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- import { _decorator, Node, Tween, Vec3, ProgressBar, UIOpacity, tween, Label, SkeletalAnimation, TiledUserNodeData, SphereCollider, CylinderCollider, MeshCollider} 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';
- const { ccclass, property } = _decorator;
- //部位类型
- export enum EPartType {
- head = "headCollider", //头部的碰撞体
- body = "bodyCollider", //身体的碰撞体
- tank = "tankCollider", //坦克的碰撞体
- shield= "shieldBearer", //盾的碰撞体
- }
- //敌人动作类型
- export enum EAnimType {
- idle = "idle", //idle 待机状态
- die = "die", //die 死亡状态
- shoot = "shoot", //shoot 射击状态
- walk = "walk", //shoot 行走状态
- }
- //敌人类型枚举
- export enum EnemyType {
- SoldierPistol = 10001, // 大兵 - 普通士兵,使用手枪
- SniperSoldier = 10002, // 狙击兵 - 远程攻击单位,使用狙击枪
- ShieldSoldier = 10003, // 盾牌兵 - 高生命值防御单位,使用手枪和盾牌
- SnipeCaptain = 20001, // 狙击队长 - BOSS单位,使用强力狙击枪
- ScatterCaptain = 20002, // 机枪队长 - BOSS单位,使用高射速机关枪
- Tank = 20003, // 坦克 - BOSS单位,高生命值重型单位
- GeneralPistol = 20004 // 将军 - BOSS单位,综合型强力敌人
- }
- //武器类型枚举
- export enum WeaponType {
- Pistol = 1001, // 大兵手枪 将军手枪
- Sniper = 1002, // 狙击兵狙击枪 狙击队长狙击枪
- Shield = 1003, // 盾牌兵盾牌
- Scatter = 1005, // 机枪队长机关枪
- Tank_Pao = 1006, // 坦克
- }
- @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: SphereCollider,tooltip: "敌人头部"})
- public headCollider: SphereCollider = null!;
- @autoBind({type: CylinderCollider,tooltip: "敌人身体"})
- public bodyCollider: CylinderCollider = null!;
- @autoBind({type: MeshCollider,tooltip: "坦克身体"})
- public tankCollider: MeshCollider = null!;
- //人物动画节点
- private skeletalAnim: SkeletalAnimation = null!;
- //根据敌人类型动态获取
- public enemyNode: Node = null!;
- public oTween: Tween<object>;//敌人透明变化
- 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 totalHP: 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;
- //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;
- start() {
- this.hurt_num.active = false;
- }
- /**
- * 初始化数据
- */
- public async init(data: any){
- this.data = data;
- const eNameTypes:string[] = Object.keys(EnemyType)
- .filter(key => isNaN(Number(key)))
- .map(key => key.charAt(0).toLowerCase() + key.slice(1));
- let eNodes:Node[] = this.node.children
- .filter(e => eNameTypes.includes(e.name));
- const ids: number[] = Object.values(EnemyType).filter(v => typeof v === 'number') as number[];
- ids.forEach((e_id:number,i:number) => {
- let active : boolean = e_id == data.id;
- let eTypeNode:Node = eNodes[i];
- eTypeNode.active = active;
- if(active){
- this.enemyNode = eTypeNode;
- this.skeletalAnim = eTypeNode.getComponent(SkeletalAnimation);
- }
- });
- if(!this.enemyNode){
- MsgHints.show(`不存在:${JSON.stringify(data)}`)
- return;
- }
- if(this.isTank()){
- this.skeletalAnim?.play(EAnimType.walk);
- this.headCollider.enabled = false;
- this.bodyCollider.enabled = false;
- this.tankCollider.enabled = true;
- }else{
- this.skeletalAnim?.play(EAnimType.idle);
- this.headCollider.enabled = true;
- this.bodyCollider.enabled = true;
- this.tankCollider.enabled = false;
- }
- this.player = Game.I.player.getComponent(Player);
- this.isAlert = false;
- this.data = this.enemyData(data);
- this.isDead = false;
- this.escape = false;
- //设置血量
- this.totalHP = data.hp;
- //敌人速度
