TowerUI.ts 28 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 } 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 { RoleManager } from '../../manager/RoleManager';
  23. //地图比例尺 1:70
  24. let mapScale = 72;
  25. let basePoint = {x:-325,y:-70}
  26. let baseOffset = {x:0,y:0}
  27. //地图格子转坐标
  28. let MapDataPosToView = (x:number,y:number) => {
  29. let XX = (x+baseOffset.x) * mapScale + basePoint.x;
  30. let YY = (y+baseOffset.y) * mapScale + basePoint.y;
  31. return new Vec3(XX, YY, 0);
  32. //return new Vec3(x * mapScale + basePoint.x, y * mapScale + basePoint.y, 0);
  33. }
  34. //地图速度转换
  35. let MapDataSpeedToView = (x:number,y:number) => {
  36. let XX = x * mapScale * BattleUtil.FrameRate;
  37. let YY = y * mapScale * BattleUtil.FrameRate;
  38. return new Vec2(XX, YY,);
  39. //return new Vec3(x * mapScale + basePoint.x, y * mapScale + basePoint.y, 0);
  40. }
  41. const { ccclass, property } = _decorator;
  42. export interface PosData {
  43. node: Node,
  44. hero: Node,
  45. bLock: boolean,
  46. posID: number,
  47. pos: Vec3,
  48. posNumber: number
  49. }
  50. @ccclass('TowerUI')
  51. export class TowerUI extends BaseView {
  52. @property({ type: Sprite, tooltip: "地图" })
  53. mapSprite: Sprite = null;
  54. @property({ type: Label, tooltip: "地图名字" })
  55. mapName: Label = null;
  56. @property({ type: Node, tooltip: "攻击位" })
  57. attackNode: Node = null;
  58. @property({ type: Node, tooltip: "背包位" })
  59. bagNode: Node = null;
  60. @property({ type: Node, tooltip: "减血数字根节点" })
  61. hurtNode: Node = null;
  62. // 攻击位
  63. attackPosList: PosData[] = [];
  64. //根据posID获取做的索引
  65. attackPosMap: Map<number,PosData> = new Map();
  66. //背包位
  67. bagPosList: PosData[] = [];
  68. @property({ type: [Prefab], tooltip: "英雄" })
  69. heroModelList: Prefab[] = [];
  70. heroPool: Map<number,Node[]> = new Map();
  71. heroList: Node[] = [];
  72. @property({type:[Node],tooltip:"升级效果"})
  73. levelUpEffect:Node[] = []
  74. @property({ type: [Prefab], tooltip: "敌人" })
  75. ememyModelList: Prefab[] = [];
  76. enemyPool: Map<number,Node[]> = new Map();
  77. enemyMap: Map<number,Node> = new Map();
  78. enemyWaitTime: number = 0;
  79. @property({ type: [Prefab], tooltip: "受伤数字" })
  80. hurtModelList: Prefab[] = [];
  81. hurtPool: Node[] = [];
  82. hurtList: Node[] = [];
  83. @property({ type:Node, tooltip: "所有角色根节点" })
  84. roleNode: Node = null;
  85. @property({ type:Node, tooltip: "攻击范围" })
  86. radiusNode: Node = null;
  87. @property({ type:[Node], tooltip: "统计节点" })
  88. countList: Node[] = [];
  89. @property({ type:[Node], tooltip: "boss节点" })
  90. bossList: Node[] = [];
  91. @property({ type: Label, tooltip: "精力统计" })
  92. powerLabel: Label = null;
  93. @property({ type: ProgressBar, tooltip: "关卡进度" })
  94. battlesProgressBar: ProgressBar = null;
  95. @property({ type: [Label], tooltip: "当前管卡展示" })
  96. levelValue: Label[] = []
  97. //关卡id
  98. battlesID: number = 1;
  99. bStart = false;
  100. waitTime = 5;
  101. touchStart: Node = null;
  102. gameTime = 0;
  103. //当前精力
  104. private powerCur = 180;
  105. //最大精力
  106. private powerMax = 180
  107. //伤害统计 key:typeID value:伤害值
  108. private damageCountData:Map<number,number> = new Map();
  109. private damageUpdateTime = 0;
  110. private bossIndexMap:Map<number,number> = new Map();
  111. battleControl: BattleControl = null;
  112. //当前动画下标
  113. levelUpEffectIndex = 0;
  114. //是否自动合成
  115. isAutoMerge = false;
  116. protected onLoad() {
  117. super.onLoad();
  118. this.node.on(Node.EventType.TOUCH_START, this.onTouchStart, this)
