TowerUI.ts 39 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455
  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 { FightRole, 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. //地图比例尺 1:70
  35. let mapScale = 72;
  36. let basePoint = {x:-325,y:-70}
  37. let baseOffset = {x:0,y:0}
  38. //地图格子转坐标
  39. let MapDataPosToView = (x:number,y:number) => {
  40. let XX = (x+baseOffset.x) * mapScale + basePoint.x;
  41. let YY = (y+baseOffset.y) * mapScale + basePoint.y;
  42. return new Vec3(XX, YY, 0);
  43. //return new Vec3(x * mapScale + basePoint.x, y * mapScale + basePoint.y, 0);
  44. }
  45. //地图速度转换
  46. let MapDataSpeedToView = (x:number,y:number) => {
  47. let XX = x * mapScale * BattleUtil.FrameRate;
  48. let YY = y * mapScale * BattleUtil.FrameRate;
  49. return new Vec2(XX, YY,);
  50. //return new Vec3(x * mapScale + basePoint.x, y * mapScale + basePoint.y, 0);
  51. }
  52. const { ccclass, property } = _decorator;
  53. //可操作格子:背包格子和战斗格子
  54. export interface PosData {
  55. //格子节点
  56. node: Node,
  57. //格子上的英雄
  58. hero: Node,
  59. //格子是否锁
  60. bLock: boolean,
  61. //格子下标
  62. posIndex: number,
  63. pos: Vec3,
  64. //地图编号
  65. posNumber: number
  66. }
  67. @ccclass('TowerUI')
  68. export class TowerUI extends BaseView {
  69. @property({ type: Sprite, tooltip: "地图" })
  70. mapSprite: Sprite = null;
  71. @property({ type: Label, tooltip: "地图名字" })
  72. mapName: Label = null;
  73. @property({ type: Node, tooltip: "攻击位" })
  74. attackNode: Node = null;
  75. @property({ type: Node, tooltip: "背包位" })
  76. bagNode: Node = null;
  77. @property({ type: Node, tooltip: "减血数字根节点" })
  78. hurtNode: Node = null;
  79. // 攻击位
  80. attackPosList: PosData[] = [];
  81. //根据posID获取做的索引
  82. attackPosMap: Map<number,PosData> = new Map();
  83. //背包位
  84. bagPosList: PosData[] = [];
  85. heroList: Node[] = [];
  86. @property({type:[Node],tooltip:"升级效果"})
  87. levelUpEffect:Node[] = []
  88. @property({ type: [Prefab], tooltip: "敌人" })
  89. ememyModelList: Prefab[] = [];
  90. enemyPool: Map<number,Node[]> = new Map();
  91. enemyMap: Map<number,Node> = new Map();
  92. enemyWaitTime: number = 0;
  93. @property({ type: [Prefab], tooltip: "受伤数字" })
  94. hurtModelList: Prefab[] = [];
  95. hurtPool: Node[] = [];
  96. hurtList: Node[] = [];
  97. @property({ type:Node, tooltip: "所有角色根节点" })
  98. roleNode: Node = null;
  99. @property({ type:Node, tooltip: "攻击范围" })
  100. radiusNode: Node = null;
  101. @property({ type:[Node], tooltip: "统计节点" })
  102. countList: Node[] = [];
  103. @property({ type:[Node], tooltip: "boss节点" })
  104. bossList: Node[] = [];
  105. @property({ type: Label, tooltip: "精力统计" })
  106. powerLabel: Label = null;
  107. @property({ type: ProgressBar, tooltip: "关卡进度" })
  108. battlesProgressBar: ProgressBar = null;
  109. @property({ type: [Label], tooltip: "当前管卡展示" })
  110. levelValue: Label[] = []
  111. @property({ type: Node, tooltip: "结算" })
  112. resultNode: Node = null;
  113. @property({ type: Node, tooltip: "章节切换" })
  114. changeChapterNode: Node = null;
  115. @property({ type: Node, tooltip: "章节奖励" })
  116. rewardChapterNode: Node = null;
  117. //关卡id
  118. battlesID: number = 1;
  119. bStart = false;
  120. // waitTime = 5;
  121. touchStart: Node = null;
  122. //记录连击
  123. touchEndIndex = -1;
  124. touchEndTime = 0;
  125. gameTime = 0;
  126. //当前精力
  127. private powerCur = 180;
  128. //最大精力
  129. private powerMax = 180
  130. //伤害统计 key:typeID value:伤害值
  131. private damageCountData:Map<number,number> = new Map();
  132. private damageUpdateTime = 0;
  133. private bossIndexMap:Map<number,number> = new Map();
  134. battleControl: BattleControl = null;
  135. //当前动画下标
  136. levelUpEffectIndex = 0;
  137. //是否自动合成
  138. isAutoMerge = false;
  139. //英雄处理-------
  140. //英雄模型加载数量
  141. loadHeroModelNum: number = 0;
  142. //英雄模型加载数量上限
  143. loadHeroModelNumMax: number = -1;
  144. heroModelMap:Map<number,Prefab> = new Map();
  145. heroPool: Map<number,Node[]> = new Map();
  146. //出战角色
  147. fightRole:FightRole = [0,0,0,0]
  148. //锁定格子
  149. lockBagPosNumber = 6;
  150. lockAttackPosNumber = 8;
  151. //操作指令集 记录下来发给服务器
  152. operateList:Array<BattleOptsBase> = [];
  153. protected onLoad() {
  154. super.onLoad();
  155. this.node.on(Node.EventType.TOUCH_START, this.onTouchStart, this)
  156. this.node.on(Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
  157. this.node.on(Node.EventType.TOUCH_END, this.onTouchEnd, this);
  158. this.node.on(Node.EventType.TOUCH_CANCEL, this.onTouchCancel, this);
  159. for (let i = 0; i < this.levelUpEffect.length; i++) {
  160. this.levelUpEffect[i].getComponent(sp.Skeleton).setCompleteListener(()=>{
  161. this.levelUpEffect[i].active = false;
  162. })
  163. }
  164. this.battleControl = BattleControl.GetInstance()
  165. BattleEventManager.instance.addEvent(BattleEventTarget.Update, this.updateDataEvent.bind(this), TowerUUID);
  166. Framework.event.addEvent(GameEvent.BossUpdate, this.bossUpdate.bind(this),this)
  167. this.initPool()
  168. }
