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- 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';
- import { BaseView } from '../../../framework/layer/BaseView';
- import { Framework } from '../../../framework/Framework';
- import { FrameworkConf } from '../../../framework/config/FrameworkConf';
- import { AudioID } from '../../../framework/config/AudioConf';
- import { AsyncQueue, NextFunction } from '../../../framework/queue/AsyncQueue';
- import { Hero } from './node/Hero';
- import { Enemy } from './node/Enemy';
- import { Hurt } from './node/Hurt';
- import { BattleNodeBase } from './node/BattleNodeBase';
- import { BattleControl } from './control/BattleControl';
- import { BattleUtil } from './data/BattleUtil';
- import { BattleEventManager } from './base/BattleEventManager';
- import { BattleEventData_EnemyBorn, BattleEventData_EnemyBuff, BattleEventData_EnemyDie, BattleEventData_EnemyHurt, BattleEventData_EnemyMove, BattleEventData_HeroAction, BattleEventData_HeroAttack, BattleEventData_Over, BattleEventTarget, BattleEventType } from './base/BattleEventUtil';
- import { MapConf } from './conf/MapConf';
- import { isValid } from 'cc';
- import { HeroDataPool } from './data/HeroData';
- import { StringUtil } from '../../../framework/util/StringUtil';
- import { MaterialUtil } from '../../../framework/util/MaterialUtil';
- import { BattlesConf } from './conf/BattlesConf';
- //地图比例尺 1:70
- let mapScale = 72;
- let basePoint = {x:-325,y:-70}
- let baseOffset = {x:0,y:0}
- //地图格子转坐标
- let MapDataPosToView = (x:number,y:number) => {
- let XX = (x+baseOffset.x) * mapScale + basePoint.x;
- let YY = (y+baseOffset.y) * mapScale + basePoint.y;
- return new Vec3(XX, YY, 0);
- //return new Vec3(x * mapScale + basePoint.x, y * mapScale + basePoint.y, 0);
- }
- //地图速度转换
- let MapDataSpeedToView = (x:number,y:number) => {
- let XX = x * mapScale * BattleUtil.FrameRate;
- let YY = y * mapScale * BattleUtil.FrameRate;
- return new Vec2(XX, YY,);
- //return new Vec3(x * mapScale + basePoint.x, y * mapScale + basePoint.y, 0);
- }
- const { ccclass, property } = _decorator;
- export interface PosData {
- node: Node,
- hero: Node,
- bLock: boolean,
- posID: number,
- pos: Vec3,
- posNumber: number
- }
- @ccclass('TowerUI')
- export class TowerUI extends BaseView {
- @property({ type: Sprite, tooltip: "地图" })
- mapSprite: Sprite = null;
- @property({ type: Label, tooltip: "地图名字" })
- mapName: Label = null;
- @property({ type: Node, tooltip: "攻击位" })
- attackNode: Node = null;
- @property({ type: Node, tooltip: "背包位" })
- bagNode: Node = null;
- @property({ type: Node, tooltip: "减血数字根节点" })
- hurtNode: Node = null;
- // 攻击位
- attackPosList: PosData[] = [];
- //根据posID获取做的索引
- attackPosMap: Map<number,PosData> = new Map();
- //背包位
- bagPosList: PosData[] = [];
- @property({ type: [Prefab], tooltip: "英雄" })
- heroModelList: Prefab[] = [];
- heroPool: Map<number,Node[]> = new Map();
- heroList: Node[] = [];
- @property({type:[Node],tooltip:"升级效果"})
- levelUpEffect:Node[] = []
- @property({ type: [Prefab], tooltip: "敌人" })
- ememyModelList: Prefab[] = [];
- enemyPool: Map<number,Node[]> = new Map();
- enemyMap: Map<number,Node> = new Map();
