GunfightShootUI.ts 18 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487
  1. import { _decorator, EventTouch, Node, Quat, math, Camera, sys, Vec3, Label, geometry, ProgressBar, tween, easing, Tween, UIOpacity, game, PhysicsSystem, PhysicsRayResult } from 'cc';
  2. import { Game } from '../game/Game';
  3. import { BaseExp } from '../core/base/BaseExp';
  4. import { autoBind } from '../extend/AutoBind';
  5. import { Constants } from '../data/Constants';
  6. import { uiMgr } from '../core/manager/UIManager';
  7. import { userIns } from '../data/UserData';
  8. import MsgHints from '../utils/MsgHints';
  9. import List from '../third/List';
  10. import { Utils } from '../utils/Utils';
  11. import { TaskEnemyItem } from '../items/item/TaskEnemyItem';
  12. import { BulletMagazine } from '../game/BulletMagazine';
  13. import { audioMgr } from '../core/manager/AudioManager';
  14. const { ccclass, property } = _decorator;
  15. const { clamp, toRadian } = math;
  16. @ccclass('GunfightShootUI')
  17. export class GunfightShootUI extends BaseExp {
  18. @autoBind({ type: Node, tooltip: "轮盘节点" })
  19. public wheel: Node;
  20. @autoBind({ type: Node, tooltip: "标准贴图" })
  21. public scopeOverlay: Node;
  22. @autoBind({ type: Node, tooltip: "准心" })
  23. public crossHair: Node;
  24. @autoBind({ type: ProgressBar, tooltip: "步枪子弹进度条" })
  25. public rifle_bullet_progressBar: ProgressBar;
  26. @autoBind({ type: Label, tooltip: "步枪子弹数文本" })
  27. public rifle_bullet_num_label: Label;
  28. @autoBind({ type: BulletMagazine, tooltip: "步枪子弹列表" })
  29. public rifle_bullets_scrollView: BulletMagazine;
  30. @autoBind({ type: BulletMagazine, tooltip: "狙击枪子弹列表" })
  31. public snipe_bullets_scrollView: BulletMagazine;
  32. @autoBind({ type: Node, tooltip: "步枪显示子弹的总的节点" })
  33. public rifle_bullets_bg: Node;
  34. @autoBind({ type: List, tooltip: "敌人任务列表" })
  35. public task_scrollView: List;
  36. @autoBind({ type: ProgressBar, tooltip: "玩家生命进度条" })
  37. public hpProgressBar: ProgressBar;
  38. @property({type: [Node], tooltip: "要隐藏的所有按钮"})
  39. public hiddeNodes: Array<Node> = [];
  40. @autoBind({ type: ProgressBar, tooltip: "换弹夹时间进度条" })
  41. public reloadProgressBar: ProgressBar;
  42. @autoBind({ type: Node, tooltip: "玩家受到伤害呼吸闪烁" })
  43. public injury_blood: Node;
  44. @autoBind({ type: Label, tooltip: "玩家枪的名字" })
  45. public gun_name_label: Label;
  46. /** 子弹飞行距离 */
  47. public bulletDistance: number = 800;
  48. /** 当前相机绕 X 轴的旋转角度 */
  49. private currentXRotation: number = 0;
  50. /** 当前相机绕 Y 轴的旋转角度 */
  51. private currentYRotation: number = 0;
  52. /** 左右旋转角度的最大限制值 */
  53. private maxHorizontalAngle: number = 70;
  54. /** 上下旋转角度的最大限制值 */
  55. private maxVerticalAngle: number = 40;
  56. /** 相机的原始视野值 */
  57. private originalFov: number;
  58. /** 玩家节点的初始旋转四元数 */
  59. private initialPlayerRotation: Quat = new Quat();
  60. /** 相机节点的初始旋转四元数 */
  61. private initialCameraRotation: Quat = new Quat();
  62. /**相机旋转的灵敏度 值越大移动越快 灵敏度越高*/
  63. private sensitivity: number = 0.5;
  64. /** 相机放大后的目标视野值 */
  65. private targetFov: number;
  66. /** 标记相机是否正在进行放大操作 */
  67. private isZoomingIn: boolean = false;
  68. /** 标记相机是否正在进行缩小操作 */
