GunfightShootUI.ts 23 KB

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  1. import { _decorator, EventTouch, Node, Quat, math, Camera, sys, Vec3, Label, geometry, ProgressBar, tween, easing, Tween, UIOpacity} 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 { GunAttribute, userIns } from '../data/UserData';
  8. import MsgHints from '../utils/MsgHints';
  9. import List from '../third/List';
  10. import { TaskEnemyItem } from '../items/item/TaskEnemyItem';
  11. import { BulletMagazine } from '../game/BulletMagazine';
  12. import { settingData } from '../data/SettingData';
  13. import i18n from '../core/i18n/runtime-scripts/LanguageData';
  14. import PlatformSystem from '../platform/PlatformSystem';
  15. import { GameEnums } from '../data/GameEnums';
  16. const { ccclass, property } = _decorator;
  17. const { clamp, toRadian } = math;
  18. @ccclass('GunfightShootUI')
  19. export class GunfightShootUI extends BaseExp {
  20. @autoBind({ type: Node, tooltip: "轮盘节点" })
  21. public wheel: Node;
  22. @autoBind({ type: Node, tooltip: "标准贴图" })
  23. public scopeOverlay: Node;
  24. @autoBind({ type: Node, tooltip: "准心" })
  25. public crossHair: Node;
  26. @autoBind({ type: ProgressBar, tooltip: "步枪子弹进度条" })
  27. public rifle_bullet_progressBar: ProgressBar;
  28. @autoBind({ type: Label, tooltip: "步枪子弹数文本" })
  29. public rifle_bullet_num_label: Label;
  30. @autoBind({ type: BulletMagazine, tooltip: "步枪子弹列表" })
  31. public rifle_bullets_scrollView: BulletMagazine;
  32. @autoBind({ type: BulletMagazine, tooltip: "狙击枪子弹列表" })
  33. public snipe_bullets_scrollView: BulletMagazine;
  34. @autoBind({ type: Node, tooltip: "步枪显示子弹的总的节点" })
  35. public rifle_bullets_bg: Node;
  36. @autoBind({ type: List, tooltip: "敌人任务列表" })
  37. public task_scrollView: List;
  38. @autoBind({ type: ProgressBar, tooltip: "玩家生命进度条" })
  39. public hpProgressBar: ProgressBar;
  40. @property({type: [Node], tooltip: "要隐藏的所有按钮"})
  41. public hiddeNodes: Array<Node> = [];
  42. @autoBind({ type: ProgressBar, tooltip: "换弹夹时间进度条" })
  43. public reloadProgressBar: ProgressBar;
  44. @autoBind({ type: Node, tooltip: "玩家受到伤害呼吸闪烁" })
  45. public injury_blood: Node;
  46. @autoBind({ type: Label, tooltip: "玩家枪的名字" })
  47. public gun_name_label: Label;
  48. @autoBind({ type: Label, tooltip: "关卡名字" })
  49. public gk_num_lable: Label;
  50. @autoBind({ type: Node, tooltip: "切枪按钮" })
  51. public cut_gun_btn: Node;
  52. @autoBind({ type: Label, tooltip: "剩余切换次数" })
  53. public cut_num_label: Label;
  54. @autoBind({ type: Node, tooltip: "切枪看视频的图标按钮" })
  55. public cut_video: Node;
  56. /** 子弹飞行距离 */
  57. public bulletDistance: number = 800;
  58. /** 当前相机绕 X 轴的旋转角度 */
  59. private currentXRotation: number = 0;
  60. /** 当前相机绕 Y 轴的旋转角度 */
  61. private currentYRotation: number = 0;
  62. /** 左右旋转角度的最大限制值 */
  63. private maxHorizontalAngle: number = 180;
  64. /** 上下旋转角度的最大限制值 */
  65. private maxVerticalAngle: number = 70;
  66. /** 相机的原始视野值 */
  67. private originalFov: number;
  68. /** 玩家节点的初始旋转四元数 */
  69. private initialPlayerRotation: Quat = new Quat();
  70. /** 相机节点的初始旋转四元数 */
  71. private initialCameraRotation: Quat = new Quat();
  72. /** 相机放大后的目标视野值 */
  73. private targetFov: number;
  74. /** 标记相机是否正在进行放大操作 */
  75. private isZoomingIn: boolean = false;
  76. /** 标记相机是否正在进行缩小操作 */
  77. private isZoomingOut: boolean = false;
