GunfightShootUI.ts 22 KB

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  1. import { _decorator, EventTouch, Node, Quat, math, Camera, sys, Vec3, Label, geometry, ProgressBar, tween, easing, Tween, UIOpacity} 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 { TaskEnemyItem } from '../items/item/TaskEnemyItem';
  11. import { BulletMagazine } from '../game/BulletMagazine';
  12. import { settingData } from '../data/SettingData';
  13. import i18n from '../core/i18n/runtime-scripts/LanguageData';
  14. import PlatformSystem from '../platform/PlatformSystem';
  15. import { GameEnums } from '../data/GameEnums';
  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. @autoBind({ type: Node, tooltip: "切枪按钮" })
  51. public cut_gun_btn: Node;
  52. @autoBind({ type: Label, tooltip: "剩余切换次数" })
  53. public cut_num_label: Label;
  54. @autoBind({ type: Node, tooltip: "切枪看视频的图标按钮" })
  55. public cut_video: Node;
  56. /** 子弹飞行距离 */
  57. public bulletDistance: number = 800;
  58. /** 当前相机绕 X 轴的旋转角度 */
  59. private currentXRotation: number = 0;
  60. /** 当前相机绕 Y 轴的旋转角度 */
  61. private currentYRotation: number = 0;
  62. /** 左右旋转角度的最大限制值 */
  63. private maxHorizontalAngle: number = 180;
  64. /** 上下旋转角度的最大限制值 */
  65. private maxVerticalAngle: number = 70;
  66. /** 相机的原始视野值 */
  67. private originalFov: number;
  68. /** 玩家节点的初始旋转四元数 */
  69. private initialPlayerRotation: Quat = new Quat();
  70. /** 相机节点的初始旋转四元数 */
  71. private initialCameraRotation: Quat = new Quat();
  72. /** 相机放大后的目标视野值 */
  73. private targetFov: number;
  74. /** 标记相机是否正在进行放大操作 */
  75. private isZoomingIn: boolean = false;
  76. /** 标记相机是否正在进行缩小操作 */
  77. private isZoomingOut: boolean = false;
  78. /** 相机视野放大的速度 */
  79. private zoomSpeed: number = 0;
  80. /** 期望的缩放时间,单位为秒 */
  81. private zoomDuration: number = 0.2;
  82. /** 记录镜头开始放大的时间 */
  83. private zoomStartTime: number = 0;
  84. /** 标记是否在2秒内完成放大 */
  85. private zoomValid: boolean = false;
  86. /** 标记是否开镜 */
  87. private _isScopeOpen: boolean = false;
  88. get isScopeOpen() {
  89. return this._isScopeOpen;
  90. }
  91. set isScopeOpen(value: boolean) {
  92. this.gunDataUI();
  93. if (this._isScopeOpen !== value) {
  94. this._isScopeOpen = value;
  95. if (value) {
  96. this.openScope();
  97. } else {
  98. this.closeScope();
  99. }
  100. }
  101. }
  102. /**镜头的位置*/
  103. private wheelPos: Vec3 = Vec3.ZERO;
  104. //任务数据
  105. private taskDatas: Array<any> = [];
  106. //是否正在被击中
  107. private isHurtRun: boolean = false;
  108. start() {
  109. this.hasAnim = false;
  110. this.closeOnBlank = false;
  111. this.injury_blood.active = false;
  112. this.reloadProgressBar.node.active = false;
  113. if(!Constants.isDebug){
  114. this.hiddeNodes.forEach(e => e.active = false);
  115. }
  116. this.wheelPos = this.wheel.position.clone();
  117. //敌人数量改变
  118. this.register(Constants.eventName.enemy_num_change, this.loadTaskData.bind(this));
  119. //枪的数量发生变化
  120. this.register(Constants.eventName.gun_num_change, this.gunNumChange.bind(this));
  121. //监听当前节点触摸事件
  122. this.node.on(Node.EventType.TOUCH_START, this.onNodeTouchMove, this);
  123. this.node.on(Node.EventType.TOUCH_MOVE, this.onNodeTouchMove, this);
  124. this.node.on(Node.EventType.TOUCH_END, this.onCustomNodeTouchEnd, this);
  125. this.node.on(Node.EventType.TOUCH_CANCEL, this.onCustomNodeTouchEnd, this);
  126. //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
  127. this.wheel.on(Node.EventType.TOUCH_START, this.onWheelClick, this);
  128. this.wheel.on(Node.EventType.TOUCH_END, this.onWheelRelease, this);
  129. this.wheel.on(Node.EventType.TOUCH_CANCEL, this.onWheelRelease, this);
  130. }
  131. public hide(){
  132. uiMgr.getPageComponent(Constants.mainUIs.main)?.playOrStopBGM(false);
  133. }
  134. /**
  135. * 摄像机初始信息
  136. * @param args
  137. */
  138. public originalInitial(){
