TowerUI.ts 40 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, EnemyActionType, TowerUUID } from './base/BattleEventUtil';
  15. import { MapConf } from './conf/MapConf';
  16. import { isValid } from 'cc';
  17. import { HeroDataPool, HeroRaceSacle } 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. import { RoleData } from '../../data/RoleData';
  28. import { BattleData, BattleLayoutPos, BattleLayoutScale, BattleOptsBase, BattleOptsKill, BattleOptsMerge, BattleOptsMove, BattleOptsNew, BattleOptsRemove, BattleOptsType } from '../../data/BattleData';
  29. import { BattleManager } from '../../manager/BattleManager';
  30. import { UserData } from '../../data/UserData';
  31. import { ResultUI } from './node/ResultUI';
  32. import { ChangeChapter } from './node/ChangeChapter';
  33. import { RewardChapter } from './node/RewardChapter';
  34. import { FightRole } from '../../common/InterfaceAddEnum';
  35. //地图比例尺 1:70
  36. let mapScale = 72;
  37. let basePoint = {x:-325,y:-70}
  38. let baseOffset = {x:0,y:0}
  39. //地图格子转坐标
  40. let MapDataPosToView = (x:number,y:number) => {
  41. let XX = (x+baseOffset.x) * mapScale + basePoint.x;
  42. let YY = (y+baseOffset.y) * mapScale + basePoint.y;
  43. return new Vec3(XX, YY, 0);
  44. //return new Vec3(x * mapScale + basePoint.x, y * mapScale + basePoint.y, 0);
  45. }
  46. //地图速度转换
  47. let MapDataSpeedToView = (x:number,y:number) => {
  48. let XX = x * mapScale * BattleUtil.FrameRate;
  49. let YY = y * mapScale * BattleUtil.FrameRate;
  50. return new Vec2(XX, YY,);
  51. //return new Vec3(x * mapScale + basePoint.x, y * mapScale + basePoint.y, 0);
  52. }
  53. const { ccclass, property } = _decorator;
  54. //可操作格子:背包格子和战斗格子
  55. export interface PosData {
  56. //格子节点
  57. node: Node,
  58. //格子上的英雄
  59. hero: Node,
  60. //格子是否锁
  61. bLock: boolean,
  62. //格子下标
  63. posIndex: number,
  64. pos: Vec3,
  65. //地图编号
  66. posNumber: number
  67. }
  68. @ccclass('TowerUI')
  69. export class TowerUI extends BaseView {
  70. @property({ type: Sprite, tooltip: "地图" })
  71. mapSprite: Sprite = null;
  72. @property({ type: Label, tooltip: "地图名字" })
  73. mapName: Label = null;
  74. @property({ type: Node, tooltip: "攻击位" })
  75. attackNode: Node = null;
  76. @property({ type: Node, tooltip: "背包位" })
  77. bagNode: Node = null;
  78. @property({ type: Node, tooltip: "减血数字根节点" })
  79. hurtNode: Node = null;
  80. // 攻击位
  81. attackPosList: PosData[] = [];
  82. //根据posID获取做的索引
  83. attackPosMap: Map<number,PosData> = new Map();
  84. //背包位
  85. bagPosList: PosData[] = [];
  86. heroList: Node[] = [];
  87. @property({type:[Node],tooltip:"升级效果"})
  88. levelUpEffect:Node[] = []
  89. @property({ type: [Prefab], tooltip: "敌人" })
  90. ememyModelList: Prefab[] = [];
  91. enemyPool: Map<number,Node[]> = new Map();
  92. enemyMap: Map<number,Node> = new Map();
  93. enemyWaitTime: number = 0;
  94. @property({ type: [Prefab], tooltip: "受伤数字" })
  95. hurtModelList: Prefab[] = [];
  96. hurtPool: Node[] = [];
  97. hurtList: Node[] = [];
  98. @property({ type:Node, tooltip: "所有角色根节点" })
  99. roleNode: Node = null;
  100. @property({ type:Node, tooltip: "攻击范围" })
  101. radiusNode: Node = null;
  102. @property({ type:[Node], tooltip: "统计节点" })
  103. countList: Node[] = [];
  104. @property({ type:[Node], tooltip: "boss节点" })
  105. bossList: Node[] = [];
  106. @property({ type: Label, tooltip: "精力统计" })
  107. powerLabel: Label = null;
  108. @property({ type: ProgressBar, tooltip: "关卡进度" })
  109. battlesProgressBar: ProgressBar = null;
  110. @property({ type: [Label], tooltip: "当前管卡展示" })
  111. levelValue: Label[] = []
  112. @property({ type: Node, tooltip: "结算" })
  113. resultNode: Node = null;
  114. @property({ type: Node, tooltip: "章节切换" })
  115. changeChapterNode: Node = null;
  116. @property({ type: Node, tooltip: "章节奖励" })
  117. rewardChapterNode: Node = null;
  118. //关卡id
  119. battlesID: number = 1;
  120. bStart = false;
  121. // waitTime = 5;
  122. touchStart: Node = null;
  123. //记录连击
  124. touchEndIndex = -1;
  125. touchEndTime = 0;
  126. gameTime = 0;
  127. //当前精力
  128. private powerCur = 180;
  129. //最大精力
  130. private powerMax = 180
  131. //伤害统计 key:typeID value:伤害值
  132. private damageCountData:Map<number,number> = new Map();
  133. private damageUpdateTime = 0;
  134. private bossIndexMap:Map<number,number> = new Map();
  135. battleControl: BattleControl = null;
  136. //当前动画下标
  137. levelUpEffectIndex = 0;
  138. //是否自动合成
  139. isAutoMerge = false;
  140. //英雄处理-------
  141. //英雄模型加载数量
  142. loadHeroModelNum: number = 0;
  143. //英雄模型加载数量上限
  144. loadHeroModelNumMax: number = -1;
  145. heroModelMap:Map<number,Prefab> = new Map();
  146. heroPool: Map<number,Node[]> = new Map();
  147. //出战角色
  148. fightRole:FightRole = [0,0,0,0]
  149. //锁定格子
  150. lockBagPosNumber = 6;
  151. lockAttackPosNumber = 8;
  152. //操作指令集 记录下来发给服务器
  153. operateList:Array<BattleOptsBase> = [];
  154. //战斗结束动画是否回调
  155. bBattleOverAnimBack:boolean = false;
  156. //战斗结束消息是否回调
  157. bBattleOverMessageBack:boolean = false;
  158. protected onLoad() {
  159. super.onLoad();
  160. this.node.on(Node.EventType.TOUCH_START, this.onTouchStart, this)
  161. this.node.on(Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
  162. this.node.on(Node.EventType.TOUCH_END, this.onTouchEnd, this);