  78. /** 相机视野放大的速度 */
  79. private zoomSpeed: number = 0;
  80. /** 期望的缩放时间,单位为秒 */
  81. private zoomDuration: number = 0.2;
  82. /** 记录镜头开始放大的时间 */
  83. private zoomStartTime: number = 0;
  84. /** 标记是否在2秒内完成放大 */
  85. private zoomValid: boolean = false;
  86. /** 标记是否开镜 */
  87. private _isScopeOpen: boolean = false;
  88. get isScopeOpen() {
  89. return this._isScopeOpen;
  90. }
  91. set isScopeOpen(value: boolean) {
  92. this.gunDataUI();
  93. if (this._isScopeOpen !== value) {
  94. this._isScopeOpen = value;
  95. if (value) {
  96. this.openScope();
  97. } else {
  98. this.closeScope();
  99. }
  100. }
  101. }
  102. /**镜头的位置*/
  103. private wheelPos: Vec3 = Vec3.ZERO;
  104. //任务数据
  105. private taskDatas: Array<any> = [];
  106. //是否正在被击中
  107. private isHurtRun: boolean = false;
  108. start() {
  109. this.hasAnim = false;
  110. this.closeOnBlank = false;
  111. this.injury_blood.active = false;
  112. this.reloadProgressBar.node.active = false;
  113. if(!Constants.isDebug){
  114. this.hiddeNodes.forEach(e => e.active = false);
  115. }
  116. this.wheelPos = this.wheel.position.clone();
  117. //敌人数量改变
  118. this.register(Constants.eventName.enemy_num_change, this.loadTaskData.bind(this));
  119. //枪的数量发生变化
  120. this.register(Constants.eventName.gun_num_change, this.gunNumChange.bind(this));
  121. //监听当前节点触摸事件
  122. this.node.on(Node.EventType.TOUCH_START, this.onNodeTouchMove, this);
  123. this.node.on(Node.EventType.TOUCH_MOVE, this.onNodeTouchMove, this);
  124. this.node.on(Node.EventType.TOUCH_END, this.onCustomNodeTouchEnd, this);
  125. this.node.on(Node.EventType.TOUCH_CANCEL, this.onCustomNodeTouchEnd, this);
  126. //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
  127. this.wheel.on(Node.EventType.TOUCH_START, this.onWheelClick, this);
  128. this.wheel.on(Node.EventType.TOUCH_END, this.onWheelRelease, this);
  129. this.wheel.on(Node.EventType.TOUCH_CANCEL, this.onWheelRelease, this);
  130. }
  131. public hide(){
  132. uiMgr.getPageComponent(Constants.mainUIs.main)?.playOrStopBGM(false);
  133. }
  134. /**
  135. * 摄像机初始信息
  136. * @param args
  137. */
  138. public originalInitial(){
  139. //记录摄像机原始视野
  140. this.originalFov = Game.I.camera.getComponent(Camera).fov;
  141. //录初始旋转角度
  142. this.initialPlayerRotation = Game.I.player.node.rotation.clone();
  143. this.initialCameraRotation = Game.I.camera.node.rotation.clone();
  144. this.currentYRotation = this.initialPlayerRotation.x;
  145. this.currentXRotation = this.initialPlayerRotation.y;
  146. }
  147. public show(...args: any[]){
  148. this.loadTaskData();
  149. this.gunNumChange();
  150. }
  151. /**
  152. * 枪的数量发生变化 是否显示切枪按钮
  153. */
  154. public gunNumChange(){
  155. const isMoreGuns: boolean = userIns.data.guns.length > 1;
  156. this.cut_gun_btn.active = isMoreGuns;
  157. this.cut_video.active = isMoreGuns;
  158. if(userIns.data.cutNum > 0){
  159. this.cut_num_label.string = `x${userIns.data.cutNum}`;
  160. this.cut_video.active = false;
  161. }else{
  162. this.cut_num_label.string = `lack`;
  163. this.cut_video.active = true;
  164. }
  165. }
  166. /**
  167. * enemyId total count enemyData
  168. * 加载数据
  169. */
  170. public loadTaskData() {
  171. const data: any = userIns.getCurLevelData();
  172. this.gk_num_lable.string = i18n("main.关卡任务 %{value}",{value: data.id});
