GunfightShootUI.ts 19 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. import { settingData } from '../data/SettingData';
  15. import i18n from '../core/i18n/runtime-scripts/LanguageData';
  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. /** 子弹飞行距离 */
  51. public bulletDistance: number = 800;
  52. /** 当前相机绕 X 轴的旋转角度 */
  53. private currentXRotation: number = 0;
  54. /** 当前相机绕 Y 轴的旋转角度 */
  55. private currentYRotation: number = 0;
  56. /** 左右旋转角度的最大限制值 */
  57. private maxHorizontalAngle: number = 70;
  58. /** 上下旋转角度的最大限制值 */
  59. private maxVerticalAngle: number = 40;
  60. /** 相机的原始视野值 */
  61. private originalFov: number;
  62. /** 玩家节点的初始旋转四元数 */
  63. private initialPlayerRotation: Quat = new Quat();
  64. /** 相机节点的初始旋转四元数 */
  65. private initialCameraRotation: Quat = new Quat();
  66. /** 相机放大后的目标视野值 */
  67. private targetFov: number;
  68. /** 标记相机是否正在进行放大操作 */
  69. private isZoomingIn: boolean = false;
  70. /** 标记相机是否正在进行缩小操作 */
  71. private isZoomingOut: boolean = false;
  72. /** 相机视野放大的速度 */
  73. private zoomSpeed: number = 0;
  74. /** 期望的缩放时间,单位为秒 */
  75. private zoomDuration: number = 0.2;
  76. /** 记录镜头开始放大的时间 */
  77. private zoomStartTime: number = 0;
  78. /** 标记是否在2秒内完成放大 */
  79. private zoomValid: boolean = false;
  80. /** 标记是否开镜 */
  81. private _isScopeOpen: boolean = false;
  82. get isScopeOpen() {
  83. return this._isScopeOpen;
  84. }
  85. set isScopeOpen(value: boolean) {
  86. this.gunDataUI();
  87. if (this._isScopeOpen !== value) {
  88. this._isScopeOpen = value;
  89. if (value) {
  90. this.openScope();
  91. } else {
  92. this.closeScope();
  93. }
  94. }
  95. }
  96. /**镜头的位置*/
  97. private wheelPos: Vec3 = Vec3.ZERO;
  98. //任务数据
  99. private taskDatas: Array<any> = [];
  100. //是否正在被击中
  101. private isHurtRun: boolean = false;
  102. start() {
  103. this.hasAnim = false;
  104. this.closeOnBlank = false;
  105. this.injury_blood.active = false;
  106. this.reloadProgressBar.node.active = false;
  107. if(!Constants.isDebug){
  108. this.hiddeNodes.forEach(e => e.active = false);
  109. }
  110. this.wheelPos = this.wheel.position.clone();
  111. //记录摄像机原始视野
  112. this.originalFov = Game.I.camera.getComponent(Camera).fov;
  113. //录初始旋转角度
  114. this.initialPlayerRotation = Game.I.player.node.rotation.clone();
  115. this.initialCameraRotation = Game.I.camera.node.rotation.clone();
  116. //监听当前节点触摸事件
  117. this.node.on(Node.EventType.TOUCH_START, this.onNodeTouchMove, this);
  118. this.node.on(Node.EventType.TOUCH_MOVE, this.onNodeTouchMove, this);
  119. this.node.on(Node.EventType.TOUCH_END, this.onCustomNodeTouchEnd, this);
  120. this.node.on(Node.EventType.TOUCH_CANCEL, this.onCustomNodeTouchEnd, this);
  121. //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
  122. this.wheel.on(Node.EventType.TOUCH_START, this.onWheelClick, this);
  123. this.wheel.on(Node.EventType.TOUCH_END, this.onWheelRelease, this);
  124. this.wheel.on(Node.EventType.TOUCH_CANCEL, this.onWheelRelease, this);
  125. //敌人数量改变
  126. this.register(Constants.eventName.enemy_num_change, this.loadTaskData.bind(this));
  127. }
  128. public show(...args: any[]){
  129. this.loadTaskData();
  130. }
  131. /**
  132. * enemyId total count enemyData
  133. * 加载数据
  134. */
  135. public loadTaskData() {
  136. const data: any = userIns.getCurLevelData();
  137. this.gk_num_lable.string = i18n("main.关卡任务 %{value}",{value: data.id});
  138. this.taskDatas = Game.I.buildEnemys.enemyTypeRecords;