  169. protected onDestroy() {
  170. BattleEventManager.instance.removeEvent(TowerUUID)
  171. }
  172. protected update(dt: number): void {
  173. this.updateSiblingIndex()
  174. if(this.bStart){
  175. this.gameTime += dt;
  176. let nowFrame = Math.floor(this.gameTime/BattleUtil.FrameTime)
  177. if(nowFrame > this.battleControl.map.curTurn){
  178. //
  179. while(nowFrame > this.battleControl.map.curTurn+1){
  180. //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
  181. this.enemyMap.forEach(element => {
  182. element.getComponent(Enemy).battleUpdate(BattleUtil.FrameTime)
  183. });
  184. this.battleControl.update();
  185. if(this.battleControl.isBattleEnd){
  186. break;
  187. }
  188. }
  189. this.enemyMap.forEach(element => {
  190. element.getComponent(Enemy).battleUpdate(BattleUtil.FrameTime)
  191. });
  192. this.battleControl.update();
  193. }
  194. this.damageUpdateTime += dt;
  195. if(this.damageUpdateTime > 0.1){
  196. this.damageUpdateTime = 0;
  197. this.updateDamageCount()
  198. }
  199. }
  200. else{
  201. // if(this.waitTime > 0){
  202. // this.waitTime -= dt;
  203. // }
  204. // else{
  205. // this.bStart = true;
  206. // }
  207. }
  208. if(this.touchEndTime > 0){
  209. this.touchEndTime -= dt;
  210. if(this.touchEndTime <= 0){
  211. this.touchEndIndex = -1;
  212. }
  213. }
  214. }
  215. private updateDataEvent(event){
  216. if(this.battleControl.isBattleEnd && event.eventType!=BattleEventType.Over){
  217. console.log("结束")
  218. return
  219. }
  220. switch(event.eventType){
  221. case BattleEventType.EnemyBorn:{
  222. let enemyData = event as BattleEventData_EnemyBorn;
  223. this.addEnemy(enemyData);
  224. break;
  225. }
  226. case BattleEventType.EnemyMove:{
  227. let enemyData = event as BattleEventData_EnemyMove;
  228. // console.log("移动",enemyData.ID,enemyData.speedVector.x,enemyData.speedVector.y)
  229. if(this.enemyMap.has(enemyData.ID)){
  230. let enemy = this.enemyMap.get(enemyData.ID);
  231. enemy.getComponent(Enemy).speedVector = MapDataSpeedToView(enemyData.speedVector.x, enemyData.speedVector.y);
  232. }
  233. break;
  234. }
  235. case BattleEventType.EnemyHurt:{
  236. let enemyData = event as BattleEventData_EnemyHurt;
  237. //console.log("移动",enemyData.ID,enemyData.hurt,enemyData.status)
  238. if(this.enemyMap.has(enemyData.targetID)){
  239. let enemy = this.enemyMap.get(enemyData.targetID);
  240. enemy.getComponent(Enemy).hurt(enemyData.hurt);
  241. this.addHurt(enemy.position,enemyData.hurt)
  242. }
  243. this.setDamageCount(enemyData.typeID,enemyData.hurt)
  244. break;
  245. }
  246. case BattleEventType.EnemyDie:{
  247. // console.log("死亡",event)
  248. let enemyData = event as BattleEventData_EnemyDie;
  249. if(this.enemyMap.has(enemyData.ID)){
  250. let enemy = this.enemyMap.get(enemyData.ID);
  251. enemy.getComponent(Enemy).die(()=>{
  252. this.enemyMap.delete(enemyData.ID);
  253. let typeID = enemy.getComponent(Enemy).typeID
  254. if(this.enemyPool.has(typeID)){
  255. let pool = this.enemyPool.get(typeID);
  256. pool.push(enemy);
  257. }
  258. else {
  259. this.enemyPool.set(typeID,[enemy]);
  260. }
  261. }
  262. );
  263. }
  264. //记录击杀敌人的操作
  265. let otps:BattleOptsKill = {
  266. count:1,
  267. type:BattleOptsType.Kill,
  268. typeID:enemyData.typeID
  269. }
  270. this.operateList.push(otps);
  271. break;
  272. }
  273. case BattleEventType.EnemyBuff:{
  274. let enemyData = event as BattleEventData_EnemyBuff;
  275. if(this.enemyMap.has(enemyData.ID)){
  276. let enemy = this.enemyMap.get(enemyData.ID);
  277. //enemy.getComponent(Enemy).addbuff(enemyData.buff);
  278. }
  279. break;
  280. }
  281. case BattleEventType.HeroAction:{
  282. // console.log("攻击动作",event)
  283. let attackData = event as BattleEventData_HeroAction;
  284. if(this.attackPosMap.has(attackData.posID)){
  285. let posData = this.attackPosMap.get(attackData.posID);
  286. let enemy = this.enemyMap.get(attackData.targetID);
  287. if( posData && posData.hero){
  288. let hero = posData.hero.getComponent(Hero);
  289. if(enemy){
  290. hero.attack(enemy)
  291. // enemy.getComponent(Enemy).hurt(attackData.hurt);
  292. // this.addHurt(enemy.position,attackData.hurt)
  293. }
  294. else{
  295. hero.stand()
  296. }
  297. // this.setDamageCount(hero.typeID,attackData.hurt)
  298. }
  299. }
  300. break;
  301. }
  302. case BattleEventType.HeroAttack:{
  303. // console.log("攻击",event)
  304. let attackData = event as BattleEventData_HeroAttack;
  305. if(this.attackPosMap.has(attackData.posID)){
  306. let posData = this.attackPosMap.get(attackData.posID);
  307. let enemy = this.enemyMap.get(attackData.targetID);
  308. if( posData && posData.hero){
  309. let hero = posData.hero.getComponent(Hero);
  310. if(enemy){
  311. // hero.attack(enemy)
  312. enemy.getComponent(Enemy).hurt(attackData.hurt);
  313. this.addHurt(enemy.position,attackData.hurt)
  314. this.setDamageCount(hero.typeID,attackData.hurt)
  315. }
  316. // else{
  317. // hero.stand()
  318. // }
  319. }
  320. }
  321. break;
  322. }
