BuildEnemys.ts 6.8 KB

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  1. import { _decorator, Component, Node, Vec3} 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 { Enemy } from './Enemy';
  7. import { uiMgr } from '../core/manager/UIManager';
  8. import { Constants } from '../data/Constants';
  9. import { audioMgr } from '../core/manager/AudioManager';
  10. import { eventEmitter } from '../core/event/EventEmitter';
  11. const { ccclass, property } = _decorator;
  12. @ccclass('BuildEnemys')
  13. export class BuildEnemys extends Component {
  14. //敌人类型统计数组(保存每类敌人的总数量、剩余数量和配置数据)
  15. public enemyTypeRecords: Array<{
  16. enemyId: number,
  17. total: number,
  18. count: number,
  19. enemyData: any}> = [];
  20. //所有敌人数据
  21. public queueEnemys: Array<any> = [];
  22. //保存每一波临时数据定时器记录
  23. public eTimeMaps = new Map <any,any>();
  24. //当前生成的敌人
  25. public allEnemys: Array<Enemy> = [];
  26. //每连杀3个敌人的次数
  27. public continuekillCount: number = 0;
  28. //是否需要打开门
  29. public isOpenDoor: boolean = false;
  30. start(): void {
  31. //加载敌人数据
  32. this.allEnemys = [];
  33. }
  34. /**
  35. * 开始游戏创建敌人
  36. */
  37. public async loadLevelEnemys(){
  38. if(Game.I.isGameOver
  39. || Game.I.isPause)return;
  40. this.recycle();
  41. this.isOpenDoor = false;
  42. this.queueEnemys = this.readLevelEnemys();
  43. //总共每一个敌人延迟时间统计 0.1s检测一次
  44. let delay: number = 0;
  45. let interval: number = 0.0175;
  46. let frist: number = 0.0;
  47. //敌人数据
  48. for(let idx = 0; idx < this.queueEnemys.length; idx++) {
  49. const eData:any = this.queueEnemys[idx];
  50. //每一种之间兵种间隔随机
  51. let t: number = Utils.getRandomFloat(eData.min_interval,eData.max_interval);
  52. //延迟时间
  53. delay += t;
  54. if(idx == 0){
  55. frist = delay;
  56. }
  57. let tData: any = {
  58. data: eData,
  59. delay: delay,
  60. curTime: 0,
  61. createComplete: false,
  62. }
  63. let time_id: number = setInterval(()=>{
  64. if(Game.I.isGameOver || Game.I.isPause) return;
  65. tData.curTime += interval;
  66. //延迟时间到了然后开始创建敌人
  67. if(tData.curTime >= tData.delay
  68. && !tData.createComplete){
  69. tData.createComplete = true;
  70. this.createEnemy(tData.data).then(()=>{
  71. const timeFun = this.eTimeMaps?.get(tData);
  72. if(timeFun){
  73. clearInterval(timeFun);
  74. this.eTimeMaps.delete(tData);
  75. }
  76. });
  77. }
  78. },interval * 1000);
  79. this.eTimeMaps.set(tData,time_id);
  80. }
  81. }
  82. /**
  83. * 读取敌人关卡数据
  84. */
  85. public readLevelEnemys(){
  86. const data: any = userIns.getCurLevelData();
  87. if(!data)return;
  88. Game.I.player.setPlayerPos();
  89. //最终生成的敌人队列 普通敌人临时存储 BOSS敌人临时存储
  90. let enemyQueue = [],normalEnemies = [],bossEnemies = [];
  91. //拆分并处理每个敌人配置
  92. data.dispose.split('|').forEach((item: string) => {
  93. const [enemyId, count] = item.split('_').map(Number);
  94. const enemyData = Utils.clone(userIns.enemyTable).find((e: any) => e.id == enemyId);
  95. //记录敌人类型统计
  96. if (enemyData) {
  97. this.enemyTypeRecords.push({
  98. enemyId,
  99. total: count,
  100. count: count,
  101. enemyData: Utils.clone(enemyData)
  102. });
  103. //敌人生命成长系数{生命值*(1+系数)}
  104. enemyData.hp = Math.floor((1 + data.coefficient) * enemyData.hp);
  105. if(enemyData.type === 2) { // BOSS类型
  106. for(let i = 0; i < count; i++) {
  107. bossEnemies.push({ ...enemyData });
  108. }
  109. }else{//小兵类型
  110. for(let i = 0; i < count; i++) {
  111. normalEnemies.push({ ...enemyData });
  112. }
  113. }
  114. }
  115. });
  116. //普通敌人乱序处理
  117. normalEnemies.sort(() => Math.random() - 0.5);
  118. //合并队列:普通敌人在前,BOSS在后
  119. enemyQueue.push(...normalEnemies, ...bossEnemies);
  120. return enemyQueue;
  121. }
  122. /**
  123. * 创建敌人
  124. * @param data 敌人数据
  125. * @returns 返回敌人
  126. */
  127. public async createEnemy(data:any): Promise<Enemy>{
  128. if(!Game.I.map
  129. ||!Game.I.map
  130. ||!this.allEnemys
  131. ||!data)return;
  132. let item:Node = await ResUtil.loadRes(`enemy/enemy/${data.prb_name}`);
  133. item.active = true;
  134. item.parent = Game.I.map.node;
  135. const posArr:Vec3[] = Game.I.map.getPaths(data);
  136. item.worldPosition = posArr[0];
  137. let e:Enemy = item.getComponent(Enemy);
  138. await e.init(data);
  139. e.walk(posArr);
  140. this.allEnemys.push(e);
  141. return e;
  142. }
  143. /**
  144. * 敌人被打死统计
  145. * @param enemy 敌人
  146. */
  147. public subtractEnemy(enemy: Enemy){
  148. if(!enemy
  149. || !enemy.node
  150. || Game.I.isGameOver)return;
  151. //删除一个敌人
  152. Utils.remove(this.allEnemys,enemy);
  153. this.allEnemys.forEach(e => e.addDiffHP());
  154. //从敌人实例获取id
  155. let record = this.enemyTypeRecords.find(record => record.enemyId == enemy.data?.id);
  156. if(record) {
  157. record.count = Math.max(record.count - 1, 0);
  158. }
  159. //敌人数量改变
  160. eventEmitter.dispatch(Constants.eventName.enemy_num_change);
  161. if(this.allEnemys.length <= 0){
  162. audioMgr.playOneShot(Constants.audios.victory);
  163. Game.I.isGameOver = true;
  164. uiMgr.show(Constants.popUIs.settleUI,[{
  165. isWin: true,
  166. headShotNum: Game.I.player.headShotNum,
  167. cb: ()=>{}
  168. }]);
  169. }
  170. }
  171. /**
  172. * 销毁数据
  173. */
  174. public recycle(){
  175. this.eTimeMaps.forEach((k,v) => {
  176. if(v!= undefined && v != null){
  177. clearInterval(v)
  178. }
  179. });
  180. this.eTimeMaps.clear();
  181. this.allEnemys.forEach(e => {e.recycle(false)});
  182. this.allEnemys = [];
  183. Game.I.map.resetData();
  184. this.enemyTypeRecords = [];
  185. }
  186. /**
  187. * 当前杀敌数
  188. */
  189. public getCurKillNum(): number{
  190. return this.queueEnemys.length - this.allEnemys.length;
  191. }
  192. }