TowerUI.ts 28 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046
  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 } 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. //地图比例尺 1:70
  28. let mapScale = 72;
  29. let basePoint = {x:-325,y:-70}
  30. let baseOffset = {x:0,y:0}
  31. //地图格子转坐标
  32. let MapDataPosToView = (x:number,y:number) => {
  33. let XX = (x+baseOffset.x) * mapScale + basePoint.x;
  34. let YY = (y+baseOffset.y) * mapScale + basePoint.y;
  35. return new Vec3(XX, YY, 0);
  36. //return new Vec3(x * mapScale + basePoint.x, y * mapScale + basePoint.y, 0);
  37. }
  38. //地图速度转换
  39. let MapDataSpeedToView = (x:number,y:number) => {
  40. let XX = x * mapScale * BattleUtil.FrameRate;
  41. let YY = y * mapScale * BattleUtil.FrameRate;
  42. return new Vec2(XX, YY,);
  43. //return new Vec3(x * mapScale + basePoint.x, y * mapScale + basePoint.y, 0);
  44. }
  45. const { ccclass, property } = _decorator;
  46. export interface PosData {
  47. node: Node,
  48. hero: Node,
  49. bLock: boolean,
  50. posID: number,
  51. pos: Vec3,
  52. posNumber: number
  53. }
  54. @ccclass('TowerUI')
  55. export class TowerUI extends BaseView {
  56. @property({ type: Sprite, tooltip: "地图" })
  57. mapSprite: Sprite = null;
  58. @property({ type: Label, tooltip: "地图名字" })
  59. mapName: Label = null;
  60. @property({ type: Node, tooltip: "攻击位" })
  61. attackNode: Node = null;
  62. @property({ type: Node, tooltip: "背包位" })
  63. bagNode: Node = null;
  64. @property({ type: Node, tooltip: "减血数字根节点" })
  65. hurtNode: Node = null;
  66. // 攻击位
  67. attackPosList: PosData[] = [];
  68. //根据posID获取做的索引
  69. attackPosMap: Map<number,PosData> = new Map();
  70. //背包位
  71. bagPosList: PosData[] = [];
  72. @property({ type: [Prefab], tooltip: "英雄" })
  73. heroModelList: Prefab[] = [];
  74. heroPool: Map<number,Node[]> = new Map();
  75. heroList: Node[] = [];
  76. @property({type:[Node],tooltip:"升级效果"})
  77. levelUpEffect:Node[] = []
  78. @property({ type: [Prefab], tooltip: "敌人" })
  79. ememyModelList: Prefab[] = [];
  80. enemyPool: Map<number,Node[]> = new Map();
  81. enemyMap: Map<number,Node> = new Map();
  82. enemyWaitTime: number = 0;
  83. @property({ type: [Prefab], tooltip: "受伤数字" })
  84. hurtModelList: Prefab[] = [];
  85. hurtPool: Node[] = [];
  86. hurtList: Node[] = [];
  87. @property({ type:Node, tooltip: "所有角色根节点" })
  88. roleNode: Node = null;
  89. @property({ type:Node, tooltip: "攻击范围" })
  90. radiusNode: Node = null;
  91. @property({ type:[Node], tooltip: "统计节点" })
  92. countList: Node[] = [];
  93. @property({ type:[Node], tooltip: "boss节点" })
  94. bossList: Node[] = [];
  95. @property({ type: Label, tooltip: "精力统计" })
  96. powerLabel: Label = null;
  97. @property({ type: ProgressBar, tooltip: "关卡进度" })
  98. battlesProgressBar: ProgressBar = null;
  99. @property({ type: [Label], tooltip: "当前管卡展示" })
  100. levelValue: Label[] = []
  101. //关卡id
  102. battlesID: number = 1;
  103. bStart = false;
  104. waitTime = 5;
  105. touchStart: Node = null;
  106. gameTime = 0;
  107. //当前精力
  108. private powerCur = 180;
  109. //最大精力
  110. private powerMax = 180
  111. //伤害统计 key:typeID value:伤害值
  112. private damageCountData:Map<number,number> = new Map();
  113. private damageUpdateTime = 0;
  114. private bossIndexMap:Map<number,number> = new Map();
  115. battleControl: BattleControl = null;
  116. //当前动画下标
  117. levelUpEffectIndex = 0;
  118. //是否自动合成
  119. isAutoMerge = false;
  120. protected onLoad() {
  121. super.onLoad();
