TowerUI.ts 24 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} from 'cc';
  2. import { BaseView } from '../../../framework/layer/BaseView';
  3. import { NetMgr } from '../../Main';
  4. import { Framework } from '../../../framework/Framework';
  5. import { FrameworkConf } from '../../../framework/config/FrameworkConf';
  6. import { AudioID } from '../../../framework/config/AudioConf';
  7. import { AsyncQueue, NextFunction } from '../../../framework/queue/AsyncQueue';
  8. import { Hero } from './node/Hero';
  9. import { Enemy } from './node/Enemy';
  10. import { Hurt } from './node/Hurt';
  11. import { BattleNodeBase } from './node/BattleNodeBase';
  12. import { BattleControl } from './control/BattleControl';
  13. import { BattleUtil } from './data/BattleUtil';
  14. import { BattleEventManager } from './base/BattleEventManager';
  15. import { BattleEventData_EnemyBorn, BattleEventData_EnemyBuff, BattleEventData_EnemyDie, BattleEventData_EnemyHurt, BattleEventData_EnemyMove, BattleEventData_HeroAttack, BattleEventData_Over, BattleEventTarget, BattleEventType } from './base/BattleEventUtil';
  16. import { MapConf } from './conf/MapConf';
  17. import { isValid } from 'cc';
  18. import { HeroDataPool } from './data/HeroData';
  19. //地图比例尺 1:70
  20. let mapScale = 72;
  21. let basePoint = {x:-325,y:-70}
  22. let baseOffset = {x:0,y:0}
  23. //地图格子转坐标
  24. let MapDataPosToView = (x:number,y:number) => {
  25. let XX = (x+baseOffset.x) * mapScale + basePoint.x;
  26. let YY = (y+baseOffset.y) * mapScale + basePoint.y;
  27. return new Vec3(XX, YY, 0);
  28. //return new Vec3(x * mapScale + basePoint.x, y * mapScale + basePoint.y, 0);
  29. }
  30. //地图速度转换
  31. let MapDataSpeedToView = (x:number,y:number) => {
  32. let XX = x * mapScale * BattleUtil.FrameRate;
  33. let YY = y * mapScale * BattleUtil.FrameRate;
  34. return new Vec2(XX, YY,);
  35. //return new Vec3(x * mapScale + basePoint.x, y * mapScale + basePoint.y, 0);
  36. }
  37. const { ccclass, property } = _decorator;
  38. export interface PosData {
  39. node: Node,
  40. hero: Node,
  41. bLock: boolean,
  42. posID: number,
  43. pos: Vec3,
  44. posNumber: number
  45. }
  46. @ccclass('TowerUI')
  47. export class TowerUI extends BaseView {
  48. @property({ type: Sprite, tooltip: "地图" })
  49. mapSprite: Sprite = null;
  50. @property({ type: Node, tooltip: "攻击位" })
  51. attackNode: Node = null;
  52. @property({ type: Node, tooltip: "背包位" })
  53. bagNode: Node = null;
  54. @property({ type: Node, tooltip: "减血数字根节点" })
  55. hurtNode: Node = null;
  56. // 攻击位
  57. attackPosList: PosData[] = [];
  58. //根据posID获取做的索引
  59. attackPosMap: Map<number,PosData> = new Map();
  60. //背包位
  61. bagPosList: PosData[] = [];
  62. mapID = 1;
  63. @property({ type: [Prefab], tooltip: "英雄" })
  64. heroModelList: Prefab[] = [];
  65. heroPool: Map<number,Node[]> = new Map();
  66. heroList: Node[] = [];
  67. @property({type:[Node],tooltip:"升级效果"})
  68. levelUpEffect:Node[] = []
  69. @property({ type: [Prefab], tooltip: "敌人" })
  70. ememyModelList: Prefab[] = [];
  71. enemyPool: Node[] = [];
  72. enemyMap: Map<number,Node> = new Map();
  73. enemyWaitTime: number = 0;
  74. @property({ type: [Prefab], tooltip: "受伤数字" })
  75. hurtModelList: Prefab[] = [];
  76. hurtPool: Node[] = [];
