ZombieUI.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 { isValid } from 'cc';
  17. import { ZombieBattleControl } from '../zombie/control/ZombieBattleControl';
  18. import { ZombieMapConf } from '../zombie/conf/ZombieMapConf';
  19. import { ZombieHeroData, ZombieHeroDataPool } from '../zombie/data/ZombieHeroData';
  20. //地图比例尺 1:70
  21. let mapScaleX = 72;
  22. let mapScaleY = 15;
  23. let basePoint = {x:-325,y:-70}
  24. let baseOffset = {x:0,y:0}
  25. //地图格子转坐标
  26. let MapDataPosToView = (x:number,y:number) => {
  27. let XX = (x+baseOffset.x) * mapScaleX + basePoint.x;
  28. let YY = (y+baseOffset.y) * mapScaleY + basePoint.y;
  29. return new Vec3(XX, YY, 0);
  30. //return new Vec3(x * mapScale + basePoint.x, y * mapScale + basePoint.y, 0);
  31. }
  32. //地图速度转换
  33. let MapDataSpeedToView = (x:number,y:number) => {
  34. let XX = x * mapScaleX * BattleUtil.FrameRate;
  35. let YY = y * mapScaleY * BattleUtil.FrameRate;
  36. return new Vec2(XX, YY,);
  37. //return new Vec3(x * mapScale + basePoint.x, y * mapScale + basePoint.y, 0);
  38. }
  39. const { ccclass, property } = _decorator;
  40. export interface PosData {
  41. node: Node,
  42. hero: Node,
  43. bLock: boolean,
  44. posID: number,
  45. pos: Vec3,
  46. posNumber: number
  47. }
  48. @ccclass('ZombieUI')
  49. export class ZombieUI extends BaseView {
  50. @property({ type: Sprite, tooltip: "地图" })
  51. mapSprite: Sprite = null;
  52. @property({ type: Node, tooltip: "攻击位" })
  53. attackNode: Node = null;
  54. @property({ type: Node, tooltip: "背包位" })
  55. bagNode: Node = null;
  56. @property({ type: Node, tooltip: "减血数字根节点" })
  57. hurtNode: Node = null;
  58. // 攻击位
  59. attackPosList: PosData[] = [];
  60. //根据posID获取做的索引
  61. attackPosMap: Map<number,PosData> = new Map();
  62. //背包位
  63. bagPosList: PosData[] = [];
  64. mapID = 1;
  65. @property({ type: [Prefab], tooltip: "英雄" })
  66. heroModelList: Prefab[] = [];
  67. heroPool: Map<number,Node[]> = new Map();
  68. heroList: Node[] = [];
  69. @property({type:[Node],tooltip:"升级效果"})
  70. levelUpEffect:Node[] = []
  71. @property({ type: [Prefab], tooltip: "敌人" })
  72. ememyModelList: Prefab[] = [];
  73. enemyPool: Node[] = [];
  74. enemyMap: Map<number,Node> = new Map();
  75. enemyWaitTime: number = 0;
  76. @property({ type: [Prefab], tooltip: "受伤数字" })
  77. hurtModelList: Prefab[] = [];
  78. hurtPool: Node[] = [];
  79. hurtList: Node[] = [];
  80. @property({ type:Node, tooltip: "所有角色根节点" })
  81. roleNode: Node = null;
  82. @property({ type:Node, tooltip: "攻击范围" })
  83. radiusNode: Node = null;
  84. bStart = false;
  85. waitTime = 5;
  86. touchStart: Node = null;
  87. gameTime = 0;
  88. battleControl: ZombieBattleControl = null;
  89. //当前动画下标
  90. levelUpEffectIndex = 0;
  91. //是否自动合成
  92. isAutoMerge = true;
  93. protected onLoad() {
  94. super.onLoad();
  95. this.node.on(Node.EventType.TOUCH_START, this.onTouchStart, this)
  96. this.node.on(Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
  97. this.node.on(Node.EventType.TOUCH_END, this.onTouchEnd, this);
  98. this.node.on(Node.EventType.TOUCH_CANCEL, this.onTouchCancel, this);
  99. for (let i = 0; i < this.levelUpEffect.length; i++) {