- enemyWaitTime: number = 0;
- @property({ type: [Prefab], tooltip: "受伤数字" })
- hurtModelList: Prefab[] = [];
- hurtPool: Node[] = [];
- hurtList: Node[] = [];
- @property({ type:Node, tooltip: "所有角色根节点" })
- roleNode: Node = null;
- @property({ type:Node, tooltip: "攻击范围" })
- radiusNode: Node = null;
- @property({ type:[Node], tooltip: "统计节点" })
- countList: Node[] = [];
- @property({ type: Label, tooltip: "精力统计" })
- powerLabel: Label = null;
- @property({ type: ProgressBar, tooltip: "关卡进度" })
- battlesProgressBar: ProgressBar = null;
- @property({ type: [Label], tooltip: "当前管卡展示" })
- levelValue: Label[] = []
- //关卡id
- battlesID: number = 1;
- bStart = false;
- waitTime = 5;
- touchStart: Node = null;
- gameTime = 0;
- //当前精力
- private powerCur = 180;
- //最大精力
- private powerMax = 180
- //伤害统计 key:typeID value:伤害值
- private damageCountData:Map<number,number> = new Map();
- private damageUpdateTime = 0;
- battleControl: BattleControl = null;
- //当前动画下标
- levelUpEffectIndex = 0;
- //是否自动合成
- isAutoMerge = false;
- protected onLoad() {
- super.onLoad();
- this.node.on(Node.EventType.TOUCH_START, this.onTouchStart, this)
- this.node.on(Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
- this.node.on(Node.EventType.TOUCH_END, this.onTouchEnd, this);
- this.node.on(Node.EventType.TOUCH_CANCEL, this.onTouchCancel, this);
- for (let i = 0; i < this.levelUpEffect.length; i++) {
- this.levelUpEffect[i].getComponent(sp.Skeleton).setCompleteListener(()=>{
- this.levelUpEffect[i].active = false;
- })
- }
-
-
- this.battleControl = BattleControl.GetInstance()
- BattleEventManager.instance.addEvent(BattleEventTarget.Update, this.updateDataEvent.bind(this), -1);
-
- this.initPool()
- }
- protected start(): void {
-
-
- this.battleControl.init(this.battlesID)
- this.init();
-
- }
- protected onDestroy() {
- }
- protected update(dt: number): void {
- this.updateSiblingIndex()
- if(this.bStart){
- this.gameTime += dt;
- let nowFrame = Math.floor(this.gameTime/BattleUtil.FrameTime)
- if(nowFrame > this.battleControl.map.curTurn){
- //
- while(nowFrame > this.battleControl.map.curTurn+1){
- //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
- this.enemyMap.forEach(element => {
- element.getComponent(Enemy).battleUpdate(BattleUtil.FrameTime)
- });
- this.battleControl.update();
- if(this.battleControl.isBattleEnd){
- break;
- }
- }
- this.enemyMap.forEach(element => {
- element.getComponent(Enemy).battleUpdate(BattleUtil.FrameTime)
- });
- this.battleControl.update();
- }
- this.damageUpdateTime += dt;
- if(this.damageUpdateTime > 0.1){
- this.damageUpdateTime = 0;
- this.updateDamageCount()
- }
-
- }
- else{
- if(this.waitTime > 0){
- this.waitTime -= dt;
- }
- else{
- this.bStart = true;
- }
- }
- }
- private updateDataEvent(event){
- if(this.battleControl.isBattleEnd && event.eventType!=BattleEventType.Over){
- console.log("结束")
- return
- }
- switch(event.eventType){
- case BattleEventType.EnemyBorn:{
- let enemyData = event as BattleEventData_EnemyBorn;
- this.addEnemy(enemyData);
- break;
- }
- case BattleEventType.EnemyMove:{
- let enemyData = event as BattleEventData_EnemyMove;
- // console.log("移动",enemyData.ID,enemyData.speedVector.x,enemyData.speedVector.y)
