TowerUI.ts 27 KB

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  1. import { _decorator, instantiate, Node, Prefab, Size, Tween, tween, UITransform, Vec2, Vec3 ,Animation, EventTouch, Button, sp, Enum, Label, Toggle, Sprite, SpriteFrame, v3, utils, ProgressBar} from 'cc';
  2. import { BaseView } from '../../../framework/layer/BaseView';
  3. import { Framework } from '../../../framework/Framework';
  4. import { FrameworkConf } from '../../../framework/config/FrameworkConf';
  5. import { AudioID } from '../../../framework/config/AudioConf';
  6. import { AsyncQueue, NextFunction } from '../../../framework/queue/AsyncQueue';
  7. import { Hero } from './node/Hero';
  8. import { Enemy } from './node/Enemy';
  9. import { Hurt } from './node/Hurt';
  10. import { BattleNodeBase } from './node/BattleNodeBase';
  11. import { BattleControl } from './control/BattleControl';
  12. import { BattleUtil } from './data/BattleUtil';
  13. import { BattleEventManager } from './base/BattleEventManager';
  14. import { BattleEventData_EnemyBorn, BattleEventData_EnemyBuff, BattleEventData_EnemyDie, BattleEventData_EnemyHurt, BattleEventData_EnemyMove, BattleEventData_HeroAction, BattleEventData_HeroAttack, BattleEventData_Over, BattleEventTarget, BattleEventType } 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. //地图比例尺 1:70
  22. let mapScale = 72;
  23. let basePoint = {x:-325,y:-70}
  24. let baseOffset = {x:0,y:0}
  25. //地图格子转坐标
  26. let MapDataPosToView = (x:number,y:number) => {
  27. let XX = (x+baseOffset.x) * mapScale + basePoint.x;
  28. let YY = (y+baseOffset.y) * mapScale + basePoint.y;
  29. return new Vec3(XX, YY, 0);
  30. //return new Vec3(x * mapScale + basePoint.x, y * mapScale + basePoint.y, 0);
  31. }
  32. //地图速度转换
  33. let MapDataSpeedToView = (x:number,y:number) => {
  34. let XX = x * mapScale * BattleUtil.FrameRate;
  35. let YY = y * mapScale * BattleUtil.FrameRate;
  36. return new Vec2(XX, YY,);
  37. //return new Vec3(x * mapScale + basePoint.x, y * mapScale + basePoint.y, 0);
  38. }
  39. const { ccclass, property } = _decorator;
  40. export interface PosData {
  41. node: Node,
  42. hero: Node,
  43. bLock: boolean,
  44. posID: number,
  45. pos: Vec3,
  46. posNumber: number
  47. }
  48. @ccclass('TowerUI')
  49. export class TowerUI extends BaseView {
  50. @property({ type: Sprite, tooltip: "地图" })
  51. mapSprite: Sprite = null;
  52. @property({ type: Label, tooltip: "地图名字" })
  53. mapName: Label = null;
  54. @property({ type: Node, tooltip: "攻击位" })
  55. attackNode: Node = null;
  56. @property({ type: Node, tooltip: "背包位" })
  57. bagNode: Node = null;
  58. @property({ type: Node, tooltip: "减血数字根节点" })
  59. hurtNode: Node = null;
  60. // 攻击位
  61. attackPosList: PosData[] = [];
  62. //根据posID获取做的索引
  63. attackPosMap: Map<number,PosData> = new Map();
  64. //背包位
  65. bagPosList: PosData[] = [];
  66. @property({ type: [Prefab], tooltip: "英雄" })
  67. heroModelList: Prefab[] = [];
  68. heroPool: Map<number,Node[]> = new Map();
  69. heroList: Node[] = [];
  70. @property({type:[Node],tooltip:"升级效果"})
  71. levelUpEffect:Node[] = []
  72. @property({ type: [Prefab], tooltip: "敌人" })
  73. ememyModelList: Prefab[] = [];
  74. enemyPool: Map<number,Node[]> = new Map();
  75. enemyMap: Map<number,Node> = new Map();
  76. enemyWaitTime: number = 0;
  77. @property({ type: [Prefab], tooltip: "受伤数字" })
  78. hurtModelList: Prefab[] = [];
  79. hurtPool: Node[] = [];
  80. hurtList: Node[] = [];
  81. @property({ type:Node, tooltip: "所有角色根节点" })
  82. roleNode: Node = null;
  83. @property({ type:Node, tooltip: "攻击范围" })