  119. this.node.on(Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
  120. this.node.on(Node.EventType.TOUCH_END, this.onTouchEnd, this);
  121. this.node.on(Node.EventType.TOUCH_CANCEL, this.onTouchCancel, this);
  122. for (let i = 0; i < this.levelUpEffect.length; i++) {
  123. this.levelUpEffect[i].getComponent(sp.Skeleton).setCompleteListener(()=>{
  124. this.levelUpEffect[i].active = false;
  125. })
  126. }
  127. this.battleControl = BattleControl.GetInstance()
  128. BattleEventManager.instance.addEvent(BattleEventTarget.Update, this.updateDataEvent.bind(this), TowerUUID);
  129. Framework.event.addEvent(GameEvent.BossUpdate, this.bossUpdate.bind(this),this)
  130. this.initPool()
  131. }
  132. protected start(): void {
  133. this.battleControl.init(this.battlesID)
  134. this.init();
  135. }
  136. protected onDestroy() {
  137. BattleEventManager.instance.removeEvent(TowerUUID)
  138. }
  139. protected update(dt: number): void {
  140. this.updateSiblingIndex()
  141. if(this.bStart){
  142. this.gameTime += dt;
  143. let nowFrame = Math.floor(this.gameTime/BattleUtil.FrameTime)
  144. if(nowFrame > this.battleControl.map.curTurn){
  145. //
  146. while(nowFrame > this.battleControl.map.curTurn+1){
  147. //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
  148. this.enemyMap.forEach(element => {
  149. element.getComponent(Enemy).battleUpdate(BattleUtil.FrameTime)
  150. });
  151. this.battleControl.update();
  152. if(this.battleControl.isBattleEnd){
  153. break;
  154. }
  155. }
  156. this.enemyMap.forEach(element => {
  157. element.getComponent(Enemy).battleUpdate(BattleUtil.FrameTime)
  158. });
  159. this.battleControl.update();
  160. }
  161. this.damageUpdateTime += dt;
  162. if(this.damageUpdateTime > 0.1){
  163. this.damageUpdateTime = 0;
  164. this.updateDamageCount()
  165. }
  166. }
  167. else{
  168. if(this.waitTime > 0){
  169. this.waitTime -= dt;
  170. }
  171. else{
  172. this.bStart = true;
  173. }
  174. }
  175. }
  176. private updateDataEvent(event){
  177. if(this.battleControl.isBattleEnd && event.eventType!=BattleEventType.Over){
  178. console.log("结束")
  179. return
  180. }
  181. switch(event.eventType){
  182. case BattleEventType.EnemyBorn:{
  183. let enemyData = event as BattleEventData_EnemyBorn;
  184. this.addEnemy(enemyData);
  185. break;
  186. }
  187. case BattleEventType.EnemyMove:{
  188. let enemyData = event as BattleEventData_EnemyMove;
  189. // console.log("移动",enemyData.ID,enemyData.speedVector.x,enemyData.speedVector.y)
  190. if(this.enemyMap.has(enemyData.ID)){
  191. let enemy = this.enemyMap.get(enemyData.ID);
  192. enemy.getComponent(Enemy).speedVector = MapDataSpeedToView(enemyData.speedVector.x, enemyData.speedVector.y);
  193. }
  194. break;
  195. }
  196. case BattleEventType.EnemyHurt:{
  197. let enemyData = event as BattleEventData_EnemyHurt;
  198. //console.log("移动",enemyData.ID,enemyData.hurt,enemyData.status)
  199. if(this.enemyMap.has(enemyData.targetID)){
  200. let enemy = this.enemyMap.get(enemyData.targetID);
  201. enemy.getComponent(Enemy).hurt(enemyData.hurt);
  202. this.addHurt(enemy.position,enemyData.hurt)
  203. }
  204. this.setDamageCount(enemyData.typeID,enemyData.hurt)
  205. break;
  206. }
  207. case BattleEventType.EnemyDie:{
  208. // console.log("死亡",event)
  209. let enemyData = event as BattleEventData_EnemyDie;
  210. if(this.enemyMap.has(enemyData.ID)){
  211. let enemy = this.enemyMap.get(enemyData.ID);
  212. enemy.getComponent(Enemy).die(()=>{
  213. this.enemyMap.delete(enemyData.ID);
  214. let typeID = enemy.getComponent(Enemy).typeID
  215. if(this.enemyPool.has(typeID)){
