LevelAction.ts 13 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337
  1. 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, Vec2, Vec3, view } from 'cc';
  2. import { EventDispatcher } from '../../core_tgx/easy_ui_framework/EventDispatcher';
  3. import { GameEvent } from './Enum/GameEvent';
  4. import { LineDrawer } from './LineDrawer';
  5. import { EnemyComponent } from './Components/EnemyComponent';
  6. import { AliensGlobalInstance } from './AliensGlobalInstance';
  7. import { ScreenShotComponent } from './Components/ScreenShotComponent';
  8. import { GameUtil } from './GameUtil';
  9. import { RadarComponent } from './Components/RadarComponent';
  10. import { tgxUIMgr } from '../../core_tgx/tgx';
  11. import { UI_BattleGambit } from '../../scripts/UIDef';
  12. import { CameraSegmentation, moveDuration } from './CamerSegmentation';
  13. import { TimerMgr } from './Manager/TimerMgr';
  14. import { LevelManager } from './Manager/LevelMgr';
  15. import { CAMERA_SPLIT_DURATION } from './Components/BulletComponent';
  16. import { AliensAudioMgr } from './Manager/AliensAudioMgr';
  17. import { UserManager } from './Manager/UserMgr';
  18. import { GlobalConfig } from '../../start/Config/GlobalConfig';
  19. const { ccclass, property } = _decorator;
  20. //动画时长
  21. export const ANIMATION_DURATION = 0.5;
  22. @ccclass('LevelAction')
  23. export class LevelAction extends Component {
  24. @property(Camera)
  25. public camera: Camera = null!;
  26. private _renderTex: RenderTexture | null = null;
  27. private _isZooming = false;
  28. public targetNode: Node = null!;
  29. //关卡怪物总数
  30. public enemyTotal: number = 0;
  31. @property({ type: CCFloat, displayName: "拉近镜头的距离" })
  32. zoomDistance: number = 10; //拉近镜头的距离
  33. @property({ type: CCFloat, displayName: "旋转速度" })
  34. rotateSpeed: number = 0.2;
  35. // 添加旋转限制属性
  36. @property({ type: CCFloat, displayName: "水平旋转限制角度" })
  37. horizontalLimit: number = 50; // 水平旋转限制角度(左右各50度)
  38. @property({ type: CCFloat, displayName: "垂直旋转限制角度" })
  39. @property
  40. verticalLimit: number = 30; // 垂直旋转限制角度(上下各30度)
  41. private _initialRotation: Vec3 = new Vec3(0, 0, 0); // 初始旋转角度
  42. private _initialPosition: Vec3 = new Vec3();
  43. private _isZoomed: boolean = false; // 记录是否处于拉近状态
  44. onLoad(): void {
  45. this.camera.node.rotation.getEulerAngles(this._initialRotation);
  46. this._initialPosition = this.camera.node.position.clone();
  47. this.registerEvent();
  48. }
  49. start() {
  50. this.initilizeUI();
  51. this.saveCameraState();
  52. this.enemyTotal = this.node.getChildByName('Ets')!.children.length;
  53. EventDispatcher.instance.emit(GameEvent.EVENT_INIT_REMAIN_ENEMY, this.enemyTotal);
  54. }
  55. private initilizeUI() {
  56. const renderNode = AliensGlobalInstance.instance.renderNode;
  57. const aimTarget = AliensGlobalInstance.instance.aimTarget;
  58. const radarNode = AliensGlobalInstance.instance.radarNode;
  59. const battleUI = AliensGlobalInstance.instance.battleUI;
  60. renderNode.active = false;
  61. aimTarget.active = false;
  62. radarNode.active = false;
  63. battleUI.active = true;
  64. const match = tgxUIMgr.inst.isShowing(UI_BattleGambit);
  65. if (!match) {
  66. tgxUIMgr.inst.showUI(UI_BattleGambit);
  67. }
  68. this.updateLvlTitle();
  69. }
  70. private updateLvlTitle() {
  71. const lvlTitle = AliensGlobalInstance.instance.titleLvl;
  72. const level = LevelManager.instance.levelModel.level;
  73. lvlTitle.getChildByName('LbLvl').getComponent(Label).string = `${level}`;
  74. }
  75. private registerEvent() {
  76. // 触摸事件监听
  77. input.on(Input.EventType.TOUCH_START, this._onTouchStart, this);
  78. input.on(Input.EventType.TOUCH_MOVE, this._onTouchMove, this);
  79. input.on(Input.EventType.TOUCH_END, this._onTouchEnd, this);
  80. input.on(Input.EventType.TOUCH_CANCEL, this._onTouchEnd, this);
  81. //事件监听
  82. EventDispatcher.instance.on(GameEvent.EVENT_CAMERA_AIM, this.onAimTarget, this);