  323. case BattleEventType.Over:{
  324. let attackData = event as BattleEventData_Over;
  325. this.attackPosMap.forEach((posData, posID) => {
  326. if(posData.hero){
  327. posData.hero.getComponent(Hero).stand()
  328. }
  329. })
  330. this.enemyMap.forEach((enemy, enemyID) => {
  331. enemy.getComponent(Enemy).stand()
  332. })
  333. let winStr = attackData.bWin ? "胜利" : "失败";
  334. this.touchCancel();
  335. console.log(winStr)
  336. let battlesConf = BattlesConf.data[this.battlesID];
  337. if(attackData.bWin &&(this.battlesID==battlesConf.BossProcess)){
  338. this.changeChapterNode.getComponent(ChangeChapter).show(()=>{
  339. this.restartBattle(this.battlesID)
  340. });
  341. }
  342. else{
  343. this.resultNode.getComponent(ResultUI).show(attackData.bWin,()=>{
  344. this.restartBattle(this.battlesID)
  345. })
  346. }
  347. if(attackData.bWin){
  348. let layout = {}
  349. for(let index = 0; index < this.bagPosList.length; index++){
  350. let posData = this.bagPosList[index]
  351. let key = BattleLayoutPos[index]
  352. layout[key] = 0
  353. if(posData.hero){
  354. let heroData = posData.hero.getComponent(Hero)
  355. let value = heroData.level + heroData.raceID *BattleLayoutScale
  356. if(key){
  357. layout[key] = value
  358. }
  359. }
  360. }
  361. //战场占位数量跟背包一样
  362. for(let index = 0; index < BattleUtil.BagListSize; index++){
  363. let posData = this.attackPosList[index]
  364. let key = BattleLayoutPos[index+BattleUtil.BagListSize]
  365. if(key){
  366. if(posData && posData.hero){
  367. let heroData = posData.hero.getComponent(Hero)
  368. let value = heroData.level + heroData.raceID *BattleLayoutScale
  369. layout[key] = value
  370. }
  371. else{
  372. layout[key] = 0
  373. }
  374. }
  375. }
  376. BattleManager.sendBattleDuplicateMsg(this.battlesID,attackData.bWin,layout,this.operateList,()=>{
  377. if(this.battlesID == 20){
  378. }
  379. else{
  380. this.battlesID++
  381. }
  382. },()=>{
  383. // this.reStartBattle(this.battlesID)
  384. })
  385. }
  386. else{
  387. if(this.battlesID%5 != 1){
  388. this.battlesID--
  389. }
  390. else{
  391. }
  392. }
  393. break;
  394. }
  395. }
  396. }
  397. onTouchStart(event: EventTouch) {
  398. if (this.touchStart) {
  399. this.resetHeroPos(this.touchStart)
  400. }
  401. // 获取触点对应节点
  402. let posData = this.getItemBaseByPosition(event.getLocation());
  403. if(posData && posData.hero){
  404. let hero = posData.hero.getComponent(Hero);
  405. if(hero.isLock){
  406. return;
  407. }
  408. Framework.audio.playEffect(AudioID.Click);
  409. this.touchStart = posData.hero;
  410. hero.stand()
  411. this.touchStart.setSiblingIndex(30);
  412. let index = posData.posIndex - BattleUtil.BagListSize
  413. if(index >= 0){
  414. this.battleControl.removeHeroInPos(index)
  415. }
  416. }
  417. }
  418. // 触摸移动
  419. onTouchMove(event: EventTouch) {
  420. if (this.touchStart ) {
  421. this.touchStart .setPosition(this.roleNode.getComponent(UITransform).convertToNodeSpaceAR(new Vec3(event.getUILocation().x, event.getUILocation().y)))
  422. let posData = this.getItemBaseByPosition(event.getLocation());
  423. if(posData&&(posData.posIndex >= BattleUtil.BagListSize)){
  424. this.radiusNode.position = v3(this.touchStart.position.x,this.touchStart.position.y);
  425. this.radiusNode.active = true;
  426. this.setRadius(this.touchStart.getComponent(Hero).radius)
  427. }
  428. else{
  429. this.radiusNode.active = false;
  430. }
  431. }
  432. else{
  433. this.radiusNode.active = false;
  434. }
  435. }
  436. onTouchEnd(event: EventTouch) {
  437. this.radiusNode.active = false;
  438. if (this.touchStart) {
  439. let posData = this.getItemBaseByPosition(event.getLocation());
  440. let touchEnd:Node = null
  441. if(posData){
  442. if(posData.hero == this.touchStart){
  443. if(this.touchEndIndex == posData.posIndex){
  444. this.touchEndIndex = -1
  445. if(posData.posIndex < BattleUtil.BagListSize){
  446. this.removeHeroPos(this.touchStart,true)
  447. this.touchStart = null;
  448. return;
  449. }
  450. }
  451. else{
  452. this.touchEndIndex = posData.posIndex
  453. this.touchEndTime = 1
  454. }
  455. }
  456. else{
  457. if(posData.hero){
  458. let hero = posData.hero.getComponent(Hero);
  459. if(hero && hero.isLock){
  460. this.resetHeroPos(this.touchStart)
  461. this.touchStart = null;
  462. return;
  463. }
  464. }
  465. touchEnd = posData.hero;
  466. this.touchEndIndex = -1
  467. }
  468. }
  469. else{
  470. this.resetHeroPos(this.touchStart)
  471. this.touchStart = null;
  472. this.touchEndIndex = -1
  473. return
  474. }
  475. if(touchEnd){
  476. let endHero = touchEnd.getComponent(Hero)
  477. let startHero = this.touchStart.getComponent(Hero)
  478. if(endHero.typeID == startHero.typeID && endHero.level == startHero.level){
  479. this.mergeHero(this.touchStart, touchEnd)
  480. }
  481. else{
  482. this.changeHeroPos(this.touchStart, touchEnd)
  483. }
  484. }
  485. else{
  486. this.setHeroPos(this.touchStart, posData.posIndex)
  487. }
  488. this.touchStart = null;