- if(this.enemyMap.has(enemyData.ID)){
- let enemy = this.enemyMap.get(enemyData.ID);
- enemy.getComponent(Enemy).speedVector = MapDataSpeedToView(enemyData.speedVector.x, enemyData.speedVector.y);
- }
- break;
- }
- case BattleEventType.EnemyHurt:{
- let enemyData = event as BattleEventData_EnemyHurt;
- //console.log("移动",enemyData.ID,enemyData.hurt,enemyData.status)
- if(this.enemyMap.has(enemyData.targetID)){
- let enemy = this.enemyMap.get(enemyData.targetID);
- enemy.getComponent(Enemy).hurt(enemyData.hurt);
- this.addHurt(enemy.position,enemyData.hurt)
- }
- this.setDamageCount(enemyData.typeID,enemyData.hurt)
- break;
- }
- case BattleEventType.EnemyDie:{
- // console.log("死亡",event)
- let enemyData = event as BattleEventData_EnemyDie;
- if(this.enemyMap.has(enemyData.ID)){
- let enemy = this.enemyMap.get(enemyData.ID);
- enemy.getComponent(Enemy).die(()=>{
- this.enemyMap.delete(enemyData.ID);
- let typeID = enemy.getComponent(Enemy).typeID
- if(this.enemyPool.has(typeID)){
- let pool = this.enemyPool.get(typeID);
- pool.push(enemy);
- }
- else {
- this.enemyPool.set(typeID,[enemy]);
- }
-
- }
- );
- }
- break;
- }
- case BattleEventType.EnemyBuff:{
- let enemyData = event as BattleEventData_EnemyBuff;
- if(this.enemyMap.has(enemyData.ID)){
- let enemy = this.enemyMap.get(enemyData.ID);
- //enemy.getComponent(Enemy).addbuff(enemyData.buff);
- }
- break;
- }
- case BattleEventType.HeroAction:{
- // console.log("攻击动作",event)
- let attackData = event as BattleEventData_HeroAction;
- if(this.attackPosMap.has(attackData.posID)){
- let posData = this.attackPosMap.get(attackData.posID);
- let enemy = this.enemyMap.get(attackData.targetID);
- if( posData && posData.hero){
- let hero = posData.hero.getComponent(Hero);
- if(enemy){
- hero.attack(enemy)
- // enemy.getComponent(Enemy).hurt(attackData.hurt);
- // this.addHurt(enemy.position,attackData.hurt)
- }
- else{
- hero.stand()
- }
- // this.setDamageCount(hero.typeID,attackData.hurt)
- }
- }
- break;
- }
- case BattleEventType.HeroAttack:{
- // console.log("攻击",event)
- let attackData = event as BattleEventData_HeroAttack;
- if(this.attackPosMap.has(attackData.posID)){
- let posData = this.attackPosMap.get(attackData.posID);
- let enemy = this.enemyMap.get(attackData.targetID);
- if( posData && posData.hero){
- let hero = posData.hero.getComponent(Hero);
- if(enemy){
- // hero.attack(enemy)
- enemy.getComponent(Enemy).hurt(attackData.hurt);
- this.addHurt(enemy.position,attackData.hurt)
- this.setDamageCount(hero.typeID,attackData.hurt)
- }
- // else{
- // hero.stand()
- // }
- }
- }
- break;
- }
- case BattleEventType.Over:{
- let attackData = event as BattleEventData_Over;
- this.attackPosMap.forEach((posData, posID) => {
- if(posData.hero){
- posData.hero.getComponent(Hero).stand()
- }
- })
- this.enemyMap.forEach((enemy, enemyID) => {
- enemy.getComponent(Enemy).stand()
- })
-
- let winStr = attackData.bWin ? "胜利" : "失败";
- console.log(winStr)
- tween(this.node).delay(3).call(()=>{
- this.enemyMap.forEach((enemy, enemyID) => {
- enemy.getComponent(Enemy).clearData();
- this.enemyMap.delete(enemyID);
- let typeID = enemy.getComponent(Enemy).typeID
- if(this.enemyPool.has(typeID)){