  216. let pool = this.enemyPool.get(typeID);
  217. pool.push(enemy);
  218. }
  219. else {
  220. this.enemyPool.set(typeID,[enemy]);
  221. }
  222. }
  223. );
  224. }
  225. break;
  226. }
  227. case BattleEventType.EnemyBuff:{
  228. let enemyData = event as BattleEventData_EnemyBuff;
  229. if(this.enemyMap.has(enemyData.ID)){
  230. let enemy = this.enemyMap.get(enemyData.ID);
  231. //enemy.getComponent(Enemy).addbuff(enemyData.buff);
  232. }
  233. break;
  234. }
  235. case BattleEventType.HeroAction:{
  236. // console.log("攻击动作",event)
  237. let attackData = event as BattleEventData_HeroAction;
  238. if(this.attackPosMap.has(attackData.posID)){
  239. let posData = this.attackPosMap.get(attackData.posID);
  240. let enemy = this.enemyMap.get(attackData.targetID);
  241. if( posData && posData.hero){
  242. let hero = posData.hero.getComponent(Hero);
  243. if(enemy){
  244. hero.attack(enemy)
  245. // enemy.getComponent(Enemy).hurt(attackData.hurt);
  246. // this.addHurt(enemy.position,attackData.hurt)
  247. }
  248. else{
  249. hero.stand()
  250. }
  251. // this.setDamageCount(hero.typeID,attackData.hurt)
  252. }
  253. }
  254. break;
  255. }
  256. case BattleEventType.HeroAttack:{
  257. // console.log("攻击",event)
  258. let attackData = event as BattleEventData_HeroAttack;
  259. if(this.attackPosMap.has(attackData.posID)){
  260. let posData = this.attackPosMap.get(attackData.posID);
  261. let enemy = this.enemyMap.get(attackData.targetID);
  262. if( posData && posData.hero){
  263. let hero = posData.hero.getComponent(Hero);
  264. if(enemy){
  265. // hero.attack(enemy)
  266. enemy.getComponent(Enemy).hurt(attackData.hurt);
  267. this.addHurt(enemy.position,attackData.hurt)
  268. this.setDamageCount(hero.typeID,attackData.hurt)
  269. }
  270. // else{
  271. // hero.stand()
  272. // }
  273. }
  274. }
  275. break;
  276. }
  277. case BattleEventType.Over:{
  278. let attackData = event as BattleEventData_Over;
  279. this.attackPosMap.forEach((posData, posID) => {
  280. if(posData.hero){
  281. posData.hero.getComponent(Hero).stand()
  282. }
  283. })
  284. this.enemyMap.forEach((enemy, enemyID) => {
  285. enemy.getComponent(Enemy).stand()
  286. })
  287. let winStr = attackData.bWin ? "胜利" : "失败";
  288. console.log(winStr)
  289. tween(this.node).delay(3).call(()=>{
  290. this.enemyMap.forEach((enemy, enemyID) => {
  291. enemy.getComponent(Enemy).clearData();
  292. this.enemyMap.delete(enemyID);
  293. let typeID = enemy.getComponent(Enemy).typeID
  294. if(this.enemyPool.has(typeID)){
  295. this.enemyPool.get(typeID).push(enemy);
  296. }
  297. else {
  298. this.enemyPool.set(typeID,[enemy]);
  299. }
  300. })
  301. this.battlesID = (this.battlesID+3) %20+1;
  302. this.battleControl.reset(this.battlesID)
  303. this.reset()
  304. for(let index = 0; index < this.attackPosList.length; index++){
  305. let hero = this.attackPosList[index].hero;
  306. if(hero){
  307. hero.position = this.attackPosList[index].pos;
  308. let heroObj = hero.getComponent(Hero)
  309. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  310. }
  311. }
  312. }).start();
  313. break;
  314. }
  315. }
  316. }
  317. onTouchStart(event: EventTouch) {
  318. if (this.touchStart) {
  319. this.resetHeroPos(this.touchStart)
  320. }
  321. // 获取触点对应节点
  322. let posData = this.getItemBaseByPosition(event.getLocation());
  323. if(posData && posData.hero){
  324. let hero = posData.hero.getComponent(Hero);
  325. if(hero.isLock){
  326. return;
  327. }
  328. Framework.audio.playEffect(AudioID.Click);
  329. this.touchStart = posData.hero;