  173. this.taskDatas = Game.I.buildEnemys.enemyTypeRecords;
  174. this.task_scrollView.numItems = this.taskDatas.length;
  175. //加载子弹的数据
  176. this.gunDataUI();
  177. }
  178. /**
  179. * 任务数据
  180. * @param item item节点
  181. * @param idx 数据下标
  182. */
  183. public setTaskItemData(item: Node, idx: number) {
  184. item.getComponent(TaskEnemyItem).init(this.taskDatas[idx]);
  185. }
  186. /**
  187. * 设置枪的数据
  188. */
  189. public gunDataUI() {
  190. const gData:any = Game.I.player.pData;
  191. if(Game.I.isGameOver
  192. || Game.I.isPause
  193. || !Game.I.player.gun
  194. || !gData){
  195. return;
  196. }
  197. this.crossHair.active = true;//准心
  198. //步枪没有开镜贴图
  199. const isRifle: boolean = this.weaponCategoryGun() == GameEnums.weaponCategory.rifle;
  200. this.scopeOverlay.active = !isRifle;
  201. this.gun_name_label.string = gData.name_lang;
  202. const isSnipeGun: boolean = gData.type == 1;
  203. //换弹夹进度条
  204. const isMagazine: boolean = Game.I.player.isReloadMagazine;
  205. if(isMagazine){
  206. this.rifle_bullets_bg.active = false;
  207. this.snipe_bullets_scrollView.node.active = false;
  208. }else{
  209. //步枪子弹视图
  210. this.rifle_bullets_bg.active = !isSnipeGun;
  211. //狙击子弹视图列表
  212. this.snipe_bullets_scrollView.node.active = isSnipeGun;
  213. if(isSnipeGun){
  214. this.snipe_bullets_scrollView.magazineNum = gData.magazine;
  215. }else{
  216. this.rifle_bullets_scrollView.magazineNum = gData.magazine;
  217. //子弹进度条
  218. let s_bullet: number = gData.magazine - Game.I.player.gun.shotBullets;
  219. this.rifle_bullet_progressBar.progress = s_bullet / gData.magazine;
  220. this.rifle_bullet_num_label.string = `${s_bullet}/${gData.magazine}`;
  221. }
  222. }
  223. }
  224. /**
  225. * 更换弹夹动画
  226. * @param time 换弹时间 单位秒
  227. * @param complete 完成回调
  228. */
  229. public reloadMagazineing(time: number,complete?: Function) {
  230. if(time <= 0){
  231. complete?.();
  232. }else{
  233. this.reloadProgressBar.node.active = true;
  234. this.reloadProgressBar.progress = 1;
  235. this.rifle_bullets_bg.active = false;
  236. this.snipe_bullets_scrollView.node.active = false;
  237. //创建定时器动画
  238. tween(this.reloadProgressBar)
  239. .to(time, { progress: 0 }, {
  240. easing: easing.linear,
  241. onStart: () => {
  242. tween(this.reloadProgressBar).stop();
  243. },
  244. onComplete: () => {
  245. this.reloadProgressBar.node.active = false;
  246. complete?.();
  247. }
  248. })
  249. .start();
  250. }
  251. }
  252. /**
  253. * 根据切换枪的stability设置镜头的稳定性
  254. */
  255. public crossHairStability() {
  256. const gData:any = Game.I.player.pData;
  257. if(!gData)return;
  258. this.gunDataUI();
  259. this.wheel.position = this.wheelPos;
  260. //获取当前枪的最大稳定性值
  261. const maxStability:number = userIns.getGunMaxValue(gData, GunAttribute.stability).totalValue;
  262. // 计算稳定性因子
  263. const stabilityFactor = Math.max(0, 1 - (gData.stability / maxStability));
  264. //根据稳定性因子动态调整振幅
  265. const amplitude = 5 + (20 * stabilityFactor);
  266. //基础抖动持续时间0.3-0.6秒,稳定性越高持续时间越短
  267. const duration = 0.6 - (0.3 * (1 - stabilityFactor));
  268. let elapsed = 0;
  269. const updateShake = (deltaTime: number) => {
  270. elapsed += deltaTime;
  271. //双轴随机偏移
  272. const offsetX = amplitude * (Math.random() - 0.5) * Math.max(1 - elapsed/duration, 0);
