GunfightShootUI.ts 18 KB

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  1. import { _decorator, EventTouch, Node, Quat, math, Camera, sys, Vec3, Label, geometry, ProgressBar, tween, easing, Tween, UIOpacity, game, PhysicsSystem, PhysicsRayResult } from 'cc';
  2. import { Game } from '../game/Game';
  3. import { BaseExp } from '../core/base/BaseExp';
  4. import { autoBind } from '../extend/AutoBind';
  5. import { Constants } from '../data/Constants';
  6. import { uiMgr } from '../core/manager/UIManager';
  7. import { userIns } from '../data/UserData';
  8. import MsgHints from '../utils/MsgHints';
  9. import List from '../third/List';
  10. import { Utils } from '../utils/Utils';
  11. import { TaskEnemyItem } from '../items/item/TaskEnemyItem';
  12. import { BulletMagazine } from '../game/BulletMagazine';
  13. import { audioMgr } from '../core/manager/AudioManager';
  14. const { ccclass, property } = _decorator;
  15. const { clamp, toRadian } = math;
  16. @ccclass('GunfightShootUI')
  17. export class GunfightShootUI extends BaseExp {
  18. @autoBind({ type: Node, tooltip: "轮盘节点" })
  19. public wheel: Node;
  20. @autoBind({ type: Node, tooltip: "标准贴图" })
  21. public scopeOverlay: Node;
  22. @autoBind({ type: Node, tooltip: "准心" })
  23. public crossHair: Node;
  24. @autoBind({ type: ProgressBar, tooltip: "步枪子弹进度条" })
  25. public rifle_bullet_progressBar: ProgressBar;
  26. @autoBind({ type: Label, tooltip: "步枪子弹数文本" })
  27. public rifle_bullet_num_label: Label;
  28. @autoBind({ type: BulletMagazine, tooltip: "步枪子弹列表" })
  29. public rifle_bullets_scrollView: BulletMagazine;
  30. @autoBind({ type: BulletMagazine, tooltip: "狙击枪子弹列表" })
  31. public snipe_bullets_scrollView: BulletMagazine;
  32. @autoBind({ type: Node, tooltip: "步枪显示子弹的总的节点" })
  33. public rifle_bullets_bg: Node;
  34. @autoBind({ type: List, tooltip: "敌人任务列表" })
  35. public task_scrollView: List;
  36. @autoBind({ type: ProgressBar, tooltip: "玩家生命进度条" })
  37. public hpProgressBar: ProgressBar;
  38. @property({type: [Node], tooltip: "要隐藏的所有按钮"})
  39. public hiddeNodes: Array<Node> = [];
  40. @autoBind({ type: ProgressBar, tooltip: "换弹夹时间进度条" })
  41. public reloadProgressBar: ProgressBar;
  42. @autoBind({ type: Node, tooltip: "玩家受到伤害呼吸闪烁" })
  43. public injury_blood: Node;
  44. @autoBind({ type: Label, tooltip: "玩家枪的名字" })
  45. public gun_name_label: Label;
  46. /** 子弹飞行距离 */
  47. public bulletDistance: number = 800;
  48. /** 当前相机绕 X 轴的旋转角度 */
  49. private currentXRotation: number = 0;
  50. /** 当前相机绕 Y 轴的旋转角度 */
  51. private currentYRotation: number = 0;
  52. /** 左右旋转角度的最大限制值 */
  53. private maxHorizontalAngle: number = 70;
  54. /** 上下旋转角度的最大限制值 */
  55. private maxVerticalAngle: number = 40;
  56. /** 相机的原始视野值 */
  57. private originalFov: number;
  58. /** 玩家节点的初始旋转四元数 */
  59. private initialPlayerRotation: Quat = new Quat();
  60. /** 相机节点的初始旋转四元数 */
  61. private initialCameraRotation: Quat = new Quat();
  62. /**相机旋转的灵敏度 值越大移动越快 灵敏度越高*/
  63. private sensitivity: number = 0.5;
  64. /** 相机放大后的目标视野值 */
  65. private targetFov: number;
