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- import { CCInteger, Collider2D, Component, Contact2DType, find, instantiate, Label, Node, Prefab, sp, tween, UITransform, v3, view, _decorator } from 'cc';
- import { BaseLayer } from '../../common/BaseLayer';
- import { cocosUtil } from '../../utils/cocosUtil';
- import { constants } from '../data/constants';
- import { msgac } from '../data/msgac';
- import { audioManager } from '../manager/audioManager';
- import { designManager } from '../manager/designManager';
- import { eventManager } from '../manager/eventManager';
- import { iconManager } from '../manager/iconManager';
- import { levelManager } from '../manager/levelManager';
- import { resManager } from '../manager/resManager';
- import { playerModel } from '../model/playerModel';
- const { ccclass, property } = _decorator;
- @ccclass('RoleItem')
- export class RoleItem extends Component {
- @property({
- tooltip: "是否是BOSS"
- })
- isBoss = false;
- @property({
- type: CCInteger,
- tooltip: "打败怪物后掉落的宝箱金币数量或者宝箱金币数量"
- })
- coin = 0;
- @property({
- type: CCInteger,
- tooltip: "类型 -1:玩家 0:怪物 1:金币宝箱 2:商店 3:弓箭 4:战力倍增 5:装备 6:技能 7:大炮 8:滚石"
- })
- roleType = 0;
- @property({
- type: CCInteger,
- tooltip: "类型参数1" +
- "\n-1|0) 角色id" +
- "\n2) 0:装备商店 1:技能商店" +
- "\n3) 0:向右射箭 1:向左射箭" +
- "\n4) 0:加法 1:乘法" +
- "\n5) 1:武器 2:衣服" +
- "\n6) 技能id" +
- "\n7) 0:向右发射 1:向左发射" +
- "\n8) 0:向右滚动 1:向左滚动"
- })
- roleTypeP1 = 0;
- @property({
- type: CCInteger,
- tooltip: "类型参数2" +
- "\n2) 商店id" +
- "\n5) 装备等级"
- })
- roleTypeP2 = 0;
- // 关卡主视图组件
- levelLayer: BaseLayer;
- // 战力相关数值
- atk: number = 0;
- valLabel: Label;
- // 所在层数
- floor: number = 0;
- // 地板节点
- groundNode: Node;
- // 战力变化特效支持
- atkChangeInfo: any;
- atkNode: Node;
- atkBgNode: Node;
- bodyNode: Node;
- bodySkeleton: sp.Skeleton;
- // 弓箭节点
- arrowsNode: Node;
- // 炮弹节点
- bulletsNode: Node;
- // 机关是否已触发了
- hasEffect: boolean = false;
- // 怪物是否已阵亡
- dead: boolean = false;
- // 视频图标
- adNode: Node;
- start() {
- if (this.roleType == constants.roleItemTypes.arrow) {
- this.arrowsNode = find("arrows", this.node);
- this.arrowsNode.active = false;
- let collider = this.arrowsNode.getComponent(Collider2D);
- collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
- } else if (this.roleType == constants.roleItemTypes.dapao) {
- this.bulletsNode = find("bullets", this.node);
- this.bulletsNode.active = false;
- let collider = this.bulletsNode.getComponent(Collider2D);
- collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
- } else if (this.roleType == constants.roleItemTypes.gunshi) {
- let collider = this.node.getComponent(Collider2D);
- collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
- let bodyNode = find("body", this.node);
- let bodyPos = bodyNode.getPosition();
- bodyPos.x = -15;
- if (this.roleTypeP1 == constants.arrowTypes.left) {
- bodyPos.x = 15;
- }
- this.bodyNode.position = bodyPos;
- }
- }
- init(groundNode: Node, floor: number, levelLayer: BaseLayer) {
- // 地板节点
- this.groundNode = groundNode;
- // 所在层数
- this.floor = floor;
- // 关卡主视图组件
- this.levelLayer = levelLayer;
- let bodyNode = find("body", this.node);
- this.bodyNode = bodyNode;
- if (bodyNode) {
- this.bodySkeleton = bodyNode.getComponent(sp.Skeleton);
- }
- this.node["isBoss"] = this.isBoss;
- this.adNode = find("ad", this.node);
- // 战力
- let atkNode = find("atk", this.node);
- if (atkNode) {
- this.valLabel = find("val", atkNode).getComponent(Label);
- let val = this.valLabel.string;
- if (val) {
- // 移除符号
- val = val.replace(/-|x|\+|X/g, "");
- this.atk = parseInt(val);
- }
- this.atkNode = atkNode;
- this.atkBgNode = find("bg", atkNode);
- }
- if (this.roleType == constants.roleItemTypes.equip) {
- // 装备图标替换
