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- 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<any> = [];
- //保存每一波临时数据定时器记录
- public eTimeMaps = new Map <any,any>();
- //当前生成的敌人
- public allEnemys: Array<Enemy> = [];
- //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();
- this.eTimeMaps.forEach((k,v) => {if(v){clearInterval(v)}});
- this.eTimeMaps.clear();
- //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<Enemy>{
- if(!Game.I.map
- ||!Game.I.map
- ||!this.allEnemys
- ||!data)return;
- let item:Node = await ResUtil.loadEnemyRes(data.prb_name,Game.I.map.node);
- const posArr:Vec3[] = this.map.getPaths(data);
- //创建绕Y轴旋转90度的四元数
- /*const rotation = new Quat();
- Quat.fromAxisAngle(rotation, Vec3.UP, Math.PI / 2)
- e.node.rotate(rotation, NodeSpace.WORLD);*/
- 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);
- }
- }
- }
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