  273. const offsetY = amplitude * (Math.random() - 0.5) * Math.max(1 - elapsed/duration, 0);
  274. this.wheel.position = new Vec3(
  275. this.wheelPos.x + offsetX,
  276. this.wheelPos.y + offsetY,
  277. this.wheelPos.z
  278. );
  279. //自动结束
  280. if(elapsed >= duration) {
  281. this.wheel.position = this.wheelPos;
  282. this.unschedule(updateShake);
  283. }
  284. };
  285. this.unschedule(updateShake);
  286. // 使用游戏时间而非系统时间
  287. this.schedule(updateShake, 0.02);
  288. }
  289. /**
  290. * 屏幕触摸事件
  291. * 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
  292. * @param event
  293. */
  294. private onNodeTouchMove(event: EventTouch) {
  295. const delta = event.getDelta();
  296. let f: number = this._isScopeOpen ? 0.2 : 0.6;
  297. //计算旋转角度 相机旋转的灵敏度 值越大移动越快 灵敏度越高
  298. this.currentYRotation -= delta.x * settingData.data.sensitivity * f;
  299. this.currentXRotation -= delta.y * settingData.data.sensitivity * f;
  300. //分别限制左右和上下旋转角度
  301. this.currentYRotation = clamp(this.currentYRotation, -this.maxHorizontalAngle, this.maxHorizontalAngle);
  302. this.currentXRotation = clamp(this.currentXRotation, -this.maxVerticalAngle, this.maxVerticalAngle);
  303. //计算水平和垂直旋转的四元数
  304. const yQuat = new Quat();
  305. Quat.fromEuler(yQuat, 0, this.currentYRotation, 0);
  306. const xQuat = new Quat();
  307. Quat.fromEuler(xQuat, +this.currentXRotation, 0, 0);
  308. //合并旋转
  309. let finalQuat = new Quat();
  310. Quat.multiply(finalQuat, yQuat, xQuat);
  311. //将最终旋转与初始摄像机旋转合并
  312. Quat.multiply(finalQuat, this.initialPlayerRotation, finalQuat);
  313. //应用旋转到摄像机
  314. Game.I.player.node.rotation = finalQuat;
  315. }
  316. /**
  317. * 触摸结束
  318. * 触摸结束时 触摸结束处理方法
  319. */
  320. private onCustomNodeTouchEnd() {
  321. //触摸结束,可添加其他逻辑
  322. }
  323. /**
  324. * 开始慢慢放大视野
  325. */
  326. private onWheelClick() {
  327. this.isScopeOpen = true;
  328. }
  329. /**
  330. * 恢复原始视野
  331. */
  332. private onWheelRelease() {
  333. if(Game.I.player.isReloadMagazine)return;
  334. if(!this.zoomValid){
  335. this.isScopeOpen = false;
  336. return
  337. }
  338. const type:number = this.weaponCategoryGun();
  339. switch(type){
  340. case GameEnums.weaponCategory.sniper://狙击枪
  341. Game.I.player.shoot();
  342. this.scheduleOnce(()=>{
  343. this.isScopeOpen = false;
  344. },0.5)
  345. break
  346. case GameEnums.weaponCategory.dmr://连狙
  347. Game.I.player.shoot();
  348. break
  349. case GameEnums.weaponCategory.rifle://步枪
  350. this.isScopeOpen = false;
  351. break
  352. }
  353. }
  354. /**
  355. * 开始开镜
  356. */
  357. private openScope() {
  358. const gData = Game.I.player.pData;
  359. if(!gData)return;
  360. if(Game.I.player.isReloadMagazine)return;
  361. const isRifle: boolean = this.weaponCategoryGun() == GameEnums.weaponCategory.rifle;
  362. const type:number = this.weaponCategoryGun();
  363. switch(type){
  364. case GameEnums.weaponCategory.sniper://狙击枪
  365. //这儿已经在onWheelRelease处理过了
  366. break
  367. case GameEnums.weaponCategory.dmr://连狙
  368. //这儿已经在onWheelRelease处理过了
  369. break
  370. case GameEnums.weaponCategory.rifle://步枪 是步枪直接连续开火
  371. Game.I.player.shoot();
  372. break
  373. }
  374. this.isZoomingIn = true;
  375. //将zoomingSpeed 转换为持续时间(450对应1.2秒)
  376. this.zoomDuration = 72 / gData.zoomingSpeed;
  377. //使用枪械类型决定视口倍数 步枪使用 rifleZoom 狙击枪使用 scopeZoom
  378. const zoomMultiplier = isRifle ?
