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- import { _decorator, Node, Tween, Vec3, ProgressBar, UIOpacity, tween, Label, SkeletalAnimation, Animation, SphereCollider, CylinderCollider, MeshCollider, Collider, PhysicsRayResult} from 'cc';
- import { Game } from './Game';
- import { Player } from './Player';
- import { Utils } from '../utils/Utils';
- import { ResUtil } from '../utils/ResUtil';
- import MsgHints from '../utils/MsgHints';
- import { userIns } from '../data/UserData';
- import { autoBind } from '../extend/AutoBind';
- import { BaseExp } from '../core/base/BaseExp';
- import { GunBase } from '../items/base/GunBase';
- import { PoolManager } from '../core/manager/PoolManager';
- import { audioMgr } from '../core/manager/AudioManager';
- import { Constants } from '../data/Constants';
- import { GameEnums } from '../data/GameEnums';
- const { ccclass, property } = _decorator;
- @ccclass('Enemy')
- export class Enemy extends BaseExp {
- @autoBind({type: ProgressBar,tooltip: "敌人血量"})
- public hpBar: ProgressBar = null!;
- @autoBind({type: Node,tooltip: "敌人受伤节点"})
- public hurt_num: Node = null!;
- @autoBind({type: Collider,tooltip: "敌人头部"})
- public headCollider: Collider = null!;
- @autoBind({type: Collider,tooltip: "敌人身体"})
- public bodyCollider: Collider = null!;
- @autoBind({type: Collider,tooltip: "坦克身体"})
- public tankCollider: Collider = null!;
- @autoBind({type: Node,tooltip: "坦克行走"})
- public tank_walk: Node = null!;
- @autoBind({type: Node,tooltip: "坦克射击"})
- public tank_shoot: Node = null!;
- //浓烟节点 只有军车的时候血量低于30%才会有
- public heavySmoke: Node = null;
- //敌人动画节点
- private skeletalAnim: SkeletalAnimation = null!;
- //根据敌人类型动态获取
- public enemyNode: Node = null!;
- public defaultSpeed: number = 0;
- public speed: number = 0;
- public isDead: boolean = false;
- //拥有的枪
- public gun: GunBase = null;
- //盾的节点
- public shieldNode: Node = null!;
- //拥有的盾可以使用的血量
- private _shieldHp: number = 0;
- public set shieldHp(value: number) {
- this._shieldHp = value;
- if(this._shieldHp <= 0){
- this.removeShield();
- }
- }
- public get shieldHp(): number {
- return this._shieldHp;
- }
- //当前金币的值
- public goldCount : number = 0;
- //玩家
- public player: Player = null!;
- //运动方向
- public moveDir: Vec3 = new Vec3();
- //设置的血量
- public curHP: number = 0;
- //敌人的原始血量
- public originHP: number = 0;
- //是否是没打死逃逸
- public escape: boolean = false;
- //敌人数据
- public data: any = null;
- //是否能锁定攻击对象了
- public isCanLock: boolean = false;
- //是否是在开火
- private isFire: boolean = false;
- //减血的时候是否是打到头
- public isShotHead: boolean = false;
- //敌人行走的路径
- public pathList: Array<Vec3> = [];
- //当前行走的位置
- public curMoveIndex: number = 0;
- //枪旋转角度
- public angle: number = 0;
- //新增警戒状态属性
- public isAlert: boolean = false;
- //子弹击中的的位置
- public raycastResults:PhysicsRayResult = null;
- start() {
- this.hurt_num.active = false;
- }
- /**
- * 初始化数据
- */
- public async init(data: any){
- this.data = data;
- this.player = Game.I.player.getComponent(Player);
- const isTank:boolean = this.isTank();
- this.enemyNode = this.node.getChildByName(data.prb_name);
- if(isTank){
