GunfightShootUI.ts 17 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 = 70;
  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. //敌人数量改变
  124. this.register(Constants.eventName.enemy_num_change, this.loadTaskData.bind(this));
  125. }
  126. public show(...args: any[]){
  127. this.loadTaskData();
  128. }
  129. /**
  130. * enemyId total count enemyData
  131. * 加载数据
  132. */
  133. public loadTaskData() {
  134. this.taskDatas = Game.I.buildEnemys.enemyTypeRecords;
  135. this.task_scrollView.numItems = this.taskDatas.length;
  136. //加载子弹的数据
  137. this.gunDataUI();
  138. }
  139. /**
  140. * 任务数据
  141. * @param item item节点
  142. * @param idx 数据下标
  143. */
  144. public setTaskItemData(item: Node, idx: number) {
  145. item.getComponent(TaskEnemyItem).init(this.taskDatas[idx]);
  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. * 根据切换枪的stability设置镜头的稳定性
  212. */
  213. public crossHairStability() {
  214. const gData:any = Game.I.player.pData;
  215. if(!gData)return;
  216. this.gunDataUI();
  217. this.wheel.position = this.wheelPos;
  218. //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
  219. const amplitude = 20 * (1 - gData.stability / 1000);
  220. let elapsed = 0;
  221. //基础抖动持续时间
  222. const duration = 0.4;
  223. const updateShake = (deltaTime: number) => {
  224. elapsed += deltaTime;
  225. //双轴随机偏移
  226. const offsetX = amplitude * (Math.random() - 0.5) * Math.max(1 - elapsed/duration, 0);
  227. const offsetY = amplitude * (Math.random() - 0.5) * Math.max(1 - elapsed/duration, 0);
  228. this.wheel.position = new Vec3(
  229. this.wheelPos.x + offsetX,
  230. this.wheelPos.y + offsetY,
  231. this.wheelPos.z
  232. );
  233. //自动结束
  234. if(elapsed >= duration) {
  235. this.wheel.position = this.wheelPos;
  236. this.unschedule(updateShake);
  237. }
  238. };
  239. this.unschedule(updateShake);
  240. // 使用游戏时间而非系统时间
  241. this.schedule(updateShake, 0.02); // 每0.02秒更新(约50FPS)
  242. }
  243. /**
  244. * 屏幕触摸事件
  245. * 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
  246. * @param event
  247. */
  248. private onNodeTouchMove(event: EventTouch) {
  249. const delta = event.getDelta();
  250. //计算旋转角度
  251. this.currentYRotation -= delta.x * this.sensitivity;
  252. this.currentXRotation -= delta.y * this.sensitivity;
  253. //分别限制左右和上下旋转角度
  254. this.currentYRotation = clamp(this.currentYRotation, -this.maxHorizontalAngle, this.maxHorizontalAngle);
  255. this.currentXRotation = clamp(this.currentXRotation, -this.maxVerticalAngle, this.maxVerticalAngle);
  256. //计算水平和垂直旋转的四元数
  257. const yQuat = new Quat();
  258. Quat.fromEuler(yQuat, 0, this.currentYRotation, 0);
  259. const xQuat = new Quat();
  260. Quat.fromEuler(xQuat, +this.currentXRotation, 0, 0);
  261. //合并旋转
  262. let finalQuat = new Quat();
  263. Quat.multiply(finalQuat, yQuat, xQuat);
  264. //将最终旋转与初始摄像机旋转合并
  265. Quat.multiply(finalQuat, this.initialPlayerRotation, finalQuat);
  266. //应用旋转到摄像机
  267. Game.I.player.node.rotation = finalQuat;
  268. }
  269. /**
  270. * 触摸结束
  271. * 触摸结束时 触摸结束处理方法
  272. */
  273. private onCustomNodeTouchEnd() {
  274. //触摸结束,可添加其他逻辑
  275. }
  276. /**
  277. * 开始慢慢放大视野
  278. */
  279. private onWheelClick() {
  280. this.isScopeOpen = true;
  281. }
  282. /**
  283. * 恢复原始视野
  284. */
  285. private onWheelRelease() {
  286. if(!this.zoomValid){
  287. this.isScopeOpen = false;
  288. return
  289. }
  290. this.scheduleOnce(()=>{
  291. //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();
  292. this.isScopeOpen = false;
  293. },0.2)
  294. }
  295. /**
  296. * 开始开镜
  297. */
  298. private openScope() {
  299. //从枪械数据获取参数
  300. const gData = Game.I.player.pData;
  301. if(!gData)return;
  302. const isRifle: boolean = this.isRifleGun();
  303. //是步枪直接连续开火
  304. if(isRifle){
  305. Game.I.player.shoot();
  306. }
  307. this.isZoomingIn = true;
  308. //将 zoomingSpeed 转换为持续时间(450对应1.2秒)
  309. this.zoomDuration = 72 / gData.zoomingSpeed;
  310. //使用枪械类型决定视口倍数
  311. const zoomMultiplier = isRifle ?
