import { _decorator, Component, Node, Vec3, Animation } from 'cc'; import { ResUtil } from '../utils/ResUtil'; import { Game } from './Game'; import { Utils } from '../utils/Utils'; import { userIns } from '../data/UserData'; import { Enemy } from './Enemy'; import { GMap } from './GMap'; import { uiMgr } from '../core/manager/UIManager'; import { Constants } from '../data/Constants'; import { audioMgr } from '../core/manager/AudioManager'; import { eventEmitter } from '../core/event/EventEmitter'; const { ccclass, property } = _decorator; @ccclass('BuildEnemys') export class BuildEnemys extends Component { @property({type: Animation,tooltip:"开门动画"}) public openDoor: Animation = null; //敌人类型统计数组(保存每类敌人的总数量、剩余数量和配置数据) public enemyTypeRecords: Array<{ enemyId: number, total: number, count: number, enemyData: any}> = []; //所有敌人数据 public queueEnemys: Array = []; //保存每一波临时数据定时器记录 public eTimeMaps = new Map (); //当前生成的敌人 public allEnemys: Array = []; //每连杀3个敌人的次数 public continuekillCount: number = 0; //map路径控制类 public map: GMap = null; //敌人排序定时器 private intervalId: number = 0; start(): void { this.map = this.node.getComponent(GMap); //加载敌人数据 this.allEnemys = []; //敌人排序 if(this.intervalId!= null){clearInterval(this.intervalId);} this.intervalId = setInterval((dt: number)=>{ if(Game.I.isGameOver || Game.I.isPause) return; this.sortEnemyList(); },0.25 * 1000); } /** * 开始游戏创建敌人 */ public async loadLevelEnemys(){ if(Game.I.isGameOver || Game.I.isPause)return; this.recycle(); this.queueEnemys = this.readLevelEnemys(); //总共每一个敌人延迟时间统计 0.1s检测一次 let delay: number = 0; let interval: number = 0.0175; //敌人数据 for(let idx = 0; idx < this.queueEnemys.length; idx++) { const eData:any = this.queueEnemys[idx]; //每一种之间兵种间隔随机 let t: number = Utils.getRandomFloat(eData.min_interval,eData.max_interval); //延迟时间 delay += t; let tData: any = { data: eData, delay: delay, curTime: 0, createComplete: false, } let time_id: number = setInterval(()=>{ if(Game.I.isGameOver || Game.I.isPause) return; tData.curTime += interval; //延迟时间到了然后开始创建敌人 if(tData.curTime >= tData.delay && !tData.createComplete){ tData.createComplete = true; this.createEnemy(tData.data).then(()=>{ const timeFun = this.eTimeMaps?.get(tData); if(timeFun){ clearInterval(timeFun); this.eTimeMaps.delete(tData); } }); } },interval * 1000); this.eTimeMaps.set(tData,time_id); } //敌人创建完成后 播放开门动画 this.scheduleOnce(()=>{ this.openDoor.play(); },delay); } /** * 读取敌人关卡数据 */ public readLevelEnemys(){ const data: any = userIns.getCurLevelData(); if(!data)return; Game.I.player.setPlayerPos(); //最终生成的敌人队列 普通敌人临时存储 BOSS敌人临时存储 let enemyQueue = [],normalEnemies = [],bossEnemies = []; //拆分并处理每个敌人配置 data.dispose.split('|').forEach((item: string) => { const [enemyId, count] = item.split('_').map(Number); const enemyData = Utils.clone(userIns.enemyTable).find((e: any) => e.id == enemyId); //记录敌人类型统计 if (enemyData) { this.enemyTypeRecords.push({ enemyId, total: count, count: count, enemyData: Utils.clone(enemyData) }); //敌人生命成长系数{生命值*(1+系数)} enemyData.hp = Math.floor((1 + data.coefficient) * enemyData.hp); if(enemyData.type === 2) { // BOSS类型 for(let i = 0; i < count; i++) { bossEnemies.push({ ...enemyData }); } }else{//小兵类型 for(let i = 0; i < count; i++) { normalEnemies.push({ ...enemyData }); } } } }); //普通敌人乱序处理 normalEnemies.sort(() => Math.random() - 0.5); //合并队列:普通敌人在前,BOSS在后 enemyQueue.push(...normalEnemies, ...bossEnemies); return enemyQueue; } /** * 创建敌人 * @param data 敌人数据 * @returns 返回敌人 */ public async createEnemy(data:any): Promise{ if(!Game.I.map ||!Game.I.map ||!this.allEnemys ||!data)return; let item:Node = await ResUtil.loadEnemyRes(data.prb_name); item.active = true; item.parent = Game.I.map.node; const posArr:Vec3[] = this.map.getPaths(data); item.worldPosition = posArr[0]; let e:Enemy = item.getComponent(Enemy); await e.init(data); e.walk(posArr); this.allEnemys.push(e); return e; } /** * 敌人被打死统计 * @param enemy 敌人 */ public subtractEnemy(enemy: Enemy){ if(!enemy || !enemy.node || Game.I.isGameOver)return; //删除一个敌人 Utils.remove(this.allEnemys,enemy); this.allEnemys.forEach(e => e.addDiffHP()); //从敌人实例获取id let record = this.enemyTypeRecords.find(record => record.enemyId == enemy.data?.id); if(record) { record.count = Math.max(record.count - 1, 0); } //敌人数量改变 eventEmitter.dispatch(Constants.eventName.enemy_num_change); if(this.allEnemys.length <= 0){ audioMgr.playOneShot(Constants.audios.victory); Game.I.isGameOver = true; uiMgr.show(Constants.popUIs.settleUI,[{ isWin: true, headShotNum: Game.I.player.headShotNum, cb: ()=>{} }]); } } /** * 敌人节点排序 */ public sortEnemyList(){ if(Game.I.isPause || Game.I.isGameOver)return; if(this.allEnemys.length <= 1)return; return; const minSortNum: number = 400; let k: number = this.allEnemys.length + 20; if(this.allEnemys.length == 1){ if(this.allEnemys[0].node.parent){ this.allEnemys[0].node.setSiblingIndex(k + minSortNum); } }else{ this.allEnemys.sort(function(x,y){ let a: Vec3 = x.node.position; let b: Vec3 = y.node.position; if( a.y - b.y > 0.01 ){ return -1; }else if( a.y == b.y ){ return 0; } return 1; }); for (let i = 0; i < this.allEnemys.length; i++) { if(this.allEnemys[0].node.parent){ this.allEnemys[i].node.setSiblingIndex(i + k + minSortNum); } } } } /** * 销毁数据 */ public recycle(){ this.eTimeMaps.forEach((k,v) => { if(v!= undefined && v != null){ clearInterval(v) } }); this.eTimeMaps.clear(); this.allEnemys.forEach(e => {e.recycle(false)}); this.allEnemys = []; this.map.resetData(); this.enemyTypeRecords = []; } /** * 当前杀敌数 */ public getCurKillNum(): number{ return this.queueEnemys.length - this.allEnemys.length; } public onDisable () { if(this.intervalId!= null){ clearInterval(this.intervalId); } } }