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. //地图比例尺 1:70
  20. let mapScale = 72;
  21. let basePoint = {x:-325,y:-70}
  22. let baseOffset = {x:0,y:0}
  23. //地图格子转坐标
  24. let MapDataPosToView = (x:number,y:number) => {
  25. let XX = (x+baseOffset.x) * mapScale + basePoint.x;
  26. let YY = (y+baseOffset.y) * mapScale + basePoint.y;
  27. return new Vec3(XX, YY, 0);
  28. //return new Vec3(x * mapScale + basePoint.x, y * mapScale + basePoint.y, 0);
  29. }
  30. //地图速度转换
  31. let MapDataSpeedToView = (x:number,y:number) => {
  32. let XX = x * mapScale * BattleUtil.FrameRate;
  33. let YY = y * mapScale * BattleUtil.FrameRate;
  34. return new Vec2(XX, YY,);
  35. //return new Vec3(x * mapScale + basePoint.x, y * mapScale + basePoint.y, 0);
  36. }
  37. const { ccclass, property } = _decorator;
  38. export interface PosData {
  39. node: Node,
  40. hero: Node,
  41. bLock: boolean,
  42. posID: number,
  43. pos: Vec3,
  44. posNumber: number
  45. }
  46. @ccclass('TowerUI')
  47. export class TowerUI extends BaseView {
  48. @property({ type: Sprite, tooltip: "地图" })
  49. mapSprite: Sprite = null;
  50. @property({ type: Node, tooltip: "攻击位" })
  51. attackNode: Node = null;
  52. @property({ type: Node, tooltip: "背包位" })
  53. bagNode: Node = null;
  54. @property({ type: Node, tooltip: "减血数字根节点" })
  55. hurtNode: Node = null;
  56. // 攻击位
  57. attackPosList: PosData[] = [];
  58. //根据posID获取做的索引
  59. attackPosMap: Map<number,PosData> = new Map();
  60. //背包位
  61. bagPosList: PosData[] = [];
  62. mapID = 1;
  63. @property({ type: [Prefab], tooltip: "英雄" })
  64. heroModelList: Prefab[] = [];
  65. heroPool: Map<number,Node[]> = new Map();
  66. heroList: Node[] = [];
  67. @property({type:[Node],tooltip:"升级效果"})
  68. levelUpEffect:Node[] = []
  69. @property({ type: [Prefab], tooltip: "敌人" })
  70. ememyModelList: Prefab[] = [];
  71. enemyPool: Node[] = [];
  72. enemyMap: Map<number,Node> = new Map();
  73. enemyWaitTime: number = 0;
  74. @property({ type: [Prefab], tooltip: "受伤数字" })
  75. hurtModelList: Prefab[] = [];
  76. hurtPool: Node[] = [];
  77. hurtList: Node[] = [];
  78. @property({ type:Node, tooltip: "所有角色根节点" })
  79. roleNode: Node = null;
  80. @property({ type:Node, tooltip: "攻击范围" })
  81. radiusNode: Node = null;
  82. @property({ type:[Node], tooltip: "统计节点" })
  83. countList: Node[] = [];
  84. @property({ type: Label, tooltip: "精力统计" })
  85. powerLabel: Label = null;
  86. bStart = false;
  87. waitTime = 5;
  88. touchStart: Node = null;
  89. gameTime = 0;
  90. //当前精力
  91. private powerCur = 180;
  92. //最大精力
  93. private powerMax = 180
  94. //伤害统计 key:typeID value:伤害值
  95. private damageCountData:Map<number,number> = new Map();
  96. private damageUpdateTime = 0;
  97. battleControl: BattleControl = null;
  98. //当前动画下标
  99. levelUpEffectIndex = 0;
  100. //是否自动合成
  101. isAutoMerge = true;
  102. protected onLoad() {
  103. super.onLoad();
  104. this.node.on(Node.EventType.TOUCH_START, this.onTouchStart, this)
  105. this.node.on(Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
  106. this.node.on(Node.EventType.TOUCH_END, this.onTouchEnd, this);
  107. this.node.on(Node.EventType.TOUCH_CANCEL, this.onTouchCancel, this);
  108. for (let i = 0; i < this.levelUpEffect.length; i++) {
  109. this.levelUpEffect[i].getComponent(sp.Skeleton).setCompleteListener(()=>{
  110. this.levelUpEffect[i].active = false;
  111. })
  112. }
  113. this.battleControl = BattleControl.GetInstance()