  330. hero.stand()
  331. this.touchStart.setSiblingIndex(30);
  332. let index = posData.posID - BattleUtil.BagListSize
  333. if(index >= 0){
  334. this.battleControl.removeHeroInPos(index)
  335. }
  336. }
  337. }
  338. // 触摸移动
  339. onTouchMove(event: EventTouch) {
  340. if (this.touchStart ) {
  341. this.touchStart .setPosition(this.roleNode.getComponent(UITransform).convertToNodeSpaceAR(new Vec3(event.getUILocation().x, event.getUILocation().y)))
  342. let posData = this.getItemBaseByPosition(event.getLocation());
  343. if(posData&&(posData.posID >= BattleUtil.BagListSize)){
  344. this.radiusNode.position = v3(this.touchStart.position.x,this.touchStart.position.y);
  345. this.radiusNode.active = true;
  346. this.setRadius(this.touchStart.getComponent(Hero).radius)
  347. }
  348. else{
  349. this.radiusNode.active = false;
  350. }
  351. }
  352. else{
  353. this.radiusNode.active = false;
  354. }
  355. }
  356. onTouchEnd(event: EventTouch) {
  357. this.radiusNode.active = false;
  358. if (this.touchStart) {
  359. let posData = this.getItemBaseByPosition(event.getLocation());
  360. let touchEnd:Node = null
  361. if(posData && posData.hero != this.touchStart){
  362. if(posData.hero){
  363. let hero = posData.hero.getComponent(Hero);
  364. if(hero && hero.isLock){
  365. this.resetHeroPos(this.touchStart)
  366. this.touchStart = null;
  367. return;
  368. }
  369. }
  370. touchEnd = posData.hero;
  371. }
  372. else{
  373. this.resetHeroPos(this.touchStart)
  374. this.touchStart = null;
  375. return
  376. }
  377. if(touchEnd){
  378. let endHero = touchEnd.getComponent(Hero)
  379. let startHero = this.touchStart.getComponent(Hero)
  380. if(endHero.typeID == startHero.typeID && endHero.level == startHero.level){
  381. this.mergeHero(this.touchStart, touchEnd)
  382. }
  383. else{
  384. this.changeHeroPos(this.touchStart, touchEnd)
  385. }
  386. }
  387. else{
  388. this.setHeroPos(this.touchStart, posData.posID)
  389. }
  390. this.touchStart = null;
  391. }
  392. }
  393. onTouchCancel(event: EventTouch) {
  394. this.radiusNode.active = false;
  395. if (this.touchStart) {
  396. this.resetHeroPos(this.touchStart)
  397. this.touchStart = null;
  398. }
  399. }
  400. //根据世界坐标获取item 排除手上的
  401. private getItemBaseByPosition(pos: Vec2):PosData {
  402. let FindArr = this.bagPosList
  403. let bag = FindArr.find(t => {
  404. if(t.hero && t.hero != this.touchStart){
  405. return t.hero.getComponent(Hero).hitTest(pos)
  406. }
  407. return t.node.getComponent(UITransform).hitTest(pos)
  408. });
  409. if (bag ) return bag
  410. FindArr = this.attackPosList
  411. let attack = FindArr.find(t => {
  412. if(t.hero && t.hero != this.touchStart){
  413. return t.hero.getComponent(Hero).hitTest(pos)
  414. }
  415. return t.node.getComponent(UITransform).hitTest(pos)
  416. });
  417. return attack;
  418. }
  419. //炸弹效果播放结束
  420. bombSpineOver() {
  421. }
  422. //UI开打时会调用,如果有初始化代码应该放到此函数
  423. onOpen(args) {
  424. }
  425. //UI关闭时会调用,该函数在onDestroy前调用
  426. onClose() {
  427. }
  428. //框架管理UI层级时会调用,可根据UI情况修改
  429. onShow() {
  430. super.onShow();
  431. }
  432. //框架管理UI层级时会调用,可根据UI情况修改
  433. onHide() {
  434. super.onHide();
  435. }
  436. init() {
  437. let posID = 0;
  438. let roleTransform = this.roleNode.getComponent(UITransform)
  439. let bagChildren = this.bagNode.children
  440. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  441. let node = bagChildren[i];
  442. let pos = roleTransform.convertToNodeSpaceAR(node.getWorldPosition())
  443. let posData: PosData = {
  444. node: node,