  66. /** 标记相机是否正在进行放大操作 */
  67. private isZoomingIn: boolean = false;
  68. /** 标记相机是否正在进行缩小操作 */
  69. private isZoomingOut: boolean = false;
  70. /** 相机视野放大的速度 */
  71. private zoomSpeed: number = 0;
  72. /** 期望的缩放时间,单位为秒 */
  73. private zoomDuration: number = 0.2;
  74. /** 记录镜头开始放大的时间 */
  75. private zoomStartTime: number = 0;
  76. /** 标记是否在2秒内完成放大 */
  77. private zoomValid: boolean = false;
  78. /** 标记是否开镜 */
  79. private _isScopeOpen: boolean = false;
  80. get isScopeOpen() {
  81. return this._isScopeOpen;
  82. }
  83. set isScopeOpen(value: boolean) {
  84. this.gunDataUI();
  85. if (this._isScopeOpen !== value) {
  86. this._isScopeOpen = value;
  87. if (value) {
  88. this.openScope();
  89. } else {
  90. this.closeScope();
  91. }
  92. }
  93. }
  94. /**镜头的位置*/
  95. private wheelPos: Vec3 = Vec3.ZERO;
  96. //任务数据
  97. private taskDatas: Array<any> = [];
  98. //是否正在被击中
  99. private isHurtRun: boolean = false;
  100. start() {
  101. this.hasAnim = false;
  102. this.closeOnBlank = false;
  103. this.injury_blood.active = false;
  104. this.reloadProgressBar.node.active = false;
  105. if(!Constants.isDebug){
  106. this.hiddeNodes.forEach(e => e.active = false);
  107. }
  108. this.wheelPos = this.wheel.position.clone();
  109. //记录摄像机原始视野
  110. this.originalFov = Game.I.camera.getComponent(Camera).fov;
  111. //录初始旋转角度
  112. this.initialPlayerRotation = Game.I.player.node.rotation.clone();
  113. this.initialCameraRotation = Game.I.camera.node.rotation.clone();
  114. //监听当前节点触摸事件
  115. this.node.on(Node.EventType.TOUCH_START, this.onNodeTouchMove, this);
  116. this.node.on(Node.EventType.TOUCH_MOVE, this.onNodeTouchMove, this);
  117. this.node.on(Node.EventType.TOUCH_END, this.onCustomNodeTouchEnd, this);
  118. this.node.on(Node.EventType.TOUCH_CANCEL, this.onCustomNodeTouchEnd, this);
  119. //监听轮盘点击事件 监听轮盘的触摸开始事件,当触摸开始时调用 onWheelClick 方法
  120. this.wheel.on(Node.EventType.TOUCH_START, this.onWheelClick, this);
  121. this.wheel.on(Node.EventType.TOUCH_END, this.onWheelRelease, this);
  122. this.wheel.on(Node.EventType.TOUCH_CANCEL, this.onWheelRelease, this);
  123. //敌人数量改变
  124. this.register(Constants.eventName.enemy_num_change, this.loadTaskData.bind(this));
  125. }
  126. public show(...args: any[]){
  127. this.loadTaskData();
  128. }
  129. /**
  130. * enemyId total count enemyData
  131. * 加载数据
  132. */
  133. public loadTaskData() {
  134. this.taskDatas = Game.I.buildEnemys.enemyTypeRecords;
  135. this.task_scrollView.numItems = this.taskDatas.length;
  136. //加载子弹的数据
  137. this.gunDataUI();
  138. }
  139. /**
  140. * 任务数据
  141. * @param item item节点
  142. * @param idx 数据下标
  143. */
  144. public setTaskItemData(item: Node, idx: number) {
  145. item.getComponent(TaskEnemyItem).init(this.taskDatas[idx]);
  146. }
  147. /**
  148. * 设置枪的数据
  149. */
  150. public gunDataUI() {
  151. const gData:any = Game.I.player.pData;
  152. if(!gData)return;
  153. this.crossHair.active = true;//准心
  154. //步枪没有开镜贴图
  155. this.scopeOverlay.active = !this.isRifleGun();
  156. this.gun_name_label.string = gData.name_lang;