  77. hurtList: Node[] = [];
  78. @property({ type:Node, tooltip: "所有角色根节点" })
  79. roleNode: Node = null;
  80. @property({ type:Node, tooltip: "攻击范围" })
  81. radiusNode: Node = null;
  82. bStart = false;
  83. waitTime = 5;
  84. touchStart: Node = null;
  85. gameTime = 0;
  86. battleControl: BattleControl = null;
  87. //当前动画下标
  88. levelUpEffectIndex = 0;
  89. //是否自动合成
  90. isAutoMerge = true;
  91. protected onLoad() {
  92. super.onLoad();
  93. this.node.on(Node.EventType.TOUCH_START, this.onTouchStart, this)
  94. this.node.on(Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
  95. this.node.on(Node.EventType.TOUCH_END, this.onTouchEnd, this);
  96. this.node.on(Node.EventType.TOUCH_CANCEL, this.onTouchCancel, this);
  97. for (let i = 0; i < this.levelUpEffect.length; i++) {
  98. this.levelUpEffect[i].getComponent(sp.Skeleton).setCompleteListener(()=>{
  99. this.levelUpEffect[i].active = false;
  100. })
  101. }
  102. this.battleControl = BattleControl.GetInstance()
  103. BattleEventManager.instance.addEvent(BattleEventTarget.Update, this.updateDataEvent.bind(this), -1);
  104. this.initPool()
  105. }
  106. protected start(): void {
  107. this.battleControl.init(this.mapID)
  108. this.init();
  109. }
  110. protected onDestroy() {
  111. }
  112. protected update(dt: number): void {
  113. this.updateSiblingIndex()
  114. if(this.bStart){
  115. this.gameTime += dt;
  116. let nowFrame = Math.floor(this.gameTime/BattleUtil.FrameTime)
  117. if(nowFrame > this.battleControl.map.curTurn){
  118. //
  119. while(nowFrame > this.battleControl.map.curTurn+1){
  120. //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
  121. this.enemyMap.forEach(element => {
  122. element.getComponent(Enemy).battleUpdate(BattleUtil.FrameTime)
  123. });
  124. this.battleControl.update();
  125. if(this.battleControl.isBattleEnd){
  126. break;
  127. }
  128. }
  129. this.enemyMap.forEach(element => {
  130. element.getComponent(Enemy).battleUpdate(BattleUtil.FrameTime)
  131. });
  132. this.battleControl.update();
  133. }
  134. }
  135. else{
  136. if(this.waitTime > 0){
  137. this.waitTime -= dt;
  138. }
  139. else{
  140. this.bStart = true;
  141. }
  142. }
  143. }
  144. private updateDataEvent(event){
  145. if(this.battleControl.isBattleEnd && event.eventType!=BattleEventType.Over){
  146. console.log("结束")
  147. return
  148. }
  149. switch(event.eventType){
  150. case BattleEventType.EnemyBorn:{
  151. let enemyData = event as BattleEventData_EnemyBorn;
  152. this.addEnemy(enemyData);
  153. break;
  154. }
  155. case BattleEventType.EnemyMove:{
  156. let enemyData = event as BattleEventData_EnemyMove;
  157. // console.log("移动",enemyData.ID,enemyData.speedVector.x,enemyData.speedVector.y)
  158. if(this.enemyMap.has(enemyData.ID)){
  159. let enemy = this.enemyMap.get(enemyData.ID);
  160. enemy.getComponent(Enemy).speedVector = MapDataSpeedToView(enemyData.speedVector.x, enemyData.speedVector.y);
  161. }
  162. break;
  163. }
  164. case BattleEventType.EnemyHurt:{
  165. let enemyData = event as BattleEventData_EnemyHurt;
  166. //console.log("移动",enemyData.ID,enemyData.hurt,enemyData.status)
  167. if(this.enemyMap.has(enemyData.targetID)){
  168. let enemy = this.enemyMap.get(enemyData.targetID);