  100. this.levelUpEffect[i].getComponent(sp.Skeleton).setCompleteListener(()=>{
  101. this.levelUpEffect[i].active = false;
  102. })
  103. }
  104. this.battleControl = ZombieBattleControl.GetInstance()
  105. BattleEventManager.instance.addEvent(BattleEventTarget.Update, this.updateDataEvent.bind(this), -1);
  106. this.initPool()
  107. }
  108. protected start(): void {
  109. this.battleControl.init(this.mapID)
  110. this.init();
  111. }
  112. protected onDestroy() {
  113. }
  114. protected update(dt: number): void {
  115. this.updateSiblingIndex()
  116. if(this.bStart){
  117. this.gameTime += dt;
  118. let nowFrame = Math.floor(this.gameTime/BattleUtil.FrameTime)
  119. if(nowFrame > this.battleControl.map.curTurn){
  120. //
  121. while(nowFrame > this.battleControl.map.curTurn+1){
  122. //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
  123. this.enemyMap.forEach(element => {
  124. element.getComponent(Enemy).battleUpdate(BattleUtil.FrameTime)
  125. });
  126. this.battleControl.update();
  127. if(this.battleControl.isBattleEnd){
  128. break;
  129. }
  130. }
  131. this.enemyMap.forEach(element => {
  132. element.getComponent(Enemy).battleUpdate(BattleUtil.FrameTime)
  133. });
  134. this.battleControl.update();
  135. }
  136. }
  137. else{
  138. if(this.waitTime > 0){
  139. this.waitTime -= dt;
  140. }
  141. else{
  142. this.bStart = true;
  143. }
  144. }
  145. }
  146. private updateDataEvent(event){
  147. if(this.battleControl.isBattleEnd && event.eventType!=BattleEventType.Over){
  148. console.log("结束")
  149. return
  150. }
  151. switch(event.eventType){
  152. case BattleEventType.EnemyBorn:{
  153. let enemyData = event as BattleEventData_EnemyBorn;
  154. this.addEnemy(enemyData);
  155. break;
  156. }
  157. case BattleEventType.EnemyMove:{
  158. let enemyData = event as BattleEventData_EnemyMove;
  159. // console.log("移动",enemyData.ID,enemyData.speedVector.x,enemyData.speedVector.y)
  160. if(this.enemyMap.has(enemyData.ID)){
  161. let enemy = this.enemyMap.get(enemyData.ID);
  162. enemy.getComponent(Enemy).speedVector = MapDataSpeedToView(enemyData.speedVector.x, enemyData.speedVector.y);
  163. }
  164. break;
  165. }
  166. case BattleEventType.EnemyHurt:{
  167. let enemyData = event as BattleEventData_EnemyHurt;
  168. //console.log("移动",enemyData.ID,enemyData.hurt,enemyData.status)
  169. if(this.enemyMap.has(enemyData.targetID)){
  170. let enemy = this.enemyMap.get(enemyData.targetID);
  171. enemy.getComponent(Enemy).hurt(enemyData.hurt);
  172. this.addHurt(enemy.position,enemyData.hurt)
  173. }
  174. break;
  175. }
  176. case BattleEventType.EnemyDie:{
  177. // console.log("死亡",event)
  178. let enemyData = event as BattleEventData_EnemyDie;
  179. if(this.enemyMap.has(enemyData.ID)){
  180. let enemy = this.enemyMap.get(enemyData.ID);
  181. enemy.getComponent(Enemy).die(()=>{
  182. this.enemyMap.delete(enemyData.ID);
  183. this.enemyPool.push(enemy);
  184. }
  185. );
  186. }
  187. break;
  188. }
  189. case BattleEventType.EnemyBuff:{
  190. let enemyData = event as BattleEventData_EnemyBuff;
  191. if(this.enemyMap.has(enemyData.ID)){