  139. //记录摄像机原始视野
  140. this.originalFov = Game.I.camera.getComponent(Camera).fov;
  141. //录初始旋转角度
  142. this.initialPlayerRotation = Game.I.player.node.rotation.clone();
  143. this.initialCameraRotation = Game.I.camera.node.rotation.clone();
  144. this.currentYRotation = this.initialPlayerRotation.x;
  145. this.currentXRotation = this.initialPlayerRotation.y;
  146. }
  147. public show(...args: any[]){
  148. this.loadTaskData();
  149. }
  150. /**
  151. * 枪的数量发生变化 是否显示切枪按钮
  152. */
  153. public gunNumChange(){
  154. const isMoreGuns: boolean = userIns.data.guns.length > 1;
  155. this.cut_gun_btn.active = isMoreGuns;
  156. this.cut_video.active = isMoreGuns;
  157. if(userIns.data.cutNum > 0){
  158. this.cut_num_label.string = `x${userIns.data.cutNum}`;
  159. this.cut_video.active = false;
  160. }else{
  161. this.cut_num_label.string = `lack`;
  162. this.cut_video.active = true;
  163. }
  164. }
  165. /**
  166. * enemyId total count enemyData
  167. * 加载数据
  168. */
  169. public loadTaskData() {
  170. const data: any = userIns.getCurLevelData();
  171. this.gk_num_lable.string = i18n("main.关卡任务 %{value}",{value: data.id});
  172. this.taskDatas = Game.I.buildEnemys.enemyTypeRecords;
  173. this.task_scrollView.numItems = this.taskDatas.length;
  174. //加载子弹的数据
  175. this.gunDataUI();
  176. }
  177. /**
  178. * 任务数据
  179. * @param item item节点
  180. * @param idx 数据下标
  181. */
  182. public setTaskItemData(item: Node, idx: number) {
  183. item.getComponent(TaskEnemyItem).init(this.taskDatas[idx]);
  184. }
  185. /**
  186. * 设置枪的数据
  187. */
  188. public gunDataUI() {
  189. const gData:any = Game.I.player.pData;
  190. if(Game.I.isGameOver
  191. || Game.I.isPause
  192. || !Game.I.player.gun
  193. || !gData){
  194. return;
  195. }
  196. this.crossHair.active = true;//准心
  197. //步枪没有开镜贴图
  198. const isRifle: boolean = this.weaponCategoryGun() == GameEnums.weaponCategory.rifle;
  199. this.scopeOverlay.active = !isRifle;
  200. this.gun_name_label.string = gData.name_lang;
  201. const isSnipeGun: boolean = gData.type == 1;
  202. //换弹夹进度条
  203. const isMagazine: boolean = Game.I.player.isReloadMagazine;
  204. if(isMagazine){
  205. this.rifle_bullets_bg.active = false;
  206. this.snipe_bullets_scrollView.node.active = false;
  207. }else{
  208. //步枪子弹视图
  209. this.rifle_bullets_bg.active = !isSnipeGun;
  210. //狙击子弹视图列表
  211. this.snipe_bullets_scrollView.node.active = isSnipeGun;
  212. if(isSnipeGun){
  213. this.snipe_bullets_scrollView.magazineNum = gData.magazine;
  214. }else{
  215. this.rifle_bullets_scrollView.magazineNum = gData.magazine;
  216. //子弹进度条
  217. let s_bullet: number = gData.magazine - Game.I.player.gun.shotBullets;
  218. this.rifle_bullet_progressBar.progress = s_bullet / gData.magazine;
  219. this.rifle_bullet_num_label.string = `${s_bullet}/${gData.magazine}`;
  220. }
  221. }
  222. }
  223. /**
  224. * 更换弹夹动画
  225. * @param time 换弹时间 单位秒
  226. * @param complete 完成回调
  227. */
  228. public reloadMagazineing(time: number,complete?: Function) {
  229. if(time <= 0){
  230. complete?.();
  231. }else{
  232. this.reloadProgressBar.node.active = true;
  233. this.reloadProgressBar.progress = 1;
  234. this.rifle_bullets_bg.active = false;
  235. this.snipe_bullets_scrollView.node.active = false;
  236. //创建定时器动画
  237. tween(this.reloadProgressBar)
  238. .to(time, { progress: 0 }, {
  239. easing: easing.linear,
  240. onStart: () => {
  241. tween(this.reloadProgressBar).stop();
  242. },
  243. onComplete: () => {
  244. this.reloadProgressBar.node.active = false;
  245. complete?.();
  246. }
  247. })
  248. .start();
  249. }
  250. }
  251. /**
  252. * 根据切换枪的stability设置镜头的稳定性
  253. */
  254. public crossHairStability() {
  255. const gData:any = Game.I.player.pData;
  256. if(!gData)return;
  257. this.gunDataUI();
