BuildEnemys.ts 6.7 KB

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  1. import { _decorator, Component, Node, Vec3} 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 { uiMgr } from '../core/manager/UIManager';
  8. import { Constants } from '../data/Constants';
  9. import { audioMgr } from '../core/manager/AudioManager';
  10. import { eventEmitter } from '../core/event/EventEmitter';
  11. const { ccclass, property } = _decorator;
  12. @ccclass('BuildEnemys')
  13. export class BuildEnemys extends Component {
  14. //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)
  15. public enemyTypeRecords: Array<{
  16. enemyId: number,
  17. total: number,
  18. count: number,
  19. enemyData: any}> = [];
  20. //所有敌人数据
  21. public queueEnemys: Array<any> = [];
  22. //保存每一波临时数据定时器记录
  23. public eTimeMaps = new Map <any,any>();
  24. //当前生成的敌人
  25. public allEnemys: Array<Enemy> = [];
  26. //每连杀3个敌人的次数
  27. public continuekillCount: number = 0;
  28. //是否需要打开门
  29. public isOpenDoor: boolean = false;
  30. start(): void {
  31. //加载敌人数据
  32. this.allEnemys = [];
  33. }
  34. /**
  35. * 开始游戏创建敌人
  36. */
  37. public loadLevelEnemys(){
  38. if(Game.I.isGameOver
  39. || Game.I.isPause)return;
  40. this.recycle();
  41. this.isOpenDoor = false;
  42. this.queueEnemys = this.readLevelEnemys();
  43. //总共每一个敌人延迟时间统计 0.1s检测一次
  44. let delay: number = 0;
  45. let interval: number = 0.0175;
  46. //敌人数据
  47. for(let idx = 0; idx < this.queueEnemys.length; idx++) {
  48. const eData:any = this.queueEnemys[idx];
  49. //每一种之间兵种间隔随机
  50. let t: number = Utils.getRandomFloat(eData.min_interval,eData.max_interval);
  51. //延迟时间
  52. delay += t;
  53. let tData: any = {
  54. data: eData,
  55. delay: delay,
  56. curTime: 0,
  57. createComplete: false,
  58. }
  59. let time_id: number = setInterval(()=>{
  60. if(Game.I.isGameOver || Game.I.isPause) return;
  61. tData.curTime += interval;
  62. //延迟时间到了然后开始创建敌人
  63. if(tData.curTime >= tData.delay
  64. && !tData.createComplete){
  65. tData.createComplete = true;
  66. this.createEnemy(tData.data).then(()=>{
  67. const timeFun = this.eTimeMaps?.get(tData);
  68. if(timeFun){
  69. clearInterval(timeFun);
  70. this.eTimeMaps.delete(tData);
  71. }
  72. });
  73. }
  74. },interval * 1000);
  75. this.eTimeMaps.set(tData,time_id);
  76. }
  77. eventEmitter.dispatch(Constants.eventName.enemy_num_change);
  78. }
  79. /**
  80. * 读取敌人关卡数据
  81. */
  82. public readLevelEnemys(){
  83. const data: any = userIns.getCurLevelData();
  84. if(!data)return;
  85. //最终生成的敌人队列 普通敌人临时存储 BOSS敌人临时存储
  86. let enemyQueue = [],normalEnemies = [],bossEnemies = [];
  87. //拆分并处理每个敌人配置
  88. data.dispose.split('|').forEach((item: string) => {
  89. const [enemyId, count] = item.split('_').map(Number);
  90. const enemyData = Utils.clone(userIns.enemyTable).find((e: any) => e.id == enemyId);
  91. //记录敌人类型统计
  92. if (enemyData) {
  93. this.enemyTypeRecords.push({
  94. enemyId,
  95. total: count,
  96. count: count,
  97. enemyData: Utils.clone(enemyData)
  98. });
  99. //敌人生命成长系数{生命值*(1+系数)}
  100. enemyData.hp = Math.floor((1 + data.coefficient) * enemyData.hp);
  101. if(enemyData.type === 2) { // BOSS类型
  102. for(let i = 0; i < count; i++) {
  103. bossEnemies.push({ ...enemyData });
  104. }
  105. }else{//小兵类型
  106. for(let i = 0; i < count; i++) {
  107. normalEnemies.push({ ...enemyData });
  108. }
  109. }
  110. }
  111. });
  112. //普通敌人乱序处理
  113. normalEnemies.sort(() => Math.random() - 0.5);
  114. //合并队列:普通敌人在前,BOSS在后
  115. enemyQueue.push(...normalEnemies, ...bossEnemies);
  116. return enemyQueue;
  117. }
  118. /**
  119. * 创建敌人
  120. * @param data 敌人数据
  121. * @returns 返回敌人
  122. */
  123. public async createEnemy(data:any): Promise<Enemy>{
  124. if(!Game.I.map
  125. ||!Game.I.map
  126. ||!this.allEnemys
  127. ||!data)return;
  128. let item:Node = await ResUtil.loadRes(`enemy/enemy/${data.prb_name}`);
  129. item.active = true;
  130. item.parent = Game.I.map.node;
  131. const posArr:Vec3[] = Game.I.map.getPaths(data);
  132. item.worldPosition = posArr[0];
  133. let e:Enemy = item.getComponent(Enemy);
  134. await e.init(data);
  135. e.walk(posArr);
  136. this.allEnemys.push(e);
  137. return e;
  138. }
  139. /**
  140. * 敌人被打死统计
  141. * @param enemy 敌人
  142. */
  143. public subtractEnemy(enemy: Enemy){
  144. if(!enemy
  145. || !enemy.node
  146. || Game.I.isGameOver)return;
  147. //删除一个敌人
  148. Utils.remove(this.allEnemys,enemy);
  149. //this.allEnemys.forEach(e => e.addDiffHP());
  150. //从敌人实例获取id
  151. let record = this.enemyTypeRecords.find(record => record.enemyId == enemy.data?.id);
  152. if(record) {
  153. record.count = Math.max(record.count - 1, 0);
  154. }
  155. //敌人数量改变
  156. eventEmitter.dispatch(Constants.eventName.enemy_num_change);
  157. if(this.allEnemys.length <= 0){
  158. audioMgr.playOneShot(Constants.audios.victory);
  159. Game.I.isGameOver = true;
  160. uiMgr.show(Constants.popUIs.settleUI,[{
  161. isWin: true,
  162. headShotNum: Game.I.player.headShotNum,
  163. cb: ()=>{}
  164. }]);
  165. }
  166. }
  167. /**
  168. * 销毁数据
  169. */
  170. public recycle(){
  171. this.eTimeMaps.forEach((k,v) => {
  172. if(v!= undefined && v != null){
  173. clearInterval(v)
  174. }
  175. });
  176. this.eTimeMaps.clear();
  177. this.allEnemys.forEach(e => {e.recycle(false)});
  178. this.allEnemys = [];
  179. Game.I.map.resetData();
  180. this.enemyTypeRecords = [];
  181. }
  182. /**
  183. * 当前杀敌数
  184. */
  185. public getCurKillNum(): number{
  186. return this.queueEnemys.length - this.allEnemys.length;
  187. }
  188. }