  489. }
  490. }
  491. onTouchCancel(event: EventTouch) {
  492. this.touchCancel()
  493. }
  494. touchCancel() {
  495. this.radiusNode.active = false;
  496. if (this.touchStart) {
  497. this.resetHeroPos(this.touchStart)
  498. this.touchStart = null;
  499. }
  500. }
  501. //根据世界坐标获取item 排除手上的
  502. private getItemBaseByPosition(pos: Vec2):PosData {
  503. let FindArr = this.bagPosList
  504. let bag = FindArr.find(t => {
  505. if(t.bLock) return false
  506. if(t.hero && t.hero != this.touchStart){
  507. return t.hero.getComponent(Hero).hitTest(pos)
  508. }
  509. return t.node.getComponent(UITransform).hitTest(pos)
  510. });
  511. if (bag ) return bag
  512. FindArr = this.attackPosList
  513. let attack = FindArr.find(t => {
  514. if(t.hero && t.hero != this.touchStart){
  515. return t.hero.getComponent(Hero).hitTest(pos)
  516. }
  517. return t.node.getComponent(UITransform).hitTest(pos)
  518. });
  519. return attack;
  520. }
  521. //炸弹效果播放结束
  522. bombSpineOver() {
  523. }
  524. //UI开打时会调用,如果有初始化代码应该放到此函数
  525. onOpen(args) {
  526. let battlesConf = BattlesConf.data[BattleData.duplicate.max_process]
  527. if(battlesConf){
  528. if(battlesConf.BossProcess > BattleData.duplicate.max_process){
  529. this.battlesID = BattleData.duplicate.max_process + 1
  530. this.bStart = true
  531. }
  532. else{
  533. this.changeChapterNode.getComponent(ChangeChapter).show(
  534. ()=>{
  535. this.restartBattle(this.battlesID+1)
  536. }
  537. );
  538. //只考虑换章节,暂不考虑数据错乱
  539. this.battlesID = BattleData.duplicate.max_process
  540. this.changeChapterNode.active = true
  541. this.bStart = false
  542. }
  543. }
  544. else{
  545. //没数据就认为是第一关
  546. this.bStart = true
  547. this.battlesID = 1
  548. }
  549. this.battleControl.init(this.battlesID)
  550. this.init();
  551. }
  552. //UI关闭时会调用,该函数在onDestroy前调用
  553. onClose() {
  554. }
  555. //框架管理UI层级时会调用,可根据UI情况修改
  556. onShow() {
  557. super.onShow();
  558. }
  559. //框架管理UI层级时会调用,可根据UI情况修改
  560. onHide() {
  561. super.onHide();
  562. }
  563. init() {
  564. let posID = 0;
  565. let roleTransform = this.roleNode.getComponent(UITransform)
  566. let bagChildren = this.bagNode.children
  567. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  568. let node = bagChildren[i];
  569. let pos = roleTransform.convertToNodeSpaceAR(node.getWorldPosition())
  570. let posData: PosData = {
  571. node: node,
  572. hero: null,
  573. bLock: false,
  574. posIndex: posID,
  575. pos: pos,
  576. posNumber: -1
  577. }
  578. this.bagPosList.push(posData);
  579. posID++;
  580. }
  581. this.reset()
  582. }
  583. reset(){
  584. let battleConf = BattlesConf.data[this.battlesID.toString()]
  585. if(!battleConf){
  586. console.log("战斗配置错误")
  587. return
  588. }
  589. this.lockAttackPosNumber = BattleUtil.AttackListSize-battleConf.Unlock
  590. let mapConf = MapConf.data[this.battleControl.mapID.toString()]
  591. if(!mapConf){
  592. console.log("地图配置错误")
  593. return
  594. }
  595. let offset = mapConf.OffsetArray
  596. if(offset){
  597. baseOffset.x = offset[0]||0
  598. baseOffset.y = offset[1]||0
  599. }
  600. else{
  601. baseOffset.x = 0
  602. baseOffset.y = 0
  603. }
  604. let attackChildren = this.attackNode.children
  605. let attackNode = this.attackNode.children[0]
  606. // this.attackPosList = []
  607. this.attackPosMap.clear()
  608. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  609. let posData = this.bagPosList[i];
  610. if(i < BattleUtil.BagListSize-this.lockBagPosNumber){
  611. posData.node.getChildByName("lock").active = false
  612. posData.bLock = false
  613. }
  614. else{
  615. posData.bLock = true
  616. posData.node.getChildByName("lock").active = true
  617. }
  618. }
  619. let heroData = HeroDataPool.getObject();
  620. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  621. let bagPos = this.bagPosList[i];
  622. if(bagPos.hero){
  623. let value = BattleData.layout[i];
  624. let battleLayoutData = BattleManager.getDataWithLayoutValue(value)
  625. bagPos.hero.position = bagPos.pos;
  626. let hero = bagPos.hero.getComponent(Hero);
  627. heroData.init(battleLayoutData.typeID,battleLayoutData.level,-1)
  628. hero.resetData(heroData);
  629. }
  630. }
  631. for (let i = 0; i < BattleUtil.AttackListSize; i++) {
  632. let node = attackChildren[i];
  633. if(!node){
  634. node = instantiate(attackNode)
  635. this.attackNode.addChild(node)
  636. }
  637. let posNumber = this.battleControl.getPosIDByIndex(i)
  638. if(posNumber != -1){
  639. node.active = true;
  640. let mapDataPos = this.battleControl.getPosition(posNumber)
  641. let pos = MapDataPosToView(mapDataPos.x,mapDataPos.y)
  642. node.position = pos
  643. let posData: PosData = this.attackPosList[i]
  644. if(i < BattleUtil.AttackListSize-this.lockAttackPosNumber){
  645. node.getChildByName("lock").active = false
  646. if(!posData){
  647. posData = {
  648. node: node,
  649. hero: null,
  650. bLock: false,
  651. posIndex: BattleUtil.BagListSize+i,
  652. pos: new Vec3(pos.x, pos.y, 0),
