TowerUI.ts 40 KB

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