BuildEnemys.ts 8.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259
  1. import { _decorator, Component, Node, Vec3, Animation } from 'cc';
  2. import { ResUtil } from '../utils/ResUtil';
  3. import { Game } from './Game';
  4. import { Utils } from '../utils/Utils';
  5. import { userIns } from '../data/UserData';
  6. import { Enemy } from './Enemy';
  7. import { GMap } from './GMap';
  8. import { uiMgr } from '../core/manager/UIManager';
  9. import { Constants } from '../data/Constants';
  10. import { audioMgr } from '../core/manager/AudioManager';
  11. import { eventEmitter } from '../core/event/EventEmitter';
  12. const { ccclass, property } = _decorator;
  13. @ccclass('BuildEnemys')
  14. export class BuildEnemys extends Component {
  15. @property({type: Animation,tooltip:"开门动画"})
  16. public openDoor: Animation = null;
  17. //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)
  18. public enemyTypeRecords: Array<{
  19. enemyId: number,
  20. total: number,
  21. count: number,
  22. enemyData: any}> = [];
  23. //所有敌人数据
  24. public queueEnemys: Array<any> = [];
  25. //保存每一波临时数据定时器记录
  26. public eTimeMaps = new Map <any,any>();
  27. //当前生成的敌人
  28. public allEnemys: Array<Enemy> = [];
  29. //每连杀3个敌人的次数
  30. public continuekillCount: number = 0;
  31. //map路径控制类
  32. public map: GMap = null;
  33. //敌人排序定时器
  34. private intervalId: number = 0;
  35. start(): void {
  36. this.map = this.node.getComponent(GMap);
  37. //加载敌人数据
  38. this.allEnemys = [];
  39. //敌人排序
  40. if(this.intervalId!= null){clearInterval(this.intervalId);}
  41. this.intervalId = setInterval((dt: number)=>{
  42. if(Game.I.isGameOver || Game.I.isPause) return;
  43. this.sortEnemyList();
  44. },0.25 * 1000);
  45. }
  46. /**
  47. * 开始游戏创建敌人
  48. */
  49. public async loadLevelEnemys(){
  50. if(Game.I.isGameOver
  51. || Game.I.isPause)return;
  52. this.recycle();
  53. this.queueEnemys = this.readLevelEnemys();
  54. this.eTimeMaps.forEach((k,v) => {if(v){clearInterval(v)}});
  55. this.eTimeMaps.clear();
  56. //总共每一个敌人延迟时间统计 0.1s检测一次
  57. let delay: number = 0;
  58. let interval: number = 0.0175;
  59. //敌人数据
  60. for(let idx = 0; idx < this.queueEnemys.length; idx++) {
  61. const eData:any = this.queueEnemys[idx];
  62. //每一种之间兵种间隔随机
  63. let t: number = Utils.getRandomFloat(eData.min_interval,eData.max_interval);
  64. //延迟时间
  65. delay += t;
  66. let tData: any = {
  67. data: eData,
  68. delay: delay,
  69. curTime: 0,
  70. createComplete: false,
  71. }
  72. let time_id: number = setInterval(()=>{
  73. if(Game.I.isGameOver || Game.I.isPause) return;
  74. tData.curTime += interval;
  75. //延迟时间到了然后开始创建敌人
  76. if(tData.curTime >= tData.delay
  77. && !tData.createComplete){
  78. tData.createComplete = true;
  79. this.createEnemy(tData.data).then(()=>{
  80. const timeFun = this.eTimeMaps?.get(tData);
  81. if(timeFun){
  82. clearInterval(timeFun);
  83. this.eTimeMaps.delete(tData);
  84. }
  85. });
  86. }
  87. },interval * 1000);
  88. this.eTimeMaps.set(tData,time_id);
  89. }
  90. //敌人创建完成后 播放开门动画
  91. this.scheduleOnce(()=>{
  92. this.openDoor.play();
  93. },delay);
  94. }
  95. /**
  96. * 读取敌人关卡数据
  97. */
  98. public readLevelEnemys(){
  99. const data: any = userIns.getCurLevelData();
  100. if(!data)return;
  101. Game.I.player.setPlayerPos();
  102. //最终生成的敌人队列 普通敌人临时存储 BOSS敌人临时存储
  103. let enemyQueue = [],normalEnemies = [],bossEnemies = [];
  104. //拆分并处理每个敌人配置
  105. data.dispose.split('|').forEach((item: string) => {
  106. const [enemyId, count] = item.split('_').map(Number);
  107. const enemyData = Utils.clone(userIns.enemyTable).find((e: any) => e.id == enemyId);
  108. //记录敌人类型统计
  109. if (enemyData) {
  110. this.enemyTypeRecords.push({
