LevelAction.ts 13 KB

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  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. public targetNode: Node = null!;
  28. //关卡怪物总数
  29. public enemyTotal: number = 0;
  30. @property({ type: CCFloat, displayName: "拉近镜头的距离" })
  31. zoomDistance: number = 10; //拉近镜头的距离
  32. @property({ type: CCFloat, displayName: "旋转速度" })
  33. rotateSpeed: number = 0.2;
  34. // 添加旋转限制属性
  35. @property({ type: CCFloat, displayName: "水平旋转限制角度" })
  36. horizontalLimit: number = 50; // 水平旋转限制角度(左右各50度)
  37. @property({ type: CCFloat, displayName: "垂直旋转限制角度" })
  38. @property
  39. verticalLimit: number = 30; // 垂直旋转限制角度(上下各30度)
  40. private _initialRotation: Vec3 = new Vec3(0, 0, 0); // 初始旋转角度
  41. private _initialPosition: Vec3 = new Vec3();
  42. private _isZoomed: boolean = false; // 记录是否处于拉近状态
  43. private _isZooming = false;
  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 async onAimTarget() {
  101. if (this._isZoomed) return;
  102. this._isZooming = true;
  103. // 获取相机前方方向(世界坐标)
  104. let magnifyRate = UserManager.instance.userModel.magnifyRate;
  105. if (GlobalConfig.isDebug) {
  106. magnifyRate = 0.1;
  107. }
  108. // console.log('magnifyRate:', magnifyRate);
  109. const forward = new Vec3(0, 0, -magnifyRate);
  110. Vec3.transformQuat(forward, forward, this.camera.node.rotation);
  111. // 朝前方移动(拉近)
  112. Vec3.scaleAndAdd(this.camera.node.position, this._initialPosition, forward, this.zoomDistance);
  113. this.camera.node.setPosition(this.camera.node.position);
  114. this._isZoomed = true;
  115. this._isZooming = false;
  116. }
  117. private onResetAimTarget() {
  118. if (!this._isZoomed) return;
  119. // 恢复到初始位置但保持当前旋转角度
  120. const currentRotation = new Vec3();
  121. this.camera.node.rotation.getEulerAngles(currentRotation);
  122. this.camera.node.setPosition(this._initialPosition);
  123. // 保持旋转角度不变
  124. const rotation = new Quat();
  125. Quat.fromEuler(rotation, currentRotation.x, currentRotation.y, 0);
  126. this.camera.node.setRotation(rotation);
  127. this._isZoomed = false;
  128. }
  129. private async onShoot() {
  130. // 获取正确的屏幕中心坐标
  131. const screenCenter = view.getVisibleSize();
  132. const screenX = screenCenter.width * 0.5 * view.getScaleX();
  133. const screenY = screenCenter.height * 0.5 * view.getScaleY();
  134. // 从屏幕中心发射射线
  135. const ray = new geometry.Ray();
  136. this.camera.screenPointToRay(screenX, screenY, ray);
  137. // 射线检测参数
  138. const mask = 0xffffffff;
  139. const maxDistance = 1000;
  140. const queryTrigger = true;
  141. // 执行射线检测
  142. const hasHit = PhysicsSystem.instance.raycast(ray, mask, maxDistance, queryTrigger);
  143. if (hasHit) {
  144. const results = PhysicsSystem.instance.raycastResults;
  145. let hitEnemy = false;
  146. for (let i = 0; i < results.length; i++) {
  147. const item = results[i];
  148. const collider = item.collider.node;
  149. const killMonster = (isHead: boolean) => {
  150. if (hitEnemy) return; // 已经击中敌人则不再处理
  151. LevelManager.instance.levelModel.hitCount++;
  152. const levelNode = AliensGlobalInstance.instance.levels.children[0];
  153. const remain = levelNode.getChildByName('Ets')!.children.length;
  154. const hitNode = isHead ? collider.parent : collider;
  155. if (remain > 1) {
  156. AliensAudioMgr.playOneShot(AliensAudioMgr.getMusicIdName(5), 1.0);
  157. EventDispatcher.instance.emit(GameEvent.EVENT_CAMERA_SHOOT_ENEMY, hitNode);
  158. } else {
  159. EventDispatcher.instance.emit(GameEvent.EVENT_LAST_ENEMY_KILLED);
  160. TimerMgr.inst.pauseCountdown();
  161. EventDispatcher.instance.emit(GameEvent.EVENT_CAMERA_SPLIT, hitNode);
  162. this.scheduleOnce(() => {
  163. EventDispatcher.instance.emit(GameEvent.EVENT_CAMERA_SHOOT_ENEMY, hitNode);
  164. }, CAMERA_SPLIT_DURATION);
  165. }
  166. hitEnemy = true; // 标记已击中敌人
  167. };
  168. if (item.collider.getGroup() == 1 << 4) {
  169. LevelManager.instance.levelModel.headshotCount++;
  170. killMonster(true);