  169. enemy.getComponent(Enemy).hurt(enemyData.hurt);
  170. this.addHurt(enemy.position,enemyData.hurt)
  171. }
  172. break;
  173. }
  174. case BattleEventType.EnemyDie:{
  175. // console.log("死亡",event)
  176. let enemyData = event as BattleEventData_EnemyDie;
  177. if(this.enemyMap.has(enemyData.ID)){
  178. let enemy = this.enemyMap.get(enemyData.ID);
  179. enemy.getComponent(Enemy).die(()=>{
  180. this.enemyMap.delete(enemyData.ID);
  181. this.enemyPool.push(enemy);
  182. }
  183. );
  184. }
  185. break;
  186. }
  187. case BattleEventType.EnemyBuff:{
  188. let enemyData = event as BattleEventData_EnemyBuff;
  189. if(this.enemyMap.has(enemyData.ID)){
  190. let enemy = this.enemyMap.get(enemyData.ID);
  191. //enemy.getComponent(Enemy).addbuff(enemyData.buff);
  192. }
  193. break;
  194. }
  195. case BattleEventType.HeroAttack:{
  196. // console.log("攻击",event)
  197. let attackData = event as BattleEventData_HeroAttack;
  198. if(this.attackPosMap.has(attackData.posID)){
  199. let posData = this.attackPosMap.get(attackData.posID);
  200. let enemy = this.enemyMap.get(attackData.targetID);
  201. if( posData && posData.hero){
  202. if(enemy){
  203. posData.hero.getComponent(Hero).attack(enemy)
  204. enemy.getComponent(Enemy).hurt(attackData.hurt);
  205. this.addHurt(enemy.position,attackData.hurt)
  206. }
  207. else{
  208. posData.hero.getComponent(Hero).stand()
  209. }
  210. }
  211. }
  212. break;
  213. }
  214. case BattleEventType.Over:{
  215. let attackData = event as BattleEventData_Over;
  216. this.attackPosMap.forEach((posData, posID) => {
  217. if(posData.hero){
  218. posData.hero.getComponent(Hero).stand()
  219. }
  220. })
  221. this.enemyMap.forEach((enemy, enemyID) => {
  222. enemy.getComponent(Enemy).stand()
  223. })
  224. let winStr = attackData.bWin ? "胜利" : "失败";
  225. console.log(winStr)
  226. tween(this.node).delay(3).call(()=>{
  227. this.enemyMap.forEach((enemy, enemyID) => {
  228. enemy.getComponent(Enemy).clearData();
  229. this.enemyMap.delete(enemyID);
  230. this.enemyPool.push(enemy);
  231. })
  232. this.mapID = this.mapID %2+1;
  233. this.battleControl.reset(this.mapID)
  234. this.reset()
  235. for(let index = 0; index < this.attackPosList.length; index++){
  236. let hero = this.attackPosList[index].hero;
  237. if(hero){
  238. hero.position = this.attackPosList[index].pos;
  239. let heroObj = hero.getComponent(Hero)
  240. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  241. }
  242. }
  243. }).start();
  244. break;
  245. }
  246. }
  247. }
  248. onTouchStart(event: EventTouch) {
  249. if (this.touchStart) {
  250. this.resetHeroPos(this.touchStart)
  251. }
  252. // 获取触点对应节点
  253. let posData = this.getItemBaseByPosition(event.getLocation());
  254. if(posData && posData.hero){
  255. let hero = posData.hero.getComponent(Hero);
  256. if(hero.isLock){
  257. return;
  258. }
  259. Framework.audio.playEffect(AudioID.Click);
  260. this.touchStart = posData.hero;
  261. hero.stand()
  262. this.touchStart.setSiblingIndex(30);
  263. let index = posData.posID - this.bagPosList.length
  264. if(index >= 0){
  265. this.battleControl.removeHeroInPos(index)
  266. }
  267. }
  268. }
  269. // 触摸移动
  270. onTouchMove(event: EventTouch) {
  271. if (this.touchStart ) {
