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- import { _decorator, EventTouch, Node, Quat, math, Camera, sys, Vec3, Label, geometry, ProgressBar, tween, easing, Tween, UIOpacity, game, PhysicsSystem, PhysicsRayResult } from 'cc';
- import { Game } from '../game/Game';
- import { BaseExp } from '../core/base/BaseExp';
- import { autoBind } from '../extend/AutoBind';
- import { Constants } from '../data/Constants';
- import { uiMgr } from '../core/manager/UIManager';
- import { userIns } from '../data/UserData';
- import MsgHints from '../utils/MsgHints';
- import List from '../third/List';
- import { Utils } from '../utils/Utils';
- import { TaskEnemyItem } from '../items/item/TaskEnemyItem';
- import { BulletMagazine } from '../game/BulletMagazine';
- import { audioMgr } from '../core/manager/AudioManager';
- const { ccclass, property } = _decorator;
- const { clamp, toRadian } = math;
- @ccclass('GunfightShootUI')
- export class GunfightShootUI extends BaseExp {
- @autoBind({ type: Node, tooltip: "轮盘节点" })
- public wheel: Node;
- @autoBind({ type: Node, tooltip: "标准贴图" })
- public scopeOverlay: Node;
- @autoBind({ type: Node, tooltip: "准心" })
- public crossHair: Node;
- @autoBind({ type: ProgressBar, tooltip: "步枪子弹进度条" })
- public rifle_bullet_progressBar: ProgressBar;
- @autoBind({ type: Label, tooltip: "步枪子弹数文本" })
- public rifle_bullet_num_label: Label;
- @autoBind({ type: BulletMagazine, tooltip: "步枪子弹列表" })
- public rifle_bullets_scrollView: BulletMagazine;
- @autoBind({ type: BulletMagazine, tooltip: "狙击枪子弹列表" })
- public snipe_bullets_scrollView: BulletMagazine;
- @autoBind({ type: Node, tooltip: "步枪显示子弹的总的节点" })
- public rifle_bullets_bg: Node;
- @autoBind({ type: List, tooltip: "敌人任务列表" })
- public task_scrollView: List;
- @autoBind({ type: ProgressBar, tooltip: "玩家生命进度条" })
- public hpProgressBar: ProgressBar;
- @property({type: [Node], tooltip: "要隐藏的所有按钮"})
- public hiddeNodes: Array<Node> = [];
- @autoBind({ type: ProgressBar, tooltip: "换弹夹时间进度条" })
- public reloadProgressBar: ProgressBar;
- @autoBind({ type: Node, tooltip: "玩家受到伤害呼吸闪烁" })
- public injury_blood: Node;
- @autoBind({ type: Label, tooltip: "玩家枪的名字" })
- public gun_name_label: Label;
- /** 子弹飞行距离 */
- public bulletDistance: number = 800;
- /** 当前相机绕 X 轴的旋转角度 */
- private currentXRotation: number = 0;
- /** 当前相机绕 Y 轴的旋转角度 */
- private currentYRotation: number = 0;
- /** 左右旋转角度的最大限制值 */
- private maxHorizontalAngle: number = 70;
- /** 上下旋转角度的最大限制值 */
- private maxVerticalAngle: number = 40;
- /** 相机的原始视野值 */
- private originalFov: number;
- /** 玩家节点的初始旋转四元数 */
- private initialPlayerRotation: Quat = new Quat();
- /** 相机节点的初始旋转四元数 */
- private initialCameraRotation: Quat = new Quat();
- /**相机旋转的灵敏度 值越大移动越快 灵敏度越高*/
- private sensitivity: number = 0.5;
- /** 相机放大后的目标视野值 */
- private targetFov: number;
- /** 标记相机是否正在进行放大操作 */
- private isZoomingIn: boolean = false;
- /** 标记相机是否正在进行缩小操作 */
- private isZoomingOut: boolean = false;
- /** 相机视野放大的速度 */
- private zoomSpeed: number = 0;
- /** 期望的缩放时间,单位为秒 */
- private zoomDuration: number = 0.2;
- /** 记录镜头开始放大的时间 */
- private zoomStartTime: number = 0;
- /** 标记是否在2秒内完成放大 */
- private zoomValid: boolean = false;
- /** 标记是否开镜 */