  157. const isSnipeGun: boolean = gData.type == 1;
  158. //换弹夹进度条
  159. const isMagazine: boolean = Game.I.player.isReloadMagazine;
  160. if(isMagazine){
  161. this.rifle_bullets_bg.active = false;
  162. this.snipe_bullets_scrollView.node.active = false;
  163. }else{
  164. //步枪子弹视图
  165. this.rifle_bullets_bg.active = !isSnipeGun;
  166. //狙击子弹视图列表
  167. this.snipe_bullets_scrollView.node.active = isSnipeGun;
  168. if(isSnipeGun){
  169. this.snipe_bullets_scrollView.magazineNum = gData.magazine;
  170. }else{
  171. this.rifle_bullets_scrollView.magazineNum = gData.magazine;
  172. //子弹进度条
  173. let s_bullet: number = gData.magazine - Game.I.player.gun.shotBullets;
  174. this.rifle_bullet_progressBar.progress = s_bullet / gData.magazine;
  175. this.rifle_bullet_num_label.string = `${s_bullet}/${gData.magazine}`;
  176. }
  177. }
  178. }
  179. /**
  180. * 更换弹夹动画
  181. * @param time 换弹时间 单位秒
  182. * @param complete 完成回调
  183. */
  184. public reloadMagazineing(time: number,complete?: Function) {
  185. if(time <= 0){
  186. complete?.();
  187. }else{
  188. this.reloadProgressBar.node.active = true;
  189. this.reloadProgressBar.progress = 1;
  190. this.rifle_bullets_bg.active = false;
  191. this.snipe_bullets_scrollView.node.active = false;
  192. //创建定时器动画
  193. tween(this.reloadProgressBar)
  194. .to(time, { progress: 0 }, {
  195. easing: easing.linear,
  196. onStart: () => {
  197. tween(this.reloadProgressBar).stop();
  198. },
  199. onComplete: () => {
  200. this.reloadProgressBar.node.active = false;
  201. complete?.();
  202. }
  203. })
  204. .start();
  205. }
  206. }
  207. /**
  208. * 根据切换枪的stability设置镜头的稳定性
  209. */
  210. public crossHairStability() {
  211. const gData:any = Game.I.player.pData;
  212. if(!gData)return;
  213. this.gunDataUI();
  214. this.wheel.position = this.wheelPos;
  215. //参数映射优化(假设stability范围0-1) 振幅稳定性越低振幅越大 频率稳定性越低抖动越快
  216. const amplitude = 20 * (1 - gData.stability / 1000);
  217. let elapsed = 0;
  218. //基础抖动持续时间
  219. const duration = 0.4;
  220. const updateShake = (deltaTime: number) => {
  221. elapsed += deltaTime;
  222. //双轴随机偏移
  223. const offsetX = amplitude * (Math.random() - 0.5) * Math.max(1 - elapsed/duration, 0);
  224. const offsetY = amplitude * (Math.random() - 0.5) * Math.max(1 - elapsed/duration, 0);
  225. this.wheel.position = new Vec3(
  226. this.wheelPos.x + offsetX,
  227. this.wheelPos.y + offsetY,
  228. this.wheelPos.z
  229. );
  230. //自动结束
  231. if(elapsed >= duration) {
  232. this.wheel.position = this.wheelPos;
  233. this.unschedule(updateShake);
  234. }
  235. };
  236. this.unschedule(updateShake);
  237. // 使用游戏时间而非系统时间
  238. this.schedule(updateShake, 0.02); // 每0.02秒更新(约50FPS)
  239. }
  240. /**
  241. * 屏幕触摸事件
  242. * 触摸移动时,根据触摸的位置计算旋转角度,并应用到节点上
  243. * @param event
  244. */
  245. private onNodeTouchMove(event: EventTouch) {
  246. const delta = event.getDelta();
  247. //计算旋转角度
  248. this.currentYRotation -= delta.x * this.sensitivity;
  249. this.currentXRotation -= delta.y * this.sensitivity;
  250. //分别限制左右和上下旋转角度