  272. this.touchStart .setPosition(this.roleNode.getComponent(UITransform).convertToNodeSpaceAR(new Vec3(event.getUILocation().x, event.getUILocation().y)))
  273. let posData = this.getItemBaseByPosition(event.getLocation());
  274. if(posData&&(posData.posID >= this.bagPosList.length)){
  275. this.radiusNode.position = v3(this.touchStart.position.x,this.touchStart.position.y);
  276. this.radiusNode.active = true;
  277. this.setRadius(this.touchStart.getComponent(Hero).radius)
  278. }
  279. else{
  280. this.radiusNode.active = false;
  281. }
  282. }
  283. else{
  284. this.radiusNode.active = false;
  285. }
  286. }
  287. onTouchEnd(event: EventTouch) {
  288. this.radiusNode.active = false;
  289. if (this.touchStart) {
  290. let posData = this.getItemBaseByPosition(event.getLocation());
  291. let touchEnd:Node = null
  292. if(posData && posData.hero != this.touchStart){
  293. if(posData.hero){
  294. let hero = posData.hero.getComponent(Hero);
  295. if(hero && hero.isLock){
  296. this.resetHeroPos(this.touchStart)
  297. this.touchStart = null;
  298. return;
  299. }
  300. }
  301. touchEnd = posData.hero;
  302. }
  303. else{
  304. this.resetHeroPos(this.touchStart)
  305. this.touchStart = null;
  306. return
  307. }
  308. if(touchEnd){
  309. let endHero = touchEnd.getComponent(Hero)
  310. let startHero = this.touchStart.getComponent(Hero)
  311. if(endHero.typeID == startHero.typeID && endHero.level == startHero.level){
  312. this.mergeHero(this.touchStart, touchEnd)
  313. }
  314. else{
  315. this.changeHeroPos(this.touchStart, touchEnd)
  316. }
  317. }
  318. else{
  319. this.setHeroPos(this.touchStart, posData.posID)
  320. }
  321. this.touchStart = null;
  322. }
  323. }
  324. onTouchCancel(event: EventTouch) {
  325. this.radiusNode.active = false;
  326. if (this.touchStart) {
  327. this.resetHeroPos(this.touchStart)
  328. this.touchStart = null;
  329. }
  330. }
  331. //根据世界坐标获取item 排除手上的
  332. private getItemBaseByPosition(pos: Vec2):PosData {
  333. let FindArr = this.bagPosList
  334. let bag = FindArr.find(t => {
  335. if(t.hero && t.hero != this.touchStart){
  336. return t.hero.getComponent(Hero).hitTest(pos)
  337. }
  338. return t.node.getComponent(UITransform).hitTest(pos)
  339. });
  340. if (bag ) return bag
  341. FindArr = this.attackPosList
  342. let attack = FindArr.find(t => {
  343. if(t.hero && t.hero != this.touchStart){
  344. return t.hero.getComponent(Hero).hitTest(pos)
  345. }
  346. return t.node.getComponent(UITransform).hitTest(pos)
  347. });
  348. return attack;
  349. }
  350. //炸弹效果播放结束
  351. bombSpineOver() {
  352. }
  353. //UI开打时会调用,如果有初始化代码应该放到此函数
  354. onOpen(args) {
  355. }
  356. //重连成功刷新界面
  357. reconnect() {
  358. NetMgr&&NetMgr.netApiSend('api', 'get', {});
  359. }
  360. //UI关闭时会调用,该函数在onDestroy前调用
  361. onClose() {
  362. }
  363. //框架管理UI层级时会调用,可根据UI情况修改
  364. onShow() {
  365. super.onShow();
  366. }
  367. //框架管理UI层级时会调用,可根据UI情况修改
  368. onHide() {
  369. super.onHide();
  370. }
  371. init() {
  372. this.bStart = false;
  373. this.waitTime = 5;
  374. this.gameTime = 0;
  375. this.radiusNode.active = false;
  376. let posID = 0;
  377. let roleTransform = this.roleNode.getComponent(UITransform)
  378. let mapConf = MapConf.data[this.mapID.toString()]
  379. if(!mapConf){