  379. 1 / gData.rifleZoom :
  380. 1 / gData.scopeZoom;
  381. this.targetFov = this.originalFov * zoomMultiplier;
  382. //保持原有速度计算逻辑
  383. const fovDifference = this.originalFov - this.targetFov;
  384. this.zoomSpeed = fovDifference / this.zoomDuration;
  385. this.zoomStartTime = sys.now();
  386. }
  387. /**
  388. * 关闭开镜
  389. */
  390. private closeScope() {
  391. this.isZoomingIn = false;
  392. this.isZoomingOut = true;
  393. const fovDifference = this.originalFov - this.targetFov;
  394. //使用相同 zoomDuration 保证缩镜速度一致
  395. this.zoomSpeed = fovDifference / this.zoomDuration;
  396. }
  397. /**
  398. * 判断是否属于某一种枪
  399. */
  400. public weaponCategoryGun():number{
  401. const gData:any = Game.I.player.pData;
  402. if(!gData)return GameEnums.weaponCategory.sniper;
  403. if(gData.id == GameEnums.palyerWeaponType.akm
  404. ||gData.id == GameEnums.palyerWeaponType.m416){
  405. return GameEnums.weaponCategory.rifle;
  406. }else if(gData.id == GameEnums.palyerWeaponType.vss
  407. ||gData.id == GameEnums.palyerWeaponType.sks){
  408. return GameEnums.weaponCategory.dmr;
  409. }else {
  410. return GameEnums.weaponCategory.sniper;
  411. }
  412. }
  413. /**
  414. * 计算从枪口出发,沿准心射线方向的点
  415. * @param isBulletEndPos 是否获得子弹的终点
  416. */
  417. public getCrossHairPos(){
  418. //获取屏幕准心位置(世界坐标)
  419. const screenPos = this.getScreenCenterPos();
  420. //校准补偿准心的偏移量
  421. //screenPos.x -= 0;
  422. //screenPos.y += 0;
  423. //从摄像机发射通过准心的射线
  424. const ray = new geometry.Ray();
  425. Game.I.camera.screenPointToRay(screenPos.x, screenPos.y, ray);
  426. //获取枪口位置
  427. const muzzlePos = Game.I.player.gun.muzzleNode.worldPosition;
  428. return new Vec3(
  429. muzzlePos.x + ray.d.x * this.bulletDistance,
  430. muzzlePos.y + ray.d.y * this.bulletDistance,
  431. muzzlePos.z + ray.d.z * this.bulletDistance);
  432. }
  433. /**
  434. * 返回屏幕中心的世界坐标
  435. */
  436. public getScreenCenterPos(){
  437. const worldPos = this.crossHair.worldPosition.clone();
  438. const camera2D: Camera = Game.I.canvas.getChildByName('Camera2D').getComponent(Camera);
  439. let screenPos = camera2D.worldToScreen(worldPos);
  440. return screenPos;
  441. }
  442. /**
  443. * 玩家血量低于30%一直闪烁、打一枪的时候闪一下
  444. * @param progress 血量进度
  445. * @returns
  446. */
  447. public playerHurtTwinkle(progress: number){
  448. this.hpProgressBar.progress = progress;
  449. const isLowHP = progress <= 0.3;
  450. const op = this.injury_blood.getComponent(UIOpacity);
  451. //如果当前是高血量且正在闪烁 停止并隐藏
  452. if (!isLowHP && this.isHurtRun) {
  453. this.isHurtRun = false;
  454. Tween.stopAllByTarget(op);
  455. this.injury_blood.active = false;
  456. return;
  457. }
  458. if (isLowHP && !this.isHurtRun) {//低血量且未在闪烁时,启动循环闪烁
  459. this.isHurtRun = true;
  460. this.injury_blood.active = true;
  461. op.opacity = 255;
  462. tween(op)
  463. .to(0.5, { opacity: 0 }, { easing: easing.linear })
  464. .to(0.5, { opacity: 255 }, { easing: easing.linear })
  465. .repeatForever()
  466. .start();
  467. }else if (!isLowHP) {//高血量时触发单次闪烁
  468. this.injury_blood.active = true;
  469. Tween.stopAllByTarget(op);