  84. radiusNode: Node = null;
  85. @property({ type:[Node], tooltip: "统计节点" })
  86. countList: Node[] = [];
  87. @property({ type: Label, tooltip: "精力统计" })
  88. powerLabel: Label = null;
  89. @property({ type: ProgressBar, tooltip: "关卡进度" })
  90. battlesProgressBar: ProgressBar = null;
  91. @property({ type: [Label], tooltip: "当前管卡展示" })
  92. levelValue: Label[] = []
  93. //关卡id
  94. battlesID: number = 1;
  95. bStart = false;
  96. waitTime = 5;
  97. touchStart: Node = null;
  98. gameTime = 0;
  99. //当前精力
  100. private powerCur = 180;
  101. //最大精力
  102. private powerMax = 180
  103. //伤害统计 key:typeID value:伤害值
  104. private damageCountData:Map<number,number> = new Map();
  105. private damageUpdateTime = 0;
  106. battleControl: BattleControl = null;
  107. //当前动画下标
  108. levelUpEffectIndex = 0;
  109. //是否自动合成
  110. isAutoMerge = false;
  111. protected onLoad() {
  112. super.onLoad();
  113. this.node.on(Node.EventType.TOUCH_START, this.onTouchStart, this)
  114. this.node.on(Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
  115. this.node.on(Node.EventType.TOUCH_END, this.onTouchEnd, this);
  116. this.node.on(Node.EventType.TOUCH_CANCEL, this.onTouchCancel, this);
  117. for (let i = 0; i < this.levelUpEffect.length; i++) {
  118. this.levelUpEffect[i].getComponent(sp.Skeleton).setCompleteListener(()=>{
  119. this.levelUpEffect[i].active = false;
  120. })
  121. }
  122. this.battleControl = BattleControl.GetInstance()
  123. BattleEventManager.instance.addEvent(BattleEventTarget.Update, this.updateDataEvent.bind(this), -1);
  124. this.initPool()
  125. }
  126. protected start(): void {
  127. this.battleControl.init(this.battlesID)
  128. this.init();
  129. }
  130. protected onDestroy() {
  131. }
  132. protected update(dt: number): void {
  133. this.updateSiblingIndex()
  134. if(this.bStart){
  135. this.gameTime += dt;
  136. let nowFrame = Math.floor(this.gameTime/BattleUtil.FrameTime)
  137. if(nowFrame > this.battleControl.map.curTurn){
  138. //
  139. while(nowFrame > this.battleControl.map.curTurn+1){
  140. //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
  141. this.enemyMap.forEach(element => {
  142. element.getComponent(Enemy).battleUpdate(BattleUtil.FrameTime)
  143. });
  144. this.battleControl.update();
  145. if(this.battleControl.isBattleEnd){
  146. break;
  147. }
  148. }
  149. this.enemyMap.forEach(element => {
  150. element.getComponent(Enemy).battleUpdate(BattleUtil.FrameTime)
  151. });
  152. this.battleControl.update();
  153. }
  154. this.damageUpdateTime += dt;
  155. if(this.damageUpdateTime > 0.1){
  156. this.damageUpdateTime = 0;
  157. this.updateDamageCount()
  158. }
  159. }
  160. else{
  161. if(this.waitTime > 0){
  162. this.waitTime -= dt;
  163. }
  164. else{
  165. this.bStart = true;
  166. }
  167. }
  168. }
  169. private updateDataEvent(event){
  170. if(this.battleControl.isBattleEnd && event.eventType!=BattleEventType.Over){
  171. console.log("结束")
  172. return
  173. }
  174. switch(event.eventType){
  175. case BattleEventType.EnemyBorn:{
  176. let enemyData = event as BattleEventData_EnemyBorn;
  177. this.addEnemy(enemyData);
  178. break;
  179. }
  180. case BattleEventType.EnemyMove:{
  181. let enemyData = event as BattleEventData_EnemyMove;
  182. // console.log("移动",enemyData.ID,enemyData.speedVector.x,enemyData.speedVector.y)
  183. if(this.enemyMap.has(enemyData.ID)){
  184. let enemy = this.enemyMap.get(enemyData.ID);
  185. enemy.getComponent(Enemy).speedVector = MapDataSpeedToView(enemyData.speedVector.x, enemyData.speedVector.y);
  186. }