  139. this.task_scrollView.numItems = this.taskDatas.length;
  140. //加载子弹的数据
  141. this.gunDataUI();
  142. }
  143. /**
  144. * 任务数据
  145. * @param item item节点
  146. * @param idx 数据下标
  147. */
  148. public setTaskItemData(item: Node, idx: number) {
  149. item.getComponent(TaskEnemyItem).init(this.taskDatas[idx]);
  150. }
  151. /**
  152. * 设置枪的数据
  153. */
  154. public gunDataUI() {
  155. const gData:any = Game.I.player.pData;
  156. if(Game.I.isGameOver
  157. || Game.I.isPause
  158. || !Game.I.player.gun
  159. || !gData){
  160. return;
  161. }
  162. this.crossHair.active = true;//准心
  163. //步枪没有开镜贴图
  164. this.scopeOverlay.active = !this.isRifleGun();
  165. this.gun_name_label.string = gData.name_lang;
  166. const isSnipeGun: boolean = gData.type == 1;
  167. //换弹夹进度条
  168. const isMagazine: boolean = Game.I.player.isReloadMagazine;
  169. if(isMagazine){
  170. this.rifle_bullets_bg.active = false;
  171. this.snipe_bullets_scrollView.node.active = false;
  172. }else{
  173. //步枪子弹视图
  174. this.rifle_bullets_bg.active = !isSnipeGun;
  175. //狙击子弹视图列表
  176. this.snipe_bullets_scrollView.node.active = isSnipeGun;
  177. if(isSnipeGun){
  178. this.snipe_bullets_scrollView.magazineNum = gData.magazine;
  179. }else{
  180. this.rifle_bullets_scrollView.magazineNum = gData.magazine;
  181. //子弹进度条
  182. let s_bullet: number = gData.magazine - Game.I.player.gun.shotBullets;
  183. this.rifle_bullet_progressBar.progress = s_bullet / gData.magazine;
  184. this.rifle_bullet_num_label.string = `${s_bullet}/${gData.magazine}`;
  185. }
  186. }
  187. }
  188. /**
  189. * 更换弹夹动画
  190. * @param time 换弹时间 单位秒
  191. * @param complete 完成回调
  192. */
  193. public reloadMagazineing(time: number,complete?: Function) {
  194. if(time <= 0){
  195. complete?.();
  196. }else{
  197. this.reloadProgressBar.node.active = true;
  198. this.reloadProgressBar.progress = 1;
  199. this.rifle_bullets_bg.active = false;
  200. this.snipe_bullets_scrollView.node.active = false;
  201. //创建定时器动画
  202. tween(this.reloadProgressBar)
  203. .to(time, { progress: 0 }, {
  204. easing: easing.linear,
  205. onStart: () => {
  206. tween(this.reloadProgressBar).stop();
  207. },
  208. onComplete: () => {
  209. this.reloadProgressBar.node.active = false;
  210. complete?.();
  211. }
  212. })
  213. .start();
  214. }
  215. }
  216. /**
  217. * 根据切换枪的stability设置镜头的稳定性
  218. */
  219. public crossHairStability() {
  220. const gData:any = Game.I.player.pData;
  221. if(!gData)return;
  222. this.gunDataUI();
  223. this.wheel.position = this.wheelPos;
  224. //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
  225. const amplitude = 20 * (1 - gData.stability / 1000);
  226. let elapsed = 0;
  227. //基础抖动持续时间
  228. const duration = 0.4;
  229. const updateShake = (deltaTime: number) => {
  230. elapsed += deltaTime;
  231. //双轴随机偏移
  232. const offsetX = amplitude * (Math.random() - 0.5) * Math.max(1 - elapsed/duration, 0);
  233. const offsetY = amplitude * (Math.random() - 0.5) * Math.max(1 - elapsed/duration, 0);
  234. this.wheel.position = new Vec3(
  235. this.wheelPos.x + offsetX,
  236. this.wheelPos.y + offsetY,
  237. this.wheelPos.z
  238. );
  239. //自动结束
  240. if(elapsed >= duration) {
  241. this.wheel.position = this.wheelPos;
  242. this.unschedule(updateShake);
  243. }
  244. };
  245. this.unschedule(updateShake);
  246. // 使用游戏时间而非系统时间
  247. this.schedule(updateShake, 0.02); // 每0.02秒更新(约50FPS)
  248. }
  249. /**
  250. * 屏幕触摸事件
