index 0000000..c8f09ff --- /dev/null +++ b/assets/scripts/Board.ts.meta @@ -0,0 +1,9 @@ +{ + "ver": "4.0.24", + "importer": "typescript", + "imported": true, + "uuid": "6308cbf7-e95c-403f-922c-d21de1892e99", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/scripts/Fruit copy.ts b/assets/scripts/Fruit copy.ts new file mode 100644 index 0000000..5e8fa83 --- /dev/null +++ b/assets/scripts/Fruit copy.ts @@ -0,0 +1,23 @@ +import { _decorator, Node, Sprite } from "cc"; +const { ccclass, property } = _decorator; + +@ccclass("Fruit") +export class Fruit { + id: number = 0; + type: string = 'watermelon'; + level: number = 1; + node: Node = null!; + row: number = 0; + col: number = 0; + + constructor(node: Node, row: number, col: number, level: number = 1) { + this.node = node; + this.row = row; + this.col = col; + this.level = level; + } + + setSprite(sprite: Sprite) { + this.node.getComponent(Sprite)!.spriteFrame = sprite.spriteFrame; + } +} diff --git a/assets/scripts/Fruit copy.ts.meta b/assets/scripts/Fruit copy.ts.meta new file mode 100644 index 0000000..e9d16a7 --- /dev/null +++ b/assets/scripts/Fruit copy.ts.meta @@ -0,0 +1,9 @@ +{ + "ver": "4.0.24", + "importer": "typescript", + "imported": true, + "uuid": "ff426be0-7138-4c1a-ae7a-1e8fbe8ecf48", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/scripts/Fruit.ts b/assets/scripts/Fruit.ts new file mode 100644 index 0000000..a3106fe --- /dev/null +++ b/assets/scripts/Fruit.ts @@ -0,0 +1,74 @@ +import { _decorator, Component, Sprite, SpriteFrame, UITransform, Size, CircleCollider2D, Contact2DType, IPhysics2DContact, RigidBody2D, Vec2, Node } from 'cc'; +import { FRUITS, MAX_LEVEL } from './FruitConfig'; +import { GameManager } from './GameManager'; +const { ccclass, property } = _decorator; + +@ccclass('Fruit') +export class Fruit extends Component { + @property + level = 1; // 1..MAX_LEVEL + + @property(Sprite) + sprite!: Sprite; + + game!: GameManager; + collider!: CircleCollider2D; + body!: RigidBody2D; + + // 防止同一对重复合成 + merging = false; + removed = false; + + init(level: number, spriteFrame: SpriteFrame, game: GameManager) { + this.level = level; + this.game = game; + if (!this.sprite) this.sprite = this.getComponent(Sprite)!; + this.sprite.spriteFrame = spriteFrame; + + const def = FRUITS[this.level - 1]; + const ui = this.getComponent(UITransform)!; + ui.setContentSize(new Size(def.radius * 2, def.radius * 2)); + + this.collider = this.getComponent(CircleCollider2D)!; + this.collider.radius = def.radius; + + this.body = this.getComponent(RigidBody2D)!; + this.body.enabled = true; + + this.merging = false; + this.removed = false; + } + + onEnable() { + const col = this.getComponent(CircleCollider2D); + if (col) col.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this); + } + + onDisable() { + const col = this.getComponent(CircleCollider2D); + if (col) col.off(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this); + } + + private onBeginContact(selfCol: CircleCollider2D, otherCol: CircleCollider2D, _contact: IPhysics2DContact | null) { + if (this.removed || this.merging) return; + const otherNode = otherCol.node as Node; + const otherFruit = otherNode.getComponent(Fruit); + if (!otherFruit || otherFruit.removed || otherFruit.merging) return; + + // 仅同级可合成,且不能超过最大级 + if (otherFruit.level !