  192. let enemy = this.enemyMap.get(enemyData.ID);
  193. //enemy.getComponent(Enemy).addbuff(enemyData.buff);
  194. }
  195. break;
  196. }
  197. case BattleEventType.HeroAttack:{
  198. // console.log("攻击",event)
  199. let attackData = event as BattleEventData_HeroAttack;
  200. if(this.attackPosMap.has(attackData.posID)){
  201. let posData = this.attackPosMap.get(attackData.posID);
  202. let enemy = this.enemyMap.get(attackData.targetID);
  203. if( posData && posData.hero){
  204. if(enemy){
  205. posData.hero.getComponent(Hero).attack(enemy)
  206. enemy.getComponent(Enemy).hurt(attackData.hurt);
  207. this.addHurt(enemy.position,attackData.hurt)
  208. }
  209. else{
  210. posData.hero.getComponent(Hero).stand()
  211. }
  212. }
  213. }
  214. break;
  215. }
  216. case BattleEventType.Over:{
  217. let attackData = event as BattleEventData_Over;
  218. this.attackPosMap.forEach((posData, posID) => {
  219. if(posData.hero){
  220. posData.hero.getComponent(Hero).stand()
  221. }
  222. })
  223. this.enemyMap.forEach((enemy, enemyID) => {
  224. enemy.getComponent(Enemy).stand()
  225. })
  226. let winStr = attackData.bWin ? "胜利" : "失败";
  227. console.log(winStr)
  228. tween(this.node).delay(3).call(()=>{
  229. this.enemyMap.forEach((enemy, enemyID) => {
  230. enemy.getComponent(Enemy).clearData();
  231. this.enemyMap.delete(enemyID);
  232. this.enemyPool.push(enemy);
  233. })
  234. // this.mapID = this.mapID %2+1;
  235. this.battleControl.reset(this.mapID)
  236. this.reset()
  237. for(let index = 0; index < this.attackPosList.length; index++){
  238. let hero = this.attackPosList[index].hero;
  239. if(hero){
  240. hero.position = this.attackPosList[index].pos;
  241. let heroObj = hero.getComponent(Hero)
  242. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  243. }
  244. }
  245. }).start();
  246. break;
  247. }
  248. }
  249. }
  250. onTouchStart(event: EventTouch) {
  251. if (this.touchStart) {
  252. this.resetHeroPos(this.touchStart)
  253. }
  254. // 获取触点对应节点
  255. let posData = this.getItemBaseByPosition(event.getLocation());
  256. if(posData && posData.hero){
  257. let hero = posData.hero.getComponent(Hero);
  258. if(hero.isLock){
  259. return;
  260. }
  261. Framework.audio.playEffect(AudioID.Click);
  262. this.touchStart = posData.hero;
  263. hero.stand()
  264. this.touchStart.setSiblingIndex(30);
  265. let index = posData.posID - this.bagPosList.length
  266. if(index >= 0){
  267. this.battleControl.removeHeroInPos(index)
  268. }
  269. }
  270. }
  271. // 触摸移动
  272. onTouchMove(event: EventTouch) {
  273. if (this.touchStart ) {
  274. this.touchStart .setPosition(this.roleNode.getComponent(UITransform).convertToNodeSpaceAR(new Vec3(event.getUILocation().x, event.getUILocation().y)))
  275. let posData = this.getItemBaseByPosition(event.getLocation());
  276. if(posData&&(posData.posID >= this.bagPosList.length)){
  277. this.radiusNode.position = v3(this.touchStart.position.x,this.touchStart.position.y);
  278. this.radiusNode.active = true;
  279. this.setRadius(this.touchStart.getComponent(Hero).radius)
  280. }
  281. else{
  282. this.radiusNode.active = false;
  283. }
  284. }
  285. else{