  445. hero: null,
  446. bLock: false,
  447. posID: posID,
  448. pos: pos,
  449. posNumber: -1
  450. }
  451. this.bagPosList.push(posData);
  452. posID++;
  453. }
  454. this.reset()
  455. }
  456. reset(){
  457. let battleConf = BattlesConf.data[this.battlesID.toString()]
  458. if(!battleConf){
  459. console.log("战斗配置错误")
  460. return
  461. }
  462. let mapConf = MapConf.data[this.battleControl.mapID.toString()]
  463. if(!mapConf){
  464. console.log("地图配置错误")
  465. return
  466. }
  467. let offset = mapConf.OffsetArray
  468. if(offset){
  469. baseOffset.x = offset[0]||0
  470. baseOffset.y = offset[1]||0
  471. }
  472. else{
  473. baseOffset.x = 0
  474. baseOffset.y = 0
  475. }
  476. let attackChildren = this.attackNode.children
  477. for (let i = 0; i < attackChildren.length; i++) {
  478. let node = attackChildren[i];
  479. let posNumber = this.battleControl.getPosIDByIndex(i)
  480. if(posNumber != -1){
  481. node.active = true;
  482. let mapDataPos = this.battleControl.getPosition(posNumber)
  483. let posXX = MapDataPosToView(mapDataPos.x,mapDataPos.y)
  484. node.position = posXX
  485. let posData: PosData = this.attackPosList[i]
  486. if(!posData){
  487. posData = {
  488. node: node,
  489. hero: null,
  490. bLock: false,
  491. posID: BattleUtil.BagListSize+i,
  492. pos: new Vec3(posXX.x, posXX.y, 0),
  493. posNumber: posNumber
  494. }
  495. this.attackPosList.push(posData);
  496. }
  497. else{
  498. posData.posID = BattleUtil.BagListSize+i;
  499. posData.pos = new Vec3(posXX.x, posXX.y, 0);
  500. posData.posNumber = posNumber;
  501. if(posData.hero){
  502. posData.hero.position = posData.pos;
  503. }
  504. }
  505. this.attackPosMap.set(posNumber, posData);
  506. }
  507. else {
  508. node.active = false;
  509. }
  510. }
  511. let path = "texture/tower/"+mapConf.Background+"/spriteFrame"
  512. this.load("package",path, SpriteFrame, (res: SpriteFrame) => {
  513. this.mapSprite.spriteFrame = res
  514. })
  515. let processe = BattlesConf.data[this.battlesID].Process
  516. this.mapName.string = StringUtil.getLanguageData(mapConf.Name,[processe])
  517. tween(this.battlesProgressBar).to(0.5, { progress: ((processe-1)%5)/4 }).start()
  518. let curValue = processe-((processe-1)%5)
  519. for (let i = 0; i < 5; i++) {
  520. let node = this.levelValue[i];
  521. node.string = (curValue+i).toString()
  522. }
  523. this.bStart = false;
  524. this.waitTime = 5;
  525. this.gameTime = 0;
  526. this.radiusNode.active = false;
  527. this.damageCountData.clear()
  528. this.updateDamageCount()
  529. }
  530. private initPool() {
  531. //初始化池
  532. let queue = new AsyncQueue();
  533. queue.pushMulti("InitPool", async (next: NextFunction, params: any, args: any) => {
  534. Framework.tips.setTipsNode("package", "prefab/ui/tips/tips_flash", "Label", () => {
  535. next && next();
  536. });
  537. });
  538. queue.complete = () => {
  539. //this._loginEx();
  540. };
  541. queue.play();
  542. //this._loginEx();
  543. }
  544. addHero() {
  545. let posID = -1;
  546. if(this.powerCur <= 0){
  547. console.log("没有精力了");
  548. return;
  549. }
  550. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  551. if(this.bagPosList[i].hero == null){
  552. posID = this.bagPosList[i].posID;
  553. break;
  554. }
  555. }
  556. if(posID == -1) {
  557. console.log("没有空位了");
  558. return;
  559. }
  560. //添加英雄
  561. let heroID = Math.floor(Math.random() * this.heroModelList.length)%this.heroModelList.length + 1;
  562. let heroData = HeroDataPool.getObject();
  563. heroData.init(heroID,1,posID)
  564. let node:Node = null;