== this.level || this.level >= MAX_LEVEL) return; + + // 为避免两者都合成,使用 uuid 决定触发者(只让“较小”的触发) + if (this.node.uuid > otherNode.uuid) return; + + this.merging = true; + otherFruit.merging = true; + + // 合成到下一级 + const nextLevel = this.level + 1; + const wpA = this.node.worldPosition; + const wpB = otherNode.worldPosition; + const mid = wpA.clone().add(wpB).multiplyScalar(0.5); + this.game.spawnMerged(nextLevel, mid, this, otherFruit); + } +} \ No newline at end of file diff --git a/assets/scripts/Fruit.ts.meta b/assets/scripts/Fruit.ts.meta new file mode 100644 index 0000000..f74780c --- /dev/null +++ b/assets/scripts/Fruit.ts.meta @@ -0,0 +1,9 @@ +{ + "ver": "4.0.24", + "importer": "typescript", + "imported": true, + "uuid": "396f863c-03c8-48a2-970c-d60402224f68", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/scripts/FruitConfig.ts b/assets/scripts/FruitConfig.ts new file mode 100644 index 0000000..46ae8bb --- /dev/null +++ b/assets/scripts/FruitConfig.ts @@ -0,0 +1,37 @@ +// assets/scripts/FruitConfig.ts +import { SpriteFrame } from 'cc'; + +export interface FruitDef { + level: number; // 1..MAX + name: string; + radius: number; // 物理半径(像素) + score: number; // 合成到该等级获得的分数 + sprite?: SpriteFrame; // 运行时由 GameManager 注入 +} + +export const MAX_LEVEL = 11; // 西瓜 + +// 半径与分数可按手感微调(半径越大越难堆) +export const FRUITS: FruitDef[] = [ + { level: 1, name: '樱桃', radius: 26, score: 1 }, + { level: 2, name: '草莓', radius: 30, score: 2 }, + { level: 3, name: '葡萄', radius: 34, score: 4 }, + { level: 4, name: '橘子', radius: 38, score: 8 }, + { level: 5, name: '柠檬', radius: 44, score: 16 }, + { level: 6, name: '猕猴桃', radius: 50, score: 24 }, + { level: 7, name: '番茄', radius: 58, score: 36 }, + { level: 8, name: '桃子', radius: 66, score: 48 }, + { level: 9, name: '菠萝', radius: 74, score: 64 }, + { level: 10, name: '哈密瓜', radius: 84, score: 96 }, + { level: 11, name: '西瓜', radius: 96, score: 128 }, +]; + +export function clampLevel(lv: number) { + if (lv < 1) return 1; if (lv > MAX_LEVEL) return MAX_LEVEL; return lv; +} + +export function randomStartLevel(min=1, max=5) { + const a = Math.max(1, Math.min(MAX_LEVEL-1, min)); + const b = Math.max(a, Math.min(MAX_LEVEL-1, max)); + return Math.floor(Math.random() * (b - a + 1)) + a; +} \ No newline at end of file diff --git a/assets/scripts/FruitConfig.ts.meta b/assets/scripts/FruitConfig.ts.meta new file mode 100644 index 0000000..366ebe0 --- /dev/null +++ b/assets/scripts/FruitConfig.ts.meta @@ -0,0 +1,9 @@ +{ + "ver": "4.0.24", + "importer": "typescript", + "imported": true, + "uuid": "a88fb8bc-e48e-4301-82ba-479028f64ba3", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/scripts/FruitNode.ts b/assets/scripts/FruitNode.ts new file mode 100644 index 0000000..8b1f48d --- /dev/null +++ b/assets/scripts/FruitNode.ts @@ -0,0 +1,43 @@ +import { _decorator, Component, Node, Vec3, EventTouch, tween } from "cc"; +import { Fruit } from "./Fruit"; +import { Board } from "./Board"; +const { ccclass, property } = _decorator; + +@ccclass("FruitNode") +export class FruitNode extends Component { + + public fruitId: number = 0 + // fruit: Fruit = null!; + // board: Board = null!; + + // init(fruit: Fruit, board: Board) { + // this.fruit = fruit; + // this.board = board; + + // this.node.on(Node.EventType.TOUCH_MOVE, this.onDragMove, this); + // this.node.on(Node.EventType.TOUCH_END, this.onDragEnd, this); + // } + + // onDragMove(event: EventTouch) { + // let delta = event.getDelta(); + // this.node.position = this.node.position.add(new Vec3(delta.x, delta.y, 0)); + // } + + // onDragEnd() { + // for (let r = 0; r < this.board.rows; r++) { + // for (let c = 0; c < this.board.cols; c++) { + // let target = this.board.board[r][c]; + // if (target && target !== this.fruit) { + // let dist = this.node.position.subtract(target.node.position).length(); + // if (dist < 50) { + // this.board.merge(this.fruit, target); + // this.node.setPosition(target.node.position); + // return; + // } + // } + // } + // } + // // 回到原位 + // this.node.setPosition(new Vec3(this.fruit.col * 100, this.fruit.row * -100, 0)); + // } +} diff --git a/assets/scripts/FruitNode.ts.meta b/assets/scripts/FruitNode.ts.meta new file mode 100644 index 0000000..039a585 --- /dev/null +++ b/assets/scripts/FruitNode.ts.meta @@ -0,0 +1,9 @@ +{ + "ver": "4.0.24", + "importer": "typescript", + "imported": true, + "uuid": "39730913-959d-42d1-ba71-c6e467df3725", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/scripts/GameManager copy.ts b/assets/scripts/GameManager copy.ts new file mode 100644 index 0000000..0250825 --- /dev/null +++ b/assets/scripts/GameManager copy.ts @@ -0,0 +1,73 @@ +import { _decorator, Component, Prefab,Node, instantiate, RigidBody2D, input, Input, EventTouch, UITransform, v3, Collider2D, Contact2DType } from "cc"; +import { Board } from "./Board"; +import { FruitNode } from "./FruitNode"; +const { ccclass, property } = _decorator; + +@ccclass("GameManager") +export class GameManager extends Component { + @property(Node) + fruitStart: Node = null; + + @property(Node) + fruitParent: Node = null; + + @property(Prefab) + fruitPrefabs: Prefab[] = []; + + private _curFruit: Node = null; + + start() { + this.createFruit() + + input.on(Input.EventType.TOUCH_START, this.handelTouchStart, this) + input.on(Input.EventType.TOUCH_MOVE, this.handelTouchMove, this) + input.on(Input.EventType.TOUCH_END, this.handelTouchEnd, this) + } + + handelTouchStart(event: EventTouch) { + + } + + handelTouchMove(event) { + const curPos = event.getUILocation(); + const parentPos = this.fruitParent.getComponent(UITransform).convertToNodeSpaceAR(v3(curPos.x, curPos.y, 0)); + // 当前水果坐标 + const fruitPos = this._curFruit.getPosition(); + fruitPos.x = parentPos.x + this._curFruit.setPosition(fruitPos); + } + + handelTouchEnd(event) { + if (!this._curFruit) return; + + this._curFruit.getComponent(RigidBody2D).enabled = true; + + this._curFruit = null; + + this.scheduleOnce(this.createFruit, 2) + } + + private createFruit() { + const fruitId = Math.floor(Math.random() * 3); + const fruitNode = instantiate(this.fruitPrefabs[fruitId]); + fruitNode.setPosition(this.fruitStart.position); + fruitNode.getComponent(RigidBody2D).enabled = false; + + fruitNode.getComponent(FruitNode).fruitId = fruitId + // 监听水果碰撞事件 + const collider = fruitNode.getComponent(Collider2D); + collider.on(Contact2DType.BEGIN_CONTACT, this.handelBeginContact, this) + + fruitNode.getComponent(RigidBody2D).gravityScale = 3; // 重力 + this.fruitParent.addChild(fruitNode); + + this._curFruit = fruitNode; + } + + handelBeginContact(selfContact: Collider2D, otherContact: Collider2D) { + if(otherContact.group !