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, Label } 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. EventDispatcher.instance.on(GameEvent.EVENT_RIGHT_CUP_FULL, this.addWaitCupToOutArea, this);
  66. }
  67. unregisterListener() {
  68. EventDispatcher.instance.off(GameEvent.EVENT_REFRESH_COLOR, this.generateOriginCups, this);
  69. EventDispatcher.instance.off(GameEvent.EVENT_CLICK_ORIGIN_CUP, this.handlePourOriginCup, this);
  70. EventDispatcher.instance.off(GameEvent.EVENT_ORIGIN_CUP_DESTROYED, this.spawnNewOriginCup, this);
  71. EventDispatcher.instance.off(GameEvent.EVENT_COCKTAIL_CUP_DESTROYED, this.handleCupDestroyed, this);
  72. EventDispatcher.instance.off(GameEvent.EVENT_RIGHT_CUP_FULL, this.addWaitCupToOutArea, this);
  73. }
  74. private async generateInitialCups() {
  75. const instance = TakeGobletGlobalInstance.instance;
  76. const configs = instance.getInitialCupsConfig();
  77. const allCups: Node[] = [];
  78. for (const config of configs) {
  79. for (let i = 0; i < config.count; i++) {
  80. const prefab = await instance.loadAsyncCocktail(config.height);
  81. const cupNode = instantiate(prefab);
  82. const cup = cupNode.getComponent(CocktailCup)!;
  83. cup.reset();
  84. allCups.push(cupNode);
  85. }
  86. }
  87. const levelColors = LevelManager.instance.levelModel.levelColors;
  88. const rule = instance.cocktailCupRule();
  89. const [x, y] = rule;
  90. const colorPool = levelColors.slice(0, y);
  91. console.log(`colorPool:`,colorPool)
  92. // 为所有杯子分配颜色,并控制颜色种类不超过y种
  93. allCups.forEach(cup => {
  94. const cupComp = cup.getComponent(CocktailCup)!;
  95. // 从颜色池随机选择一个颜色
  96. const randomColor = colorPool[Math.floor(Math.random() * colorPool.length)];
  97. cupComp.cupColor = randomColor;
  98. });
  99. console.log('allCups: ', allCups.length);
  100. // 分配初始位置
  101. allCups.slice(0, 2).forEach(cup => this.outArea.addCup(cup));
  102. allCups.slice(2).forEach(cup => this.waitArea.addCup(cup));
  103. // 在分配完调酒杯后添加
  104. this.generateOriginCups();
  105. // 初始化暂存区
  106. this.tempCups.children.forEach(tempCupNode => {
  107. const tempCup = tempCupNode.getComponent(TempCup)!;
  108. tempCup.reset(); // 重置所有暂存杯
  109. });
  110. EventDispatcher.instance.emit(GameEvent.EVENT_REFRESH_REMAIN_CUP);
  111. }
  112. // 当调酒区杯子被消除时调用
  113. public async handleCupsRemoved(count: number) {
  114. for (let i = 0; i < count; i++) {
  115. const cup = this.waitArea.takeCup();
  116. if (cup) {
  117. this.outArea.addCup(cup);
  118. }
  119. }
  120. }
  121. private async generateOriginCups() {
  122. if (this.isProcessing) {
  123. tgxUITips.show('Please wait for the current process to complete!');
  124. return;
  125. }
  126. const levelModel = LevelManager.instance.levelModel;
  127. const outCups = this.outArea.getCups() as Node[];
  128. const waitCups = this.waitArea.getCups() as Node[];
  129. const measuringcup_number = levelModel.levelConfig.measuringcup_number;
  130. const allCups = [...outCups, ...waitCups].slice(0, measuringcup_number);
  131. const colors = allCups.map(cup => {
  132. const comp = cup.getComponent(CocktailCup);
  133. return comp ? comp.cupColor : WaterColors.Blue;
  134. });
  135. this.originArea.children.forEach(originCupNode => {
  136. const originCup = originCupNode.getComponent(OriginCup)!;
  137. const waters = originCup.waters.children;
  138. for (let i = 0; i < originCup.cupHeight; i++) {
  139. const waterNode = waters[i];
  140. const water = waterNode.getComponent(Water);
  141. if (water) {
  142. water.initColor(colors[Math.floor(Math.random() * colors.length)]);
  143. waterNode.active = true;
  144. }
  145. }
  146. // 在生成初始原浆杯时记录位置
  147. const id = originCupNode.uuid; // 使用节点唯一ID
  148. this.originCupPositions.set(id, originCupNode.position.clone());
  149. // console.log('在生成初始原浆杯时记录id : ', id, originCupNode.position);
  150. });
  151. }
  152. private findTargetCupInOutArea(color: WaterColors): { node: Node, comp: CocktailCup } | null {
  153. const validCups = this.outArea.getCups()
  154. .map(node => ({
  155. node,
  156. comp: node.getComponent(CocktailCup)!