  380. console.log("地图配置错误")
  381. return
  382. }
  383. let offset = mapConf.OffsetArray
  384. if(offset){
  385. baseOffset.x = offset[0]
  386. baseOffset.y = offset[1]
  387. }
  388. else{
  389. baseOffset.x = 0
  390. baseOffset.y = 0
  391. }
  392. let path = "texture/tower/"+mapConf.Background+"/spriteFrame"
  393. this.load("package",path, SpriteFrame, (res: SpriteFrame) => {
  394. this.mapSprite.spriteFrame = res
  395. })
  396. let bagChildren = this.bagNode.children
  397. for (let i = 0; i < 10; i++) {
  398. let node = bagChildren[i];
  399. let pos = roleTransform.convertToNodeSpaceAR(node.getWorldPosition())
  400. let posData: PosData = {
  401. node: node,
  402. hero: null,
  403. bLock: false,
  404. posID: posID,
  405. pos: pos,
  406. posNumber: -1
  407. }
  408. this.bagPosList.push(posData);
  409. posID++;
  410. }
  411. let attackChildren = this.attackNode.children
  412. for (let i = 0; i < attackChildren.length; i++) {
  413. let node = attackChildren[i];
  414. let posNumber = this.battleControl.getPosIDByIndex(i)
  415. if(posNumber != -1){
  416. node.active = true;
  417. let mapDataPos = this.battleControl.getPosition(posNumber)
  418. let posXX = MapDataPosToView(mapDataPos.x,mapDataPos.y)
  419. node.position = posXX
  420. let posData: PosData = {
  421. node: node,
  422. hero: null,
  423. bLock: false,
  424. posID: posID,
  425. pos: new Vec3(posXX.x, posXX.y, 0),
  426. posNumber: posNumber
  427. }
  428. this.attackPosList.push(posData);
  429. this.attackPosMap.set(posNumber, posData);
  430. posID++;
  431. }
  432. else {
  433. node.active = false;
  434. }
  435. }
  436. }
  437. reset(){
  438. let mapConf = MapConf.data[this.mapID.toString()]
  439. if(!mapConf){
  440. console.log("地图配置错误")
  441. return
  442. }
  443. let offset = mapConf.OffsetArray
  444. if(offset){
  445. baseOffset.x = offset[0]
  446. baseOffset.y = offset[1]
  447. }
  448. else{
  449. baseOffset.x = 0
  450. baseOffset.y = 0
  451. }
  452. let attackChildren = this.attackNode.children
  453. for (let i = 0; i < attackChildren.length; i++) {
  454. let node = attackChildren[i];
  455. let posNumber = this.battleControl.getPosIDByIndex(i)
  456. if(posNumber != -1){
  457. node.active = true;
  458. let mapDataPos = this.battleControl.getPosition(posNumber)
  459. let posXX = MapDataPosToView(mapDataPos.x,mapDataPos.y)
  460. node.position = posXX
  461. let posData: PosData = this.attackPosList[i]
  462. if(!posData){
  463. posData = {
  464. node: node,
  465. hero: null,
  466. bLock: false,
  467. posID: this.bagPosList.length+i,
  468. pos: new Vec3(posXX.x, posXX.y, 0),
  469. posNumber: posNumber
  470. }
  471. this.attackPosList.push(posData);
  472. }
  473. else{
  474. posData.posID = this.bagPosList.length+i;
  475. posData.pos = new Vec3(posXX.x, posXX.y, 0);
  476. posData.posNumber = posNumber;
  477. if(posData.hero){
  478. posData.hero.position = posData.pos;
  479. }
  480. }
  481. this.attackPosMap.set(posNumber, posData);
  482. }
  483. else {
  484. node.active = false;
  485. }
  486. }
  487. let path = "texture/tower/"+mapConf.Background+"/spriteFrame"
  488. this.load("package",path, SpriteFrame, (res: SpriteFrame) => {
  489. this.mapSprite.spriteFrame = res
  490. })
  491. this.bStart = false;