  258. this.wheel.position = this.wheelPos;
  259. //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
  260. const amplitude = 20 * (1 - gData.stability / 1000);
  261. let elapsed = 0;
  262. //基础抖动持续时间
  263. const duration = 0.4;
  264. const updateShake = (deltaTime: number) => {
  265. elapsed += deltaTime;
  266. //双轴随机偏移
  267. const offsetX = amplitude * (Math.random() - 0.5) * Math.max(1 - elapsed/duration, 0);
  268. const offsetY = amplitude * (Math.random() - 0.5) * Math.max(1 - elapsed/duration, 0);
  269. this.wheel.position = new Vec3(
  270. this.wheelPos.x + offsetX,
  271. this.wheelPos.y + offsetY,
  272. this.wheelPos.z
  273. );
  274. //自动结束
  275. if(elapsed >= duration) {
  276. this.wheel.position = this.wheelPos;
  277. this.unschedule(updateShake);
  278. }
  279. };
  280. this.unschedule(updateShake);
  281. // 使用游戏时间而非系统时间
  282. this.schedule(updateShake, 0.02);
  283. }
  284. /**
  285. * 屏幕触摸事件
  286. * 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
  287. * @param event
  288. */
  289. private onNodeTouchMove(event: EventTouch) {
  290. const delta = event.getDelta();
  291. let f: number = this._isScopeOpen ? 0.2 : 0.6;
  292. //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
  293. this.currentYRotation -= delta.x * settingData.data.sensitivity * f;
  294. this.currentXRotation -= delta.y * settingData.data.sensitivity * f;
  295. //分别限制左右和上下旋转角度
  296. this.currentYRotation = clamp(this.currentYRotation, -this.maxHorizontalAngle, this.maxHorizontalAngle);
  297. this.currentXRotation = clamp(this.currentXRotation, -this.maxVerticalAngle, this.maxVerticalAngle);
  298. //计算水平和垂直旋转的四元数
  299. const yQuat = new Quat();
  300. Quat.fromEuler(yQuat, 0, this.currentYRotation, 0);
  301. const xQuat = new Quat();
  302. Quat.fromEuler(xQuat, +this.currentXRotation, 0, 0);
  303. //合并旋转
  304. let finalQuat = new Quat();
  305. Quat.multiply(finalQuat, yQuat, xQuat);
  306. //将最终旋转与初始摄像机旋转合并
  307. Quat.multiply(finalQuat, this.initialPlayerRotation, finalQuat);
  308. //应用旋转到摄像机
  309. Game.I.player.node.rotation = finalQuat;
  310. }
  311. /**
  312. * 触摸结束
  313. * 触摸结束时 触摸结束处理方法
  314. */
  315. private onCustomNodeTouchEnd() {
  316. //触摸结束,可添加其他逻辑
  317. }
  318. /**
  319. * 开始慢慢放大视野
  320. */
  321. private onWheelClick() {
  322. this.isScopeOpen = true;
  323. }
  324. /**
  325. * 恢复原始视野
  326. */
  327. private onWheelRelease() {
  328. if(Game.I.player.isReloadMagazine)return;
  329. if(!this.zoomValid){
  330. this.isScopeOpen = false;
  331. return
  332. }
  333. const type:number = this.weaponCategoryGun();
  334. switch(type){
  335. case GameEnums.weaponCategory.sniper://狙击枪
  336. Game.I.player.shoot();
  337. this.scheduleOnce(()=>{
  338. this.isScopeOpen = false;
  339. },0.5)
  340. break
  341. case GameEnums.weaponCategory.dmr://连狙
  342. Game.I.player.shoot();
  343. break
  344. case GameEnums.weaponCategory.rifle://步枪
  345. this.isScopeOpen = false;
  346. break
  347. }
  348. }
  349. /**
  350. * 开始开镜
  351. */
  352. private openScope() {
  353. const gData = Game.I.player.pData;
  354. if(!gData)return;
  355. if(Game.I.player.isReloadMagazine)return;
  356. const isRifle: boolean = this.weaponCategoryGun() == GameEnums.weaponCategory.rifle;
  357. const type:number = this.weaponCategoryGun();
  358. switch(type){
  359. case GameEnums.weaponCategory.sniper://狙击枪
  360. //这儿已经在onWheelRelease处理过了
  361. break
  362. case GameEnums.weaponCategory.dmr://连狙
  363. //这儿已经在onWheelRelease处理过了
  364. break
  365. case GameEnums.weaponCategory.rifle://步枪 是步枪直接连续开火
  366. Game.I.player.shoot();
  367. break
  368. }
  369. this.isZoomingIn = true;
  370. //将zoomingSpeed 转换为持续时间(450对应1.2秒)
  371. this.zoomDuration = 72 / gData.zoomingSpeed;
  372. //使用枪械类型决定视口倍数 步枪使用 rifleZoom 狙击枪使用 scopeZoom
  373. const zoomMultiplier = isRifle ?
