TowerUI.ts 26 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} 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 } from './base/BattleEventUtil';
  15. import { MapConf } from './conf/MapConf';
  16. import { isValid } from 'cc';
  17. import { HeroDataPool } from './data/HeroData';
  18. import { StringUtil } from '../../../framework/util/StringUtil';
  19. import { MaterialUtil } from '../../../framework/util/MaterialUtil';
  20. //地图比例尺 1:70
  21. let mapScale = 72;
  22. let basePoint = {x:-325,y:-70}
  23. let baseOffset = {x:0,y:0}
  24. //地图格子转坐标
  25. let MapDataPosToView = (x:number,y:number) => {
  26. let XX = (x+baseOffset.x) * mapScale + basePoint.x;
  27. let YY = (y+baseOffset.y) * mapScale + basePoint.y;
  28. return new Vec3(XX, YY, 0);
  29. //return new Vec3(x * mapScale + basePoint.x, y * mapScale + basePoint.y, 0);
  30. }
  31. //地图速度转换
  32. let MapDataSpeedToView = (x:number,y:number) => {
  33. let XX = x * mapScale * BattleUtil.FrameRate;
  34. let YY = y * mapScale * BattleUtil.FrameRate;
  35. return new Vec2(XX, YY,);
  36. //return new Vec3(x * mapScale + basePoint.x, y * mapScale + basePoint.y, 0);
  37. }
  38. const { ccclass, property } = _decorator;
  39. export interface PosData {
  40. node: Node,
  41. hero: Node,
  42. bLock: boolean,
  43. posID: number,
  44. pos: Vec3,
  45. posNumber: number
  46. }
  47. @ccclass('TowerUI')
  48. export class TowerUI extends BaseView {
  49. @property({ type: Sprite, tooltip: "地图" })
  50. mapSprite: Sprite = null;
  51. @property({ type: Node, tooltip: "攻击位" })
  52. attackNode: Node = null;
  53. @property({ type: Node, tooltip: "背包位" })
  54. bagNode: Node = null;
  55. @property({ type: Node, tooltip: "减血数字根节点" })
  56. hurtNode: Node = null;
  57. // 攻击位
  58. attackPosList: PosData[] = [];
  59. //根据posID获取做的索引
  60. attackPosMap: Map<number,PosData> = new Map();
  61. //背包位
  62. bagPosList: PosData[] = [];
  63. mapID = 1;
  64. @property({ type: [Prefab], tooltip: "英雄" })
  65. heroModelList: Prefab[] = [];
  66. heroPool: Map<number,Node[]> = new Map();
  67. heroList: Node[] = [];
  68. @property({type:[Node],tooltip:"升级效果"})
  69. levelUpEffect:Node[] = []
  70. @property({ type: [Prefab], tooltip: "敌人" })
  71. ememyModelList: Prefab[] = [];
  72. enemyPool: Node[] = [];
  73. enemyMap: Map<number,Node> = new Map();
  74. enemyWaitTime: number = 0;
  75. @property({ type: [Prefab], tooltip: "受伤数字" })
  76. hurtModelList: Prefab[] = [];
  77. hurtPool: Node[] = [];
  78. hurtList: Node[] = [];
  79. @property({ type:Node, tooltip: "所有角色根节点" })
  80. roleNode: Node = null;
  81. @property({ type:Node, tooltip: "攻击范围" })
  82. radiusNode: Node = null;
  83. @property({ type:[Node], tooltip: "统计节点" })
  84. countList: Node[] = [];
  85. @property({ type: Label, tooltip: "精力统计" })
  86. powerLabel: Label = null;
  87. bStart = false;
  88. waitTime = 5;
  89. touchStart: Node = null;
  90. gameTime = 0;
  91. //当前精力
  92. private powerCur = 180;
  93. //最大精力
  94. private powerMax = 180
  95. //伤害统计 key:typeID value:伤害值
  96. private damageCountData:Map<number,number> = new Map();
  97. private damageUpdateTime = 0;
  98. battleControl: BattleControl = null;
  99. //当前动画下标
  100. levelUpEffectIndex = 0;
  101. //是否自动合成
  102. isAutoMerge = true;
  103. protected onLoad() {
  104. super.onLoad();
  105. this.node.on(Node.EventType.TOUCH_START, this.onTouchStart, this)
  106. this.node.on(Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
  107. this.node.on(Node.EventType.TOUCH_END, this.onTouchEnd, this);