  122. this.node.on(Node.EventType.TOUCH_START, this.onTouchStart, this)
  123. this.node.on(Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
  124. this.node.on(Node.EventType.TOUCH_END, this.onTouchEnd, this);
  125. this.node.on(Node.EventType.TOUCH_CANCEL, this.onTouchCancel, this);
  126. for (let i = 0; i < this.levelUpEffect.length; i++) {
  127. this.levelUpEffect[i].getComponent(sp.Skeleton).setCompleteListener(()=>{
  128. this.levelUpEffect[i].active = false;
  129. })
  130. }
  131. this.battleControl = BattleControl.GetInstance()
  132. BattleEventManager.instance.addEvent(BattleEventTarget.Update, this.updateDataEvent.bind(this), TowerUUID);
  133. Framework.event.addEvent(GameEvent.BossUpdate, this.bossUpdate.bind(this),this)
  134. this.initPool()
  135. }
  136. protected start(): void {
  137. this.battleControl.init(this.battlesID)
  138. this.init();
  139. }
  140. protected onDestroy() {
  141. BattleEventManager.instance.removeEvent(TowerUUID)
  142. }
  143. protected update(dt: number): void {
  144. this.updateSiblingIndex()
  145. if(this.bStart){
  146. this.gameTime += dt;
  147. let nowFrame = Math.floor(this.gameTime/BattleUtil.FrameTime)
  148. if(nowFrame > this.battleControl.map.curTurn){
  149. //
  150. while(nowFrame > this.battleControl.map.curTurn+1){
  151. //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
  152. this.enemyMap.forEach(element => {
  153. element.getComponent(Enemy).battleUpdate(BattleUtil.FrameTime)
  154. });
  155. this.battleControl.update();
  156. if(this.battleControl.isBattleEnd){
  157. break;
  158. }
  159. }
  160. this.enemyMap.forEach(element => {
  161. element.getComponent(Enemy).battleUpdate(BattleUtil.FrameTime)
  162. });
  163. this.battleControl.update();
  164. }
  165. this.damageUpdateTime += dt;
  166. if(this.damageUpdateTime > 0.1){
  167. this.damageUpdateTime = 0;
  168. this.updateDamageCount()
  169. }
  170. }
  171. else{
  172. if(this.waitTime > 0){
  173. this.waitTime -= dt;
  174. }
  175. else{
  176. this.bStart = true;
  177. }
  178. }
  179. }
  180. private updateDataEvent(event){
  181. if(this.battleControl.isBattleEnd && event.eventType!=BattleEventType.Over){
  182. console.log("结束")
  183. return
  184. }
  185. switch(event.eventType){
  186. case BattleEventType.EnemyBorn:{
  187. let enemyData = event as BattleEventData_EnemyBorn;
  188. this.addEnemy(enemyData);
  189. break;
  190. }
  191. case BattleEventType.EnemyMove:{
  192. let enemyData = event as BattleEventData_EnemyMove;
  193. // console.log("移动",enemyData.ID,enemyData.speedVector.x,enemyData.speedVector.y)
  194. if(this.enemyMap.has(enemyData.ID)){
  195. let enemy = this.enemyMap.get(enemyData.ID);
  196. enemy.getComponent(Enemy).speedVector = MapDataSpeedToView(enemyData.speedVector.x, enemyData.speedVector.y);
  197. }
  198. break;
  199. }
  200. case BattleEventType.EnemyHurt:{
  201. let enemyData = event as BattleEventData_EnemyHurt;
  202. //console.log("移动",enemyData.ID,enemyData.hurt,enemyData.status)
  203. if(this.enemyMap.has(enemyData.targetID)){
  204. let enemy = this.enemyMap.get(enemyData.targetID);
  205. enemy.getComponent(Enemy).hurt(enemyData.hurt);
  206. this.addHurt(enemy.position,enemyData.hurt)
  207. }
  208. this.setDamageCount(enemyData.typeID,enemyData.hurt)
  209. break;
  210. }
  211. case BattleEventType.EnemyDie:{
  212. // console.log("死亡",event)
  213. let enemyData = event as BattleEventData_EnemyDie;
  214. if(this.enemyMap.has(enemyData.ID)){
  215. let enemy = this.enemyMap.get(enemyData.ID);
