BuildEnemys.ts 8.6 KB

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