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 { 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. //地图比例尺 1:70
  27. let mapScale = 72;
  28. let basePoint = {x:-325,y:-70}
  29. let baseOffset = {x:0,y:0}
  30. //地图格子转坐标
  31. let MapDataPosToView = (x:number,y:number) => {
  32. let XX = (x+baseOffset.x) * mapScale + basePoint.x;
  33. let YY = (y+baseOffset.y) * mapScale + basePoint.y;
  34. return new Vec3(XX, YY, 0);
  35. //return new Vec3(x * mapScale + basePoint.x, y * mapScale + basePoint.y, 0);
  36. }
  37. //地图速度转换
  38. let MapDataSpeedToView = (x:number,y:number) => {
  39. let XX = x * mapScale * BattleUtil.FrameRate;
  40. let YY = y * mapScale * BattleUtil.FrameRate;
  41. return new Vec2(XX, YY,);
  42. //return new Vec3(x * mapScale + basePoint.x, y * mapScale + basePoint.y, 0);
  43. }
  44. const { ccclass, property } = _decorator;
  45. export interface PosData {
  46. node: Node,
  47. hero: Node,
  48. bLock: boolean,
  49. posID: number,
  50. pos: Vec3,
  51. posNumber: number
  52. }
  53. @ccclass('TowerUI')
  54. export class TowerUI extends BaseView {
  55. @property({ type: Sprite, tooltip: "地图" })
  56. mapSprite: Sprite = null;
  57. @property({ type: Label, tooltip: "地图名字" })
  58. mapName: Label = null;
  59. @property({ type: Node, tooltip: "攻击位" })
  60. attackNode: Node = null;
  61. @property({ type: Node, tooltip: "背包位" })
  62. bagNode: Node = null;
  63. @property({ type: Node, tooltip: "减血数字根节点" })
  64. hurtNode: Node = null;
  65. // 攻击位
  66. attackPosList: PosData[] = [];
  67. //根据posID获取做的索引
  68. attackPosMap: Map<number,PosData> = new Map();
  69. //背包位
  70. bagPosList: PosData[] = [];
  71. @property({ type: [Prefab], tooltip: "英雄" })
  72. heroModelList: Prefab[] = [];
  73. heroPool: Map<number,Node[]> = new Map();
  74. heroList: Node[] = [];
  75. @property({type:[Node],tooltip:"升级效果"})
  76. levelUpEffect:Node[] = []
  77. @property({ type: [Prefab], tooltip: "敌人" })
  78. ememyModelList: Prefab[] = [];
  79. enemyPool: Map<number,Node[]> = new Map();
  80. enemyMap: Map<number,Node> = new Map();
  81. enemyWaitTime: number = 0;
  82. @property({ type: [Prefab], tooltip: "受伤数字" })
  83. hurtModelList: Prefab[] = [];
  84. hurtPool: Node[] = [];
  85. hurtList: Node[] = [];
  86. @property({ type:Node, tooltip: "所有角色根节点" })
  87. roleNode: Node = null;
  88. @property({ type:Node, tooltip: "攻击范围" })
  89. radiusNode: Node = null;
  90. @property({ type:[Node], tooltip: "统计节点" })
  91. countList: Node[] = [];
  92. @property({ type:[Node], tooltip: "boss节点" })
  93. bossList: Node[] = [];
  94. @property({ type: Label, tooltip: "精力统计" })
  95. powerLabel: Label = null;
  96. @property({ type: ProgressBar, tooltip: "关卡进度" })
  97. battlesProgressBar: ProgressBar = null;
  98. @property({ type: [Label], tooltip: "当前管卡展示" })
  99. levelValue: Label[] = []
  100. //关卡id
  101. battlesID: number = 1;
  102. bStart = false;
  103. waitTime = 5;
  104. touchStart: Node = null;
  105. gameTime = 0;
  106. //当前精力
  107. private powerCur = 180;
  108. //最大精力
  109. private powerMax = 180
  110. //伤害统计 key:typeID value:伤害值
  111. private damageCountData:Map<number,number> = new Map();
  112. private damageUpdateTime = 0;
  113. private bossIndexMap:Map<number,number> = new Map();
  114. battleControl: BattleControl = null;
  115. //当前动画下标
  116. levelUpEffectIndex = 0;
  117. //是否自动合成
  118. isAutoMerge = false;
  119. protected onLoad() {
  120. super.onLoad();
  121. this.node.on(Node.EventType.TOUCH_START, this.onTouchStart, this)
  122. this.node.on(Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
  123. this.node.on(Node.EventType.TOUCH_END, this.onTouchEnd, this);