- private _isScopeOpen: boolean = false;
- get isScopeOpen() {
- return this._isScopeOpen;
- }
- set isScopeOpen(value: boolean) {
- this.gunDataUI();
- if (this._isScopeOpen !== value) {
- this._isScopeOpen = value;
- if (value) {
- this.openScope();
- } else {
- this.closeScope();
- }
- }
- }
- /**镜头的位置*/
- private wheelPos: Vec3 = Vec3.ZERO;
- //任务数据
- private taskDatas: Array<any> = [];
- //是否正在被击中
- private isHurtRun: boolean = false;
- start() {
- this.hasAnim = false;
- this.closeOnBlank = false;
- this.injury_blood.active = false;
- this.reloadProgressBar.node.active = false;
- if(!Constants.isDebug){
- this.hiddeNodes.forEach(e => e.active = false);
- }
- this.wheelPos = this.wheel.position.clone();
- //记录摄像机原始视野
- this.originalFov = Game.I.camera.getComponent(Camera).fov;
- //录初始旋转角度
- this.initialPlayerRotation = Game.I.player.node.rotation.clone();
- this.initialCameraRotation = Game.I.camera.node.rotation.clone();
- //监听当前节点触摸事件
- this.node.on(Node.EventType.TOUCH_START, this.onNodeTouchMove, this);
- this.node.on(Node.EventType.TOUCH_MOVE, this.onNodeTouchMove, this);
- this.node.on(Node.EventType.TOUCH_END, this.onCustomNodeTouchEnd, this);
- this.node.on(Node.EventType.TOUCH_CANCEL, this.onCustomNodeTouchEnd, this);
- //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
- this.wheel.on(Node.EventType.TOUCH_START, this.onWheelClick, this);
- this.wheel.on(Node.EventType.TOUCH_END, this.onWheelRelease, this);
- this.wheel.on(Node.EventType.TOUCH_CANCEL, this.onWheelRelease, this);
- //敌人数量改变
- this.register(Constants.eventName.enemy_num_change, this.loadTaskData.bind(this));
- }
- public show(...args: any[]){
- this.loadTaskData();
- }
- /**
- * enemyId total count enemyData
- * 加载数据
- */
- public loadTaskData() {
- this.taskDatas = Game.I.buildEnemys.enemyTypeRecords;
- this.task_scrollView.numItems = this.taskDatas.length;
- //加载子弹的数据
- this.gunDataUI();
- }
-
- /**
- * 任务数据
- * @param item item节点
- * @param idx 数据下标
- */
- public setTaskItemData(item: Node, idx: number) {
- item.getComponent(TaskEnemyItem).init(this.taskDatas[idx]);
- }
- /**
- * 设置枪的数据
- */
- public gunDataUI() {
- const gData:any = Game.I.player.pData;
- if(!gData)return;
- this.crossHair.active = true;//准心
- //步枪没有开镜贴图
- this.scopeOverlay.active = !this.isRifleGun();
- this.gun_name_label.string = gData.name_lang;
- const isSnipeGun: boolean = gData.type == 1;
- //换弹夹进度条
- const isMagazine: boolean = Game.I.player.isReloadMagazine;
- if(isMagazine){
- this.rifle_bullets_bg.active = false;
- this.snipe_bullets_scrollView.node.active = false;
- }else{
- //步枪子弹视图
- this.rifle_bullets_bg.active = !isSnipeGun;
- //狙击子弹视图列表
- this.snipe_bullets_scrollView.node.active = isSnipeGun;
- if(isSnipeGun){
- this.snipe_bullets_scrollView.magazineNum = gData.magazine;
- }else{
- this.rifle_bullets_scrollView.magazineNum = gData.magazine;
- //子弹进度条
- let s_bullet: number = gData.magazine - Game.I.player.gun.shotBullets;
- this.rifle_bullet_progressBar.progress = s_bullet / gData.magazine;
- this.rifle_bullet_num_label.string = `${s_bullet}/${gData.magazine}`;
- }
- }
- }
- /**
- * 更换弹夹动画
- * @param time 换弹时间 单位秒
- * @param complete 完成回调
- */
- public reloadMagazineing(time: number,complete?: Function) {