- const s: number = data.speed * 3;
- this.speed = s;
- this.defaultSpeed = s;
- //设置枪的数据
- await this.createGun();
- //恢复初始雪条
- this.hpBar.progress = 1;
- this.hpBar.node.active = false;
- this.endFire();
- }
- /**
- * 把武器的参数带到敌人身上
- */
- public enemyData(data:any){
- if(!data)return;
- //主武器id
- const mainWeaponID:number = data.weapon_id_1;
- let hp: number = Utils.clone(data).hp;
- let gData:any = userIns.enemyWeaponTable.find(e=>e.gun_id == mainWeaponID);
- //副武器 盾上的血量
- const secondWeaponID:number = data.weapon_id_2;
- if(secondWeaponID != 0){
- let sData:any = userIns.enemyWeaponTable.find(e=>e.gun_id == secondWeaponID);
- if(sData && sData.hp > 0){
- data.hp += hp + sData.shield_hp;
- }
- }
- return Object.assign(data,gData);
- }
-
- /**
- * 创建英雄所拥有的枪
- */
- public async createGun(){
- this.removeGun();
- //敌人主武器
- let gunPos:Node = this.enemyNode.getChildByName("gun_pos");
- const mainWeaponID:number = this.data.weapon_id_1;
- let mData:any = userIns.enemyWeaponTable.find(e=>e.gun_id == mainWeaponID);
- let gunNode:Node = await ResUtil.loadGunRes(`enemy/${mData.gun_prb_name}`,this.enemyNode) 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.loadGunRes(`enemy/${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();
- 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;
- }
- /**
- * 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,isHeadShot: boolean = false){
- if(Game.I.isPause
- ||this.isDead
- ||hp == null
- ||this.totalHP <= 0){
- return;
- }
- this.hpBar.node.active = true;
- this.scheduleOnce(() => {
- if(this.hpBar){this.hpBar.node.active = false;}
- }, 0.8);
- this.totalHP -= hp;
- //这种是伤害超级高直接死亡了
- if(hp > this.totalHP){
- this.escape = false;
- this.showHurt(Utils.numberToString(hp));
- this.recycle()
- return;
- }
- //敌人死亡
- if(this.totalHP <= 0 && !this.isDead){
- //爆头击杀播放音效
- if(isHeadShot){
- audioMgr.playOneShot(Constants.audios.head_shot);
- }
- this.escape = false;
- this.recycle();
- }else{//进度条和单独扣血
- this.hpBar.progress = this.totalHP / this.data.hp;
- 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;
- this.skeletalAnim.play(EAnimType.walk);
- 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;
- };
- this.removeGun();
- this.totalHP = 0;
- this.skeletalAnim.play(EAnimType.die);
- 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);
- if(this.oTween){this.oTween?.stop()};
- if(f){//修改透明度
- let op: UIOpacity = this.node.getComponent(UIOpacity);
- this.oTween = tween(op)
- .delay(0.4)
- .to(0.15,{ opacity: 0})
- .call(()=>{death();})
- .start();
- }else{
- death();
- }
- }
- /**
- * 展示敌人受到的伤害
- * @param hpStr
- */
- public showHurt(hpStr: string) {
- if(Game.I.isGameOver || this.isDead) return;
- //创建3D伤害数字
- const n = PoolManager.getNode(this.hurt_num, this.hurt_num.parent);
- n.getComponent(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.totalHP = this.data.hp * (1 + 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 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;
- if(userIns.isContinuePass){//1、连续通关 AI生命值增加15% 精准度增加1%
- diff.hp_ratio += 0.15;
- diff.precision += 0.01;
- }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 -= 0.05;
- 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;
