TowerUI.ts 40 KB

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  1. import { _decorator, instantiate, Node, Prefab, Size, Tween, tween, UITransform, Vec2, Vec3 ,Animation, EventTouch, Button, sp, Enum, Label, Toggle, Sprite, SpriteFrame, v3, utils, ProgressBar} from 'cc';
  2. import { BaseView } from '../../../framework/layer/BaseView';
  3. import { Framework } from '../../../framework/Framework';
  4. import { FrameworkConf } from '../../../framework/config/FrameworkConf';
  5. import { AudioID } from '../../../framework/config/AudioConf';
  6. import { AsyncQueue, NextFunction } from '../../../framework/queue/AsyncQueue';
  7. import { Hero } from './node/Hero';
  8. import { Enemy } from './node/Enemy';
  9. import { Hurt } from './node/Hurt';
  10. import { BattleNodeBase } from './node/BattleNodeBase';
  11. import { BattleControl } from './control/BattleControl';
  12. import { BattleUtil } from './data/BattleUtil';
  13. import { BattleEventManager } from './base/BattleEventManager';
  14. import { BattleEventData_EnemyBorn, BattleEventData_EnemyBuff, BattleEventData_EnemyDie, BattleEventData_EnemyHurt, BattleEventData_EnemyMove, BattleEventData_HeroAction, BattleEventData_HeroAttack, BattleEventData_Over, BattleEventTarget, BattleEventType, EnemyActionType, TowerUUID } from './base/BattleEventUtil';
  15. import { MapConf } from './conf/MapConf';
  16. import { isValid } from 'cc';
  17. import { HeroDataPool, HeroRaceSacle } from './data/HeroData';
  18. import { StringUtil } from '../../../framework/util/StringUtil';
  19. import { MaterialUtil } from '../../../framework/util/MaterialUtil';
  20. import { BattlesConf } from './conf/BattlesConf';
  21. import { GameEvent } from '../../data/GameEvent';
  22. import { LoginManager, LoginMgr } from '../../common/LoginManager';
  23. import { MailManager } from '../../manager/MailManager';
  24. import { ViewID } from '../../../framework/config/LayerConf';
  25. import { MailData } from '../../data/MailData';
  26. import { RoleManager } from '../../manager/RoleManager';
  27. import { RoleData } from '../../data/RoleData';
  28. import { BattleData, BattleLayoutPos, BattleLayoutScale, BattleOptsBase, BattleOptsKill, BattleOptsMerge, BattleOptsMove, BattleOptsNew, BattleOptsRemove, BattleOptsType } from '../../data/BattleData';
  29. import { BattleManager } from '../../manager/BattleManager';
  30. import { UserData } from '../../data/UserData';
  31. import { ResultUI } from './node/ResultUI';
  32. import { ChangeChapter } from './node/ChangeChapter';
  33. import { RewardChapter } from './node/RewardChapter';
  34. import { FightRole } from '../../common/InterfaceAddEnum';
  35. //地图比例尺 1:70
  36. let mapScale = 72;
  37. let basePoint = {x:-325,y:-70}
  38. let baseOffset = {x:0,y:0}
  39. //地图格子转坐标
  40. let MapDataPosToView = (x:number,y:number) => {
  41. let XX = (x+baseOffset.x) * mapScale + basePoint.x;
  42. let YY = (y+baseOffset.y) * mapScale + basePoint.y;
  43. return new Vec3(XX, YY, 0);
  44. //return new Vec3(x * mapScale + basePoint.x, y * mapScale + basePoint.y, 0);
  45. }
  46. //地图速度转换
  47. let MapDataSpeedToView = (x:number,y:number) => {
  48. let XX = x * mapScale * BattleUtil.FrameRate;
  49. let YY = y * mapScale * BattleUtil.FrameRate;
  50. return new Vec2(XX, YY,);
  51. //return new Vec3(x * mapScale + basePoint.x, y * mapScale + basePoint.y, 0);
  52. }
  53. const { ccclass, property } = _decorator;
  54. //可操作格子:背包格子和战斗格子
  55. export interface PosData {
  56. //格子节点
  57. node: Node,
  58. //格子上的英雄
  59. hero: Node,
  60. //格子是否锁
  61. bLock: boolean,
  62. //格子下标
  63. posIndex: number,
  64. pos: Vec3,
  65. //地图编号
  66. posNumber: number
  67. }
  68. @ccclass('TowerUI')
  69. export class TowerUI extends BaseView {
  70. @property({ type: Sprite, tooltip: "地图" })
  71. mapSprite: Sprite = null;
  72. @property({ type: Label, tooltip: "地图名字" })
  73. mapName: Label = null;
  74. @property({ type: Node, tooltip: "攻击位" })
  75. attackNode: Node = null;
  76. @property({ type: Node, tooltip: "背包位" })
  77. bagNode: Node = null;
  78. @property({ type: Node, tooltip: "减血数字根节点" })
  79. hurtNode: Node = null;
  80. // 攻击位
  81. attackPosList: PosData[] = [];
  82. //根据posID获取做的索引
  83. attackPosMap: Map<number,PosData> = new Map();
  84. //背包位
  85. bagPosList: PosData[] = [];
  86. heroList: Node[] = [];
  87. @property({type:[Node],tooltip:"升级效果"})
  88. levelUpEffect:Node[] = []
  89. @property({ type: [Prefab], tooltip: "敌人" })
  90. ememyModelList: Prefab[] = [];
  91. enemyPool: Map<number,Node[]> = new Map();
  92. enemyMap: Map<number,Node> = new Map();
  93. enemyWaitTime: number = 0;
  94. @property({ type: [Prefab], tooltip: "受伤数字" })
  95. hurtModelList: Prefab[] = [];
  96. hurtPool: Node[] = [];
  97. hurtList: Node[] = [];
  98. @property({ type:Node, tooltip: "所有角色根节点" })
  99. roleNode: Node = null;
  100. @property({ type:Node, tooltip: "攻击范围" })
  101. radiusNode: Node = null;
  102. @property({ type:[Node], tooltip: "统计节点" })
  103. countList: Node[] = [];
  104. @property({ type:[Node], tooltip: "boss节点" })
  105. bossList: Node[] = [];
  106. @property({ type: Label, tooltip: "精力统计" })
  107. powerLabel: Label = null;
  108. @property({ type: ProgressBar, tooltip: "关卡进度" })
  109. battlesProgressBar: ProgressBar = null;
  110. @property({ type: [Label], tooltip: "当前管卡展示" })
  111. levelValue: Label[] = []
  112. @property({ type: Node, tooltip: "结算" })
  113. resultNode: Node = null;
  114. @property({ type: Node, tooltip: "章节切换" })
  115. changeChapterNode: Node = null;