- if(time <= 0){
- complete?.();
- }else{
- this.reloadProgressBar.node.active = true;
- this.reloadProgressBar.progress = 1;
- this.rifle_bullets_bg.active = false;
- this.snipe_bullets_scrollView.node.active = false;
- //创建定时器动画
- tween(this.reloadProgressBar)
- .to(time, { progress: 0 }, {
- easing: easing.linear,
- onStart: () => {
- tween(this.reloadProgressBar).stop();
- },
- onComplete: () => {
- this.reloadProgressBar.node.active = false;
- complete?.();
- }
- })
- .start();
- }
- }
- /**
- * 根据切换枪的stability设置镜头的稳定性
- */
- public crossHairStability() {
- const gData:any = Game.I.player.pData;
- if(!gData)return;
- this.gunDataUI();
- this.wheel.position = this.wheelPos;
- //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
- const amplitude = 20 * (1 - gData.stability / 1000);
- let elapsed = 0;
- //基础抖动持续时间
- const duration = 0.4;
- const updateShake = (deltaTime: number) => {
- elapsed += deltaTime;
- //双轴随机偏移
- const offsetX = amplitude * (Math.random() - 0.5) * Math.max(1 - elapsed/duration, 0);
- const offsetY = amplitude * (Math.random() - 0.5) * Math.max(1 - elapsed/duration, 0);
- this.wheel.position = new Vec3(
- this.wheelPos.x + offsetX,
- this.wheelPos.y + offsetY,
- this.wheelPos.z
- );
- //自动结束
- if(elapsed >= duration) {
- this.wheel.position = this.wheelPos;
- this.unschedule(updateShake);
- }
- };
- this.unschedule(updateShake);
- // 使用游戏时间而非系统时间
- this.schedule(updateShake, 0.02); // 每0.02秒更新(约50FPS)
- }
- /**
- * 屏幕触摸事件
- * 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
- * @param event
- */
- private onNodeTouchMove(event: EventTouch) {
- const delta = event.getDelta();
- //计算旋转角度
- this.currentYRotation -= delta.x * this.sensitivity;
- this.currentXRotation -= delta.y * this.sensitivity;
- //分别限制左右和上下旋转角度
- this.currentYRotation = clamp(this.currentYRotation, -this.maxHorizontalAngle, this.maxHorizontalAngle);
- this.currentXRotation = clamp(this.currentXRotation, -this.maxVerticalAngle, this.maxVerticalAngle);
- //计算水平和垂直旋转的四元数
- const yQuat = new Quat();
- Quat.fromEuler(yQuat, 0, this.currentYRotation, 0);
- const xQuat = new Quat();
- Quat.fromEuler(xQuat, +this.currentXRotation, 0, 0);
- //合并旋转
- let finalQuat = new Quat();
- Quat.multiply(finalQuat, yQuat, xQuat);
- //将最终旋转与初始摄像机旋转合并
- Quat.multiply(finalQuat, this.initialPlayerRotation, finalQuat);
- //应用旋转到摄像机
- Game.I.player.node.rotation = finalQuat;
- }
- /**
- * 触摸结束
- * 触摸结束时 触摸结束处理方法
- */
- private onCustomNodeTouchEnd() {
- //触摸结束,可添加其他逻辑
- }
- /**
- * 开始慢慢放大视野
- */
- private onWheelClick() {
- this.isScopeOpen = true;
- }
- /**
- * 恢复原始视野
- */
- private onWheelRelease() {
- if(!this.zoomValid){
- this.isScopeOpen = false;
- return
- }
- this.scheduleOnce(()=>{
- //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();
- this.isScopeOpen = false;
- },0.2)
- }
- /**
- * 开始开镜
- */
- private openScope() {
- //从枪械数据获取参数
- const gData = Game.I.player.pData;
- if(!gData)return;
- const isRifle: boolean = this.isRifleGun();
- //是步枪直接连续开火
- if(isRifle){
- Game.I.player.shoot();
- }
- this.isZoomingIn = true;
- //将 zoomingSpeed 转换为持续时间(450对应1.2秒)
- this.zoomDuration = 72 / gData.zoomingSpeed;
- //使用枪械类型决定视口倍数 步枪使用 rifleZoom 狙击枪使用 scopeZoom
- const zoomMultiplier = isRifle ?
