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- import { _decorator, BoxCollider2D, Button, CircleCollider2D, Collider2D, Component, find, instantiate, Node, NodeEventType, tween, view, Vec3, mat4, UITransform } from 'cc';
- import { resLoader, ResLoader } from '../../core_tgx/base/ResLoader';
- import { CupHeight, TakeGobletGlobalInstance, WaterColorLog, WaterColors } from './TakeGobletGlobalInstance';
- import { OutArea } from './Component/OutArea';
- import { WaitArea } from './Component/WaitArea';
- import { CocktailCup } from './Component/CocktailCup';
- import { OriginCup } from './Component/OriginCup';
- import { Water } from './Component/Water';
- import { EventDispatcher } from '../../core_tgx/easy_ui_framework/EventDispatcher';
- import { GameEvent } from './Enum/GameEvent';
- import { TempCup } from './Component/TempCup';
- import { TempCups } from './Component/TempCups';
- import { tgxUITips } from '../../core_tgx/tgx';
- const { ccclass, property } = _decorator;
- @ccclass('LevelAction')
- export class LevelAction extends Component {
- @property(OutArea)
- outArea: OutArea = null!; // 直接引用OutArea组件
- @property(WaitArea)
- waitArea: WaitArea = null!; // 直接引用WaitArea组件
- @property(Node)
- tempCups: Node = null!; //临时杯
- @property(Node)
- goblets: Node = null!; //原浆区
- private originCupPositions = new Map<string, Vec3>(); // 改用唯一ID记录
- private isProcessing = false; // 添加状态锁
- static instance: LevelAction; // 添加静态实例
- onLoad() {
- LevelAction.instance = this;
- }
- start() {
- this.originCupPositions.clear();
- this.generateInitialCups();
- this.registerListener();
- }
- onDestroy() {
- this.unregisterListener();
- }
- registerListener() {
- EventDispatcher.instance.on(GameEvent.EVENT_CLICK_ORIGIN_CUP, this.handlePourOriginCup, this);
- EventDispatcher.instance.on(GameEvent.EVENT_ORIGIN_CUP_DESTROYED, (uuid: string) => {
- if (!this.originCupPositions) return
- const targetPos = this.originCupPositions.get(uuid);
- if (targetPos) {
- this.spawnNewOriginCup(targetPos);
- }
- }, this);
- EventDispatcher.instance.on(GameEvent.EVENT_COCKTAIL_CUP_DESTROYED, this.handleCupDestroyed, this);
- }
- unregisterListener() {
- EventDispatcher.instance.off(GameEvent.EVENT_CLICK_ORIGIN_CUP, this.handlePourOriginCup, this);
- EventDispatcher.instance.off(GameEvent.EVENT_ORIGIN_CUP_DESTROYED, this.spawnNewOriginCup, this);
- EventDispatcher.instance.off(GameEvent.EVENT_COCKTAIL_CUP_DESTROYED, this.handleCupDestroyed, this);
- }
- private async generateInitialCups() {
- const instance = TakeGobletGlobalInstance.instance;
- const configs = instance.getInitialCupsConfig();
- const allCups: Node[] = [];
- for (const config of configs) {
- for (let i = 0; i < config.count; i++) {
- const prefab = await instance.loadAsyncCocktail(config.height);
- const cupNode = instantiate(prefab);
- const cup = cupNode.getComponent(CocktailCup)!;
- // 设置颜色并重置水位
- cup.cupColor = instance.getRandomColor();
- cup.reset();
- allCups.push(cupNode);
- }
- }
- console.log('allCups: ', allCups.length);
- // 分配初始位置
- allCups.slice(0, 2).forEach(cup => this.outArea.addCup(cup));
- allCups.slice(2).forEach(cup => this.waitArea.addCup(cup));
- // 在分配完调酒杯后添加
- this.generateOriginCups();
- // 初始化暂存区
- this.tempCups.children.forEach(tempCupNode => {
- const tempCup = tempCupNode.getComponent(TempCup)!;
- tempCup.reset(); // 重置所有暂存杯
- });
- }
- // 当调酒区杯子被消除时调用
- public async handleCupsRemoved(count: number) {
- for (let i = 0; i < count; i++) {
- const cup = this.waitArea.takeCup();
- if (cup) {
- this.outArea.addCup(cup);
- }
- }
- }
- private generateOriginCups() {
- const outCups = this.outArea.getCups() as Node[];
- const waitCups = this.waitArea.getCups() as Node[];
- // DOTO 取前7个杯子颜色后期修改
- const allCups = [...outCups, ...waitCups].slice(0, 7);
- const colors = allCups.map(cup => {
- const comp = cup.getComponent(CocktailCup);
- return comp ? comp.cupColor : WaterColors.Blue;
- });
- this.goblets.children.forEach(originCupNode => {
- const originCup = originCupNode.getComponent(OriginCup)!;
- const waters = originCup.waters.children;
- for (let i = 0; i < originCup.cupHeight; i++) {
- const waterNode = waters[i];
- const water = waterNode.getComponent(Water);
- if (water) {
- water.initColor(colors[Math.floor(Math.random() * colors.length)]);
- waterNode.active = true;
- }
- }
- // 在生成初始原浆杯时记录位置
- const id = originCupNode.uuid; // 使用节点唯一ID
- this.originCupPositions.set(id, originCupNode.position.clone());
- console.log('在生成初始原浆杯时记录id : ', id, originCupNode.position);
- });
- }
- private findTargetCupInOutArea(color: WaterColors): { node: Node, comp: CocktailCup } | null {
- const validCups = this.outArea.getCups()
- .map(node => ({
- node,
- comp: node.getComponent(CocktailCup)!