  124. this.node.on(Node.EventType.TOUCH_CANCEL, this.onTouchCancel, this);
  125. for (let i = 0; i < this.levelUpEffect.length; i++) {
  126. this.levelUpEffect[i].getComponent(sp.Skeleton).setCompleteListener(()=>{
  127. this.levelUpEffect[i].active = false;
  128. })
  129. }
  130. this.battleControl = BattleControl.GetInstance()
  131. BattleEventManager.instance.addEvent(BattleEventTarget.Update, this.updateDataEvent.bind(this), TowerUUID);
  132. Framework.event.addEvent(GameEvent.BossUpdate, this.bossUpdate.bind(this),this)
  133. this.initPool()
  134. }
  135. protected start(): void {
  136. this.battleControl.init(this.battlesID)
  137. this.init();
  138. }
  139. protected onDestroy() {
  140. BattleEventManager.instance.removeEvent(TowerUUID)
  141. }
  142. protected update(dt: number): void {
  143. this.updateSiblingIndex()
  144. if(this.bStart){
  145. this.gameTime += dt;
  146. let nowFrame = Math.floor(this.gameTime/BattleUtil.FrameTime)
  147. if(nowFrame > this.battleControl.map.curTurn){
  148. //
  149. while(nowFrame > this.battleControl.map.curTurn+1){
  150. //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
  151. this.enemyMap.forEach(element => {
  152. element.getComponent(Enemy).battleUpdate(BattleUtil.FrameTime)
  153. });
  154. this.battleControl.update();
  155. if(this.battleControl.isBattleEnd){
  156. break;
  157. }
  158. }
  159. this.enemyMap.forEach(element => {
  160. element.getComponent(Enemy).battleUpdate(BattleUtil.FrameTime)
  161. });
  162. this.battleControl.update();
  163. }
  164. this.damageUpdateTime += dt;
  165. if(this.damageUpdateTime > 0.1){
  166. this.damageUpdateTime = 0;
  167. this.updateDamageCount()
  168. }
  169. }
  170. else{
  171. if(this.waitTime > 0){
  172. this.waitTime -= dt;
  173. }
  174. else{
  175. this.bStart = true;
  176. }
  177. }
  178. }
  179. private updateDataEvent(event){
  180. if(this.battleControl.isBattleEnd && event.eventType!=BattleEventType.Over){
  181. console.log("结束")
  182. return
  183. }
  184. switch(event.eventType){
  185. case BattleEventType.EnemyBorn:{
  186. let enemyData = event as BattleEventData_EnemyBorn;
  187. this.addEnemy(enemyData);
  188. break;
  189. }
  190. case BattleEventType.EnemyMove:{
  191. let enemyData = event as BattleEventData_EnemyMove;
  192. // console.log("移动",enemyData.ID,enemyData.speedVector.x,enemyData.speedVector.y)
  193. if(this.enemyMap.has(enemyData.ID)){
  194. let enemy = this.enemyMap.get(enemyData.ID);
  195. enemy.getComponent(Enemy).speedVector = MapDataSpeedToView(enemyData.speedVector.x, enemyData.speedVector.y);
  196. }
  197. break;
  198. }
  199. case BattleEventType.EnemyHurt:{
  200. let enemyData = event as BattleEventData_EnemyHurt;
  201. //console.log("移动",enemyData.ID,enemyData.hurt,enemyData.status)
  202. if(this.enemyMap.has(enemyData.targetID)){
  203. let enemy = this.enemyMap.get(enemyData.targetID);
  204. enemy.getComponent(Enemy).hurt(enemyData.hurt);
  205. this.addHurt(enemy.position,enemyData.hurt)
  206. }
  207. this.setDamageCount(enemyData.typeID,enemyData.hurt)
  208. break;
  209. }
  210. case BattleEventType.EnemyDie:{
  211. // console.log("死亡",event)
  212. let enemyData = event as BattleEventData_EnemyDie;
  213. if(this.enemyMap.has(enemyData.ID)){
  214. let enemy = this.enemyMap.get(enemyData.ID);
  215. enemy.getComponent(Enemy).die(()=>{
  216. this.enemyMap.delete(enemyData.ID);
  217. let typeID = enemy.getComponent(Enemy).typeID
  218. if(this.enemyPool.has(typeID)){
  219. let pool = this.enemyPool.get(typeID);
  220. pool.push(enemy);
  221. }
  222. else {
  223. this.enemyPool.set(typeID,[enemy]);
  224. }
  225. }
  226. );