  251. this.currentYRotation = clamp(this.currentYRotation, -this.maxHorizontalAngle, this.maxHorizontalAngle);
  252. this.currentXRotation = clamp(this.currentXRotation, -this.maxVerticalAngle, this.maxVerticalAngle);
  253. //计算水平和垂直旋转的四元数
  254. const yQuat = new Quat();
  255. Quat.fromEuler(yQuat, 0, this.currentYRotation, 0);
  256. const xQuat = new Quat();
  257. Quat.fromEuler(xQuat, +this.currentXRotation, 0, 0);
  258. //合并旋转
  259. let finalQuat = new Quat();
  260. Quat.multiply(finalQuat, yQuat, xQuat);
  261. //将最终旋转与初始摄像机旋转合并
  262. Quat.multiply(finalQuat, this.initialPlayerRotation, finalQuat);
  263. //应用旋转到摄像机
  264. Game.I.player.node.rotation = finalQuat;
  265. }
  266. /**
  267. * 触摸结束
  268. * 触摸结束时 触摸结束处理方法
  269. */
  270. private onCustomNodeTouchEnd() {
  271. //触摸结束,可添加其他逻辑
  272. }
  273. /**
  274. * 开始慢慢放大视野
  275. */
  276. private onWheelClick() {
  277. this.isScopeOpen = true;
  278. }
  279. /**
  280. * 恢复原始视野
  281. */
  282. private onWheelRelease() {
  283. if(!this.zoomValid){
  284. this.isScopeOpen = false;
  285. return
  286. }
  287. this.scheduleOnce(()=>{
  288. //检查是否在秒内完成放大 已经在update里开镜完成时调用 Game.I.player.shoot();
  289. this.isScopeOpen = false;
  290. },0.2)
  291. }
  292. /**
  293. * 开始开镜
  294. */
  295. private openScope() {
  296. //从枪械数据获取参数
  297. const gData = Game.I.player.pData;
  298. if(!gData)return;
  299. const isRifle: boolean = this.isRifleGun();
  300. //是步枪直接连续开火
  301. if(isRifle){
  302. Game.I.player.shoot();
  303. }
  304. this.isZoomingIn = true;
  305. //将 zoomingSpeed 转换为持续时间(450对应1.2秒)
  306. this.zoomDuration = 72 / gData.zoomingSpeed;
  307. //使用枪械类型决定视口倍数 步枪使用 rifleZoom 狙击枪使用 scopeZoom
  308. const zoomMultiplier = isRifle ?
  309. 1 / gData.rifleZoom :
  310. 1 / gData.scopeZoom;
  311. this.targetFov = this.originalFov * zoomMultiplier;
  312. //保持原有速度计算逻辑
  313. const fovDifference = this.originalFov - this.targetFov;
  314. this.zoomSpeed = fovDifference / this.zoomDuration;
  315. this.zoomStartTime = sys.now();
  316. }
  317. // 在 closeScope 方法中保持相同持续时间
  318. private closeScope() {
  319. this.isZoomingIn = false;
  320. this.isZoomingOut = true;
  321. const fovDifference = this.originalFov - this.targetFov;
  322. //使用相同 zoomDuration 保证缩镜速度一致
  323. this.zoomSpeed = fovDifference / this.zoomDuration;
  324. }
  325. /**
  326. * 是否是步枪
  327. */
  328. public isRifleGun(){
  329. const gData:any = Game.I.player.pData;
  330. if(!gData)return false;
  331. return gData.id == '100014' || gData.id == '100015';
  332. }
  333. /**
  334. * 计算从枪口出发,沿准心射线方向的点
  335. * @param isBulletEndPos 是否获得子弹的终点
  336. */
  337. public getCrossHairPos(){
  338. //获取屏幕准心位置(世界坐标)
  339. const worldPos = this.crossHair.worldPosition.clone();
  340. const camera2D: Camera = Game.I.canvas.getChildByName('Camera2D').getComponent(Camera);
  341. let screenPos = camera2D.worldToScreen(worldPos);
  342. //校准补偿准心的偏移量
  343. screenPos.x -= 0;
  344. screenPos.y += this._isScopeOpen ? 80 : 20;
  345. //从摄像机发射通过准心的射线
  346. const ray = new geometry.Ray();
  347. Game.I.camera.screenPointToRay(screenPos.x, screenPos.y, ray);