- this.tankCollider["args"] = [GameEnums.enemyPartType.tank,this];
- }else{
- this.headCollider["args"] = [GameEnums.enemyPartType.head,this];
- this.bodyCollider["args"] = [GameEnums.enemyPartType.body,this];
- this.skeletalAnim = this.enemyNode.getComponent(SkeletalAnimation);
- if(this.skeletalAnim){
- this.skeletalAnim?.play(GameEnums.enemyAnimType.idle);
- }
- }
- if(!this.enemyNode){
- MsgHints.show(`不存在:${JSON.stringify(data)}`)
- return;
- }
- this.isShotHead = false;
- this.isAlert = false;
- this.data = this.enemyData(data);
- this.isDead = false;
- this.escape = false;
- //设置血量
- this.curHP = this.originHP = data.hp;
- //敌人速度
- const s: number = data.speed * 3;
- this.speed = s;
- this.defaultSpeed = s;
- //设置枪的数据
- await this.createGun();
- //恢复初始雪条
- this.hpBar.progress = 1;
- this.hpBar.node.active = false;
- this.endFire();
- }
- /**
- * 把武器的参数带到敌人身上
- */
- public enemyData(data:any){
- if(!data)return;
- //主武器id
- const mainWeaponID:number = data.weapon_id_1;
- let hp: number = Utils.clone(data).hp;
- let gData:any = userIns.enemyWeaponTable.find(e=>e.gun_id == mainWeaponID);
- //副武器 盾上的血量
- const secondWeaponID:number = data.weapon_id_2;
- if(secondWeaponID != 0){
- let sData:any = userIns.enemyWeaponTable.find(e=>e.gun_id == secondWeaponID);
- if(sData && sData.hp > 0){
- data.hp += hp + sData.shield_hp;
- }
- }
- return Object.assign(data,gData);
- }
-
- /**
- * 创建英雄所拥有的枪
- */
- public async createGun(){
- this.removeGun();
- //敌人主武器
- let gunPos:Node = this.enemyNode.getChildByName("gun_pos");
- const mainWeaponID:number = this.data.weapon_id_1;
- let mData:any = userIns.enemyWeaponTable.find(e=>e.gun_id == mainWeaponID);
- let gunNode:Node = await ResUtil.loadRes(`enemy/gun/${mData.gun_prb_name}`) as Node;
- this.gun = gunNode.getComponent(GunBase);
- gunNode.active = true;
- gunNode.parent = gunPos.parent;
- gunNode.worldPosition = gunPos.worldPosition.clone();
- gunNode.eulerAngles = gunPos.eulerAngles.clone();
- this.gun.init(this.data,this);
- //敌人附武器
- const secondWeaponID:number = this.data.weapon_id_2;
- if(secondWeaponID != 0){
- let sData:any = userIns.enemyWeaponTable.find(e=>e.gun_id == secondWeaponID);
- let shieldNode:Node = await ResUtil.loadRes(`enemy/gun/${sData.gun_prb_name}`,this.enemyNode) as Node;
- let shieldPos:Node = this.enemyNode.getChildByName("shield_pos");
- shieldNode.active = true;
- shieldNode.parent = shieldPos.parent;
- shieldNode.worldPosition = shieldPos.worldPosition.clone();
- shieldNode.eulerAngles = shieldPos.eulerAngles.clone();
- shieldNode.children[0].getComponent(Collider)["args"] = [GameEnums.enemyPartType.shield,this];
- this.shieldNode = shieldNode;
- this.shieldHp = sData.shield_hp;
- }
- }
- /**
- * 移除枪回收武器的时候调用
- */
- public removeGun(){
- if(this.gun){
- this.gun.endFire();
- PoolManager.putNode(this.gun.node);
- this.gun = null;
- }
- this.isFire = false;
- this.removeShield();
- }
- /**
- * 移除盾
- */
- public removeShield(){
- if(this.shieldNode){
- PoolManager.putNode(this.shieldNode);
- this.shieldNode = null;
- }
- this._shieldHp = 0;
- }
- /**
- * 坦克冒浓烟
- */
- public tankHeavySmoke(){
- if(!this.isTank())return;