  565. if(this.heroPool[heroID] == null){
  566. this.heroPool[heroID] = [];
  567. }
  568. else {
  569. if(this.heroPool[heroID].length > 0){
  570. node = this.heroPool[heroID].pop();
  571. }
  572. }
  573. if(node == null){
  574. node = instantiate(this.heroModelList[heroID-1]);
  575. node.parent = this.roleNode;
  576. this.heroList.push(node);
  577. }
  578. let hero = node.getComponent(Hero);
  579. hero.resetData(heroData);
  580. HeroDataPool.putObject(heroData);
  581. hero.posID = posID;
  582. let posData = this.bagPosList[posID];
  583. if(!posData){
  584. return;
  585. }
  586. posData.hero = node;
  587. node.position = posData.pos;
  588. console.log("添加英雄", node.position);
  589. this.powerLabel.string = `${this.powerCur}/${this.powerMax}`;
  590. this.powerCur--;
  591. this.checkMerge(node);
  592. }
  593. checkMerge(node:Node) {
  594. let hero = node.getComponent(Hero);
  595. if(!hero) {
  596. return;
  597. }
  598. let bFind = false;
  599. if(this.isAutoMerge && !hero.isLock && hero.posID < BattleUtil.BagListSize){
  600. for (let i = 0; i < this.attackPosList.length; i++) {
  601. let dstPosData = this.attackPosList[i];
  602. if(dstPosData.hero != null && dstPosData.hero != node){
  603. let dstHero = dstPosData.hero.getComponent(Hero);
  604. if((!dstHero.isLock) && dstHero.typeID == hero.typeID && dstHero.level == hero.level){
  605. if(this.mergeHero(node, dstPosData.hero)){
  606. bFind = true;
  607. break;
  608. }
  609. }
  610. }
  611. }
  612. if(!bFind){
  613. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  614. let dstPosData = this.bagPosList[i];
  615. if(dstPosData.hero != null && dstPosData.hero != node){
  616. let dstHero = dstPosData.hero.getComponent(Hero);
  617. if((!dstHero.isLock) && dstHero.typeID == hero.typeID && dstHero.level == hero.level){
  618. if(this.mergeHero(node, dstPosData.hero))
  619. break;
  620. }
  621. }
  622. }
  623. }
  624. }
  625. }
  626. //合并英雄
  627. mergeHero(srcNode:Node, dstNode:Node) {
  628. let dstHero = dstNode.getComponent(Hero);
  629. if(dstHero.isLock){
  630. return false;
  631. }
  632. dstHero.isLock = true;
  633. // srcNode.setSiblingIndex(BattleUtil.BagListSize+this.attackPosList.length)
  634. srcNode.getComponent(Hero).flyTo(dstNode.position,()=>{
  635. if(isValid(dstHero)){
  636. dstHero.isLock = false;
  637. dstHero.levelUp()
  638. if(dstHero.posID >= BattleUtil.BagListSize){
  639. let index = dstHero.posID - BattleUtil.BagListSize;
  640. this.battleControl.levelUp(index)
  641. }
  642. this.levelUpEffectIndex = this.levelUpEffectIndex++%this.levelUpEffect.length;
  643. this.levelUpEffect[this.levelUpEffectIndex].position = dstNode.position
  644. this.levelUpEffect[this.levelUpEffectIndex].active = true
  645. this.levelUpEffect[this.levelUpEffectIndex].getComponent(sp.Skeleton).setAnimation(0, "animation", false)
  646. this.removeHeroPos(srcNode)
  647. this.checkMerge(dstNode)
  648. }
  649. })
  650. return true;
  651. }
  652. addEnemy(eventData: BattleEventData_EnemyBorn) {
  653. //添加敌人
  654. let node:Node = null;
  655. if(this.enemyPool.has(eventData.typeID) && this.enemyPool.get(eventData.typeID).length > 0){
  656. node = this.enemyPool.get(eventData.typeID).pop();
  657. }
  658. else {
  659. node = instantiate(this.ememyModelList[eventData.typeID-1]);
  660. node.parent = this.roleNode;
  661. }
  662. node.setSiblingIndex(0)
  663. node.getComponent(Enemy).resetData(eventData.typeID,eventData.ID,MapDataPosToView(eventData.position.x,eventData.position.y),eventData.life,eventData.lifeMax)
  664. node.getComponent(Enemy).startMove("move1")
