123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141 |
- import { _decorator, Vec3,Node, geometry, PhysicsSystem, PhysicsRayResult} from 'cc';
- import { Game } from '../../game/Game';
- import { GunBase } from '../base/GunBase';
- import { BulletBase } from '../base/BulletBase';
- import { PoolManager } from '../../core/manager/PoolManager';
- import { Sundries } from '../../game/Sundries';
- import { Enemy } from '../../game/Enemy';
- import { GameEnums } from '../../data/GameEnums';
- const { ccclass, property } = _decorator;
- //玩家所用子弹 98k m24 awm BarrettM82A1 重狙子弹
- @ccclass('Bullet1')
- export class Bullet1 extends BulletBase {
- //是否必死 必死的子弹不会回收 要自己控制
- private isRemoveDead: boolean = false;
- //射击方向的位置
- private vector: Vec3 = null;
- //计算子弹停留时间
- private time: number = 0.6;
- /**
- * 初始化一个子弹
- */
- /**
- * 初始化一个子弹
- * @param gun 属于哪把枪
- * @param isRemoveDead 是否不受控制的子弹自己管理
- */
- public init(gun:GunBase,isRemoveDead:boolean = true){
- this.gunBase = gun;
- this.isDead = false;
- this.isRemoveDead = isRemoveDead;
- }
- /**
- * 设置子弹开始位置和射击方向
- * @param v 射向的方向
- */
- public setBulletVector(v: Vec3){
- this.time = this.getBulletTime();
- const bulletSpeed = this.gunBase.data.bulletSpeed / 3;
- this.vector = v.clone().multiplyScalar(bulletSpeed);
- this.node.forward = v;
- }
- /**
- * 射击速度发生改变
- */
- public speedChange() {
- const bulletSpeed = this.gunBase.data.bulletSpeed;
- if(this.vector) {
- this.vector = this.vector.normalize().multiplyScalar(bulletSpeed);
- }
- }
- /**
- * 实时帧更新
- */
- public update(deltaTime: number) {
- if(Game.I.isGameOver
- || Game.I.isPause) {
- this.isDead = true;
- PoolManager.putNode(this.node);
- return;
- }
- if(this.vector) {
- const moveDelta = this.vector.clone().multiplyScalar(deltaTime);
- this.node.worldPosition = this.node.worldPosition.add(moveDelta);
- //开始检测射击
- this.scheduleOnce(this.rayPreCheck,this.time);
- }
- }
-
- /**
- * 检测射击
- * @param b
- * @param len 检测
- */
- private rayPreCheck() {
- let screenPos: Vec3 = Game.I.player.shootUI.getScreenCenterPos();
- const r = geometry.Ray.create();
- Game.I.camera.screenPointToRay(screenPos.x, screenPos.y, r);
- const hasHit = PhysicsSystem.instance.raycast(r, 0xffffffff, 100000, true);
- const raycastResults:PhysicsRayResult[] = PhysicsSystem.instance.raycastResults;
- if(hasHit && raycastResults.length > 0){
- const gunPos = this.gunBase.node.worldPosition;
- raycastResults.sort((a, b) => {
- const aDist = Vec3.distance(a.hitPoint, gunPos);
- const bDist = Vec3.distance(b.hitPoint, gunPos);
- return aDist - bDist;
- });
- //先查找 要检测的物体 对象上带args参数的就是优先检测的
- let targetResult: PhysicsRayResult | null = null;
- for (const result of raycastResults) {
- if (result.collider["args"]) {
- targetResult = result;
- break;
- }
- }
- targetResult = targetResult ?? raycastResults[0];
- this.addHitImpact(targetResult);
- const args:any = targetResult.collider["args"];
- if(args){
- let [type,cls] = args;
- let attack: number = this.gunBase.data.attack;
- if(cls instanceof Enemy){
- const e: Enemy = cls as Enemy;
- //爆头击杀
- let isHeadShot:boolean = false;
- if(type == GameEnums.enemyPartType.head){
- Game.I.player.headShotNum += 1;
- attack = Game.I.player.pData.headshotDmgMul * attack;
- isHeadShot = true;
- }
- //打到了盾兵上的盾
- if(type == GameEnums.enemyPartType.shield
- && e.shieldHp > 0){
- e.shieldHp -= attack;
- return;
- }
- e.isShotHead = isHeadShot;
- //坦克是单独的碰撞体
- if(e.isTank()){
- if(type == GameEnums.enemyPartType.tank){
- e.subHP(attack,this.gunBase.data);
- }
- }else{
- e.raycastResults = targetResult;
- e.subHP(attack,this.gunBase.data);
- }
- }else if(cls instanceof Sundries){
- const sundrie: Sundries = cls as Sundries;
- sundrie.subHP(attack,this.gunBase.data,Game.I.player.node);
- }
- }
- //自动回收了子弹
- this.autoRecycle();
- }
- }
- }
|