  187. break;
  188. }
  189. case BattleEventType.EnemyHurt:{
  190. let enemyData = event as BattleEventData_EnemyHurt;
  191. //console.log("移动",enemyData.ID,enemyData.hurt,enemyData.status)
  192. if(this.enemyMap.has(enemyData.targetID)){
  193. let enemy = this.enemyMap.get(enemyData.targetID);
  194. enemy.getComponent(Enemy).hurt(enemyData.hurt);
  195. this.addHurt(enemy.position,enemyData.hurt)
  196. }
  197. this.setDamageCount(enemyData.typeID,enemyData.hurt)
  198. break;
  199. }
  200. case BattleEventType.EnemyDie:{
  201. // console.log("死亡",event)
  202. let enemyData = event as BattleEventData_EnemyDie;
  203. if(this.enemyMap.has(enemyData.ID)){
  204. let enemy = this.enemyMap.get(enemyData.ID);
  205. enemy.getComponent(Enemy).die(()=>{
  206. this.enemyMap.delete(enemyData.ID);
  207. let typeID = enemy.getComponent(Enemy).typeID
  208. if(this.enemyPool.has(typeID)){
  209. let pool = this.enemyPool.get(typeID);
  210. pool.push(enemy);
  211. }
  212. else {
  213. this.enemyPool.set(typeID,[enemy]);
  214. }
  215. }
  216. );
  217. }
  218. break;
  219. }
  220. case BattleEventType.EnemyBuff:{
  221. let enemyData = event as BattleEventData_EnemyBuff;
  222. if(this.enemyMap.has(enemyData.ID)){
  223. let enemy = this.enemyMap.get(enemyData.ID);
  224. //enemy.getComponent(Enemy).addbuff(enemyData.buff);
  225. }
  226. break;
  227. }
  228. case BattleEventType.HeroAction:{
  229. // console.log("攻击动作",event)
  230. let attackData = event as BattleEventData_HeroAction;
  231. if(this.attackPosMap.has(attackData.posID)){
  232. let posData = this.attackPosMap.get(attackData.posID);
  233. let enemy = this.enemyMap.get(attackData.targetID);
  234. if( posData && posData.hero){
  235. let hero = posData.hero.getComponent(Hero);
  236. if(enemy){
  237. hero.attack(enemy)
  238. // enemy.getComponent(Enemy).hurt(attackData.hurt);
  239. // this.addHurt(enemy.position,attackData.hurt)
  240. }
  241. else{
  242. hero.stand()
  243. }
  244. // this.setDamageCount(hero.typeID,attackData.hurt)
  245. }
  246. }
  247. break;
  248. }
  249. case BattleEventType.HeroAttack:{
  250. // console.log("攻击",event)
  251. let attackData = event as BattleEventData_HeroAttack;
  252. if(this.attackPosMap.has(attackData.posID)){
  253. let posData = this.attackPosMap.get(attackData.posID);
  254. let enemy = this.enemyMap.get(attackData.targetID);
  255. if( posData && posData.hero){
  256. let hero = posData.hero.getComponent(Hero);
  257. if(enemy){
  258. // hero.attack(enemy)
  259. enemy.getComponent(Enemy).hurt(attackData.hurt);
  260. this.addHurt(enemy.position,attackData.hurt)
  261. this.setDamageCount(hero.typeID,attackData.hurt)
  262. }
  263. // else{
  264. // hero.stand()
  265. // }
  266. }
  267. }
  268. break;
  269. }
  270. case BattleEventType.Over:{
  271. let attackData = event as BattleEventData_Over;
  272. this.attackPosMap.forEach((posData, posID) => {
  273. if(posData.hero){
  274. posData.hero.getComponent(Hero).stand()
  275. }
  276. })
  277. this.enemyMap.forEach((enemy, enemyID) => {
  278. enemy.getComponent(Enemy).stand()
  279. })
  280. let winStr = attackData.bWin ? "胜利" : "失败";
  281. console.log(winStr)
  282. tween(this.node).delay(3).call(()=>{
  283. this.enemyMap.forEach((enemy, enemyID) => {
  284. enemy.getComponent(Enemy).clearData();
  285. this.enemyMap.delete(enemyID);
  286. let typeID = enemy.getComponent(Enemy).typeID
  287. if(this.enemyPool.has(typeID)){
  288. this.enemyPool.get(typeID).push(enemy);
  289. }
  290. else {
  291. this.enemyPool.set(typeID,[enemy]);
  292. }
  293. })