  116. @property({ type: Node, tooltip: "章节奖励" })
  117. rewardChapterNode: Node = null;
  118. //关卡id
  119. battlesID: number = 1;
  120. bStart = false;
  121. // waitTime = 5;
  122. touchStart: Node = null;
  123. //记录连击
  124. touchEndIndex = -1;
  125. touchEndTime = 0;
  126. gameTime = 0;
  127. //当前精力
  128. private powerCur = 180;
  129. //最大精力
  130. private powerMax = 180
  131. //伤害统计 key:typeID value:伤害值
  132. private damageCountData:Map<number,number> = new Map();
  133. private damageUpdateTime = 0;
  134. private bossIndexMap:Map<number,number> = new Map();
  135. battleControl: BattleControl = null;
  136. //当前动画下标
  137. levelUpEffectIndex = 0;
  138. //是否自动合成
  139. isAutoMerge = false;
  140. //英雄处理-------
  141. //英雄模型加载数量
  142. loadHeroModelNum: number = 0;
  143. //英雄模型加载数量上限
  144. loadHeroModelNumMax: number = -1;
  145. heroModelMap:Map<number,Prefab> = new Map();
  146. heroPool: Map<number,Node[]> = new Map();
  147. //出战角色
  148. fightRole:FightRole = [0,0,0,0]
  149. //锁定格子
  150. lockBagPosNumber = 6;
  151. lockAttackPosNumber = 8;
  152. //操作指令集 记录下来发给服务器
  153. operateList:Array<BattleOptsBase> = [];
  154. //战斗结束动画是否回调
  155. bBattleOverAnimBack:boolean = false;
  156. //战斗结束消息是否回调
  157. bBattleOverMessageBack:boolean = false;
  158. protected onLoad() {
  159. super.onLoad();
  160. this.node.on(Node.EventType.TOUCH_START, this.onTouchStart, this)
  161. this.node.on(Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
  162. this.node.on(Node.EventType.TOUCH_END, this.onTouchEnd, this);
  163. this.node.on(Node.EventType.TOUCH_CANCEL, this.onTouchCancel, this);
  164. for (let i = 0; i < this.levelUpEffect.length; i++) {
  165. this.levelUpEffect[i].getComponent(sp.Skeleton).setCompleteListener(()=>{
  166. this.levelUpEffect[i].active = false;
  167. })
  168. }
  169. this.battleControl = BattleControl.GetInstance()
  170. BattleEventManager.instance.addEvent(BattleEventTarget.Update, this.updateDataEvent.bind(this), TowerUUID);
  171. Framework.event.addEvent(GameEvent.BossUpdate, this.bossUpdate.bind(this),this)
  172. Framework.event.addEvent(GameEvent.FightRoleChange, this.loadHeroModel.bind(this),this)
  173. this.initPool()
  174. }
  175. protected onDestroy() {
  176. BattleEventManager.instance.removeEvent(TowerUUID)
  177. }
  178. protected update(dt: number): void {
  179. this.updateSiblingIndex()
  180. if(this.bStart){
  181. this.gameTime += dt;
  182. let nowFrame = Math.floor(this.gameTime/BattleUtil.FrameTime)
  183. if(nowFrame > this.battleControl.map.curTurn){
  184. //
  185. while(nowFrame > this.battleControl.map.curTurn+1){
  186. //需要移动的对象做瞬时计算 //目前只有敌人,以后会有子弹或者其他会移动的
  187. this.enemyMap.forEach(element => {
  188. element.getComponent(Enemy).battleUpdate(BattleUtil.FrameTime)
  189. });
  190. this.battleControl.update();
  191. if(this.battleControl.isBattleEnd){
  192. break;
  193. }
  194. }
  195. this.enemyMap.forEach(element => {
  196. element.getComponent(Enemy).battleUpdate(BattleUtil.FrameTime)
  197. });
  198. this.battleControl.update();
  199. }
  200. this.damageUpdateTime += dt;
  201. if(this.damageUpdateTime > 0.1){
  202. this.damageUpdateTime = 0;
  203. this.updateDamageCount()
  204. }
  205. }
  206. else{
  207. // if(this.waitTime > 0){
  208. // this.waitTime -= dt;
  209. // }
  210. // else{
  211. // this.bStart = true;
  212. // }
  213. }
  214. if(this.touchEndTime > 0){
  215. this.touchEndTime -= dt;
  216. if(this.touchEndTime <= 0){
  217. this.touchEndIndex = -1;
  218. }
  219. }
  220. }
  221. private updateDataEvent(event){
  222. if(this.battleControl.isBattleEnd && event.eventType!=BattleEventType.Over){
  223. console.log("结束")
  224. return
  225. }
  226. switch(event.eventType){
  227. case BattleEventType.EnemyBorn:{
  228. let enemyData = event as BattleEventData_EnemyBorn;
  229. this.addEnemy(enemyData);
  230. break;
  231. }
  232. case BattleEventType.EnemyMove:{
  233. let enemyData = event as BattleEventData_EnemyMove;
  234. // console.log("移动",enemyData.ID,enemyData.speedVector.x,enemyData.speedVector.y)
  235. if(this.enemyMap.has(enemyData.ID)){
  236. let enemy = this.enemyMap.get(enemyData.ID);
  237. enemy.getComponent(Enemy).speedVector = MapDataSpeedToView(enemyData.speedVector.x, enemyData.speedVector.y);
  238. }
  239. break;
  240. }
  241. case BattleEventType.EnemyHurt:{
  242. let enemyData = event as BattleEventData_EnemyHurt;
  243. //console.log("移动",enemyData.ID,enemyData.hurt,enemyData.status)
  244. if(this.enemyMap.has(enemyData.targetID)){
  245. let enemy = this.enemyMap.get(enemyData.targetID);
  246. enemy.getComponent(Enemy).hurt(enemyData.hurt);
  247. this.addHurt(enemy.position,enemyData.hurt)
  248. }
  249. this.setDamageCount(enemyData.typeID,enemyData.hurt)
  250. break;
  251. }
  252. case BattleEventType.EnemyDie:{
  253. // console.log("死亡",event)
  254. let enemyData = event as BattleEventData_EnemyDie;
  255. if(this.enemyMap.has(enemyData.ID)){
  256. let enemy = this.enemyMap.get(enemyData.ID);
  257. enemy.getComponent(Enemy).die(()=>{
  258. this.enemyMap.delete(enemyData.ID);
  259. let typeID = enemy.getComponent(Enemy).typeID
  260. if(this.enemyPool.has(typeID)){
  261. let pool = this.enemyPool.get(typeID);
  262. pool.push(enemy);
  263. }
  264. else {
  265. this.enemyPool.set(typeID,[enemy]);
  266. }
  267. }
  268. );
  269. }
  270. //记录击杀敌人的操作
  271. let otps:BattleOptsKill = {
  272. count:1,
  273. type:BattleOptsType.Kill,
  274. typeID:enemyData.typeID
  275. }