  114. BattleEventManager.instance.addEvent(BattleEventTarget.Update, this.updateDataEvent.bind(this), -1);
  115. this.initPool()
  116. }
  117. protected start(): void {
  118. this.battleControl.init(this.mapID)
  119. this.init();
  120. }
  121. protected onDestroy() {
  122. }
  123. protected update(dt: number): void {
  124. this.updateSiblingIndex()
  125. if(this.bStart){
  126. this.gameTime += dt;
  127. let nowFrame = Math.floor(this.gameTime/BattleUtil.FrameTime)
  128. if(nowFrame > this.battleControl.map.curTurn){
  129. //
  130. while(nowFrame > this.battleControl.map.curTurn+1){
  131. //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
  132. this.enemyMap.forEach(element => {
  133. element.getComponent(Enemy).battleUpdate(BattleUtil.FrameTime)
  134. });
  135. this.battleControl.update();
  136. if(this.battleControl.isBattleEnd){
  137. break;
  138. }
  139. }
  140. this.enemyMap.forEach(element => {
  141. element.getComponent(Enemy).battleUpdate(BattleUtil.FrameTime)
  142. });
  143. this.battleControl.update();
  144. }
  145. this.damageUpdateTime += dt;
  146. if(this.damageUpdateTime > 0.1){
  147. this.damageUpdateTime = 0;
  148. this.updateDamageCount()
  149. }
  150. }
  151. else{
  152. if(this.waitTime > 0){
  153. this.waitTime -= dt;
  154. }
  155. else{
  156. this.bStart = true;
  157. }
  158. }
  159. }
  160. private updateDataEvent(event){
  161. if(this.battleControl.isBattleEnd && event.eventType!=BattleEventType.Over){
  162. console.log("结束")
  163. return
  164. }
  165. switch(event.eventType){
  166. case BattleEventType.EnemyBorn:{
  167. let enemyData = event as BattleEventData_EnemyBorn;
  168. this.addEnemy(enemyData);
  169. break;
  170. }
  171. case BattleEventType.EnemyMove:{
  172. let enemyData = event as BattleEventData_EnemyMove;
  173. // console.log("移动",enemyData.ID,enemyData.speedVector.x,enemyData.speedVector.y)
  174. if(this.enemyMap.has(enemyData.ID)){
  175. let enemy = this.enemyMap.get(enemyData.ID);
  176. enemy.getComponent(Enemy).speedVector = MapDataSpeedToView(enemyData.speedVector.x, enemyData.speedVector.y);
  177. }
  178. break;
  179. }
  180. case BattleEventType.EnemyHurt:{
  181. let enemyData = event as BattleEventData_EnemyHurt;
  182. //console.log("移动",enemyData.ID,enemyData.hurt,enemyData.status)
  183. if(this.enemyMap.has(enemyData.targetID)){
  184. let enemy = this.enemyMap.get(enemyData.targetID);
  185. enemy.getComponent(Enemy).hurt(enemyData.hurt);
  186. this.addHurt(enemy.position,enemyData.hurt)
  187. }
  188. this.setDamageCount(enemyData.typeID,enemyData.hurt)
  189. break;
  190. }
  191. case BattleEventType.EnemyDie:{
  192. // console.log("死亡",event)
  193. let enemyData = event as BattleEventData_EnemyDie;
  194. if(this.enemyMap.has(enemyData.ID)){
  195. let enemy = this.enemyMap.get(enemyData.ID);
  196. enemy.getComponent(Enemy).die(()=>{
  197. this.enemyMap.delete(enemyData.ID);
  198. this.enemyPool.push(enemy);
  199. }
  200. );
  201. }
  202. break;
  203. }
  204. case BattleEventType.EnemyBuff:{
  205. let enemyData = event as BattleEventData_EnemyBuff;
  206. if(this.enemyMap.has(enemyData.ID)){
  207. let enemy = this.enemyMap.get(enemyData.ID);
  208. //enemy.getComponent(Enemy).addbuff(enemyData.buff);
  209. }
  210. break;
  211. }
  212. case BattleEventType.HeroAction:{
  213. // console.log("攻击动作",event)
  214. let attackData = event as BattleEventData_HeroAction;
  215. if(this.attackPosMap.has(attackData.posID)){
  216. let posData = this.attackPosMap.get(attackData.posID);