  492. this.waitTime = 5;
  493. this.gameTime = 0;
  494. this.radiusNode.active = false;
  495. }
  496. private initPool() {
  497. //初始化池
  498. let queue = new AsyncQueue();
  499. queue.pushMulti("InitPool", async (next: NextFunction, params: any, args: any) => {
  500. Framework.tips.setTipsNode("package", "prefab/ui/tips/tips_flash", "Label", () => {
  501. next && next();
  502. });
  503. });
  504. queue.complete = () => {
  505. //this._loginEx();
  506. };
  507. queue.play();
  508. //this._loginEx();
  509. }
  510. addHero() {
  511. let posID = -1;
  512. for (let i = 0; i < this.bagPosList.length; i++) {
  513. if(this.bagPosList[i].hero == null){
  514. posID = this.bagPosList[i].posID;
  515. break;
  516. }
  517. }
  518. if(posID == -1) {
  519. console.log("没有空位了");
  520. return;
  521. }
  522. //添加英雄
  523. let heroID = Math.floor(Math.random() * this.heroModelList.length)%this.heroModelList.length + 1;
  524. let heroData = HeroDataPool.getObject();
  525. heroData.init(heroID,1,posID)
  526. let node:Node = null;
  527. if(this.heroPool[heroID] == null){
  528. this.heroPool[heroID] = [];
  529. }
  530. else {
  531. if(this.heroPool[heroID].length > 0){
  532. node = this.heroPool[heroID].pop();
  533. }
  534. }
  535. if(node == null){
  536. node = instantiate(this.heroModelList[heroID-1]);
  537. node.parent = this.roleNode;
  538. this.heroList.push(node);
  539. }
  540. let hero = node.getComponent(Hero);
  541. hero.resetData(heroData);
  542. HeroDataPool.putObject(heroData);
  543. hero.posID = posID;
  544. let posData = this.bagPosList[posID];
  545. if(!posData){
  546. return;
  547. }
  548. posData.hero = node;
  549. node.position = posData.pos;
  550. console.log("添加英雄", node.position);
  551. this.checkMerge(node);
  552. }
  553. checkMerge(node:Node) {
  554. let hero = node.getComponent(Hero);
  555. if(!hero) {
  556. return;
  557. }
  558. let bFind = false;
  559. if(this.isAutoMerge && !hero.isLock && hero.posID < this.bagPosList.length){
  560. for (let i = 0; i < this.attackPosList.length; i++) {
  561. let dstPosData = this.attackPosList[i];
  562. if(dstPosData.hero != null && dstPosData.hero != node){
  563. let dstHero = dstPosData.hero.getComponent(Hero);
  564. if((!dstHero.isLock) && dstHero.typeID == hero.typeID && dstHero.level == hero.level){
  565. if(this.mergeHero(node, dstPosData.hero)){
  566. bFind = true;
  567. break;
  568. }
  569. }
  570. }
  571. }
  572. if(!bFind){
  573. for (let i = 0; i < this.bagPosList.length; i++) {
  574. let dstPosData = this.bagPosList[i];
  575. if(dstPosData.hero != null && dstPosData.hero != node){
  576. let dstHero = dstPosData.hero.getComponent(Hero);
  577. if((!dstHero.isLock) && dstHero.typeID == hero.typeID && dstHero.level == hero.level){
  578. if(this.mergeHero(node, dstPosData.hero))
  579. break;
  580. }
  581. }
  582. }
  583. }
  584. }
  585. }
  586. //合并英雄
  587. mergeHero(srcNode:Node, dstNode:Node) {
  588. let dstHero = dstNode.getComponent(Hero);
  589. if(dstHero.isLock){
  590. return false;
  591. }
  592. dstHero.isLock = true;
  593. // srcNode.setSiblingIndex(this.bagPosList.length+this.attackPosList.length)
  594. srcNode.getComponent(Hero).flyTo(dstNode.position,()=>{
  595. if(isValid(dstHero)){
  596. dstHero.isLock = false;