  276. this.operateList.push(otps);
  277. break;
  278. }
  279. case BattleEventType.EnemyBuff:{
  280. let enemyData = event as BattleEventData_EnemyBuff;
  281. if(this.enemyMap.has(enemyData.ID)){
  282. let enemy = this.enemyMap.get(enemyData.ID);
  283. //enemy.getComponent(Enemy).addbuff(enemyData.buff);
  284. }
  285. break;
  286. }
  287. case BattleEventType.HeroAction:{
  288. // console.log("攻击动作",event)
  289. let attackData = event as BattleEventData_HeroAction;
  290. if(this.attackPosMap.has(attackData.posID)){
  291. let posData = this.attackPosMap.get(attackData.posID);
  292. let enemy = this.enemyMap.get(attackData.targetID);
  293. if( posData && posData.hero){
  294. let hero = posData.hero.getComponent(Hero);
  295. if(enemy){
  296. hero.attack(enemy)
  297. // enemy.getComponent(Enemy).hurt(attackData.hurt);
  298. // this.addHurt(enemy.position,attackData.hurt)
  299. }
  300. else{
  301. hero.stand()
  302. }
  303. // this.setDamageCount(hero.typeID,attackData.hurt)
  304. }
  305. }
  306. break;
  307. }
  308. case BattleEventType.HeroAttack:{
  309. // console.log("攻击",event)
  310. let attackData = event as BattleEventData_HeroAttack;
  311. if(this.attackPosMap.has(attackData.posID)){
  312. let posData = this.attackPosMap.get(attackData.posID);
  313. let enemy = this.enemyMap.get(attackData.targetID);
  314. if( posData && posData.hero){
  315. let hero = posData.hero.getComponent(Hero);
  316. if(enemy){
  317. // hero.attack(enemy)
  318. enemy.getComponent(Enemy).hurt(attackData.hurt);
  319. this.addHurt(enemy.position,attackData.hurt)
  320. this.setDamageCount(hero.typeID,attackData.hurt)
  321. }
  322. // else{
  323. // hero.stand()
  324. // }
  325. }
  326. }
  327. break;
  328. }
  329. case BattleEventType.Over:{
  330. let attackData = event as BattleEventData_Over;
  331. this.attackPosMap.forEach((posData, posID) => {
  332. if(posData.hero){
  333. posData.hero.getComponent(Hero).stand()
  334. }
  335. })
  336. this.enemyMap.forEach((enemy, enemyID) => {
  337. enemy.getComponent(Enemy).stand()
  338. })
  339. let winStr = attackData.bWin ? "胜利" : "失败";
  340. this.touchCancel();
  341. console.log(winStr)
  342. this.bBattleOverAnimBack = false
  343. this.bBattleOverMessageBack = false
  344. let battlesConf = BattlesConf.data[this.battlesID];
  345. if(attackData.bWin &&(this.battlesID==battlesConf.BossProcess)){
  346. this.changeChapterNode.getComponent(ChangeChapter).show(()=>{
  347. this.bBattleOverAnimBack = true
  348. if(this.bBattleOverMessageBack){
  349. this.restartBattle(this.battlesID)
  350. }
  351. });
  352. }
  353. else{
  354. this.resultNode.getComponent(ResultUI).show(attackData.bWin,()=>{
  355. this.bBattleOverAnimBack = true
  356. if(this.bBattleOverMessageBack){
  357. this.restartBattle(this.battlesID)
  358. }
  359. })
  360. }
  361. let layout = {}
  362. for(let index = 0; index < this.bagPosList.length; index++){
  363. let posData = this.bagPosList[index]
  364. let key = BattleLayoutPos[index]
  365. layout[key] = 0
  366. if(posData.hero){
  367. let heroData = posData.hero.getComponent(Hero)
  368. let value = heroData.level + heroData.raceID *BattleLayoutScale
  369. if(key){
  370. layout[key] = value
  371. }
  372. }
  373. }
  374. //战场占位数量跟背包一样
  375. for(let index = 0; index < BattleUtil.BagListSize; index++){
  376. let posData = this.attackPosList[index]
  377. let key = BattleLayoutPos[index+BattleUtil.BagListSize]
  378. console.log(key,index)
  379. if(key){
  380. if(posData && posData.hero){
  381. let heroData = posData.hero.getComponent(Hero)
  382. console.log(heroData.level,heroData.raceID)
  383. let value = heroData.level + heroData.raceID *BattleLayoutScale
  384. layout[key] = value
  385. }
  386. else{
  387. layout[key] = 0
  388. }
  389. }
  390. }
  391. BattleManager.sendBattleDuplicateMsg(this.battlesID,attackData.bWin,layout,this.operateList,()=>{
  392. if(attackData.bWin)
  393. if(this.battlesID == 20){
  394. }
  395. else{
  396. this.battlesID++
  397. }
  398. else{
  399. if(this.battlesID%5 != 1){
  400. this.battlesID--
  401. }
  402. }
  403. this.bBattleOverMessageBack = true
  404. if(this.bBattleOverAnimBack){
  405. this.restartBattle(this.battlesID)
  406. }
  407. },()=>{
  408. this.bBattleOverMessageBack = true
  409. if(this.bBattleOverAnimBack){
  410. this.restartBattle(this.battlesID)
  411. }
  412. })
  413. break;
  414. }
  415. }
  416. }
  417. onTouchStart(event: EventTouch) {
  418. if (this.touchStart) {
  419. this.resetHeroPos(this.touchStart)
  420. }
  421. // 获取触点对应节点
  422. let posData = this.getItemBaseByPosition(event.getLocation());
  423. if(posData && posData.hero){
  424. let hero = posData.hero.getComponent(Hero);
  425. if(hero.isLock){
  426. return;
  427. }
  428. Framework.audio.playEffect(AudioID.Click);
  429. this.touchStart = posData.hero;
  430. hero.stand()
  431. this.touchStart.setSiblingIndex(30);
  432. let index = posData.posIndex - BattleUtil.BagListSize
  433. if(index >= 0){
  434. this.battleControl.removeHeroInPos(index)
  435. }
  436. }
  437. }
  438. // 触摸移动
  439. onTouchMove(event: EventTouch) {
  440. if (this.touchStart ) {
  441. this.touchStart .setPosition(this.roleNode.getComponent(UITransform).convertToNodeSpaceAR(new Vec3(event.getUILocation().x, event.getUILocation().y)))
  442. let posData = this.getItemBaseByPosition(event.getLocation());
  443. if(posData&&(posData.posIndex >= BattleUtil.BagListSize)){
  444. this.radiusNode.position = v3(this.touchStart.position.x,this.touchStart.position.y);
