import { _decorator, BoxCollider2D, Button, Camera, CCFloat, CircleCollider2D, Color, Component, debug, DebugView, director, EventTouch, find, geometry, Input, input, Node, NodeEventType, PhysicsSystem, RenderTexture, Tween, tween, v3, Vec3, view } from 'cc'; import { EventDispatcher } from '../../core_tgx/easy_ui_framework/EventDispatcher'; import { GameEvent } from './Enum/GameEvent'; import { LineDrawer } from './LineDrawer'; import { EnemyComponent } from './Components/EnemyComponent'; import { AliensGlobalInstance } from './AliensGlobalInstance'; import { ScreenShotComponent } from './Components/ScreenShotComponent'; import { GameUtil } from './GameUtil'; import { RadarComponent } from './Components/RadarComponent'; const { ccclass, property } = _decorator; enum ERaycastType { ALL, CLOSEST } @ccclass('LevelAction') export class LevelAction extends Component { @property(Camera) public camera: Camera = null!; private _renderTex: RenderTexture | null = null; private _cameraOriginalPos: Vec3 = v3(); private _touchStartPos: Vec3 = v3(); private _isDragging = false; private _isZooming = false; public targetNode: Node = null!; // 添加旋转限制属性 @property({type: CCFloat ,displayName:"相机X轴最小旋转角度(上下)"}) public minXRotation: number = -30; // X轴最小旋转角度(上下) @property({type: CCFloat ,displayName:"相机X轴最大旋转角度(上下)"}) public maxXRotation: number = 30; // X轴最大旋转角度(上下) @property({type: CCFloat ,displayName:"相机Y轴最小旋转角度(左右)"}) public minYRotation: number = -50; // Y轴最小旋转角度(左右) @property({type: CCFloat ,displayName:"相机Y轴最大旋转角度(左右)"}) public maxYRotation: number = 50; // Y轴最大旋转角度(左右) private _originalRotation: Vec3 = v3(); //镜头拉近属性 private _zoomDuration: number = 0.5; // 拉近持续时间(秒) private _raycastType: ERaycastType = ERaycastType.ALL; onLoad(): void { this._cameraOriginalPos = this.camera.node.position.clone(); this._originalRotation = this.camera.node.eulerAngles.clone(); this.registerEvent(); } start() { this.initilizeUI(); this.saveCameraState(); } private initilizeUI(){ const renderNode = AliensGlobalInstance.instance.renderNode; const aimTarget = AliensGlobalInstance.instance.aimTarget; const radarNode = AliensGlobalInstance.instance.radarNode; renderNode.active = false; aimTarget.active = false; radarNode.active = false; } private registerEvent(){ // 触摸事件监听 input.on(Input.EventType.TOUCH_START, this._onTouchStart, this); input.on(Input.EventType.TOUCH_MOVE, this._onTouchMove, this); input.on(Input.EventType.TOUCH_END, this._onTouchEnd, this); input.on(Input.EventType.TOUCH_CANCEL, this._onTouchEnd, this); //事件监听 EventDispatcher.instance.on(GameEvent.EVENT_CAMERA_AIM,this.onAimTarget,this); EventDispatcher.instance.on(GameEvent.EVENT_CAMERA_RESET_AIM,this.onResetAimTarget,this); EventDispatcher.instance.on(GameEvent.EVENT_CAMERA_SHOOT,this.onShoot,this); EventDispatcher.instance.on(GameEvent.EVENT_CAMERA_SCREENSHOT_RADAR_LOCK,this.onCameraToTarget,this); } private unRegisterEvent(){ // 触摸事件监听 input.off(Input.EventType.TOUCH_START, this._onTouchStart, this); input.off(Input.EventType.TOUCH_MOVE, this._onTouchMove, this); input.off(Input.EventType.TOUCH_END, this._onTouchEnd, this); input.off(Input.EventType.TOUCH_CANCEL, this._onTouchEnd, this); //事件监听 EventDispatcher.instance.off(GameEvent.EVENT_CAMERA_AIM,this.onAimTarget,this); EventDispatcher.instance.off(GameEvent.EVENT_CAMERA_RESET_AIM,this.onResetAimTarget,this); EventDispatcher.instance.off(GameEvent.EVENT_CAMERA_SHOOT,this.onShoot,this); EventDispatcher.instance.off(GameEvent.EVENT_CAMERA_SCREENSHOT_RADAR_LOCK,this.onCameraToTarget,this); } private onAimTarget(){ this.moveCameraAlongForward(-30); // 负值表示拉近 } private onResetAimTarget(){ this.moveCameraAlongForward(30); // 正值表示拉远 } private onShoot(){ // 获取正确的屏幕中心坐标 const screenCenter = view.getVisibleSize(); const screenX = screenCenter.width * 0.5 * view.getScaleX(); const screenY = screenCenter.height * 0.5 * view.getScaleY(); // 从屏幕中心发射射线 const ray = new geometry.Ray(); this.camera.screenPointToRay(screenX, screenY, ray); // 射线检测参数 const mask = 0xffffffff; const maxDistance = 1000; const queryTrigger = true; // 执行射线检测 const hasHit = PhysicsSystem.instance.raycast(ray, mask, maxDistance, queryTrigger); if (hasHit) { const results = PhysicsSystem.instance.raycastResults; for (let i = 0; i < results.length; i++) { const item = results[i]; const hitNode = item.collider.node; // console.log(`碰撞物体${i}: ${hitNode.name} 距离: ${item.distance.toFixed(2)}`); if(hitNode.getComponent(EnemyComponent)){ EventDispatcher.instance.emit(GameEvent.EVENT_CAMERA_SHOOT_TEXT); EventDispatcher.instance.emit(GameEvent.EVENT_CAMERA_SHOOT_ENEMY,hitNode); } } } } private moveCameraAlongForward(distance: number) { if(this._isZooming) return; this._isZooming = true; const currentPos = this.camera.node.position.clone(); const forward = this.camera.node.forward.negative(); const targetPos = currentPos.add(forward.multiplyScalar(distance)); tween(this.camera.node.position) .to(this._zoomDuration, targetPos, { easing: 'smooth', onUpdate: (target: Vec3) => { this.camera.node.position = target; // 根据镜头距离动态调整旋转限制 this.adjustRotationLimits(); this._isZooming = false; } }) .start(); } //相机转向目标 private async onCameraToTarget(targetNode: Node){ const camera = this.camera.node; const targetPos = targetNode.worldPosition.clone(); // 保存初始旋转状态 const initialRotation = this._originalRotation.clone(); // 计算目标相对于相机的方向 const direction = new Vec3(); Vec3.subtract(direction, targetPos, camera.worldPosition); direction.normalize(); // 基于初始旋转状态计算新角度 const newRotation = new Vec3(); newRotation.y = initialRotation.y - direction.x * 10; // 调整系数 newRotation.x = initialRotation.x + direction.y * 10; // 应用旋转限制 newRotation.x = Math.max(this.minXRotation, Math.min(this.maxXRotation, newRotation.x)); newRotation.y = Math.max(this.minYRotation, Math.min(this.maxYRotation, newRotation.y)); // 设置相机旋转 camera.setRotationFromEuler(newRotation); await this.saveCameraState(); } private adjustRotationLimits() { // 计算当前镜头距离比例 (0-1范围) const distanceRatio = Math.min(1, Math.max(0, (this.camera.node.position.z - this._cameraOriginalPos.z) / -30)); // 动态调整旋转限制范围 const dynamicMinY = this.minYRotation * (1 + distanceRatio); const dynamicMaxY = this.maxYRotation * (1 + distanceRatio); // 应用调整后的限制 this.minYRotation = dynamicMinY; this.maxYRotation = dynamicMaxY; } /***************************触摸事件**********************************/ private _onTouchStart(event: EventTouch) { const touchPos = event.getLocation(); this._touchStartPos = v3(touchPos.x, touchPos.y, 0); this._isDragging = true; // 记录初始旋转角度 this._originalRotation = this.camera.node.eulerAngles.clone(); const radarComponent = AliensGlobalInstance.instance.renderNode.getComponent(RadarComponent)!; if(radarComponent){ radarComponent.unlockPositionUpdate(); } } private async _onTouchMove(event: EventTouch) { if (!this._isDragging) return; const currentPos = event.getLocation(); const deltaX = currentPos.x - this._touchStartPos.x; const deltaY = currentPos.y - this._touchStartPos.y; // 仅计算旋转角度变化 const newRotation = this._originalRotation.clone(); newRotation.y = this._originalRotation.y - deltaX * 0.2; newRotation.x = this._originalRotation.x + deltaY * 0.2; // 添加旋转限制 newRotation.x = Math.max(this.minXRotation, Math.min(this.maxXRotation, newRotation.x)); newRotation.y = Math.max(this.minYRotation, Math.min(this.maxYRotation, newRotation.y)); this.camera.node.setRotationFromEuler(newRotation); await this.saveCameraState(); } //保存相机的位置和旋转角度 private async saveCameraState() { const cameraOriginalPos = this.camera.node.worldPosition.clone(); const originalRotation = this.camera.node.eulerAngles.clone(); const screenShot = AliensGlobalInstance.instance.renderNode.getComponent(ScreenShotComponent)!; screenShot.saveCameraState(cameraOriginalPos,originalRotation); } private _onTouchEnd() { this._isDragging = false; const radarComponent = AliensGlobalInstance.instance.renderNode.getComponent(RadarComponent)!; if(radarComponent){ radarComponent.unlockPositionUpdate(); } } /***************************触摸事件end**********************************/ onDestroy () { Tween.stopAllByTarget(this.node); this.unRegisterEvent(); if (this._renderTex) { this._renderTex.destroy(); this._renderTex = null; } } }