  653. posNumber: posNumber
  654. }
  655. this.attackPosList.push(posData);
  656. }
  657. else{
  658. posData.posIndex = BattleUtil.BagListSize+i;
  659. posData.pos = new Vec3(pos.x, pos.y, 0);
  660. posData.posNumber = posNumber;
  661. if(posData.hero){
  662. let value = BattleData.layout[i+BattleUtil.BagListSize];
  663. let battleLayoutData = BattleManager.getDataWithLayoutValue(value)
  664. posData.hero.position = posData.pos;
  665. let hero = posData.hero.getComponent(Hero);
  666. heroData.init(battleLayoutData.typeID,battleLayoutData.level,posNumber)
  667. hero.resetData(heroData);
  668. }
  669. }
  670. this.attackPosMap.set(posNumber, posData);
  671. }
  672. else{
  673. if(posData){
  674. if(posData.hero){
  675. posData.hero.removeFromParent();
  676. }
  677. this.attackPosList.splice(i);
  678. }
  679. node.getChildByName("lock").active = true
  680. }
  681. }
  682. else {
  683. node.active = false;
  684. }
  685. }
  686. HeroDataPool.putObject(heroData);
  687. let path = "texture/tower/"+mapConf.Background+"/spriteFrame"
  688. this.load("package",path, SpriteFrame, (res: SpriteFrame) => {
  689. this.mapSprite.spriteFrame = res
  690. })
  691. let processe = BattlesConf.data[this.battlesID].Process
  692. this.mapName.string = StringUtil.getLanguageData(mapConf.Name,[processe])
  693. tween(this.battlesProgressBar).to(0.5, { progress: ((processe-1)%5)/4 }).start()
  694. let curValue = processe-((processe-1)%5)
  695. for (let i = 0; i < 5; i++) {
  696. let node = this.levelValue[i];
  697. node.string = (curValue+i).toString()
  698. }
  699. // this.bStart = false;
  700. // this.waitTime = 5;
  701. this.operateList = [];
  702. this.gameTime = 0;
  703. this.powerCur = UserData.status.food
  704. this.radiusNode.active = false;
  705. this.damageCountData.clear()
  706. this.resultNode.active = false
  707. this.updateDamageCount()
  708. this.powerLabel.string = `${this.powerCur}/${this.powerMax}`;
  709. }
  710. private initPool() {
  711. //初始化池
  712. let queue = new AsyncQueue();
  713. queue.pushMulti("InitPool", async (next: NextFunction, params: any, args: any) => {
  714. Framework.tips.setTipsNode("package", "prefab/ui/tips/tips_flash", "Label", () => {
  715. next && next();
  716. });
  717. });
  718. queue.complete = () => {
  719. //this._loginEx();
  720. };
  721. queue.play();
  722. //this._loginEx();
  723. this.loadHeroModel()
  724. }
  725. //添加一个新英雄
  726. addHero() {
  727. if(this.loadHeroModelNum < this.loadHeroModelNumMax){
  728. console.log("英雄没加载完成");
  729. return;
  730. }
  731. let posID = -1;
  732. if(this.powerCur <= 0){
  733. console.log("没有精力了");
  734. return;
  735. }
  736. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  737. let bagPos = this.bagPosList[i];
  738. if(!bagPos.bLock && bagPos.hero == null){
  739. posID = this.bagPosList[i].posIndex;
  740. break;
  741. }
  742. }
  743. if(posID == -1) {
  744. console.log("没有空位了");
  745. return;
  746. }
  747. //添加英雄
  748. let heroIndex = Math.floor(Math.random() * this.loadHeroModelNum)%this.loadHeroModelNum;
  749. let heroID = this.fightRole[heroIndex];
  750. if(heroID == 0){
  751. for(let i = 0; i < this.fightRole.length; i++){
  752. heroID = this.fightRole[i];
  753. if(heroID != 0){
  754. break;
  755. }
  756. }
  757. }
  758. let heroData = HeroDataPool.getObject();
  759. heroData.init(heroID,1,1)
  760. let node:Node = null;
  761. if(this.heroPool[heroID] == null){
  762. this.heroPool[heroID] = [];
  763. }
  764. else {
  765. if(this.heroPool[heroID].length > 0){
  766. node = this.heroPool[heroID].pop();
  767. }
  768. }
  769. if(node == null){
  770. node = instantiate(this.heroModelMap.get(heroID));
  771. node.parent = this.roleNode;
  772. this.heroList.push(node);
  773. }
  774. let hero = node.getComponent(Hero);
  775. hero.resetData(heroData);
  776. HeroDataPool.putObject(heroData);
  777. hero.posIndex = posID;
  778. let posData = this.bagPosList[posID];
  779. if(!posData){
  780. return;
  781. }
  782. posData.hero = node;
  783. node.position = posData.pos;
  784. //记录添加英雄操作
  785. let otps:BattleOptsNew ={
  786. type:BattleOptsType.New,
  787. pos:BattleLayoutPos[posData.posIndex],
  788. level:1,
  789. raceID:Math.floor(heroData.typeID/HeroRaceSacle),
  790. }
  791. this.operateList.push(otps);
  792. console.log("添加英雄", node.position);
  793. this.powerLabel.string = `${this.powerCur}/${this.powerMax}`;
  794. this.powerCur--;
  795. this.checkMerge(node);
  796. }
  797. /**
  798. * 添加一个已有数据的英雄
  799. * @param typeID 类型
  800. * @param level 等级
  801. * @param posIndex 所处位置下标
  802. * @returns
  803. */
  804. addHeroWithData( typeID:number,level:number, posIndex:number) {
  805. //添加英雄
  806. if(this.loadHeroModelNum < this.loadHeroModelNumMax){
  807. console.log("英雄没加载完成");
  808. return;
  809. }
  810. // let heroIndex = Math.floor(Math.random() * this.loadHeroModelNum)%this.loadHeroModelNum;
  811. let heroID = typeID;
  812. let heroData = HeroDataPool.getObject();
  813. heroData.init(heroID,level,1)