  445. this.radiusNode.active = true;
  446. this.setRadius(this.touchStart.getComponent(Hero).radius)
  447. }
  448. else{
  449. this.radiusNode.active = false;
  450. }
  451. }
  452. else{
  453. this.radiusNode.active = false;
  454. }
  455. }
  456. onTouchEnd(event: EventTouch) {
  457. this.radiusNode.active = false;
  458. if (this.touchStart) {
  459. let posData = this.getItemBaseByPosition(event.getLocation());
  460. let touchEnd:Node = null
  461. if(posData){
  462. if(posData.hero == this.touchStart){
  463. if(this.touchEndIndex == posData.posIndex){
  464. this.touchEndIndex = -1
  465. if(posData.posIndex < BattleUtil.BagListSize){
  466. this.removeHeroPos(this.touchStart,true)
  467. this.touchStart = null;
  468. return;
  469. }
  470. }
  471. else{
  472. this.touchEndIndex = posData.posIndex
  473. this.touchEndTime = 1
  474. }
  475. }
  476. else{
  477. if(posData.hero){
  478. let hero = posData.hero.getComponent(Hero);
  479. if(hero && hero.isLock){
  480. this.resetHeroPos(this.touchStart)
  481. this.touchStart = null;
  482. return;
  483. }
  484. }
  485. touchEnd = posData.hero;
  486. this.touchEndIndex = -1
  487. }
  488. }
  489. else{
  490. this.resetHeroPos(this.touchStart)
  491. this.touchStart = null;
  492. this.touchEndIndex = -1
  493. return
  494. }
  495. if(touchEnd){
  496. let endHero = touchEnd.getComponent(Hero)
  497. let startHero = this.touchStart.getComponent(Hero)
  498. if(endHero.typeID == startHero.typeID && endHero.level == startHero.level){
  499. this.mergeHero(this.touchStart, touchEnd)
  500. }
  501. else{
  502. this.changeHeroPos(this.touchStart, touchEnd)
  503. }
  504. }
  505. else{
  506. this.setHeroPos(this.touchStart, posData.posIndex)
  507. }
  508. this.touchStart = null;
  509. }
  510. }
  511. onTouchCancel(event: EventTouch) {
  512. this.touchCancel()
  513. }
  514. touchCancel() {
  515. this.radiusNode.active = false;
  516. if (this.touchStart) {
  517. this.resetHeroPos(this.touchStart)
  518. this.touchStart = null;
  519. }
  520. }
  521. //根据世界坐标获取item 排除手上的
  522. private getItemBaseByPosition(pos: Vec2):PosData {
  523. let FindArr = this.bagPosList
  524. let bag = FindArr.find(t => {
  525. if(t.bLock) return false
  526. if(t.hero && t.hero != this.touchStart){
  527. return t.hero.getComponent(Hero).hitTest(pos)
  528. }
  529. return t.node.getComponent(UITransform).hitTest(pos)
  530. });
  531. if (bag ) return bag
  532. FindArr = this.attackPosList
  533. let attack = FindArr.find(t => {
  534. if(t.hero && t.hero != this.touchStart){
  535. return t.hero.getComponent(Hero).hitTest(pos)
  536. }
  537. return t.node.getComponent(UITransform).hitTest(pos)
  538. });
  539. return attack;
  540. }
  541. //炸弹效果播放结束
  542. bombSpineOver() {
  543. }
  544. //UI开打时会调用,如果有初始化代码应该放到此函数
  545. onOpen(args) {
  546. let battlesConf = BattlesConf.data[BattleData.duplicate.max_process]
  547. if(battlesConf){
  548. if(battlesConf.BossProcess > BattleData.duplicate.max_process){
  549. this.battlesID = BattleData.duplicate.max_process + 1
  550. this.bStart = true
  551. }
  552. else{
  553. this.changeChapterNode.getComponent(ChangeChapter).show(
  554. ()=>{
  555. this.restartBattle(this.battlesID+1)
  556. }
  557. );
  558. //只考虑换章节,暂不考虑数据错乱
  559. this.battlesID = BattleData.duplicate.max_process
  560. this.changeChapterNode.active = true
  561. this.bStart = false
  562. }
  563. }
  564. else{
  565. //没数据就认为是第一关
  566. this.bStart = true
  567. this.battlesID = 1
  568. }
  569. this.battleControl.init(this.battlesID)
  570. this.init();
  571. }
  572. //UI关闭时会调用,该函数在onDestroy前调用
  573. onClose() {
  574. }
  575. //框架管理UI层级时会调用,可根据UI情况修改
  576. onShow() {
  577. super.onShow();
  578. }
  579. //框架管理UI层级时会调用,可根据UI情况修改
  580. onHide() {
  581. super.onHide();
  582. }
  583. init() {
  584. let posID = 0;
  585. let roleTransform = this.roleNode.getComponent(UITransform)
  586. let bagChildren = this.bagNode.children
  587. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  588. let node = bagChildren[i];
  589. let pos = roleTransform.convertToNodeSpaceAR(node.getWorldPosition())
  590. let posData: PosData = {
  591. node: node,
  592. hero: null,
  593. bLock: false,
  594. posIndex: posID,
  595. pos: pos,
  596. posNumber: -1
  597. }
  598. this.bagPosList.push(posData);
  599. posID++;
  600. }
  601. this.reset()
  602. }
  603. reset(){
  604. let battleConf = BattlesConf.data[this.battlesID.toString()]
  605. if(!battleConf){
  606. console.log("战斗配置错误")
  607. return
  608. }
  609. this.lockAttackPosNumber = BattleUtil.AttackListSize-battleConf.Unlock
  610. let mapConf = MapConf.data[this.battleControl.mapID.toString()]
  611. if(!mapConf){
  612. console.log("地图配置错误")
  613. return
  614. }
  615. let offset = mapConf.OffsetArray
  616. if(offset){
  617. baseOffset.x = offset[0]||0
  618. baseOffset.y = offset[1]||0
  619. }
  620. else{
  621. baseOffset.x = 0
  622. baseOffset.y = 0
  623. }
  624. let attackChildren = this.attackNode.children
  625. let attackNode = this.attackNode.children[0]
  626. // this.attackPosList = []
  627. this.attackPosMap.clear()
  628. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  629. let posData = this.bagPosList[i];
  630. if(i < BattleUtil.BagListSize-this.lockBagPosNumber){
  631. posData.node.getChildByName("lock").active = false
  632. posData.bLock = false
  633. }
  634. else{
  635. posData.bLock = true
  636. posData.node.getChildByName("lock").active = true
  637. }
  638. }