- if(this.heavySmoke)return;
- //血量过低30%冒浓烟
- if(this.curHP < this.data.hp * 0.3){
- ResUtil.playParticle(
- `effects/Prefabs/HeavySmoke`,
- 0,
- new Vec3(0.2,0.2,0.2),
- (heavySmoke) => {
- heavySmoke.parent = this.node.parent;
- heavySmoke.worldPosition = this.node.worldPosition.clone();
- heavySmoke.active = true;
- this.heavySmoke = heavySmoke;
- }
- );
- }
- }
-
- /**
- * 扣掉血
- * @param hp 血
- * @param pData 英雄数据
- * @param isHeadShot 是否是爆头
- */
- public subHP(hp: number, pData:any){
- if(Game.I.isPause
- ||this.isDead
- ||hp == null
- ||this.curHP <= 0){
- return;
- }
- this.hpBar.node.active = true;
- this.scheduleOnce(() => {
- if(this.hpBar){this.hpBar.node.active = false;}
- }, 0.8);
- this.curHP -= hp;
- this.tankHeavySmoke();
- //这种是伤害超级高直接死亡了
- if(hp > this.originHP){
- this.escape = false;
- this.showHurt(Utils.numberToString(hp));
- this.recycle()
- return;
- }
- //敌人死亡
- if(this.curHP <= 0 && !this.isDead){
- this.escape = false;
- this.recycle();
- }else{//进度条和单独扣血
- this.hpBar.progress = this.curHP / this.originHP;
- this.showHurt(Utils.numberToString(hp));
- }
- }
- /**
- * 开始敌人移动,面向玩家行走
- */
- public walk(points:Vec3[]) {
- if(points.length <= 0)return;
- this.curMoveIndex = 0;
- this.pathList = points;
- const time: number = 1 / this.data.speed;
- if(this.isTank()){
- this.tank_walk.active = true;
- this.tank_shoot.active = false;
- }else{
- ResUtil.playSkeletalAnim(this.skeletalAnim,GameEnums.enemyAnimType.walk,time);
- }
- this.updateDir(points[0].clone());
- }
- /**
- * 开始攻击
- */
- public beginFire(){
- if(this.player
- && !this.player.isDead
- && this.gun){
- this.isFire = true;
- this.gun.fire();
- }
- }
- /**
- * 结束攻击
- */
- public endFire(){
- this.gun.endFire();
- this.isFire = false;
- }
- /**
- * 回收敌人节点
- * @param f 是否是游戏进行中的正常回收 程序主动回收不参数个数统计和加分这些
- * @returns
- */
- public recycle(f: boolean = true){
- if(!this.node
- ||this.isDead){
- return;
- };
- if(f){//爆头击杀播放音效
- if(this.isTank()){
- audioMgr.playOneShot(Constants.audios.Tank_Explosion);
- }else{
- audioMgr.playOneShot(this.isShotHead ? Constants.audios.head_shot : Constants.audios.enemy_die);
- }
- }
- this.removeGun();
- this.curHP = 0;
- //动画和回收时间
- let recycleTime: number = 2;
- if(!this.isTank()){
- ResUtil.playSkeletalAnim(this.skeletalAnim,GameEnums.enemyAnimType.die);
- }else{
- //坦克爆炸后生成爆炸特效
- ResUtil.playParticle(
- `effects/Prefabs/TankBoom`,
- 3,
- new Vec3(0.1,0.1,0.1),
- (particle) => {
- particle.parent = this.node.parent;
- particle.worldPosition = this.node.worldPosition.clone();
- particle.active = true;
- },
- () => {//爆炸完成后 回收浓烟
- if(this.heavySmoke && this.heavySmoke.parent){
- PoolManager.putNode(this.heavySmoke);
- this.heavySmoke = null;
- }
- }
- );
- this.node.active = false;
- recycleTime = 3;
- }
- this.isDead = true;
- this.hpBar.node.active = false;
- let death: Function = function(inite: boolean){
- this.node.getComponent(UIOpacity).opacity = 255;
- PoolManager.putNode(this.node);
- if(inite){
- Game.I.buildEnemys.subtractEnemy(this);
- }
- }.bind(this,f);
- this.unschedule(death)
- this.scheduleOnce(death,recycleTime);
- }
- /**
- * 展示敌人受到的伤害
- * @param hpStr