  286. this.radiusNode.active = false;
  287. }
  288. }
  289. onTouchEnd(event: EventTouch) {
  290. this.radiusNode.active = false;
  291. if (this.touchStart) {
  292. let posData = this.getItemBaseByPosition(event.getLocation());
  293. let touchEnd:Node = null
  294. if(posData && posData.hero != this.touchStart){
  295. if(posData.hero){
  296. let hero = posData.hero.getComponent(Hero);
  297. if(hero && hero.isLock){
  298. this.resetHeroPos(this.touchStart)
  299. this.touchStart = null;
  300. return;
  301. }
  302. }
  303. touchEnd = posData.hero;
  304. }
  305. else{
  306. this.resetHeroPos(this.touchStart)
  307. this.touchStart = null;
  308. return
  309. }
  310. if(touchEnd){
  311. let endHero = touchEnd.getComponent(Hero)
  312. let startHero = this.touchStart.getComponent(Hero)
  313. if(endHero.typeID == startHero.typeID && endHero.level == startHero.level){
  314. this.mergeHero(this.touchStart, touchEnd)
  315. }
  316. else{
  317. this.changeHeroPos(this.touchStart, touchEnd)
  318. }
  319. }
  320. else{
  321. this.setHeroPos(this.touchStart, posData.posID)
  322. }
  323. this.touchStart = null;
  324. }
  325. }
  326. onTouchCancel(event: EventTouch) {
  327. this.radiusNode.active = false;
  328. if (this.touchStart) {
  329. this.resetHeroPos(this.touchStart)
  330. this.touchStart = null;
  331. }
  332. }
  333. //根据世界坐标获取item 排除手上的
  334. private getItemBaseByPosition(pos: Vec2):PosData {
  335. let FindArr = this.bagPosList
  336. let bag = FindArr.find(t => {
  337. if(t.hero && t.hero != this.touchStart){
  338. return t.hero.getComponent(Hero).hitTest(pos)
  339. }
  340. return t.node.getComponent(UITransform).hitTest(pos)
  341. });
  342. if (bag ) return bag
  343. FindArr = this.attackPosList
  344. let attack = FindArr.find(t => {
  345. if(t.hero && t.hero != this.touchStart){
  346. return t.hero.getComponent(Hero).hitTest(pos)
  347. }
  348. return t.node.getComponent(UITransform).hitTest(pos)
  349. });
  350. return attack;
  351. }
  352. //炸弹效果播放结束
  353. bombSpineOver() {
  354. }
  355. //UI开打时会调用,如果有初始化代码应该放到此函数
  356. onOpen(args) {
  357. }
  358. //重连成功刷新界面
  359. reconnect() {
  360. NetMgr&&NetMgr.netApiSend('api', 'get', {});
  361. }
  362. //UI关闭时会调用,该函数在onDestroy前调用
  363. onClose() {
  364. }
  365. //框架管理UI层级时会调用,可根据UI情况修改
  366. onShow() {
  367. super.onShow();
  368. }
  369. //框架管理UI层级时会调用,可根据UI情况修改
  370. onHide() {
  371. super.onHide();
  372. }
  373. init() {
  374. this.bStart = false;
  375. this.waitTime = 5;
  376. this.gameTime = 0;
  377. this.radiusNode.active = false;
  378. let posID = 0;
  379. let roleTransform = this.roleNode.getComponent(UITransform)
  380. let mapConf = ZombieMapConf.data[this.mapID.toString()]
  381. if(!mapConf){
  382. console.log("地图配置错误")
  383. return
  384. }
  385. let offset = mapConf.OffsetArray
  386. if(offset){
  387. baseOffset.x = offset[0]
  388. baseOffset.y = offset[1]
  389. }
  390. else{
  391. baseOffset.x = 0
  392. baseOffset.y = 0
  393. }
  394. let path = "texture/tower/"+mapConf.Background+"/spriteFrame"
  395. this.load("package",path, SpriteFrame, (res: SpriteFrame) => {
  396. this.mapSprite.spriteFrame = res
  397. })