  294. this.battlesID = (this.battlesID+3) %20+1;
  295. this.battleControl.reset(this.battlesID)
  296. this.reset()
  297. for(let index = 0; index < this.attackPosList.length; index++){
  298. let hero = this.attackPosList[index].hero;
  299. if(hero){
  300. hero.position = this.attackPosList[index].pos;
  301. let heroObj = hero.getComponent(Hero)
  302. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  303. }
  304. }
  305. }).start();
  306. break;
  307. }
  308. }
  309. }
  310. onTouchStart(event: EventTouch) {
  311. if (this.touchStart) {
  312. this.resetHeroPos(this.touchStart)
  313. }
  314. // 获取触点对应节点
  315. let posData = this.getItemBaseByPosition(event.getLocation());
  316. if(posData && posData.hero){
  317. let hero = posData.hero.getComponent(Hero);
  318. if(hero.isLock){
  319. return;
  320. }
  321. Framework.audio.playEffect(AudioID.Click);
  322. this.touchStart = posData.hero;
  323. hero.stand()
  324. this.touchStart.setSiblingIndex(30);
  325. let index = posData.posID - BattleUtil.BagListSize
  326. if(index >= 0){
  327. this.battleControl.removeHeroInPos(index)
  328. }
  329. }
  330. }
  331. // 触摸移动
  332. onTouchMove(event: EventTouch) {
  333. if (this.touchStart ) {
  334. this.touchStart .setPosition(this.roleNode.getComponent(UITransform).convertToNodeSpaceAR(new Vec3(event.getUILocation().x, event.getUILocation().y)))
  335. let posData = this.getItemBaseByPosition(event.getLocation());
  336. if(posData&&(posData.posID >= BattleUtil.BagListSize)){
  337. this.radiusNode.position = v3(this.touchStart.position.x,this.touchStart.position.y);
  338. this.radiusNode.active = true;
  339. this.setRadius(this.touchStart.getComponent(Hero).radius)
  340. }
  341. else{
  342. this.radiusNode.active = false;
  343. }
  344. }
  345. else{
  346. this.radiusNode.active = false;
  347. }
  348. }
  349. onTouchEnd(event: EventTouch) {
  350. this.radiusNode.active = false;
  351. if (this.touchStart) {
  352. let posData = this.getItemBaseByPosition(event.getLocation());
  353. let touchEnd:Node = null
  354. if(posData && posData.hero != this.touchStart){
  355. if(posData.hero){
  356. let hero = posData.hero.getComponent(Hero);
  357. if(hero && hero.isLock){
  358. this.resetHeroPos(this.touchStart)
  359. this.touchStart = null;
  360. return;
  361. }
  362. }
  363. touchEnd = posData.hero;
  364. }
  365. else{
  366. this.resetHeroPos(this.touchStart)
  367. this.touchStart = null;
  368. return
  369. }
  370. if(touchEnd){
  371. let endHero = touchEnd.getComponent(Hero)
  372. let startHero = this.touchStart.getComponent(Hero)
  373. if(endHero.typeID == startHero.typeID && endHero.level == startHero.level){
  374. this.mergeHero(this.touchStart, touchEnd)
  375. }
  376. else{
  377. this.changeHeroPos(this.touchStart, touchEnd)
  378. }
  379. }
  380. else{
  381. this.setHeroPos(this.touchStart, posData.posID)
  382. }
  383. this.touchStart = null;
  384. }
  385. }
  386. onTouchCancel(event: EventTouch) {
  387. this.radiusNode.active = false;
  388. if (this.touchStart) {
  389. this.resetHeroPos(this.touchStart)
  390. this.touchStart = null;
  391. }
  392. }
  393. //根据世界坐标获取item 排除手上的
  394. private getItemBaseByPosition(pos: Vec2):PosData {
  395. let FindArr = this.bagPosList
  396. let bag = FindArr.find(t => {
  397. if(t.hero && t.hero != this.touchStart){
  398. return t.hero.getComponent(Hero).hitTest(pos)
  399. }
  400. return t.node.getComponent(UITransform).hitTest(pos)
  401. });
  402. if (bag ) return bag
  403. FindArr = this.attackPosList
  404. let attack = FindArr.find(t => {