- let row = designManager.instance.getRowById(constants.tableName.equip, this.getEquipId());
- iconManager.instance.setSprite(bodyNode, row.icon);
- let bgNode = find("bg", this.node);
- bgNode.setPosition(0, bodyNode.getComponent(UITransform).height * 0.5);
- if (this.roleTypeP1 == constants.equipTypes.dress && this.roleTypeP2 == 1) {
- bodyNode.setScale(0.8, 0.8);
- }
- this.atkNode.setPosition(0, bodyNode.getComponent(UITransform).height + 20);
- // 上下动画
- cocosUtil.tweenUpDown(bodyNode);
- cocosUtil.tweenRotate(bgNode, 4);
- if (this.adNode && this.adNode.active) {
- cocosUtil.tweenUpDown(this.adNode);
- }
- }
- if (this.roleType == constants.roleItemTypes.atk) {
- if (this.roleTypeP1 == constants.atkChangeTypes.add) {
- this.playAnimation("a", true);
- } else if (this.roleTypeP1 == constants.atkChangeTypes.multi) {
- this.playAnimation("b", true);
- }
- } else if (this.roleType == constants.roleItemTypes.coinBox) {
- if (this.isBoss) {
- this.playAnimation(constants.animations.standBy2, true);
- } else {
- this.playAnimation(constants.animations.standBy1, true);
- }
- } else {
- this.playAnimation(constants.animations.standBy, true);
- }
- if (this.roleType == constants.roleItemTypes.skill) {
- // 技能图标替换
- let row = designManager.instance.getRowById(constants.tableName.skill, this.roleTypeP1);
- iconManager.instance.setSprite(bodyNode, row.icon);
- }
- levelLayer.addButtonListener(this.node);
- }
- onBeginContact(selfCollider: Collider2D, otherCollider: Collider2D) {
- let roleItem = null;
- if (selfCollider.node.name == "arrows" && otherCollider.node.name != "arrows") {
- roleItem = otherCollider.node.getComponent(RoleItem);
- }
- if (selfCollider.node.name == "bullets" && otherCollider.node.name != "bullets") {
- roleItem = otherCollider.node.getComponent(RoleItem);
- }
- if (selfCollider.node.name == "role_gunshi" && otherCollider.node.name != "role_gunshi") {
- roleItem = otherCollider.node.getComponent(RoleItem);
- }
- if (!roleItem || roleItem.roleType != constants.roleItemTypes.monster) {
- return;
- }
- roleItem.playAnimation(constants.animations.hit, false, () => {
- roleItem.playAnimation(constants.animations.standBy, true);
- });
- roleItem.addAtk(-this.atk);
- }
- hasAd() {
- if (this.adNode && this.adNode.active) {
- return true;
- }
- return false;
- }
- hideAd() {
- if (this.adNode) {
- this.adNode.active = false;
- }
- }
- getEquipId() {
- let type = this.roleTypeP1;
- let lv = this.roleTypeP2;
- let roleId = playerModel.instance.getRoleId();
- let id = type * 1000 + roleId * 10 + lv;
- return id;
- }
- setBodyScale(scaleX: number, scaleY: number) {
- this.bodyNode.setScale(scaleX, scaleY);
- }
- playAnimation(name: string, isLoop?: boolean, cbComplete?: Function, cbEnd?: Function) {
- if (this.isDead() && name != constants.animations.die) {
- // 已阵亡
- return;
- }
- if (!this.bodySkeleton) {
- if (cbComplete) {
- cbComplete();
- }
- return;
- }
- if (!isLoop) {
- isLoop = false;
- }
- if (name == constants.animations.hit) {
- let obj: any = {};
- obj.pos = cocosUtil.convertToWorldSpace(this.node, true);
- eventManager.instance.send(msgac.showHitEffect, obj);
- }
- this.bodySkeleton.setAnimation(0, name, isLoop);
- this.bodySkeleton.setCompleteListener(() => {
- // 每次循环播放结束都会回调
- if (cbComplete) {
- cbComplete();
- }
- });
- this.bodySkeleton.setEndListener(() => {
- // 首次播放结束才会回调
- if (cbEnd) {
- cbEnd();
- }
- });
- audioManager.instance.onRolePlayAnimation(this, this.roleType, this.roleTypeP1, name);
- }
- // 玩家缩进传送门
- startOpenPortal(cb?: Function) {
- tween(this.bodyNode).to(0.2, {
- scale: v3(0, 0, 1)
- }).start();
- this.playAnimationPortal("1", cb);
- }
- // 玩家从传送门中跳出来
- playerAppearFromPortal(cb?: Function) {
- this.playAnimationPortal("2");