  227. }
  228. break;
  229. }
  230. case BattleEventType.EnemyBuff:{
  231. let enemyData = event as BattleEventData_EnemyBuff;
  232. if(this.enemyMap.has(enemyData.ID)){
  233. let enemy = this.enemyMap.get(enemyData.ID);
  234. //enemy.getComponent(Enemy).addbuff(enemyData.buff);
  235. }
  236. break;
  237. }
  238. case BattleEventType.HeroAction:{
  239. // console.log("攻击动作",event)
  240. let attackData = event as BattleEventData_HeroAction;
  241. if(this.attackPosMap.has(attackData.posID)){
  242. let posData = this.attackPosMap.get(attackData.posID);
  243. let enemy = this.enemyMap.get(attackData.targetID);
  244. if( posData && posData.hero){
  245. let hero = posData.hero.getComponent(Hero);
  246. if(enemy){
  247. hero.attack(enemy)
  248. // enemy.getComponent(Enemy).hurt(attackData.hurt);
  249. // this.addHurt(enemy.position,attackData.hurt)
  250. }
  251. else{
  252. hero.stand()
  253. }
  254. // this.setDamageCount(hero.typeID,attackData.hurt)
  255. }
  256. }
  257. break;
  258. }
  259. case BattleEventType.HeroAttack:{
  260. // console.log("攻击",event)
  261. let attackData = event as BattleEventData_HeroAttack;
  262. if(this.attackPosMap.has(attackData.posID)){
  263. let posData = this.attackPosMap.get(attackData.posID);
  264. let enemy = this.enemyMap.get(attackData.targetID);
  265. if( posData && posData.hero){
  266. let hero = posData.hero.getComponent(Hero);
  267. if(enemy){
  268. // hero.attack(enemy)
  269. enemy.getComponent(Enemy).hurt(attackData.hurt);
  270. this.addHurt(enemy.position,attackData.hurt)
  271. this.setDamageCount(hero.typeID,attackData.hurt)
  272. }
  273. // else{
  274. // hero.stand()
  275. // }
  276. }
  277. }
  278. break;
  279. }
  280. case BattleEventType.Over:{
  281. let attackData = event as BattleEventData_Over;
  282. this.attackPosMap.forEach((posData, posID) => {
  283. if(posData.hero){
  284. posData.hero.getComponent(Hero).stand()
  285. }
  286. })
  287. this.enemyMap.forEach((enemy, enemyID) => {
  288. enemy.getComponent(Enemy).stand()
  289. })
  290. let winStr = attackData.bWin ? "胜利" : "失败";
  291. console.log(winStr)
  292. tween(this.node).delay(3).call(()=>{
  293. this.enemyMap.forEach((enemy, enemyID) => {
  294. enemy.getComponent(Enemy).clearData();
  295. this.enemyMap.delete(enemyID);
  296. let typeID = enemy.getComponent(Enemy).typeID
  297. if(this.enemyPool.has(typeID)){
  298. this.enemyPool.get(typeID).push(enemy);
  299. }
  300. else {
  301. this.enemyPool.set(typeID,[enemy]);
  302. }
  303. })
  304. this.battlesID = (this.battlesID+3) %20+1;
  305. this.battleControl.reset(this.battlesID)
  306. this.reset()
  307. for(let index = 0; index < this.attackPosList.length; index++){
  308. let hero = this.attackPosList[index].hero;
  309. if(hero){
  310. hero.position = this.attackPosList[index].pos;
  311. let heroObj = hero.getComponent(Hero)
  312. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  313. }
  314. }
  315. }).start();
  316. break;
  317. }
  318. }
  319. }
  320. onTouchStart(event: EventTouch) {
  321. if (this.touchStart) {
  322. this.resetHeroPos(this.touchStart)
  323. }
  324. // 获取触点对应节点
  325. let posData = this.getItemBaseByPosition(event.getLocation());
  326. if(posData && posData.hero){
  327. let hero = posData.hero.getComponent(Hero);
  328. if(hero.isLock){
  329. return;
  330. }
  331. Framework.audio.playEffect(AudioID.Click);
  332. this.touchStart = posData.hero;
  333. hero.stand()
  334. this.touchStart.setSiblingIndex(30);
  335. let index = posData.posID - BattleUtil.BagListSize
  336. if(index >= 0){
  337. this.battleControl.removeHeroInPos(index)
  338. }
  339. }
  340. }