  69. private isZoomingOut: boolean = false;
  70. /** 相机视野放大的速度 */
  71. private zoomSpeed: number = 0;
  72. /** 期望的缩放时间,单位为秒 */
  73. private zoomDuration: number = 0.2;
  74. /** 记录镜头开始放大的时间 */
  75. private zoomStartTime: number = 0;
  76. /** 标记是否在2秒内完成放大 */
  77. private zoomValid: boolean = false;
  78. /** 标记是否开镜 */
  79. private _isScopeOpen: boolean = false;
  80. get isScopeOpen() {
  81. return this._isScopeOpen;
  82. }
  83. set isScopeOpen(value: boolean) {
  84. this.gunDataUI();
  85. if (this._isScopeOpen !== value) {
  86. this._isScopeOpen = value;
  87. if (value) {
  88. this.openScope();
  89. } else {
  90. this.closeScope();
  91. }
  92. }
  93. }
  94. /**镜头的位置*/
  95. private wheelPos: Vec3 = Vec3.ZERO;
  96. //任务数据
  97. private taskDatas: Array<any> = [];
  98. //是否正在被击中
  99. private isHurtRun: boolean = false;
  100. start() {
  101. this.hasAnim = false;
  102. this.closeOnBlank = false;
  103. this.injury_blood.active = false;
  104. this.reloadProgressBar.node.active = false;
  105. if(!Constants.isDebug){
  106. this.hiddeNodes.forEach(e => e.active = false);
  107. }
  108. this.wheelPos = this.wheel.position.clone();
  109. //记录摄像机原始视野
  110. this.originalFov = Game.I.camera.getComponent(Camera).fov;
  111. //录初始旋转角度
  112. this.initialPlayerRotation = Game.I.player.node.rotation.clone();
  113. this.initialCameraRotation = Game.I.camera.node.rotation.clone();
  114. //监听当前节点触摸事件
  115. this.node.on(Node.EventType.TOUCH_START, this.onNodeTouchMove, this);
  116. this.node.on(Node.EventType.TOUCH_MOVE, this.onNodeTouchMove, this);
  117. this.node.on(Node.EventType.TOUCH_END, this.onCustomNodeTouchEnd, this);
  118. this.node.on(Node.EventType.TOUCH_CANCEL, this.onCustomNodeTouchEnd, this);
  119. //监听轮盘点击事件 监听轮盘的触摸开始事件,当触摸开始时调用 onWheelClick 方法
  120. this.wheel.on(Node.EventType.TOUCH_START, this.onWheelClick, this);
  121. this.wheel.on(Node.EventType.TOUCH_END, this.onWheelRelease, this);
  122. this.wheel.on(Node.EventType.TOUCH_CANCEL, this.onWheelRelease, this);
  123. //敌人数量改变
  124. this.register(Constants.eventName.enemy_num_change, this.loadTaskData.bind(this));
  125. }
  126. public show(...args: any[]){
  127. this.loadTaskData();
  128. }
  129. /**
  130. * enemyId total count enemyData
  131. * 加载数据
  132. */
  133. public loadTaskData() {
  134. this.taskDatas = Game.I.buildEnemys.enemyTypeRecords;
  135. this.task_scrollView.numItems = this.taskDatas.length;
  136. //加载子弹的数据
  137. this.gunDataUI();
  138. }
  139. /**
  140. * 任务数据
  141. * @param item item节点
  142. * @param idx 数据下标
  143. */
  144. public setTaskItemData(item: Node, idx: number) {
  145. item.getComponent(TaskEnemyItem).init(this.taskDatas[idx]);
  146. }
  147. /**
  148. * 设置枪的数据
  149. */
  150. public gunDataUI() {
  151. const gData:any = Game.I.player.pData;
  152. if(Game.I.isGameOver
  153. || Game.I.isPause
  154. || !Game.I.player.gun
  155. || !gData){
  156. return;
  157. }
  158. this.crossHair.active = true;//准心
  159. //步枪没有开镜贴图
  160. this.scopeOverlay.active = !this.isRifleGun();
  161. this.gun_name_label.string = gData.name_lang;
  162. const isSnipeGun: boolean = gData.type == 1;
  163. //换弹夹进度条