  814. let node:Node = null;
  815. if(this.heroPool[heroID] == null){
  816. this.heroPool[heroID] = [];
  817. }
  818. else {
  819. if(this.heroPool[heroID].length > 0){
  820. node = this.heroPool[heroID].pop();
  821. }
  822. }
  823. if(node == null){
  824. node = instantiate(this.heroModelMap.get(heroID));
  825. node.parent = this.roleNode;
  826. this.heroList.push(node);
  827. }
  828. let hero = node.getComponent(Hero);
  829. hero.resetData(heroData);
  830. HeroDataPool.putObject(heroData);
  831. hero.posIndex = posIndex;
  832. let posData = this.bagPosList[posIndex];
  833. if(!posData){
  834. posData = this.attackPosList[posIndex-BattleUtil.BagListSize];
  835. this.battleControl.addHeroInPos(hero.typeID,hero.level,posIndex - BattleUtil.BagListSize)
  836. }
  837. if(!posData){
  838. return;
  839. }
  840. posData.hero = node;
  841. node.position = posData.pos;
  842. }
  843. checkMerge(node:Node) {
  844. let hero = node.getComponent(Hero);
  845. if(!hero) {
  846. return;
  847. }
  848. let bFind = false;
  849. if(this.isAutoMerge && !hero.isLock && hero.posIndex < BattleUtil.BagListSize){
  850. for (let i = 0; i < this.attackPosList.length; i++) {
  851. let dstPosData = this.attackPosList[i];
  852. if(dstPosData.hero != null && dstPosData.hero != node){
  853. let dstHero = dstPosData.hero.getComponent(Hero);
  854. if((!dstHero.isLock) && dstHero.typeID == hero.typeID && dstHero.level == hero.level){
  855. if(this.mergeHero(node, dstPosData.hero)){
  856. bFind = true;
  857. break;
  858. }
  859. }
  860. }
  861. }
  862. if(!bFind){
  863. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  864. let dstPosData = this.bagPosList[i];
  865. if(dstPosData.hero != null && dstPosData.hero != node){
  866. let dstHero = dstPosData.hero.getComponent(Hero);
  867. if((!dstHero.isLock) && dstHero.typeID == hero.typeID && dstHero.level == hero.level){
  868. if(this.mergeHero(node, dstPosData.hero))
  869. break;
  870. }
  871. }
  872. }
  873. }
  874. }
  875. }
  876. //合并英雄
  877. mergeHero(srcNode:Node, dstNode:Node) {
  878. let dstHero = dstNode.getComponent(Hero);
  879. if(dstHero.isLock){
  880. return false;
  881. }
  882. dstHero.isLock = true;
  883. // srcNode.setSiblingIndex(BattleUtil.BagListSize+this.attackPosList.length)
  884. srcNode.getComponent(Hero).flyTo(dstNode.position,()=>{
  885. if(isValid(dstHero)){
  886. dstHero.isLock = false;
  887. dstHero.levelUp()
  888. if(dstHero.posIndex >= BattleUtil.BagListSize){
  889. let index = dstHero.posIndex - BattleUtil.BagListSize;
  890. this.battleControl.levelUp(index)
  891. }
  892. this.levelUpEffectIndex = this.levelUpEffectIndex++%this.levelUpEffect.length;
  893. this.levelUpEffect[this.levelUpEffectIndex].position = dstNode.position
  894. this.levelUpEffect[this.levelUpEffectIndex].active = true
  895. this.levelUpEffect[this.levelUpEffectIndex].getComponent(sp.Skeleton).setAnimation(0, "animation", false)
  896. this.removeHeroPos(srcNode)
  897. this.checkMerge(dstNode)
  898. }
  899. })
  900. //记录合并英雄操作
  901. let opts:BattleOptsMerge = {
  902. type:BattleOptsType.Merge,
  903. srcPos:BattleLayoutPos[srcNode.getComponent(Hero).posIndex],
  904. targetPos:BattleLayoutPos[dstHero.posIndex],
  905. }
  906. this.operateList.push(opts)
  907. return true;
  908. }
  909. addEnemy(eventData: BattleEventData_EnemyBorn) {
  910. //添加敌人
  911. let node:Node = null;
  912. if(this.enemyPool.has(eventData.typeID) && this.enemyPool.get(eventData.typeID).length > 0){
  913. node = this.enemyPool.get(eventData.typeID).pop();
  914. }
  915. else {
  916. node = instantiate(this.ememyModelList[eventData.typeID-1]);
  917. node.parent = this.roleNode;
  918. }
  919. node.setSiblingIndex(0)
  920. node.getComponent(Enemy).resetData(eventData.typeID,eventData.ID,MapDataPosToView(eventData.position.x,eventData.position.y),eventData.life,eventData.lifeMax)
  921. node.getComponent(Enemy).startMove("move1")
  922. this.enemyMap.set(eventData.ID,node);
  923. }
  924. onClickAddHero() {
  925. Framework.audio.playEffect(AudioID.Click);
  926. this.addHero();
  927. }
  928. //重置坐标
  929. resetHeroPos(heroNode:Node) {
  930. let hero = heroNode.getComponent(Hero)
  931. if(!hero) {
  932. return;
  933. }
  934. let posID = hero.posIndex;
  935. if(posID != -1){
  936. if(posID < BattleUtil.BagListSize)
  937. heroNode.position = this.bagPosList[posID].pos;
  938. else if(posID < BattleUtil.BagListSize + this.attackPosList.length){
  939. heroNode.position = this.attackPosList[posID - BattleUtil.BagListSize].pos;
  940. this.battleControl.addHeroInPos(hero.typeID,hero.level,posID - BattleUtil.BagListSize)
  941. }
  942. }
  943. }
  944. //设置新坐标
  945. setHeroPos(hero:Node,newPosIndex:number) {
  946. let posIndex = hero.getComponent(Hero).posIndex;
  947. if(posIndex != -1){
  948. if(posIndex < BattleUtil.BagListSize){
  949. this.bagPosList[posIndex].hero = null;
  950. // console.log("setHeroPos1",posID)
  951. }else if(posIndex < BattleUtil.BagListSize + this.attackPosList.length){