  217. let enemy = this.enemyMap.get(attackData.targetID);
  218. if( posData && posData.hero){
  219. let hero = posData.hero.getComponent(Hero);
  220. if(enemy){
  221. hero.attack(enemy)
  222. // enemy.getComponent(Enemy).hurt(attackData.hurt);
  223. // this.addHurt(enemy.position,attackData.hurt)
  224. }
  225. else{
  226. hero.stand()
  227. }
  228. // this.setDamageCount(hero.typeID,attackData.hurt)
  229. }
  230. }
  231. break;
  232. }
  233. case BattleEventType.HeroAttack:{
  234. console.log("攻击",event)
  235. let attackData = event as BattleEventData_HeroAttack;
  236. if(this.attackPosMap.has(attackData.posID)){
  237. let posData = this.attackPosMap.get(attackData.posID);
  238. let enemy = this.enemyMap.get(attackData.targetID);
  239. if( posData && posData.hero){
  240. let hero = posData.hero.getComponent(Hero);
  241. if(enemy){
  242. // hero.attack(enemy)
  243. enemy.getComponent(Enemy).hurt(attackData.hurt);
  244. this.addHurt(enemy.position,attackData.hurt)
  245. this.setDamageCount(hero.typeID,attackData.hurt)
  246. }
  247. // else{
  248. // hero.stand()
  249. // }
  250. }
  251. }
  252. break;
  253. }
  254. case BattleEventType.Over:{
  255. let attackData = event as BattleEventData_Over;
  256. this.attackPosMap.forEach((posData, posID) => {
  257. if(posData.hero){
  258. posData.hero.getComponent(Hero).stand()
  259. }
  260. })
  261. this.enemyMap.forEach((enemy, enemyID) => {
  262. enemy.getComponent(Enemy).stand()
  263. })
  264. let winStr = attackData.bWin ? "胜利" : "失败";
  265. console.log(winStr)
  266. tween(this.node).delay(3).call(()=>{
  267. this.enemyMap.forEach((enemy, enemyID) => {
  268. enemy.getComponent(Enemy).clearData();
  269. this.enemyMap.delete(enemyID);
  270. this.enemyPool.push(enemy);
  271. })
  272. this.mapID = this.mapID %2+1;
  273. this.battleControl.reset(this.mapID)
  274. this.reset()
  275. for(let index = 0; index < this.attackPosList.length; index++){
  276. let hero = this.attackPosList[index].hero;
  277. if(hero){
  278. hero.position = this.attackPosList[index].pos;
  279. let heroObj = hero.getComponent(Hero)
  280. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  281. }
  282. }
  283. }).start();
  284. break;
  285. }
  286. }
  287. }
  288. onTouchStart(event: EventTouch) {
  289. if (this.touchStart) {
  290. this.resetHeroPos(this.touchStart)
  291. }
  292. // 获取触点对应节点
  293. let posData = this.getItemBaseByPosition(event.getLocation());
  294. if(posData && posData.hero){
  295. let hero = posData.hero.getComponent(Hero);
  296. if(hero.isLock){
  297. return;
  298. }
  299. Framework.audio.playEffect(AudioID.Click);
  300. this.touchStart = posData.hero;
  301. hero.stand()
  302. this.touchStart.setSiblingIndex(30);
  303. let index = posData.posID - BattleUtil.BagListSize
  304. if(index >= 0){
  305. this.battleControl.removeHeroInPos(index)
  306. }
  307. }
  308. }
  309. // 触摸移动
  310. onTouchMove(event: EventTouch) {
  311. if (this.touchStart ) {
  312. this.touchStart .setPosition(this.roleNode.getComponent(UITransform).convertToNodeSpaceAR(new Vec3(event.getUILocation().x, event.getUILocation().y)))
  313. let posData = this.getItemBaseByPosition(event.getLocation());
  314. if(posData&&(posData.posID >= BattleUtil.BagListSize)){
  315. this.radiusNode.position = v3(this.touchStart.position.x,this.touchStart.position.y);
  316. this.radiusNode.active = true;
  317. this.setRadius(this.touchStart.getComponent(Hero).radius)
  318. }
  319. else{