  164. const isMagazine: boolean = Game.I.player.isReloadMagazine;
  165. if(isMagazine){
  166. this.rifle_bullets_bg.active = false;
  167. this.snipe_bullets_scrollView.node.active = false;
  168. }else{
  169. //步枪子弹视图
  170. this.rifle_bullets_bg.active = !isSnipeGun;
  171. //狙击子弹视图列表
  172. this.snipe_bullets_scrollView.node.active = isSnipeGun;
  173. if(isSnipeGun){
  174. this.snipe_bullets_scrollView.magazineNum = gData.magazine;
  175. }else{
  176. this.rifle_bullets_scrollView.magazineNum = gData.magazine;
  177. //子弹进度条
  178. let s_bullet: number = gData.magazine - Game.I.player.gun.shotBullets;
  179. this.rifle_bullet_progressBar.progress = s_bullet / gData.magazine;
  180. this.rifle_bullet_num_label.string = `${s_bullet}/${gData.magazine}`;
  181. }
  182. }
  183. }
  184. /**
  185. * 更换弹夹动画
  186. * @param time 换弹时间 单位秒
  187. * @param complete 完成回调
  188. */
  189. public reloadMagazineing(time: number,complete?: Function) {
  190. if(time <= 0){
  191. complete?.();
  192. }else{
  193. this.reloadProgressBar.node.active = true;
  194. this.reloadProgressBar.progress = 1;
  195. this.rifle_bullets_bg.active = false;
  196. this.snipe_bullets_scrollView.node.active = false;
  197. //创建定时器动画
  198. tween(this.reloadProgressBar)
  199. .to(time, { progress: 0 }, {
  200. easing: easing.linear,
  201. onStart: () => {
  202. tween(this.reloadProgressBar).stop();
  203. },
  204. onComplete: () => {
  205. this.reloadProgressBar.node.active = false;
  206. complete?.();
  207. }
  208. })
  209. .start();
  210. }
  211. }
  212. /**
  213. * 根据切换枪的stability设置镜头的稳定性
  214. */
  215. public crossHairStability() {
  216. const gData:any = Game.I.player.pData;
  217. if(!gData)return;
  218. this.gunDataUI();
  219. this.wheel.position = this.wheelPos;
  220. //参数映射优化(假设stability范围0-1) 振幅稳定性越低振幅越大 频率稳定性越低抖动越快
  221. const amplitude = 20 * (1 - gData.stability / 1000);
  222. let elapsed = 0;
  223. //基础抖动持续时间
  224. const duration = 0.4;
  225. const updateShake = (deltaTime: number) => {
  226. elapsed += deltaTime;
  227. //双轴随机偏移
  228. const offsetX = amplitude * (Math.random() - 0.5) * Math.max(1 - elapsed/duration, 0);
  229. const offsetY = amplitude * (Math.random() - 0.5) * Math.max(1 - elapsed/duration, 0);
  230. this.wheel.position = new Vec3(
  231. this.wheelPos.x + offsetX,
  232. this.wheelPos.y + offsetY,
  233. this.wheelPos.z
  234. );
  235. //自动结束
  236. if(elapsed >= duration) {
  237. this.wheel.position = this.wheelPos;
  238. this.unschedule(updateShake);
  239. }
  240. };
  241. this.unschedule(updateShake);
  242. // 使用游戏时间而非系统时间
  243. this.schedule(updateShake, 0.02); // 每0.02秒更新(约50FPS)
  244. }
  245. /**
  246. * 屏幕触摸事件
  247. * 触摸移动时,根据触摸的位置计算旋转角度,并应用到节点上
  248. * @param event
  249. */
  250. private onNodeTouchMove(event: EventTouch) {
  251. const delta = event.getDelta();
  252. //计算旋转角度
  253. this.currentYRotation -= delta.x * this.sensitivity;
  254. this.currentXRotation -= delta.y * this.sensitivity;
  255. //分别限制左右和上下旋转角度
  256. this.currentYRotation = clamp(this.currentYRotation, -this.maxHorizontalAngle, this.maxHorizontalAngle);
  257. this.currentXRotation = clamp(this.currentXRotation, -this.maxVerticalAngle, this.maxVerticalAngle);