  216. enemy.getComponent(Enemy).die(()=>{
  217. this.enemyMap.delete(enemyData.ID);
  218. let typeID = enemy.getComponent(Enemy).typeID
  219. if(this.enemyPool.has(typeID)){
  220. let pool = this.enemyPool.get(typeID);
  221. pool.push(enemy);
  222. }
  223. else {
  224. this.enemyPool.set(typeID,[enemy]);
  225. }
  226. }
  227. );
  228. }
  229. break;
  230. }
  231. case BattleEventType.EnemyBuff:{
  232. let enemyData = event as BattleEventData_EnemyBuff;
  233. if(this.enemyMap.has(enemyData.ID)){
  234. let enemy = this.enemyMap.get(enemyData.ID);
  235. //enemy.getComponent(Enemy).addbuff(enemyData.buff);
  236. }
  237. break;
  238. }
  239. case BattleEventType.HeroAction:{
  240. // console.log("攻击动作",event)
  241. let attackData = event as BattleEventData_HeroAction;
  242. if(this.attackPosMap.has(attackData.posID)){
  243. let posData = this.attackPosMap.get(attackData.posID);
  244. let enemy = this.enemyMap.get(attackData.targetID);
  245. if( posData && posData.hero){
  246. let hero = posData.hero.getComponent(Hero);
  247. if(enemy){
  248. hero.attack(enemy)
  249. // enemy.getComponent(Enemy).hurt(attackData.hurt);
  250. // this.addHurt(enemy.position,attackData.hurt)
  251. }
  252. else{
  253. hero.stand()
  254. }
  255. // this.setDamageCount(hero.typeID,attackData.hurt)
  256. }
  257. }
  258. break;
  259. }
  260. case BattleEventType.HeroAttack:{
  261. // console.log("攻击",event)
  262. let attackData = event as BattleEventData_HeroAttack;
  263. if(this.attackPosMap.has(attackData.posID)){
  264. let posData = this.attackPosMap.get(attackData.posID);
  265. let enemy = this.enemyMap.get(attackData.targetID);
  266. if( posData && posData.hero){
  267. let hero = posData.hero.getComponent(Hero);
  268. if(enemy){
  269. // hero.attack(enemy)
  270. enemy.getComponent(Enemy).hurt(attackData.hurt);
  271. this.addHurt(enemy.position,attackData.hurt)
  272. this.setDamageCount(hero.typeID,attackData.hurt)
  273. }
  274. // else{
  275. // hero.stand()
  276. // }
  277. }
  278. }
  279. break;
  280. }
  281. case BattleEventType.Over:{
  282. let attackData = event as BattleEventData_Over;
  283. this.attackPosMap.forEach((posData, posID) => {
  284. if(posData.hero){
  285. posData.hero.getComponent(Hero).stand()
  286. }
  287. })
  288. this.enemyMap.forEach((enemy, enemyID) => {
  289. enemy.getComponent(Enemy).stand()
  290. })
  291. let winStr = attackData.bWin ? "胜利" : "失败";
  292. console.log(winStr)
  293. tween(this.node).delay(3).call(()=>{
  294. this.enemyMap.forEach((enemy, enemyID) => {
  295. enemy.getComponent(Enemy).clearData();
  296. this.enemyMap.delete(enemyID);
  297. let typeID = enemy.getComponent(Enemy).typeID
  298. if(this.enemyPool.has(typeID)){
  299. this.enemyPool.get(typeID).push(enemy);
  300. }
  301. else {
  302. this.enemyPool.set(typeID,[enemy]);
  303. }
  304. })
  305. this.battlesID = (this.battlesID+3) %20+1;
  306. this.battleControl.reset(this.battlesID)
  307. this.reset()
  308. for(let index = 0; index < this.attackPosList.length; index++){
  309. let hero = this.attackPosList[index].hero;
  310. if(hero){
  311. hero.position = this.attackPosList[index].pos;
  312. let heroObj = hero.getComponent(Hero)
  313. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  314. }
  315. }
  316. }).start();
  317. break;
  318. }
  319. }
  320. }
  321. onTouchStart(event: EventTouch) {
  322. if (this.touchStart) {
  323. this.resetHeroPos(this.touchStart)
  324. }
  325. // 获取触点对应节点
  326. let posData = this.getItemBaseByPosition(event.getLocation());