  83. EventDispatcher.instance.on(GameEvent.EVENT_CAMERA_RESET_AIM, this.onResetAimTarget, this);
  84. EventDispatcher.instance.on(GameEvent.EVENT_CAMERA_SHOOT, this.onShoot, this);
  85. EventDispatcher.instance.on(GameEvent.EVENT_CAMERA_SCREENSHOT_RADAR_LOCK, this.onCameraToTarget, this);
  86. EventDispatcher.instance.on(GameEvent.EVENT_FRAME_TOUCH_MOVE, this.frameTouch, this);
  87. }
  88. private unRegisterEvent() {
  89. // 触摸事件监听
  90. input.off(Input.EventType.TOUCH_START, this._onTouchStart, this);
  91. input.off(Input.EventType.TOUCH_MOVE, this._onTouchMove, this);
  92. input.off(Input.EventType.TOUCH_END, this._onTouchEnd, this);
  93. input.off(Input.EventType.TOUCH_CANCEL, this._onTouchEnd, this);
  94. //事件监听
  95. EventDispatcher.instance.off(GameEvent.EVENT_CAMERA_AIM, this.onAimTarget, this);
  96. EventDispatcher.instance.off(GameEvent.EVENT_CAMERA_RESET_AIM, this.onResetAimTarget, this);
  97. EventDispatcher.instance.off(GameEvent.EVENT_CAMERA_SHOOT, this.onShoot, this);
  98. EventDispatcher.instance.off(GameEvent.EVENT_CAMERA_SCREENSHOT_RADAR_LOCK, this.onCameraToTarget, this);
  99. }
  100. private onAimTarget() {
  101. if (this._isZoomed) return;
  102. // 获取相机前方方向(世界坐标)
  103. let magnifyRate = UserManager.instance.userModel.magnifyRate;
  104. if(GlobalConfig.isDebug){
  105. magnifyRate = 20;
  106. }
  107. console.log('magnifyRate:', magnifyRate);
  108. const forward = new Vec3(0, 0, -magnifyRate);
  109. Vec3.transformQuat(forward, forward, this.camera.node.rotation);
  110. // 朝前方移动(拉近)
  111. Vec3.scaleAndAdd(this.camera.node.position, this._initialPosition, forward, this.zoomDistance);
  112. this.camera.node.setPosition(this.camera.node.position);
  113. this._isZoomed = true;
  114. }
  115. private onResetAimTarget() {
  116. if (!this._isZoomed) return;
  117. // 恢复到初始位置但保持当前旋转角度
  118. const currentRotation = new Vec3();
  119. this.camera.node.rotation.getEulerAngles(currentRotation);
  120. this.camera.node.setPosition(this._initialPosition);
  121. // 保持旋转角度不变
  122. const rotation = new Quat();
  123. Quat.fromEuler(rotation, currentRotation.x, currentRotation.y, 0);
  124. this.camera.node.setRotation(rotation);
  125. this._isZoomed = false;
  126. }
  127. private async onShoot() {
  128. // 获取正确的屏幕中心坐标
  129. const screenCenter = view.getVisibleSize();
  130. const screenX = screenCenter.width * 0.5 * view.getScaleX();
  131. const screenY = screenCenter.height * 0.5 * view.getScaleY();
  132. // 从屏幕中心发射射线
  133. const ray = new geometry.Ray();
  134. this.camera.screenPointToRay(screenX, screenY, ray);
  135. // 射线检测参数
  136. const mask = 0xffffffff;
  137. const maxDistance = 1000;
  138. const queryTrigger = true;
  139. // 执行射线检测
  140. const hasHit = PhysicsSystem.instance.raycast(ray, mask, maxDistance, queryTrigger);
  141. if (hasHit) {
  142. const results = PhysicsSystem.instance.raycastResults;
  143. let hitEnemy = false;
  144. for (let i = 0; i < results.length; i++) {
  145. const item = results[i];
  146. const collider = item.collider.node;
  147. const killMonster = (isHead:boolean) => {
  148. if (hitEnemy) return; // 已经击中敌人则不再处理
  149. LevelManager.instance.levelModel.hitCount++;
  150. const levelNode = AliensGlobalInstance.instance.levels.children[0];
  151. const remain = levelNode.getChildByName('Ets')!.children.length;
  152. const hitNode = isHead ? collider.parent : collider;
  153. if (remain > 1) {
  154. AliensAudioMgr.playOneShot(AliensAudioMgr.getMusicIdName(5), 1.0);
  155. EventDispatcher.instance.emit(GameEvent.EVENT_CAMERA_SHOOT_ENEMY, hitNode);
  156. } else {
  157. EventDispatcher.instance.emit(GameEvent.EVENT_LAST_ENEMY_KILLED);
  158. TimerMgr.inst.pauseCountdown();
  159. EventDispatcher.instance.emit(GameEvent.EVENT_CAMERA_SPLIT, hitNode);
  160. this.scheduleOnce(() => {
  161. EventDispatcher.instance.emit(GameEvent.EVENT_CAMERA_SHOOT_ENEMY, hitNode);
  162. }, CAMERA_SPLIT_DURATION);
  163. }
  164. hitEnemy = true; // 标记已击中敌人
  165. };
  166. if (item.collider.getGroup() == 1 << 4) {
  167. LevelManager.instance.levelModel.headshotCount++;