  341. // 触摸移动
  342. onTouchMove(event: EventTouch) {
  343. if (this.touchStart ) {
  344. this.touchStart .setPosition(this.roleNode.getComponent(UITransform).convertToNodeSpaceAR(new Vec3(event.getUILocation().x, event.getUILocation().y)))
  345. let posData = this.getItemBaseByPosition(event.getLocation());
  346. if(posData&&(posData.posID >= BattleUtil.BagListSize)){
  347. this.radiusNode.position = v3(this.touchStart.position.x,this.touchStart.position.y);
  348. this.radiusNode.active = true;
  349. this.setRadius(this.touchStart.getComponent(Hero).radius)
  350. }
  351. else{
  352. this.radiusNode.active = false;
  353. }
  354. }
  355. else{
  356. this.radiusNode.active = false;
  357. }
  358. }
  359. onTouchEnd(event: EventTouch) {
  360. this.radiusNode.active = false;
  361. if (this.touchStart) {
  362. let posData = this.getItemBaseByPosition(event.getLocation());
  363. let touchEnd:Node = null
  364. if(posData && posData.hero != this.touchStart){
  365. if(posData.hero){
  366. let hero = posData.hero.getComponent(Hero);
  367. if(hero && hero.isLock){
  368. this.resetHeroPos(this.touchStart)
  369. this.touchStart = null;
  370. return;
  371. }
  372. }
  373. touchEnd = posData.hero;
  374. }
  375. else{
  376. this.resetHeroPos(this.touchStart)
  377. this.touchStart = null;
  378. return
  379. }
  380. if(touchEnd){
  381. let endHero = touchEnd.getComponent(Hero)
  382. let startHero = this.touchStart.getComponent(Hero)
  383. if(endHero.typeID == startHero.typeID && endHero.level == startHero.level){
  384. this.mergeHero(this.touchStart, touchEnd)
  385. }
  386. else{
  387. this.changeHeroPos(this.touchStart, touchEnd)
  388. }
  389. }
  390. else{
  391. this.setHeroPos(this.touchStart, posData.posID)
  392. }
  393. this.touchStart = null;
  394. }
  395. }
  396. onTouchCancel(event: EventTouch) {
  397. this.radiusNode.active = false;
  398. if (this.touchStart) {
  399. this.resetHeroPos(this.touchStart)
  400. this.touchStart = null;
  401. }
  402. }
  403. //根据世界坐标获取item 排除手上的
  404. private getItemBaseByPosition(pos: Vec2):PosData {
  405. let FindArr = this.bagPosList
  406. let bag = FindArr.find(t => {
  407. if(t.hero && t.hero != this.touchStart){
  408. return t.hero.getComponent(Hero).hitTest(pos)
  409. }
  410. return t.node.getComponent(UITransform).hitTest(pos)
  411. });
  412. if (bag ) return bag
  413. FindArr = this.attackPosList
  414. let attack = FindArr.find(t => {
  415. if(t.hero && t.hero != this.touchStart){
  416. return t.hero.getComponent(Hero).hitTest(pos)
  417. }
  418. return t.node.getComponent(UITransform).hitTest(pos)
  419. });
  420. return attack;
  421. }
  422. //炸弹效果播放结束
  423. bombSpineOver() {
  424. }
  425. //UI开打时会调用,如果有初始化代码应该放到此函数
  426. onOpen(args) {
  427. }
  428. //UI关闭时会调用,该函数在onDestroy前调用
  429. onClose() {
  430. }
  431. //框架管理UI层级时会调用,可根据UI情况修改
  432. onShow() {
  433. super.onShow();
  434. }
  435. //框架管理UI层级时会调用,可根据UI情况修改
  436. onHide() {
  437. super.onHide();
  438. }
  439. init() {
  440. let posID = 0;
  441. let roleTransform = this.roleNode.getComponent(UITransform)
  442. let bagChildren = this.bagNode.children
  443. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  444. let node = bagChildren[i];
  445. let pos = roleTransform.convertToNodeSpaceAR(node.getWorldPosition())
  446. let posData: PosData = {
  447. node: node,
  448. hero: null,
  449. bLock: false,
  450. posID: posID,
  451. pos: pos,
  452. posNumber: -1
  453. }
  454. this.bagPosList.push(posData);
  455. posID++;
  456. }
  457. this.reset()
  458. }
  459. reset(){
  460. let battleConf = BattlesConf.data[this.battlesID.toString()]
  461. if(!battleConf){