- 1 / gData.rifleZoom :
- 1 / gData.scopeZoom;
- this.targetFov = this.originalFov * zoomMultiplier;
- //保持原有速度计算逻辑
- const fovDifference = this.originalFov - this.targetFov;
- this.zoomSpeed = fovDifference / this.zoomDuration;
- this.zoomStartTime = sys.now();
- }
-
- // 在 closeScope 方法中保持相同持续时间
- private closeScope() {
- this.isZoomingIn = false;
- this.isZoomingOut = true;
- const fovDifference = this.originalFov - this.targetFov;
- //使用相同 zoomDuration 保证缩镜速度一致
- this.zoomSpeed = fovDifference / this.zoomDuration;
- }
- /**
- * 是否是步枪
- */
- public isRifleGun(){
- const gData:any = Game.I.player.pData;
- if(!gData)return false;
- return gData.id == '100014' || gData.id == '100015';
- }
- /**
- * 计算从枪口出发,沿准心射线方向的点
- * @param isBulletEndPos 是否获得子弹的终点
- */
- public getCrossHairPos(){
- //获取屏幕准心位置(世界坐标)
- const worldPos = this.crossHair.worldPosition.clone();
- const camera2D: Camera = Game.I.canvas.getChildByName('Camera2D').getComponent(Camera);
- let screenPos = camera2D.worldToScreen(worldPos);
- //校准补偿准心的偏移量
- screenPos.x -= 0;
- screenPos.y += this._isScopeOpen ? 80 : 20;
- //从摄像机发射通过准心的射线
- const ray = new geometry.Ray();
- Game.I.camera.screenPointToRay(screenPos.x, screenPos.y, ray);
- //获取枪口位置
- const muzzlePos = Game.I.player.gun.muzzleNode.worldPosition;
- return new Vec3(
- muzzlePos.x + ray.d.x * this.bulletDistance,
- muzzlePos.y + ray.d.y * this.bulletDistance,
- muzzlePos.z + ray.d.z * this.bulletDistance);
- }
- /**
- * 玩家血量低于30%一直闪烁、打一枪的时候闪一下
- * @param progress 血量进度
- * @returns
- */
- public playerHurtTwinkle(progress: number){
- this.hpProgressBar.progress = progress;
- let isRepeat: boolean = progress <= 0.3;
- if(this.isHurtRun)return;
- this.isHurtRun = true;
- this.injury_blood.active = true;
- //audioMgr.play(Constants.audios.pop_up_sound);
- Tween.stopAllByTarget(this.injury_blood);
- let op: UIOpacity = this.injury_blood.getComponent(UIOpacity);
- op.opacity = 255;
- tween(op)
- .to(0.2,{opacity: 0})
- .call(() => {
- this.isHurtRun = false;
- this.injury_blood.active = false;
- })
- .repeat(isRepeat ? 100000 : 1)
- .start();
- }
- /**
- * 点击事件
- * @param event 事件
- * @param customEventData 数据
- */
- public onBtnClicked(event: EventTouch, customEventData: any) {
- super.onBtnClicked(event,customEventData);
- let btnName = event.target.name;
- if (btnName === 'pause_btn') { // 暂停页面
- uiMgr.show(Constants.popUIs.pauseUI);
- }else if (btnName === 'shot_btn') {//射击
- if(this.isRifleGun){
- //模拟按下射击
- this._isScopeOpen = true;
- Game.I.player.shoot();
- this.scheduleOnce(()=>{
- this._isScopeOpen = false;
- },1.5)
- }else{
- Game.I.player.shoot();
- }
- }else if (btnName === 'cut_gun_btn') {//切枪
- Game.I.player.randomCutGun()
- }else if(btnName === 'clean_btn'){//重新加载数据
- userIns.removeData();
- Game.I.player.pData = userIns.getCurUseGun();
- MsgHints.show('重新加载数据完成');
- }else if(btnName === 'adds_btn'){//解锁全部枪数据
- userIns.unlockAllGuns();
- MsgHints.show('已经解锁全部枪数据');
- }
- }
- /**
- * 每帧更新,处理视野渐变和检查 2 秒时间限制
- * @param deltaTime - 上一帧到当前帧的时间间隔
- */
- update(deltaTime: number) {
- if (this.isZoomingIn) {
- const currentFov = Game.I.camera.fov;
- if (currentFov > this.targetFov) {
- const newFov = currentFov - this.zoomSpeed * deltaTime;
- Game.I.camera.fov = Math.max(newFov, this.targetFov);
- } else {
- //检查是否在2秒内完成放大
- const elapsedTime = (sys.now() - this.zoomStartTime) / 1000;
- if (elapsedTime <= 1.5) {
- this.zoomValid = true;
- }
- this.isZoomingIn = false;
- }
- } else if (this.isZoomingOut) {
- const currentFov = Game.I.camera.fov;
- if (currentFov < this.originalFov) {
- const newFov = currentFov + this.zoomSpeed * deltaTime;
- Game.I.camera.fov = Math.min(newFov, this.originalFov);
- } else {
- this.isZoomingOut = false;
- this.zoomValid = false;
- //非步枪开镜结束开火
- if(!this.isRifleGun()){
- Game.I.player.shoot();
- }
- }
- }
- }
- }
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