  157. }))
  158. .filter(({ comp }) =>
  159. comp &&
  160. comp.cupColor === color &&
  161. !comp.isFull
  162. );
  163. if (validCups.length === 0) return null;
  164. const sorted = validCups.sort((a, b) => (a.comp.remainingCapacity ?? 0) - (b.comp.remainingCapacity ?? 0));
  165. return sorted[0];
  166. }
  167. public async handlePourOriginCup(originCup: OriginCup) {
  168. if (this.isProcessing) {
  169. tgxUITips.show('Please wait for the current process to complete!');
  170. return;
  171. }
  172. this.isProcessing = true;
  173. try {
  174. // 如果子节点0是底层,需要反转顺序
  175. const watersNode: Node[] = [];
  176. for (let i = originCup.waters.children.length - 1; i >= 0; i--) {
  177. const waterNode = originCup.waters.children[i];
  178. if (waterNode.active) {
  179. watersNode.push(waterNode);
  180. }
  181. }
  182. let hasUnprocessed = false; // 标记是否有未处理的水层
  183. originCup.setMark(false);
  184. for (const waterNode of watersNode) {
  185. const color = waterNode.getComponent(Water)!.color;
  186. console.log(`当前处理的颜色:${WaterColorLog[color]}}`);
  187. let targetNode: Node | null = this.findTargetCupInOutArea(color)?.node || null;
  188. let targetIsTemp = false;
  189. // 调酒区未找到,查找暂存区
  190. if (!targetNode) {
  191. const tempCupsComp = this.tempCups.getComponent(TempCups);
  192. if (!tempCupsComp) {
  193. console.error('TempCups component not found!');
  194. continue;
  195. }
  196. const tempCup = tempCupsComp.findAvailableTempCup();
  197. if (tempCup) {
  198. targetNode = tempCup.node;
  199. targetIsTemp = true;
  200. }
  201. }
  202. if (!targetNode) {
  203. hasUnprocessed = true;
  204. console.log(`颜色${WaterColors[color]}未找到可用杯子`);
  205. continue; // 继续尝试处理后续颜色
  206. }
  207. await this.pourAnimation(
  208. originCup.node,
  209. targetNode,
  210. undefined,
  211. targetIsTemp
  212. );
  213. originCup.pourWater();
  214. // 更新目标杯
  215. if (targetIsTemp) {
  216. const tempCupComp = targetNode.getComponent(TempCup)!;
  217. await tempCupComp.fill(color);
  218. } else {
  219. const cocktailCup = targetNode.getComponent(CocktailCup)!;
  220. await cocktailCup.addLayer(); // 等待添加水层流程完成
  221. }
  222. originCup.hideCurrentWaterLayer();
  223. }
  224. // 处理完所有颜色后检查剩余水层
  225. const remaining = originCup.waters.children.filter(n => n.active).length;
  226. if (hasUnprocessed || remaining > 0) {
  227. // console.log("游戏结束:仍有未处理的水层");
  228. this.isProcessing = true;
  229. const waitLength = this.waitArea!.getCups().length;
  230. const outLength = this.outArea!.getCups().length;
  231. let remain = waitLength + outLength;
  232. console.log(`waitLength:${waitLength} + outLenght:${outLength} = remain:${remain}`);
  233. LevelManager.instance.levelModel.remainCupCount = remain;
  234. LevelManager.instance.levelModel.isWin = false;
  235. tgxUIMgr.inst.showUI(UI_BattleResult);
  236. } else {
  237. // 所有水层处理完毕,销毁原浆杯
  238. await originCup.destroyOriginCup();
  239. this.addWaitCupToOutArea();
  240. }
  241. } finally {
  242. this.isProcessing = false;
  243. }
  244. }
  245. //处理暂存区倒水到调酒区
  246. private async handlePourTempCupToOutArea() {
  247. if (this.isProcessing) return;
  248. this.isProcessing = true;
  249. try {
  250. const tempCupsComp = this.tempCups.getComponent(TempCups)!;
  251. const filledCups = tempCupsComp.getFilledCups();
  252. for (const tempCup of filledCups) {
  253. const originalPos = tempCup.node.position.clone();
  254. const colors = tempCup.getColors();
  255. for (const color of colors) {
  256. const targetCup = this.findTargetCupInOutArea(color);
  257. if (!targetCup) {
  258. // console.log(`颜色${WaterColors[color]}未找到可用调酒杯`);
  259. continue;
  260. }
  261. await this.pourAnimation(
  262. tempCup.node,
  263. targetCup.node,
  264. originalPos,
  265. true
  266. );
  267. tempCup.pour();
  268. const cocktailCup = targetCup.comp;
  269. await cocktailCup.addLayer();
  270. await GameUtil.delay(0.2);
  271. // 返回到暂存区初始位置
  272. if (originalPos) {
  273. await new Promise(resolve => {
  274. tween(tempCup.node)
  275. .to(0.3, { position: originalPos })
  276. .call(() => {
  277. tempCup.reset();
  278. resolve(true);
  279. })
  280. .start();
  281. });
  282. }
  283. }
  284. }
  285. } finally {
  286. this.isProcessing = false;
  287. }
  288. }
  289. // 添加新杯子后触发暂存区倒水
  290. private async addWaitCupToOutArea() {
  291. const waitCups = this.waitArea.cups;
  292. const outCups = this.outArea.getCups();
  293. const needAddCount = outCups.length === 0 ? 2 : 1;
  294. const byX = outCups.length === 0 ? 220 : 110;
  295. const movingCups: Node[] = [];
  296. for (let i = 0; i < needAddCount; i++) {
  297. if (waitCups.length === 0) break;
  298. movingCups.push(waitCups.pop()!);
  299. }
  300. const newCups: Node[] = [];
  301. for (const cup of movingCups) {
  302. const comp = cup.getComponent(CocktailCup)!;
  303. const prefab = await TakeGobletGlobalInstance.instance.loadAsyncCocktail(comp.cupHeight);
  304. const newCup = instantiate(prefab);
  305. const newComp = newCup.getComponent(CocktailCup)!;
  306. newComp.cupColor = comp.cupColor;
  307. newComp.reset();
  308. const targetX = outCups.length === 0 ?