  108. this.node.on(Node.EventType.TOUCH_CANCEL, this.onTouchCancel, this);
  109. for (let i = 0; i < this.levelUpEffect.length; i++) {
  110. this.levelUpEffect[i].getComponent(sp.Skeleton).setCompleteListener(()=>{
  111. this.levelUpEffect[i].active = false;
  112. })
  113. }
  114. this.battleControl = BattleControl.GetInstance()
  115. BattleEventManager.instance.addEvent(BattleEventTarget.Update, this.updateDataEvent.bind(this), -1);
  116. this.initPool()
  117. }
  118. protected start(): void {
  119. this.battleControl.init(this.mapID)
  120. this.init();
  121. }
  122. protected onDestroy() {
  123. }
  124. protected update(dt: number): void {
  125. this.updateSiblingIndex()
  126. if(this.bStart){
  127. this.gameTime += dt;
  128. let nowFrame = Math.floor(this.gameTime/BattleUtil.FrameTime)
  129. if(nowFrame > this.battleControl.map.curTurn){
  130. //
  131. while(nowFrame > this.battleControl.map.curTurn+1){
  132. //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
  133. this.enemyMap.forEach(element => {
  134. element.getComponent(Enemy).battleUpdate(BattleUtil.FrameTime)
  135. });
  136. this.battleControl.update();
  137. if(this.battleControl.isBattleEnd){
  138. break;
  139. }
  140. }
  141. this.enemyMap.forEach(element => {
  142. element.getComponent(Enemy).battleUpdate(BattleUtil.FrameTime)
  143. });
  144. this.battleControl.update();
  145. }
  146. this.damageUpdateTime += dt;
  147. if(this.damageUpdateTime > 0.1){
  148. this.damageUpdateTime = 0;
  149. this.updateDamageCount()
  150. }
  151. }
  152. else{
  153. if(this.waitTime > 0){
  154. this.waitTime -= dt;
  155. }
  156. else{
  157. this.bStart = true;
  158. }
  159. }
  160. }
  161. private updateDataEvent(event){
  162. if(this.battleControl.isBattleEnd && event.eventType!=BattleEventType.Over){
  163. console.log("结束")
  164. return
  165. }
  166. switch(event.eventType){
  167. case BattleEventType.EnemyBorn:{
  168. let enemyData = event as BattleEventData_EnemyBorn;
  169. this.addEnemy(enemyData);
  170. break;
  171. }
  172. case BattleEventType.EnemyMove:{
  173. let enemyData = event as BattleEventData_EnemyMove;
  174. // console.log("移动",enemyData.ID,enemyData.speedVector.x,enemyData.speedVector.y)
  175. if(this.enemyMap.has(enemyData.ID)){
  176. let enemy = this.enemyMap.get(enemyData.ID);
  177. enemy.getComponent(Enemy).speedVector = MapDataSpeedToView(enemyData.speedVector.x, enemyData.speedVector.y);
  178. }
  179. break;
  180. }
  181. case BattleEventType.EnemyHurt:{
  182. let enemyData = event as BattleEventData_EnemyHurt;
  183. //console.log("移动",enemyData.ID,enemyData.hurt,enemyData.status)
  184. if(this.enemyMap.has(enemyData.targetID)){
  185. let enemy = this.enemyMap.get(enemyData.targetID);
  186. enemy.getComponent(Enemy).hurt(enemyData.hurt);
  187. this.addHurt(enemy.position,enemyData.hurt)
  188. }
  189. this.setDamageCount(enemyData.typeID,enemyData.hurt)
  190. break;
  191. }
  192. case BattleEventType.EnemyDie:{
  193. // console.log("死亡",event)
  194. let enemyData = event as BattleEventData_EnemyDie;
  195. if(this.enemyMap.has(enemyData.ID)){
  196. let enemy = this.enemyMap.get(enemyData.ID);
  197. enemy.getComponent(Enemy).die(()=>{
  198. this.enemyMap.delete(enemyData.ID);
  199. this.enemyPool.push(enemy);
  200. }
  201. );
  202. }
  203. break;
  204. }
  205. case BattleEventType.EnemyBuff:{
  206. let enemyData = event as BattleEventData_EnemyBuff;
  207. if(this.enemyMap.has(enemyData.ID)){
  208. let enemy = this.enemyMap.get(enemyData.ID);
