LevelAction.ts 17 KB

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  1. import { _decorator, BoxCollider2D, Button, CircleCollider2D, Collider2D, Component, find, instantiate, Node, NodeEventType, tween, view, Vec3, mat4, UITransform } from 'cc';
  2. import { CupHeight, TakeGobletGlobalInstance, WaterColorLog, WaterColors } from './TakeGobletGlobalInstance';
  3. import { OutArea } from './Component/OutArea';
  4. import { WaitArea } from './Component/WaitArea';
  5. import { CocktailCup } from './Component/CocktailCup';
  6. import { OriginCup, OriginCupState } from './Component/OriginCup';
  7. import { Water } from './Component/Water';
  8. import { EventDispatcher } from '../../core_tgx/easy_ui_framework/EventDispatcher';
  9. import { GameEvent } from './Enum/GameEvent';
  10. import { TempCup } from './Component/TempCup';
  11. import { TempCups } from './Component/TempCups';
  12. import { tgxUIMgr, tgxUITips } from '../../core_tgx/tgx';
  13. import { LevelManager } from './Manager/LevelMgr';
  14. import { UI_BattleResult } from '../../scripts/UIDef';
  15. import { GameUtil } from './GameUtil';
  16. import { OriginArea } from './Component/OriginArea';
  17. import { GtagMgr, GtagType } from '../../core_tgx/base/GtagMgr';
  18. import { GlobalConfig } from '../../start/Config/GlobalConfig';
  19. import { AdvertMgr } from '../../core_tgx/base/ad/AdvertMgr';
  20. const { ccclass, property } = _decorator;
  21. @ccclass('LevelAction')
  22. export class LevelAction extends Component {
  23. @property(OutArea)
  24. outArea: OutArea = null!; // 直接引用OutArea组件
  25. @property(WaitArea)
  26. waitArea: WaitArea = null!; // 直接引用WaitArea组件
  27. @property(Node)
  28. tempCups: Node = null!; //临时杯
  29. @property(Node)
  30. originArea: Node = null!; //原浆区
  31. originCupPositions = new Map<string, Vec3>(); // 改用唯一ID记录
  32. private isProcessing = false; // 添加状态锁
  33. static instance: LevelAction; // 添加静态实例
  34. onLoad() {
  35. LevelAction.instance = this;
  36. }
  37. start() {
  38. this.generateInitialCups();
  39. this.registerListener();
  40. this.reportInformation();
  41. }
  42. //上报信息
  43. reportInformation() {
  44. const { level } = LevelManager.instance.levelModel;
  45. console.log(`上报信息 level:${level}`);
  46. GtagMgr.inst.doGameDot(GtagType.level_start, { level });
  47. if (!GlobalConfig.isDebug) {
  48. AdvertMgr.instance.showInterstitial();
  49. }
  50. }
  51. onDestroy() {
  52. this.unregisterListener();
  53. }
  54. registerListener() {
  55. EventDispatcher.instance.on(GameEvent.EVENT_REFRESH_COLOR, this.generateOriginCups, this);
  56. EventDispatcher.instance.on(GameEvent.EVENT_CLICK_ORIGIN_CUP, this.handlePourOriginCup, this);
  57. EventDispatcher.instance.on(GameEvent.EVENT_ORIGIN_CUP_DESTROYED, (uuid: string) => {
  58. if (!this.originCupPositions) return
  59. const targetPos = this.originCupPositions.get(uuid);
  60. if (targetPos) {
  61. this.spawnNewOriginCup(targetPos);
  62. }
  63. }, this);
  64. EventDispatcher.instance.on(GameEvent.EVENT_COCKTAIL_CUP_DESTROYED, this.handleCupDestroyed, this);
  65. }
  66. unregisterListener() {
  67. EventDispatcher.instance.off(GameEvent.EVENT_REFRESH_COLOR, this.generateOriginCups, this);
  68. EventDispatcher.instance.off(GameEvent.EVENT_CLICK_ORIGIN_CUP, this.handlePourOriginCup, this);
  69. EventDispatcher.instance.off(GameEvent.EVENT_ORIGIN_CUP_DESTROYED, this.spawnNewOriginCup, this);
  70. EventDispatcher.instance.off(GameEvent.EVENT_COCKTAIL_CUP_DESTROYED, this.handleCupDestroyed, this);
  71. }
  72. private async generateInitialCups() {