- if (this.curMoveIndex >= this.pathList.length) {
- return;
- }
- dt = dt / Game.I.map.multiplySpeed();
- const targetPos = this.pathList[this.curMoveIndex];
- const currentPos = this.node.worldPosition.clone();
- //计算移动方向和剩余距离
- const moveDirection = new Vec3();
- Vec3.subtract(moveDirection, targetPos, currentPos);
- const distanceToTarget = moveDirection.length();
- //计算本帧移动量
- const moveDistance = this.speed * dt;
- const normalizedDir = moveDirection.normalize();
- if (distanceToTarget > 0.1) {//添加小阈值防止抖动 线性插值平滑移动
- const newPos = currentPos.add(normalizedDir.multiplyScalar(moveDistance));
- this.node.worldPosition = newPos;
- //更新面向方向(仅在需要时更新)
- if(moveDirection.lengthSqr() > 0) {
- this.node.forward = normalizedDir.negative();
- }
- } else {
- //到达当前路径点后指向下一个点
- this.curMoveIndex++;
- if (this.curMoveIndex < this.pathList.length) {
- const nextTarget = this.pathList[this.curMoveIndex];
- Vec3.subtract(moveDirection, nextTarget, currentPos);
- this.node.forward = moveDirection.normalize().negative();
- }
- }
- //到达路径终点处理
- if (this.curMoveIndex >= this.pathList.length) {
- this.beginFire();
- this.skeletalAnim.play(EAnimType.shoot);
- this.updateDir(this.node.worldPosition.clone());
- }
- }
- /**
- * 更新敌人方向
- * @param curPos 位置
- */
- public updateDir(curPos: Vec3){
- const direction = Vec3.subtract(new Vec3(), curPos, Game.I.player.node.worldPosition);
- direction.normalize();
- this.node.forward = direction;
- }
-
- /**
- * 是否是坦克
- */
- public isTank():boolean{
- return this.data.id == EnemyType.Tank;
- }
- }
- /**
- *
- if (this.isDead
- || !this.player) return;
- if (!this.isAlert) {
- this.skeletalAnim.play(EAnimType.walk);
- const playerPos = this.player.node.getWorldPosition();
- const enemyPos = this.node.getWorldPosition();
- //创建射线对象修复类型错误
- const ray = new geometry.Ray();
- ray.o = enemyPos;
- ray.d = playerPos.subtract(enemyPos).normalize();
- //修正物理检测参数
- if (PhysicsSystem.instance.raycast(ray, 1 << 0, 2)) {
- const randomDir = Math.random() > 0.5 ? 1 : -1;
- //修改为正确的参数格式
- const quat = new Quat();
- Quat.fromAxisAngle(quat, Vec3.UP, 45 * randomDir * Math.PI / 180);
- this.node.rotate(quat, NodeSpace.WORLD);
- }
- //this.skeletalAnim.play("walk");
- //使用定时器持续移动
- this.schedule(() => {
- const distance: number = Vec3.distance(this.node.worldPosition,Game.I.buildEnemys.ambush.worldPosition);
- if(distance < 10) {
- this.isAlert = true;
- this.walk();
- return;
- }
- const moveVec = this.node.forward.negative().multiplyScalar(this.speed * 0.016);
- this.node.position = this.node.position.add(moveVec);
- }, 0.1);
- } else if (!this.currentCover) {
- const nearestCover = this.findNearestCover();
- if (nearestCover) {
- this.currentCover = nearestCover;
- //生成Z轴随机偏移(-18到+18)
- const targetPos = nearestCover.worldPosition.clone();
- targetPos.z += Math.random() * 36 - 18;
- //移动到掩体位置 直接使用缓动动画移动到掩体
- tween(this.node)
- .to(2, { worldPosition: targetPos }, {
- easing: easing.quadOut,
- onStart: () => {
- this.speed = this.defaultSpeed * 1.5; //加速移动
- },
- onComplete: () => {
- this.skeletalAnim.play(EAnimType.shoot);
- this.beginFire(); //到达后开始攻击
- this.currentCover = nearestCover;
- }
- })
- .start();
- }
- }
- */
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