  320. this.radiusNode.active = false;
  321. }
  322. }
  323. else{
  324. this.radiusNode.active = false;
  325. }
  326. }
  327. onTouchEnd(event: EventTouch) {
  328. this.radiusNode.active = false;
  329. if (this.touchStart) {
  330. let posData = this.getItemBaseByPosition(event.getLocation());
  331. let touchEnd:Node = null
  332. if(posData && posData.hero != this.touchStart){
  333. if(posData.hero){
  334. let hero = posData.hero.getComponent(Hero);
  335. if(hero && hero.isLock){
  336. this.resetHeroPos(this.touchStart)
  337. this.touchStart = null;
  338. return;
  339. }
  340. }
  341. touchEnd = posData.hero;
  342. }
  343. else{
  344. this.resetHeroPos(this.touchStart)
  345. this.touchStart = null;
  346. return
  347. }
  348. if(touchEnd){
  349. let endHero = touchEnd.getComponent(Hero)
  350. let startHero = this.touchStart.getComponent(Hero)
  351. if(endHero.typeID == startHero.typeID && endHero.level == startHero.level){
  352. this.mergeHero(this.touchStart, touchEnd)
  353. }
  354. else{
  355. this.changeHeroPos(this.touchStart, touchEnd)
  356. }
  357. }
  358. else{
  359. this.setHeroPos(this.touchStart, posData.posID)
  360. }
  361. this.touchStart = null;
  362. }
  363. }
  364. onTouchCancel(event: EventTouch) {
  365. this.radiusNode.active = false;
  366. if (this.touchStart) {
  367. this.resetHeroPos(this.touchStart)
  368. this.touchStart = null;
  369. }
  370. }
  371. //根据世界坐标获取item 排除手上的
  372. private getItemBaseByPosition(pos: Vec2):PosData {
  373. let FindArr = this.bagPosList
  374. let bag = FindArr.find(t => {
  375. if(t.hero && t.hero != this.touchStart){
  376. return t.hero.getComponent(Hero).hitTest(pos)
  377. }
  378. return t.node.getComponent(UITransform).hitTest(pos)
  379. });
  380. if (bag ) return bag
  381. FindArr = this.attackPosList
  382. let attack = FindArr.find(t => {
  383. if(t.hero && t.hero != this.touchStart){
  384. return t.hero.getComponent(Hero).hitTest(pos)
  385. }
  386. return t.node.getComponent(UITransform).hitTest(pos)
  387. });
  388. return attack;
  389. }
  390. //炸弹效果播放结束
  391. bombSpineOver() {
  392. }
  393. //UI开打时会调用,如果有初始化代码应该放到此函数
  394. onOpen(args) {
  395. }
  396. //UI关闭时会调用,该函数在onDestroy前调用
  397. onClose() {
  398. }
  399. //框架管理UI层级时会调用,可根据UI情况修改
  400. onShow() {
  401. super.onShow();
  402. }
  403. //框架管理UI层级时会调用,可根据UI情况修改
  404. onHide() {
  405. super.onHide();
  406. }
  407. init() {
  408. this.bStart = false;
  409. this.waitTime = 5;
  410. this.gameTime = 0;
  411. this.radiusNode.active = false;
  412. let posID = 0;
  413. let roleTransform = this.roleNode.getComponent(UITransform)
  414. let mapConf = MapConf.data[this.mapID.toString()]
  415. if(!mapConf){
  416. console.log("地图配置错误")
  417. return
  418. }
  419. let offset = mapConf.OffsetArray
  420. if(offset){
  421. baseOffset.x = offset[0]
  422. baseOffset.y = offset[1]
  423. }
  424. else{
  425. baseOffset.x = 0
  426. baseOffset.y = 0
  427. }
  428. let path = "texture/tower/"+mapConf.Background+"/spriteFrame"
  429. this.load("package",path, SpriteFrame, (res: SpriteFrame) => {
  430. this.mapSprite.spriteFrame = res
  431. })
  432. let bagChildren = this.bagNode.children
  433. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  434. let node = bagChildren[i];
  435. let pos = roleTransform.convertToNodeSpaceAR(node.getWorldPosition())
  436. let posData: PosData = {
  437. node: node,
  438. hero: null,
  439. bLock: false,
  440. posID: posID,
  441. pos: pos,
  442. posNumber: -1