  251. * 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
  252. * @param event
  253. */
  254. private onNodeTouchMove(event: EventTouch) {
  255. const delta = event.getDelta();
  256. //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
  257. this.currentYRotation -= delta.x * settingData.data.sensitivity;
  258. this.currentXRotation -= delta.y * settingData.data.sensitivity;
  259. //分别限制左右和上下旋转角度
  260. this.currentYRotation = clamp(this.currentYRotation, -this.maxHorizontalAngle, this.maxHorizontalAngle);
  261. this.currentXRotation = clamp(this.currentXRotation, -this.maxVerticalAngle, this.maxVerticalAngle);
  262. //计算水平和垂直旋转的四元数
  263. const yQuat = new Quat();
  264. Quat.fromEuler(yQuat, 0, this.currentYRotation, 0);
  265. const xQuat = new Quat();
  266. Quat.fromEuler(xQuat, +this.currentXRotation, 0, 0);
  267. //合并旋转
  268. let finalQuat = new Quat();
  269. Quat.multiply(finalQuat, yQuat, xQuat);
  270. //将最终旋转与初始摄像机旋转合并
  271. Quat.multiply(finalQuat, this.initialPlayerRotation, finalQuat);
  272. //应用旋转到摄像机
  273. Game.I.player.node.rotation = finalQuat;
  274. }
  275. /**
  276. * 触摸结束
  277. * 触摸结束时 触摸结束处理方法
  278. */
  279. private onCustomNodeTouchEnd() {
  280. //触摸结束,可添加其他逻辑
  281. }
  282. /**
  283. * 开始慢慢放大视野
  284. */
  285. private onWheelClick() {
  286. this.isScopeOpen = true;
  287. }
  288. /**
  289. * 恢复原始视野
  290. */
  291. private onWheelRelease() {
  292. if(!this.zoomValid){
  293. this.isScopeOpen = false;
  294. return
  295. }
  296. this.scheduleOnce(()=>{
  297. //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();
  298. this.isScopeOpen = false;
  299. },0.2)
  300. }
  301. /**
  302. * 开始开镜
  303. */
  304. private openScope() {
  305. //从枪械数据获取参数
  306. const gData = Game.I.player.pData;
  307. if(!gData)return;
  308. const isRifle: boolean = this.isRifleGun();
  309. //是步枪直接连续开火
  310. if(isRifle){
  311. Game.I.player.shoot();
  312. }
  313. this.isZoomingIn = true;
  314. //将 zoomingSpeed 转换为持续时间(450对应1.2秒)
  315. this.zoomDuration = 72 / gData.zoomingSpeed;
  316. //使用枪械类型决定视口倍数 步枪使用 rifleZoom 狙击枪使用 scopeZoom
  317. const zoomMultiplier = isRifle ?
  318. 1 / gData.rifleZoom :
  319. 1 / gData.scopeZoom;
  320. this.targetFov = this.originalFov * zoomMultiplier;
  321. //保持原有速度计算逻辑
  322. const fovDifference = this.originalFov - this.targetFov;
  323. this.zoomSpeed = fovDifference / this.zoomDuration;
  324. this.zoomStartTime = sys.now();
  325. }
  326. // 在 closeScope 方法中保持相同持续时间
  327. private closeScope() {
  328. this.isZoomingIn = false;
  329. this.isZoomingOut = true;
  330. const fovDifference = this.originalFov - this.targetFov;
  331. //使用相同 zoomDuration 保证缩镜速度一致
  332. this.zoomSpeed = fovDifference / this.zoomDuration;
  333. }
  334. /**
  335. * 是否是步枪
  336. */
  337. public isRifleGun(){
  338. const gData:any = Game.I.player.pData;
  339. if(!gData)return false;
  340. return gData.id == '100014' || gData.id == '100015';
  341. }
  342. /**
  343. * 计算从枪口出发,沿准心射线方向的点
  344. * @param isBulletEndPos 是否获得子弹的终点
  345. */
  346. public getCrossHairPos(){
  347. //获取屏幕准心位置(世界坐标)
  348. const worldPos = this.crossHair.worldPosition.clone();
  349. const camera2D: Camera = Game.I.canvas.getChildByName('Camera2D').getComponent(Camera);
  350. let screenPos = camera2D.worldToScreen(worldPos);
  351. //校准补偿准心的偏移量
  352. screenPos.x -= 0;
  353. screenPos.y += this._isScopeOpen ? 60 : 40;
  354. //从摄像机发射通过准心的射线
  355. const ray = new geometry.Ray();
  356. Game.I.camera.screenPointToRay(screenPos.x, screenPos.y, ray);