  209. //enemy.getComponent(Enemy).addbuff(enemyData.buff);
  210. }
  211. break;
  212. }
  213. case BattleEventType.HeroAction:{
  214. // console.log("攻击动作",event)
  215. let attackData = event as BattleEventData_HeroAction;
  216. if(this.attackPosMap.has(attackData.posID)){
  217. let posData = this.attackPosMap.get(attackData.posID);
  218. let enemy = this.enemyMap.get(attackData.targetID);
  219. if( posData && posData.hero){
  220. let hero = posData.hero.getComponent(Hero);
  221. if(enemy){
  222. hero.attack(enemy)
  223. // enemy.getComponent(Enemy).hurt(attackData.hurt);
  224. // this.addHurt(enemy.position,attackData.hurt)
  225. }
  226. else{
  227. hero.stand()
  228. }
  229. // this.setDamageCount(hero.typeID,attackData.hurt)
  230. }
  231. }
  232. break;
  233. }
  234. case BattleEventType.HeroAttack:{
  235. console.log("攻击",event)
  236. let attackData = event as BattleEventData_HeroAttack;
  237. if(this.attackPosMap.has(attackData.posID)){
  238. let posData = this.attackPosMap.get(attackData.posID);
  239. let enemy = this.enemyMap.get(attackData.targetID);
  240. if( posData && posData.hero){
  241. let hero = posData.hero.getComponent(Hero);
  242. if(enemy){
  243. // hero.attack(enemy)
  244. enemy.getComponent(Enemy).hurt(attackData.hurt);
  245. this.addHurt(enemy.position,attackData.hurt)
  246. this.setDamageCount(hero.typeID,attackData.hurt)
  247. }
  248. // else{
  249. // hero.stand()
  250. // }
  251. }
  252. }
  253. break;
  254. }
  255. case BattleEventType.Over:{
  256. let attackData = event as BattleEventData_Over;
  257. this.attackPosMap.forEach((posData, posID) => {
  258. if(posData.hero){
  259. posData.hero.getComponent(Hero).stand()
  260. }
  261. })
  262. this.enemyMap.forEach((enemy, enemyID) => {
  263. enemy.getComponent(Enemy).stand()
  264. })
  265. let winStr = attackData.bWin ? "胜利" : "失败";
  266. console.log(winStr)
  267. tween(this.node).delay(3).call(()=>{
  268. this.enemyMap.forEach((enemy, enemyID) => {
  269. enemy.getComponent(Enemy).clearData();
  270. this.enemyMap.delete(enemyID);
  271. this.enemyPool.push(enemy);
  272. })
  273. this.mapID = this.mapID %2+1;
  274. this.battleControl.reset(this.mapID)
  275. this.reset()
  276. for(let index = 0; index < this.attackPosList.length; index++){
  277. let hero = this.attackPosList[index].hero;
  278. if(hero){
  279. hero.position = this.attackPosList[index].pos;
  280. let heroObj = hero.getComponent(Hero)
  281. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  282. }
  283. }
  284. }).start();
  285. break;
  286. }
  287. }
  288. }
  289. onTouchStart(event: EventTouch) {
  290. if (this.touchStart) {
  291. this.resetHeroPos(this.touchStart)
  292. }
  293. // 获取触点对应节点
  294. let posData = this.getItemBaseByPosition(event.getLocation());
  295. if(posData && posData.hero){
  296. let hero = posData.hero.getComponent(Hero);
  297. if(hero.isLock){
  298. return;
  299. }
  300. Framework.audio.playEffect(AudioID.Click);
  301. this.touchStart = posData.hero;
  302. hero.stand()
  303. this.touchStart.setSiblingIndex(30);
  304. let index = posData.posID - BattleUtil.BagListSize
  305. if(index >= 0){
  306. this.battleControl.removeHeroInPos(index)
  307. }
  308. }
  309. }
  310. // 触摸移动
  311. onTouchMove(event: EventTouch) {
  312. if (this.touchStart ) {
  313. this.touchStart .setPosition(this.roleNode.getComponent(UITransform).convertToNodeSpaceAR(new Vec3(event.getUILocation().x, event.getUILocation().y)))