- this.playAnimation(constants.animations.chuansong, false, () => {
- if (cb) {
- cb();
- }
- });
- }
- playAnimationPortal(name: string, cb?: Function) {
- let portalNode = find("effect/portal", this.node);
- if (!portalNode) {
- if (cb) {
- cb();
- }
- return;
- }
- portalNode.active = true;
- let height = this.bodyNode.getComponent(UITransform).height;
- let s = 0.1;
- if (name == "2") {
- s = 0.7;
- }
- let pos = portalNode.getPosition();
- pos.y = height * s;
- portalNode.setPosition(pos);
- let portalSkeleton = portalNode.getComponent(sp.Skeleton);
- portalSkeleton.timeScale = 1.8;
- portalSkeleton.setAnimation(0, name, false);
- portalSkeleton.setCompleteListener(() => {
- if (cb) {
- cb();
- }
- });
- }
- // 金币宝箱掉落
- createCoinBox(cb?: Function, obj?: any) {
- if (this.coin <= 0) {
- if (cb) {
- cb();
- }
- return;
- }
- let bundle = constants.bundles.common;
- resManager.instance.loadAsset(bundle.name, bundle.roleBox, Prefab, () => { }, (err, prefab) => {
- let boxNode = instantiate(prefab);
- let parentNode = this.node.parent;
- let position = this.node.position;
- if (obj && obj.parentNode) {
- parentNode = obj.parentNode;
- }
- boxNode.parent = parentNode;
- if (obj && obj.worldPos) {
- position = cocosUtil.convertToNodeSpace(boxNode, obj.worldPos);
- }
- boxNode.position = position;
- let boxRoleItem = boxNode.getComponent(RoleItem);
- boxRoleItem.roleType = constants.roleItemTypes.coinBox;
- boxRoleItem.coin = this.coin;
- boxRoleItem.isBoss = this.isBoss;
- boxRoleItem.init(this.groundNode, this.floor, this.levelLayer);
- if (this.isBoss) {
- // 加个小手点击引导
- cocosUtil.addHand(boxNode, boxNode, (handNode) => {
- boxRoleItem["handNode"] = handNode;
- // 根据实际情况再进行微调
- let pos = handNode.getPosition();
- pos.x += 55;
- pos.y -= 40;
- handNode.setPosition(pos);
- if (levelManager.instance.isSkip) {
- levelManager.instance.onClickRoleItem(boxRoleItem.node);
- }
- });
- }
- if (cb) {
- cb();
- }
- });
- }
- // 获得玩家应该站立的世界坐标
- getPlayerWorldPos(playerNode?: Node) {
- let pos = cocosUtil.convertToWorldSpace(this.node);
- let transform = this.node.getComponent(UITransform);
- // 额外增加的间距
- let dx = 0;
- // 消除玩家不同角色立绘宽度差异
- let dp = 0;
- // if (playerNode) {
- // let playerTf = playerNode.getComponent(UITransform);
- // dp = playerTf.width * (1 - playerTf.anchorX);
- // }
- if (this.isBodyScalePositive()) {
- pos.x -= (transform.width * transform.anchorX + dx + dp);
- } else {
- pos.x += (transform.width * transform.anchorX + dx + dp);
- }
- let posY = cocosUtil.convertToWorldSpace(this.groundNode).y;
- return v3(pos.x, posY, 0);
- }
- // 获得立绘是否按照图片正常显示,没有翻转
- isBodyScalePositive() {
- let scale = this.bodyNode.getScale();
- if (scale.x > 0) {
- return true;
- }
- return false;
- }
- // 增加战力,val如果为负数,就是减少战力
- addAtk(val: number) {
- if (this.roleType != constants.roleItemTypes.player && this.roleType != constants.roleItemTypes.monster) {
- return;
- }
- if (this.atkChangeInfo) {
- // 上次还未完成的,直接刷新,并且丢弃掉,以最新的一个计数为准
- this.setAtkVal(this.atk);
- if (this.atk <= 0) {
- this.showDeadEffect();
- return;
- }
- }
- audioManager.instance.playEffect(constants.audioNames.figure);
- this.atkChangeInfo = {};
- this.atkChangeInfo.atkStart = this.atk;
- // 先加上去,避免快速点击计算错误
- this.atk += val;
- if (this.atk < 0) {
- this.atk = 0;
- }
- this.atkChangeInfo.change = 1;
- if (val < 0) {
- val = -val;
- this.atkChangeInfo.change = -1;
- }
- let dVal = 1;
- let duration = constants.atkChangeTimeGap * val;
- while (duration > constants.atkChangeTimeMax) {
- dVal++;
- duration = constants.atkChangeTimeGap * Math.ceil(val / dVal);
- }
- this.atkChangeInfo.change *= dVal;
- this.atkChangeInfo.val = val;
- this.atkChangeInfo.count = 0;
- }
- closeHand() {