  171. EventDispatcher.instance.emit(GameEvent.EVENT_CAMERA_HEADSHOT);
  172. break;
  173. }
  174. if (item.collider.getGroup() == 1 << 3 && !hitEnemy) {
  175. killMonster(false);
  176. }
  177. }
  178. }
  179. LevelManager.instance.levelModel.shootCount++;
  180. EventDispatcher.instance.emit(GameEvent.EVENT_PLAY_GUN_ANIMATION);
  181. }
  182. //相机转向目标
  183. private async onCameraToTarget(targetNode: Node) {
  184. const camera = this.camera;
  185. if (!targetNode || !camera) return;
  186. const targetPos = new Vec3();
  187. targetNode.getWorldPosition(targetPos);
  188. // 获取相机位置
  189. const cameraPos = new Vec3();
  190. camera.node.getWorldPosition(cameraPos);
  191. // 计算从相机到目标的方向向量
  192. const direction = new Vec3();
  193. Vec3.subtract(direction, targetPos, cameraPos);
  194. direction.normalize();
  195. // 计算目标欧拉角
  196. const targetYaw = math.toDegree(Math.atan2(-direction.x, -direction.z));
  197. const targetPitch = math.toDegree(Math.asin(direction.y));
  198. // 获取当前欧拉角
  199. const currentRotation = camera.node.eulerAngles.clone();
  200. // 创建一个对象用于tween
  201. const tweenObj = {
  202. pitch: currentRotation.x,
  203. yaw: currentRotation.y
  204. };
  205. this._isZoomed = true;
  206. tween(tweenObj)
  207. .to(ANIMATION_DURATION, {
  208. pitch: targetPitch,
  209. yaw: targetYaw
  210. }, {
  211. easing: 'smooth',
  212. onUpdate: () => {
  213. // 更新相机旋转
  214. camera.node.setRotationFromEuler(tweenObj.pitch, tweenObj.yaw, 0);
  215. },
  216. onComplete: () => {
  217. this._isZoomed = false;
  218. }
  219. })
  220. .start();
  221. }
  222. /***************************触摸事件**********************************/
  223. private _onTouchStart(event: EventTouch) {
  224. console.log('_onTouchStart');
  225. const radarComponent = AliensGlobalInstance.instance.renderNode.getComponent(RadarComponent)!;
  226. if (radarComponent) {
  227. radarComponent.unlockPositionUpdate();
  228. }
  229. }
  230. private frameTouch(event: EventTouch) {
  231. this._onTouchMove(event);
  232. }
  233. private async _onTouchMove(event: EventTouch) {
  234. if(this._isZooming) return;
  235. const delta = event.getDelta();
  236. // console.log('_onTouchMove delta:', delta);
  237. // 获取当前相机旋转
  238. const currentRotation = new Vec3();
  239. this.camera.node.rotation.getEulerAngles(currentRotation);
  240. // 计算新角度
  241. currentRotation.y -= delta.x * this.rotateSpeed;
  242. currentRotation.x += delta.y * this.rotateSpeed;
  243. // 限制水平旋转角度(基于初始角度)
  244. currentRotation.y = Math.max(
  245. this._initialRotation.y - this.horizontalLimit,
  246. Math.min(this._initialRotation.y + this.horizontalLimit, currentRotation.y)
  247. );
  248. // 限制垂直旋转角度(基于初始角度)
  249. currentRotation.x = Math.max(
  250. this._initialRotation.x - this.verticalLimit,
  251. Math.min(this._initialRotation.x + this.verticalLimit, currentRotation.x)
  252. );
  253. // 应用旋转
  254. const rotation = new Quat();
  255. Quat.fromEuler(rotation, currentRotation.x, currentRotation.y, 0);
  256. this.camera.node.setRotation(rotation);
  257. await this.saveCameraState();
  258. }
  259. //保存相机的位置和旋转角度
  260. private async saveCameraState() {
  261. const cameraOriginalPos = this.camera.node.worldPosition.clone();
  262. const originalRotation = this.camera.node.eulerAngles.clone();
  263. const screenShot = AliensGlobalInstance.instance.renderNode.getComponent(ScreenShotComponent)!;
  264. screenShot.saveCameraState(cameraOriginalPos, originalRotation);
  265. }
  266. private _onTouchEnd() {
  267. const radarComponent = AliensGlobalInstance.instance.renderNode.getComponent(RadarComponent)!;
  268. if (radarComponent) {
  269. radarComponent.unlockPositionUpdate();
  270. }
  271. }
  272. /***************************触摸事件end**********************************/
  273. onDestroy() {
  274. Tween.stopAllByTarget(this.node);
  275. this.unRegisterEvent();
  276. if (this._renderTex) {
  277. this._renderTex.destroy();
  278. this._renderTex = null;
  279. }
  280. }
  281. }