  163. this.node.on(Node.EventType.TOUCH_CANCEL, this.onTouchCancel, this);
  164. for (let i = 0; i < this.levelUpEffect.length; i++) {
  165. this.levelUpEffect[i].getComponent(sp.Skeleton).setCompleteListener(()=>{
  166. this.levelUpEffect[i].active = false;
  167. })
  168. }
  169. this.battleControl = BattleControl.GetInstance()
  170. BattleEventManager.instance.addEvent(BattleEventTarget.Update, this.updateDataEvent.bind(this), TowerUUID);
  171. Framework.event.addEvent(GameEvent.BossUpdate, this.bossUpdate.bind(this),this)
  172. this.initPool()
  173. }
  174. protected onDestroy() {
  175. BattleEventManager.instance.removeEvent(TowerUUID)
  176. }
  177. protected update(dt: number): void {
  178. this.updateSiblingIndex()
  179. if(this.bStart){
  180. this.gameTime += dt;
  181. let nowFrame = Math.floor(this.gameTime/BattleUtil.FrameTime)
  182. if(nowFrame > this.battleControl.map.curTurn){
  183. //
  184. while(nowFrame > this.battleControl.map.curTurn+1){
  185. //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
  186. this.enemyMap.forEach(element => {
  187. element.getComponent(Enemy).battleUpdate(BattleUtil.FrameTime)
  188. });
  189. this.battleControl.update();
  190. if(this.battleControl.isBattleEnd){
  191. break;
  192. }
  193. }
  194. this.enemyMap.forEach(element => {
  195. element.getComponent(Enemy).battleUpdate(BattleUtil.FrameTime)
  196. });
  197. this.battleControl.update();
  198. }
  199. this.damageUpdateTime += dt;
  200. if(this.damageUpdateTime > 0.1){
  201. this.damageUpdateTime = 0;
  202. this.updateDamageCount()
  203. }
  204. }
  205. else{
  206. // if(this.waitTime > 0){
  207. // this.waitTime -= dt;
  208. // }
  209. // else{
  210. // this.bStart = true;
  211. // }
  212. }
  213. if(this.touchEndTime > 0){
  214. this.touchEndTime -= dt;
  215. if(this.touchEndTime <= 0){
  216. this.touchEndIndex = -1;
  217. }
  218. }
  219. }
  220. private updateDataEvent(event){
  221. if(this.battleControl.isBattleEnd && event.eventType!=BattleEventType.Over){
  222. console.log("结束")
  223. return
  224. }
  225. switch(event.eventType){
  226. case BattleEventType.EnemyBorn:{
  227. let enemyData = event as BattleEventData_EnemyBorn;
  228. this.addEnemy(enemyData);
  229. break;
  230. }
  231. case BattleEventType.EnemyMove:{
  232. let enemyData = event as BattleEventData_EnemyMove;
  233. // console.log("移动",enemyData.ID,enemyData.speedVector.x,enemyData.speedVector.y)
  234. if(this.enemyMap.has(enemyData.ID)){
  235. let enemy = this.enemyMap.get(enemyData.ID);
  236. enemy.getComponent(Enemy).speedVector = MapDataSpeedToView(enemyData.speedVector.x, enemyData.speedVector.y);
  237. }
  238. break;
  239. }
  240. case BattleEventType.EnemyHurt:{
  241. let enemyData = event as BattleEventData_EnemyHurt;
  242. //console.log("移动",enemyData.ID,enemyData.hurt,enemyData.status)
  243. if(this.enemyMap.has(enemyData.targetID)){
  244. let enemy = this.enemyMap.get(enemyData.targetID);
  245. enemy.getComponent(Enemy).hurt(enemyData.hurt);
  246. this.addHurt(enemy.position,enemyData.hurt)
  247. }
  248. this.setDamageCount(enemyData.typeID,enemyData.hurt)
  249. break;
  250. }
  251. case BattleEventType.EnemyDie:{
  252. // console.log("死亡",event)
  253. let enemyData = event as BattleEventData_EnemyDie;
  254. if(this.enemyMap.has(enemyData.ID)){
  255. let enemy = this.enemyMap.get(enemyData.ID);
  256. enemy.getComponent(Enemy).die(()=>{
  257. this.enemyMap.delete(enemyData.ID);
  258. let typeID = enemy.getComponent(Enemy).typeID
  259. if(this.enemyPool.has(typeID)){
  260. let pool = this.enemyPool.get(typeID);
  261. pool.push(enemy);
  262. }
  263. else {
  264. this.enemyPool.set(typeID,[enemy]);
  265. }
  266. }
  267. );
  268. }
  269. //记录击杀敌人的操作
  270. let otps:BattleOptsKill = {
  271. count:1,
  272. type:BattleOptsType.Kill,
  273. typeID:enemyData.typeID
  274. }
  275. this.operateList.push(otps);
  276. break;
  277. }
  278. case BattleEventType.EnemyBuff:{
  279. let enemyData = event as BattleEventData_EnemyBuff;
  280. if(this.enemyMap.has(enemyData.ID)){
  281. let enemy = this.enemyMap.get(enemyData.ID);
  282. //enemy.getComponent(Enemy).addbuff(enemyData.buff);
  283. }
  284. break;
  285. }
  286. case BattleEventType.HeroAction:{
  287. // console.log("攻击动作",event)
  288. let attackData = event as BattleEventData_HeroAction;
  289. if(this.attackPosMap.has(attackData.posID)){
  290. let posData = this.attackPosMap.get(attackData.posID);
  291. let enemy = this.enemyMap.get(attackData.targetID);
  292. if( posData && posData.hero){
  293. let hero = posData.hero.getComponent(Hero);
  294. if(enemy){
  295. hero.attack(enemy)
  296. // enemy.getComponent(Enemy).hurt(attackData.hurt);
  297. // this.addHurt(enemy.position,attackData.hurt)
  298. }
  299. else{
  300. hero.stand()
  301. }
  302. // this.setDamageCount(hero.typeID,attackData.hurt)
  303. }
  304. }
  305. break;
  306. }
  307. case BattleEventType.HeroAttack:{
  308. // console.log("攻击",event)
  309. let attackData = event as BattleEventData_HeroAttack;
  310. if(this.attackPosMap.has(attackData.posID)){
  311. let posData = this.attackPosMap.get(attackData.posID);
  312. let enemy = this.enemyMap.get(attackData.targetID);
  313. if( posData && posData.hero){