  462. console.log("战斗配置错误")
  463. return
  464. }
  465. let mapConf = MapConf.data[this.battleControl.mapID.toString()]
  466. if(!mapConf){
  467. console.log("地图配置错误")
  468. return
  469. }
  470. let offset = mapConf.OffsetArray
  471. if(offset){
  472. baseOffset.x = offset[0]||0
  473. baseOffset.y = offset[1]||0
  474. }
  475. else{
  476. baseOffset.x = 0
  477. baseOffset.y = 0
  478. }
  479. let attackChildren = this.attackNode.children
  480. for (let i = 0; i < attackChildren.length; i++) {
  481. let node = attackChildren[i];
  482. let posNumber = this.battleControl.getPosIDByIndex(i)
  483. if(posNumber != -1){
  484. node.active = true;
  485. let mapDataPos = this.battleControl.getPosition(posNumber)
  486. let posXX = MapDataPosToView(mapDataPos.x,mapDataPos.y)
  487. node.position = posXX
  488. let posData: PosData = this.attackPosList[i]
  489. if(!posData){
  490. posData = {
  491. node: node,
  492. hero: null,
  493. bLock: false,
  494. posID: BattleUtil.BagListSize+i,
  495. pos: new Vec3(posXX.x, posXX.y, 0),
  496. posNumber: posNumber
  497. }
  498. this.attackPosList.push(posData);
  499. }
  500. else{
  501. posData.posID = BattleUtil.BagListSize+i;
  502. posData.pos = new Vec3(posXX.x, posXX.y, 0);
  503. posData.posNumber = posNumber;
  504. if(posData.hero){
  505. posData.hero.position = posData.pos;
  506. }
  507. }
  508. this.attackPosMap.set(posNumber, posData);
  509. }
  510. else {
  511. node.active = false;
  512. }
  513. }
  514. let path = "texture/tower/"+mapConf.Background+"/spriteFrame"
  515. this.load("package",path, SpriteFrame, (res: SpriteFrame) => {
  516. this.mapSprite.spriteFrame = res
  517. })
  518. let processe = BattlesConf.data[this.battlesID].Process
  519. this.mapName.string = StringUtil.getLanguageData(mapConf.Name,[processe])
  520. tween(this.battlesProgressBar).to(0.5, { progress: ((processe-1)%5)/4 }).start()
  521. let curValue = processe-((processe-1)%5)
  522. for (let i = 0; i < 5; i++) {
  523. let node = this.levelValue[i];
  524. node.string = (curValue+i).toString()
  525. }
  526. this.bStart = false;
  527. this.waitTime = 5;
  528. this.gameTime = 0;
  529. this.radiusNode.active = false;
  530. this.damageCountData.clear()
  531. this.updateDamageCount()
  532. }
  533. private initPool() {
  534. //初始化池
  535. let queue = new AsyncQueue();
  536. queue.pushMulti("InitPool", async (next: NextFunction, params: any, args: any) => {
  537. Framework.tips.setTipsNode("package", "prefab/ui/tips/tips_flash", "Label", () => {
  538. next && next();
  539. });
  540. });
  541. queue.complete = () => {
  542. //this._loginEx();
  543. };
  544. queue.play();
  545. //this._loginEx();
  546. }
  547. addHero() {
  548. let posID = -1;
  549. if(this.powerCur <= 0){
  550. console.log("没有精力了");
  551. return;
  552. }
  553. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  554. if(this.bagPosList[i].hero == null){
  555. posID = this.bagPosList[i].posID;
  556. break;
  557. }
  558. }
  559. if(posID == -1) {
  560. console.log("没有空位了");
  561. return;
  562. }
  563. //添加英雄
  564. let heroID = Math.floor(Math.random() * this.heroModelList.length)%this.heroModelList.length + 1;
  565. let heroData = HeroDataPool.getObject();
  566. heroData.init(heroID,1,posID)
  567. let node:Node = null;
  568. if(this.heroPool[heroID] == null){
  569. this.heroPool[heroID] = [];
  570. }
  571. else {
  572. if(this.heroPool[heroID].length > 0){
  573. node = this.heroPool[heroID].pop();
  574. }
  575. }
  576. if(node == null){
  577. node = instantiate(this.heroModelList[heroID-1]);
  578. node.parent = this.roleNode;
  579. this.heroList.push(node);