  258. //计算水平和垂直旋转的四元数
  259. const yQuat = new Quat();
  260. Quat.fromEuler(yQuat, 0, this.currentYRotation, 0);
  261. const xQuat = new Quat();
  262. Quat.fromEuler(xQuat, +this.currentXRotation, 0, 0);
  263. //合并旋转
  264. let finalQuat = new Quat();
  265. Quat.multiply(finalQuat, yQuat, xQuat);
  266. //将最终旋转与初始摄像机旋转合并
  267. Quat.multiply(finalQuat, this.initialPlayerRotation, finalQuat);
  268. //应用旋转到摄像机
  269. Game.I.player.node.rotation = finalQuat;
  270. }
  271. /**
  272. * 触摸结束
  273. * 触摸结束时 触摸结束处理方法
  274. */
  275. private onCustomNodeTouchEnd() {
  276. //触摸结束,可添加其他逻辑
  277. }
  278. /**
  279. * 开始慢慢放大视野
  280. */
  281. private onWheelClick() {
  282. this.isScopeOpen = true;
  283. }
  284. /**
  285. * 恢复原始视野
  286. */
  287. private onWheelRelease() {
  288. if(!this.zoomValid){
  289. this.isScopeOpen = false;
  290. return
  291. }
  292. this.scheduleOnce(()=>{
  293. //检查是否在秒内完成放大 已经在update里开镜完成时调用 Game.I.player.shoot();
  294. this.isScopeOpen = false;
  295. },0.2)
  296. }
  297. /**
  298. * 开始开镜
  299. */
  300. private openScope() {
  301. //从枪械数据获取参数
  302. const gData = Game.I.player.pData;
  303. if(!gData)return;
  304. const isRifle: boolean = this.isRifleGun();
  305. //是步枪直接连续开火
  306. if(isRifle){
  307. Game.I.player.shoot();
  308. }
  309. this.isZoomingIn = true;
  310. //将 zoomingSpeed 转换为持续时间(450对应1.2秒)
  311. this.zoomDuration = 72 / gData.zoomingSpeed;
  312. //使用枪械类型决定视口倍数 步枪使用 rifleZoom 狙击枪使用 scopeZoom
  313. const zoomMultiplier = isRifle ?
  314. 1 / gData.rifleZoom :
  315. 1 / gData.scopeZoom;
  316. this.targetFov = this.originalFov * zoomMultiplier;
  317. //保持原有速度计算逻辑
  318. const fovDifference = this.originalFov - this.targetFov;
  319. this.zoomSpeed = fovDifference / this.zoomDuration;
  320. this.zoomStartTime = sys.now();
  321. }
  322. // 在 closeScope 方法中保持相同持续时间
  323. private closeScope() {
  324. this.isZoomingIn = false;
  325. this.isZoomingOut = true;
  326. const fovDifference = this.originalFov - this.targetFov;
  327. //使用相同 zoomDuration 保证缩镜速度一致
  328. this.zoomSpeed = fovDifference / this.zoomDuration;
  329. }
  330. /**
  331. * 是否是步枪
  332. */
  333. public isRifleGun(){
  334. const gData:any = Game.I.player.pData;
  335. if(!gData)return false;
  336. return gData.id == '100014' || gData.id == '100015';
  337. }
  338. /**
  339. * 计算从枪口出发,沿准心射线方向的点
  340. * @param isBulletEndPos 是否获得子弹的终点
  341. */
  342. public getCrossHairPos(){
  343. //获取屏幕准心位置(世界坐标)
  344. const worldPos = this.crossHair.worldPosition.clone();
  345. const camera2D: Camera = Game.I.canvas.getChildByName('Camera2D').getComponent(Camera);
  346. let screenPos = camera2D.worldToScreen(worldPos);
  347. //校准补偿准心的偏移量
  348. screenPos.x -= 0;
  349. screenPos.y += this._isScopeOpen ? 80 : 20;
  350. //从摄像机发射通过准心的射线
  351. const ray = new geometry.Ray();
  352. Game.I.camera.screenPointToRay(screenPos.x, screenPos.y, ray);
  353. //获取枪口位置
  354. const muzzlePos = Game.I.player.gun.muzzleNode.worldPosition;
  355. return new Vec3(
  356. muzzlePos.x + ray.d.x * this.bulletDistance,
  357. muzzlePos.y + ray.d.y * this.bulletDistance,
  358. muzzlePos.z + ray.d.z * this.bulletDistance);
  359. }
  360. /**