  327. if(posData && posData.hero){
  328. let hero = posData.hero.getComponent(Hero);
  329. if(hero.isLock){
  330. return;
  331. }
  332. Framework.audio.playEffect(AudioID.Click);
  333. this.touchStart = posData.hero;
  334. hero.stand()
  335. this.touchStart.setSiblingIndex(30);
  336. let index = posData.posID - BattleUtil.BagListSize
  337. if(index >= 0){
  338. this.battleControl.removeHeroInPos(index)
  339. }
  340. }
  341. }
  342. // 触摸移动
  343. onTouchMove(event: EventTouch) {
  344. if (this.touchStart ) {
  345. this.touchStart .setPosition(this.roleNode.getComponent(UITransform).convertToNodeSpaceAR(new Vec3(event.getUILocation().x, event.getUILocation().y)))
  346. let posData = this.getItemBaseByPosition(event.getLocation());
  347. if(posData&&(posData.posID >= BattleUtil.BagListSize)){
  348. this.radiusNode.position = v3(this.touchStart.position.x,this.touchStart.position.y);
  349. this.radiusNode.active = true;
  350. this.setRadius(this.touchStart.getComponent(Hero).radius)
  351. }
  352. else{
  353. this.radiusNode.active = false;
  354. }
  355. }
  356. else{
  357. this.radiusNode.active = false;
  358. }
  359. }
  360. onTouchEnd(event: EventTouch) {
  361. this.radiusNode.active = false;
  362. if (this.touchStart) {
  363. let posData = this.getItemBaseByPosition(event.getLocation());
  364. let touchEnd:Node = null
  365. if(posData && posData.hero != this.touchStart){
  366. if(posData.hero){
  367. let hero = posData.hero.getComponent(Hero);
  368. if(hero && hero.isLock){
  369. this.resetHeroPos(this.touchStart)
  370. this.touchStart = null;
  371. return;
  372. }
  373. }
  374. touchEnd = posData.hero;
  375. }
  376. else{
  377. this.resetHeroPos(this.touchStart)
  378. this.touchStart = null;
  379. return
  380. }
  381. if(touchEnd){
  382. let endHero = touchEnd.getComponent(Hero)
  383. let startHero = this.touchStart.getComponent(Hero)
  384. if(endHero.typeID == startHero.typeID && endHero.level == startHero.level){
  385. this.mergeHero(this.touchStart, touchEnd)
  386. }
  387. else{
  388. this.changeHeroPos(this.touchStart, touchEnd)
  389. }
  390. }
  391. else{
  392. this.setHeroPos(this.touchStart, posData.posID)
  393. }
  394. this.touchStart = null;
  395. }
  396. }
  397. onTouchCancel(event: EventTouch) {
  398. this.radiusNode.active = false;
  399. if (this.touchStart) {
  400. this.resetHeroPos(this.touchStart)
  401. this.touchStart = null;
  402. }
  403. }
  404. //根据世界坐标获取item 排除手上的
  405. private getItemBaseByPosition(pos: Vec2):PosData {
  406. let FindArr = this.bagPosList
  407. let bag = FindArr.find(t => {
  408. if(t.hero && t.hero != this.touchStart){
  409. return t.hero.getComponent(Hero).hitTest(pos)
  410. }
  411. return t.node.getComponent(UITransform).hitTest(pos)
  412. });
  413. if (bag ) return bag
  414. FindArr = this.attackPosList
  415. let attack = FindArr.find(t => {
  416. if(t.hero && t.hero != this.touchStart){
  417. return t.hero.getComponent(Hero).hitTest(pos)
  418. }
  419. return t.node.getComponent(UITransform).hitTest(pos)
  420. });
  421. return attack;
  422. }
  423. //炸弹效果播放结束
  424. bombSpineOver() {
  425. }
  426. //UI开打时会调用,如果有初始化代码应该放到此函数
  427. onOpen(args) {
  428. }
  429. //UI关闭时会调用,该函数在onDestroy前调用
  430. onClose() {
  431. }
  432. //框架管理UI层级时会调用,可根据UI情况修改
  433. onShow() {
  434. super.onShow();
  435. }
  436. //框架管理UI层级时会调用,可根据UI情况修改
  437. onHide() {
  438. super.onHide();
  439. }
  440. init() {
  441. let posID = 0;
  442. let roleTransform = this.roleNode.getComponent(UITransform)