  374. 1 / gData.rifleZoom :
  375. 1 / gData.scopeZoom;
  376. this.targetFov = this.originalFov * zoomMultiplier;
  377. //保持原有速度计算逻辑
  378. const fovDifference = this.originalFov - this.targetFov;
  379. this.zoomSpeed = fovDifference / this.zoomDuration;
  380. this.zoomStartTime = sys.now();
  381. }
  382. /**
  383. * 关闭开镜
  384. */
  385. private closeScope() {
  386. this.isZoomingIn = false;
  387. this.isZoomingOut = true;
  388. const fovDifference = this.originalFov - this.targetFov;
  389. //使用相同 zoomDuration 保证缩镜速度一致
  390. this.zoomSpeed = fovDifference / this.zoomDuration;
  391. }
  392. /**
  393. * 判断是否属于某一种枪
  394. */
  395. public weaponCategoryGun():number{
  396. const gData:any = Game.I.player.pData;
  397. if(!gData)return GameEnums.weaponCategory.sniper;
  398. if(gData.id == GameEnums.palyerWeaponType.akm
  399. ||gData.id == GameEnums.palyerWeaponType.m416){
  400. return GameEnums.weaponCategory.rifle;
  401. }else if(gData.id == GameEnums.palyerWeaponType.vss
  402. ||gData.id == GameEnums.palyerWeaponType.sks){
  403. return GameEnums.weaponCategory.dmr;
  404. }else {
  405. return GameEnums.weaponCategory.sniper;
  406. }
  407. }
  408. /**
  409. * 计算从枪口出发,沿准心射线方向的点
  410. * @param isBulletEndPos 是否获得子弹的终点
  411. */
  412. public getCrossHairPos(){
  413. //获取屏幕准心位置(世界坐标)
  414. const screenPos = this.getScreenCenterPos();
  415. //校准补偿准心的偏移量
  416. //screenPos.x -= 0;
  417. //screenPos.y += 0;
  418. //从摄像机发射通过准心的射线
  419. const ray = new geometry.Ray();
  420. Game.I.camera.screenPointToRay(screenPos.x, screenPos.y, ray);
  421. //获取枪口位置
  422. const muzzlePos = Game.I.player.gun.muzzleNode.worldPosition;
  423. return new Vec3(
  424. muzzlePos.x + ray.d.x * this.bulletDistance,
  425. muzzlePos.y + ray.d.y * this.bulletDistance,
  426. muzzlePos.z + ray.d.z * this.bulletDistance);
  427. }
  428. /**
  429. * 返回屏幕中心的世界坐标
  430. */
  431. public getScreenCenterPos(){
  432. const worldPos = this.crossHair.worldPosition.clone();
  433. const camera2D: Camera = Game.I.canvas.getChildByName('Camera2D').getComponent(Camera);
  434. let screenPos = camera2D.worldToScreen(worldPos);
  435. return screenPos;
  436. }
  437. /**
  438. * 玩家血量低于30%一直闪烁、打一枪的时候闪一下
  439. * @param progress 血量进度
  440. * @returns
  441. */
  442. public playerHurtTwinkle(progress: number){
  443. this.hpProgressBar.progress = progress;
  444. const isLowHP = progress <= 0.3;
  445. const op = this.injury_blood.getComponent(UIOpacity);
  446. //如果当前是高血量且正在闪烁 停止并隐藏
  447. if (!isLowHP && this.isHurtRun) {
  448. this.isHurtRun = false;
  449. Tween.stopAllByTarget(op);
  450. this.injury_blood.active = false;
  451. return;
  452. }
  453. if (isLowHP && !this.isHurtRun) {//低血量且未在闪烁时,启动循环闪烁
  454. this.isHurtRun = true;
  455. this.injury_blood.active = true;
  456. op.opacity = 255;
  457. tween(op)
  458. .to(0.5, { opacity: 0 }, { easing: easing.linear })
  459. .to(0.5, { opacity: 255 }, { easing: easing.linear })
  460. .repeatForever()
  461. .start();
  462. }else if (!isLowHP) {//高血量时触发单次闪烁
  463. this.injury_blood.active = true;
  464. Tween.stopAllByTarget(op);