  73. const instance = TakeGobletGlobalInstance.instance;
  74. const configs = instance.getInitialCupsConfig();
  75. const allCups: Node[] = [];
  76. for (const config of configs) {
  77. for (let i = 0; i < config.count; i++) {
  78. const prefab = await instance.loadAsyncCocktail(config.height);
  79. const cupNode = instantiate(prefab);
  80. const cup = cupNode.getComponent(CocktailCup)!;
  81. cup.reset();
  82. allCups.push(cupNode);
  83. }
  84. }
  85. const levelColors = LevelManager.instance.levelModel.levelColors;
  86. const rule = instance.cocktailCupRule();
  87. const [x, y] = rule;
  88. const colorPool = levelColors.slice(0, y);
  89. // 为所有杯子分配颜色,并控制颜色种类不超过y种
  90. allCups.forEach(cup => {
  91. const cupComp = cup.getComponent(CocktailCup)!;
  92. // 从颜色池随机选择一个颜色
  93. const randomColor = colorPool[Math.floor(Math.random() * colorPool.length)];
  94. cupComp.cupColor = randomColor;
  95. });
  96. console.log('allCups: ', allCups.length);
  97. // 分配初始位置
  98. allCups.slice(0, 2).forEach(cup => this.outArea.addCup(cup));
  99. allCups.slice(2).forEach(cup => this.waitArea.addCup(cup));
  100. // 在分配完调酒杯后添加
  101. this.generateOriginCups();
  102. // 初始化暂存区
  103. this.tempCups.children.forEach(tempCupNode => {
  104. const tempCup = tempCupNode.getComponent(TempCup)!;
  105. tempCup.reset(); // 重置所有暂存杯
  106. });
  107. }
  108. // 当调酒区杯子被消除时调用
  109. public async handleCupsRemoved(count: number) {
  110. for (let i = 0; i < count; i++) {
  111. const cup = this.waitArea.takeCup();
  112. if (cup) {
  113. this.outArea.addCup(cup);
  114. }
  115. }
  116. }
  117. private async generateOriginCups() {
  118. if (this.isProcessing) {
  119. tgxUITips.show('我知道你很急,但你先别急!');
  120. return;
  121. }
  122. const levelModel = LevelManager.instance.levelModel;
  123. const outCups = this.outArea.getCups() as Node[];
  124. const waitCups = this.waitArea.getCups() as Node[];
  125. const measuringcup_number = levelModel.levelConfig.measuringcup_number;
  126. const allCups = [...outCups, ...waitCups].slice(0, measuringcup_number);
  127. const colors = allCups.map(cup => {
  128. const comp = cup.getComponent(CocktailCup);
  129. return comp ? comp.cupColor : WaterColors.Blue;
  130. });
  131. this.originArea.children.forEach(originCupNode => {
  132. const originCup = originCupNode.getComponent(OriginCup)!;
  133. const waters = originCup.waters.children;
  134. for (let i = 0; i < originCup.cupHeight; i++) {
  135. const waterNode = waters[i];
  136. const water = waterNode.getComponent(Water);
  137. if (water) {
  138. water.initColor(colors[Math.floor(Math.random() * colors.length)]);
  139. waterNode.active = true;
  140. }
  141. }
  142. //冰冻水
  143. const freezeInit = TakeGobletGlobalInstance.instance.refreshFreezeWaterInit();
  144. const freezeCount = this.originArea.getComponent(OriginArea)!.getFrozenCupCount();
  145. const freezeOver = TakeGobletGlobalInstance.instance.isOverFreezeWaterCeiling(freezeCount);
  146. const freeze = freezeInit && !freezeOver;
  147. originCup.getComponent(OriginCup)!.freezeActive = freeze;
  148. // 在生成初始原浆杯时记录位置
  149. const id = originCupNode.uuid; // 使用节点唯一ID
  150. this.originCupPositions.set(id, originCupNode.position.clone());
  151. // console.log('在生成初始原浆杯时记录id : ', id, originCupNode.position);
  152. });
  153. }
  154. private findTargetCupInOutArea(color: WaterColors): { node: Node, comp: CocktailCup } | null {
  155. const validCups = this.outArea.getCups()
  156. .map(node => ({
  157. node,
  158. comp: node.getComponent(CocktailCup)!
