GunfightShootUI.ts 18 KB

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  1. import { _decorator, EventTouch, Node, Quat, math, Camera, sys, Vec3, Label, geometry, ProgressBar, tween, easing, Tween, UIOpacity, game, PhysicsSystem, PhysicsRayResult } 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 { userIns } from '../data/UserData';
  8. import MsgHints from '../utils/MsgHints';
  9. import List from '../third/List';
  10. import { Utils } from '../utils/Utils';
  11. import { TaskEnemyItem } from '../items/item/TaskEnemyItem';
  12. import { BulletMagazine } from '../game/BulletMagazine';
  13. import { audioMgr } from '../core/manager/AudioManager';
  14. const { ccclass, property } = _decorator;
  15. const { clamp, toRadian } = math;
  16. @ccclass('GunfightShootUI')
  17. export class GunfightShootUI extends BaseExp {
  18. @autoBind({ type: Node, tooltip: "轮盘节点" })
  19. public wheel: Node;
  20. @autoBind({ type: Node, tooltip: "标准贴图" })
  21. public scopeOverlay: Node;
  22. @autoBind({ type: Node, tooltip: "准心" })
  23. public crossHair: Node;
  24. @autoBind({ type: ProgressBar, tooltip: "步枪子弹进度条" })
  25. public rifle_bullet_progressBar: ProgressBar;
  26. @autoBind({ type: Label, tooltip: "步枪子弹数文本" })
  27. public rifle_bullet_num_label: Label;
  28. @autoBind({ type: BulletMagazine, tooltip: "步枪子弹列表" })
  29. public rifle_bullets_scrollView: BulletMagazine;
  30. @autoBind({ type: BulletMagazine, tooltip: "狙击枪子弹列表" })
  31. public snipe_bullets_scrollView: BulletMagazine;
  32. @autoBind({ type: Node, tooltip: "步枪显示子弹的总的节点" })
  33. public rifle_bullets_bg: Node;
  34. @autoBind({ type: List, tooltip: "敌人任务列表" })
  35. public task_scrollView: List;
  36. @autoBind({ type: ProgressBar, tooltip: "玩家生命进度条" })
  37. public hpProgressBar: ProgressBar;
  38. @property({type: [Node], tooltip: "要隐藏的所有按钮"})
  39. public hiddeNodes: Array<Node> = [];
  40. @autoBind({ type: ProgressBar, tooltip: "换弹夹时间进度条" })
  41. public reloadProgressBar: ProgressBar;
  42. @autoBind({ type: Node, tooltip: "玩家受到伤害呼吸闪烁" })
  43. public injury_blood: Node;
  44. @autoBind({ type: Label, tooltip: "玩家枪的名字" })
  45. public gun_name_label: Label;
  46. /** 子弹飞行距离 */
  47. public bulletDistance: number = 800;
  48. /** 当前相机绕 X 轴的旋转角度 */
  49. private currentXRotation: number = 0;
  50. /** 当前相机绕 Y 轴的旋转角度 */
  51. private currentYRotation: number = 0;
  52. /** 左右旋转角度的最大限制值 */
  53. private maxHorizontalAngle: number = 40;
  54. /** 上下旋转角度的最大限制值 */
  55. private maxVerticalAngle: number = 40;
  56. /** 相机的原始视野值 */
  57. private originalFov: number;
  58. /** 玩家节点的初始旋转四元数 */
  59. private initialPlayerRotation: Quat = new Quat();
  60. /** 相机节点的初始旋转四元数 */
  61. private initialCameraRotation: Quat = new Quat();
  62. /**相机旋转的灵敏度 值越大移动越快 灵敏度越高*/
  63. private sensitivity: number = 0.5;
  64. /** 相机放大后的目标视野值 */
  65. private targetFov: number;
  66. /** 标记相机是否正在进行放大操作 */
  67. private isZoomingIn: boolean = false;
  68. /** 标记相机是否正在进行缩小操作 */
  69. private isZoomingOut: boolean = false;
  70. /** 相机视野放大的速度 */
  71. private zoomSpeed: number = 0;
  72. /** 期望的缩放时间,单位为秒 */