  952. this.attackPosList[posIndex - BattleUtil.BagListSize].hero = null;
  953. // console.log("setHeroPos2",posID)
  954. }
  955. }
  956. else{
  957. console.error("setHeroPos error",posIndex)
  958. return;
  959. }
  960. if(newPosIndex != -1){
  961. if(newPosIndex < BattleUtil.BagListSize){
  962. this.bagPosList[newPosIndex].hero = hero;
  963. hero.position = this.bagPosList[newPosIndex].pos;
  964. hero.scale = new Vec3(1,1,1);
  965. }
  966. else if(newPosIndex < BattleUtil.BagListSize + this.attackPosList.length){
  967. let index = newPosIndex - BattleUtil.BagListSize;
  968. this.attackPosList[index].hero = hero;
  969. hero.position = this.attackPosList[index].pos;
  970. let heroObj = hero.getComponent(Hero)
  971. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  972. hero.scale = new Vec3(1.2,1.2,1);
  973. }
  974. hero.getComponent(Hero).posIndex = newPosIndex
  975. }
  976. else{
  977. console.log("hero move error")
  978. return
  979. }
  980. //记录交换操作
  981. let opts:BattleOptsMove = {
  982. type: BattleOptsType.Move,
  983. targetPos: BattleLayoutPos[newPosIndex],
  984. srcPos: BattleLayoutPos[posIndex],
  985. }
  986. this.operateList.push(opts)
  987. }
  988. /**
  989. * 移除英雄
  990. * @param hero 节点
  991. * @param bOtps 是否记录此次移除操作
  992. */
  993. removeHeroPos(hero:Node,bOtps:boolean = false) {
  994. let posIndex = hero.getComponent(Hero).posIndex;
  995. if(posIndex != -1){
  996. this.heroList.splice(this.heroList.indexOf(hero), 1)
  997. this.heroPool[hero.getComponent(Hero).typeID].push(hero)
  998. hero.getComponent(Hero).clearData();
  999. if(posIndex < BattleUtil.BagListSize){
  1000. this.bagPosList[posIndex].hero = null;
  1001. // console.log("removeHeroPos1",posID)
  1002. }else if(posIndex < BattleUtil.BagListSize + this.attackPosList.length){
  1003. this.attackPosList[posIndex - BattleUtil.BagListSize].hero = null;
  1004. // console.log("removeHeroPos2",posID)
  1005. this.battleControl.removeHeroInPos(posIndex - BattleUtil.BagListSize)
  1006. }
  1007. if(bOtps){
  1008. let otps:BattleOptsRemove = {
  1009. pos:BattleLayoutPos[posIndex],
  1010. type:BattleOptsType.Remove
  1011. }
  1012. this.operateList.push(otps)
  1013. }
  1014. }
  1015. }
  1016. //交换位置
  1017. changeHeroPos(hero1:Node,hero2:Node) {
  1018. let posIndex1 = hero1.getComponent(Hero).posIndex;
  1019. let posIndex2 = hero2.getComponent(Hero).posIndex;
  1020. hero1.getComponent(Hero).posIndex = posIndex2
  1021. hero2.getComponent(Hero).posIndex = posIndex1
  1022. if(posIndex1 != -1){
  1023. if(posIndex1 < BattleUtil.BagListSize){
  1024. hero2.position = this.bagPosList[posIndex1].pos;
  1025. this.bagPosList[posIndex1].hero = hero2;
  1026. hero2.scale = new Vec3(1,1,1);
  1027. }
  1028. else if(posIndex1 < BattleUtil.BagListSize + this.attackPosList.length){
  1029. hero2.position = this.attackPosList[posIndex1 - BattleUtil.BagListSize].pos;
  1030. let index = posIndex1 - BattleUtil.BagListSize;
  1031. this.attackPosList[index].hero = hero2;
  1032. let heroObj = hero2.getComponent(Hero)
  1033. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  1034. hero2.scale = new Vec3(1.2,1.2,1);
  1035. }
  1036. hero2.getComponent(Hero).stand()
  1037. }
  1038. if(posIndex2 != -1){
  1039. if(posIndex2 < BattleUtil.BagListSize){
  1040. hero1.position = this.bagPosList[posIndex2].pos;
  1041. this.bagPosList[posIndex2].hero = hero1;
  1042. hero1.scale = new Vec3(1,1,1);
  1043. }
  1044. else if(posIndex2 < BattleUtil.BagListSize + this.attackPosList.length){
  1045. hero1.position = this.attackPosList[posIndex2 - BattleUtil.BagListSize].pos;
  1046. let index = posIndex2 - BattleUtil.BagListSize;
  1047. this.attackPosList[index].hero = hero1;
  1048. let heroObj = hero1.getComponent(Hero)
  1049. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  1050. hero1.scale = new Vec3(1.2,1.2,1);
  1051. }
  1052. hero1.getComponent(Hero).stand()
  1053. }
  1054. //记录交换操作
  1055. let opts:BattleOptsMove = {
  1056. type: BattleOptsType.Move,
  1057. targetPos: BattleLayoutPos[posIndex2],
  1058. srcPos: BattleLayoutPos[posIndex1],
  1059. }
  1060. this.operateList.push(opts)
  1061. }
  1062. addHurt(pos:Vec3,value:number){
  1063. // console.log("addHurt",value)
  1064. let node:Node = null;
  1065. if(this.hurtPool.length > 0){
  1066. node = this.hurtPool.pop();
  1067. }
  1068. else {
  1069. node = instantiate(this.hurtModelList[0]);
  1070. node.parent = this.roleNode;
  1071. }
  1072. node.position = pos;
  1073. this.hurtList.push(node);
  1074. node.getComponent(Hurt).hurt(value,()=>{
  1075. this.hurtList.splice(this.hurtList.indexOf(node), 1)
  1076. this.hurtPool.push(node)
  1077. })
  1078. }
  1079. updateSiblingIndex() {
  1080. let children = this.roleNode.children
  1081. children.sort((a, b) => {
  1082. let battleNodeA = a.getComponent(BattleNodeBase);
  1083. let battleNodeB = b.getComponent(BattleNodeBase);
  1084. if (!battleNodeA || !battleNodeB) {
  1085. return 0;
  1086. }
  1087. let priorityA = battleNodeA.priority
  1088. let priorityB = battleNodeB.priority