  314. let hero = posData.hero.getComponent(Hero);
  315. if(enemy){
  316. // hero.attack(enemy)
  317. enemy.getComponent(Enemy).hurt(attackData.hurt);
  318. this.addHurt(enemy.position,attackData.hurt)
  319. this.setDamageCount(hero.typeID,attackData.hurt)
  320. }
  321. // else{
  322. // hero.stand()
  323. // }
  324. }
  325. }
  326. break;
  327. }
  328. case BattleEventType.Over:{
  329. let attackData = event as BattleEventData_Over;
  330. this.attackPosMap.forEach((posData, posID) => {
  331. if(posData.hero){
  332. posData.hero.getComponent(Hero).stand()
  333. }
  334. })
  335. this.enemyMap.forEach((enemy, enemyID) => {
  336. enemy.getComponent(Enemy).stand()
  337. })
  338. let winStr = attackData.bWin ? "胜利" : "失败";
  339. this.touchCancel();
  340. console.log(winStr)
  341. this.bBattleOverAnimBack = false
  342. this.bBattleOverMessageBack = false
  343. let battlesConf = BattlesConf.data[this.battlesID];
  344. if(attackData.bWin &&(this.battlesID==battlesConf.BossProcess)){
  345. this.changeChapterNode.getComponent(ChangeChapter).show(()=>{
  346. this.bBattleOverAnimBack = true
  347. if(this.bBattleOverMessageBack){
  348. this.restartBattle(this.battlesID)
  349. }
  350. });
  351. }
  352. else{
  353. this.resultNode.getComponent(ResultUI).show(attackData.bWin,()=>{
  354. this.bBattleOverAnimBack = true
  355. if(this.bBattleOverMessageBack){
  356. this.restartBattle(this.battlesID)
  357. }
  358. })
  359. }
  360. let layout = {}
  361. for(let index = 0; index < this.bagPosList.length; index++){
  362. let posData = this.bagPosList[index]
  363. let key = BattleLayoutPos[index]
  364. layout[key] = 0
  365. if(posData.hero){
  366. let heroData = posData.hero.getComponent(Hero)
  367. let value = heroData.level + heroData.raceID *BattleLayoutScale
  368. if(key){
  369. layout[key] = value
  370. }
  371. }
  372. }
  373. //战场占位数量跟背包一样
  374. for(let index = 0; index < BattleUtil.BagListSize; index++){
  375. let posData = this.attackPosList[index]
  376. let key = BattleLayoutPos[index+BattleUtil.BagListSize]
  377. console.log(key,index)
  378. if(key){
  379. if(posData && posData.hero){
  380. let heroData = posData.hero.getComponent(Hero)
  381. console.log(heroData.level,heroData.raceID)
  382. let value = heroData.level + heroData.raceID *BattleLayoutScale
  383. layout[key] = value
  384. }
  385. else{
  386. layout[key] = 0
  387. }
  388. }
  389. }
  390. BattleManager.sendBattleDuplicateMsg(this.battlesID,attackData.bWin,layout,this.operateList,()=>{
  391. if(attackData.bWin)
  392. if(this.battlesID == 20){
  393. }
  394. else{
  395. this.battlesID++
  396. }
  397. else{
  398. if(this.battlesID%5 != 1){
  399. this.battlesID--
  400. }
  401. }
  402. this.bBattleOverMessageBack = true
  403. if(this.bBattleOverAnimBack){
  404. this.restartBattle(this.battlesID)
  405. }
  406. },()=>{
  407. this.bBattleOverMessageBack = true
  408. if(this.bBattleOverAnimBack){
  409. this.restartBattle(this.battlesID)
  410. }
  411. })
  412. break;
  413. }
  414. }
  415. }
  416. onTouchStart(event: EventTouch) {
  417. if (this.touchStart) {
  418. this.resetHeroPos(this.touchStart)
  419. }
  420. // 获取触点对应节点
  421. let posData = this.getItemBaseByPosition(event.getLocation());
  422. if(posData && posData.hero){
  423. let hero = posData.hero.getComponent(Hero);
  424. if(hero.isLock){
  425. return;
  426. }
  427. Framework.audio.playEffect(AudioID.Click);
  428. this.touchStart = posData.hero;
  429. hero.stand()
  430. this.touchStart.setSiblingIndex(30);
  431. let index = posData.posIndex - BattleUtil.BagListSize
  432. if(index >= 0){
  433. this.battleControl.removeHeroInPos(index)
  434. }
  435. }
  436. }
  437. // 触摸移动
  438. onTouchMove(event: EventTouch) {
  439. if (this.touchStart ) {
  440. this.touchStart .setPosition(this.roleNode.getComponent(UITransform).convertToNodeSpaceAR(new Vec3(event.getUILocation().x, event.getUILocation().y)))
  441. let posData = this.getItemBaseByPosition(event.getLocation());
  442. if(posData&&(posData.posIndex >= BattleUtil.BagListSize)){
  443. this.radiusNode.position = v3(this.touchStart.position.x,this.touchStart.position.y);
  444. this.radiusNode.active = true;
  445. this.setRadius(this.touchStart.getComponent(Hero).radius)
  446. }
  447. else{
  448. this.radiusNode.active = false;
  449. }
  450. }
  451. else{
  452. this.radiusNode.active = false;
  453. }
  454. }
  455. onTouchEnd(event: EventTouch) {
  456. this.radiusNode.active = false;
  457. if (this.touchStart) {
  458. let posData = this.getItemBaseByPosition(event.getLocation());
  459. let touchEnd:Node = null
  460. if(posData){
  461. if(posData.hero == this.touchStart){
  462. if(this.touchEndIndex == posData.posIndex){
  463. this.touchEndIndex = -1
  464. if(posData.posIndex < BattleUtil.BagListSize){
  465. this.removeHeroPos(this.touchStart,true)
  466. this.touchStart = null;
  467. return;
  468. }
  469. }
  470. else{
  471. this.touchEndIndex = posData.posIndex
  472. this.touchEndTime = 1
  473. }
  474. }
  475. else{
  476. if(posData.hero){
  477. let hero = posData.hero.getComponent(Hero);
  478. if(hero && hero.isLock){
  479. this.resetHeroPos(this.touchStart)
  480. this.touchStart = null;
  481. return;
  482. }
  483. }
  484. touchEnd = posData.hero;