  639. //let heroData = HeroDataPool.getObject();
  640. // for (let i = 0; i < BattleUtil.BagListSize; i++) {
  641. // let bagPos = this.bagPosList[i];
  642. // if(bagPos.hero){
  643. // let value = BattleData.layout[i];
  644. // let battleLayoutData = BattleManager.getDataWithLayoutValue(value)
  645. // bagPos.hero.position = bagPos.pos;
  646. // let hero = bagPos.hero.getComponent(Hero);
  647. // heroData.init(RoleData.getRoleDataByID(battleLayoutData.typeID),battleLayoutData.level,-1)
  648. // hero.resetData(heroData);
  649. // }
  650. // }
  651. for (let i = 0; i < BattleUtil.AttackListSize; i++) {
  652. let node = attackChildren[i];
  653. if(!node){
  654. node = instantiate(attackNode)
  655. this.attackNode.addChild(node)
  656. }
  657. let posNumber = this.battleControl.getPosIDByIndex(i)
  658. if(posNumber != -1){
  659. node.active = true;
  660. let mapDataPos = this.battleControl.getPosition(posNumber)
  661. let pos = MapDataPosToView(mapDataPos.x,mapDataPos.y)
  662. node.position = pos
  663. let posData: PosData = this.attackPosList[i]
  664. if(i < BattleUtil.AttackListSize-this.lockAttackPosNumber){
  665. node.getChildByName("lock").active = false
  666. if(!posData){
  667. posData = {
  668. node: node,
  669. hero: null,
  670. bLock: false,
  671. posIndex: BattleUtil.BagListSize+i,
  672. pos: new Vec3(pos.x, pos.y, 0),
  673. posNumber: posNumber
  674. }
  675. this.attackPosList.push(posData);
  676. }
  677. else{
  678. posData.posIndex = BattleUtil.BagListSize+i;
  679. posData.pos = new Vec3(pos.x, pos.y, 0);
  680. posData.posNumber = posNumber;
  681. // if(posData.hero){
  682. // let value = BattleData.layout[i+BattleUtil.BagListSize];
  683. // let battleLayoutData = BattleManager.getDataWithLayoutValue(value)
  684. // posData.hero.position = posData.pos;
  685. // let hero = posData.hero.getComponent(Hero);
  686. // heroData.init(RoleData.getRoleDataByID(battleLayoutData.typeID),battleLayoutData.level,posNumber)
  687. // hero.resetData(heroData);
  688. // }
  689. }
  690. this.attackPosMap.set(posNumber, posData);
  691. }
  692. else{
  693. if(posData){
  694. if(posData.hero){
  695. posData.hero.removeFromParent();
  696. }
  697. this.attackPosList.splice(i);
  698. }
  699. node.getChildByName("lock").active = true
  700. }
  701. }
  702. else {
  703. node.active = false;
  704. }
  705. }
  706. //HeroDataPool.putObject(heroData);
  707. this.resetBattleLayout()
  708. let path = "texture/tower/"+mapConf.Background+"/spriteFrame"
  709. this.load("package",path, SpriteFrame, (res: SpriteFrame) => {
  710. this.mapSprite.spriteFrame = res
  711. })
  712. let processe = BattlesConf.data[this.battlesID].Process
  713. this.mapName.string = StringUtil.getLanguageData(mapConf.Name,[processe])
  714. tween(this.battlesProgressBar).to(0.5, { progress: ((processe-1)%5)/4 }).start()
  715. let curValue = processe-((processe-1)%5)
  716. for (let i = 0; i < 5; i++) {
  717. let node = this.levelValue[i];
  718. node.string = (curValue+i).toString()
  719. }
  720. // this.bStart = false;
  721. // this.waitTime = 5;
  722. this.operateList = [];
  723. this.gameTime = 0;
  724. this.powerCur = UserData.status.food
  725. this.radiusNode.active = false;
  726. this.damageCountData.clear()
  727. this.resultNode.active = false
  728. this.updateDamageCount()
  729. this.powerLabel.string = `${this.powerCur}/${this.powerMax}`;
  730. }
  731. private initPool() {
  732. //初始化池
  733. let queue = new AsyncQueue();
  734. queue.pushMulti("InitPool", async (next: NextFunction, params: any, args: any) => {
  735. Framework.tips.setTipsNode("package", "prefab/ui/tips/tips_flash", "Label", () => {
  736. next && next();
  737. });
  738. });
  739. queue.complete = () => {
  740. //this._loginEx();
  741. };
  742. queue.play();
  743. //this._loginEx();
  744. this.loadHeroModel()
  745. }
  746. //添加一个新英雄
  747. addHero() {
  748. if(this.loadHeroModelNum < this.loadHeroModelNumMax){
  749. console.log("英雄没加载完成");
  750. return;
  751. }
  752. let posID = -1;
  753. if(this.powerCur <= 0){
  754. console.log("没有精力了");
  755. return;
  756. }
  757. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  758. let bagPos = this.bagPosList[i];
  759. if(!bagPos.bLock && bagPos.hero == null){
  760. posID = this.bagPosList[i].posIndex;
  761. break;
  762. }
  763. }
  764. if(posID == -1) {
  765. console.log("没有空位了");
  766. return;
  767. }
  768. //添加英雄
  769. let heroIndex = Math.floor(Math.random() * this.loadHeroModelNum)%this.loadHeroModelNum;
  770. let heroID = this.fightRole[heroIndex];
  771. if(heroID == 0){
  772. for(let i = 0; i < this.fightRole.length; i++){
  773. heroID = this.fightRole[i];
  774. if(heroID != 0){
  775. break;
  776. }
  777. }
  778. }
  779. let heroData = HeroDataPool.getObject();
  780. heroData.init(RoleData.getRoleDataByID(heroID),1,1)
  781. let node:Node = null;
  782. if(this.heroPool[heroID] == null){
  783. this.heroPool[heroID] = [];
  784. }
  785. else {
  786. if(this.heroPool[heroID].length > 0){
  787. node = this.heroPool[heroID].pop();
  788. }
  789. }
  790. if(node == null){
  791. node = instantiate(this.heroModelMap.get(heroID));
  792. node.parent = this.roleNode;
  793. this.heroList.push(node);
  794. }
  795. let hero = node.getComponent(Hero);
  796. hero.resetData(heroData);
  797. HeroDataPool.putObject(heroData);
  798. hero.posIndex = posID;
  799. let posData = this.bagPosList[posID];
  800. if(!posData){
  801. return;
  802. }
  803. posData.hero = node;