  405. if(t.hero && t.hero != this.touchStart){
  406. return t.hero.getComponent(Hero).hitTest(pos)
  407. }
  408. return t.node.getComponent(UITransform).hitTest(pos)
  409. });
  410. return attack;
  411. }
  412. //炸弹效果播放结束
  413. bombSpineOver() {
  414. }
  415. //UI开打时会调用,如果有初始化代码应该放到此函数
  416. onOpen(args) {
  417. }
  418. //UI关闭时会调用,该函数在onDestroy前调用
  419. onClose() {
  420. }
  421. //框架管理UI层级时会调用,可根据UI情况修改
  422. onShow() {
  423. super.onShow();
  424. }
  425. //框架管理UI层级时会调用,可根据UI情况修改
  426. onHide() {
  427. super.onHide();
  428. }
  429. init() {
  430. let posID = 0;
  431. let roleTransform = this.roleNode.getComponent(UITransform)
  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. this.reset()
  448. }
  449. reset(){
  450. let battleConf = BattlesConf.data[this.battlesID.toString()]
  451. if(!battleConf){
  452. console.log("战斗配置错误")
  453. return
  454. }
  455. let mapConf = MapConf.data[this.battleControl.mapID.toString()]
  456. if(!mapConf){
  457. console.log("地图配置错误")
  458. return
  459. }
  460. let offset = mapConf.OffsetArray
  461. if(offset){
  462. baseOffset.x = offset[0]||0
  463. baseOffset.y = offset[1]||0
  464. }
  465. else{
  466. baseOffset.x = 0
  467. baseOffset.y = 0
  468. }
  469. let attackChildren = this.attackNode.children
  470. for (let i = 0; i < attackChildren.length; i++) {
  471. let node = attackChildren[i];
  472. let posNumber = this.battleControl.getPosIDByIndex(i)
  473. if(posNumber != -1){
  474. node.active = true;
  475. let mapDataPos = this.battleControl.getPosition(posNumber)
  476. let posXX = MapDataPosToView(mapDataPos.x,mapDataPos.y)
  477. node.position = posXX
  478. let posData: PosData = this.attackPosList[i]
  479. if(!posData){
  480. posData = {
  481. node: node,
  482. hero: null,
  483. bLock: false,
  484. posID: BattleUtil.BagListSize+i,
  485. pos: new Vec3(posXX.x, posXX.y, 0),
  486. posNumber: posNumber
  487. }
  488. this.attackPosList.push(posData);
  489. }
  490. else{
  491. posData.posID = BattleUtil.BagListSize+i;
  492. posData.pos = new Vec3(posXX.x, posXX.y, 0);
  493. posData.posNumber = posNumber;
  494. if(posData.hero){
  495. posData.hero.position = posData.pos;
  496. }
  497. }
  498. this.attackPosMap.set(posNumber, posData);
  499. }
  500. else {
  501. node.active = false;
  502. }
  503. }
  504. let path = "texture/tower/"+mapConf.Background+"/spriteFrame"
  505. this.load("package",path, SpriteFrame, (res: SpriteFrame) => {
  506. this.mapSprite.spriteFrame = res
  507. })
  508. let processe = BattlesConf.data[this.battlesID].Process
  509. this.mapName.string = StringUtil.getLanguageData(mapConf.Name,[processe])
  510. tween(this.battlesProgressBar).to(0.5, { progress: ((processe-1)%5)/4 }).start()
  511. let curValue = processe-((processe-1)%5)
  512. for (let i = 0; i < 5; i++) {
  513. let node = this.levelValue[i];
  514. node.string = (curValue+i).toString()
  515. }
  516. this.bStart = false;
  517. this.waitTime = 5;
  518. this.gameTime = 0;
  519. this.radiusNode.active = false;
  520. this.damageCountData.clear()
  521. this.updateDamageCount()
  522. }
  523. private initPool() {
  524. //初始化池
  525. let queue = new AsyncQueue();
  526. queue.pushMulti("InitPool", async (next: NextFunction, params: any, args: any) => {
  527. Framework.tips.setTipsNode("package", "prefab/ui/tips/tips_flash", "Label", () => {
  528. next && next();
  529. });
  530. });
  531. queue.complete = () => {
  532. //this._loginEx();
  533. };
  534. queue.play();
  535. //this._loginEx();
  536. }
  537. addHero() {
  538. let posID = -1;
  539. if(this.powerCur <= 0){