  159. }))
  160. .filter(({ comp }) =>
  161. comp &&
  162. comp.cupColor === color &&
  163. !comp.isFull
  164. );
  165. if (validCups.length === 0) return null;
  166. const sorted = validCups.sort((a, b) => (a.comp.remainingCapacity ?? 0) - (b.comp.remainingCapacity ?? 0));
  167. return sorted[0];
  168. }
  169. public async handlePourOriginCup(originCup: OriginCup) {
  170. if (this.isProcessing) {
  171. tgxUITips.show('我知道你很急,但你先别急!');
  172. return;
  173. }
  174. this.isProcessing = true;
  175. try {
  176. // 如果子节点0是底层,需要反转顺序
  177. const watersNode: Node[] = [];
  178. for (let i = originCup.waters.children.length - 1; i >= 0; i--) {
  179. const waterNode = originCup.waters.children[i];
  180. if (waterNode.active) {
  181. watersNode.push(waterNode);
  182. }
  183. }
  184. let hasUnprocessed = false; // 标记是否有未处理的水层
  185. originCup.setMark(false);
  186. for (const waterNode of watersNode) {
  187. const color = waterNode.getComponent(Water)!.color;
  188. console.log(`当前处理的颜色:${WaterColorLog[color]}}`);
  189. let targetNode: Node | null = this.findTargetCupInOutArea(color)?.node || null;
  190. let targetIsTemp = false;
  191. // 调酒区未找到,查找暂存区
  192. if (!targetNode) {
  193. const tempCupsComp = this.tempCups.getComponent(TempCups);
  194. if (!tempCupsComp) {
  195. console.error('TempCups component not found!');
  196. continue;
  197. }
  198. const tempCup = tempCupsComp.findAvailableTempCup();
  199. if (tempCup) {
  200. targetNode = tempCup.node;
  201. targetIsTemp = true;
  202. }
  203. }
  204. if (!targetNode) {
  205. hasUnprocessed = true;
  206. console.log(`颜色${WaterColors[color]}未找到可用杯子`);
  207. continue; // 继续尝试处理后续颜色
  208. }
  209. await this.pourAnimation(
  210. originCup.node,
  211. targetNode,
  212. undefined,
  213. targetIsTemp
  214. );
  215. originCup.pourWater();
  216. // 更新目标杯
  217. if (targetIsTemp) {
  218. const tempCupComp = targetNode.getComponent(TempCup)!;
  219. await tempCupComp.fill(color);
  220. } else {
  221. const cocktailCup = targetNode.getComponent(CocktailCup)!;
  222. await cocktailCup.addLayer(); // 等待添加水层流程完成
  223. }
  224. originCup.hideCurrentWaterLayer();
  225. }
  226. // 处理完所有颜色后检查剩余水层
  227. const remaining = originCup.waters.children.filter(n => n.active).length;
  228. if (hasUnprocessed || remaining > 0) {
  229. // console.log("游戏结束:仍有未处理的水层");
  230. this.isProcessing = true;
  231. LevelManager.instance.levelModel.isWin = false;
  232. tgxUIMgr.inst.showUI(UI_BattleResult);
  233. } else {
  234. // 所有水层处理完毕,销毁原浆杯
  235. await originCup.destroyOriginCup();
  236. this.addWaitCupToOutArea();
  237. }
  238. } finally {
  239. this.isProcessing = false;
  240. }
  241. }
  242. //处理暂存区倒水到调酒区
  243. private async handlePourTempCupToOutArea() {
  244. if (this.isProcessing) return;
  245. this.isProcessing = true;
  246. try {
  247. const tempCupsComp = this.tempCups.getComponent(TempCups)!;
  248. const filledCups = tempCupsComp.getFilledCups();
  249. for (const tempCup of filledCups) {
  250. const originalPos = tempCup.node.position.clone();
  251. const colors = tempCup.getColors();
  252. for (const color of colors) {
  253. const targetCup = this.findTargetCupInOutArea(color);
  254. if (!targetCup) {
  255. // console.log(`颜色${WaterColors[color]}未找到可用调酒杯`);
  256. continue;
  257. }
  258. await this.pourAnimation(
  259. tempCup.node,
  260. targetCup.node,
  261. originalPos,
  262. true
  263. );
  264. tempCup.pour();
  265. const cocktailCup = targetCup.comp;
  266. await cocktailCup.addLayer();
  267. await GameUtil.delay(0.2);
  268. // 返回到暂存区初始位置
  269. if (originalPos) {
  270. await new Promise(resolve => {
  271. tween(tempCup.node)
  272. .to(0.3, { position: originalPos })
  273. .call(() => {
  274. tempCup.reset();
  275. resolve(true);
  276. })
  277. .start();
  278. });
  279. }
  280. }
  281. }
  282. } finally {
  283. this.isProcessing = false;
  284. }
  285. }
  286. // 添加新杯子后触发暂存区倒水
  287. private async addWaitCupToOutArea() {
  288. const waitCups = this.waitArea.cups;
  289. const outCups = this.outArea.getCups();
  290. const needAddCount = outCups.length === 0 ? 2 : 1;
  291. const byX = outCups.length === 0 ? 220 : 110;
  292. const movingCups: Node[] = [];
  293. for (let i = 0; i < needAddCount; i++) {
  294. if (waitCups.length === 0) break;
  295. movingCups.push(waitCups.pop()!);
  296. }
  297. const newCups: Node[] = [];
  298. for (const cup of movingCups) {
  299. const comp = cup.getComponent(CocktailCup)!;
  300. const prefab = await TakeGobletGlobalInstance.instance.loadAsyncCocktail(comp.cupHeight);
  301. const newCup = instantiate(prefab);
  302. const newComp = newCup.getComponent(CocktailCup)!;
  303. newComp.cupColor = comp.cupColor;
  304. newComp.reset();
  305. const targetX = outCups.length === 0 ?