  804. node.position = posData.pos;
  805. //记录添加英雄操作
  806. let otps:BattleOptsNew ={
  807. type:BattleOptsType.New,
  808. pos:BattleLayoutPos[posData.posIndex],
  809. level:1,
  810. raceID:Math.floor(heroData.typeID/HeroRaceSacle),
  811. }
  812. this.operateList.push(otps);
  813. console.log("添加英雄", node.position);
  814. this.powerLabel.string = `${this.powerCur}/${this.powerMax}`;
  815. this.powerCur--;
  816. this.checkMerge(node);
  817. }
  818. /**
  819. * 添加一个已有数据的英雄
  820. * @param typeID 类型
  821. * @param level 等级
  822. * @param posIndex 所处位置下标
  823. * @returns
  824. */
  825. addHeroWithData( typeID:number,level:number, posIndex:number) {
  826. //添加英雄
  827. if(this.loadHeroModelNum < this.loadHeroModelNumMax){
  828. console.log("英雄没加载完成");
  829. return;
  830. }
  831. // let heroIndex = Math.floor(Math.random() * this.loadHeroModelNum)%this.loadHeroModelNum;
  832. let heroID = typeID;
  833. let heroData = HeroDataPool.getObject();
  834. heroData.init(RoleData.getRoleDataByID(heroID),level,1)
  835. let posData = this.bagPosList[posIndex];
  836. if(!posData){
  837. posData = this.attackPosList[posIndex-BattleUtil.BagListSize];
  838. this.battleControl.addHeroInPos(heroData.typeID,heroData.level,posIndex - BattleUtil.BagListSize)
  839. }
  840. if(!posData){
  841. return;
  842. }
  843. let heroNode = posData.hero;
  844. if(heroNode){
  845. this.heroList.splice(this.heroList.indexOf(heroNode), 1)
  846. this.heroPool[heroNode.getComponent(Hero).typeID].push(heroNode)
  847. heroNode.getComponent(Hero).clearData();
  848. }
  849. let node:Node = null;
  850. if(this.heroPool[heroID] == null){
  851. this.heroPool[heroID] = [];
  852. }
  853. else {
  854. if(this.heroPool[heroID].length > 0){
  855. node = this.heroPool[heroID].pop();
  856. }
  857. }
  858. if(node == null){
  859. node = instantiate(this.heroModelMap.get(heroID));
  860. node.parent = this.roleNode;
  861. this.heroList.push(node);
  862. }
  863. let hero = node.getComponent(Hero);
  864. hero.resetData(heroData);
  865. HeroDataPool.putObject(heroData);
  866. hero.posIndex = posIndex;
  867. posData.hero = node;
  868. let scale = posIndex > BattleUtil.BagListSize-1 ? 1.2 : 1;
  869. node.scale = v3(scale,scale,1);
  870. node.position = posData.pos;
  871. }
  872. checkMerge(node:Node) {
  873. let hero = node.getComponent(Hero);
  874. if(!hero) {
  875. return;
  876. }
  877. let bFind = false;
  878. if(this.isAutoMerge && !hero.isLock && hero.posIndex < BattleUtil.BagListSize){
  879. for (let i = 0; i < this.attackPosList.length; i++) {
  880. let dstPosData = this.attackPosList[i];
  881. if(dstPosData.hero != null && dstPosData.hero != node){
  882. let dstHero = dstPosData.hero.getComponent(Hero);
  883. if((!dstHero.isLock) && dstHero.typeID == hero.typeID && dstHero.level == hero.level){
  884. if(this.mergeHero(node, dstPosData.hero)){
  885. bFind = true;
  886. break;
  887. }
  888. }
  889. }
  890. }
  891. if(!bFind){
  892. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  893. let dstPosData = this.bagPosList[i];
  894. if(dstPosData.hero != null && dstPosData.hero != node){
  895. let dstHero = dstPosData.hero.getComponent(Hero);
  896. if((!dstHero.isLock) && dstHero.typeID == hero.typeID && dstHero.level == hero.level){
  897. if(this.mergeHero(node, dstPosData.hero))
  898. break;
  899. }
  900. }
  901. }
  902. }
  903. }
  904. }
  905. //合并英雄
  906. mergeHero(srcNode:Node, dstNode:Node) {
  907. let dstHero = dstNode.getComponent(Hero);
  908. if(dstHero.isLock){
  909. return false;
  910. }
  911. dstHero.isLock = true;
  912. // srcNode.setSiblingIndex(BattleUtil.BagListSize+this.attackPosList.length)
  913. srcNode.getComponent(Hero).flyTo(dstNode.position,()=>{
  914. if(isValid(dstHero)){
  915. dstHero.isLock = false;
  916. dstHero.levelUp()
  917. if(dstHero.posIndex >= BattleUtil.BagListSize){
  918. let index = dstHero.posIndex - BattleUtil.BagListSize;
  919. this.battleControl.levelUp(index)
  920. }
  921. this.levelUpEffectIndex = this.levelUpEffectIndex++%this.levelUpEffect.length;
  922. this.levelUpEffect[this.levelUpEffectIndex].position = dstNode.position
  923. this.levelUpEffect[this.levelUpEffectIndex].active = true
  924. this.levelUpEffect[this.levelUpEffectIndex].getComponent(sp.Skeleton).setAnimation(0, "animation", false)
  925. this.removeHeroPos(srcNode)
  926. this.checkMerge(dstNode)
  927. }
  928. })
  929. //记录合并英雄操作
  930. let opts:BattleOptsMerge = {
  931. type:BattleOptsType.Merge,
  932. srcPos:BattleLayoutPos[srcNode.getComponent(Hero).posIndex],
  933. targetPos:BattleLayoutPos[dstHero.posIndex],
  934. }
  935. this.operateList.push(opts)
  936. return true;
  937. }
  938. addEnemy(eventData: BattleEventData_EnemyBorn) {
  939. //添加敌人
  940. let node:Node = null;
  941. if(this.enemyPool.has(eventData.typeID) && this.enemyPool.get(eventData.typeID).length > 0){
  942. node = this.enemyPool.get(eventData.typeID).pop();
  943. }
  944. else {
  945. node = instantiate(this.ememyModelList[eventData.typeID-1]);
  946. node.parent = this.roleNode;
  947. }
  948. node.setSiblingIndex(0)
  949. node.getComponent(Enemy).resetData(eventData.typeID,eventData.ID,MapDataPosToView(eventData.position.x,eventData.position.y),eventData.life,eventData.lifeMax)
  950. node.getComponent(Enemy).startMove("move1")
  951. this.enemyMap.set(eventData.ID,node);
  952. }
  953. onClickAddHero() {
  954. Framework.audio.playEffect(AudioID.Click);
  955. this.addHero();
  956. }
  957. //重置坐标
  958. resetHeroPos(heroNode:Node) {