  111. enemyId,
  112. total: count,
  113. count: count,
  114. enemyData: Utils.clone(enemyData)
  115. });
  116. //敌人生命成长系数{生命值*(1+系数)}
  117. enemyData.hp = Math.floor((1 + data.coefficient) * enemyData.hp);
  118. if(enemyData.type === 2) { // BOSS类型
  119. for(let i = 0; i < count; i++) {
  120. bossEnemies.push({ ...enemyData });
  121. }
  122. }else{//小兵类型
  123. for(let i = 0; i < count; i++) {
  124. normalEnemies.push({ ...enemyData });
  125. }
  126. }
  127. }
  128. });
  129. //普通敌人乱序处理
  130. normalEnemies.sort(() => Math.random() - 0.5);
  131. //合并队列:普通敌人在前,BOSS在后
  132. enemyQueue.push(...normalEnemies, ...bossEnemies);
  133. return enemyQueue;
  134. }
  135. /**
  136. * 创建敌人
  137. * @param data 敌人数据
  138. * @returns 返回敌人
  139. */
  140. public async createEnemy(data:any): Promise<Enemy>{
  141. if(!Game.I.map
  142. ||!Game.I.map
  143. ||!this.allEnemys
  144. ||!data)return;
  145. let item:Node = await ResUtil.loadEnemyRes(data.prb_name,Game.I.map.node);
  146. const posArr:Vec3[] = this.map.getPaths(data);
  147. //创建绕Y轴旋转90度的四元数
  148. /*const rotation = new Quat();
  149. Quat.fromAxisAngle(rotation, Vec3.UP, Math.PI / 2)
  150. e.node.rotate(rotation, NodeSpace.WORLD);*/
  151. let e:Enemy = item.getComponent(Enemy);
  152. await e.init(data);
  153. e.walk(posArr);
  154. this.allEnemys.push(e);
  155. return e;
  156. }
  157. /**
  158. * 敌人被打死统计
  159. * @param enemy 敌人
  160. */
  161. public subtractEnemy(enemy: Enemy){
  162. if(!enemy
  163. || !enemy.node
  164. || Game.I.isGameOver)return;
  165. //删除一个敌人
  166. Utils.remove(this.allEnemys,enemy);
  167. this.allEnemys.forEach(e => e.addDiffHP());
  168. //从敌人实例获取id
  169. let record = this.enemyTypeRecords.find(record => record.enemyId == enemy.data?.id);
  170. if(record) {
  171. record.count = Math.max(record.count - 1, 0);
  172. }
  173. //敌人数量改变
  174. eventEmitter.dispatch(Constants.eventName.enemy_num_change);
  175. if(this.allEnemys.length <= 0){
  176. audioMgr.playOneShot(Constants.audios.victory);
  177. Game.I.isGameOver = true;
  178. uiMgr.show(Constants.popUIs.settleUI,[{
  179. isWin: true,
  180. headShotNum: Game.I.player.headShotNum,
  181. cb: ()=>{}
  182. }]);
  183. }
  184. }
  185. /**
  186. * 敌人节点排序
  187. */
  188. public sortEnemyList(){
  189. if(Game.I.isPause
  190. || Game.I.isGameOver)return;
  191. if(this.allEnemys.length <= 1)return;
  192. return;
  193. const minSortNum: number = 400;
  194. let k: number = this.allEnemys.length + 20;
  195. if(this.allEnemys.length == 1){
  196. if(this.allEnemys[0].node.parent){
  197. this.allEnemys[0].node.setSiblingIndex(k + minSortNum);
  198. }
  199. }else{
  200. this.allEnemys.sort(function(x,y){
  201. let a: Vec3 = x.node.position;
  202. let b: Vec3 = y.node.position;
  203. if( a.y - b.y > 0.01 ){
  204. return -1;
  205. }else if( a.y == b.y ){
  206. return 0;
  207. }
  208. return 1;
  209. });
  210. for (let i = 0; i < this.allEnemys.length; i++) {
  211. if(this.allEnemys[0].node.parent){
  212. this.allEnemys[i].node.setSiblingIndex(i + k + minSortNum);
  213. }
  214. }
  215. }
  216. }
  217. /**
  218. * 销毁数据
  219. */
  220. public recycle(){
  221. this.eTimeMaps.forEach((k,v) => {
  222. if(v!= undefined && v != null){
  223. clearInterval(v)
  224. }
  225. });
  226. this.eTimeMaps.clear();
  227. this.allEnemys.forEach(e => {e.recycle(false)});
  228. this.allEnemys = [];
  229. this.map.resetData();
  230. this.enemyTypeRecords = [];
  231. }
  232. /**
  233. * 当前杀敌数
  234. */
  235. public getCurKillNum(): number{
  236. return this.queueEnemys.length - this.allEnemys.length;
  237. }
  238. public onDisable () {
  239. if(this.intervalId!= null){
  240. clearInterval(this.intervalId);
  241. }
  242. }
  243. }