  73. private zoomDuration: number = 0.2;
  74. /** 记录镜头开始放大的时间 */
  75. private zoomStartTime: number = 0;
  76. /** 标记是否在2秒内完成放大 */
  77. private zoomValid: boolean = false;
  78. /** 标记是否开镜 */
  79. private _isScopeOpen: boolean = false;
  80. get isScopeOpen() {
  81. return this._isScopeOpen;
  82. }
  83. set isScopeOpen(value: boolean) {
  84. this.gunDataUI();
  85. if (this._isScopeOpen !== value) {
  86. this._isScopeOpen = value;
  87. if (value) {
  88. this.openScope();
  89. } else {
  90. this.closeScope();
  91. }
  92. }
  93. }
  94. /**镜头的位置*/
  95. private wheelPos: Vec3 = Vec3.ZERO;
  96. //任务数据
  97. private taskDatas: Array<any> = [];
  98. //是否正在被击中
  99. private isHurtRun: boolean = false;
  100. start() {
  101. this.hasAnim = false;
  102. this.closeOnBlank = false;
  103. this.injury_blood.active = false;
  104. this.reloadProgressBar.node.active = false;
  105. if(!Constants.isDebug){
  106. this.hiddeNodes.forEach(e => e.active = false);
  107. }
  108. this.wheelPos = this.wheel.position.clone();
  109. //记录摄像机原始视野
  110. this.originalFov = Game.I.camera.getComponent(Camera).fov;
  111. //录初始旋转角度
  112. this.initialPlayerRotation = Game.I.player.node.rotation.clone();
  113. this.initialCameraRotation = Game.I.camera.node.rotation.clone();
  114. //监听当前节点触摸事件
  115. this.node.on(Node.EventType.TOUCH_START, this.onNodeTouchMove, this);
  116. this.node.on(Node.EventType.TOUCH_MOVE, this.onNodeTouchMove, this);
  117. this.node.on(Node.EventType.TOUCH_END, this.onCustomNodeTouchEnd, this);
  118. this.node.on(Node.EventType.TOUCH_CANCEL, this.onCustomNodeTouchEnd, this);
  119. //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
  120. this.wheel.on(Node.EventType.TOUCH_START, this.onWheelClick, this);
  121. this.wheel.on(Node.EventType.TOUCH_END, this.onWheelRelease, this);
  122. this.wheel.on(Node.EventType.TOUCH_CANCEL, this.onWheelRelease, this);
  123. }
  124. public show(...args: any[]){
  125. this.loadTaskData();
  126. }
  127. /**
  128. * 加载数据
  129. */
  130. public loadTaskData() {
  131. const data: any = userIns.getCurLevelData();
  132. if(!data)return;
  133. this.taskDatas = []
  134. //拆分并处理每个敌人配置
  135. data.dispose.split('|').forEach((item: string) => {
  136. const [enemyId, count] = item.split('_').map(Number);
  137. const enemyData = Utils.clone(userIns.enemyTable).find((e: any) => e.id === enemyId);
  138. enemyData.count = count;
  139. enemyData.killCount = 0;
  140. this.taskDatas.push(enemyData);
  141. });
  142. if(this.taskDatas.length <= 0)return;
  143. this.task_scrollView.numItems = this.taskDatas.length;
  144. //加载子弹的数据
  145. this.gunDataUI();
  146. }
  147. /**
  148. * 设置枪的数据
  149. */
  150. public gunDataUI() {
  151. const gData:any = Game.I.player.pData;
  152. if(!gData)return;
  153. this.crossHair.active = true;//准心
  154. if(gData.type == 2){//步枪
  155. this.scopeOverlay.active = false;//标准贴图
  156. }else{
  157. this.scopeOverlay.active = true;//标准贴图
  158. }
  159. this.gun_name_label.string = gData.name_lang;
  160. const isSnipeGun: boolean = gData.type == 1;