  959. let hero = heroNode.getComponent(Hero)
  960. if(!hero) {
  961. return;
  962. }
  963. let posID = hero.posIndex;
  964. if(posID != -1){
  965. if(posID < BattleUtil.BagListSize)
  966. heroNode.position = this.bagPosList[posID].pos;
  967. else if(posID < BattleUtil.BagListSize + this.attackPosList.length){
  968. heroNode.position = this.attackPosList[posID - BattleUtil.BagListSize].pos;
  969. this.battleControl.addHeroInPos(hero.typeID,hero.level,posID - BattleUtil.BagListSize)
  970. }
  971. }
  972. }
  973. //设置新坐标
  974. setHeroPos(hero:Node,newPosIndex:number) {
  975. let posIndex = hero.getComponent(Hero).posIndex;
  976. if(posIndex != -1){
  977. if(posIndex < BattleUtil.BagListSize){
  978. this.bagPosList[posIndex].hero = null;
  979. // console.log("setHeroPos1",posID)
  980. }else if(posIndex < BattleUtil.BagListSize + this.attackPosList.length){
  981. this.attackPosList[posIndex - BattleUtil.BagListSize].hero = null;
  982. // console.log("setHeroPos2",posID)
  983. }
  984. }
  985. else{
  986. console.error("setHeroPos error",posIndex)
  987. return;
  988. }
  989. if(newPosIndex != -1){
  990. if(newPosIndex < BattleUtil.BagListSize){
  991. this.bagPosList[newPosIndex].hero = hero;
  992. hero.position = this.bagPosList[newPosIndex].pos;
  993. hero.scale = new Vec3(1,1,1);
  994. }
  995. else if(newPosIndex < BattleUtil.BagListSize + this.attackPosList.length){
  996. let index = newPosIndex - BattleUtil.BagListSize;
  997. this.attackPosList[index].hero = hero;
  998. hero.position = this.attackPosList[index].pos;
  999. let heroObj = hero.getComponent(Hero)
  1000. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  1001. hero.scale = new Vec3(1.2,1.2,1);
  1002. }
  1003. hero.getComponent(Hero).posIndex = newPosIndex
  1004. }
  1005. else{
  1006. console.log("hero move error")
  1007. return
  1008. }
  1009. //记录交换操作
  1010. let opts:BattleOptsMove = {
  1011. type: BattleOptsType.Move,
  1012. targetPos: BattleLayoutPos[newPosIndex],
  1013. srcPos: BattleLayoutPos[posIndex],
  1014. }
  1015. this.operateList.push(opts)
  1016. }
  1017. /**
  1018. * 移除英雄
  1019. * @param hero 节点
  1020. * @param bOtps 是否记录此次移除操作
  1021. */
  1022. removeHeroPos(hero:Node,bOtps:boolean = false) {
  1023. let posIndex = hero.getComponent(Hero).posIndex;
  1024. if(posIndex != -1){
  1025. this.heroList.splice(this.heroList.indexOf(hero), 1)
  1026. this.heroPool[hero.getComponent(Hero).typeID].push(hero)
  1027. hero.getComponent(Hero).clearData();
  1028. if(posIndex < BattleUtil.BagListSize){
  1029. this.bagPosList[posIndex].hero = null;
  1030. // console.log("removeHeroPos1",posID)
  1031. }else if(posIndex < BattleUtil.BagListSize + this.attackPosList.length){
  1032. this.attackPosList[posIndex - BattleUtil.BagListSize].hero = null;
  1033. // console.log("removeHeroPos2",posID)
  1034. this.battleControl.removeHeroInPos(posIndex - BattleUtil.BagListSize)
  1035. }
  1036. if(bOtps){
  1037. let otps:BattleOptsRemove = {
  1038. pos:BattleLayoutPos[posIndex],
  1039. type:BattleOptsType.Remove
  1040. }
  1041. this.operateList.push(otps)
  1042. }
  1043. }
  1044. }
  1045. //交换位置
  1046. changeHeroPos(hero1:Node,hero2:Node) {
  1047. let posIndex1 = hero1.getComponent(Hero).posIndex;
  1048. let posIndex2 = hero2.getComponent(Hero).posIndex;
  1049. hero1.getComponent(Hero).posIndex = posIndex2
  1050. hero2.getComponent(Hero).posIndex = posIndex1
  1051. if(posIndex1 != -1){
  1052. if(posIndex1 < BattleUtil.BagListSize){
  1053. hero2.position = this.bagPosList[posIndex1].pos;
  1054. this.bagPosList[posIndex1].hero = hero2;
  1055. hero2.scale = new Vec3(1,1,1);
  1056. }
  1057. else if(posIndex1 < BattleUtil.BagListSize + this.attackPosList.length){
  1058. hero2.position = this.attackPosList[posIndex1 - BattleUtil.BagListSize].pos;
  1059. let index = posIndex1 - BattleUtil.BagListSize;
  1060. this.attackPosList[index].hero = hero2;
  1061. let heroObj = hero2.getComponent(Hero)
  1062. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  1063. hero2.scale = new Vec3(1.2,1.2,1);
  1064. }
  1065. hero2.getComponent(Hero).stand()
  1066. }
  1067. if(posIndex2 != -1){
  1068. if(posIndex2 < BattleUtil.BagListSize){
  1069. hero1.position = this.bagPosList[posIndex2].pos;
  1070. this.bagPosList[posIndex2].hero = hero1;
  1071. hero1.scale = new Vec3(1,1,1);
  1072. }
  1073. else if(posIndex2 < BattleUtil.BagListSize + this.attackPosList.length){
  1074. hero1.position = this.attackPosList[posIndex2 - BattleUtil.BagListSize].pos;
  1075. let index = posIndex2 - BattleUtil.BagListSize;
  1076. this.attackPosList[index].hero = hero1;
  1077. let heroObj = hero1.getComponent(Hero)
  1078. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  1079. hero1.scale = new Vec3(1.2,1.2,1);
  1080. }
  1081. hero1.getComponent(Hero).stand()
  1082. }
  1083. //记录交换操作
  1084. let opts:BattleOptsMove = {
  1085. type: BattleOptsType.Move,
  1086. targetPos: BattleLayoutPos[posIndex2],
  1087. srcPos: BattleLayoutPos[posIndex1],
  1088. }
  1089. this.operateList.push(opts)
  1090. }
  1091. addHurt(pos:Vec3,value:number){
  1092. // console.log("addHurt",value)
  1093. let node:Node = null;
  1094. if(this.hurtPool.length > 0){
  1095. node = this.hurtPool.pop();
  1096. }
  1097. else {
  1098. node = instantiate(this.hurtModelList[0]);
  1099. node.parent = this.roleNode;
  1100. }
  1101. node.position = v3(pos.x,pos.y+40,pos.z);
  1102. this.hurtList.push(node);
  1103. node.getComponent(Hurt).hurt(value,()=>{
  1104. this.hurtList.splice(this.hurtList.indexOf(node), 1)