  665. this.enemyMap.set(eventData.ID,node);
  666. }
  667. onClickStart() {
  668. this.bStart = true;
  669. }
  670. onClickStop() {
  671. this.bStart = false;
  672. }
  673. onClickAddHero() {
  674. Framework.audio.playEffect(AudioID.Click);
  675. this.addHero();
  676. }
  677. //重置坐标
  678. resetHeroPos(heroNode:Node) {
  679. let hero = heroNode.getComponent(Hero)
  680. if(!hero) {
  681. return;
  682. }
  683. let posID = hero.posID;
  684. if(posID != -1){
  685. if(posID < BattleUtil.BagListSize)
  686. heroNode.position = this.bagPosList[posID].pos;
  687. else if(posID < BattleUtil.BagListSize + this.attackPosList.length){
  688. heroNode.position = this.attackPosList[posID - BattleUtil.BagListSize].pos;
  689. this.battleControl.addHeroInPos(hero.typeID,hero.level,posID - BattleUtil.BagListSize)
  690. }
  691. }
  692. }
  693. //设置新坐标
  694. setHeroPos(hero:Node,newPosID:number) {
  695. let posID = hero.getComponent(Hero).posID;
  696. if(posID != -1){
  697. if(posID < BattleUtil.BagListSize)
  698. this.bagPosList[posID].hero = null;
  699. else if(posID < BattleUtil.BagListSize + this.attackPosList.length){
  700. this.attackPosList[posID - BattleUtil.BagListSize].hero = null;
  701. }
  702. }
  703. if(newPosID != -1){
  704. if(newPosID < BattleUtil.BagListSize){
  705. this.bagPosList[newPosID].hero = hero;
  706. hero.position = this.bagPosList[newPosID].pos;
  707. }
  708. else if(newPosID < BattleUtil.BagListSize + this.attackPosList.length){
  709. let index = newPosID - BattleUtil.BagListSize;
  710. this.attackPosList[index].hero = hero;
  711. hero.position = this.attackPosList[index].pos;
  712. let heroObj = hero.getComponent(Hero)
  713. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  714. }
  715. hero.getComponent(Hero).posID = newPosID
  716. }
  717. }
  718. removeHeroPos(hero:Node) {
  719. let posID = hero.getComponent(Hero).posID;
  720. if(posID != -1){
  721. this.heroList.splice(this.heroList.indexOf(hero), 1)
  722. this.heroPool[hero.getComponent(Hero).typeID].push(hero)
  723. hero.getComponent(Hero).clearData();
  724. if(posID < BattleUtil.BagListSize)
  725. this.bagPosList[posID].hero = null;
  726. else if(posID < BattleUtil.BagListSize + this.attackPosList.length){
  727. this.attackPosList[posID - BattleUtil.BagListSize].hero = null;
  728. this.battleControl.removeHeroInPos(posID - BattleUtil.BagListSize)
  729. }
  730. }
  731. }
  732. changeHeroPos(hero1:Node,hero2:Node) {
  733. let posID1 = hero1.getComponent(Hero).posID;
  734. let posID2 = hero2.getComponent(Hero).posID;
  735. hero1.getComponent(Hero).posID = posID2
  736. hero2.getComponent(Hero).posID = posID1
  737. if(posID1 != -1){
  738. if(posID1 < BattleUtil.BagListSize){
  739. hero2.position = this.bagPosList[posID1].pos;
  740. this.bagPosList[posID1].hero = hero2;
  741. }
  742. else if(posID1 < BattleUtil.BagListSize + this.attackPosList.length){
  743. hero2.position = this.attackPosList[posID1 - BattleUtil.BagListSize].pos;
  744. let index = posID1 - BattleUtil.BagListSize;
  745. this.attackPosList[index].hero = hero2;
  746. let heroObj = hero2.getComponent(Hero)
  747. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  748. }
  749. hero2.getComponent(Hero).stand()
  750. }
  751. if(posID2 != -1){
  752. if(posID2 < BattleUtil.BagListSize){
  753. hero1.position = this.bagPosList[posID2].pos;
  754. this.bagPosList[posID2].hero = hero1;
  755. }
  756. else if(posID2 < BattleUtil.BagListSize + this.attackPosList.length){
  757. hero1.position = this.attackPosList[posID2 - BattleUtil.BagListSize].pos;
  758. let index = posID2 - BattleUtil.BagListSize;