== Math.pow(2, 1)) return; + + console.log(111) + + } +} diff --git a/assets/scripts/GameManager copy.ts.meta b/assets/scripts/GameManager copy.ts.meta new file mode 100644 index 0000000..0854e0e --- /dev/null +++ b/assets/scripts/GameManager copy.ts.meta @@ -0,0 +1,9 @@ +{ + "ver": "4.0.24", + "importer": "typescript", + "imported": true, + "uuid": "08c0e1a0-ea3f-4fd8-a1e7-d9a8db0ca468", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/scripts/GameManager.ts b/assets/scripts/GameManager.ts new file mode 100644 index 0000000..39fbdb6 --- /dev/null +++ b/assets/scripts/GameManager.ts @@ -0,0 +1,290 @@ +// assets/scripts/GameManager.ts +import { + _decorator, + Component, + Node, + Prefab, + instantiate, + NodePool, + UITransform, + Vec3, + v3, + input, + Input, + EventTouch, + SpriteFrame, + Sprite, + Label, + RigidBody2D, + Vec2, + tween, + AudioSource, + sys, + math, + } from 'cc'; + import { FRUITS, clampLevel, randomStartLevel } from './FruitConfig'; + import { Fruit } from './Fruit'; + const { ccclass, property } = _decorator; + + @ccclass('GameManager') + export class GameManager extends Component { + @property(Prefab) + fruitPrefab!: Prefab; // 统一水果预制 + + @property([SpriteFrame]) + fruitSprites: SpriteFrame[] = []; // 长度需 >= FRUITS.length,按等级顺序 + + @property(Node) + fruitRoot!: Node; + + @property(Node) + preview!: Node; // 顶部预览点,挂 Sprite + + @property(Node) + topSensor!: Node; // 仅用于场景绑定与可视化 + + @property(Node) + walls!: Node; // Left/Right/Floor(用于取边界宽度,可留空) + + @property(Label) + scoreLabel!: Label; + + @property(Label) + bestLabel!: Label; + + @property(Node) + dropLine!: Node; // 危险红线(可选) + + @property(AudioSource) + sfx!: AudioSource; // 可选 + + // —— 可调参数 —— + @property + previewY = 560; // 预览/下落的 Y(根据分辨率调整) + @property + spawnCooldown = 0.2; // 连续投掷冷却 + @property + previewClampPadding = 40; // 贴边留白 + @property + randomStartMaxLevel = 5; // 随机初级水果最大等级 + + // —— 运行时状态 —— + nextLevel = 1; // 将要投的等级 + queuedLevel = 1; // 下一颗的预告 + canDrop = true; + isGameOver = false; + dangerOn = false; + score = 0; + best = 0; + + private pool = new NodePool(); + + onLoad() { + // 把 SpriteFrame 注入配置(可选) + for (let i = 0; i < FRUITS.length; i++) { + FRUITS[i].sprite = this.fruitSprites[i] || FRUITS[i].sprite; + } + this.best = Number(sys.localStorage.getItem('best') || 0); + if (this.bestLabel) this.bestLabel.string = `${this.best}`; + if (this.scoreLabel) this.scoreLabel.string = `0`; + } + + start() { + this.bindInput(); + this.reset(); + } + + protected onDestroy() { + this.unbindInput(); + } + + bindInput() { + input.on(Input.EventType.TOUCH_MOVE, this.onMove, this); + input.on(Input.EventType.TOUCH_START, this.onMove, this); // 触摸开始也更新预览位置 + input.on(Input.EventType.TOUCH_END, this.onDrop, this); + } + + unbindInput() { + input.off(Input.EventType.TOUCH_MOVE, this.onMove, this); + input.off(Input.EventType.TOUCH_START, this.onMove, this); + input.off(Input.EventType.TOUCH_END, this.onDrop, this); + } + + reset() { + this.isGameOver = false; + this.canDrop = true; + this.updateScore(0); + + // 清场(放回对象池而非直接删) + const children = [...this.fruitRoot.children]; + for (const c of children) this.recycleFruit(c); + + // 初始化两个预报等级 + this.nextLevel = randomStartLevel(1, this.randomStartMaxLevel); + this.queuedLevel = randomStartLevel(1, this.randomStartMaxLevel); + + this.refreshPreview(); + this.setDanger(false); + if (this.dropLine) this.dropLine.active = false; + } + + refreshPreview() { + if (!this.preview) return; + const sp = this.preview.getComponent(Sprite)!; + const def = FRUITS[this.nextLevel - 1]; + sp.spriteFrame = def.sprite!; + + const ui = this.preview.getComponent(UITransform)!; + ui.setContentSize(def.radius * 2, def.radius * 2); + + // 初始位置居中(仅设置 X,Y 固定在预览线) + const p = this.preview.position; + this.preview.active = true; + this.preview.setPosition(v3(0, this.previewY, p.z)); + } + + onMove(e: EventTouch) { + if (this.isGameOver) return; + const loc = e.getUILocation(); + // 将屏幕坐标转本地 Canvas 坐标(父节点是 Canvas) + const ui = this.node.getComponent(UITransform)!; + const local = ui.convertToNodeSpaceAR(new Vec3(loc.x, loc.y, 0)); + + // 约束 X + const halfW = ui.contentSize.width / 2; + const padding = this.previewClampPadding; + const x = math.clamp(local.x, -halfW + padding, halfW - padding); + + const p = this.preview.position; + this.preview.setPosition(v3(x, this.previewY, p.z)); + } + + onDrop() { + if (this.isGameOver || !this.canDrop) return; + this.canDrop = false; + + const dropPos = this.preview.worldPosition; + this.spawnFruit(this.nextLevel, dropPos); + + // 队列前移 & 随机新队列 + this.nextLevel = this.queuedLevel; + this.queuedLevel = randomStartLevel(1, this.randomStartMaxLevel); + this.refreshPreview(); + + // 冷却 + this.scheduleOnce(() => (this.canDrop = true), this.spawnCooldown); + } + + spawnFruit(level: number, worldPos: Vec3, inheritVel?: Vec2) { + const node = this.pool.size() > 0 ? this.pool.get()! : instantiate(this.fruitPrefab); + node.parent = this.fruitRoot; + node.active = true; + + // 转换到 FruitRoot 的本地坐标 + const local = this.fruitRoot.getComponent(UITransform)!.convertToNodeSpaceAR(worldPos.clone()); + node.setPosition(local); + node.setScale(1, 1, 1); + node.setRotationFromEuler(0, 0, 0); + + const fruit = node.getComponent(Fruit)!; + const index = Math.max(0, Math.min(level - 1, FRUITS.length - 1)); + const sf = FRUITS[index].sprite!; + fruit.init(level, sf, this); + + // 让它有一点随机水平初速度,手感更“弹” + const rb = node.getComponent(RigidBody2D)!; + const vx = Math.random() * 200 - 100; + rb.linearVelocity = inheritVel || new Vec2(vx, 0); + + // 轻微缩放弹出效果 + node.setScale(0.9, 0.9, 1); + tween(node).to(0.1, { scale: v3(1, 1, 1) }).start(); + + // 可选音效:下落 + // this.playSfx(0.1); + + return fruit; + } + + // 被 Fruit 调用:把两颗同级水果合成到 nextLevel + spawnMerged(nextLevel: number, worldMid: Vec3, a: Fruit, b: Fruit) { + if (this.isGameOver) return; + + // 读两者速度,合成后给一个小的向上速度,避免“坍塌” + const va = a.getComponent(RigidBody2D)!.linearVelocity; + const vb = b.getComponent(RigidBody2D)!.linearVelocity; + const inherit = new Vec2((va.x + vb.x) * 0.25, Math.max(120, (va.y + vb.y) * 0.25)); + + // 