  398. let bagChildren = this.bagNode.children
  399. for (let i = 0; i < 10; i++) {
  400. let node = bagChildren[i];
  401. let pos = roleTransform.convertToNodeSpaceAR(node.getWorldPosition())
  402. let posData: PosData = {
  403. node: node,
  404. hero: null,
  405. bLock: false,
  406. posID: posID,
  407. pos: pos,
  408. posNumber: -1
  409. }
  410. this.bagPosList.push(posData);
  411. posID++;
  412. }
  413. let attackChildren = this.attackNode.children
  414. for (let i = 0; i < attackChildren.length; i++) {
  415. let node = attackChildren[i];
  416. let posNumber = this.battleControl.getPosIDByIndex(i)
  417. if(posNumber != -1){
  418. node.active = true;
  419. let mapDataPos = this.battleControl.getPosition(posNumber)
  420. let posXX = MapDataPosToView(mapDataPos.x,mapDataPos.y)
  421. node.position = posXX
  422. let posData: PosData = {
  423. node: node,
  424. hero: null,
  425. bLock: false,
  426. posID: posID,
  427. pos: new Vec3(posXX.x, posXX.y, 0),
  428. posNumber: posNumber
  429. }
  430. this.attackPosList.push(posData);
  431. this.attackPosMap.set(posNumber, posData);
  432. posID++;
  433. }
  434. else {
  435. node.active = false;
  436. }
  437. }
  438. }
  439. reset(){
  440. let mapConf = ZombieMapConf.data[this.mapID.toString()]
  441. if(!mapConf){
  442. console.log("地图配置错误")
  443. return
  444. }
  445. let offset = mapConf.OffsetArray
  446. if(offset){
  447. baseOffset.x = offset[0]
  448. baseOffset.y = offset[1]
  449. }
  450. else{
  451. baseOffset.x = 0
  452. baseOffset.y = 0
  453. }
  454. let attackChildren = this.attackNode.children
  455. for (let i = 0; i < attackChildren.length; i++) {
  456. let node = attackChildren[i];
  457. let posNumber = this.battleControl.getPosIDByIndex(i)
  458. if(posNumber != -1){
  459. node.active = true;
  460. let mapDataPos = this.battleControl.getPosition(posNumber)
  461. let posXX = MapDataPosToView(mapDataPos.x,mapDataPos.y)
  462. node.position = posXX
  463. let posData: PosData = this.attackPosList[i]
  464. if(!posData){
  465. posData = {
  466. node: node,
  467. hero: null,
  468. bLock: false,
  469. posID: this.bagPosList.length+i,
  470. pos: new Vec3(posXX.x, posXX.y, 0),
  471. posNumber: posNumber
  472. }
  473. this.attackPosList.push(posData);
  474. }
  475. else{
  476. posData.posID = this.bagPosList.length+i;
  477. posData.pos = new Vec3(posXX.x, posXX.y, 0);
  478. posData.posNumber = posNumber;
  479. if(posData.hero){
  480. posData.hero.position = posData.pos;
  481. }
  482. }
  483. this.attackPosMap.set(posNumber, posData);
  484. }
  485. else {
  486. node.active = false;
  487. }
  488. }
  489. let path = "texture/tower/"+mapConf.Background+"/spriteFrame"
  490. this.load("package",path, SpriteFrame, (res: SpriteFrame) => {
  491. this.mapSprite.spriteFrame = res
  492. })
  493. this.bStart = false;
  494. this.waitTime = 5;
  495. this.gameTime = 0;
  496. this.radiusNode.active = false;
  497. }
  498. private initPool() {
  499. //初始化池
  500. let queue = new AsyncQueue();
  501. queue.pushMulti("InitPool", async (next: NextFunction, params: any, args: any) => {
  502. Framework.tips.setTipsNode("package", "prefab/ui/tips/tips_flash", "Label", () => {