  443. let bagChildren = this.bagNode.children
  444. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  445. let node = bagChildren[i];
  446. let pos = roleTransform.convertToNodeSpaceAR(node.getWorldPosition())
  447. let posData: PosData = {
  448. node: node,
  449. hero: null,
  450. bLock: false,
  451. posID: posID,
  452. pos: pos,
  453. posNumber: -1
  454. }
  455. this.bagPosList.push(posData);
  456. posID++;
  457. }
  458. this.reset()
  459. }
  460. reset(){
  461. let battleConf = BattlesConf.data[this.battlesID.toString()]
  462. if(!battleConf){
  463. console.log("战斗配置错误")
  464. return
  465. }
  466. let mapConf = MapConf.data[this.battleControl.mapID.toString()]
  467. if(!mapConf){
  468. console.log("地图配置错误")
  469. return
  470. }
  471. let offset = mapConf.OffsetArray
  472. if(offset){
  473. baseOffset.x = offset[0]||0
  474. baseOffset.y = offset[1]||0
  475. }
  476. else{
  477. baseOffset.x = 0
  478. baseOffset.y = 0
  479. }
  480. let attackChildren = this.attackNode.children
  481. for (let i = 0; i < attackChildren.length; i++) {
  482. let node = attackChildren[i];
  483. let posNumber = this.battleControl.getPosIDByIndex(i)
  484. if(posNumber != -1){
  485. node.active = true;
  486. let mapDataPos = this.battleControl.getPosition(posNumber)
  487. let posXX = MapDataPosToView(mapDataPos.x,mapDataPos.y)
  488. node.position = posXX
  489. let posData: PosData = this.attackPosList[i]
  490. if(!posData){
  491. posData = {
  492. node: node,
  493. hero: null,
  494. bLock: false,
  495. posID: BattleUtil.BagListSize+i,
  496. pos: new Vec3(posXX.x, posXX.y, 0),
  497. posNumber: posNumber
  498. }
  499. this.attackPosList.push(posData);
  500. }
  501. else{
  502. posData.posID = BattleUtil.BagListSize+i;
  503. posData.pos = new Vec3(posXX.x, posXX.y, 0);
  504. posData.posNumber = posNumber;
  505. if(posData.hero){
  506. posData.hero.position = posData.pos;
  507. }
  508. }
  509. this.attackPosMap.set(posNumber, posData);
  510. }
  511. else {
  512. node.active = false;
  513. }
  514. }
  515. let path = "texture/tower/"+mapConf.Background+"/spriteFrame"
  516. this.load("package",path, SpriteFrame, (res: SpriteFrame) => {
  517. this.mapSprite.spriteFrame = res
  518. })
  519. let processe = BattlesConf.data[this.battlesID].Process
  520. this.mapName.string = StringUtil.getLanguageData(mapConf.Name,[processe])
  521. tween(this.battlesProgressBar).to(0.5, { progress: ((processe-1)%5)/4 }).start()
  522. let curValue = processe-((processe-1)%5)
  523. for (let i = 0; i < 5; i++) {
  524. let node = this.levelValue[i];
  525. node.string = (curValue+i).toString()
  526. }
  527. this.bStart = false;
  528. this.waitTime = 5;
  529. this.gameTime = 0;
  530. this.radiusNode.active = false;
  531. this.damageCountData.clear()
  532. this.updateDamageCount()
  533. }
  534. private initPool() {
  535. //初始化池
  536. let queue = new AsyncQueue();
  537. queue.pushMulti("InitPool", async (next: NextFunction, params: any, args: any) => {
  538. Framework.tips.setTipsNode("package", "prefab/ui/tips/tips_flash", "Label", () => {
  539. next && next();
  540. });
  541. });
  542. queue.complete = () => {
  543. //this._loginEx();
  544. };
  545. queue.play();
  546. //this._loginEx();
  547. }
  548. addHero() {
  549. let posID = -1;
  550. if(this.powerCur <= 0){
  551. console.log("没有精力了");
  552. return;
  553. }
  554. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  555. if(this.bagPosList[i].hero == null){
  556. posID = this.bagPosList[i].posID;