  314. let posData = this.getItemBaseByPosition(event.getLocation());
  315. if(posData&&(posData.posID >= BattleUtil.BagListSize)){
  316. this.radiusNode.position = v3(this.touchStart.position.x,this.touchStart.position.y);
  317. this.radiusNode.active = true;
  318. this.setRadius(this.touchStart.getComponent(Hero).radius)
  319. }
  320. else{
  321. this.radiusNode.active = false;
  322. }
  323. }
  324. else{
  325. this.radiusNode.active = false;
  326. }
  327. }
  328. onTouchEnd(event: EventTouch) {
  329. this.radiusNode.active = false;
  330. if (this.touchStart) {
  331. let posData = this.getItemBaseByPosition(event.getLocation());
  332. let touchEnd:Node = null
  333. if(posData && posData.hero != this.touchStart){
  334. if(posData.hero){
  335. let hero = posData.hero.getComponent(Hero);
  336. if(hero && hero.isLock){
  337. this.resetHeroPos(this.touchStart)
  338. this.touchStart = null;
  339. return;
  340. }
  341. }
  342. touchEnd = posData.hero;
  343. }
  344. else{
  345. this.resetHeroPos(this.touchStart)
  346. this.touchStart = null;
  347. return
  348. }
  349. if(touchEnd){
  350. let endHero = touchEnd.getComponent(Hero)
  351. let startHero = this.touchStart.getComponent(Hero)
  352. if(endHero.typeID == startHero.typeID && endHero.level == startHero.level){
  353. this.mergeHero(this.touchStart, touchEnd)
  354. }
  355. else{
  356. this.changeHeroPos(this.touchStart, touchEnd)
  357. }
  358. }
  359. else{
  360. this.setHeroPos(this.touchStart, posData.posID)
  361. }
  362. this.touchStart = null;
  363. }
  364. }
  365. onTouchCancel(event: EventTouch) {
  366. this.radiusNode.active = false;
  367. if (this.touchStart) {
  368. this.resetHeroPos(this.touchStart)
  369. this.touchStart = null;
  370. }
  371. }
  372. //根据世界坐标获取item 排除手上的
  373. private getItemBaseByPosition(pos: Vec2):PosData {
  374. let FindArr = this.bagPosList
  375. let bag = FindArr.find(t => {
  376. if(t.hero && t.hero != this.touchStart){
  377. return t.hero.getComponent(Hero).hitTest(pos)
  378. }
  379. return t.node.getComponent(UITransform).hitTest(pos)
  380. });
  381. if (bag ) return bag
  382. FindArr = this.attackPosList
  383. let attack = FindArr.find(t => {
  384. if(t.hero && t.hero != this.touchStart){
  385. return t.hero.getComponent(Hero).hitTest(pos)
  386. }
  387. return t.node.getComponent(UITransform).hitTest(pos)
  388. });
  389. return attack;
  390. }
  391. //炸弹效果播放结束
  392. bombSpineOver() {
  393. }
  394. //UI开打时会调用,如果有初始化代码应该放到此函数
  395. onOpen(args) {
  396. }
  397. //UI关闭时会调用,该函数在onDestroy前调用
  398. onClose() {
  399. }
  400. //框架管理UI层级时会调用,可根据UI情况修改
  401. onShow() {
  402. super.onShow();
  403. }
  404. //框架管理UI层级时会调用,可根据UI情况修改
  405. onHide() {
  406. super.onHide();
  407. }
  408. init() {
  409. this.bStart = false;
  410. this.waitTime = 5;
  411. this.gameTime = 0;
  412. this.radiusNode.active = false;
  413. let posID = 0;
  414. let roleTransform = this.roleNode.getComponent(UITransform)
  415. let mapConf = MapConf.data[this.mapID.toString()]
  416. if(!mapConf){
  417. console.log("地图配置错误")
  418. return
  419. }
  420. let offset = mapConf.OffsetArray
  421. if(offset){
  422. baseOffset.x = offset[0]
  423. baseOffset.y = offset[1]
  424. }
  425. else{
  426. baseOffset.x = 0
  427. baseOffset.y = 0
  428. }
  429. let path = "texture/tower/"+mapConf.Background+"/spriteFrame"
  430. this.load("package",path, SpriteFrame, (res: SpriteFrame) => {
  431. this.mapSprite.spriteFrame = res
  432. })
  433. let bagChildren = this.bagNode.children