  540. console.log("没有精力了");
  541. return;
  542. }
  543. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  544. if(this.bagPosList[i].hero == null){
  545. posID = this.bagPosList[i].posID;
  546. break;
  547. }
  548. }
  549. if(posID == -1) {
  550. console.log("没有空位了");
  551. return;
  552. }
  553. //添加英雄
  554. let heroID = Math.floor(Math.random() * this.heroModelList.length)%this.heroModelList.length + 1;
  555. let heroData = HeroDataPool.getObject();
  556. heroData.init(heroID,1,posID)
  557. let node:Node = null;
  558. if(this.heroPool[heroID] == null){
  559. this.heroPool[heroID] = [];
  560. }
  561. else {
  562. if(this.heroPool[heroID].length > 0){
  563. node = this.heroPool[heroID].pop();
  564. }
  565. }
  566. if(node == null){
  567. node = instantiate(this.heroModelList[heroID-1]);
  568. node.parent = this.roleNode;
  569. this.heroList.push(node);
  570. }
  571. let hero = node.getComponent(Hero);
  572. hero.resetData(heroData);
  573. HeroDataPool.putObject(heroData);
  574. hero.posID = posID;
  575. let posData = this.bagPosList[posID];
  576. if(!posData){
  577. return;
  578. }
  579. posData.hero = node;
  580. node.position = posData.pos;
  581. console.log("添加英雄", node.position);
  582. this.powerLabel.string = `${this.powerCur}/${this.powerMax}`;
  583. this.powerCur--;
  584. this.checkMerge(node);
  585. }
  586. checkMerge(node:Node) {
  587. let hero = node.getComponent(Hero);
  588. if(!hero) {
  589. return;
  590. }
  591. let bFind = false;
  592. if(this.isAutoMerge && !hero.isLock && hero.posID < BattleUtil.BagListSize){
  593. for (let i = 0; i < this.attackPosList.length; i++) {
  594. let dstPosData = this.attackPosList[i];
  595. if(dstPosData.hero != null && dstPosData.hero != node){
  596. let dstHero = dstPosData.hero.getComponent(Hero);
  597. if((!dstHero.isLock) && dstHero.typeID == hero.typeID && dstHero.level == hero.level){
  598. if(this.mergeHero(node, dstPosData.hero)){
  599. bFind = true;
  600. break;
  601. }
  602. }
  603. }
  604. }
  605. if(!bFind){
  606. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  607. let dstPosData = this.bagPosList[i];
  608. if(dstPosData.hero != null && dstPosData.hero != node){
  609. let dstHero = dstPosData.hero.getComponent(Hero);
  610. if((!dstHero.isLock) && dstHero.typeID == hero.typeID && dstHero.level == hero.level){
  611. if(this.mergeHero(node, dstPosData.hero))
  612. break;
  613. }
  614. }
  615. }
  616. }
  617. }
  618. }
  619. //合并英雄
  620. mergeHero(srcNode:Node, dstNode:Node) {
  621. let dstHero = dstNode.getComponent(Hero);
  622. if(dstHero.isLock){
  623. return false;
  624. }
  625. dstHero.isLock = true;
  626. // srcNode.setSiblingIndex(BattleUtil.BagListSize+this.attackPosList.length)
  627. srcNode.getComponent(Hero).flyTo(dstNode.position,()=>{
  628. if(isValid(dstHero)){
  629. dstHero.isLock = false;
  630. dstHero.levelUp()
  631. if(dstHero.posID >= BattleUtil.BagListSize){
  632. let index = dstHero.posID - BattleUtil.BagListSize;
  633. this.battleControl.levelUp(index)
  634. }
  635. this.levelUpEffectIndex = this.levelUpEffectIndex++%this.levelUpEffect.length;
  636. this.levelUpEffect[this.levelUpEffectIndex].position = dstNode.position
  637. this.levelUpEffect[this.levelUpEffectIndex].active = true
  638. this.levelUpEffect[this.levelUpEffectIndex].getComponent(sp.Skeleton).setAnimation(0, "animation", false)
  639. this.removeHeroPos(srcNode)
  640. this.checkMerge(dstNode)
  641. }
  642. })
  643. return true;
  644. }
  645. addEnemy(eventData: BattleEventData_EnemyBorn) {
  646. //添加敌人
  647. let node:Node = null;