- this.enemyPool.get(typeID).push(enemy);
- }
- else {
- this.enemyPool.set(typeID,[enemy]);
- }
- })
- this.battlesID = (this.battlesID+3) %20+1;
- this.battleControl.reset(this.battlesID)
- this.reset()
- for(let index = 0; index < this.attackPosList.length; index++){
- let hero = this.attackPosList[index].hero;
- if(hero){
- hero.position = this.attackPosList[index].pos;
- let heroObj = hero.getComponent(Hero)
- this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
- }
- }
- }).start();
- break;
- }
- }
- }
- onTouchStart(event: EventTouch) {
- if (this.touchStart) {
- this.resetHeroPos(this.touchStart)
- }
- // 获取触点对应节点
- let posData = this.getItemBaseByPosition(event.getLocation());
- if(posData && posData.hero){
- let hero = posData.hero.getComponent(Hero);
- if(hero.isLock){
- return;
- }
- Framework.audio.playEffect(AudioID.Click);
- this.touchStart = posData.hero;
- hero.stand()
- this.touchStart.setSiblingIndex(30);
- let index = posData.posID - BattleUtil.BagListSize
- if(index >= 0){
- this.battleControl.removeHeroInPos(index)
- }
- }
-
- }
- // 触摸移动
- onTouchMove(event: EventTouch) {
- if (this.touchStart ) {
- this.touchStart .setPosition(this.roleNode.getComponent(UITransform).convertToNodeSpaceAR(new Vec3(event.getUILocation().x, event.getUILocation().y)))
- let posData = this.getItemBaseByPosition(event.getLocation());
- if(posData&&(posData.posID >= BattleUtil.BagListSize)){
- this.radiusNode.position = v3(this.touchStart.position.x,this.touchStart.position.y);
- this.radiusNode.active = true;
- this.setRadius(this.touchStart.getComponent(Hero).radius)
- }
- else{
- this.radiusNode.active = false;
-
- }
- }
- else{
- this.radiusNode.active = false;
- }
- }
- onTouchEnd(event: EventTouch) {
- this.radiusNode.active = false;
- if (this.touchStart) {
- let posData = this.getItemBaseByPosition(event.getLocation());
- let touchEnd:Node = null
- if(posData && posData.hero != this.touchStart){
-
- if(posData.hero){
- let hero = posData.hero.getComponent(Hero);
- if(hero && hero.isLock){
- this.resetHeroPos(this.touchStart)
- this.touchStart = null;
- return;
- }
- }
-
- touchEnd = posData.hero;
- }
- else{
- this.resetHeroPos(this.touchStart)
- this.touchStart = null;
- return
- }
- if(touchEnd){
- let endHero = touchEnd.getComponent(Hero)
- let startHero = this.touchStart.getComponent(Hero)
- if(endHero.typeID == startHero.typeID && endHero.level == startHero.level){
- this.mergeHero(this.touchStart, touchEnd)
- }
- else{
- this.changeHeroPos(this.touchStart, touchEnd)
- }
- }
- else{
- this.setHeroPos(this.touchStart, posData.posID)
- }
- this.touchStart = null;
- }
- }
- onTouchCancel(event: EventTouch) {
- this.radiusNode.active = false;
- if (this.touchStart) {
- this.resetHeroPos(this.touchStart)
- this.touchStart = null;
- }
- }
- //根据世界坐标获取item 排除手上的
- private getItemBaseByPosition(pos: Vec2):PosData {
- let FindArr = this.bagPosList
- let bag = FindArr.find(t => {
- if(t.hero && t.hero != this.touchStart){
- return t.hero.getComponent(Hero).hitTest(pos)
- }
- return t.node.getComponent(UITransform).hitTest(pos)
- });
- if (bag ) return bag
- FindArr = this.attackPosList
- let attack = FindArr.find(t => {
- if(t.hero && t.hero != this.touchStart){