  557. break;
  558. }
  559. }
  560. if(posID == -1) {
  561. console.log("没有空位了");
  562. return;
  563. }
  564. //添加英雄
  565. let heroID = Math.floor(Math.random() * this.heroModelList.length)%this.heroModelList.length + 1;
  566. let heroData = HeroDataPool.getObject();
  567. heroData.init(heroID,1,posID)
  568. let node:Node = null;
  569. if(this.heroPool[heroID] == null){
  570. this.heroPool[heroID] = [];
  571. }
  572. else {
  573. if(this.heroPool[heroID].length > 0){
  574. node = this.heroPool[heroID].pop();
  575. }
  576. }
  577. if(node == null){
  578. node = instantiate(this.heroModelList[heroID-1]);
  579. node.parent = this.roleNode;
  580. this.heroList.push(node);
  581. }
  582. let hero = node.getComponent(Hero);
  583. hero.resetData(heroData);
  584. HeroDataPool.putObject(heroData);
  585. hero.posID = posID;
  586. let posData = this.bagPosList[posID];
  587. if(!posData){
  588. return;
  589. }
  590. posData.hero = node;
  591. node.position = posData.pos;
  592. console.log("添加英雄", node.position);
  593. this.powerLabel.string = `${this.powerCur}/${this.powerMax}`;
  594. this.powerCur--;
  595. this.checkMerge(node);
  596. }
  597. checkMerge(node:Node) {
  598. let hero = node.getComponent(Hero);
  599. if(!hero) {
  600. return;
  601. }
  602. let bFind = false;
  603. if(this.isAutoMerge && !hero.isLock && hero.posID < BattleUtil.BagListSize){
  604. for (let i = 0; i < this.attackPosList.length; i++) {
  605. let dstPosData = this.attackPosList[i];
  606. if(dstPosData.hero != null && dstPosData.hero != node){
  607. let dstHero = dstPosData.hero.getComponent(Hero);
  608. if((!dstHero.isLock) && dstHero.typeID == hero.typeID && dstHero.level == hero.level){
  609. if(this.mergeHero(node, dstPosData.hero)){
  610. bFind = true;
  611. break;
  612. }
  613. }
  614. }
  615. }
  616. if(!bFind){
  617. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  618. let dstPosData = this.bagPosList[i];
  619. if(dstPosData.hero != null && dstPosData.hero != node){
  620. let dstHero = dstPosData.hero.getComponent(Hero);
  621. if((!dstHero.isLock) && dstHero.typeID == hero.typeID && dstHero.level == hero.level){
  622. if(this.mergeHero(node, dstPosData.hero))
  623. break;
  624. }
  625. }
  626. }
  627. }
  628. }
  629. }
  630. //合并英雄
  631. mergeHero(srcNode:Node, dstNode:Node) {
  632. let dstHero = dstNode.getComponent(Hero);
  633. if(dstHero.isLock){
  634. return false;
  635. }
  636. dstHero.isLock = true;
  637. // srcNode.setSiblingIndex(BattleUtil.BagListSize+this.attackPosList.length)
  638. srcNode.getComponent(Hero).flyTo(dstNode.position,()=>{
  639. if(isValid(dstHero)){
  640. dstHero.isLock = false;
  641. dstHero.levelUp()
  642. if(dstHero.posID >= BattleUtil.BagListSize){
  643. let index = dstHero.posID - BattleUtil.BagListSize;
  644. this.battleControl.levelUp(index)
  645. }
  646. this.levelUpEffectIndex = this.levelUpEffectIndex++%this.levelUpEffect.length;
  647. this.levelUpEffect[this.levelUpEffectIndex].position = dstNode.position
  648. this.levelUpEffect[this.levelUpEffectIndex].active = true
  649. this.levelUpEffect[this.levelUpEffectIndex].getComponent(sp.Skeleton).setAnimation(0, "animation", false)
  650. this.removeHeroPos(srcNode)
  651. this.checkMerge(dstNode)
  652. }
  653. })
  654. return true;
  655. }
  656. addEnemy(eventData: BattleEventData_EnemyBorn) {
  657. //添加敌人
  658. let node:Node = null;
  659. if(this.enemyPool.has(eventData.typeID) && this.enemyPool.get(eventData.typeID).length > 0){