  434. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  435. let node = bagChildren[i];
  436. let pos = roleTransform.convertToNodeSpaceAR(node.getWorldPosition())
  437. let posData: PosData = {
  438. node: node,
  439. hero: null,
  440. bLock: false,
  441. posID: posID,
  442. pos: pos,
  443. posNumber: -1
  444. }
  445. this.bagPosList.push(posData);
  446. posID++;
  447. }
  448. let attackChildren = this.attackNode.children
  449. for (let i = 0; i < attackChildren.length; i++) {
  450. let node = attackChildren[i];
  451. let posNumber = this.battleControl.getPosIDByIndex(i)
  452. if(posNumber != -1){
  453. node.active = true;
  454. let mapDataPos = this.battleControl.getPosition(posNumber)
  455. let posXX = MapDataPosToView(mapDataPos.x,mapDataPos.y)
  456. node.position = posXX
  457. let posData: PosData = {
  458. node: node,
  459. hero: null,
  460. bLock: false,
  461. posID: posID,
  462. pos: new Vec3(posXX.x, posXX.y, 0),
  463. posNumber: posNumber
  464. }
  465. this.attackPosList.push(posData);
  466. this.attackPosMap.set(posNumber, posData);
  467. posID++;
  468. }
  469. else {
  470. node.active = false;
  471. }
  472. }
  473. }
  474. reset(){
  475. let mapConf = MapConf.data[this.mapID.toString()]
  476. if(!mapConf){
  477. console.log("地图配置错误")
  478. return
  479. }
  480. let offset = mapConf.OffsetArray
  481. if(offset){
  482. baseOffset.x = offset[0]
  483. baseOffset.y = offset[1]
  484. }
  485. else{
  486. baseOffset.x = 0
  487. baseOffset.y = 0
  488. }
  489. let attackChildren = this.attackNode.children
  490. for (let i = 0; i < attackChildren.length; i++) {
  491. let node = attackChildren[i];
  492. let posNumber = this.battleControl.getPosIDByIndex(i)
  493. if(posNumber != -1){
  494. node.active = true;
  495. let mapDataPos = this.battleControl.getPosition(posNumber)
  496. let posXX = MapDataPosToView(mapDataPos.x,mapDataPos.y)
  497. node.position = posXX
  498. let posData: PosData = this.attackPosList[i]
  499. if(!posData){
  500. posData = {
  501. node: node,
  502. hero: null,
  503. bLock: false,
  504. posID: BattleUtil.BagListSize+i,
  505. pos: new Vec3(posXX.x, posXX.y, 0),
  506. posNumber: posNumber
  507. }
  508. this.attackPosList.push(posData);
  509. }
  510. else{
  511. posData.posID = BattleUtil.BagListSize+i;
  512. posData.pos = new Vec3(posXX.x, posXX.y, 0);
  513. posData.posNumber = posNumber;
  514. if(posData.hero){
  515. posData.hero.position = posData.pos;
  516. }
  517. }
  518. this.attackPosMap.set(posNumber, posData);
  519. }
  520. else {
  521. node.active = false;
  522. }
  523. }
  524. let path = "texture/tower/"+mapConf.Background+"/spriteFrame"
  525. this.load("package",path, SpriteFrame, (res: SpriteFrame) => {
  526. this.mapSprite.spriteFrame = res
  527. })
  528. this.bStart = false;
  529. this.waitTime = 5;
  530. this.gameTime = 0;
  531. this.radiusNode.active = false;
  532. this.damageCountData.clear()
  533. this.updateDamageCount()
  534. }
  535. private initPool() {
  536. //初始化池
  537. let queue = new AsyncQueue();
  538. queue.pushMulti("InitPool", async (next: NextFunction, params: any, args: any) => {
  539. Framework.tips.setTipsNode("package", "prefab/ui/tips/tips_flash", "Label", () => {
  540. next && next();
  541. });
  542. });
  543. queue.complete = () => {
  544. //this._loginEx();
  545. };
  546. queue.play();
  547. //this._loginEx();
  548. }
  549. addHero() {
  550. let posID = -1;
  551. if(this.powerCur <= 0){
  552. console.log("没有精力了");
  553. return;
  554. }