- return t.hero.getComponent(Hero).hitTest(pos)
- }
- return t.node.getComponent(UITransform).hitTest(pos)
- });
- return attack;
- }
- //炸弹效果播放结束
- bombSpineOver() {
-
- }
- //UI开打时会调用,如果有初始化代码应该放到此函数
- onOpen(args) {
-
- }
- //UI关闭时会调用,该函数在onDestroy前调用
- onClose() {
-
- }
- //框架管理UI层级时会调用,可根据UI情况修改
- onShow() {
- super.onShow();
- }
- //框架管理UI层级时会调用,可根据UI情况修改
- onHide() {
- super.onHide();
- }
- init() {
-
- let posID = 0;
- let roleTransform = this.roleNode.getComponent(UITransform)
- let bagChildren = this.bagNode.children
- for (let i = 0; i < BattleUtil.BagListSize; i++) {
- let node = bagChildren[i];
- let pos = roleTransform.convertToNodeSpaceAR(node.getWorldPosition())
- let posData: PosData = {
- node: node,
- hero: null,
- bLock: false,
- posID: posID,
- pos: pos,
- posNumber: -1
- }
- this.bagPosList.push(posData);
- posID++;
-
- }
- this.reset()
- }
- reset(){
- let battleConf = BattlesConf.data[this.battlesID.toString()]
- if(!battleConf){
- console.log("战斗配置错误")
- return
- }
-
- let mapConf = MapConf.data[this.battleControl.mapID.toString()]
- if(!mapConf){
- console.log("地图配置错误")
- return
- }
- let offset = mapConf.OffsetArray
- if(offset){
- baseOffset.x = offset[0]||0
- baseOffset.y = offset[1]||0
- }
- else{
- baseOffset.x = 0
- baseOffset.y = 0
- }
- let attackChildren = this.attackNode.children
- for (let i = 0; i < attackChildren.length; i++) {
- let node = attackChildren[i];
- let posNumber = this.battleControl.getPosIDByIndex(i)
- if(posNumber != -1){
- node.active = true;
- let mapDataPos = this.battleControl.getPosition(posNumber)
- let posXX = MapDataPosToView(mapDataPos.x,mapDataPos.y)
- node.position = posXX
- let posData: PosData = this.attackPosList[i]
- if(!posData){
- posData = {
- node: node,
- hero: null,
- bLock: false,
- posID: BattleUtil.BagListSize+i,
- pos: new Vec3(posXX.x, posXX.y, 0),
- posNumber: posNumber
- }
- this.attackPosList.push(posData);
- }
- else{
- posData.posID = BattleUtil.BagListSize+i;
- posData.pos = new Vec3(posXX.x, posXX.y, 0);
- posData.posNumber = posNumber;
- if(posData.hero){
- posData.hero.position = posData.pos;
- }
- }
- this.attackPosMap.set(posNumber, posData);
- }
- else {
- node.active = false;
- }
-
- }
- let path = "texture/tower/"+mapConf.Background+"/spriteFrame"
- this.load("package",path, SpriteFrame, (res: SpriteFrame) => {
- this.mapSprite.spriteFrame = res
- })
- let processe = BattlesConf.data[this.battlesID].Process
- this.mapName.string = StringUtil.getLanguageData(mapConf.Name,[processe])
- tween(this.battlesProgressBar).to(0.5, { progress: ((processe-1)%5)/4 }).start()
- let curValue = processe-((processe-1)%5)
- for (let i = 0; i < 5; i++) {
- let node = this.levelValue[i];
- node.string = (curValue+i).toString()
- }
-
- this.bStart = false;
- this.waitTime = 5;
- this.gameTime = 0;
- this.radiusNode.active = false;
- this.damageCountData.clear()
- this.updateDamageCount()
- }
- private initPool() {
- //初始化池
- let queue = new AsyncQueue();
- queue.pushMulti("InitPool", async (next: NextFunction, params: any, args: any) => {
- Framework.tips.setTipsNode("package", "prefab/ui/tips/tips_flash", "Label", () => {
- next && next();
- });
- });