  161. //换弹夹进度条
  162. const isMagazine: boolean = Game.I.player.isReloadMagazine;
  163. if(isMagazine){
  164. this.rifle_bullets_bg.active = false;
  165. this.snipe_bullets_scrollView.node.active = false;
  166. }else{
  167. //步枪子弹视图
  168. this.rifle_bullets_bg.active = !isSnipeGun;
  169. //狙击子弹视图列表
  170. this.snipe_bullets_scrollView.node.active = isSnipeGun;
  171. if(isSnipeGun){
  172. this.snipe_bullets_scrollView.magazineNum = gData.magazine;
  173. }else{
  174. this.rifle_bullets_scrollView.magazineNum = gData.magazine;
  175. //子弹进度条
  176. let s_bullet: number = gData.magazine - Game.I.player.gun.shotBullets;
  177. this.rifle_bullet_progressBar.progress = s_bullet / gData.magazine;
  178. this.rifle_bullet_num_label.string = `${s_bullet}/${gData.magazine}`;
  179. }
  180. }
  181. }
  182. /**
  183. * 更换弹夹动画
  184. * @param time 换弹时间 单位秒
  185. * @param complete 完成回调
  186. */
  187. public reloadMagazineing(time: number,complete?: Function) {
  188. if(time <= 0){
  189. complete?.();
  190. }else{
  191. this.reloadProgressBar.node.active = true;
  192. this.reloadProgressBar.progress = 1;
  193. this.rifle_bullets_bg.active = false;
  194. this.snipe_bullets_scrollView.node.active = false;
  195. //创建定时器动画
  196. tween(this.reloadProgressBar)
  197. .to(time, { progress: 0 }, {
  198. easing: easing.linear,
  199. onStart: () => {
  200. tween(this.reloadProgressBar).stop();
  201. },
  202. onComplete: () => {
  203. this.reloadProgressBar.node.active = false;
  204. complete?.();
  205. }
  206. })
  207. .start();
  208. }
  209. }
  210. /**
  211. * 任务数据
  212. * @param item item节点
  213. * @param idx 数据下标
  214. */
  215. public setTaskItemData(item: Node, idx: number) {
  216. item.getComponent(TaskEnemyItem).init(this.taskDatas[idx]);
  217. }
  218. /**
  219. * 根据切换枪的stability设置镜头的稳定性
  220. */
  221. public crossHairStability() {
  222. const gData:any = Game.I.player.pData;
  223. if(!gData)return;
  224. this.gunDataUI();
  225. this.wheel.position = this.wheelPos;
  226. //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
  227. const amplitude = 20 * (1 - gData.stability / 1000);
  228. let elapsed = 0;
  229. //基础抖动持续时间
  230. const duration = 0.4;
  231. const updateShake = (deltaTime: number) => {
  232. elapsed += deltaTime;
  233. //双轴随机偏移
  234. const offsetX = amplitude * (Math.random() - 0.5) * Math.max(1 - elapsed/duration, 0);
  235. const offsetY = amplitude * (Math.random() - 0.5) * Math.max(1 - elapsed/duration, 0);
  236. this.wheel.position = new Vec3(
  237. this.wheelPos.x + offsetX,
  238. this.wheelPos.y + offsetY,
  239. this.wheelPos.z
  240. );
  241. //自动结束
  242. if(elapsed >= duration) {
  243. this.wheel.position = this.wheelPos;
  244. this.unschedule(updateShake);
  245. }
  246. };
  247. this.unschedule(updateShake);
  248. // 使用游戏时间而非系统时间
  249. this.schedule(updateShake, 0.02); // 每0.02秒更新(约50FPS)
  250. }
  251. /**
  252. * 屏幕触摸事件
  253. * 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
  254. * @param event
  255. */
  256. private onNodeTouchMove(event: EventTouch) {