  555. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  556. if(this.bagPosList[i].hero == null){
  557. posID = this.bagPosList[i].posID;
  558. break;
  559. }
  560. }
  561. if(posID == -1) {
  562. console.log("没有空位了");
  563. return;
  564. }
  565. //添加英雄
  566. let heroID = Math.floor(Math.random() * this.heroModelList.length)%this.heroModelList.length + 1;
  567. let heroData = HeroDataPool.getObject();
  568. heroData.init(heroID,1,posID)
  569. let node:Node = null;
  570. if(this.heroPool[heroID] == null){
  571. this.heroPool[heroID] = [];
  572. }
  573. else {
  574. if(this.heroPool[heroID].length > 0){
  575. node = this.heroPool[heroID].pop();
  576. }
  577. }
  578. if(node == null){
  579. node = instantiate(this.heroModelList[heroID-1]);
  580. node.parent = this.roleNode;
  581. this.heroList.push(node);
  582. }
  583. let hero = node.getComponent(Hero);
  584. hero.resetData(heroData);
  585. HeroDataPool.putObject(heroData);
  586. hero.posID = posID;
  587. let posData = this.bagPosList[posID];
  588. if(!posData){
  589. return;
  590. }
  591. posData.hero = node;
  592. node.position = posData.pos;
  593. console.log("添加英雄", node.position);
  594. this.powerLabel.string = `${this.powerCur}/${this.powerMax}`;
  595. this.powerCur--;
  596. this.checkMerge(node);
  597. }
  598. checkMerge(node:Node) {
  599. let hero = node.getComponent(Hero);
  600. if(!hero) {
  601. return;
  602. }
  603. let bFind = false;
  604. if(this.isAutoMerge && !hero.isLock && hero.posID < BattleUtil.BagListSize){
  605. for (let i = 0; i < this.attackPosList.length; i++) {
  606. let dstPosData = this.attackPosList[i];
  607. if(dstPosData.hero != null && dstPosData.hero != node){
  608. let dstHero = dstPosData.hero.getComponent(Hero);
  609. if((!dstHero.isLock) && dstHero.typeID == hero.typeID && dstHero.level == hero.level){
  610. if(this.mergeHero(node, dstPosData.hero)){
  611. bFind = true;
  612. break;
  613. }
  614. }
  615. }
  616. }
  617. if(!bFind){
  618. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  619. let dstPosData = this.bagPosList[i];
  620. if(dstPosData.hero != null && dstPosData.hero != node){
  621. let dstHero = dstPosData.hero.getComponent(Hero);
  622. if((!dstHero.isLock) && dstHero.typeID == hero.typeID && dstHero.level == hero.level){
  623. if(this.mergeHero(node, dstPosData.hero))
  624. break;
  625. }
  626. }
  627. }
  628. }
  629. }
  630. }
  631. //合并英雄
  632. mergeHero(srcNode:Node, dstNode:Node) {
  633. let dstHero = dstNode.getComponent(Hero);
  634. if(dstHero.isLock){
  635. return false;
  636. }
  637. dstHero.isLock = true;
  638. // srcNode.setSiblingIndex(BattleUtil.BagListSize+this.attackPosList.length)
  639. srcNode.getComponent(Hero).flyTo(dstNode.position,()=>{
  640. if(isValid(dstHero)){
  641. dstHero.isLock = false;
  642. dstHero.levelUp()
  643. if(dstHero.posID >= BattleUtil.BagListSize){
  644. let index = dstHero.posID - BattleUtil.BagListSize;
  645. this.battleControl.levelUp(index)
  646. }
  647. this.levelUpEffectIndex = this.levelUpEffectIndex++%this.levelUpEffect.length;
  648. this.levelUpEffect[this.levelUpEffectIndex].position = dstNode.position
  649. this.levelUpEffect[this.levelUpEffectIndex].active = true
  650. this.levelUpEffect[this.levelUpEffectIndex].getComponent(sp.Skeleton).setAnimation(0, "animation", false)
  651. this.removeHeroPos(srcNode)
  652. this.checkMerge(dstNode)
  653. }
  654. })
  655. return true;
  656. }
  657. addEnemy(eventData: BattleEventData_EnemyBorn) {
  658. //添加敌人