  306. (newCups.length === 0 ? -160 : -50) :
  307. -50;
  308. newCup.setPosition(new Vec3(targetX, 0, 0));
  309. newCups.push(newCup);
  310. cup.destroy();
  311. }
  312. const outNodes = this.outArea.node.getChildByName('OutNodes')!;
  313. newCups.forEach(cup => cup.setParent(outNodes));
  314. // 执行统一平移
  315. if (this.waitArea.getCups().length > 0) {
  316. this.outArea.getCups().concat(this.waitArea.getCups()).forEach(cup => {
  317. tween(cup)
  318. .by(0.3, { position: new Vec3(byX, 0, 0) }, { easing: 'sineOut' })
  319. .start();
  320. });
  321. }
  322. await GameUtil.delay(0.2);
  323. // 在添加完成后处理暂存区倒水
  324. await this.handlePourTempCupToOutArea();
  325. // 胜利条件检测:当两个区域都没有杯子时触发胜利
  326. if (this.outArea.getCups().length === 0 && this.waitArea.cups.length === 0) {
  327. this.isProcessing = true;
  328. LevelManager.instance.levelModel.isWin = true;
  329. tgxUIMgr.inst.showUI(UI_BattleResult);
  330. }
  331. }
  332. /** 倒水移动动画
  333. * @param origin 原杯子
  334. * @param target 目标杯子
  335. * @param originalPos 原始位置
  336. * @param isTempCup 是否是暂存区杯子
  337. */
  338. private async pourAnimation(
  339. origin: Node,
  340. target: Node,
  341. originalPos?: Vec3,
  342. isTempCup: boolean = false
  343. ) {
  344. const targetWorldPos = target.getWorldPosition().clone();
  345. const tempRegex = /TempCup/.test(origin.name);
  346. // 调整偏移量
  347. targetWorldPos.x -= !tempRegex ? 55 : 20;
  348. targetWorldPos.y += !tempRegex ? 125 : 205;
  349. // 移动动画到目标位置
  350. await new Promise<void>(resolve => {
  351. tween(origin)
  352. .to(0.5, { worldPosition: targetWorldPos })
  353. .call(resolve)
  354. .start();
  355. });
  356. }
  357. private async spawnNewOriginCup(targetPos: Vec3) {
  358. const levelModel = LevelManager.instance.levelModel;
  359. const measuringcup_number = levelModel.levelConfig.measuringcup_number;//获取调酒和等待区前面数量
  360. const colors = this.getAvailableColors(measuringcup_number);
  361. if (colors.length <= 0) return;
  362. // 创建新原浆杯
  363. const height = TakeGobletGlobalInstance.instance.generateOriginCupHeight();
  364. const prefab = await TakeGobletGlobalInstance.instance.loadAsyncOriginCup(height);
  365. const newCup = instantiate(prefab);
  366. this.originArea.addChild(newCup);
  367. await newCup.getComponent(OriginCup)?.spawnNewOriginCup(height, targetPos, colors);
  368. }
  369. // 获取可用颜色
  370. private getAvailableColors(count: number): WaterColors[] {
  371. const outCups = this.outArea.getCups();
  372. const waitCups = this.waitArea.getCups();
  373. const allCups = [...outCups, ...waitCups].slice(0, count);
  374. return allCups.map(cup => {
  375. const comp = cup.getComponent(CocktailCup);
  376. return comp ? comp.cupColor : WaterColors.Blue;
  377. });
  378. }
  379. private handleCupDestroyed(destroyedCup: Node) {
  380. // 从outArea移除被销毁的杯子
  381. this.outArea.removeCup(destroyedCup);
  382. }
  383. }