  257. const delta = event.getDelta();
  258. //计算旋转角度
  259. this.currentYRotation -= delta.x * this.sensitivity;
  260. this.currentXRotation -= delta.y * this.sensitivity;
  261. //分别限制左右和上下旋转角度
  262. this.currentYRotation = clamp(this.currentYRotation, -this.maxHorizontalAngle, this.maxHorizontalAngle);
  263. this.currentXRotation = clamp(this.currentXRotation, -this.maxVerticalAngle, this.maxVerticalAngle);
  264. //计算水平和垂直旋转的四元数
  265. const yQuat = new Quat();
  266. Quat.fromEuler(yQuat, 0, this.currentYRotation, 0);
  267. const xQuat = new Quat();
  268. Quat.fromEuler(xQuat, +this.currentXRotation, 0, 0);
  269. //合并旋转
  270. let finalQuat = new Quat();
  271. Quat.multiply(finalQuat, yQuat, xQuat);
  272. //将最终旋转与初始摄像机旋转合并
  273. Quat.multiply(finalQuat, this.initialPlayerRotation, finalQuat);
  274. //应用旋转到摄像机
  275. Game.I.player.node.rotation = finalQuat;
  276. }
  277. /**
  278. * 触摸结束
  279. * 触摸结束时 触摸结束处理方法
  280. */
  281. private onCustomNodeTouchEnd() {
  282. //触摸结束,可添加其他逻辑
  283. }
  284. /**
  285. * 开始慢慢放大视野
  286. */
  287. private onWheelClick() {
  288. this.isScopeOpen = true;
  289. }
  290. /**
  291. * 恢复原始视野
  292. */
  293. private onWheelRelease() {
  294. if(!this.zoomValid){
  295. this.isScopeOpen = false;
  296. return
  297. }
  298. this.scheduleOnce(()=>{
  299. //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();
  300. this.isScopeOpen = false;
  301. },0.2)
  302. }
  303. /**
  304. * 开始开镜
  305. */
  306. private openScope() {
  307. //从枪械数据获取参数
  308. const gData = Game.I.player.pData;
  309. if(!gData)return;
  310. const isRifle: boolean = this.isRifleGun();
  311. //是步枪直接连续开火
  312. if(isRifle){
  313. Game.I.player.shoot();
  314. }
  315. this.isZoomingIn = true;
  316. //将 zoomingSpeed 转换为持续时间(450对应1.2秒)
  317. this.zoomDuration = 72 / gData.zoomingSpeed;
  318. //使用枪械类型决定视口倍数
  319. const zoomMultiplier = isRifle ?
  320. 1 / gData.rifleZoom : // 步枪使用 rifleZoom
  321. 1 / gData.scopeZoom; // 狙击枪使用 scopeZoom
  322. this.targetFov = this.originalFov * zoomMultiplier;
  323. //保持原有速度计算逻辑
  324. const fovDifference = this.originalFov - this.targetFov;
  325. this.zoomSpeed = fovDifference / this.zoomDuration;
  326. this.zoomStartTime = sys.now();
  327. }
  328. // 在 closeScope 方法中保持相同持续时间
  329. private closeScope() {
  330. this.isZoomingIn = false;
  331. this.isZoomingOut = true;
  332. const fovDifference = this.originalFov - this.targetFov;
  333. //使用相同 zoomDuration 保证缩镜速度一致
  334. this.zoomSpeed = fovDifference / this.zoomDuration;
  335. }
  336. /**
  337. * 是否是步枪
  338. */
  339. public isRifleGun(){
  340. const gData:any = Game.I.player.pData;
  341. if(!gData)return false;
  342. return gData.id == '100014' || gData.id == '100015';
  343. }
  344. /**
  345. * 计算从枪口出发,沿准心射线方向的点
  346. * @param isBulletEndPos 是否获得子弹的终点
  347. */
  348. public getCrossHairPos(){
  349. //获取屏幕准心位置(世界坐标)
  350. const worldPos = this.crossHair.worldPosition.clone();
  351. const camera2D: Camera = Game.I.canvas.getChildByName('Camera2D').getComponent(Camera);
  352. let screenPos = camera2D.worldToScreen(worldPos);
