import { _decorator, BoxCollider2D, Button, Camera, CCFloat, CircleCollider2D, Color, Component, debug, DebugView, director, EventTouch, find, geometry, Input, input, Label, math, Node, NodeEventType, PhysicsSystem, Quat, 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'; import { tgxUIMgr } from '../../core_tgx/tgx'; import { UI_BattleGambit } from '../../scripts/UIDef'; import { CameraSegmentation, moveDuration } from './CamerSegmentation'; import { TimerMgr } from './Manager/TimerMgr'; import { LevelManager } from './Manager/LevelMgr'; import { CAMERA_SPLIT_DURATION } from './Components/BulletComponent'; import { AliensAudioMgr } from './Manager/AliensAudioMgr'; const { ccclass, property } = _decorator; //动画时长 export const ANIMATION_DURATION = 0.5; @ccclass('LevelAction') export class LevelAction extends Component { @property(Camera) public camera: Camera = null!; private _renderTex: RenderTexture | null = null; private _isZooming = false; public targetNode: Node = null!; //关卡怪物总数 @property({ type: CCFloat, displayName: "怪物总数" }) public enemyTotal: number = 0; @property({ type: CCFloat, displayName: "拉近镜头的距离" }) zoomDistance: number = 10; //拉近镜头的距离 @property({ type: CCFloat, displayName: "旋转速度" }) rotateSpeed: number = 0.2; // 添加旋转限制属性 @property({ type: CCFloat, displayName: "水平旋转限制角度" }) horizontalLimit: number = 50; // 水平旋转限制角度(左右各50度) @property({ type: CCFloat, displayName: "垂直旋转限制角度" }) @property verticalLimit: number = 30; // 垂直旋转限制角度(上下各30度) private _initialRotation: Vec3 = new Vec3(0, 0, 0); // 初始旋转角度 private _initialPosition: Vec3 = new Vec3(); private _isZoomed: boolean = false; // 记录是否处于拉近状态 onLoad(): void { this.camera.node.rotation.getEulerAngles(this._initialRotation); this._initialPosition = this.camera.node.position.clone(); this.registerEvent(); } start() { this.initilizeUI(); this.saveCameraState(); EventDispatcher.instance.emit(GameEvent.EVENT_INIT_REMAIN_ENEMY, this.enemyTotal); } 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; const match = tgxUIMgr.inst.isShowing(UI_BattleGambit); if (!match) { tgxUIMgr.inst.showUI(UI_BattleGambit); } this.updateLvlTitle(); } private updateLvlTitle() { const lvlTitle = AliensGlobalInstance.instance.titleLvl; const level = LevelManager.instance.levelModel.level; lvlTitle.getChildByName('LbLvl').getComponent(Label).string = `${level}`; } 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() { if (this._isZoomed) return; // 获取相机前方方向(世界坐标) const forward = new Vec3(0, 0, -1); Vec3.transformQuat(forward, forward, this.camera.node.rotation); // 朝前方移动(拉近) Vec3.scaleAndAdd(this.camera.node.position, this._initialPosition, forward, this.zoomDistance); this.camera.node.setPosition(this.camera.node.position); this._isZoomed = true; } private onResetAimTarget() { if (!this._isZoomed) return; // 恢复到初始位置但保持当前旋转角度 const currentRotation = new Vec3(); this.camera.node.rotation.getEulerAngles(currentRotation); this.camera.node.setPosition(this._initialPosition); // 保持旋转角度不变 const rotation = new Quat(); Quat.fromEuler(rotation, currentRotation.x, currentRotation.y, 0); this.camera.node.setRotation(rotation); this._isZoomed = false; } private async 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; if (item.collider.getGroup() == 1 << 4) { LevelManager.instance.levelModel.headshotCount++; // console.log('爆头了!!!!!!!!!!!!'); EventDispatcher.instance.emit(GameEvent.EVENT_CAMERA_HEADSHOT); // 触发事件通知UI显示headshot di } if (hitNode.getComponent(EnemyComponent)) { LevelManager.instance.levelModel.hitCount++; // console.log(`击中次数: ${LevelManager.instance.levelModel.hitCount} 爆头次数: ${LevelManager.instance.levelModel.headshotCount}`) const levelNode = AliensGlobalInstance.instance.levels.children[0]; const remain = levelNode.getChildByName('Ets')!.children.length; if (remain > 1) { AliensAudioMgr.playOneShot(AliensAudioMgr.getMusicIdName(5), 1.0); EventDispatcher.instance.emit(GameEvent.EVENT_CAMERA_SHOOT_ENEMY, hitNode); } else { EventDispatcher.instance.emit(GameEvent.EVENT_LAST_ENEMY_KILLED); TimerMgr.inst.pauseCountdown(); EventDispatcher.instance.emit(GameEvent.EVENT_CAMERA_SPLIT, hitNode); this.scheduleOnce(() => { EventDispatcher.instance.emit(GameEvent.EVENT_CAMERA_SHOOT_ENEMY, hitNode); }, CAMERA_SPLIT_DURATION); } } } } EventDispatcher.instance.emit(GameEvent.EVENT_PLAY_GUN_ANIMATION); LevelManager.instance.levelModel.shootCount++; } //相机转向目标 private async onCameraToTarget(targetNode: Node) { const camera = this.camera; if (!targetNode || !camera) return; const targetPos = new Vec3(); targetNode.getWorldPosition(targetPos); // 获取相机位置 const cameraPos = new Vec3(); camera.node.getWorldPosition(cameraPos); // 计算从相机到目标的方向向量 const direction = new Vec3(); Vec3.subtract(direction, targetPos, cameraPos); direction.normalize(); // 计算目标欧拉角 const targetYaw = math.toDegree(Math.atan2(-direction.x, -direction.z)); const targetPitch = math.toDegree(Math.asin(direction.y)); // 获取当前欧拉角 const currentRotation = camera.node.eulerAngles.clone(); // 创建一个对象用于tween const tweenObj = { pitch: currentRotation.x, yaw: currentRotation.y }; this._isZoomed = true; tween(tweenObj) .to(ANIMATION_DURATION, { pitch: targetPitch, yaw: targetYaw }, { easing: 'smooth', onUpdate: () => { // 更新相机旋转 camera.node.setRotationFromEuler(tweenObj.pitch, tweenObj.yaw, 0); }, onComplete: () => { this._isZoomed = false; } }) .start(); } /***************************触摸事件**********************************/ private _onTouchStart(event: EventTouch) { const radarComponent = AliensGlobalInstance.instance.renderNode.getComponent(RadarComponent)!; if (radarComponent) { radarComponent.unlockPositionUpdate(); } } private async _onTouchMove(event: EventTouch) { const delta = event.getDelta(); // 获取当前相机旋转 const currentRotation = new Vec3(); this.camera.node.rotation.getEulerAngles(currentRotation); // 计算新角度 currentRotation.y -= delta.x * this.rotateSpeed; currentRotation.x += delta.y * this.rotateSpeed; // 限制水平旋转角度(基于初始角度) currentRotation.y = Math.max( this._initialRotation.y - this.horizontalLimit, Math.min(this._initialRotation.y + this.horizontalLimit, currentRotation.y) ); // 限制垂直旋转角度(基于初始角度) currentRotation.x = Math.max( this._initialRotation.x - this.verticalLimit, Math.min(this._initialRotation.x + this.verticalLimit, currentRotation.x) ); // 应用旋转 const rotation = new Quat(); Quat.fromEuler(rotation, currentRotation.x, currentRotation.y, 0); this.camera.node.setRotation(rotation); 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() { 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; } } }