  660. node = this.enemyPool.get(eventData.typeID).pop();
  661. }
  662. else {
  663. node = instantiate(this.ememyModelList[eventData.typeID-1]);
  664. node.parent = this.roleNode;
  665. }
  666. node.setSiblingIndex(0)
  667. node.getComponent(Enemy).resetData(eventData.typeID,eventData.ID,MapDataPosToView(eventData.position.x,eventData.position.y),eventData.life,eventData.lifeMax)
  668. node.getComponent(Enemy).startMove("move1")
  669. this.enemyMap.set(eventData.ID,node);
  670. }
  671. onClickStart() {
  672. this.bStart = true;
  673. }
  674. onClickStop() {
  675. this.bStart = false;
  676. }
  677. onClickAddHero() {
  678. Framework.audio.playEffect(AudioID.Click);
  679. this.addHero();
  680. }
  681. //重置坐标
  682. resetHeroPos(heroNode:Node) {
  683. let hero = heroNode.getComponent(Hero)
  684. if(!hero) {
  685. return;
  686. }
  687. let posID = hero.posID;
  688. if(posID != -1){
  689. if(posID < BattleUtil.BagListSize)
  690. heroNode.position = this.bagPosList[posID].pos;
  691. else if(posID < BattleUtil.BagListSize + this.attackPosList.length){
  692. heroNode.position = this.attackPosList[posID - BattleUtil.BagListSize].pos;
  693. this.battleControl.addHeroInPos(hero.typeID,hero.level,posID - BattleUtil.BagListSize)
  694. }
  695. }
  696. }
  697. //设置新坐标
  698. setHeroPos(hero:Node,newPosID:number) {
  699. let posID = hero.getComponent(Hero).posID;
  700. if(posID != -1){
  701. if(posID < BattleUtil.BagListSize)
  702. this.bagPosList[posID].hero = null;
  703. else if(posID < BattleUtil.BagListSize + this.attackPosList.length){
  704. this.attackPosList[posID - BattleUtil.BagListSize].hero = null;
  705. }
  706. }
  707. if(newPosID != -1){
  708. if(newPosID < BattleUtil.BagListSize){
  709. this.bagPosList[newPosID].hero = hero;
  710. hero.position = this.bagPosList[newPosID].pos;
  711. }
  712. else if(newPosID < BattleUtil.BagListSize + this.attackPosList.length){
  713. let index = newPosID - BattleUtil.BagListSize;
  714. this.attackPosList[index].hero = hero;
  715. hero.position = this.attackPosList[index].pos;
  716. let heroObj = hero.getComponent(Hero)
  717. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  718. }
  719. hero.getComponent(Hero).posID = newPosID
  720. }
  721. }
  722. removeHeroPos(hero:Node) {
  723. let posID = hero.getComponent(Hero).posID;
  724. if(posID != -1){
  725. this.heroList.splice(this.heroList.indexOf(hero), 1)
  726. this.heroPool[hero.getComponent(Hero).typeID].push(hero)
  727. hero.getComponent(Hero).clearData();
  728. if(posID < BattleUtil.BagListSize)
  729. this.bagPosList[posID].hero = null;
  730. else if(posID < BattleUtil.BagListSize + this.attackPosList.length){
  731. this.attackPosList[posID - BattleUtil.BagListSize].hero = null;
  732. this.battleControl.removeHeroInPos(posID - BattleUtil.BagListSize)
  733. }
  734. }
  735. }
  736. changeHeroPos(hero1:Node,hero2:Node) {
  737. let posID1 = hero1.getComponent(Hero).posID;
  738. let posID2 = hero2.getComponent(Hero).posID;
  739. hero1.getComponent(Hero).posID = posID2
  740. hero2.getComponent(Hero).posID = posID1
  741. if(posID1 != -1){
  742. if(posID1 < BattleUtil.BagListSize){
  743. hero2.position = this.bagPosList[posID1].pos;
  744. this.bagPosList[posID1].hero = hero2;
  745. }
  746. else if(posID1 < BattleUtil.BagListSize + this.attackPosList.length){
  747. hero2.position = this.attackPosList[posID1 - BattleUtil.BagListSize].pos;
  748. let index = posID1 - BattleUtil.BagListSize;
  749. this.attackPosList[index].hero = hero2;
  750. let heroObj = hero2.getComponent(Hero)