  503. next && next();
  504. });
  505. });
  506. queue.complete = () => {
  507. //this._loginEx();
  508. };
  509. queue.play();
  510. //this._loginEx();
  511. }
  512. addHero() {
  513. let posID = -1;
  514. for (let i = 0; i < this.bagPosList.length; i++) {
  515. if(this.bagPosList[i].hero == null){
  516. posID = this.bagPosList[i].posID;
  517. break;
  518. }
  519. }
  520. if(posID == -1) {
  521. console.log("没有空位了");
  522. return;
  523. }
  524. //添加英雄
  525. let heroID = Math.floor(Math.random() * this.heroModelList.length)%this.heroModelList.length + 1;
  526. let heroData = ZombieHeroDataPool.getObject();
  527. heroData.init(heroID,1,posID)
  528. let node:Node = null;
  529. if(this.heroPool[heroID] == null){
  530. this.heroPool[heroID] = [];
  531. }
  532. else {
  533. if(this.heroPool[heroID].length > 0){
  534. node = this.heroPool[heroID].pop();
  535. }
  536. }
  537. if(node == null){
  538. node = instantiate(this.heroModelList[heroID-1]);
  539. node.parent = this.roleNode;
  540. this.heroList.push(node);
  541. }
  542. let hero = node.getComponent(Hero);
  543. hero.resetData(heroData);
  544. //用完就还
  545. ZombieHeroDataPool.putObject(heroData);
  546. hero.posID = posID;
  547. let posData = this.bagPosList[posID];
  548. if(!posData){
  549. return;
  550. }
  551. posData.hero = node;
  552. node.position = posData.pos;
  553. console.log("添加英雄", node.position);
  554. this.checkMerge(node);
  555. }
  556. checkMerge(node:Node) {
  557. let hero = node.getComponent(Hero);
  558. if(!hero) {
  559. return;
  560. }
  561. let bFind = false;
  562. if(this.isAutoMerge && !hero.isLock && hero.posID < this.bagPosList.length){
  563. for (let i = 0; i < this.attackPosList.length; i++) {
  564. let dstPosData = this.attackPosList[i];
  565. if(dstPosData.hero != null && dstPosData.hero != node){
  566. let dstHero = dstPosData.hero.getComponent(Hero);
  567. if((!dstHero.isLock) && dstHero.typeID == hero.typeID && dstHero.level == hero.level){
  568. if(this.mergeHero(node, dstPosData.hero)){
  569. bFind = true;
  570. break;
  571. }
  572. }
  573. }
  574. }
  575. if(!bFind){
  576. for (let i = 0; i < this.bagPosList.length; i++) {
  577. let dstPosData = this.bagPosList[i];
  578. if(dstPosData.hero != null && dstPosData.hero != node){
  579. let dstHero = dstPosData.hero.getComponent(Hero);
  580. if((!dstHero.isLock) && dstHero.typeID == hero.typeID && dstHero.level == hero.level){
  581. if(this.mergeHero(node, dstPosData.hero))
  582. break;
  583. }
  584. }
  585. }
  586. }
  587. }
  588. }
  589. //合并英雄
  590. mergeHero(srcNode:Node, dstNode:Node) {
  591. let dstHero = dstNode.getComponent(Hero);
  592. if(dstHero.isLock){
  593. return false;
  594. }
  595. dstHero.isLock = true;
  596. // srcNode.setSiblingIndex(this.bagPosList.length+this.attackPosList.length)
  597. srcNode.getComponent(Hero).flyTo(dstNode.position,()=>{
  598. if(isValid(dstHero)){
  599. dstHero.isLock = false;
  600. dstHero.levelUp()
  601. if(dstHero.posID >= this.bagPosList.length){
  602. let index = dstHero.posID - this.bagPosList.length;
  603. this.battleControl.levelUp(index)
  604. }