  312. 1 / gData.rifleZoom : // 步枪使用 rifleZoom
  313. 1 / gData.scopeZoom; // 狙击枪使用 scopeZoom
  314. this.targetFov = this.originalFov * zoomMultiplier;
  315. //保持原有速度计算逻辑
  316. const fovDifference = this.originalFov - this.targetFov;
  317. this.zoomSpeed = fovDifference / this.zoomDuration;
  318. this.zoomStartTime = sys.now();
  319. }
  320. // 在 closeScope 方法中保持相同持续时间
  321. private closeScope() {
  322. this.isZoomingIn = false;
  323. this.isZoomingOut = true;
  324. const fovDifference = this.originalFov - this.targetFov;
  325. //使用相同 zoomDuration 保证缩镜速度一致
  326. this.zoomSpeed = fovDifference / this.zoomDuration;
  327. }
  328. /**
  329. * 是否是步枪
  330. */
  331. public isRifleGun(){
  332. const gData:any = Game.I.player.pData;
  333. if(!gData)return false;
  334. return gData.id == '100014' || gData.id == '100015';
  335. }
  336. /**
  337. * 计算从枪口出发,沿准心射线方向的点
  338. * @param isBulletEndPos 是否获得子弹的终点
  339. */
  340. public getCrossHairPos(){
  341. //获取屏幕准心位置(世界坐标)
  342. const worldPos = this.crossHair.worldPosition.clone();
  343. const camera2D: Camera = Game.I.canvas.getChildByName('Camera2D').getComponent(Camera);
  344. let screenPos = camera2D.worldToScreen(worldPos);
  345. //校准补偿准心的偏移量
  346. screenPos.x -= 0;
  347. screenPos.y += 20;
  348. //从摄像机发射通过准心的射线
  349. const ray = new geometry.Ray();
  350. Game.I.camera.screenPointToRay(screenPos.x, screenPos.y, ray);
  351. //获取枪口位置
  352. const muzzlePos = Game.I.player.gun.muzzleNode.worldPosition;
  353. return new Vec3(
  354. muzzlePos.x + ray.d.x * this.bulletDistance,
  355. muzzlePos.y + ray.d.y * this.bulletDistance,
  356. muzzlePos.z + ray.d.z * this.bulletDistance);
  357. }
  358. /**
  359. * 玩家血量低于30%一直闪烁、打一枪的时候闪一下
  360. * @param progress 血量进度
  361. * @returns
  362. */
  363. public playerHurtTwinkle(progress: number){
  364. this.hpProgressBar.progress = progress;
  365. let isRepeat: boolean = progress <= 0.3;
  366. if(this.isHurtRun)return;
  367. this.isHurtRun = true;
  368. this.injury_blood.active = true;
  369. //audioMgr.play(Constants.audios.pop_up_sound);
  370. Tween.stopAllByTarget(this.injury_blood);
  371. let op: UIOpacity = this.injury_blood.getComponent(UIOpacity);
  372. op.opacity = 255;
  373. tween(op)
  374. .to(0.2,{opacity: 0})
  375. .call(() => {
  376. this.isHurtRun = false;
  377. this.injury_blood.active = false;
  378. })
  379. .repeat(isRepeat ? 100000 : 1)
  380. .start();
  381. }
  382. /**
  383. * 点击事件
  384. * @param event 事件
  385. * @param customEventData 数据
  386. */
  387. public onBtnClicked(event: EventTouch, customEventData: any) {
  388. super.onBtnClicked(event,customEventData);
  389. let btnName = event.target.name;
  390. if (btnName === 'pause_btn') { // 暂停页面
  391. uiMgr.show(Constants.popUIs.pauseUI);
  392. }else if (btnName === 'shot_btn') {//射击
  393. Game.I.player.shoot();
  394. }else if (btnName === 'cut_gun_btn') {//切枪
  395. Game.I.player.randomCutGun()
  396. }else if(btnName === 'clean_btn'){//重新加载数据
  397. userIns.removeData();
  398. Game.I.player.pData = userIns.getCurUseGun();
  399. MsgHints.show('重新加载数据完成');
  400. }else if(btnName === 'adds_btn'){//解锁全部枪数据
  401. userIns.unlockAllGuns();
  402. MsgHints.show('已经解锁全部枪数据');
  403. }
  404. }
  405. /**
  406. * 每帧更新,处理视野渐变和检查 2 秒时间限制
  407. * @param deltaTime - 上一帧到当前帧的时间间隔
  408. */
  409. update(deltaTime: number) {
  410. if (this.isZoomingIn) {
  411. const currentFov = Game.I.camera.fov;
  412. if (currentFov > this.targetFov) {
  413. const newFov = currentFov - this.zoomSpeed * deltaTime;
  414. Game.I.camera.fov = Math.max(newFov, this.targetFov);
  415. } else {
  416. //检查是否在2秒内完成放大
  417. const elapsedTime = (sys.now() - this.zoomStartTime) / 1000;
  418. if (elapsedTime <= 1.5) {
  419. this.zoomValid = true;
  420. }
  421. this.isZoomingIn = false;
  422. }
  423. } else if (this.isZoomingOut) {
  424. const currentFov = Game.I.camera.fov;
  425. if (currentFov < this.originalFov) {
  426. const newFov = currentFov + this.zoomSpeed * deltaTime;
  427. Game.I.camera.fov = Math.min(newFov, this.originalFov);
  428. } else {
  429. this.isZoomingOut = false;
  430. this.zoomValid = false;
  431. //非步枪开镜结束开火
  432. if(!this.isRifleGun()){
  433. Game.I.player.shoot();
  434. }
  435. }
  436. }
  437. }
  438. }