  485. this.touchEndIndex = -1
  486. }
  487. }
  488. else{
  489. this.resetHeroPos(this.touchStart)
  490. this.touchStart = null;
  491. this.touchEndIndex = -1
  492. return
  493. }
  494. if(touchEnd){
  495. let endHero = touchEnd.getComponent(Hero)
  496. let startHero = this.touchStart.getComponent(Hero)
  497. if(endHero.typeID == startHero.typeID && endHero.level == startHero.level){
  498. this.mergeHero(this.touchStart, touchEnd)
  499. }
  500. else{
  501. this.changeHeroPos(this.touchStart, touchEnd)
  502. }
  503. }
  504. else{
  505. this.setHeroPos(this.touchStart, posData.posIndex)
  506. }
  507. this.touchStart = null;
  508. }
  509. }
  510. onTouchCancel(event: EventTouch) {
  511. this.touchCancel()
  512. }
  513. touchCancel() {
  514. this.radiusNode.active = false;
  515. if (this.touchStart) {
  516. this.resetHeroPos(this.touchStart)
  517. this.touchStart = null;
  518. }
  519. }
  520. //根据世界坐标获取item 排除手上的
  521. private getItemBaseByPosition(pos: Vec2):PosData {
  522. let FindArr = this.bagPosList
  523. let bag = FindArr.find(t => {
  524. if(t.bLock) return false
  525. if(t.hero && t.hero != this.touchStart){
  526. return t.hero.getComponent(Hero).hitTest(pos)
  527. }
  528. return t.node.getComponent(UITransform).hitTest(pos)
  529. });
  530. if (bag ) return bag
  531. FindArr = this.attackPosList
  532. let attack = FindArr.find(t => {
  533. if(t.hero && t.hero != this.touchStart){
  534. return t.hero.getComponent(Hero).hitTest(pos)
  535. }
  536. return t.node.getComponent(UITransform).hitTest(pos)
  537. });
  538. return attack;
  539. }
  540. //炸弹效果播放结束
  541. bombSpineOver() {
  542. }
  543. //UI开打时会调用,如果有初始化代码应该放到此函数
  544. onOpen(args) {
  545. let battlesConf = BattlesConf.data[BattleData.duplicate.max_process]
  546. if(battlesConf){
  547. if(battlesConf.BossProcess > BattleData.duplicate.max_process){
  548. this.battlesID = BattleData.duplicate.max_process + 1
  549. this.bStart = true
  550. }
  551. else{
  552. this.changeChapterNode.getComponent(ChangeChapter).show(
  553. ()=>{
  554. this.restartBattle(this.battlesID+1)
  555. }
  556. );
  557. //只考虑换章节,暂不考虑数据错乱
  558. this.battlesID = BattleData.duplicate.max_process
  559. this.changeChapterNode.active = true
  560. this.bStart = false
  561. }
  562. }
  563. else{
  564. //没数据就认为是第一关
  565. this.bStart = true
  566. this.battlesID = 1
  567. }
  568. this.battleControl.init(this.battlesID)
  569. this.init();
  570. }
  571. //UI关闭时会调用,该函数在onDestroy前调用
  572. onClose() {
  573. }
  574. //框架管理UI层级时会调用,可根据UI情况修改
  575. onShow() {
  576. super.onShow();
  577. }
  578. //框架管理UI层级时会调用,可根据UI情况修改
  579. onHide() {
  580. super.onHide();
  581. }
  582. init() {
  583. let posID = 0;
  584. let roleTransform = this.roleNode.getComponent(UITransform)
  585. let bagChildren = this.bagNode.children
  586. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  587. let node = bagChildren[i];
  588. let pos = roleTransform.convertToNodeSpaceAR(node.getWorldPosition())
  589. let posData: PosData = {
  590. node: node,
  591. hero: null,
  592. bLock: false,
  593. posIndex: posID,
  594. pos: pos,
  595. posNumber: -1
  596. }
  597. this.bagPosList.push(posData);
  598. posID++;
  599. }
  600. this.reset()
  601. }
  602. reset(){
  603. let battleConf = BattlesConf.data[this.battlesID.toString()]
  604. if(!battleConf){
  605. console.log("战斗配置错误")
  606. return
  607. }
  608. this.lockAttackPosNumber = BattleUtil.AttackListSize-battleConf.Unlock
  609. let mapConf = MapConf.data[this.battleControl.mapID.toString()]
  610. if(!mapConf){
  611. console.log("地图配置错误")
  612. return
  613. }
  614. let offset = mapConf.OffsetArray
  615. if(offset){
  616. baseOffset.x = offset[0]||0
  617. baseOffset.y = offset[1]||0
  618. }
  619. else{
  620. baseOffset.x = 0
  621. baseOffset.y = 0
  622. }
  623. let attackChildren = this.attackNode.children
  624. let attackNode = this.attackNode.children[0]
  625. // this.attackPosList = []
  626. this.attackPosMap.clear()
  627. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  628. let posData = this.bagPosList[i];
  629. if(i < BattleUtil.BagListSize-this.lockBagPosNumber){
  630. posData.node.getChildByName("lock").active = false
  631. posData.bLock = false
  632. }
  633. else{
  634. posData.bLock = true
  635. posData.node.getChildByName("lock").active = true
  636. }
  637. }
  638. //let heroData = HeroDataPool.getObject();
  639. // for (let i = 0; i < BattleUtil.BagListSize; i++) {
  640. // let bagPos = this.bagPosList[i];
  641. // if(bagPos.hero){
  642. // let value = BattleData.layout[i];
  643. // let battleLayoutData = BattleManager.getDataWithLayoutValue(value)
  644. // bagPos.hero.position = bagPos.pos;
  645. // let hero = bagPos.hero.getComponent(Hero);
  646. // heroData.init(RoleData.getRoleDataByID(battleLayoutData.typeID),battleLayoutData.level,-1)
  647. // hero.resetData(heroData);
  648. // }
  649. // }
  650. for (let i = 0; i < BattleUtil.AttackListSize; i++) {
  651. let node = attackChildren[i];
  652. if(!node){
  653. node = instantiate(attackNode)
  654. this.attackNode.addChild(node)
  655. }
  656. let posNumber = this.battleControl.getPosIDByIndex(i)
  657. if(posNumber != -1){
  658. node.active = true;
  659. let mapDataPos = this.battleControl.getPosition(posNumber)