  605. this.levelUpEffectIndex = this.levelUpEffectIndex++%this.levelUpEffect.length;
  606. this.levelUpEffect[this.levelUpEffectIndex].position = dstNode.position
  607. this.levelUpEffect[this.levelUpEffectIndex].active = true
  608. this.levelUpEffect[this.levelUpEffectIndex].getComponent(sp.Skeleton).setAnimation(0, "animation", false)
  609. this.removeHeroPos(srcNode)
  610. this.checkMerge(dstNode)
  611. }
  612. })
  613. return true;
  614. }
  615. addEnemy(eventData: BattleEventData_EnemyBorn) {
  616. //添加敌人
  617. let node:Node = null;
  618. if(this.enemyPool.length > 0){
  619. node = this.enemyPool.pop();
  620. }
  621. else {
  622. node = instantiate(this.ememyModelList[0]);
  623. node.parent = this.roleNode;
  624. }
  625. node.setSiblingIndex(0)
  626. node.getComponent(Enemy).resetData(eventData.typeID,eventData.ID,MapDataPosToView(eventData.position.x,eventData.position.y),eventData.life,eventData.lifeMax)
  627. node.getComponent(Enemy).startMove("move1")
  628. this.enemyMap.set(eventData.ID,node);
  629. }
  630. onClickStart() {
  631. this.bStart = true;
  632. }
  633. onClickStop() {
  634. this.bStart = false;
  635. }
  636. onClickAddHero() {
  637. Framework.audio.playEffect(AudioID.Click);
  638. this.addHero();
  639. }
  640. //重置坐标
  641. resetHeroPos(heroNode:Node) {
  642. let hero = heroNode.getComponent(Hero)
  643. if(!hero) {
  644. return;
  645. }
  646. let posID = hero.posID;
  647. if(posID != -1){
  648. if(posID < this.bagPosList.length)
  649. heroNode.position = this.bagPosList[posID].pos;
  650. else if(posID < this.bagPosList.length + this.attackPosList.length){
  651. heroNode.position = this.attackPosList[posID - this.bagPosList.length].pos;
  652. this.battleControl.addHeroInPos(hero.typeID,hero.level,posID - this.bagPosList.length)
  653. }
  654. }
  655. }
  656. //设置新坐标
  657. setHeroPos(hero:Node,newPosID:number) {
  658. let posID = hero.getComponent(Hero).posID;
  659. if(posID != -1){
  660. if(posID < this.bagPosList.length)
  661. this.bagPosList[posID].hero = null;
  662. else if(posID < this.bagPosList.length + this.attackPosList.length){
  663. this.attackPosList[posID - this.bagPosList.length].hero = null;
  664. }
  665. }
  666. if(newPosID != -1){
  667. if(newPosID < this.bagPosList.length){
  668. this.bagPosList[newPosID].hero = hero;
  669. hero.position = this.bagPosList[newPosID].pos;
  670. }
  671. else if(newPosID < this.bagPosList.length + this.attackPosList.length){
  672. let index = newPosID - this.bagPosList.length;
  673. this.attackPosList[index].hero = hero;
  674. hero.position = this.attackPosList[index].pos;
  675. let heroObj = hero.getComponent(Hero)
  676. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  677. }
  678. hero.getComponent(Hero).posID = newPosID
  679. }
  680. }
  681. removeHeroPos(hero:Node) {
  682. let posID = hero.getComponent(Hero).posID;
  683. if(posID != -1){
  684. this.heroList.splice(this.heroList.indexOf(hero), 1)
  685. this.heroPool[hero.getComponent(Hero).typeID].push(hero)
  686. hero.getComponent(Hero).clearData();
  687. if(posID < this.bagPosList.length)
  688. this.bagPosList[posID].hero = null;
  689. else if(posID < this.bagPosList.length + this.attackPosList.length){
