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