  660. let pos = MapDataPosToView(mapDataPos.x,mapDataPos.y)
  661. node.position = pos
  662. let posData: PosData = this.attackPosList[i]
  663. if(i < BattleUtil.AttackListSize-this.lockAttackPosNumber){
  664. node.getChildByName("lock").active = false
  665. if(!posData){
  666. posData = {
  667. node: node,
  668. hero: null,
  669. bLock: false,
  670. posIndex: BattleUtil.BagListSize+i,
  671. pos: new Vec3(pos.x, pos.y, 0),
  672. posNumber: posNumber
  673. }
  674. this.attackPosList.push(posData);
  675. }
  676. else{
  677. posData.posIndex = BattleUtil.BagListSize+i;
  678. posData.pos = new Vec3(pos.x, pos.y, 0);
  679. posData.posNumber = posNumber;
  680. // if(posData.hero){
  681. // let value = BattleData.layout[i+BattleUtil.BagListSize];
  682. // let battleLayoutData = BattleManager.getDataWithLayoutValue(value)
  683. // posData.hero.position = posData.pos;
  684. // let hero = posData.hero.getComponent(Hero);
  685. // heroData.init(RoleData.getRoleDataByID(battleLayoutData.typeID),battleLayoutData.level,posNumber)
  686. // hero.resetData(heroData);
  687. // }
  688. }
  689. this.attackPosMap.set(posNumber, posData);
  690. }
  691. else{
  692. if(posData){
  693. if(posData.hero){
  694. posData.hero.removeFromParent();
  695. }
  696. this.attackPosList.splice(i);
  697. }
  698. node.getChildByName("lock").active = true
  699. }
  700. }
  701. else {
  702. node.active = false;
  703. }
  704. }
  705. //HeroDataPool.putObject(heroData);
  706. this.resetBattleLayout()
  707. let path = "texture/tower/"+mapConf.Background+"/spriteFrame"
  708. this.load("package",path, SpriteFrame, (res: SpriteFrame) => {
  709. this.mapSprite.spriteFrame = res
  710. })
  711. let processe = BattlesConf.data[this.battlesID].Process
  712. this.mapName.string = StringUtil.getLanguageData(mapConf.Name,[processe])
  713. tween(this.battlesProgressBar).to(0.5, { progress: ((processe-1)%5)/4 }).start()
  714. let curValue = processe-((processe-1)%5)
  715. for (let i = 0; i < 5; i++) {
  716. let node = this.levelValue[i];
  717. node.string = (curValue+i).toString()
  718. }
  719. // this.bStart = false;
  720. // this.waitTime = 5;
  721. this.operateList = [];
  722. this.gameTime = 0;
  723. this.powerCur = UserData.status.food
  724. this.radiusNode.active = false;
  725. this.damageCountData.clear()
  726. this.resultNode.active = false
  727. this.updateDamageCount()
  728. this.powerLabel.string = `${this.powerCur}/${this.powerMax}`;
  729. }
  730. private initPool() {
  731. //初始化池
  732. let queue = new AsyncQueue();
  733. queue.pushMulti("InitPool", async (next: NextFunction, params: any, args: any) => {
  734. Framework.tips.setTipsNode("package", "prefab/ui/tips/tips_flash", "Label", () => {
  735. next && next();
  736. });
  737. });
  738. queue.complete = () => {
  739. //this._loginEx();
  740. };
  741. queue.play();
  742. //this._loginEx();
  743. this.loadHeroModel()
  744. }
  745. //添加一个新英雄
  746. addHero() {
  747. if(this.loadHeroModelNum < this.loadHeroModelNumMax){
  748. console.log("英雄没加载完成");
  749. return;
  750. }
  751. let posID = -1;
  752. if(this.powerCur <= 0){
  753. console.log("没有精力了");
  754. return;
  755. }
  756. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  757. let bagPos = this.bagPosList[i];
  758. if(!bagPos.bLock && bagPos.hero == null){
  759. posID = this.bagPosList[i].posIndex;
  760. break;
  761. }
  762. }
  763. if(posID == -1) {
  764. console.log("没有空位了");
  765. return;
  766. }
  767. //添加英雄
  768. let heroIndex = Math.floor(Math.random() * this.loadHeroModelNum)%this.loadHeroModelNum;
  769. let heroID = this.fightRole[heroIndex];
  770. if(heroID == 0){
  771. for(let i = 0; i < this.fightRole.length; i++){
  772. heroID = this.fightRole[i];
  773. if(heroID != 0){
  774. break;
  775. }
  776. }
  777. }
  778. let heroData = HeroDataPool.getObject();
  779. heroData.init(RoleData.getRoleDataByID(heroID),1,1)
  780. let node:Node = null;
  781. if(this.heroPool[heroID] == null){
  782. this.heroPool[heroID] = [];
  783. }
  784. else {
  785. if(this.heroPool[heroID].length > 0){
  786. node = this.heroPool[heroID].pop();
  787. }
  788. }
  789. if(node == null){
  790. node = instantiate(this.heroModelMap.get(heroID));
  791. node.parent = this.roleNode;
  792. this.heroList.push(node);
  793. }
  794. let hero = node.getComponent(Hero);
  795. hero.resetData(heroData);
  796. HeroDataPool.putObject(heroData);
  797. hero.posIndex = posID;
  798. let posData = this.bagPosList[posID];
  799. if(!posData){
  800. return;
  801. }
  802. posData.hero = node;
  803. node.position = posData.pos;
  804. //记录添加英雄操作
  805. let otps:BattleOptsNew ={
  806. type:BattleOptsType.New,
  807. pos:BattleLayoutPos[posData.posIndex],
  808. level:1,
  809. raceID:Math.floor(heroData.typeID/HeroRaceSacle),
  810. }
  811. this.operateList.push(otps);
  812. console.log("添加英雄", node.position);
  813. this.powerLabel.string = `${this.powerCur}/${this.powerMax}`;
  814. this.powerCur--;
  815. this.checkMerge(node);
  816. }
  817. /**
  818. * 添加一个已有数据的英雄
  819. * @param typeID 类型
  820. * @param level 等级
  821. * @param posIndex 所处位置下标
  822. * @returns
  823. */
  824. addHeroWithData( typeID:number,level:number, posIndex:number) {
  825. //添加英雄