  659. let node:Node = null;
  660. if(this.enemyPool.length > 0){
  661. node = this.enemyPool.pop();
  662. }
  663. else {
  664. node = instantiate(this.ememyModelList[0]);
  665. node.parent = this.roleNode;
  666. }
  667. node.setSiblingIndex(0)
  668. node.getComponent(Enemy).resetData(eventData.typeID,eventData.ID,MapDataPosToView(eventData.position.x,eventData.position.y),eventData.life,eventData.lifeMax)
  669. node.getComponent(Enemy).startMove("move1")
  670. this.enemyMap.set(eventData.ID,node);
  671. }
  672. onClickStart() {
  673. this.bStart = true;
  674. }
  675. onClickStop() {
  676. this.bStart = false;
  677. }
  678. onClickAddHero() {
  679. Framework.audio.playEffect(AudioID.Click);
  680. this.addHero();
  681. }
  682. //重置坐标
  683. resetHeroPos(heroNode:Node) {
  684. let hero = heroNode.getComponent(Hero)
  685. if(!hero) {
  686. return;
  687. }
  688. let posID = hero.posID;
  689. if(posID != -1){
  690. if(posID < BattleUtil.BagListSize)
  691. heroNode.position = this.bagPosList[posID].pos;
  692. else if(posID < BattleUtil.BagListSize + this.attackPosList.length){
  693. heroNode.position = this.attackPosList[posID - BattleUtil.BagListSize].pos;
  694. this.battleControl.addHeroInPos(hero.typeID,hero.level,posID - BattleUtil.BagListSize)
  695. }
  696. }
  697. }
  698. //设置新坐标
  699. setHeroPos(hero:Node,newPosID:number) {
  700. let posID = hero.getComponent(Hero).posID;
  701. if(posID != -1){
  702. if(posID < BattleUtil.BagListSize)
  703. this.bagPosList[posID].hero = null;
  704. else if(posID < BattleUtil.BagListSize + this.attackPosList.length){
  705. this.attackPosList[posID - BattleUtil.BagListSize].hero = null;
  706. }
  707. }
  708. if(newPosID != -1){
  709. if(newPosID < BattleUtil.BagListSize){
  710. this.bagPosList[newPosID].hero = hero;
  711. hero.position = this.bagPosList[newPosID].pos;
  712. }
  713. else if(newPosID < BattleUtil.BagListSize + this.attackPosList.length){
  714. let index = newPosID - BattleUtil.BagListSize;
  715. this.attackPosList[index].hero = hero;
  716. hero.position = this.attackPosList[index].pos;
  717. let heroObj = hero.getComponent(Hero)
  718. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  719. }
  720. hero.getComponent(Hero).posID = newPosID
  721. }
  722. }
  723. removeHeroPos(hero:Node) {
  724. let posID = hero.getComponent(Hero).posID;
  725. if(posID != -1){
  726. this.heroList.splice(this.heroList.indexOf(hero), 1)
  727. this.heroPool[hero.getComponent(Hero).typeID].push(hero)
  728. hero.getComponent(Hero).clearData();
  729. if(posID < BattleUtil.BagListSize)
  730. this.bagPosList[posID].hero = null;
  731. else if(posID < BattleUtil.BagListSize + this.attackPosList.length){
  732. this.attackPosList[posID - BattleUtil.BagListSize].hero = null;
  733. this.battleControl.removeHeroInPos(posID - BattleUtil.BagListSize)
  734. }
  735. }
  736. }
  737. changeHeroPos(hero1:Node,hero2:Node) {
  738. let posID1 = hero1.getComponent(Hero).posID;
  739. let posID2 = hero2.getComponent(Hero).posID;
  740. hero1.getComponent(Hero).posID = posID2
  741. hero2.getComponent(Hero).posID = posID1
  742. if(posID1 != -1){
  743. if(posID1 < BattleUtil.BagListSize){
  744. hero2.position = this.bagPosList[posID1].pos;
  745. this.bagPosList[posID1].hero = hero2;
  746. }
  747. else if(posID1 < BattleUtil.BagListSize + this.attackPosList.length){
  748. hero2.position = this.attackPosList[posID1 - BattleUtil.BagListSize].pos;
  749. let index = posID1 - BattleUtil.BagListSize;