  597. dstHero.levelUp()
  598. if(dstHero.posID >= this.bagPosList.length){
  599. let index = dstHero.posID - this.bagPosList.length;
  600. this.battleControl.levelUp(index)
  601. }
  602. this.levelUpEffectIndex = this.levelUpEffectIndex++%this.levelUpEffect.length;
  603. this.levelUpEffect[this.levelUpEffectIndex].position = dstNode.position
  604. this.levelUpEffect[this.levelUpEffectIndex].active = true
  605. this.levelUpEffect[this.levelUpEffectIndex].getComponent(sp.Skeleton).setAnimation(0, "animation", false)
  606. this.removeHeroPos(srcNode)
  607. this.checkMerge(dstNode)
  608. }
  609. })
  610. return true;
  611. }
  612. addEnemy(eventData: BattleEventData_EnemyBorn) {
  613. //添加敌人
  614. let node:Node = null;
  615. if(this.enemyPool.length > 0){
  616. node = this.enemyPool.pop();
  617. }
  618. else {
  619. node = instantiate(this.ememyModelList[0]);
  620. node.parent = this.roleNode;
  621. }
  622. node.setSiblingIndex(0)
  623. node.getComponent(Enemy).resetData(eventData.typeID,eventData.ID,MapDataPosToView(eventData.position.x,eventData.position.y),eventData.life,eventData.lifeMax)
  624. node.getComponent(Enemy).startMove("move1")
  625. this.enemyMap.set(eventData.ID,node);
  626. }
  627. onClickStart() {
  628. this.bStart = true;
  629. }
  630. onClickStop() {
  631. this.bStart = false;
  632. }
  633. onClickAddHero() {
  634. Framework.audio.playEffect(AudioID.Click);
  635. this.addHero();
  636. }
  637. //重置坐标
  638. resetHeroPos(heroNode:Node) {
  639. let hero = heroNode.getComponent(Hero)
  640. if(!hero) {
  641. return;
  642. }
  643. let posID = hero.posID;
  644. if(posID != -1){
  645. if(posID < this.bagPosList.length)
  646. heroNode.position = this.bagPosList[posID].pos;
  647. else if(posID < this.bagPosList.length + this.attackPosList.length){
  648. heroNode.position = this.attackPosList[posID - this.bagPosList.length].pos;
  649. this.battleControl.addHeroInPos(hero.typeID,hero.level,posID - this.bagPosList.length)
  650. }
  651. }
  652. }
  653. //设置新坐标
  654. setHeroPos(hero:Node,newPosID:number) {
  655. let posID = hero.getComponent(Hero).posID;
  656. if(posID != -1){
  657. if(posID < this.bagPosList.length)
  658. this.bagPosList[posID].hero = null;
  659. else if(posID < this.bagPosList.length + this.attackPosList.length){
  660. this.attackPosList[posID - this.bagPosList.length].hero = null;
  661. }
  662. }
  663. if(newPosID != -1){
  664. if(newPosID < this.bagPosList.length){
  665. this.bagPosList[newPosID].hero = hero;
  666. hero.position = this.bagPosList[newPosID].pos;
  667. }
  668. else if(newPosID < this.bagPosList.length + this.attackPosList.length){
  669. let index = newPosID - this.bagPosList.length;
  670. this.attackPosList[index].hero = hero;
  671. hero.position = this.attackPosList[index].pos;
  672. let heroObj = hero.getComponent(Hero)
  673. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  674. }
  675. hero.getComponent(Hero).posID = newPosID
  676. }
  677. }
  678. removeHeroPos(hero:Node) {
  679. let posID = hero.getComponent(Hero).posID;
  680. if(posID != -1){
  681. this.heroList.splice(this.heroList.indexOf(hero), 1)
  682. this.heroPool[hero.getComponent(Hero).typeID].push(hero)
  683. hero.getComponent(Hero).clearData();
  684. if(posID < this.bagPosList.length)