  580. }
  581. let hero = node.getComponent(Hero);
  582. hero.resetData(heroData);
  583. HeroDataPool.putObject(heroData);
  584. hero.posID = posID;
  585. let posData = this.bagPosList[posID];
  586. if(!posData){
  587. return;
  588. }
  589. posData.hero = node;
  590. node.position = posData.pos;
  591. console.log("添加英雄", node.position);
  592. this.powerLabel.string = `${this.powerCur}/${this.powerMax}`;
  593. this.powerCur--;
  594. this.checkMerge(node);
  595. }
  596. checkMerge(node:Node) {
  597. let hero = node.getComponent(Hero);
  598. if(!hero) {
  599. return;
  600. }
  601. let bFind = false;
  602. if(this.isAutoMerge && !hero.isLock && hero.posID < BattleUtil.BagListSize){
  603. for (let i = 0; i < this.attackPosList.length; i++) {
  604. let dstPosData = this.attackPosList[i];
  605. if(dstPosData.hero != null && dstPosData.hero != node){
  606. let dstHero = dstPosData.hero.getComponent(Hero);
  607. if((!dstHero.isLock) && dstHero.typeID == hero.typeID && dstHero.level == hero.level){
  608. if(this.mergeHero(node, dstPosData.hero)){
  609. bFind = true;
  610. break;
  611. }
  612. }
  613. }
  614. }
  615. if(!bFind){
  616. for (let i = 0; i < BattleUtil.BagListSize; i++) {
  617. let dstPosData = this.bagPosList[i];
  618. if(dstPosData.hero != null && dstPosData.hero != node){
  619. let dstHero = dstPosData.hero.getComponent(Hero);
  620. if((!dstHero.isLock) && dstHero.typeID == hero.typeID && dstHero.level == hero.level){
  621. if(this.mergeHero(node, dstPosData.hero))
  622. break;
  623. }
  624. }
  625. }
  626. }
  627. }
  628. }
  629. //合并英雄
  630. mergeHero(srcNode:Node, dstNode:Node) {
  631. let dstHero = dstNode.getComponent(Hero);
  632. if(dstHero.isLock){
  633. return false;
  634. }
  635. dstHero.isLock = true;
  636. // srcNode.setSiblingIndex(BattleUtil.BagListSize+this.attackPosList.length)
  637. srcNode.getComponent(Hero).flyTo(dstNode.position,()=>{
  638. if(isValid(dstHero)){
  639. dstHero.isLock = false;
  640. dstHero.levelUp()
  641. if(dstHero.posID >= BattleUtil.BagListSize){
  642. let index = dstHero.posID - BattleUtil.BagListSize;
  643. this.battleControl.levelUp(index)
  644. }
  645. this.levelUpEffectIndex = this.levelUpEffectIndex++%this.levelUpEffect.length;
  646. this.levelUpEffect[this.levelUpEffectIndex].position = dstNode.position
  647. this.levelUpEffect[this.levelUpEffectIndex].active = true
  648. this.levelUpEffect[this.levelUpEffectIndex].getComponent(sp.Skeleton).setAnimation(0, "animation", false)
  649. this.removeHeroPos(srcNode)
  650. this.checkMerge(dstNode)
  651. }
  652. })
  653. return true;
  654. }
  655. addEnemy(eventData: BattleEventData_EnemyBorn) {
  656. //添加敌人
  657. let node:Node = null;
  658. if(this.enemyPool.has(eventData.typeID) && this.enemyPool.get(eventData.typeID).length > 0){
  659. node = this.enemyPool.get(eventData.typeID).pop();
  660. }
  661. else {
  662. node = instantiate(this.ememyModelList[eventData.typeID-1]);
  663. node.parent = this.roleNode;
  664. }
  665. node.setSiblingIndex(0)
  666. node.getComponent(Enemy).resetData(eventData.typeID,eventData.ID,MapDataPosToView(eventData.position.x,eventData.position.y),eventData.life,eventData.lifeMax)
  667. node.getComponent(Enemy).startMove("move1")
  668. this.enemyMap.set(eventData.ID,node);
  669. }
  670. onClickStart() {
  671. this.bStart = true;
  672. }
  673. onClickStop() {
  674. this.bStart = false;
  675. }
  676. onClickAddHero() {
  677. Framework.audio.playEffect(AudioID.Click);
  678. this.addHero();
  679. }
  680. //重置坐标
  681. resetHeroPos(heroNode:Node) {
  682. let hero = heroNode.getComponent(Hero)
  683. if(!hero) {
  684. return;