  759. this.attackPosList[index].hero = hero1;
  760. let heroObj = hero1.getComponent(Hero)
  761. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  762. }
  763. hero1.getComponent(Hero).stand()
  764. }
  765. }
  766. addHurt(pos:Vec3,value:number){
  767. // console.log("addHurt",value)
  768. let node:Node = null;
  769. if(this.hurtPool.length > 0){
  770. node = this.hurtPool.pop();
  771. }
  772. else {
  773. node = instantiate(this.hurtModelList[0]);
  774. node.parent = this.roleNode;
  775. }
  776. node.position = pos;
  777. this.hurtList.push(node);
  778. node.getComponent(Hurt).hurt(value,()=>{
  779. this.hurtList.splice(this.hurtList.indexOf(node), 1)
  780. this.hurtPool.push(node)
  781. })
  782. }
  783. updateSiblingIndex() {
  784. let children = this.roleNode.children
  785. children.sort((a, b) => {
  786. let battleNodeA = a.getComponent(BattleNodeBase);
  787. let battleNodeB = b.getComponent(BattleNodeBase);
  788. if (!battleNodeA || !battleNodeB) {
  789. return 0;
  790. }
  791. let priorityA = battleNodeA.priority
  792. let priorityB = battleNodeB.priority
  793. if (priorityA != priorityB) {
  794. return priorityA - priorityB;
  795. }
  796. if(this.touchStart == b){
  797. return -1;
  798. }
  799. if(this.touchStart == a){
  800. return 1;
  801. }
  802. //特殊状态
  803. if(battleNodeB.isLock){
  804. return -1;
  805. }
  806. if(battleNodeA.isLock){
  807. return 1;
  808. }
  809. if (a.position.y != b.position.y) {
  810. return b.position.y - a.position.y;
  811. }
  812. else {
  813. a.position.x - b.position.x
  814. }
  815. });
  816. for (let i = 0; i < children.length; i++) {
  817. children[i].setSiblingIndex(i);
  818. }
  819. }
  820. setRadius(radius:number){
  821. this.radiusNode.scale = v3(0.4*radius,0.4*radius,1)
  822. }
  823. updateDamageCount(){
  824. let num = 0
  825. let allEnemyHP = this.battleControl.allEnemyHP
  826. this.damageCountData.forEach((value,typeID)=>{
  827. let countNode = this.countList[num]
  828. if(num < this.countList.length){
  829. this.countList[num].active = true
  830. }
  831. if(countNode){
  832. let headSprite = countNode.getChildByName("head").getComponent(Sprite)
  833. let valueLabel = countNode.getChildByName("number")
  834. let progress = countNode.getChildByName("progress").getComponent(UITransform)
  835. MaterialUtil.getHeadByID(typeID,headSprite)
  836. //headSprite.getComponent(Sprite).spriteFrame = this.headSprite[typeID]
  837. valueLabel.getComponent(Label).string = StringUtil.bigNumberToStr(value)
  838. let progressWidth = value/allEnemyHP*84
  839. if(progressWidth > 84){
  840. progressWidth = 84
  841. }
  842. progress.setContentSize(progressWidth,20)
  843. }
  844. num++
  845. })
  846. for(let i = num;i<this.countList.length;i++){
  847. this.countList[i].active = false
  848. }
  849. }
  850. setDamageCount(typeID:number,value:number){
  851. let valueOld = this.damageCountData.get(typeID) || 0
  852. this.damageCountData.set(typeID,value+valueOld)
  853. }
  854. private onTouchButton(event: Event, customStr) {
  855. let target: any = event.target;
  856. if (target.name == 'mask') {
  857. Framework.layer.close(this);
  858. } else if (target.name == 'hanghui_btn') {
  859. RoleManager.getNewRole()
  860. }
  861. }
  862. //{typeID:number,value:number}
  863. private bossUpdate(data:EnemyActionType){
  864. switch(data){
  865. case EnemyActionType.Born:
  866. break;
  867. case EnemyActionType.Die:
  868. break;
  869. case EnemyActionType.Hurt:
  870. break;
  871. case EnemyActionType.Move:
  872. break;
  873. }
  874. }
  875. }