  353. //校准补偿准心的偏移量
  354. screenPos.x -= 0;
  355. screenPos.y += 20;
  356. //从摄像机发射通过准心的射线
  357. const ray = new geometry.Ray();
  358. Game.I.camera.screenPointToRay(screenPos.x, screenPos.y, ray);
  359. //获取枪口位置
  360. const muzzlePos = Game.I.player.gun.muzzleNode.worldPosition;
  361. return new Vec3(
  362. muzzlePos.x + ray.d.x * this.bulletDistance,
  363. muzzlePos.y + ray.d.y * this.bulletDistance,
  364. muzzlePos.z + ray.d.z * this.bulletDistance);
  365. }
  366. /**
  367. * 玩家血量低于30%一直闪烁、打一枪的时候闪一下
  368. * @param progress 血量进度
  369. * @returns
  370. */
  371. public playerHurtTwinkle(progress: number){
  372. this.hpProgressBar.progress = progress;
  373. let isRepeat: boolean = progress <= 0.3;
  374. if(this.isHurtRun)return;
  375. this.isHurtRun = true;
  376. this.injury_blood.active = true;
  377. //audioMgr.play(Constants.audios.pop_up_sound);
  378. Tween.stopAllByTarget(this.injury_blood);
  379. let op: UIOpacity = this.injury_blood.getComponent(UIOpacity);
  380. op.opacity = 255;
  381. tween(op)
  382. .to(0.2,{opacity: 0})
  383. .call(() => {
  384. this.isHurtRun = false;
  385. this.injury_blood.active = false;
  386. })
  387. .repeat(isRepeat ? 100000 : 1)
  388. .start();
  389. }
  390. /**
  391. * 点击事件
  392. * @param event 事件
  393. * @param customEventData 数据
  394. */
  395. public onBtnClicked(event: EventTouch, customEventData: any) {
  396. super.onBtnClicked(event,customEventData);
  397. let btnName = event.target.name;
  398. if (btnName === 'pause_btn') { // 暂停页面
  399. uiMgr.show(Constants.popUIs.pauseUI);
  400. }else if (btnName === 'shot_btn') {//射击
  401. Game.I.player.shoot();
  402. }else if (btnName === 'cut_gun_btn') {//切枪
  403. Game.I.player.randomCutGun()
  404. }else if(btnName === 'clean_btn'){//重新加载数据
  405. userIns.removeData();
  406. Game.I.player.pData = userIns.getCurUseGun();
  407. MsgHints.show('重新加载数据完成');
  408. }else if(btnName === 'adds_btn'){//解锁全部枪数据
  409. userIns.unlockAllGuns();
  410. MsgHints.show('已经解锁全部枪数据');
  411. }
  412. }
  413. /**
  414. * 每帧更新,处理视野渐变和检查 2 秒时间限制
  415. * @param deltaTime - 上一帧到当前帧的时间间隔
  416. */
  417. update(deltaTime: number) {
  418. if (this.isZoomingIn) {
  419. const currentFov = Game.I.camera.fov;
  420. if (currentFov > this.targetFov) {
  421. const newFov = currentFov - this.zoomSpeed * deltaTime;
  422. Game.I.camera.fov = Math.max(newFov, this.targetFov);
  423. } else {
  424. //检查是否在2秒内完成放大
  425. const elapsedTime = (sys.now() - this.zoomStartTime) / 1000;
  426. if (elapsedTime <= 1.5) {
  427. this.zoomValid = true;
  428. }
  429. this.isZoomingIn = false;
  430. }
  431. } else if (this.isZoomingOut) {
  432. const currentFov = Game.I.camera.fov;
  433. if (currentFov < this.originalFov) {
  434. const newFov = currentFov + this.zoomSpeed * deltaTime;
  435. Game.I.camera.fov = Math.min(newFov, this.originalFov);
  436. } else {
  437. this.isZoomingOut = false;
  438. this.zoomValid = false;
  439. //非步枪开镜结束开火
  440. if(!this.isRifleGun()){
  441. Game.I.player.shoot();
  442. }
  443. }
  444. }
  445. }
  446. }