  685. }
  686. let posID = hero.posID;
  687. if(posID != -1){
  688. if(posID < BattleUtil.BagListSize)
  689. heroNode.position = this.bagPosList[posID].pos;
  690. else if(posID < BattleUtil.BagListSize + this.attackPosList.length){
  691. heroNode.position = this.attackPosList[posID - BattleUtil.BagListSize].pos;
  692. this.battleControl.addHeroInPos(hero.typeID,hero.level,posID - BattleUtil.BagListSize)
  693. }
  694. }
  695. }
  696. //设置新坐标
  697. setHeroPos(hero:Node,newPosID:number) {
  698. let posID = hero.getComponent(Hero).posID;
  699. if(posID != -1){
  700. if(posID < BattleUtil.BagListSize)
  701. this.bagPosList[posID].hero = null;
  702. else if(posID < BattleUtil.BagListSize + this.attackPosList.length){
  703. this.attackPosList[posID - BattleUtil.BagListSize].hero = null;
  704. }
  705. }
  706. if(newPosID != -1){
  707. if(newPosID < BattleUtil.BagListSize){
  708. this.bagPosList[newPosID].hero = hero;
  709. hero.position = this.bagPosList[newPosID].pos;
  710. }
  711. else if(newPosID < BattleUtil.BagListSize + this.attackPosList.length){
  712. let index = newPosID - BattleUtil.BagListSize;
  713. this.attackPosList[index].hero = hero;
  714. hero.position = this.attackPosList[index].pos;
  715. let heroObj = hero.getComponent(Hero)
  716. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  717. }
  718. hero.getComponent(Hero).posID = newPosID
  719. }
  720. }
  721. removeHeroPos(hero:Node) {
  722. let posID = hero.getComponent(Hero).posID;
  723. if(posID != -1){
  724. this.heroList.splice(this.heroList.indexOf(hero), 1)
  725. this.heroPool[hero.getComponent(Hero).typeID].push(hero)
  726. hero.getComponent(Hero).clearData();
  727. if(posID < BattleUtil.BagListSize)
  728. this.bagPosList[posID].hero = null;
  729. else if(posID < BattleUtil.BagListSize + this.attackPosList.length){
  730. this.attackPosList[posID - BattleUtil.BagListSize].hero = null;
  731. this.battleControl.removeHeroInPos(posID - BattleUtil.BagListSize)
  732. }
  733. }
  734. }
  735. changeHeroPos(hero1:Node,hero2:Node) {
  736. let posID1 = hero1.getComponent(Hero).posID;
  737. let posID2 = hero2.getComponent(Hero).posID;
  738. hero1.getComponent(Hero).posID = posID2
  739. hero2.getComponent(Hero).posID = posID1
  740. if(posID1 != -1){
  741. if(posID1 < BattleUtil.BagListSize){
  742. hero2.position = this.bagPosList[posID1].pos;
  743. this.bagPosList[posID1].hero = hero2;
  744. }
  745. else if(posID1 < BattleUtil.BagListSize + this.attackPosList.length){
  746. hero2.position = this.attackPosList[posID1 - BattleUtil.BagListSize].pos;
  747. let index = posID1 - BattleUtil.BagListSize;
  748. this.attackPosList[index].hero = hero2;
  749. let heroObj = hero2.getComponent(Hero)
  750. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  751. }
  752. hero2.getComponent(Hero).stand()
  753. }
  754. if(posID2 != -1){
  755. if(posID2 < BattleUtil.BagListSize){
  756. hero1.position = this.bagPosList[posID2].pos;
  757. this.bagPosList[posID2].hero = hero1;
  758. }
  759. else if(posID2 < BattleUtil.BagListSize + this.attackPosList.length){
  760. hero1.position = this.attackPosList[posID2 - BattleUtil.BagListSize].pos;
  761. let index = posID2 - BattleUtil.BagListSize;
  762. this.attackPosList[index].hero = hero1;
  763. let heroObj = hero1.getComponent(Hero)
  764. this.battleControl.addHeroInPos(heroObj.typeID,heroObj.level,index)
  765. }
  766. hero1.getComponent(Hero).stand()
  767. }
  768. }
  769. addHurt(pos:Vec3,value:number){
  770. // console.log("addHurt",value)
  771. let node:Node = null;
  772. if(this.hurtPool.length > 0){
  773. node = this.hurtPool.pop();
  774. }
  775. else {
