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