BuildEnemys.ts 8.4 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.recycle();
  53. this.queueEnemys = this.readLevelEnemys();
  54. //总共每一个敌人延迟时间统计 0.1s检测一次
  55. let delay: number = 0;
  56. let interval: number = 0.0175;
  57. //敌人数据
  58. for(let idx = 0; idx < this.queueEnemys.length; idx++) {
  59. const eData:any = this.queueEnemys[idx];
  60. //每一种之间兵种间隔随机
  61. let t: number = Utils.getRandomFloat(eData.min_interval,eData.max_interval);
  62. //延迟时间
  63. delay += t;
  64. let tData: any = {
  65. data: eData,
  66. delay: delay,
  67. curTime: 0,
  68. createComplete: false,
  69. }
  70. let time_id: number = setInterval(()=>{
  71. if(Game.I.isGameOver || Game.I.isPause) return;
  72. tData.curTime += interval;
  73. //延迟时间到了然后开始创建敌人
  74. if(tData.curTime >= tData.delay
  75. && !tData.createComplete){
  76. tData.createComplete = true;
  77. this.createEnemy(tData.data).then(()=>{
  78. const timeFun = this.eTimeMaps?.get(tData);
  79. if(timeFun){
  80. clearInterval(timeFun);
  81. this.eTimeMaps.delete(tData);
  82. }
  83. });
  84. }
  85. },interval * 1000);
  86. this.eTimeMaps.set(tData,time_id);
  87. }
  88. //敌人创建完成后 播放开门动画
  89. this.scheduleOnce(()=>{
  90. this.openDoor.play();
  91. },delay);
  92. }
  93. /**
  94. * 读取敌人关卡数据
  95. */
  96. public readLevelEnemys(){
  97. const data: any = userIns.getCurLevelData();
  98. if(!data)return;
  99. Game.I.player.setPlayerPos();
  100. //最终生成的敌人队列 普通敌人临时存储 BOSS敌人临时存储
  101. let enemyQueue = [],normalEnemies = [],bossEnemies = [];
  102. //拆分并处理每个敌人配置
  103. data.dispose.split('|').forEach((item: string) => {
  104. const [enemyId, count] = item.split('_').map(Number);
  105. const enemyData = Utils.clone(userIns.enemyTable).find((e: any) => e.id == enemyId);
  106. //记录敌人类型统计
  107. if (enemyData) {
  108. this.enemyTypeRecords.push({
  109. enemyId,
  110. total: count,
  111. count: count,
  112. enemyData: Utils.clone(enemyData)
  113. });
  114. //敌人生命成长系数{生命值*(1+系数)}
  115. enemyData.hp = Math.floor((1 + data.coefficient) * enemyData.hp);
  116. if(enemyData.type === 2) { // BOSS类型
  117. for(let i = 0; i < count; i++) {
  118. bossEnemies.push({ ...enemyData });
  119. }
  120. }else{//小兵类型
  121. for(let i = 0; i < count; i++) {
  122. normalEnemies.push({ ...enemyData });
  123. }
  124. }
  125. }
  126. });
  127. //普通敌人乱序处理
  128. normalEnemies.sort(() => Math.random() - 0.5);
  129. //合并队列:普通敌人在前,BOSS在后
  130. enemyQueue.push(...normalEnemies, ...bossEnemies);
  131. return enemyQueue;
  132. }
  133. /**
  134. * 创建敌人
  135. * @param data 敌人数据
  136. * @returns 返回敌人
  137. */
  138. public async createEnemy(data:any): Promise<Enemy>{
  139. if(!Game.I.map
  140. ||!Game.I.map
  141. ||!this.allEnemys
  142. ||!data)return;
  143. let item:Node = await ResUtil.loadEnemyRes(data.prb_name);
  144. item.active = true;
  145. item.parent = Game.I.map.node;
  146. const posArr:Vec3[] = this.map.getPaths(data);
  147. item.worldPosition = posArr[0];
  148. let e:Enemy = item.getComponent(Enemy);
  149. await e.init(data);
  150. e.walk(posArr);
  151. this.allEnemys.push(e);
  152. return e;
  153. }
  154. /**
  155. * 敌人被打死统计
  156. * @param enemy 敌人
  157. */
  158. public subtractEnemy(enemy: Enemy){
  159. if(!enemy
  160. || !enemy.node
  161. || Game.I.isGameOver)return;
  162. //删除一个敌人
  163. Utils.remove(this.allEnemys,enemy);
  164. this.allEnemys.forEach(e => e.addDiffHP());
  165. //从敌人实例获取id
  166. let record = this.enemyTypeRecords.find(record => record.enemyId == enemy.data?.id);
  167. if(record) {
  168. record.count = Math.max(record.count - 1, 0);
  169. }
  170. //敌人数量改变
  171. eventEmitter.dispatch(Constants.eventName.enemy_num_change);
  172. if(this.allEnemys.length <= 0){
  173. audioMgr.playOneShot(Constants.audios.victory);
  174. Game.I.isGameOver = true;
  175. uiMgr.show(Constants.popUIs.settleUI,[{
  176. isWin: true,
  177. headShotNum: Game.I.player.headShotNum,
  178. cb: ()=>{}
  179. }]);
  180. }
  181. }
  182. /**
  183. * 敌人节点排序
  184. */
  185. public sortEnemyList(){
  186. if(Game.I.isPause
  187. || Game.I.isGameOver)return;
  188. if(this.allEnemys.length <= 1)return;
  189. return;
  190. const minSortNum: number = 400;
  191. let k: number = this.allEnemys.length + 20;
  192. if(this.allEnemys.length == 1){
  193. if(this.allEnemys[0].node.parent){
  194. this.allEnemys[0].node.setSiblingIndex(k + minSortNum);
  195. }
  196. }else{
  197. this.allEnemys.sort(function(x,y){
  198. let a: Vec3 = x.node.position;
  199. let b: Vec3 = y.node.position;
  200. if( a.y - b.y > 0.01 ){
  201. return -1;
  202. }else if( a.y == b.y ){
  203. return 0;
  204. }
  205. return 1;
  206. });
  207. for (let i = 0; i < this.allEnemys.length; i++) {
  208. if(this.allEnemys[0].node.parent){
  209. this.allEnemys[i].node.setSiblingIndex(i + k + minSortNum);
  210. }
  211. }
  212. }
  213. }
  214. /**
  215. * 销毁数据
  216. */
  217. public recycle(){
  218. this.eTimeMaps.forEach((k,v) => {
  219. if(v!= undefined && v != null){
  220. clearInterval(v)
  221. }
  222. });
  223. this.eTimeMaps.clear();
  224. this.allEnemys.forEach(e => {e.recycle(false)});
  225. this.allEnemys = [];
  226. this.map.resetData();
  227. this.enemyTypeRecords = [];
  228. }
  229. /**
  230. * 当前杀敌数
  231. */
  232. public getCurKillNum(): number{
  233. return this.queueEnemys.length - this.allEnemys.length;
  234. }
  235. public onDisable () {
  236. if(this.intervalId!= null){
  237. clearInterval(this.intervalId);
  238. }
  239. }
  240. }