  1105. this.hurtPool.push(node)
  1106. })
  1107. }
  1108. updateSiblingIndex() {
  1109. let children = this.roleNode.children
  1110. children.sort((a, b) => {
  1111. let battleNodeA = a.getComponent(BattleNodeBase);
  1112. let battleNodeB = b.getComponent(BattleNodeBase);
  1113. if (!battleNodeA || !battleNodeB) {
  1114. return 0;
  1115. }
  1116. let priorityA = battleNodeA.priority
  1117. let priorityB = battleNodeB.priority
  1118. if (priorityA != priorityB) {
  1119. return priorityA - priorityB;
  1120. }
  1121. if(this.touchStart == b){
  1122. return -1;
  1123. }
  1124. if(this.touchStart == a){
  1125. return 1;
  1126. }
  1127. //特殊状态
  1128. if(battleNodeB.isLock){
  1129. return -1;
  1130. }
  1131. if(battleNodeA.isLock){
  1132. return 1;
  1133. }
  1134. if (a.position.y != b.position.y) {
  1135. return b.position.y - a.position.y;
  1136. }
  1137. else {
  1138. a.position.x - b.position.x
  1139. }
  1140. });
  1141. for (let i = 0; i < children.length; i++) {
  1142. children[i].setSiblingIndex(i);
  1143. }
  1144. }
  1145. setRadius(radius:number){
  1146. this.radiusNode.scale = v3(0.4*radius,0.4*radius,1)
  1147. }
  1148. updateDamageCount(){
  1149. let num = 0
  1150. let allEnemyHP = this.battleControl.allEnemyHP
  1151. this.damageCountData.forEach((value,typeID)=>{
  1152. let countNode = this.countList[num]
  1153. if(num < this.countList.length){
  1154. this.countList[num].active = true
  1155. }
  1156. if(countNode){
  1157. let headSprite = countNode.getChildByName("head").getComponent(Sprite)
  1158. let valueLabel = countNode.getChildByName("number")
  1159. let progress = countNode.getChildByName("progress").getComponent(UITransform)
  1160. MaterialUtil.getHeadByID(typeID,headSprite)
  1161. //headSprite.getComponent(Sprite).spriteFrame = this.headSprite[typeID]
  1162. valueLabel.getComponent(Label).string = StringUtil.bigNumberToStr(value)
  1163. let progressWidth = value/allEnemyHP*84
  1164. if(progressWidth > 84){
  1165. progressWidth = 84
  1166. }
  1167. progress.setContentSize(progressWidth,20)
  1168. }
  1169. num++
  1170. })
  1171. for(let i = num;i<this.countList.length;i++){
  1172. this.countList[i].active = false
  1173. }
  1174. }
  1175. setDamageCount(typeID:number,value:number){
  1176. let valueOld = this.damageCountData.get(typeID) || 0
  1177. this.damageCountData.set(typeID,value+valueOld)
  1178. }
  1179. private onTouchButton(event: Event, customStr) {
  1180. let target: any = event.target;
  1181. if (target.name == 'mask') {
  1182. Framework.layer.close(this);
  1183. } else if (target.name == 'hanghui_btn') {
  1184. RoleManager.getNewRole()
  1185. } else if (target.name == 'hero_btn') {
  1186. Framework.layer.open(ViewID.HeroList);
  1187. } else if (target.name == 'material_btn') {
  1188. Framework.layer.open(ViewID.HeroFate);
  1189. } else if (target.name == 'mail_btn') {
  1190. MailManager.sendGetMailMsg({ ids: [MailData.getMaxMailId(0), MailData.getMaxMailId(1)] }, () => {
  1191. Framework.layer.open(ViewID.MailMain);
  1192. })
  1193. }else if (target.name == 'title_bg'){
  1194. this.rewardChapterNode.getComponent(RewardChapter) .show();
  1195. }
  1196. }
  1197. //{typeID:number,value:number}
  1198. private bossUpdate(data:EnemyActionType){
  1199. switch(data){
  1200. case EnemyActionType.Born:
  1201. break;
  1202. case EnemyActionType.Die:
  1203. break;
  1204. case EnemyActionType.Hurt:
  1205. break;
  1206. case EnemyActionType.Move:
  1207. break;
  1208. }
  1209. }
  1210. private loadHeroModel(){
  1211. let fightRole = RoleData.fightRole
  1212. this.fightRole = fightRole
  1213. this.loadHeroModelNum = 0
  1214. this.loadHeroModelNumMax = 0
  1215. fightRole.forEach(element => {
  1216. if(element > 0 ){
  1217. this.loadHeroModelNumMax ++
  1218. if(!this.heroModelMap.has(element)){
  1219. let url = "prefab/ui/tower/hero/role"+element
  1220. this.load("package",url,Prefab,(prefab:Prefab)=>{
  1221. this.heroModelMap.set(element,prefab)
  1222. this.loadHeroModelNum++
  1223. if(this.loadHeroModelNum == this.loadHeroModelNumMax){
  1224. this.resetBattleLayout()
  1225. }
  1226. })
  1227. }
  1228. else{
  1229. this.loadHeroModelNum++
  1230. }
  1231. }
  1232. });
  1233. }
  1234. private resetBattleLayout(){
  1235. //添加初始英雄
  1236. for (let i = 0; i < BattleData.layout.length; i++) {
  1237. let value = BattleData.layout[i];
  1238. if(value > 0){
  1239. let battleLayoutData = BattleManager.getDataWithLayoutValue(value)
  1240. this.addHeroWithData(battleLayoutData.typeID,battleLayoutData.level,i)
  1241. }
  1242. }
  1243. }
  1244. //重新开始第x关
  1245. private restartBattle(battlesID){
  1246. this.enemyMap.forEach((enemy, enemyID) => {
  1247. enemy.getComponent(Enemy).clearData();
  1248. this.enemyMap.delete(enemyID);
  1249. let typeID = enemy.getComponent(Enemy).typeID
  1250. if(this.enemyPool.has(typeID)){
  1251. this.enemyPool.get(typeID).push(enemy);
  1252. }
  1253. else {
  1254. this.enemyPool.set(typeID,[enemy]);
  1255. }
  1256. })
  1257. this.battlesID = battlesID;
  1258. this.battleControl.reset(this.battlesID)
  1259. this.reset()
  1260. for(let index = 0; index < this.attackPosList.length; index++){
  1261. let hero = this.attackPosList[index].hero;
  1262. if(hero){
  1263. hero.position = this.attackPosList[index].pos;
  1264. let heroObj = hero.getComponent(Hero)
  1265. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  1266. }
  1267. }
  1268. this.bStart = true;
  1269. }
  1270. }