  309. (newCups.length === 0 ? -160 : -50) :
  310. -50;
  311. newCup.setPosition(new Vec3(targetX, 0, 0));
  312. newCups.push(newCup);
  313. cup.destroy();
  314. }
  315. const outNodes = this.outArea.node.getChildByName('OutNodes')!;
  316. newCups.forEach(cup => cup.setParent(outNodes));
  317. // 执行统一平移
  318. if (this.waitArea.getCups().length > 0) {
  319. this.outArea.getCups().concat(this.waitArea.getCups()).forEach(cup => {
  320. tween(cup)
  321. .by(0.3, { position: new Vec3(byX, 0, 0) }, { easing: 'sineOut' })
  322. .start();
  323. });
  324. }
  325. await GameUtil.delay(0.2);
  326. // 在添加完成后处理暂存区倒水
  327. await this.handlePourTempCupToOutArea();
  328. // 胜利条件检测:当两个区域都没有杯子时触发胜利
  329. if (this.outArea.getCups().length === 0 && this.waitArea.cups.length === 0) {
  330. this.isProcessing = true;
  331. LevelManager.instance.levelModel.isWin = true;
  332. tgxUIMgr.inst.showUI(UI_BattleResult);
  333. }
  334. }
  335. /** 倒水移动动画
  336. * @param origin 原杯子
  337. * @param target 目标杯子
  338. * @param originalPos 原始位置
  339. * @param isTempCup 是否是暂存区杯子
  340. */
  341. private async pourAnimation(
  342. origin: Node,
  343. target: Node,
  344. originalPos?: Vec3,
  345. isTempCup: boolean = false
  346. ) {
  347. const targetWorldPos = target.getWorldPosition().clone();
  348. const tempRegex = /TempCup/.test(origin.name);
  349. // 调整偏移量
  350. targetWorldPos.x -= !tempRegex ? 55 : 20;
  351. targetWorldPos.y += !tempRegex ? 125 : 205;
  352. // 移动动画到目标位置
  353. await new Promise<void>(resolve => {
  354. tween(origin)
  355. .to(0.5, { worldPosition: targetWorldPos })
  356. .call(resolve)
  357. .start();
  358. });
  359. }
  360. private async spawnNewOriginCup(targetPos: Vec3) {
  361. const levelModel = LevelManager.instance.levelModel;
  362. const measuringcup_number = levelModel.levelConfig.measuringcup_number;//获取调酒和等待区前面数量
  363. const colors = this.getAvailableColors(measuringcup_number);
  364. if (colors.length <= 0) return;
  365. // 创建新原浆杯
  366. const height = TakeGobletGlobalInstance.instance.generateOriginCupHeight();
  367. const prefab = await TakeGobletGlobalInstance.instance.loadAsyncOriginCup(height);
  368. const newCup = instantiate(prefab);
  369. this.originArea.addChild(newCup);
  370. await newCup.getComponent(OriginCup)?.spawnNewOriginCup(height, targetPos, colors);
  371. }
  372. // 获取可用颜色
  373. private getAvailableColors(count: number): WaterColors[] {
  374. const outCups = this.outArea.getCups();
  375. const waitCups = this.waitArea.getCups();
  376. const allCups = [...outCups, ...waitCups].slice(0, count);
  377. return allCups.map(cup => {
  378. const comp = cup.getComponent(CocktailCup);
  379. return comp ? comp.cupColor : WaterColors.Blue;
  380. });
  381. }
  382. private handleCupDestroyed(destroyedCup: Node) {
  383. // 从outArea移除被销毁的杯子
  384. this.outArea.removeCup(destroyedCup);
  385. }
  386. }