  348. //获取枪口位置
  349. const muzzlePos = Game.I.player.gun.muzzleNode.worldPosition;
  350. return new Vec3(
  351. muzzlePos.x + ray.d.x * this.bulletDistance,
  352. muzzlePos.y + ray.d.y * this.bulletDistance,
  353. muzzlePos.z + ray.d.z * this.bulletDistance);
  354. }
  355. /**
  356. * 玩家血量低于30%一直闪烁、打一枪的时候闪一下
  357. * @param progress 血量进度
  358. * @returns
  359. */
  360. public playerHurtTwinkle(progress: number){
  361. this.hpProgressBar.progress = progress;
  362. let isRepeat: boolean = progress <= 0.3;
  363. if(this.isHurtRun)return;
  364. this.isHurtRun = true;
  365. this.injury_blood.active = true;
  366. //audioMgr.play(Constants.audios.pop_up_sound);
  367. Tween.stopAllByTarget(this.injury_blood);
  368. let op: UIOpacity = this.injury_blood.getComponent(UIOpacity);
  369. op.opacity = 255;
  370. tween(op)
  371. .to(0.2,{opacity: 0})
  372. .call(() => {
  373. this.isHurtRun = false;
  374. this.injury_blood.active = false;
  375. })
  376. .repeat(isRepeat ? 100000 : 1)
  377. .start();
  378. }
  379. /**
  380. * 点击事件
  381. * @param event 事件
  382. * @param customEventData 数据
  383. */
  384. public onBtnClicked(event: EventTouch, customEventData: any) {
  385. super.onBtnClicked(event,customEventData);
  386. let btnName = event.target.name;
  387. if (btnName === 'pause_btn') { // 暂停页面
  388. uiMgr.show(Constants.popUIs.pauseUI);
  389. }else if (btnName === 'shot_btn') {//射击
  390. if(this.isRifleGun){
  391. //模拟按下射击
  392. this._isScopeOpen = true;
  393. Game.I.player.shoot();
  394. this.scheduleOnce(()=>{
  395. this._isScopeOpen = false;
  396. },1.5)
  397. }else{
  398. Game.I.player.shoot();
  399. }
  400. }else if (btnName === 'cut_gun_btn') {//切枪
  401. Game.I.player.randomCutGun()
  402. }else if(btnName === 'clean_btn'){//重新加载数据
  403. userIns.removeData();
  404. Game.I.player.pData = userIns.getCurUseGun();
  405. MsgHints.show('重新加载数据完成');
  406. }else if(btnName === 'adds_btn'){//解锁全部枪数据
  407. userIns.unlockAllGuns();
  408. MsgHints.show('已经解锁全部枪数据');
  409. }
  410. }
  411. /**
  412. * 每帧更新,处理视野渐变和检查 2 秒时间限制
  413. * @param deltaTime - 上一帧到当前帧的时间间隔
  414. */
  415. update(deltaTime: number) {
  416. if (this.isZoomingIn) {
  417. const currentFov = Game.I.camera.fov;
  418. if (currentFov > this.targetFov) {
  419. const newFov = currentFov - this.zoomSpeed * deltaTime;
  420. Game.I.camera.fov = Math.max(newFov, this.targetFov);
  421. } else {
  422. //检查是否在2秒内完成放大
  423. const elapsedTime = (sys.now() - this.zoomStartTime) / 1000;
  424. if (elapsedTime <= 1.5) {
  425. this.zoomValid = true;
  426. }
  427. this.isZoomingIn = false;
  428. }
  429. } else if (this.isZoomingOut) {
  430. const currentFov = Game.I.camera.fov;
  431. if (currentFov < this.originalFov) {
  432. const newFov = currentFov + this.zoomSpeed * deltaTime;
  433. Game.I.camera.fov = Math.min(newFov, this.originalFov);
  434. } else {
  435. this.isZoomingOut = false;
  436. this.zoomValid = false;
  437. //非步枪开镜结束开火
  438. if(!this.isRifleGun()){
  439. Game.I.player.shoot();
  440. }
  441. }
  442. }
  443. }
  444. }