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, 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. renderNode.active = false;
  60. aimTarget.active = false;
  61. radarNode.active = false;
  62. const match = tgxUIMgr.inst.isShowing(UI_BattleGambit);
  63. if (!match) {
  64. tgxUIMgr.inst.showUI(UI_BattleGambit);
  65. }
  66. this.updateLvlTitle();
  67. }
  68. private updateLvlTitle() {
  69. const lvlTitle = AliensGlobalInstance.instance.titleLvl;
  70. const level = LevelManager.instance.levelModel.level;
  71. lvlTitle.getChildByName('LbLvl').getComponent(Label).string = `${level}`;
  72. }
  73. private registerEvent() {
  74. // 触摸事件监听
  75. input.on(Input.EventType.TOUCH_START, this._onTouchStart, this);
  76. input.on(Input.EventType.TOUCH_MOVE, this._onTouchMove, this);
  77. input.on(Input.EventType.TOUCH_END, this._onTouchEnd, this);
  78. input.on(Input.EventType.TOUCH_CANCEL, this._onTouchEnd, this);
  79. //事件监听
  80. EventDispatcher.instance.on(GameEvent.EVENT_CAMERA_AIM, this.onAimTarget, this);
  81. EventDispatcher.instance.on(GameEvent.EVENT_CAMERA_RESET_AIM, this.onResetAimTarget, this);
  82. EventDispatcher.instance.on(GameEvent.EVENT_CAMERA_SHOOT, this.onShoot, this);
  83. EventDispatcher.instance.on(GameEvent.EVENT_CAMERA_SCREENSHOT_RADAR_LOCK, this.onCameraToTarget, this);
  84. }
  85. private unRegisterEvent() {
  86. // 触摸事件监听
  87. input.off(Input.EventType.TOUCH_START, this._onTouchStart, this);
  88. input.off(Input.EventType.TOUCH_MOVE, this._onTouchMove, this);
  89. input.off(Input.EventType.TOUCH_END, this._onTouchEnd, this);
  90. input.off(Input.EventType.TOUCH_CANCEL, this._onTouchEnd, this);
  91. //事件监听
  92. EventDispatcher.instance.off(GameEvent.EVENT_CAMERA_AIM, this.onAimTarget, this);
  93. EventDispatcher.instance.off(GameEvent.EVENT_CAMERA_RESET_AIM, this.onResetAimTarget, this);
  94. EventDispatcher.instance.off(GameEvent.EVENT_CAMERA_SHOOT, this.onShoot, this);
  95. EventDispatcher.instance.off(GameEvent.EVENT_CAMERA_SCREENSHOT_RADAR_LOCK, this.onCameraToTarget, this);
  96. }
  97. private onAimTarget() {
  98. if (this._isZoomed) return;
  99. // 获取相机前方方向(世界坐标)
  100. let magnifyRate = UserManager.instance.userModel.magnifyRate;
  101. if(GlobalConfig.isDebug){
  102. magnifyRate = 20;
  103. }
  104. console.log('magnifyRate:', magnifyRate);
  105. const forward = new Vec3(0, 0, -magnifyRate);
  106. Vec3.transformQuat(forward, forward, this.camera.node.rotation);
  107. // 朝前方移动(拉近)
  108. Vec3.scaleAndAdd(this.camera.node.position, this._initialPosition, forward, this.zoomDistance);
  109. this.camera.node.setPosition(this.camera.node.position);
  110. this._isZoomed = true;
  111. }
  112. private onResetAimTarget() {
  113. if (!this._isZoomed) return;
  114. // 恢复到初始位置但保持当前旋转角度
  115. const currentRotation = new Vec3();
  116. this.camera.node.rotation.getEulerAngles(currentRotation);
  117. this.camera.node.setPosition(this._initialPosition);
  118. // 保持旋转角度不变
  119. const rotation = new Quat();
  120. Quat.fromEuler(rotation, currentRotation.x, currentRotation.y, 0);
  121. this.camera.node.setRotation(rotation);
  122. this._isZoomed = false;
  123. }
  124. private async onShoot() {
  125. // 获取正确的屏幕中心坐标
  126. const screenCenter = view.getVisibleSize();
  127. const screenX = screenCenter.width * 0.5 * view.getScaleX();
  128. const screenY = screenCenter.height * 0.5 * view.getScaleY();
  129. // 从屏幕中心发射射线
  130. const ray = new geometry.Ray();
  131. this.camera.screenPointToRay(screenX, screenY, ray);
  132. // 射线检测参数
  133. const mask = 0xffffffff;
  134. const maxDistance = 1000;
  135. const queryTrigger = true;
  136. // 执行射线检测
  137. const hasHit = PhysicsSystem.instance.raycast(ray, mask, maxDistance, queryTrigger);
  138. if (hasHit) {
  139. const results = PhysicsSystem.instance.raycastResults;
  140. let hitEnemy = false;
  141. for (let i = 0; i < results.length; i++) {
  142. const item = results[i];
  143. const collider = item.collider.node;
  144. const killMonster = (isHead:boolean) => {
  145. if (hitEnemy) return; // 已经击中敌人则不再处理
  146. LevelManager.instance.levelModel.hitCount++;
  147. const levelNode = AliensGlobalInstance.instance.levels.children[0];
  148. const remain = levelNode.getChildByName('Ets')!.children.length;
  149. const hitNode = isHead ? collider.parent : collider;
  150. if (remain > 1) {
  151. AliensAudioMgr.playOneShot(AliensAudioMgr.getMusicIdName(5), 1.0);