  751. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  752. }
  753. hero2.getComponent(Hero).stand()
  754. }
  755. if(posID2 != -1){
  756. if(posID2 < BattleUtil.BagListSize){
  757. hero1.position = this.bagPosList[posID2].pos;
  758. this.bagPosList[posID2].hero = hero1;
  759. }
  760. else if(posID2 < BattleUtil.BagListSize + this.attackPosList.length){
  761. hero1.position = this.attackPosList[posID2 - BattleUtil.BagListSize].pos;
  762. let index = posID2 - BattleUtil.BagListSize;
  763. this.attackPosList[index].hero = hero1;
  764. let heroObj = hero1.getComponent(Hero)
  765. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  766. }
  767. hero1.getComponent(Hero).stand()
  768. }
  769. }
  770. addHurt(pos:Vec3,value:number){
  771. // console.log("addHurt",value)
  772. let node:Node = null;
  773. if(this.hurtPool.length > 0){
  774. node = this.hurtPool.pop();
  775. }
  776. else {
  777. node = instantiate(this.hurtModelList[0]);
  778. node.parent = this.roleNode;
  779. }
  780. node.position = pos;
  781. this.hurtList.push(node);
  782. node.getComponent(Hurt).hurt(value,()=>{
  783. this.hurtList.splice(this.hurtList.indexOf(node), 1)
  784. this.hurtPool.push(node)
  785. })
  786. }
  787. updateSiblingIndex() {
  788. let children = this.roleNode.children
  789. children.sort((a, b) => {
  790. let battleNodeA = a.getComponent(BattleNodeBase);
  791. let battleNodeB = b.getComponent(BattleNodeBase);
  792. if (!battleNodeA || !battleNodeB) {
  793. return 0;
  794. }
  795. let priorityA = battleNodeA.priority
  796. let priorityB = battleNodeB.priority
  797. if (priorityA != priorityB) {
  798. return priorityA - priorityB;
  799. }
  800. if(this.touchStart == b){
  801. return -1;
  802. }
  803. if(this.touchStart == a){
  804. return 1;
  805. }
  806. //特殊状态
  807. if(battleNodeB.isLock){
  808. return -1;
  809. }
  810. if(battleNodeA.isLock){
  811. return 1;
  812. }
  813. if (a.position.y != b.position.y) {
  814. return b.position.y - a.position.y;
  815. }
  816. else {
  817. a.position.x - b.position.x
  818. }
  819. });
  820. for (let i = 0; i < children.length; i++) {
  821. children[i].setSiblingIndex(i);
  822. }
  823. }
  824. setRadius(radius:number){
  825. this.radiusNode.scale = v3(0.4*radius,0.4*radius,1)
  826. }
  827. updateDamageCount(){
  828. let num = 0
  829. let allEnemyHP = this.battleControl.allEnemyHP
  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/allEnemyHP*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. private onTouchButton(event: Event, customStr) {
  859. let target: any = event.target;
  860. if (target.name == 'mask') {
  861. Framework.layer.close(this);
  862. } else if (target.name == 'hanghui_btn') {
  863. RoleManager.getNewRole()
  864. } else if (target.name == 'hero_btn') {
  865. Framework.layer.open(ViewID.HeroList);
  866. } else if (target.name == 'material_btn') {
  867. LoginMgr.sendPost('tavern', 'get', (data) => {
  868. console.log(data);
  869. }, {})
  870. } else if (target.name == 'mail_btn') {
  871. MailManager.sendGetMailMsg({ ids: [MailData.getMaxMailId(0), MailData.getMaxMailId(1)] }, () => {
  872. Framework.layer.open(ViewID.MailMain);
  873. })
  874. }
  875. }
  876. //{typeID:number,value:number}
  877. private bossUpdate(data:EnemyActionType){
  878. switch(data){
  879. case EnemyActionType.Born:
  880. break;
  881. case EnemyActionType.Die:
  882. break;
  883. case EnemyActionType.Hurt:
  884. break;
  885. case EnemyActionType.Move:
  886. break;
  887. }
  888. }
  889. }