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