  470. op.opacity = 255;
  471. tween(op)
  472. .to(0.4, { opacity: 0 }, { easing: easing.linear })
  473. .call(() => {
  474. this.injury_blood.active = false;
  475. })
  476. .start();
  477. }
  478. }
  479. /**
  480. * 点击事件
  481. * @param event 事件
  482. * @param customEventData 数据
  483. */
  484. public onBtnClicked(event: EventTouch, customEventData: any) {
  485. super.onBtnClicked(event,customEventData);
  486. let btnName = event.target.name;
  487. if (btnName === 'pause_btn') { // 暂停页面
  488. uiMgr.show(Constants.popUIs.pauseUI);
  489. }else if (btnName === 'shot_btn') {//射击
  490. let type:number = this.weaponCategoryGun();
  491. switch(type){
  492. case GameEnums.weaponCategory.sniper://狙击枪
  493. Game.I.player.shoot();
  494. break
  495. case GameEnums.weaponCategory.rifle://步枪
  496. this._isScopeOpen = true;
  497. Game.I.player.shoot();
  498. this.scheduleOnce(()=>{
  499. this._isScopeOpen = false;
  500. },1.5)
  501. break
  502. case GameEnums.weaponCategory.dmr://连狙
  503. Game.I.player.shoot();
  504. break
  505. }
  506. }else if (btnName === 'cut_gun_btn') {//切枪
  507. if(userIns.data.guns.length <= 1){
  508. MsgHints.show('Go unlock more guns');
  509. return;
  510. }
  511. if(Game.I.player.isReloadMagazine){
  512. MsgHints.show('Loading ammo...');
  513. return;
  514. }
  515. if(userIns.data.cutNum > 0){
  516. Game.I.player.randomCutGun();
  517. }else{//看视频加切换次数
  518. PlatformSystem.platform.showRewardVideo((f) => {
  519. if(f) {//播放视频成功
  520. userIns.data.cutNum += 5;
  521. this.cut_num_label.string = `x${userIns.data.cutNum}`;
  522. this.cut_video.active = false;
  523. }
  524. });
  525. }
  526. }else if(btnName === 'clean_btn'){//重新加载数据
  527. userIns.removeData();
  528. Game.I.player.pData = userIns.getCurUseGun();
  529. MsgHints.show('重新加载数据完成');
  530. }else if(btnName === 'unlock_btn'){//解锁全部枪数据
  531. userIns.unlockAllGuns();
  532. MsgHints.show('已经解锁全部枪数据');
  533. }
  534. }
  535. /**
  536. * //基准速度值 基准时间3秒
  537. const baseSpeed = 450;
  538. const baseTime = 3;
  539. //时间 = (基准速度 / 当前速度) * 基准时间
  540. let time: number = (baseSpeed / data.reloadingSpeed) * baseTime;
  541. */
  542. /**
  543. * 每帧更新,处理视野渐变和检查 2 秒时间限制
  544. * @param deltaTime - 上一帧到当前帧的时间间隔
  545. */
  546. update(deltaTime: number) {
  547. if(this.isZoomingIn) {
  548. const currentFov = Game.I.camera.fov;
  549. if (currentFov > this.targetFov) {
  550. const newFov = currentFov - this.zoomSpeed * deltaTime;
  551. Game.I.camera.fov = Math.max(newFov, this.targetFov);
  552. }else {//检查是否在2秒内完成放大
  553. const elapsedTime = (sys.now() - this.zoomStartTime) / 1000;
  554. if (elapsedTime <= 1.5) {
  555. this.zoomValid = true;
  556. }
  557. this.isZoomingIn = false;
  558. }
  559. }else if(this.isZoomingOut) {
  560. const currentFov = Game.I.camera.fov;
  561. if (currentFov < this.originalFov) {
  562. const newFov = currentFov + this.zoomSpeed * deltaTime;
  563. Game.I.camera.fov = Math.min(newFov, this.originalFov);
  564. } else {
  565. this.isZoomingOut = false;
  566. this.zoomValid = false;
  567. }
  568. }
  569. }
  570. }