- queue.complete = () => {
- //this._loginEx();
- };
- queue.play();
- //this._loginEx();
- }
- addHero() {
- let posID = -1;
- if(this.powerCur <= 0){
- console.log("没有精力了");
- return;
- }
- for (let i = 0; i < BattleUtil.BagListSize; i++) {
- if(this.bagPosList[i].hero == null){
- posID = this.bagPosList[i].posID;
- break;
- }
- }
- if(posID == -1) {
- console.log("没有空位了");
- return;
- }
-
- //添加英雄
- let heroID = Math.floor(Math.random() * this.heroModelList.length)%this.heroModelList.length + 1;
- let heroData = HeroDataPool.getObject();
- heroData.init(heroID,1,posID)
-
- let node:Node = null;
- if(this.heroPool[heroID] == null){
- this.heroPool[heroID] = [];
- }
- else {
- if(this.heroPool[heroID].length > 0){
- node = this.heroPool[heroID].pop();
- }
- }
- if(node == null){
- node = instantiate(this.heroModelList[heroID-1]);
- node.parent = this.roleNode;
- this.heroList.push(node);
- }
-
- let hero = node.getComponent(Hero);
- hero.resetData(heroData);
- HeroDataPool.putObject(heroData);
-
- hero.posID = posID;
- let posData = this.bagPosList[posID];
- if(!posData){
- return;
- }
- posData.hero = node;
-
- node.position = posData.pos;
- console.log("添加英雄", node.position);
- this.powerLabel.string = `${this.powerCur}/${this.powerMax}`;
- this.powerCur--;
-
- this.checkMerge(node);
- }
- checkMerge(node:Node) {
- let hero = node.getComponent(Hero);
- if(!hero) {
- return;
- }
- let bFind = false;
- if(this.isAutoMerge && !hero.isLock && hero.posID < BattleUtil.BagListSize){
- for (let i = 0; i < this.attackPosList.length; i++) {
- let dstPosData = this.attackPosList[i];
- if(dstPosData.hero != null && dstPosData.hero != node){
- let dstHero = dstPosData.hero.getComponent(Hero);
- if((!dstHero.isLock) && dstHero.typeID == hero.typeID && dstHero.level == hero.level){
- if(this.mergeHero(node, dstPosData.hero)){
- bFind = true;
- break;
- }
- }
- }
- }
- if(!bFind){
- for (let i = 0; i < BattleUtil.BagListSize; i++) {
- let dstPosData = this.bagPosList[i];
- if(dstPosData.hero != null && dstPosData.hero != node){
- let dstHero = dstPosData.hero.getComponent(Hero);
- if((!dstHero.isLock) && dstHero.typeID == hero.typeID && dstHero.level == hero.level){
- if(this.mergeHero(node, dstPosData.hero))
- break;
- }
- }
- }
-
- }
-
- }
-
- }
- //合并英雄
- mergeHero(srcNode:Node, dstNode:Node) {
- let dstHero = dstNode.getComponent(Hero);
- if(dstHero.isLock){
- return false;
- }
- dstHero.isLock = true;
- // srcNode.setSiblingIndex(BattleUtil.BagListSize+this.attackPosList.length)
- srcNode.getComponent(Hero).flyTo(dstNode.position,()=>{
- if(isValid(dstHero)){
- dstHero.isLock = false;
- dstHero.levelUp()
- if(dstHero.posID >= BattleUtil.BagListSize){
- let index = dstHero.posID - BattleUtil.BagListSize;
- this.battleControl.levelUp(index)
- }
- this.levelUpEffectIndex = this.levelUpEffectIndex++%this.levelUpEffect.length;
- this.levelUpEffect[this.levelUpEffectIndex].position = dstNode.position
- this.levelUpEffect[this.levelUpEffectIndex].active = true
- this.levelUpEffect[this.levelUpEffectIndex].getComponent(sp.Skeleton).setAnimation(0, "animation", false)
- this.removeHeroPos(srcNode)
- this.checkMerge(dstNode)
- }
- })
- return true;
- }