  168. killMonster(true);
  169. EventDispatcher.instance.emit(GameEvent.EVENT_CAMERA_HEADSHOT);
  170. break;
  171. }
  172. if (item.collider.getGroup() == 1 << 3 && !hitEnemy) {
  173. killMonster(false);
  174. }
  175. }
  176. }
  177. LevelManager.instance.levelModel.shootCount++;
  178. EventDispatcher.instance.emit(GameEvent.EVENT_PLAY_GUN_ANIMATION);
  179. }
  180. //相机转向目标
  181. private async onCameraToTarget(targetNode: Node) {
  182. const camera = this.camera;
  183. if (!targetNode || !camera) return;
  184. const targetPos = new Vec3();
  185. targetNode.getWorldPosition(targetPos);
  186. // 获取相机位置
  187. const cameraPos = new Vec3();
  188. camera.node.getWorldPosition(cameraPos);
  189. // 计算从相机到目标的方向向量
  190. const direction = new Vec3();
  191. Vec3.subtract(direction, targetPos, cameraPos);
  192. direction.normalize();
  193. // 计算目标欧拉角
  194. const targetYaw = math.toDegree(Math.atan2(-direction.x, -direction.z));
  195. const targetPitch = math.toDegree(Math.asin(direction.y));
  196. // 获取当前欧拉角
  197. const currentRotation = camera.node.eulerAngles.clone();
  198. // 创建一个对象用于tween
  199. const tweenObj = {
  200. pitch: currentRotation.x,
  201. yaw: currentRotation.y
  202. };
  203. this._isZoomed = true;
  204. tween(tweenObj)
  205. .to(ANIMATION_DURATION, {
  206. pitch: targetPitch,
  207. yaw: targetYaw
  208. }, {
  209. easing: 'smooth',
  210. onUpdate: () => {
  211. // 更新相机旋转
  212. camera.node.setRotationFromEuler(tweenObj.pitch, tweenObj.yaw, 0);
  213. },
  214. onComplete: () => {
  215. this._isZoomed = false;
  216. }
  217. })
  218. .start();
  219. }
  220. /***************************触摸事件**********************************/
  221. private _onTouchStart(event: EventTouch) {
  222. console.log('_onTouchStart');
  223. const radarComponent = AliensGlobalInstance.instance.renderNode.getComponent(RadarComponent)!;
  224. if (radarComponent) {
  225. radarComponent.unlockPositionUpdate();
  226. }
  227. }
  228. private frameTouch(event: EventTouch) {
  229. this._onTouchMove(event);
  230. }
  231. private async _onTouchMove(event: EventTouch) {
  232. const delta = event.getDelta();
  233. // console.log('_onTouchMove delta:', delta);
  234. // 获取当前相机旋转
  235. const currentRotation = new Vec3();
  236. this.camera.node.rotation.getEulerAngles(currentRotation);
  237. // 计算新角度
  238. currentRotation.y -= delta.x * this.rotateSpeed;
  239. currentRotation.x += delta.y * this.rotateSpeed;
  240. // 限制水平旋转角度(基于初始角度)
  241. currentRotation.y = Math.max(
  242. this._initialRotation.y - this.horizontalLimit,
  243. Math.min(this._initialRotation.y + this.horizontalLimit, currentRotation.y)
  244. );
  245. // 限制垂直旋转角度(基于初始角度)
  246. currentRotation.x = Math.max(
  247. this._initialRotation.x - this.verticalLimit,
  248. Math.min(this._initialRotation.x + this.verticalLimit, currentRotation.x)
  249. );
  250. // 应用旋转
  251. const rotation = new Quat();
  252. Quat.fromEuler(rotation, currentRotation.x, currentRotation.y, 0);
  253. this.camera.node.setRotation(rotation);
  254. await this.saveCameraState();
  255. }
  256. //保存相机的位置和旋转角度
  257. private async saveCameraState() {
  258. const cameraOriginalPos = this.camera.node.worldPosition.clone();
  259. const originalRotation = this.camera.node.eulerAngles.clone();
  260. const screenShot = AliensGlobalInstance.instance.renderNode.getComponent(ScreenShotComponent)!;
  261. screenShot.saveCameraState(cameraOriginalPos, originalRotation);
  262. }
  263. private _onTouchEnd() {
  264. const radarComponent = AliensGlobalInstance.instance.renderNode.getComponent(RadarComponent)!;
  265. if (radarComponent) {
  266. radarComponent.unlockPositionUpdate();
  267. }
  268. }
  269. /***************************触摸事件end**********************************/
  270. onDestroy() {
  271. Tween.stopAllByTarget(this.node);
  272. this.unRegisterEvent();
  273. if (this._renderTex) {
  274. this._renderTex.destroy();
  275. this._renderTex = null;
  276. }
  277. }
  278. }