  685. this.bagPosList[posID].hero = null;
  686. else if(posID < this.bagPosList.length + this.attackPosList.length){
  687. this.attackPosList[posID - this.bagPosList.length].hero = null;
  688. this.battleControl.removeHeroInPos(posID - this.bagPosList.length)
  689. }
  690. }
  691. }
  692. changeHeroPos(hero1:Node,hero2:Node) {
  693. let posID1 = hero1.getComponent(Hero).posID;
  694. let posID2 = hero2.getComponent(Hero).posID;
  695. hero1.getComponent(Hero).posID = posID2
  696. hero2.getComponent(Hero).posID = posID1
  697. if(posID1 != -1){
  698. if(posID1 < this.bagPosList.length){
  699. hero2.position = this.bagPosList[posID1].pos;
  700. this.bagPosList[posID1].hero = hero2;
  701. }
  702. else if(posID1 < this.bagPosList.length + this.attackPosList.length){
  703. hero2.position = this.attackPosList[posID1 - this.bagPosList.length].pos;
  704. let index = posID1 - this.bagPosList.length;
  705. this.attackPosList[index].hero = hero2;
  706. let heroObj = hero2.getComponent(Hero)
  707. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  708. }
  709. hero2.getComponent(Hero).stand()
  710. }
  711. if(posID2 != -1){
  712. if(posID2 < this.bagPosList.length){
  713. hero1.position = this.bagPosList[posID2].pos;
  714. this.bagPosList[posID2].hero = hero1;
  715. }
  716. else if(posID2 < this.bagPosList.length + this.attackPosList.length){
  717. hero1.position = this.attackPosList[posID2 - this.bagPosList.length].pos;
  718. let index = posID2 - this.bagPosList.length;
  719. this.attackPosList[index].hero = hero1;
  720. let heroObj = hero1.getComponent(Hero)
  721. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  722. }
  723. hero1.getComponent(Hero).stand()
  724. }
  725. }
  726. addHurt(pos:Vec3,value:number){
  727. let node:Node = null;
  728. if(this.hurtPool.length > 0){
  729. node = this.hurtPool.pop();
  730. }
  731. else {
  732. node = instantiate(this.hurtModelList[0]);
  733. node.parent = this.roleNode;
  734. }
  735. node.position = pos;
  736. this.hurtList.push(node);
  737. node.getComponent(Hurt).hurt(value,()=>{
  738. this.hurtList.splice(this.hurtList.indexOf(node), 1)
  739. this.hurtPool.push(node)
  740. })
  741. }
  742. updateSiblingIndex() {
  743. let children = this.roleNode.children
  744. children.sort((a, b) => {
  745. let battleNodeA = a.getComponent(BattleNodeBase);
  746. let battleNodeB = b.getComponent(BattleNodeBase);
  747. if (!battleNodeA || !battleNodeB) {
  748. return 0;
  749. }
  750. let priorityA = battleNodeA.priority
  751. let priorityB = battleNodeB.priority
  752. if (priorityA != priorityB) {
  753. return priorityA - priorityB;
  754. }
  755. if(this.touchStart == b){
  756. return -1;
  757. }
  758. if(this.touchStart == a){
  759. return 1;
  760. }
  761. //特殊状态
  762. if(battleNodeB.isLock){
  763. return -1;
  764. }
  765. if(battleNodeA.isLock){
  766. return 1;
  767. }
  768. if (a.position.y != b.position.y) {
  769. return b.position.y - a.position.y;
  770. }
  771. else {
  772. a.position.x - b.position.x
  773. }
  774. });
  775. for (let i = 0; i < children.length; i++) {
  776. children[i].setSiblingIndex(i);
  777. }
  778. }
  779. setRadius(radius:number){
  780. this.radiusNode.scale = v3(0.4*radius,0.4*radius,1)
  781. }
  782. }