- if (this["handNode"]) {
- this["handNode"].destroy();
- delete this["handNode"];
- }
- }
- openBoxAward(cb: Function) {
- if (this.isBoss) {
- this.playAnimation(constants.animations.open2, false, cb);
- } else {
- this.playAnimation(constants.animations.open1, false, cb);
- }
- }
- showDeadEffect(cb?: Function, obj?: any) {
- this.dead = true;
- this.playAnimation(constants.animations.die, false, () => {
- if (cb) {
- cb();
- }
- this.createCoinBox(() => {
- if (!this.isPlayer()) {
- // 移除敌人
- this.node.destroy();
- // 判断一下如果敌人全部阵亡,则弹出狩猎成功的界面
- eventManager.instance.send(msgac.judgeLevelSuccess);
- }
- }, obj);
- });
- }
- isPlayer() {
- return this.roleType == constants.roleItemTypes.player;
- }
- setAtkVal(val?: number) {
- if (val == undefined) {
- val = this.atk;
- }
- this.valLabel.string = "" + val;
- if (this.isPlayer()) {
- let tf = this.atkBgNode.getComponent(UITransform);
- if (val >= 1000) {
- this.atkNode.setPosition(0, 240);
- tf.width = 120;
- tf.height = 120;
- } else if (val >= 100) {
- this.atkNode.setPosition(0, 230);
- tf.width = 90;
- tf.height = 90;
- } else {
- this.atkNode.setPosition(0, 220);
- tf.width = 70;
- tf.height = 70;
- }
- }
- }
- isDead(): boolean {
- if (this.roleType != constants.roleItemTypes.player && this.roleType != constants.roleItemTypes.monster) {
- return false;
- }
- if (this.dead || this.atk <= 0) {
- return true;
- }
- return false;
- }
- startGunShi(cb?: Function) {
- if (this.hasEffect) {
- return;
- }
- this.hasEffect = true;
- let posX = this.groundNode.getComponent(UITransform).width * 0.5;
- let toPos = this.node.getPosition();
- toPos.x = posX;
- if (this.roleTypeP1 == constants.arrowTypes.left) {
- toPos.x = -posX;
- }
- tween(this.node).to(1.25, {
- position: toPos
- }).call(() => {
- this.node.destroy();
- if (cb) {
- cb();
- }
- }).start();
- }
- /**
- * 发射大炮
- */
- shootBullets(cb?: Function) {
- if (this.hasEffect) {
- return;
- }
- this.hasEffect = true;
- this.bulletsNode.active = false;
- this.scheduleOnce(() => {
- this.bulletsNode.active = true;
- let pos = this.bulletsNode.getPosition();
- let toPos = v3(view.getVisibleSize().width, 0, 0);
- if (this.roleTypeP1 == constants.arrowTypes.left) {
- toPos = v3(-view.getVisibleSize().width, 0, 0);
- pos.x = -190;
- } else {
- pos.x = 190;
- }
- this.bulletsNode.setPosition(pos);
- tween(this.bulletsNode).by(0.8, {
- position: toPos
- }).call(() => {
- this.node.destroy();
- if (cb) {
- cb();
- }
- }).start();
- }, 0.5);
- }
- /**
- * 射出弓箭
- */
- shootArrows(cb?: Function) {
- if (this.hasEffect) {
- return;
- }
- this.hasEffect = true;
- let arrowNode = find("arrows", this.node);
- arrowNode.active = false;
- this.scheduleOnce(() => {
- arrowNode.active = true;
- let pos = arrowNode.getPosition();
- pos.x += 50;
- arrowNode.setPosition(pos);
- let toPos = v3(view.getVisibleSize().width, 0, 0);
- if (this.roleTypeP1 == constants.arrowTypes.left) {
- toPos = v3(-view.getVisibleSize().width, 0, 0);
- }
- tween(this.arrowsNode).by(0.4, {
- position: toPos
- }).call(() => {
- this.node.destroy();
- if (cb) {
- cb();
- }
- }).start();
- }, 0.5);
- }
- update(dt: number) {
- let info = this.atkChangeInfo;
- if (info) {
- info.count += dt;
- if (info.count >= constants.atkChangeTimeGap) {
- info.count -= constants.atkChangeTimeGap;
- let changeVal = info.change;
- if (changeVal > info.val) {
- changeVal = info.val;
- }
- info.atkStart += changeVal;
- this.setAtkVal(info.atkStart);
- info.val -= Math.abs(changeVal);
- if (info.val <= 0) {
- this.atkChangeInfo = null;
- this.setAtkVal(this.atk);
- }
- if (info.atkStart <= 0) {
- this.atkChangeInfo = null;
- // 阵亡
- this.showDeadEffect();
- }
- }
- }
- }
- }
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