- */
- public showHurt(hpStr: string) {
- if(Game.I.isGameOver || this.isDead) return;
- //敌人流血特效
- if(this.raycastResults?.collider?.node?.parent){
- ResUtil.playParticle(
- `effects/Prefabs/blood`,
- 1,
- new Vec3(0.35,0.35,0.35),
- (blood) => {
- blood.active = true;
- blood.setParent(this.raycastResults.collider.node.parent);
- blood.worldPosition = this.raycastResults.hitPoint.add(this.raycastResults.hitNormal.multiplyScalar(0.01));
- blood.forward = this.raycastResults.hitNormal.multiplyScalar(-1);
- }
- );
- }
- //创建3D伤害数字
- const n = PoolManager.getNode(this.hurt_num, this.hurt_num.parent);
- let label:Label = n.getComponent(Label);
- label.color = Utils.hexColor(this.isShotHead ? "#F51414" : "#FFFFFF");
- label.string = hpStr;
- const oPos: Vec3 = this.hpBar.node.position.clone();
- n.position = oPos;
- const oScale: Vec3 = this.hurt_num.scale.clone();
- n.scale = oScale;
- n.getComponent(UIOpacity).opacity = 255;
- let bezier: Vec3[] = [];
- let num: number = 100;
- let forward = Utils.getRandomFloat(0, 1) > 0.5 ;
- if (forward) {
- bezier = [new Vec3(-(10/num)+oPos.x, (30/num)+oPos.y), new Vec3((-40/num)+oPos.x, (40/num)+oPos.y), new Vec3((-60/num)+oPos.x, oPos.y)];
- } else {
- bezier = [new Vec3((10/num)+oPos.x, (30/num)+oPos.y), new Vec3((40/num)+oPos.x, (40/num)+oPos.y), new Vec3((60/num)+oPos.x, oPos.y)];
- }
- n.position = new Vec3(bezier[2].x,bezier[2].y - (80/num),oPos.z);
- //贝塞尔曲线坐标函数
- let twoBezier = (t: number, p1: Vec3, cp: Vec3, p2: Vec3) => {
- let x = (1 - t) * (1 - t) * p1.x + 2 * t * (1 - t) * cp.x + t * t * p2.x;
- let y = (1 - t) * (1 - t) * p1.y + 2 * t * (1 - t) * cp.y + t * t * p2.y;
- return new Vec3(x, y, oPos.z);
- };
- let time: number = 0.65;
- tween(n)
- .parallel(
- tween()
- .to(time,{ scale: new Vec3(oScale.x * 0.4,oScale.y * 0.4,oScale.z * 0.4)}),
- tween()
- .to(time, bezier[2], {
- onUpdate: (target: Vec3, ratio: number) => {
- if(n.parent){
- const pos: Vec3 = twoBezier(ratio, bezier[0], bezier[1], bezier[2]);
- n.position = new Vec3(pos.x,pos.y - (80/num),oPos.z)
- }
- }
- })
- ).call(function(){
- tween(this.getComponent(UIOpacity))
- .to(0.15,{opacity: 0})
- .call(()=>{
- PoolManager.putNode(this);
- })
- .start();
- }.bind(n)).start();
- }
-
- /**
- * 计算是否命中玩家
- * @returns 返回命中状态
- */
- public calculateIsHit():boolean{
- let isGuaranteedHit: boolean = false;
- //获取射击的精准度
- const data:any = this.getDifficultyData();
- //生成0-1随机数用于命中判定 根据precision范围确定命中逻辑
- const random = Math.random();
- if(data.precision < 0){//负值100%不命中
- isGuaranteedHit = false;
- }else if(data.precision > 1) {//超过1 100%命中
- isGuaranteedHit = true;
- }else {//正常范围:随机判定
- isGuaranteedHit = random <= data.precision;
- }
- return isGuaranteedHit;
- }
-
- /**
- * 轻松杀敌增加游戏难度 只有单其他附加因素 例如:连杀等叠加状态 给敌人增加血
- */
- public addDiffHP(){
- if(!this.node
- ||this.isDead
- ||Game.I.isGameOver
- ||this.isDead){
- return;
- };
- const data:any = this.getDifficultyData();
- if(data.hp_ratio > 0){
- this.curHP += this.originHP * data.hp_ratio;
- }
- }
-
- /**
- * 敌人的射击的精准度 获得难度数据
- */
- public getDifficultyData(): any{
- //获取基础精准度(玩家预设值)
- const precision: number = userIns.getCurLevelData().precision;
