cocos creater当一个节点设置到另一个节点下面 时,在世界中的坐标会变化,而Unity中重新SetParent,世界坐标不会变化。
我们可以先将坐标转换到世界坐标,然后设置了父节点后,再将世界坐标转成局部坐标。
private getWorldPos():cc.Vec2{
return this.node.convertToWorldSpaceAR(cc.Vec2.ZERO);
}
private setWorldPos(pos:cc.Vec2){
this.node.position = this.node.parent.convertToNodeSpaceAR(pos);
}
具体使用:下面例子是在拖动时,将节点设置到Canvas下,然后放手后再添加到相应的子节点下面。
const {ccclass, property} = cc._decorator;
@ccclass
export default class DragItem extends cc.Component {
_isTouched:boolean = false;
_parentNode:cc.Node = null;
// onLoad () {
// }
start () {
this.node.on("touchstart", this.onTouchStart , this);
this.node.on("touchmove", this.onTouchMove , this);
this.node.on("touchend", this.onTouchEnd , this);
this.node.on("touchcancel", this.onTouchEnd , this);
this._parentNode = this.node.parent;
}
private onTouchStart(evt:cc.Event.EventTouch){
this._isTouched = true;
let pos = this.getWorldPos();
let canvas = cc.find("/Canvas");
this.node.setParent(canvas);
this.setWorldPos(pos);
}
private onTouchMove(evt:cc.Event.EventTouch){
if(this._isTouched){
this.node.setPosition(this.node.x + evt.getDeltaX(),this.node.y + evt.getDeltaY());
}
}
private onTouchEnd(evt:TouchEvent){
this._isTouched = false;
let pos = this.getWorldPos();
this.node.setParent(this._parentNode);
this.setWorldPos(pos);
}
private getWorldPos():cc.Vec2{
return this.node.convertToWorldSpaceAR(cc.Vec2.ZERO);
}
private setWorldPos(pos:cc.Vec2){
this.node.position = this.node.parent.convertToNodeSpaceAR(pos);
}
// update (dt) {}
}