  648. if(this.enemyPool.has(eventData.typeID) && this.enemyPool.get(eventData.typeID).length > 0){
  649. node = this.enemyPool.get(eventData.typeID).pop();
  650. }
  651. else {
  652. node = instantiate(this.ememyModelList[eventData.typeID-1]);
  653. node.parent = this.roleNode;
  654. }
  655. node.setSiblingIndex(0)
  656. node.getComponent(Enemy).resetData(eventData.typeID,eventData.ID,MapDataPosToView(eventData.position.x,eventData.position.y),eventData.life,eventData.lifeMax)
  657. node.getComponent(Enemy).startMove("move1")
  658. this.enemyMap.set(eventData.ID,node);
  659. }
  660. onClickStart() {
  661. this.bStart = true;
  662. }
  663. onClickStop() {
  664. this.bStart = false;
  665. }
  666. onClickAddHero() {
  667. Framework.audio.playEffect(AudioID.Click);
  668. this.addHero();
  669. }
  670. //重置坐标
  671. resetHeroPos(heroNode:Node) {
  672. let hero = heroNode.getComponent(Hero)
  673. if(!hero) {
  674. return;
  675. }
  676. let posID = hero.posID;
  677. if(posID != -1){
  678. if(posID < BattleUtil.BagListSize)
  679. heroNode.position = this.bagPosList[posID].pos;
  680. else if(posID < BattleUtil.BagListSize + this.attackPosList.length){
  681. heroNode.position = this.attackPosList[posID - BattleUtil.BagListSize].pos;
  682. this.battleControl.addHeroInPos(hero.typeID,hero.level,posID - BattleUtil.BagListSize)
  683. }
  684. }
  685. }
  686. //设置新坐标
  687. setHeroPos(hero:Node,newPosID:number) {
  688. let posID = hero.getComponent(Hero).posID;
  689. if(posID != -1){
  690. if(posID < BattleUtil.BagListSize)
  691. this.bagPosList[posID].hero = null;
  692. else if(posID < BattleUtil.BagListSize + this.attackPosList.length){
  693. this.attackPosList[posID - BattleUtil.BagListSize].hero = null;
  694. }
  695. }
  696. if(newPosID != -1){
  697. if(newPosID < BattleUtil.BagListSize){
  698. this.bagPosList[newPosID].hero = hero;
  699. hero.position = this.bagPosList[newPosID].pos;
  700. }
  701. else if(newPosID < BattleUtil.BagListSize + this.attackPosList.length){
  702. let index = newPosID - BattleUtil.BagListSize;
  703. this.attackPosList[index].hero = hero;
  704. hero.position = this.attackPosList[index].pos;
  705. let heroObj = hero.getComponent(Hero)
  706. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  707. }
  708. hero.getComponent(Hero).posID = newPosID
  709. }
  710. }
  711. removeHeroPos(hero:Node) {
  712. let posID = hero.getComponent(Hero).posID;
  713. if(posID != -1){
  714. this.heroList.splice(this.heroList.indexOf(hero), 1)
  715. this.heroPool[hero.getComponent(Hero).typeID].push(hero)
  716. hero.getComponent(Hero).clearData();
  717. if(posID < BattleUtil.BagListSize)
  718. this.bagPosList[posID].hero = null;
  719. else if(posID < BattleUtil.BagListSize + this.attackPosList.length){
  720. this.attackPosList[posID - BattleUtil.BagListSize].hero = null;
  721. this.battleControl.removeHeroInPos(posID - BattleUtil.BagListSize)
  722. }
  723. }
  724. }
  725. changeHeroPos(hero1:Node,hero2:Node) {
  726. let posID1 = hero1.getComponent(Hero).posID;
  727. let posID2 = hero2.getComponent(Hero).posID;
  728. hero1.getComponent(Hero).posID = posID2
  729. hero2.getComponent(Hero).posID = posID1
  730. if(posID1 != -1){
  731. if(posID1 < BattleUtil.BagListSize){
  732. hero2.position = this.bagPosList[posID1].pos;
  733. this.bagPosList[posID1].hero = hero2;
  734. }
  735. else if(posID1 < BattleUtil.BagListSize + this.attackPosList.length){
  736. hero2.position = this.attackPosList[posID1 - BattleUtil.BagListSize].pos;
  737. let index = posID1 - BattleUtil.BagListSize;