  443. }
  444. this.bagPosList.push(posData);
  445. posID++;
  446. }
  447. let attackChildren = this.attackNode.children
  448. for (let i = 0; i < attackChildren.length; i++) {
  449. let node = attackChildren[i];
  450. let posNumber = this.battleControl.getPosIDByIndex(i)
  451. if(posNumber != -1){
  452. node.active = true;
  453. let mapDataPos = this.battleControl.getPosition(posNumber)
  454. let posXX = MapDataPosToView(mapDataPos.x,mapDataPos.y)
  455. node.position = posXX
  456. let posData: PosData = {
  457. node: node,
  458. hero: null,
  459. bLock: false,
  460. posID: posID,
  461. pos: new Vec3(posXX.x, posXX.y, 0),
  462. posNumber: posNumber
  463. }
  464. this.attackPosList.push(posData);
  465. this.attackPosMap.set(posNumber, posData);
  466. posID++;
  467. }
  468. else {
  469. node.active = false;
  470. }
  471. }
  472. }
  473. reset(){
  474. let mapConf = MapConf.data[this.mapID.toString()]
  475. if(!mapConf){
  476. console.log("地图配置错误")
  477. return
  478. }
  479. let offset = mapConf.OffsetArray
  480. if(offset){
  481. baseOffset.x = offset[0]
  482. baseOffset.y = offset[1]
  483. }
  484. else{
  485. baseOffset.x = 0
  486. baseOffset.y = 0
  487. }
  488. let attackChildren = this.attackNode.children
  489. for (let i = 0; i < attackChildren.length; i++) {
  490. let node = attackChildren[i];
  491. let posNumber = this.battleControl.getPosIDByIndex(i)
  492. if(posNumber != -1){
  493. node.active = true;
  494. let mapDataPos = this.battleControl.getPosition(posNumber)
  495. let posXX = MapDataPosToView(mapDataPos.x,mapDataPos.y)
  496. node.position = posXX
  497. let posData: PosData = this.attackPosList[i]
  498. if(!posData){
  499. posData = {
  500. node: node,
  501. hero: null,
  502. bLock: false,
  503. posID: BattleUtil.BagListSize+i,
  504. pos: new Vec3(posXX.x, posXX.y, 0),
  505. posNumber: posNumber
  506. }
  507. this.attackPosList.push(posData);
  508. }
  509. else{
  510. posData.posID = BattleUtil.BagListSize+i;
  511. posData.pos = new Vec3(posXX.x, posXX.y, 0);
  512. posData.posNumber = posNumber;
  513. if(posData.hero){
  514. posData.hero.position = posData.pos;
  515. }
  516. }
  517. this.attackPosMap.set(posNumber, posData);
  518. }
  519. else {
  520. node.active = false;
  521. }
  522. }
  523. let path = "texture/tower/"+mapConf.Background+"/spriteFrame"
  524. this.load("package",path, SpriteFrame, (res: SpriteFrame) => {
  525. this.mapSprite.spriteFrame = res
  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.length > 0){
  660. node = this.enemyPool.pop();
  661. }
  662. else {
  663. node = instantiate(this.ememyModelList[0]);
  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. this.damageCountData.forEach((value,typeID)=>{
  830. let countNode = this.countList[num]
  831. if(num < this.countList.length){
  832. this.countList[num].active = true
  833. }
  834. if(countNode){
  835. let headSprite = countNode.getChildByName("head")
  836. let valueLabel = countNode.getChildByName("number")
  837. //headSprite.getComponent(Sprite).spriteFrame = this.headSprite[typeID]
  838. valueLabel.getComponent(Label).string = StringUtil.bigNumberToStr(value)
  839. }
  840. num++
  841. })
  842. for(let i = num;i<this.countList.length;i++){
  843. this.countList[i].active = false
  844. }
  845. }
  846. setDamageCount(typeID:number,value:number){
  847. let valueOld = this.damageCountData.get(typeID) || 0
  848. this.damageCountData.set(typeID,value+valueOld)
  849. }
  850. }