  1089. if (priorityA != priorityB) {
  1090. return priorityA - priorityB;
  1091. }
  1092. if(this.touchStart == b){
  1093. return -1;
  1094. }
  1095. if(this.touchStart == a){
  1096. return 1;
  1097. }
  1098. //特殊状态
  1099. if(battleNodeB.isLock){
  1100. return -1;
  1101. }
  1102. if(battleNodeA.isLock){
  1103. return 1;
  1104. }
  1105. if (a.position.y != b.position.y) {
  1106. return b.position.y - a.position.y;
  1107. }
  1108. else {
  1109. a.position.x - b.position.x
  1110. }
  1111. });
  1112. for (let i = 0; i < children.length; i++) {
  1113. children[i].setSiblingIndex(i);
  1114. }
  1115. }
  1116. setRadius(radius:number){
  1117. this.radiusNode.scale = v3(0.4*radius,0.4*radius,1)
  1118. }
  1119. updateDamageCount(){
  1120. let num = 0
  1121. let allEnemyHP = this.battleControl.allEnemyHP
  1122. this.damageCountData.forEach((value,typeID)=>{
  1123. let countNode = this.countList[num]
  1124. if(num < this.countList.length){
  1125. this.countList[num].active = true
  1126. }
  1127. if(countNode){
  1128. let headSprite = countNode.getChildByName("head").getComponent(Sprite)
  1129. let valueLabel = countNode.getChildByName("number")
  1130. let progress = countNode.getChildByName("progress").getComponent(UITransform)
  1131. MaterialUtil.getHeadByID(typeID,headSprite)
  1132. //headSprite.getComponent(Sprite).spriteFrame = this.headSprite[typeID]
  1133. valueLabel.getComponent(Label).string = StringUtil.bigNumberToStr(value)
  1134. let progressWidth = value/allEnemyHP*84
  1135. if(progressWidth > 84){
  1136. progressWidth = 84
  1137. }
  1138. progress.setContentSize(progressWidth,20)
  1139. }
  1140. num++
  1141. })
  1142. for(let i = num;i<this.countList.length;i++){
  1143. this.countList[i].active = false
  1144. }
  1145. }
  1146. setDamageCount(typeID:number,value:number){
  1147. let valueOld = this.damageCountData.get(typeID) || 0
  1148. this.damageCountData.set(typeID,value+valueOld)
  1149. }
  1150. private onTouchButton(event: Event, customStr) {
  1151. let target: any = event.target;
  1152. if (target.name == 'mask') {
  1153. Framework.layer.close(this);
  1154. } else if (target.name == 'hanghui_btn') {
  1155. RoleManager.getNewRole()
  1156. } else if (target.name == 'hero_btn') {
  1157. Framework.layer.open(ViewID.HeroList);
  1158. } else if (target.name == 'material_btn') {
  1159. Framework.layer.open(ViewID.HeroFate);
  1160. } else if (target.name == 'mail_btn') {
  1161. MailManager.sendGetMailMsg({ ids: [MailData.getMaxMailId(0), MailData.getMaxMailId(1)] }, () => {
  1162. Framework.layer.open(ViewID.MailMain);
  1163. })
  1164. }else if (target.name == 'title_bg'){
  1165. this.rewardChapterNode.getComponent(RewardChapter) .show();
  1166. }
  1167. }
  1168. //{typeID:number,value:number}
  1169. private bossUpdate(data:EnemyActionType){
  1170. switch(data){
  1171. case EnemyActionType.Born:
  1172. break;
  1173. case EnemyActionType.Die:
  1174. break;
  1175. case EnemyActionType.Hurt:
  1176. break;
  1177. case EnemyActionType.Move:
  1178. break;
  1179. }
  1180. }
  1181. private loadHeroModel(){
  1182. let fightRole = RoleData.fightRole
  1183. this.fightRole = fightRole
  1184. this.loadHeroModelNum = 0
  1185. this.loadHeroModelNumMax = 0
  1186. fightRole.forEach(element => {
  1187. if(element > 0 ){
  1188. this.loadHeroModelNumMax ++
  1189. if(!this.heroModelMap.has(element)){
  1190. let url = "prefab/ui/tower/hero/role"+element
  1191. this.load("package",url,Prefab,(prefab:Prefab)=>{
  1192. this.heroModelMap.set(element,prefab)
  1193. this.loadHeroModelNum++
  1194. if(this.loadHeroModelNum == this.loadHeroModelNumMax){
  1195. this.resetBattleLayout()
  1196. }
  1197. })
  1198. }
  1199. else{
  1200. this.loadHeroModelNum++
  1201. }
  1202. }
  1203. });
  1204. }
  1205. private resetBattleLayout(){
  1206. //添加初始英雄
  1207. for (let i = 0; i < BattleData.layout.length; i++) {
  1208. let value = BattleData.layout[i];
  1209. if(value > 0){
  1210. let battleLayoutData = BattleManager.getDataWithLayoutValue(value)
  1211. this.addHeroWithData(battleLayoutData.typeID,battleLayoutData.level,i)
  1212. }
  1213. }
  1214. }
  1215. //重新开始第x关
  1216. private restartBattle(battlesID){
  1217. this.enemyMap.forEach((enemy, enemyID) => {
  1218. enemy.getComponent(Enemy).clearData();
  1219. this.enemyMap.delete(enemyID);
  1220. let typeID = enemy.getComponent(Enemy).typeID
  1221. if(this.enemyPool.has(typeID)){
  1222. this.enemyPool.get(typeID).push(enemy);
  1223. }
  1224. else {
  1225. this.enemyPool.set(typeID,[enemy]);
  1226. }
  1227. })
  1228. this.battlesID = battlesID;
  1229. this.battleControl.reset(this.battlesID)
  1230. this.reset()
  1231. for(let index = 0; index < this.attackPosList.length; index++){
  1232. let hero = this.attackPosList[index].hero;
  1233. if(hero){
  1234. hero.position = this.attackPosList[index].pos;
  1235. let heroObj = hero.getComponent(Hero)
  1236. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  1237. }
  1238. }
  1239. this.bStart = true;
  1240. }
  1241. }