- addEnemy(eventData: BattleEventData_EnemyBorn) {
- //添加敌人
- let node:Node = null;
- if(this.enemyPool.has(eventData.typeID) && this.enemyPool.get(eventData.typeID).length > 0){
- node = this.enemyPool.get(eventData.typeID).pop();
- }
- else {
- node = instantiate(this.ememyModelList[eventData.typeID-1]);
- node.parent = this.roleNode;
- }
-
- node.setSiblingIndex(0)
- node.getComponent(Enemy).resetData(eventData.typeID,eventData.ID,MapDataPosToView(eventData.position.x,eventData.position.y),eventData.life,eventData.lifeMax)
- node.getComponent(Enemy).startMove("move1")
- this.enemyMap.set(eventData.ID,node);
-
-
- }
- onClickStart() {
- this.bStart = true;
- }
- onClickStop() {
- this.bStart = false;
- }
- onClickAddHero() {
- Framework.audio.playEffect(AudioID.Click);
- this.addHero();
- }
- //重置坐标
- resetHeroPos(heroNode:Node) {
- let hero = heroNode.getComponent(Hero)
- if(!hero) {
- return;
- }
- let posID = hero.posID;
- if(posID != -1){
- if(posID < BattleUtil.BagListSize)
- heroNode.position = this.bagPosList[posID].pos;
- else if(posID < BattleUtil.BagListSize + this.attackPosList.length){
- heroNode.position = this.attackPosList[posID - BattleUtil.BagListSize].pos;
- this.battleControl.addHeroInPos(hero.typeID,hero.level,posID - BattleUtil.BagListSize)
- }
- }
- }
- //设置新坐标
- setHeroPos(hero:Node,newPosID:number) {
- let posID = hero.getComponent(Hero).posID;
- if(posID != -1){
- if(posID < BattleUtil.BagListSize)
- this.bagPosList[posID].hero = null;
- else if(posID < BattleUtil.BagListSize + this.attackPosList.length){
- this.attackPosList[posID - BattleUtil.BagListSize].hero = null;
-
-
- }
- }
- if(newPosID != -1){
- if(newPosID < BattleUtil.BagListSize){
- this.bagPosList[newPosID].hero = hero;
- hero.position = this.bagPosList[newPosID].pos;
- }
- else if(newPosID < BattleUtil.BagListSize + this.attackPosList.length){
- let index = newPosID - BattleUtil.BagListSize;
- this.attackPosList[index].hero = hero;
- hero.position = this.attackPosList[index].pos;
- let heroObj = hero.getComponent(Hero)
- this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
- }
- hero.getComponent(Hero).posID = newPosID
- }
-
- }
- removeHeroPos(hero:Node) {
- let posID = hero.getComponent(Hero).posID;
- if(posID != -1){
- this.heroList.splice(this.heroList.indexOf(hero), 1)
- this.heroPool[hero.getComponent(Hero).typeID].push(hero)
- hero.getComponent(Hero).clearData();
- if(posID < BattleUtil.BagListSize)
- this.bagPosList[posID].hero = null;
- else if(posID < BattleUtil.BagListSize + this.attackPosList.length){
- this.attackPosList[posID - BattleUtil.BagListSize].hero = null;
- this.battleControl.removeHeroInPos(posID - BattleUtil.BagListSize)
- }
- }
- }
- changeHeroPos(hero1:Node,hero2:Node) {
- let posID1 = hero1.getComponent(Hero).posID;
- let posID2 = hero2.getComponent(Hero).posID;
- hero1.getComponent(Hero).posID = posID2
- hero2.getComponent(Hero).posID = posID1
- if(posID1 != -1){
- if(posID1 < BattleUtil.BagListSize){
- hero2.position = this.bagPosList[posID1].pos;
- this.bagPosList[posID1].hero = hero2;
- }
- else if(posID1 < BattleUtil.BagListSize + this.attackPosList.length){
- hero2.position = this.attackPosList[posID1 - BattleUtil.BagListSize].pos;