  750. this.attackPosList[index].hero = hero2;
  751. let heroObj = hero2.getComponent(Hero)
  752. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  753. }
  754. hero2.getComponent(Hero).stand()
  755. }
  756. if(posID2 != -1){
  757. if(posID2 < BattleUtil.BagListSize){
  758. hero1.position = this.bagPosList[posID2].pos;
  759. this.bagPosList[posID2].hero = hero1;
  760. }
  761. else if(posID2 < BattleUtil.BagListSize + this.attackPosList.length){
  762. hero1.position = this.attackPosList[posID2 - BattleUtil.BagListSize].pos;
  763. let index = posID2 - BattleUtil.BagListSize;
  764. this.attackPosList[index].hero = hero1;
  765. let heroObj = hero1.getComponent(Hero)
  766. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  767. }
  768. hero1.getComponent(Hero).stand()
  769. }
  770. }
  771. addHurt(pos:Vec3,value:number){
  772. console.log("addHurt",value)
  773. let node:Node = null;
  774. if(this.hurtPool.length > 0){
  775. node = this.hurtPool.pop();
  776. }
  777. else {
  778. node = instantiate(this.hurtModelList[0]);
  779. node.parent = this.roleNode;
  780. }
  781. node.position = pos;
  782. this.hurtList.push(node);
  783. node.getComponent(Hurt).hurt(value,()=>{
  784. this.hurtList.splice(this.hurtList.indexOf(node), 1)
  785. this.hurtPool.push(node)
  786. })
  787. }
  788. updateSiblingIndex() {
  789. let children = this.roleNode.children
  790. children.sort((a, b) => {
  791. let battleNodeA = a.getComponent(BattleNodeBase);
  792. let battleNodeB = b.getComponent(BattleNodeBase);
  793. if (!battleNodeA || !battleNodeB) {
  794. return 0;
  795. }
  796. let priorityA = battleNodeA.priority
  797. let priorityB = battleNodeB.priority
  798. if (priorityA != priorityB) {
  799. return priorityA - priorityB;
  800. }
  801. if(this.touchStart == b){
  802. return -1;
  803. }
  804. if(this.touchStart == a){
  805. return 1;
  806. }
  807. //特殊状态
  808. if(battleNodeB.isLock){
  809. return -1;
  810. }
  811. if(battleNodeA.isLock){
  812. return 1;
  813. }
  814. if (a.position.y != b.position.y) {
  815. return b.position.y - a.position.y;
  816. }
  817. else {
  818. a.position.x - b.position.x
  819. }
  820. });
  821. for (let i = 0; i < children.length; i++) {
  822. children[i].setSiblingIndex(i);
  823. }
  824. }
  825. setRadius(radius:number){
  826. this.radiusNode.scale = v3(0.4*radius,0.4*radius,1)
  827. }
  828. updateDamageCount(){
  829. let num = 0
  830. this.damageCountData.forEach((value,typeID)=>{
  831. let countNode = this.countList[num]
  832. if(num < this.countList.length){
  833. this.countList[num].active = true
  834. }
  835. if(countNode){
  836. let headSprite = countNode.getChildByName("head").getComponent(Sprite)
  837. let valueLabel = countNode.getChildByName("number")
  838. let progress = countNode.getChildByName("progress").getComponent(UITransform)
  839. MaterialUtil.getHeadByID(typeID,headSprite)
  840. //headSprite.getComponent(Sprite).spriteFrame = this.headSprite[typeID]
  841. valueLabel.getComponent(Label).string = StringUtil.bigNumberToStr(value)
  842. let progressWidth = value/100*84
  843. if(progressWidth > 84){
  844. progressWidth = 84
  845. }
  846. progress.setContentSize(progressWidth,20)
  847. }
  848. num++
  849. })
  850. for(let i = num;i<this.countList.length;i++){
  851. this.countList[i].active = false
  852. }
  853. }
  854. setDamageCount(typeID:number,value:number){
  855. let valueOld = this.damageCountData.get(typeID) || 0
  856. this.damageCountData.set(typeID,value+valueOld)
  857. }
  858. }