  826. if(this.loadHeroModelNum < this.loadHeroModelNumMax){
  827. console.log("英雄没加载完成");
  828. return;
  829. }
  830. // let heroIndex = Math.floor(Math.random() * this.loadHeroModelNum)%this.loadHeroModelNum;
  831. let heroID = typeID;
  832. let heroData = HeroDataPool.getObject();
  833. heroData.init(RoleData.getRoleDataByID(heroID),level,1)
  834. let posData = this.bagPosList[posIndex];
  835. if(!posData){
  836. posData = this.attackPosList[posIndex-BattleUtil.BagListSize];
  837. this.battleControl.addHeroInPos(heroData.typeID,heroData.level,posIndex - BattleUtil.BagListSize)
  838. }
  839. if(!posData){
  840. return;
  841. }
  842. let heroNode = posData.hero;
  843. if(heroNode){
  844. this.heroList.splice(this.heroList.indexOf(heroNode), 1)
  845. this.heroPool[heroNode.getComponent(Hero).typeID].push(heroNode)
  846. heroNode.getComponent(Hero).clearData();
  847. }
  848. let node:Node = null;
  849. if(this.heroPool[heroID] == null){
  850. this.heroPool[heroID] = [];
  851. }
  852. else {
  853. if(this.heroPool[heroID].length > 0){
  854. node = this.heroPool[heroID].pop();
  855. }
  856. }
  857. if(node == null){
  858. node = instantiate(this.heroModelMap.get(heroID));
  859. node.parent = this.roleNode;
  860. this.heroList.push(node);
  861. }
  862. let hero = node.getComponent(Hero);
  863. hero.resetData(heroData);
  864. HeroDataPool.putObject(heroData);
  865. hero.posIndex = posIndex;
  866. posData.hero = node;
  867. let scale = posIndex > BattleUtil.BagListSize-1 ? 1.2 : 1;
  868. node.scale = v3(scale,scale,1);
  869. node.position = posData.pos;
  870. }
  871. checkMerge(node:Node) {
  872. let hero = node.getComponent(Hero);
  873. if(!hero) {
  874. return;
  875. }
  876. let bFind = false;
  877. if(this.isAutoMerge && !hero.isLock && hero.posIndex < BattleUtil.BagListSize){
  878. for (let i = 0; i < this.attackPosList.length; i++) {
  879. let dstPosData = this.attackPosList[i];
  880. if(dstPosData.hero != null && dstPosData.hero != node){
  881. let dstHero = dstPosData.hero.getComponent(Hero);
  882. if((!dstHero.isLock) && dstHero.typeID == hero.typeID && dstHero.level == hero.level){
  883. if(this.mergeHero(node, dstPosData.hero)){
  884. bFind = true;
  885. break;
  886. }
  887. }
  888. }
  889. }
  890. if(!bFind){
  891. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  892. let dstPosData = this.bagPosList[i];
  893. if(dstPosData.hero != null && dstPosData.hero != node){
  894. let dstHero = dstPosData.hero.getComponent(Hero);
  895. if((!dstHero.isLock) && dstHero.typeID == hero.typeID && dstHero.level == hero.level){
  896. if(this.mergeHero(node, dstPosData.hero))
  897. break;
  898. }
  899. }
  900. }
  901. }
  902. }
  903. }
  904. //合并英雄
  905. mergeHero(srcNode:Node, dstNode:Node) {
  906. let dstHero = dstNode.getComponent(Hero);
  907. if(dstHero.isLock){
  908. return false;
  909. }
  910. dstHero.isLock = true;
  911. // srcNode.setSiblingIndex(BattleUtil.BagListSize+this.attackPosList.length)
  912. srcNode.getComponent(Hero).flyTo(dstNode.position,()=>{
  913. if(isValid(dstHero)){
  914. dstHero.isLock = false;
  915. dstHero.levelUp()
  916. if(dstHero.posIndex >= BattleUtil.BagListSize){
  917. let index = dstHero.posIndex - BattleUtil.BagListSize;
  918. this.battleControl.levelUp(index)
  919. }
  920. this.levelUpEffectIndex = this.levelUpEffectIndex++%this.levelUpEffect.length;
  921. this.levelUpEffect[this.levelUpEffectIndex].position = dstNode.position
  922. this.levelUpEffect[this.levelUpEffectIndex].active = true
  923. this.levelUpEffect[this.levelUpEffectIndex].getComponent(sp.Skeleton).setAnimation(0, "animation", false)
  924. this.removeHeroPos(srcNode)
  925. this.checkMerge(dstNode)
  926. }
  927. })
  928. //记录合并英雄操作
  929. let opts:BattleOptsMerge = {
  930. type:BattleOptsType.Merge,
  931. srcPos:BattleLayoutPos[srcNode.getComponent(Hero).posIndex],
  932. targetPos:BattleLayoutPos[dstHero.posIndex],
  933. }
  934. this.operateList.push(opts)
  935. return true;
  936. }
  937. addEnemy(eventData: BattleEventData_EnemyBorn) {
  938. //添加敌人
  939. let node:Node = null;
  940. if(this.enemyPool.has(eventData.typeID) && this.enemyPool.get(eventData.typeID).length > 0){
  941. node = this.enemyPool.get(eventData.typeID).pop();
  942. }
  943. else {
  944. node = instantiate(this.ememyModelList[eventData.typeID-1]);
  945. node.parent = this.roleNode;
  946. }
  947. node.setSiblingIndex(0)
  948. node.getComponent(Enemy).resetData(eventData.typeID,eventData.ID,MapDataPosToView(eventData.position.x,eventData.position.y),eventData.life,eventData.lifeMax)
  949. node.getComponent(Enemy).startMove("move1")
  950. this.enemyMap.set(eventData.ID,node);
  951. }
  952. onClickAddHero() {
  953. Framework.audio.playEffect(AudioID.Click);
  954. this.addHero();
  955. }
  956. //重置坐标
  957. resetHeroPos(heroNode:Node) {
  958. let hero = heroNode.getComponent(Hero)
  959. if(!hero) {
  960. return;
  961. }
  962. let posID = hero.posIndex;
  963. if(posID != -1){
  964. if(posID < BattleUtil.BagListSize)
  965. heroNode.position = this.bagPosList[posID].pos;
  966. else if(posID < BattleUtil.BagListSize + this.attackPosList.length){
  967. heroNode.position = this.attackPosList[posID - BattleUtil.BagListSize].pos;
  968. this.battleControl.addHeroInPos(hero.typeID,hero.level,posID - BattleUtil.BagListSize)
