123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258 |
- 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;
- }
- }
- }
|