- let index = posID1 - BattleUtil.BagListSize;
- this.attackPosList[index].hero = hero2;
- let heroObj = hero2.getComponent(Hero)
- this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
- }
- hero2.getComponent(Hero).stand()
- }
- if(posID2 != -1){
- if(posID2 < BattleUtil.BagListSize){
- hero1.position = this.bagPosList[posID2].pos;
- this.bagPosList[posID2].hero = hero1;
- }
- else if(posID2 < BattleUtil.BagListSize + this.attackPosList.length){
- hero1.position = this.attackPosList[posID2 - BattleUtil.BagListSize].pos;
- let index = posID2 - BattleUtil.BagListSize;
- this.attackPosList[index].hero = hero1;
- let heroObj = hero1.getComponent(Hero)
- this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
- }
- hero1.getComponent(Hero).stand()
- }
- }
- addHurt(pos:Vec3,value:number){
- // console.log("addHurt",value)
- let node:Node = null;
- if(this.hurtPool.length > 0){
- node = this.hurtPool.pop();
- }
- else {
- node = instantiate(this.hurtModelList[0]);
- node.parent = this.roleNode;
- }
-
- node.position = pos;
- this.hurtList.push(node);
- node.getComponent(Hurt).hurt(value,()=>{
- this.hurtList.splice(this.hurtList.indexOf(node), 1)
- this.hurtPool.push(node)
- })
- }
- updateSiblingIndex() {
- let children = this.roleNode.children
- children.sort((a, b) => {
- let battleNodeA = a.getComponent(BattleNodeBase);
- let battleNodeB = b.getComponent(BattleNodeBase);
- if (!battleNodeA || !battleNodeB) {
- return 0;
- }
- let priorityA = battleNodeA.priority
- let priorityB = battleNodeB.priority
- if (priorityA != priorityB) {
- return priorityA - priorityB;
- }
- if(this.touchStart == b){
- return -1;
- }
- if(this.touchStart == a){
- return 1;
- }
- //特殊状态
- if(battleNodeB.isLock){
- return -1;
- }
- if(battleNodeA.isLock){
- return 1;
- }
- if (a.position.y != b.position.y) {
- return b.position.y - a.position.y;
- }
- else {
- a.position.x - b.position.x
- }
- });
- for (let i = 0; i < children.length; i++) {
-
- children[i].setSiblingIndex(i);
- }
- }
- setRadius(radius:number){
- this.radiusNode.scale = v3(0.4*radius,0.4*radius,1)
- }
- updateDamageCount(){
- let num = 0
- let allEnemyHP = this.battleControl.allEnemyHP
- this.damageCountData.forEach((value,typeID)=>{
- let countNode = this.countList[num]
- if(num < this.countList.length){
- this.countList[num].active = true
- }
- if(countNode){
- let headSprite = countNode.getChildByName("head").getComponent(Sprite)
- let valueLabel = countNode.getChildByName("number")
- let progress = countNode.getChildByName("progress").getComponent(UITransform)
- MaterialUtil.getHeadByID(typeID,headSprite)
- //headSprite.getComponent(Sprite).spriteFrame = this.headSprite[typeID]
- valueLabel.getComponent(Label).string = StringUtil.bigNumberToStr(value)
- let progressWidth = value/allEnemyHP*84
- if(progressWidth > 84){
- progressWidth = 84
- }
- progress.setContentSize(progressWidth,20)
- }
- num++
- })
- for(let i = num;i<this.countList.length;i++){
- this.countList[i].active = false
- }
- }
- setDamageCount(typeID:number,value:number){
- let valueOld = this.damageCountData.get(typeID) || 0
- this.damageCountData.set(typeID,value+valueOld)
- }
- }
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