  969. }
  970. }
  971. }
  972. //设置新坐标
  973. setHeroPos(hero:Node,newPosIndex:number) {
  974. let posIndex = hero.getComponent(Hero).posIndex;
  975. if(posIndex != -1){
  976. if(posIndex < BattleUtil.BagListSize){
  977. this.bagPosList[posIndex].hero = null;
  978. // console.log("setHeroPos1",posID)
  979. }else if(posIndex < BattleUtil.BagListSize + this.attackPosList.length){
  980. this.attackPosList[posIndex - BattleUtil.BagListSize].hero = null;
  981. // console.log("setHeroPos2",posID)
  982. }
  983. }
  984. else{
  985. console.error("setHeroPos error",posIndex)
  986. return;
  987. }
  988. if(newPosIndex != -1){
  989. if(newPosIndex < BattleUtil.BagListSize){
  990. this.bagPosList[newPosIndex].hero = hero;
  991. hero.position = this.bagPosList[newPosIndex].pos;
  992. hero.scale = new Vec3(1,1,1);
  993. }
  994. else if(newPosIndex < BattleUtil.BagListSize + this.attackPosList.length){
  995. let index = newPosIndex - BattleUtil.BagListSize;
  996. this.attackPosList[index].hero = hero;
  997. hero.position = this.attackPosList[index].pos;
  998. let heroObj = hero.getComponent(Hero)
  999. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  1000. hero.scale = new Vec3(1.2,1.2,1);
  1001. }
  1002. hero.getComponent(Hero).posIndex = newPosIndex
  1003. }
  1004. else{
  1005. console.log("hero move error")
  1006. return
  1007. }
  1008. //记录交换操作
  1009. let opts:BattleOptsMove = {
  1010. type: BattleOptsType.Move,
  1011. targetPos: BattleLayoutPos[newPosIndex],
  1012. srcPos: BattleLayoutPos[posIndex],
  1013. }
  1014. this.operateList.push(opts)
  1015. }
  1016. /**
  1017. * 移除英雄
  1018. * @param hero 节点
  1019. * @param bOtps 是否记录此次移除操作
  1020. */
  1021. removeHeroPos(hero:Node,bOtps:boolean = false) {
  1022. let posIndex = hero.getComponent(Hero).posIndex;
  1023. if(posIndex != -1){
  1024. this.heroList.splice(this.heroList.indexOf(hero), 1)
  1025. this.heroPool[hero.getComponent(Hero).typeID].push(hero)
  1026. hero.getComponent(Hero).clearData();
  1027. if(posIndex < BattleUtil.BagListSize){
  1028. this.bagPosList[posIndex].hero = null;
  1029. // console.log("removeHeroPos1",posID)
  1030. }else if(posIndex < BattleUtil.BagListSize + this.attackPosList.length){
  1031. this.attackPosList[posIndex - BattleUtil.BagListSize].hero = null;
  1032. // console.log("removeHeroPos2",posID)
  1033. this.battleControl.removeHeroInPos(posIndex - BattleUtil.BagListSize)
  1034. }
  1035. if(bOtps){
  1036. let otps:BattleOptsRemove = {
  1037. pos:BattleLayoutPos[posIndex],
  1038. type:BattleOptsType.Remove
  1039. }
  1040. this.operateList.push(otps)
  1041. }
  1042. }
  1043. }
  1044. //交换位置
  1045. changeHeroPos(hero1:Node,hero2:Node) {
  1046. let posIndex1 = hero1.getComponent(Hero).posIndex;
  1047. let posIndex2 = hero2.getComponent(Hero).posIndex;
  1048. hero1.getComponent(Hero).posIndex = posIndex2
  1049. hero2.getComponent(Hero).posIndex = posIndex1
  1050. if(posIndex1 != -1){
  1051. if(posIndex1 < BattleUtil.BagListSize){
  1052. hero2.position = this.bagPosList[posIndex1].pos;
  1053. this.bagPosList[posIndex1].hero = hero2;
  1054. hero2.scale = new Vec3(1,1,1);
  1055. }
  1056. else if(posIndex1 < BattleUtil.BagListSize + this.attackPosList.length){
  1057. hero2.position = this.attackPosList[posIndex1 - BattleUtil.BagListSize].pos;
  1058. let index = posIndex1 - BattleUtil.BagListSize;
  1059. this.attackPosList[index].hero = hero2;
  1060. let heroObj = hero2.getComponent(Hero)
  1061. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  1062. hero2.scale = new Vec3(1.2,1.2,1);
  1063. }
  1064. hero2.getComponent(Hero).stand()
  1065. }
  1066. if(posIndex2 != -1){
  1067. if(posIndex2 < BattleUtil.BagListSize){
  1068. hero1.position = this.bagPosList[posIndex2].pos;
  1069. this.bagPosList[posIndex2].hero = hero1;
  1070. hero1.scale = new Vec3(1,1,1);
  1071. }
  1072. else if(posIndex2 < BattleUtil.BagListSize + this.attackPosList.length){
  1073. hero1.position = this.attackPosList[posIndex2 - BattleUtil.BagListSize].pos;
  1074. let index = posIndex2 - BattleUtil.BagListSize;
  1075. this.attackPosList[index].hero = hero1;
  1076. let heroObj = hero1.getComponent(Hero)
  1077. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  1078. hero1.scale = new Vec3(1.2,1.2,1);
  1079. }
  1080. hero1.getComponent(Hero).stand()
  1081. }
  1082. //记录交换操作
  1083. let opts:BattleOptsMove = {
  1084. type: BattleOptsType.Move,
  1085. targetPos: BattleLayoutPos[posIndex2],
  1086. srcPos: BattleLayoutPos[posIndex1],
  1087. }
  1088. this.operateList.push(opts)
  1089. }
  1090. addHurt(pos:Vec3,value:number){
  1091. // console.log("addHurt",value)
  1092. let node:Node = null;
  1093. if(this.hurtPool.length > 0){
  1094. node = this.hurtPool.pop();
  1095. }
  1096. else {
  1097. node = instantiate(this.hurtModelList[0]);
  1098. node.parent = this.roleNode;
  1099. }
  1100. node.position = v3(pos.x,pos.y+40,pos.z);
  1101. this.hurtList.push(node);
  1102. node.getComponent(Hurt).hurt(value,()=>{
  1103. this.hurtList.splice(this.hurtList.indexOf(node), 1)
  1104. this.hurtPool.push(node)
  1105. })
  1106. }
  1107. updateSiblingIndex() {
  1108. let children = this.roleNode.children
  1109. children.sort((a, b) => {
  1110. let battleNodeA = a.getComponent(BattleNodeBase);