  690. this.attackPosList[posID - this.bagPosList.length].hero = null;
  691. this.battleControl.removeHeroInPos(posID - this.bagPosList.length)
  692. }
  693. }
  694. }
  695. changeHeroPos(hero1:Node,hero2:Node) {
  696. let posID1 = hero1.getComponent(Hero).posID;
  697. let posID2 = hero2.getComponent(Hero).posID;
  698. hero1.getComponent(Hero).posID = posID2
  699. hero2.getComponent(Hero).posID = posID1
  700. if(posID1 != -1){
  701. if(posID1 < this.bagPosList.length){
  702. hero2.position = this.bagPosList[posID1].pos;
  703. this.bagPosList[posID1].hero = hero2;
  704. }
  705. else if(posID1 < this.bagPosList.length + this.attackPosList.length){
  706. hero2.position = this.attackPosList[posID1 - this.bagPosList.length].pos;
  707. let index = posID1 - this.bagPosList.length;
  708. this.attackPosList[index].hero = hero2;
  709. let heroObj = hero2.getComponent(Hero)
  710. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  711. }
  712. hero2.getComponent(Hero).stand()
  713. }
  714. if(posID2 != -1){
  715. if(posID2 < this.bagPosList.length){
  716. hero1.position = this.bagPosList[posID2].pos;
  717. this.bagPosList[posID2].hero = hero1;
  718. }
  719. else if(posID2 < this.bagPosList.length + this.attackPosList.length){
  720. hero1.position = this.attackPosList[posID2 - this.bagPosList.length].pos;
  721. let index = posID2 - this.bagPosList.length;
  722. this.attackPosList[index].hero = hero1;
  723. let heroObj = hero1.getComponent(Hero)
  724. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  725. }
  726. hero1.getComponent(Hero).stand()
  727. }
  728. }
  729. addHurt(pos:Vec3,value:number){
  730. let node:Node = null;
  731. if(this.hurtPool.length > 0){
  732. node = this.hurtPool.pop();
  733. }
  734. else {
  735. node = instantiate(this.hurtModelList[0]);
  736. node.parent = this.roleNode;
  737. }
  738. node.position = pos;
  739. this.hurtList.push(node);
  740. node.getComponent(Hurt).hurt(value,()=>{
  741. this.hurtList.splice(this.hurtList.indexOf(node), 1)
  742. this.hurtPool.push(node)
  743. })
  744. }
  745. updateSiblingIndex() {
  746. let children = this.roleNode.children
  747. children.sort((a, b) => {
  748. let battleNodeA = a.getComponent(BattleNodeBase);
  749. let battleNodeB = b.getComponent(BattleNodeBase);
  750. if (!battleNodeA || !battleNodeB) {
  751. return 0;
  752. }
  753. let priorityA = battleNodeA.priority
  754. let priorityB = battleNodeB.priority
  755. if (priorityA != priorityB) {
  756. return priorityA - priorityB;
  757. }
  758. if(this.touchStart == b){
  759. return -1;
  760. }
  761. if(this.touchStart == a){
  762. return 1;
  763. }
  764. //特殊状态
  765. if(battleNodeB.isLock){
  766. return -1;
  767. }
  768. if(battleNodeA.isLock){
  769. return 1;
  770. }
  771. if (a.position.y != b.position.y) {
  772. return b.position.y - a.position.y;
  773. }
  774. else {
  775. a.position.x - b.position.x
  776. }
  777. });
  778. for (let i = 0; i < children.length; i++) {
  779. children[i].setSiblingIndex(i);
  780. }
  781. }
  782. setRadius(radius:number){
  783. this.radiusNode.scale = v3(0.4*radius,0.4*radius,1)
  784. }
  785. }