Bullet2.ts 5.0 KB

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  1. import { _decorator, Vec3,Node, geometry, PhysicsSystem, PhysicsRayResult } from 'cc';
  2. import { PoolManager } from '../../core/manager/PoolManager';
  3. import { Game } from '../../game/Game';
  4. import { Enemy, EPartType } from '../../game/Enemy';
  5. import { Gun2 } from './Gun2';
  6. import { BulletBase } from '../base/BulletBase';
  7. import { GunBase } from '../base/GunBase';
  8. import { Sundries } from '../../game/Sundries';
  9. const { ccclass, property } = _decorator;
  10. //玩家所用子弹 步枪子弹
  11. @ccclass('Bullet2')
  12. export class Bullet2 extends BulletBase {
  13. //是否必死 必死的子弹不会回收 要自己控制
  14. private isRemoveDead: boolean = false;
  15. //射击方向的位置
  16. private vector: Vec3 = null;
  17. //计算子弹停留时间
  18. private time: number = 0.6;
  19. /**
  20. * 初始化一个子弹
  21. */
  22. /**
  23. * 初始化一个子弹
  24. * @param gun 属于哪把枪
  25. * @param isRemoveDead 是否不受控制的子弹自己管理
  26. */
  27. public init(gun:GunBase,isRemoveDead:boolean = true){
  28. this.gunBase = gun;
  29. this.isDead = false;
  30. this.isRemoveDead = isRemoveDead;
  31. }
  32. /**
  33. * 设置子弹开始位置和射击方向
  34. * @param v 射向的方向
  35. */
  36. public setBulletVector(v: Vec3){
  37. this.time = this.getBulletTime();
  38. const bulletSpeed = this.gunBase.data.bulletSpeed / 3;
  39. this.vector = v.clone().multiplyScalar(bulletSpeed);
  40. this.node.forward = v;
  41. }
  42. /**
  43. * 射击速度发生改变
  44. */
  45. public speedChange() {
  46. const bulletSpeed = this.gunBase.data.bulletSpeed;
  47. if(this.vector) {
  48. this.vector = this.vector.normalize().multiplyScalar(bulletSpeed);
  49. }
  50. }
  51. /**
  52. * 实时帧更新
  53. */
  54. public update(deltaTime: number) {
  55. if(Game.I.isGameOver
  56. || Game.I.isPause) {
  57. this.isDead = true;
  58. PoolManager.putNode(this.node);
  59. return;
  60. }
  61. if(this.vector) {
  62. const moveDelta = this.vector.clone().multiplyScalar(deltaTime);
  63. this.node.worldPosition = this.node.worldPosition.add(moveDelta);
  64. //开始检测射击
  65. this.scheduleOnce(this.rayPreCheck,this.time);
  66. }
  67. }
  68. /**
  69. * 检测射击
  70. * @param b
  71. * @param len 检测
  72. */
  73. private rayPreCheck() {
  74. let screenPos: Vec3 = Game.I.player.shootUI.getScreenCenterPos();
  75. const r = geometry.Ray.create();
  76. Game.I.camera.screenPointToRay(screenPos.x, screenPos.y, r);
  77. const hasHit = PhysicsSystem.instance.raycast(r, 0xffffffff, 100000, true);
  78. const raycastResults:PhysicsRayResult[] = PhysicsSystem.instance.raycastResults;
  79. if(hasHit && raycastResults.length > 0){
  80. const gunPos = this.gunBase.node.worldPosition;
  81. raycastResults.sort((a, b) => {
  82. const aDist = Vec3.distance(a.hitPoint, gunPos);
  83. const bDist = Vec3.distance(b.hitPoint, gunPos);
  84. return aDist - bDist;
  85. });
  86. //先查找 要检测的物体 对象上带args参数的就是优先检测的
  87. let targetResult: PhysicsRayResult | null = null;
  88. for (const result of raycastResults) {
  89. if (result.collider["args"]) {
  90. targetResult = result;
  91. break;
  92. }
  93. }
  94. targetResult = targetResult ?? raycastResults[0];
  95. this.addHitImpact(targetResult);
  96. const args:any = targetResult.collider["args"];
  97. if(args){
  98. let [type,cls] = args;
  99. let attack: number = this.gunBase.data.attack;
  100. if(cls instanceof Enemy){
  101. const e: Enemy = cls as Enemy;
  102. //爆头击杀
  103. let isHeadShot:boolean = false;
  104. if(type == EPartType.head){
  105. Game.I.player.headShotNum += 1;
  106. attack = Game.I.player.pData.headshotDmgMul * attack;
  107. isHeadShot = true;
  108. }
  109. //打到了盾兵上的盾
  110. if(type == EPartType.shield
  111. && e.shieldHp > 0){
  112. e.shieldHp -= attack;
  113. return;
  114. }
  115. e.isShotHead = isHeadShot;
  116. //坦克是单独的碰撞体
  117. if(e.isTank()){
  118. if(type == EPartType.tank){
  119. e.subHP(attack,this.gunBase.data);
  120. }
  121. }else{
  122. e.raycastResults = targetResult;
  123. e.subHP(attack,this.gunBase.data);
  124. }
  125. }else if(cls instanceof Sundries){
  126. const sundrie: Sundries = cls as Sundries;
  127. sundrie.subHP(attack,this.gunBase.data,Game.I.player.node);
  128. }
  129. }
  130. //自动回收了子弹
  131. this.autoRecycle();
  132. }
  133. }
  134. }