  1111. let battleNodeB = b.getComponent(BattleNodeBase);
  1112. if (!battleNodeA || !battleNodeB) {
  1113. return 0;
  1114. }
  1115. let priorityA = battleNodeA.priority
  1116. let priorityB = battleNodeB.priority
  1117. if (priorityA != priorityB) {
  1118. return priorityA - priorityB;
  1119. }
  1120. if(this.touchStart == b){
  1121. return -1;
  1122. }
  1123. if(this.touchStart == a){
  1124. return 1;
  1125. }
  1126. //特殊状态
  1127. if(battleNodeB.isLock){
  1128. return -1;
  1129. }
  1130. if(battleNodeA.isLock){
  1131. return 1;
  1132. }
  1133. if (a.position.y != b.position.y) {
  1134. return b.position.y - a.position.y;
  1135. }
  1136. else {
  1137. a.position.x - b.position.x
  1138. }
  1139. });
  1140. for (let i = 0; i < children.length; i++) {
  1141. children[i].setSiblingIndex(i);
  1142. }
  1143. }
  1144. setRadius(radius:number){
  1145. this.radiusNode.scale = v3(0.4*radius,0.4*radius,1)
  1146. }
  1147. updateDamageCount(){
  1148. let num = 0
  1149. let allEnemyHP = this.battleControl.allEnemyHP
  1150. this.damageCountData.forEach((value,typeID)=>{
  1151. let countNode = this.countList[num]
  1152. if(num < this.countList.length){
  1153. this.countList[num].active = true
  1154. }
  1155. if(countNode){
  1156. let headSprite = countNode.getChildByName("head").getComponent(Sprite)
  1157. let valueLabel = countNode.getChildByName("number")
  1158. let progress = countNode.getChildByName("progress").getComponent(UITransform)
  1159. MaterialUtil.getHeadByID(typeID,headSprite)
  1160. //headSprite.getComponent(Sprite).spriteFrame = this.headSprite[typeID]
  1161. valueLabel.getComponent(Label).string = StringUtil.bigNumberToStr(value)
  1162. let progressWidth = value/allEnemyHP*84
  1163. if(progressWidth > 84){
  1164. progressWidth = 84
  1165. }
  1166. progress.setContentSize(progressWidth,20)
  1167. }
  1168. num++
  1169. })
  1170. for(let i = num;i<this.countList.length;i++){
  1171. this.countList[i].active = false
  1172. }
  1173. }
  1174. setDamageCount(typeID:number,value:number){
  1175. let valueOld = this.damageCountData.get(typeID) || 0
  1176. this.damageCountData.set(typeID,value+valueOld)
  1177. }
  1178. private onTouchButton(event: Event, customStr) {
  1179. let target: any = event.target;
  1180. if (target.name == 'mask') {
  1181. Framework.layer.close(this);
  1182. } else if (target.name == 'hanghui_btn') {
  1183. RoleManager.getNewRole()
  1184. } else if (target.name == 'hero_btn') {
  1185. Framework.layer.open(ViewID.HeroList);
  1186. } else if (target.name == 'material_btn') {
  1187. Framework.layer.open(ViewID.HeroFate);
  1188. } else if (target.name == 'mail_btn') {
  1189. MailManager.sendGetMailMsg({ ids: [MailData.getMaxMailId(0), MailData.getMaxMailId(1)] }, () => {
  1190. Framework.layer.open(ViewID.MailMain);
  1191. })
  1192. }else if (target.name == 'title_bg'){
  1193. this.rewardChapterNode.getComponent(RewardChapter) .show();
  1194. }
  1195. }
  1196. //{typeID:number,value:number}
  1197. private bossUpdate(data:EnemyActionType){
  1198. switch(data){
  1199. case EnemyActionType.Born:
  1200. break;
  1201. case EnemyActionType.Die:
  1202. break;
  1203. case EnemyActionType.Hurt:
  1204. break;
  1205. case EnemyActionType.Move:
  1206. break;
  1207. }
  1208. }
  1209. private loadHeroModel(){
  1210. let fightRole = RoleData.fightRole
  1211. this.fightRole = fightRole
  1212. this.loadHeroModelNum = 0
  1213. this.loadHeroModelNumMax = 0
  1214. fightRole.forEach(element => {
  1215. if(element > 0 ){
  1216. this.loadHeroModelNumMax ++
  1217. if(!this.heroModelMap.has(element)){
  1218. let url = "prefab/ui/tower/hero/role"+element
  1219. this.load("package",url,Prefab,(prefab:Prefab)=>{
  1220. this.heroModelMap.set(element,prefab)
  1221. this.loadHeroModelNum++
  1222. if(this.loadHeroModelNum == this.loadHeroModelNumMax){
  1223. this.resetBattleLayout()
  1224. }
  1225. })
  1226. }
  1227. else{
  1228. this.loadHeroModelNum++
  1229. }
  1230. }
  1231. });
  1232. }
  1233. private resetBattleLayout(){
  1234. //添加初始英雄
  1235. for (let i = 0; i < BattleData.layout.length; i++) {
  1236. let value = BattleData.layout[i];
  1237. if(value > 0){
  1238. let battleLayoutData = BattleManager.getDataWithLayoutValue(value)
  1239. this.addHeroWithData(battleLayoutData.typeID,battleLayoutData.level,i)
  1240. }
  1241. }
  1242. }
  1243. //重新开始第x关
  1244. private restartBattle(battlesID){
  1245. this.enemyMap.forEach((enemy, enemyID) => {
  1246. enemy.getComponent(Enemy).clearData();
  1247. this.enemyMap.delete(enemyID);
  1248. let typeID = enemy.getComponent(Enemy).typeID
  1249. if(this.enemyPool.has(typeID)){
  1250. this.enemyPool.get(typeID).push(enemy);
  1251. }
  1252. else {
  1253. this.enemyPool.set(typeID,[enemy]);
  1254. }
  1255. })
  1256. this.battlesID = battlesID;
  1257. this.battleControl.reset(this.battlesID)
  1258. this.reset()
  1259. for(let index = 0; index < this.attackPosList.length; index++){
  1260. let hero = this.attackPosList[index].hero;
  1261. if(hero){
  1262. hero.position = this.attackPosList[index].pos;
  1263. let heroObj = hero.getComponent(Hero)
  1264. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  1265. }
  1266. }
  1267. this.bStart = true;
  1268. }
  1269. }