  738. this.attackPosList[index].hero = hero2;
  739. let heroObj = hero2.getComponent(Hero)
  740. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  741. }
  742. hero2.getComponent(Hero).stand()
  743. }
  744. if(posID2 != -1){
  745. if(posID2 < BattleUtil.BagListSize){
  746. hero1.position = this.bagPosList[posID2].pos;
  747. this.bagPosList[posID2].hero = hero1;
  748. }
  749. else if(posID2 < BattleUtil.BagListSize + this.attackPosList.length){
  750. hero1.position = this.attackPosList[posID2 - BattleUtil.BagListSize].pos;
  751. let index = posID2 - BattleUtil.BagListSize;
  752. this.attackPosList[index].hero = hero1;
  753. let heroObj = hero1.getComponent(Hero)
  754. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  755. }
  756. hero1.getComponent(Hero).stand()
  757. }
  758. }
  759. addHurt(pos:Vec3,value:number){
  760. // console.log("addHurt",value)
  761. let node:Node = null;
  762. if(this.hurtPool.length > 0){
  763. node = this.hurtPool.pop();
  764. }
  765. else {
  766. node = instantiate(this.hurtModelList[0]);
  767. node.parent = this.roleNode;
  768. }
  769. node.position = pos;
  770. this.hurtList.push(node);
  771. node.getComponent(Hurt).hurt(value,()=>{
  772. this.hurtList.splice(this.hurtList.indexOf(node), 1)
  773. this.hurtPool.push(node)
  774. })
  775. }
  776. updateSiblingIndex() {
  777. let children = this.roleNode.children
  778. children.sort((a, b) => {
  779. let battleNodeA = a.getComponent(BattleNodeBase);
  780. let battleNodeB = b.getComponent(BattleNodeBase);
  781. if (!battleNodeA || !battleNodeB) {
  782. return 0;
  783. }
  784. let priorityA = battleNodeA.priority
  785. let priorityB = battleNodeB.priority
  786. if (priorityA != priorityB) {
  787. return priorityA - priorityB;
  788. }
  789. if(this.touchStart == b){
  790. return -1;
  791. }
  792. if(this.touchStart == a){
  793. return 1;
  794. }
  795. //特殊状态
  796. if(battleNodeB.isLock){
  797. return -1;
  798. }
  799. if(battleNodeA.isLock){
  800. return 1;
  801. }
  802. if (a.position.y != b.position.y) {
  803. return b.position.y - a.position.y;
  804. }
  805. else {
  806. a.position.x - b.position.x
  807. }
  808. });
  809. for (let i = 0; i < children.length; i++) {
  810. children[i].setSiblingIndex(i);
  811. }
  812. }
  813. setRadius(radius:number){
  814. this.radiusNode.scale = v3(0.4*radius,0.4*radius,1)
  815. }
  816. updateDamageCount(){
  817. let num = 0
  818. let allEnemyHP = this.battleControl.allEnemyHP
  819. this.damageCountData.forEach((value,typeID)=>{
  820. let countNode = this.countList[num]
  821. if(num < this.countList.length){
  822. this.countList[num].active = true
  823. }
  824. if(countNode){
  825. let headSprite = countNode.getChildByName("head").getComponent(Sprite)
  826. let valueLabel = countNode.getChildByName("number")
  827. let progress = countNode.getChildByName("progress").getComponent(UITransform)
  828. MaterialUtil.getHeadByID(typeID,headSprite)
  829. //headSprite.getComponent(Sprite).spriteFrame = this.headSprite[typeID]
  830. valueLabel.getComponent(Label).string = StringUtil.bigNumberToStr(value)
  831. let progressWidth = value/allEnemyHP*84
  832. if(progressWidth > 84){
  833. progressWidth = 84
  834. }
  835. progress.setContentSize(progressWidth,20)
  836. }
  837. num++
  838. })
  839. for(let i = num;i<this.countList.length;i++){
  840. this.countList[i].active = false
  841. }
  842. }
  843. setDamageCount(typeID:number,value:number){
  844. let valueOld = this.damageCountData.get(typeID) || 0
  845. this.damageCountData.set(typeID,value+valueOld)
  846. }
  847. }