BuildEnemys.ts 7.3 KB

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  1. import { _decorator, Component, Node, Vec3, Animation } 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 { Logger } from '../extend/Logger';
  7. import { Enemy } from './Enemy';
  8. import { GMap } from './GMap';
  9. const { ccclass, property } = _decorator;
  10. @ccclass('BuildEnemys')
  11. export class BuildEnemys extends Component {
  12. @property({type: Animation,tooltip:"开门动画"})
  13. public openDoor: Animation = null;
  14. //所有敌人数据
  15. public queueEnemys: Array<any> = [];
  16. //保存每一波临时数据定时器记录
  17. public eTimeMaps = new Map <any,any>();
  18. //当前生成的敌人
  19. public allEnemys: Array<Enemy> = [];
  20. //每连杀3个敌人的次数
  21. public continuekillCount: number = 0;
  22. //map路径控制类
  23. public map: GMap = null;
  24. //敌人排序定时器
  25. private intervalId: number = 0;
  26. start(): void {
  27. this.map = this.node.getComponent(GMap);
  28. //加载敌人数据
  29. this.allEnemys = [];
  30. //敌人排序
  31. if(this.intervalId!= null){clearInterval(this.intervalId);}
  32. this.intervalId = setInterval((dt: number)=>{
  33. if(Game.I.isGameOver || Game.I.isPause) return;
  34. this.sortEnemyList();
  35. },0.25 * 1000);
  36. }
  37. /**
  38. * 开始游戏创建敌人
  39. */
  40. public async loadLevelEnemys(){
  41. if(Game.I.isGameOver
  42. || Game.I.isPause)return;
  43. this.queueEnemys = this.readLevelEnemys();
  44. this.eTimeMaps.forEach((k,v) => {if(v){clearInterval(v)}});
  45. this.eTimeMaps.clear();
  46. //总共每一个敌人延迟时间统计 0.1s检测一次
  47. let delay: number = 0;
  48. let interval: number = 0.0175;
  49. //敌人数据
  50. for(let idx = 0; idx < this.queueEnemys.length; idx++) {
  51. const eData:any = this.queueEnemys[idx];
  52. //每一种之间兵种间隔随机
  53. let t: number = Utils.getRandomFloat(eData.min_interval,eData.max_interval);
  54. //延迟时间
  55. delay += t;
  56. let tData: any = {
  57. data: eData,
  58. delay: delay,
  59. curTime: 0,
  60. createComplete: false,
  61. }
  62. let time_id: number = setInterval(()=>{
  63. if(Game.I.isGameOver || Game.I.isPause) return;
  64. tData.curTime += interval;
  65. //延迟时间到了然后开始创建敌人
  66. if(tData.curTime >= tData.delay
  67. && !tData.createComplete){
  68. tData.createComplete = true;
  69. this.createEnemy(tData.data).then(()=>{
  70. const timeFun = this.eTimeMaps?.get(tData);
  71. if(timeFun){
  72. clearInterval(timeFun);
  73. this.eTimeMaps.delete(tData);
  74. }
  75. });
  76. }
  77. },interval * 1000);
  78. this.eTimeMaps.set(tData,time_id);
  79. }
  80. //敌人创建完成后 播放开门动画
  81. this.scheduleOnce(()=>{
  82. this.openDoor.play();
  83. },delay);
  84. }
  85. /**
  86. * 读取敌人关卡数据
  87. */
  88. public readLevelEnemys(){
  89. const data: any = userIns.getCurLevelData();
  90. if(!data)return;
  91. Game.I.player.setPlayerPos();
  92. //最终生成的敌人队列 普通敌人临时存储 BOSS敌人临时存储
  93. let enemyQueue = [],normalEnemies = [],bossEnemies = [];
  94. //拆分并处理每个敌人配置
  95. data.dispose.split('|').forEach((item: string) => {
  96. const [enemyId, count] = item.split('_').map(Number);
  97. const enemyData = Utils.clone(userIns.enemyTable).find((e: any) => e.id === enemyId);
  98. //敌人生命成长系数{生命值*(1+系数)}
  99. enemyData.hp = Math.floor((1 + data.coefficient) * enemyData.hp);
  100. if (enemyData) {//根据类型分类
  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.loadEnemyRes(data.prb_name,Game.I.map.node);
  129. const posArr:Vec3[] = this.map.getPaths(data);
  130. //创建绕Y轴旋转90度的四元数
  131. /*const rotation = new Quat();
  132. Quat.fromAxisAngle(rotation, Vec3.UP, Math.PI / 2)
  133. e.node.rotate(rotation, NodeSpace.WORLD);*/
  134. let e:Enemy = item.getComponent(Enemy);
  135. await e.init(data);
  136. e.walk(posArr);
  137. this.allEnemys.push(e);
  138. return e;
  139. }
  140. /**
  141. * 敌人被打死统计
  142. * @param enemy 敌人
  143. */
  144. public subtractEnemy(enemy: Enemy){
  145. if(!enemy || !enemy.node)return;
  146. //删除一个敌人
  147. Utils.remove(this.allEnemys,enemy);
  148. this.allEnemys.forEach(e => {
  149. e.addDiffHP();
  150. });
  151. if(Game.I.isGameOver)return;
  152. }
  153. /**
  154. * 敌人节点排序
  155. */
  156. public sortEnemyList(){
  157. if(Game.I.isPause
  158. || Game.I.isGameOver)return;
  159. if(this.allEnemys.length <= 1)return;
  160. return;
  161. const minSortNum: number = 400;
  162. let k: number = this.allEnemys.length + 20;
  163. if(this.allEnemys.length == 1){
  164. if(this.allEnemys[0].node.parent){
  165. this.allEnemys[0].node.setSiblingIndex(k + minSortNum);
  166. }
  167. }else{
  168. this.allEnemys.sort(function(x,y){
  169. let a: Vec3 = x.node.position;
  170. let b: Vec3 = y.node.position;
  171. if( a.y - b.y > 0.01 ){
  172. return -1;
  173. }else if( a.y == b.y ){
  174. return 0;
  175. }
  176. return 1;
  177. });
  178. for (let i = 0; i < this.allEnemys.length; i++) {
  179. if(this.allEnemys[0].node.parent){
  180. this.allEnemys[i].node.setSiblingIndex(i + k + minSortNum);
  181. }
  182. }
  183. }
  184. }
  185. /**
  186. * 销毁数据
  187. */
  188. public recycle(){
  189. this.eTimeMaps.forEach((k,v) => {
  190. if(v!= undefined && v != null){
  191. clearInterval(v)
  192. }
  193. });
  194. this.eTimeMaps.clear();
  195. this.allEnemys.forEach(e => {e.recycle(false)});
  196. this.allEnemys = [];
  197. this.map.resetData();
  198. }
  199. /**
  200. * 当前杀敌数
  201. */
  202. public getCurKillNum(): number{
  203. return this.queueEnemys.length - this.allEnemys.length;
  204. }
  205. public onDisable () {
  206. if(this.intervalId!= null){
  207. clearInterval(this.intervalId);
  208. }
  209. }
  210. }