  357. //获取枪口位置
  358. const muzzlePos = Game.I.player.gun.muzzleNode.worldPosition;
  359. return new Vec3(
  360. muzzlePos.x + ray.d.x * this.bulletDistance,
  361. muzzlePos.y + ray.d.y * this.bulletDistance,
  362. muzzlePos.z + ray.d.z * this.bulletDistance);
  363. }
  364. /**
  365. * 玩家血量低于30%一直闪烁、打一枪的时候闪一下
  366. * @param progress 血量进度
  367. * @returns
  368. */
  369. public playerHurtTwinkle(progress: number){
  370. this.hpProgressBar.progress = progress;
  371. const isLowHP = progress <= 0.3;
  372. const op = this.injury_blood.getComponent(UIOpacity);
  373. //如果当前是高血量且正在闪烁 停止并隐藏
  374. if (!isLowHP && this.isHurtRun) {
  375. this.isHurtRun = false;
  376. Tween.stopAllByTarget(op);
  377. this.injury_blood.active = false;
  378. return;
  379. }
  380. if (isLowHP && !this.isHurtRun) {//低血量且未在闪烁时,启动循环闪烁
  381. this.isHurtRun = true;
  382. this.injury_blood.active = true;
  383. op.opacity = 255;
  384. tween(op)
  385. .to(0.5, { opacity: 0 }, { easing: easing.linear })
  386. .to(0.5, { opacity: 255 }, { easing: easing.linear })
  387. .repeatForever()
  388. .start();
  389. }else if (!isLowHP) {//高血量时触发单次闪烁
  390. this.injury_blood.active = true;
  391. Tween.stopAllByTarget(op);
  392. op.opacity = 255;
  393. tween(op)
  394. .to(0.4, { opacity: 0 }, { easing: easing.linear })
  395. .call(() => {
  396. this.injury_blood.active = false;
  397. })
  398. .start();
  399. }
  400. }
  401. /**
  402. * 点击事件
  403. * @param event 事件
  404. * @param customEventData 数据
  405. */
  406. public onBtnClicked(event: EventTouch, customEventData: any) {
  407. super.onBtnClicked(event,customEventData);
  408. let btnName = event.target.name;
  409. if (btnName === 'pause_btn') { // 暂停页面
  410. uiMgr.show(Constants.popUIs.pauseUI);
  411. }else if (btnName === 'shot_btn') {//射击
  412. if(this.isRifleGun){
  413. //模拟按下射击
  414. this._isScopeOpen = true;
  415. Game.I.player.shoot();
  416. this.scheduleOnce(()=>{
  417. this._isScopeOpen = false;
  418. },1.5)
  419. }else{
  420. Game.I.player.shoot();
  421. }
  422. }else if (btnName === 'cut_gun_btn') {//切枪
  423. Game.I.player.randomCutGun()
  424. }else if(btnName === 'clean_btn'){//重新加载数据
  425. userIns.removeData();
  426. Game.I.player.pData = userIns.getCurUseGun();
  427. MsgHints.show('重新加载数据完成');
  428. }else if(btnName === 'unlock_btn'){//解锁全部枪数据
  429. userIns.unlockAllGuns();
  430. MsgHints.show('已经解锁全部枪数据');
  431. }
  432. }
  433. /**
  434. * 每帧更新,处理视野渐变和检查 2 秒时间限制
  435. * @param deltaTime - 上一帧到当前帧的时间间隔
  436. */
  437. update(deltaTime: number) {
  438. if (this.isZoomingIn) {
  439. const currentFov = Game.I.camera.fov;
  440. if (currentFov > this.targetFov) {
  441. const newFov = currentFov - this.zoomSpeed * deltaTime;
  442. Game.I.camera.fov = Math.max(newFov, this.targetFov);
  443. } else {
  444. //检查是否在2秒内完成放大
  445. const elapsedTime = (sys.now() - this.zoomStartTime) / 1000;
  446. if (elapsedTime <= 1.5) {
  447. this.zoomValid = true;
  448. }
  449. this.isZoomingIn = false;
  450. }
  451. } else if (this.isZoomingOut) {
  452. const currentFov = Game.I.camera.fov;
  453. if (currentFov < this.originalFov) {
  454. const newFov = currentFov + this.zoomSpeed * deltaTime;
  455. Game.I.camera.fov = Math.min(newFov, this.originalFov);
  456. } else {
  457. this.isZoomingOut = false;
  458. this.zoomValid = false;
  459. //非步枪开镜结束开火
  460. if(!this.isRifleGun()){
  461. Game.I.player.shoot();
  462. }
  463. }
  464. }
  465. }
  466. }