  361. * 玩家血量低于30%一直闪烁、打一枪的时候闪一下
  362. * @param progress 血量进度
  363. * @returns
  364. */
  365. public playerHurtTwinkle(progress: number){
  366. this.hpProgressBar.progress = progress;
  367. const isLowHP = progress <= 0.3;
  368. const op = this.injury_blood.getComponent(UIOpacity);
  369. //如果当前是高血量且正在闪烁 停止并隐藏
  370. if (!isLowHP && this.isHurtRun) {
  371. this.isHurtRun = false;
  372. Tween.stopAllByTarget(op);
  373. this.injury_blood.active = false;
  374. return;
  375. }
  376. if (isLowHP && !this.isHurtRun) {//低血量且未在闪烁时,启动循环闪烁
  377. this.isHurtRun = true;
  378. this.injury_blood.active = true;
  379. op.opacity = 255;
  380. tween(op)
  381. .to(0.5, { opacity: 0 }, { easing: easing.linear })
  382. .to(0.5, { opacity: 255 }, { easing: easing.linear })
  383. .repeatForever()
  384. .start();
  385. }else if (!isLowHP) {//高血量时触发单次闪烁
  386. this.injury_blood.active = true;
  387. Tween.stopAllByTarget(op);
  388. op.opacity = 255;
  389. tween(op)
  390. .to(0.4, { opacity: 0 }, { easing: easing.linear })
  391. .call(() => {
  392. this.injury_blood.active = false;
  393. })
  394. .start();
  395. }
  396. }
  397. /**
  398. * 点击事件
  399. * @param event 事件
  400. * @param customEventData 数据
  401. */
  402. public onBtnClicked(event: EventTouch, customEventData: any) {
  403. super.onBtnClicked(event,customEventData);
  404. let btnName = event.target.name;
  405. if (btnName === 'pause_btn') { // 暂停页面
  406. uiMgr.show(Constants.popUIs.pauseUI);
  407. }else if (btnName === 'shot_btn') {//射击
  408. if(this.isRifleGun){
  409. //模拟按下射击
  410. this._isScopeOpen = true;
  411. Game.I.player.shoot();
  412. this.scheduleOnce(()=>{
  413. this._isScopeOpen = false;
  414. },1.5)
  415. }else{
  416. Game.I.player.shoot();
  417. }
  418. }else if (btnName === 'cut_gun_btn') {//切枪
  419. Game.I.player.randomCutGun()
  420. }else if(btnName === 'clean_btn'){//重新加载数据
  421. userIns.removeData();
  422. Game.I.player.pData = userIns.getCurUseGun();
  423. MsgHints.show('重新加载数据完成');
  424. }else if(btnName === 'adds_btn'){//解锁全部枪数据
  425. userIns.unlockAllGuns();
  426. MsgHints.show('已经解锁全部枪数据');
  427. }
  428. }
  429. /**
  430. * 每帧更新,处理视野渐变和检查 2 秒时间限制
  431. * @param deltaTime - 上一帧到当前帧的时间间隔
  432. */
  433. update(deltaTime: number) {
  434. if (this.isZoomingIn) {
  435. const currentFov = Game.I.camera.fov;
  436. if (currentFov > this.targetFov) {
  437. const newFov = currentFov - this.zoomSpeed * deltaTime;
  438. Game.I.camera.fov = Math.max(newFov, this.targetFov);
  439. } else {
  440. //检查是否在2秒内完成放大
  441. const elapsedTime = (sys.now() - this.zoomStartTime) / 1000;
  442. if (elapsedTime <= 1.5) {
  443. this.zoomValid = true;
  444. }
  445. this.isZoomingIn = false;
  446. }
  447. } else if (this.isZoomingOut) {
  448. const currentFov = Game.I.camera.fov;
  449. if (currentFov < this.originalFov) {
  450. const newFov = currentFov + this.zoomSpeed * deltaTime;
  451. Game.I.camera.fov = Math.min(newFov, this.originalFov);
  452. } else {
  453. this.isZoomingOut = false;
  454. this.zoomValid = false;
  455. //非步枪开镜结束开火
  456. if(!this.isRifleGun()){
  457. Game.I.player.shoot();
  458. }
  459. }
  460. }
  461. }
  462. }