  152. EventDispatcher.instance.emit(GameEvent.EVENT_CAMERA_SHOOT_ENEMY, hitNode);
  153. } else {
  154. EventDispatcher.instance.emit(GameEvent.EVENT_LAST_ENEMY_KILLED);
  155. TimerMgr.inst.pauseCountdown();
  156. EventDispatcher.instance.emit(GameEvent.EVENT_CAMERA_SPLIT, hitNode);
  157. this.scheduleOnce(() => {
  158. EventDispatcher.instance.emit(GameEvent.EVENT_CAMERA_SHOOT_ENEMY, hitNode);
  159. }, CAMERA_SPLIT_DURATION);
  160. }
  161. hitEnemy = true; // 标记已击中敌人
  162. };
  163. if (item.collider.getGroup() == 1 << 4) {
  164. LevelManager.instance.levelModel.headshotCount++;
  165. killMonster(true);
  166. EventDispatcher.instance.emit(GameEvent.EVENT_CAMERA_HEADSHOT);
  167. break;
  168. }
  169. if (item.collider.getGroup() == 1 << 3 && !hitEnemy) {
  170. killMonster(false);
  171. }
  172. }
  173. }
  174. LevelManager.instance.levelModel.shootCount++;
  175. EventDispatcher.instance.emit(GameEvent.EVENT_PLAY_GUN_ANIMATION);
  176. }
  177. //相机转向目标
  178. private async onCameraToTarget(targetNode: Node) {
  179. const camera = this.camera;
  180. if (!targetNode || !camera) return;
  181. const targetPos = new Vec3();
  182. targetNode.getWorldPosition(targetPos);
  183. // 获取相机位置
  184. const cameraPos = new Vec3();
  185. camera.node.getWorldPosition(cameraPos);
  186. // 计算从相机到目标的方向向量
  187. const direction = new Vec3();
  188. Vec3.subtract(direction, targetPos, cameraPos);
  189. direction.normalize();
  190. // 计算目标欧拉角
  191. const targetYaw = math.toDegree(Math.atan2(-direction.x, -direction.z));
  192. const targetPitch = math.toDegree(Math.asin(direction.y));
  193. // 获取当前欧拉角
  194. const currentRotation = camera.node.eulerAngles.clone();
  195. // 创建一个对象用于tween
  196. const tweenObj = {
  197. pitch: currentRotation.x,
  198. yaw: currentRotation.y
  199. };
  200. this._isZoomed = true;
  201. tween(tweenObj)
  202. .to(ANIMATION_DURATION, {
  203. pitch: targetPitch,
  204. yaw: targetYaw
  205. }, {
  206. easing: 'smooth',
  207. onUpdate: () => {
  208. // 更新相机旋转
  209. camera.node.setRotationFromEuler(tweenObj.pitch, tweenObj.yaw, 0);
  210. },
  211. onComplete: () => {
  212. this._isZoomed = false;
  213. }
  214. })
  215. .start();
  216. }
  217. /***************************触摸事件**********************************/
  218. private _onTouchStart(event: EventTouch) {
  219. const radarComponent = AliensGlobalInstance.instance.renderNode.getComponent(RadarComponent)!;
  220. if (radarComponent) {
  221. radarComponent.unlockPositionUpdate();
  222. }
  223. }
  224. private async _onTouchMove(event: EventTouch) {
  225. const delta = event.getDelta();
  226. // 获取当前相机旋转
  227. const currentRotation = new Vec3();
  228. this.camera.node.rotation.getEulerAngles(currentRotation);
  229. // 计算新角度
  230. currentRotation.y -= delta.x * this.rotateSpeed;
  231. currentRotation.x += delta.y * this.rotateSpeed;
  232. // 限制水平旋转角度(基于初始角度)
  233. currentRotation.y = Math.max(
  234. this._initialRotation.y - this.horizontalLimit,
  235. Math.min(this._initialRotation.y + this.horizontalLimit, currentRotation.y)
  236. );
  237. // 限制垂直旋转角度(基于初始角度)
  238. currentRotation.x = Math.max(
  239. this._initialRotation.x - this.verticalLimit,
  240. Math.min(this._initialRotation.x + this.verticalLimit, currentRotation.x)
  241. );
  242. // 应用旋转
  243. const rotation = new Quat();
  244. Quat.fromEuler(rotation, currentRotation.x, currentRotation.y, 0);
  245. this.camera.node.setRotation(rotation);
  246. await this.saveCameraState();
  247. }
  248. //保存相机的位置和旋转角度
  249. private async saveCameraState() {
  250. const cameraOriginalPos = this.camera.node.worldPosition.clone();
  251. const originalRotation = this.camera.node.eulerAngles.clone();
  252. const screenShot = AliensGlobalInstance.instance.renderNode.getComponent(ScreenShotComponent)!;
  253. screenShot.saveCameraState(cameraOriginalPos, originalRotation);
  254. }
  255. private _onTouchEnd() {
  256. const radarComponent = AliensGlobalInstance.instance.renderNode.getComponent(RadarComponent)!;
  257. if (radarComponent) {
  258. radarComponent.unlockPositionUpdate();
  259. }
  260. }
  261. /***************************触摸事件end**********************************/
  262. onDestroy() {
  263. Tween.stopAllByTarget(this.node);
  264. this.unRegisterEvent();
  265. if (this._renderTex) {
  266. this._renderTex.destroy();
  267. this._renderTex = null;
  268. }
  269. }
  270. }