  465. op.opacity = 255;
  466. tween(op)
  467. .to(0.4, { opacity: 0 }, { easing: easing.linear })
  468. .call(() => {
  469. this.injury_blood.active = false;
  470. })
  471. .start();
  472. }
  473. }
  474. /**
  475. * 点击事件
  476. * @param event 事件
  477. * @param customEventData 数据
  478. */
  479. public onBtnClicked(event: EventTouch, customEventData: any) {
  480. super.onBtnClicked(event,customEventData);
  481. let btnName = event.target.name;
  482. if (btnName === 'pause_btn') { // 暂停页面
  483. uiMgr.show(Constants.popUIs.pauseUI);
  484. }else if (btnName === 'shot_btn') {//射击
  485. let type:number = this.weaponCategoryGun();
  486. switch(type){
  487. case GameEnums.weaponCategory.sniper://狙击枪
  488. Game.I.player.shoot();
  489. break
  490. case GameEnums.weaponCategory.rifle://步枪
  491. this._isScopeOpen = true;
  492. Game.I.player.shoot();
  493. this.scheduleOnce(()=>{
  494. this._isScopeOpen = false;
  495. },1.5)
  496. break
  497. case GameEnums.weaponCategory.dmr://连狙
  498. Game.I.player.shoot();
  499. break
  500. }
  501. }else if (btnName === 'cut_gun_btn') {//切枪
  502. if(userIns.data.guns.length <= 1){
  503. MsgHints.show('Go unlock more guns');
  504. return;
  505. }
  506. if(Game.I.player.isReloadMagazine){
  507. MsgHints.show('Loading ammo...');
  508. return;
  509. }
  510. if(userIns.data.cutNum > 0){
  511. Game.I.player.randomCutGun();
  512. }else{//看视频加切换次数
  513. PlatformSystem.platform.showRewardVideo((f) => {
  514. if(f) {//播放视频成功
  515. userIns.data.cutNum += 5;
  516. this.cut_num_label.string = `x${userIns.data.cutNum}`;
  517. this.cut_video.active = false;
  518. }
  519. });
  520. }
  521. }else if(btnName === 'clean_btn'){//重新加载数据
  522. userIns.removeData();
  523. Game.I.player.pData = userIns.getCurUseGun();
  524. MsgHints.show('重新加载数据完成');
  525. }else if(btnName === 'unlock_btn'){//解锁全部枪数据
  526. userIns.unlockAllGuns();
  527. MsgHints.show('已经解锁全部枪数据');
  528. }
  529. }
  530. /**
  531. * //基准速度值 基准时间3秒
  532. const baseSpeed = 450;
  533. const baseTime = 3;
  534. //时间 = (基准速度 / 当前速度) * 基准时间
  535. let time: number = (baseSpeed / data.reloadingSpeed) * baseTime;
  536. */
  537. /**
  538. * 每帧更新,处理视野渐变和检查 2 秒时间限制
  539. * @param deltaTime - 上一帧到当前帧的时间间隔
  540. */
  541. update(deltaTime: number) {
  542. if(this.isZoomingIn) {
  543. const currentFov = Game.I.camera.fov;
  544. if (currentFov > this.targetFov) {
  545. const newFov = currentFov - this.zoomSpeed * deltaTime;
  546. Game.I.camera.fov = Math.max(newFov, this.targetFov);
  547. }else {//检查是否在2秒内完成放大
  548. const elapsedTime = (sys.now() - this.zoomStartTime) / 1000;
  549. if (elapsedTime <= 1.5) {
  550. this.zoomValid = true;
  551. }
  552. this.isZoomingIn = false;
  553. }
  554. }else if(this.isZoomingOut) {
  555. const currentFov = Game.I.camera.fov;
  556. if (currentFov < this.originalFov) {
  557. const newFov = currentFov + this.zoomSpeed * deltaTime;
  558. Game.I.camera.fov = Math.min(newFov, this.originalFov);
  559. } else {
  560. this.isZoomingOut = false;
  561. this.zoomValid = false;
  562. }
  563. }
  564. }
  565. }