- let basePrecision: number = precision;
- let diff:any = {
- precision: precision,//增加或减少的精准度 0-100%
- hp_ratio: 0,//增加或减少的血量 0-100%
- reaction_time: 0,//增加或减少的反应时间 0-100%
- }
- const each: number = Math.floor(Game.I.buildEnemys.getCurKillNum() / 3);
- //连杀3个敌人的次数 AI精准度增加1%
- diff.precision += each * 0.01;
- //连续通关3次以上才有的难度
- const lx_num: number = 3;
- if(userIns.passNum > lx_num){//1、连续通关 AI生命值增加15% 精准度增加5%
- diff.precision += userIns.passNum * 0.05;
- diff.precision = Math.min(basePrecision, 0.9);
- diff.hp_ratio += userIns.passNum * 0.15;
- diff.hp_ratio = Math.min(diff.hp_ratio, 1);
- }else{//2、通关失败 下一局 AI精准度下降5% AI反应时间增加0.5s
- diff.precision -= userIns.passNum * 0.05;
- diff.precision = Math.max(diff.precision, 0.1);
- diff.reaction_time += 0.5;
- }
- return diff;
- }
- /**
- * 更新敌人行走和变化方向
- */
- protected update(dt: number): void {
- if(Game.I.isGameOver
- || Game.I.isPause
- || !this.data
- || this.isDead) return;
- const targetPos = this.pathList[this.curMoveIndex];
- if(!targetPos)return;
- //保持速度调节逻辑
- //dt = dt / Game.I.map.multiplySpeed();
- const currentPos = this.node.worldPosition.clone();
- const toTarget = targetPos.clone().subtract(currentPos);
- //敌人移动
- const moveDir = new Vec3();
- Vec3.subtract(moveDir, targetPos, currentPos);
- let distance:number = moveDir.length();
- //计算实际应移动距离
- const moveDistance = this.speed * dt;
- if(moveDistance > 0) {
- //使用标准化方向向量 + 实际移动距离
- const newPos = currentPos.add(toTarget.normalize().multiplyScalar(moveDistance));
- this.node.worldPosition = newPos;
- //添加移动平滑过渡 平滑系数 10-15比较好 值越大越平滑
- /*const smoothFactor = 10;
- this.node.worldPosition = Vec3.lerp(
- new Vec3(),
- currentPos,
- newPos,
- Math.min(1, dt * smoothFactor)
- );*/
- //更新方向
- const isLastPathPoint = this.curMoveIndex == this.pathList.length - 1;
- const dirTarget = isLastPathPoint
- ? Game.I.player.node.worldPosition
- : this.pathList[this.curMoveIndex + 1];
- this.updateDir(dirTarget);
- }
- //到达判断增加缓冲范围
- if(moveDistance > distance) {
- //从出生点走到第二个点就是外门第一个点就开门 并且门没有被打开
- if(this.curMoveIndex == 1
- && !Game.I.buildEnemys.isOpenDoor){
- Game.I.map.openDoor();
- Game.I.buildEnemys.isOpenDoor = true;
- }
- this.curMoveIndex++;
- if (this.curMoveIndex >= this.pathList.length) {
- this.beginFire();
- if(this.isTank()){
- this.tank_walk.active = false;
- this.tank_shoot.active = true;
- } else {
- ResUtil.playSkeletalAnim(this.skeletalAnim, GameEnums.enemyAnimType.shoot, this.data.atk_speed);
- }
- this.updateDir(Game.I.player.node.worldPosition);
- }
- }
- }
- /**
- * 更新敌人方向(根据目标坐标转向)
- * @param targetPos 目标坐标(路径点或玩家坐标)
- */
- public updateDir(targetPos: Vec3){
- const curPos = this.node.worldPosition.clone();
- //从目标位置指向当前位置
- const targetDir = Vec3.subtract(new Vec3(), curPos, targetPos);
- targetDir.normalize();
- //平滑插值转向 避免瞬间转向
- const currentDir = this.node.forward.clone();
- Vec3.slerp(currentDir, currentDir, targetDir, 0.15);
- this.node.forward = currentDir;
- }
-
- /**
- * 是否是坦克
- */
- public isTank():boolean{
- return this.data.id == GameEnums.enemyType.tank;
- }
- }
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