Bullet3.ts 4.6 KB

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  1. import { _decorator, Vec3,Node, geometry, PhysicsSystem, PhysicsRayResult} from 'cc';
  2. import { PoolManager } from '../../core/manager/PoolManager';
  3. import { Game } from '../../game/Game';
  4. import { Enemy, EPartType } from '../../game/Enemy';
  5. import { Gun3 } from './Gun3';
  6. import { BulletBase } from '../base/BulletBase';
  7. import { GunBase } from '../base/GunBase';
  8. import { Sundries } from '../../game/Sundries';
  9. const { ccclass, property } = _decorator;
  10. //玩家所用子弹 连狙子弹
  11. @ccclass('Bullet3')
  12. export class Bullet3 extends BulletBase {
  13. //是否必死 必死的子弹不会回收 要自己控制
  14. private isRemoveDead: boolean = false;
  15. //射击方向的位置
  16. private vector: Vec3 = null;
  17. //计算子弹停留时间
  18. private time: number = 0.6;
  19. /**
  20. * 初始化一个子弹
  21. * @param gun 属于哪把枪
  22. * @param isRemoveDead 是否不受控制的子弹自己管理
  23. */
  24. public init(gun:GunBase,isRemoveDead:boolean = true){
  25. this.gunBase = gun;
  26. this.isDead = false;
  27. this.isRemoveDead = isRemoveDead;
  28. }
  29. /**
  30. * 设置子弹开始位置和射击方向
  31. * @param v 射向的方向
  32. */
  33. public setBulletVector(v: Vec3){
  34. this.time = this.getBulletTime();
  35. const bulletSpeed = this.gunBase.data.bulletSpeed / 3;
  36. this.vector = v.clone().multiplyScalar(bulletSpeed);
  37. this.node.forward = v;
  38. }
  39. /**
  40. * 射击速度发生改变
  41. */
  42. public speedChange() {
  43. const bulletSpeed = this.gunBase.data.bulletSpeed;
  44. if(this.vector) {
  45. this.vector = this.vector.normalize().multiplyScalar(bulletSpeed);
  46. }
  47. }
  48. /**
  49. * 实时帧更新
  50. */
  51. public update(deltaTime: number) {
  52. if(Game.I.isGameOver
  53. || Game.I.isPause) {
  54. this.isDead = true;
  55. PoolManager.putNode(this.node);
  56. return;
  57. }
  58. if(this.vector) {
  59. const moveDelta = this.vector.clone().multiplyScalar(deltaTime);
  60. this.node.worldPosition = this.node.worldPosition.add(moveDelta);
  61. //开始检测射击
  62. this.scheduleOnce(this.rayPreCheck,this.time);
  63. }
  64. }
  65. /**
  66. * 检测射击
  67. * @param b
  68. * @param len 检测
  69. */
  70. private rayPreCheck() {
  71. let screenPos: Vec3 = Game.I.player.shootUI.getScreenCenterPos();
  72. const r = geometry.Ray.create();
  73. Game.I.camera.screenPointToRay(screenPos.x, screenPos.y, r);
  74. const hasHit = PhysicsSystem.instance.raycast(r, 0xffffffff, 100000, true);
  75. const raycastResults:PhysicsRayResult[] = PhysicsSystem.instance.raycastResults;
  76. if(hasHit && raycastResults.length > 0){
  77. //先查找 要检测的物体 对象上带args参数的就是优先检测的
  78. let targetResult: PhysicsRayResult | null = null;
  79. for (const result of raycastResults) {
  80. if (result.collider["args"]) {
  81. targetResult = result;
  82. break;
  83. }
  84. }
  85. targetResult = targetResult ?? raycastResults[0];
  86. this.addHitImpact(targetResult);
  87. const args:any = targetResult.collider["args"];
  88. if(args){
  89. let [type,cls] = args;
  90. let attack: number = this.gunBase.data.attack;
  91. if(cls instanceof Enemy){
  92. const e: Enemy = cls as Enemy;
  93. //爆头击杀
  94. let isHeadShot:boolean = false;
  95. if(type == EPartType.head){
  96. Game.I.player.headShotNum += 1;
  97. attack = Game.I.player.pData.headshotDmgMul * attack;
  98. isHeadShot = true;
  99. }
  100. //打到了盾兵上的盾
  101. if(type == EPartType.shield
  102. && e.shieldHp > 0){
  103. e.shieldHp -= attack;
  104. return;
  105. }
  106. e.isShotHead = isHeadShot;
  107. //坦克是单独的碰撞体
  108. if(e.isTank()){
  109. if(type == EPartType.tank){
  110. e.subHP(attack,this.gunBase.data,false);
  111. }
  112. }else{
  113. e.subHP(attack,this.gunBase.data,isHeadShot);
  114. }
  115. }else if(cls instanceof Sundries){
  116. const sundrie: Sundries = cls as Sundries;
  117. sundrie.subHP(attack,this.gunBase.data);
  118. }
  119. }
  120. //自动回收了子弹
  121. this.autoRecycle();
  122. }
  123. }
  124. }