回收/删除旧的 + this.recycleFruit(a.node); + this.recycleFruit(b.node); + + // 生成新的 + const f = this.spawnFruit(clampLevel(nextLevel), worldMid, inherit); + + // 计分:按目标等级给分 + this.updateScore(this.score + FRUITS[clampLevel(nextLevel) - 1].score); + + // 合成特效:放大闪烁 + const n = f.node; + const s0 = n.scale.clone(); + tween(n) + .to(0.06, { scale: v3(s0.x * 1.15, s0.y * 1.15, 1) }) + .to(0.08, { scale: v3(1, 1, 1) }) + .start(); + + // 音效:合成 + this.playSfx(0.2); + } + + recycleFruit(node: Node) { + const fr = node.getComponent(Fruit); + if (fr) fr.removed = true; + node.removeFromParent(); + this.pool.put(node); + } + + updateScore(v: number) { + this.score = v; + if (this.scoreLabel) this.scoreLabel.string = `${this.score}`; + if (this.score > this.best) { + this.best = this.score; + sys.localStorage.setItem('best', String(this.best)); + } + if (this.bestLabel) this.bestLabel.string = `${this.best}`; + } + + setDanger(on: boolean) { + this.dangerOn = on; + if (this.dropLine) this.dropLine.active = on; + } + + onGameOver() { + if (this.isGameOver) return; + this.isGameOver = true; + this.canDrop = false; + this.setDanger(true); + + // 所有水果轻微变暗/缩放(可选) + this.fruitRoot.children.forEach((n) => + tween(n).to(0.2, { scale: v3(0.95, 0.95, 1) }).start() + ); + + // 失败音 + this.playSfx(0.35); + } + + restart() { + this.reset(); + this.canDrop = true; + } + + playSfx(vol = 0.2) { + if (!this.sfx || !this.sfx.clip) return; + try { + this.sfx.volume = vol; + this.sfx.playOneShot(this.sfx.clip, vol); + } catch {} + } + } + \ No newline at end of file diff --git a/assets/scripts/GameManager.ts.meta b/assets/scripts/GameManager.ts.meta new file mode 100644 index 0000000..5994a18 --- /dev/null +++ b/assets/scripts/GameManager.ts.meta @@ -0,0 +1,9 @@ +{ + "ver": "4.0.24", + "importer": "typescript", + "imported": true, + "uuid": "28f0c3a2-ddde-4889-b568-9e2648bd280d", + "files": [], + "subMetas": {}, + "userData": {} +} diff --git a/assets/scripts/TopSensor.ts b/assets/scripts/TopSensor.ts new file mode 100644 index 0000000..600e644 --- /dev/null +++ b/assets/scripts/TopSensor.ts @@ -0,0 +1,48 @@ +import { _decorator, Component, BoxCollider2D, Contact2DType, IPhysics2DContact, Node, Color } from 'cc'; +import { Fruit } from './Fruit'; +import { GameManager } from './GameManager'; +const { ccclass, property } = _decorator; + +@ccclass('TopSensor') +export class TopSensor extends Component { + @property(GameManager) + game!: GameManager; + + @property + holdSeconds = 2.0; // 触顶持续秒数 + + private touching = new Map(); // node -> enterTime + + onEnable() { + const col = this.getComponent(BoxCollider2D)!; + col.sensor = true; + col.on(Contact2DType.BEGIN_CONTACT, this.onBegin, this); + col.on(Contact2DType.END_CONTACT, this.onEnd, this); + } + onDisable() { + const col = this.getComponent(BoxCollider2D)!; + col.off(Contact2DType.BEGIN_CONTACT, this.onBegin, this); + col.off(Contact2DType.END_CONTACT, this.onEnd, this); + } + + private onBegin(_self: BoxCollider2D, other: any, _c: 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Do not edit this field. */ + "extends": "./temp/tsconfig.cocos.json", + + /* Add your custom configuration here. */ + "compilerOptions": { + "strict": false + } +}