  776. node = instantiate(this.hurtModelList[0]);
  777. node.parent = this.roleNode;
  778. }
  779. node.position = pos;
  780. this.hurtList.push(node);
  781. node.getComponent(Hurt).hurt(value,()=>{
  782. this.hurtList.splice(this.hurtList.indexOf(node), 1)
  783. this.hurtPool.push(node)
  784. })
  785. }
  786. updateSiblingIndex() {
  787. let children = this.roleNode.children
  788. children.sort((a, b) => {
  789. let battleNodeA = a.getComponent(BattleNodeBase);
  790. let battleNodeB = b.getComponent(BattleNodeBase);
  791. if (!battleNodeA || !battleNodeB) {
  792. return 0;
  793. }
  794. let priorityA = battleNodeA.priority
  795. let priorityB = battleNodeB.priority
  796. if (priorityA != priorityB) {
  797. return priorityA - priorityB;
  798. }
  799. if(this.touchStart == b){
  800. return -1;
  801. }
  802. if(this.touchStart == a){
  803. return 1;
  804. }
  805. //特殊状态
  806. if(battleNodeB.isLock){
  807. return -1;
  808. }
  809. if(battleNodeA.isLock){
  810. return 1;
  811. }
  812. if (a.position.y != b.position.y) {
  813. return b.position.y - a.position.y;
  814. }
  815. else {
  816. a.position.x - b.position.x
  817. }
  818. });
  819. for (let i = 0; i < children.length; i++) {
  820. children[i].setSiblingIndex(i);
  821. }
  822. }
  823. setRadius(radius:number){
  824. this.radiusNode.scale = v3(0.4*radius,0.4*radius,1)
  825. }
  826. updateDamageCount(){
  827. let num = 0
  828. let allEnemyHP = this.battleControl.allEnemyHP
  829. this.damageCountData.forEach((value,typeID)=>{
  830. let countNode = this.countList[num]
  831. if(num < this.countList.length){
  832. this.countList[num].active = true
  833. }
  834. if(countNode){
  835. let headSprite = countNode.getChildByName("head").getComponent(Sprite)
  836. let valueLabel = countNode.getChildByName("number")
  837. let progress = countNode.getChildByName("progress").getComponent(UITransform)
  838. MaterialUtil.getHeadByID(typeID,headSprite)
  839. //headSprite.getComponent(Sprite).spriteFrame = this.headSprite[typeID]
  840. valueLabel.getComponent(Label).string = StringUtil.bigNumberToStr(value)
  841. let progressWidth = value/allEnemyHP*84
  842. if(progressWidth > 84){
  843. progressWidth = 84
  844. }
  845. progress.setContentSize(progressWidth,20)
  846. }
  847. num++
  848. })
  849. for(let i = num;i<this.countList.length;i++){
  850. this.countList[i].active = false
  851. }
  852. }
  853. setDamageCount(typeID:number,value:number){
  854. let valueOld = this.damageCountData.get(typeID) || 0
  855. this.damageCountData.set(typeID,value+valueOld)
  856. }
  857. private onTouchButton(event: Event, customStr) {
  858. let target: any = event.target;
  859. if (target.name == 'mask') {
  860. Framework.layer.close(this);
  861. } else if (target.name == 'hanghui_btn') {
  862. LoginMgr.sendPost('tavern', 'get', (data) => {
  863. console.log(data);
  864. }, {})
  865. } else if (target.name == 'hero_btn') {
  866. Framework.layer.open(ViewID.HeroList);
  867. } else if (target.name == 'material_btn') {
  868. LoginMgr.sendPost('tavern', 'get', (data) => {
  869. console.log(data);
  870. }, {})
  871. } else if (target.name == 'mail_btn') {
  872. MailManager.sendGetMailMsg({ ids: [MailData.getMaxMailId(0), MailData.getMaxMailId(1)] }, () => {
  873. Framework.layer.open(ViewID.MailMain);
  874. })
  875. }
  876. }
  877. //{typeID:number,value:number}
  878. private bossUpdate(data:EnemyActionType){
  879. switch(data){
  880. case EnemyActionType.Born:
  881. break;
  882. case EnemyActionType.Die:
  883. break;
  884. case EnemyActionType.Hurt:
  885. break;
  886. case EnemyActionType.Move:
  887. break;
  888. }
  889. }
  890. }