- }))
- .filter(({ comp }) =>
- comp &&
- comp.cupColor === color &&
- !comp.isFull
- );
- if (validCups.length === 0) return null;
- const sorted = validCups.sort((a, b) => (a.comp.remainingCapacity ?? 0) - (b.comp.remainingCapacity ?? 0));
- return sorted[0];
- }
- public async handlePourOriginCup(originCup: OriginCup) {
- if (this.isProcessing) {
- tgxUITips.show('我知道你很急,但你先别急!');
- return;
- }
- this.isProcessing = true;
- try {
- // 如果子节点0是底层,需要反转顺序
- const colors: WaterColors[] = [];
- for (let i = originCup.waters.children.length - 1; i >= 0; i--) {
- const waterNode = originCup.waters.children[i];
- if (waterNode.active) {
- const water = waterNode.getComponent(Water);
- colors.push(water.color);
- }
- }
- let hasUnprocessed = false; // 标记是否有未处理的水层
- for (const color of colors) {
- let targetNode: Node | null = this.findTargetCupInOutArea(color)?.node || null;
- let targetIsTemp = false;
- // 调酒区未找到,查找暂存区
- if (!targetNode) {
- const tempCupsComp = this.tempCups.getComponent(TempCups);
- if (!tempCupsComp) {
- console.error('TempCups component not found!');
- continue;
- }
- const tempCup = tempCupsComp.findAvailableTempCup();
- if (tempCup) {
- targetNode = tempCup.node;
- targetIsTemp = true;
- }
- }
- if (!targetNode) {
- hasUnprocessed = true;
- console.log(`颜色${WaterColors[color]}未找到可用杯子`);
- continue; // 继续尝试处理后续颜色
- }
- await this.pourAnimation(
- originCup.node,
- targetNode,
- color,
- undefined,
- targetIsTemp
- );
- // 更新目标杯
- if (targetIsTemp) {
- const tempCupComp = targetNode.getComponent(TempCup)!;
- tempCupComp.fill(color);
- } else {
- const cocktailCup = targetNode.getComponent(CocktailCup)!;
- await cocktailCup.addLayer(color); // 等待添加水层流程完成
- }
- this.hideCurrentWaterLayer(originCup);
- }
- // 处理完所有颜色后检查剩余水层
- const remaining = originCup.waters.children.filter(n => n.active).length;
- if (hasUnprocessed || remaining > 0) {
- console.log("游戏结束:仍有未处理的水层");
- // 触发游戏结束逻辑
- } else {
- // 所有水层处理完毕,销毁原浆杯
- originCup.destroyOriginCup();
- this.addWaitCupToOutArea();
- }
- } finally {
- this.isProcessing = false;
- }
- }
- // 新增方法:处理暂存区倒水到调酒区
- private async handlePourTempCupToOutArea() {
- if (this.isProcessing) return;
- this.isProcessing = true;
- try {
- const tempCupsComp = this.tempCups.getComponent(TempCups)!;
- const filledCups = tempCupsComp.getFilledCups();
- for (const tempCup of filledCups) {
- const originalPos = tempCup.node.position.clone();
- const colors = tempCup.getColors();
- let hasProcessed = false; // 标记是否有处理过颜色
- for (const color of colors) {
- const targetCup = this.findTargetCupInOutArea(color);
- if (!targetCup) {
- console.log(`颜色${WaterColors[color]}未找到可用调酒杯`);
- continue;
- }
- await this.pourAnimation(
- tempCup.node,
- targetCup.node,
- color,
- originalPos,
- true
- );
- const cocktailCup = targetCup.comp;
- await cocktailCup.addLayer(color);
- hasProcessed = true; // 标记已处理
- }
- // 仅当有处理过颜色时才重置暂存杯
- if (hasProcessed) {
- tempCup.reset();
- }
- }
- } finally {
- this.isProcessing = false;
- }
- }
- // 在添加新杯子后触发暂存区倒水
- private async addWaitCupToOutArea() {
- // 原有添加逻辑保持不变
- const waitCups = this.waitArea.cups;
- const outCups = this.outArea.getCups();
- const needAddCount = outCups.length === 0 ? 2 : 1;
- const movingCups: Node[] = [];
- for (let i = 0; i < needAddCount; i++) {
- if (waitCups.length === 0) break;
- movingCups.push(waitCups.pop()!);
- }
- const newCups: Node[] = [];
- for (const cup of movingCups) {
- const comp = cup.getComponent(CocktailCup)!;
- const prefab = await TakeGobletGlobalInstance.instance.loadAsyncCocktail(comp.cupHeight);
- const newCup = instantiate(prefab);
- const newComp = newCup.getComponent(CocktailCup)!;
- newComp.cupColor = comp.cupColor;
- newComp.reset();
- const targetX = outCups.length === 0 ?
- (newCups.length === 0 ? -125 : -45) :
- -45;
- newCup.setPosition(new Vec3(targetX, 0, 0));
- newCups.push(newCup);
- cup.destroy();
- }
- const outNodes = this.outArea.node.getChildByName('OutNodes')!;
- newCups.forEach(cup => cup.setParent(outNodes));
- // 执行统一平移
- if (this.waitArea.getCups().length > 0) {
- this.outArea.getCups().concat(this.waitArea.getCups()).forEach(cup => {
- tween(cup)
- .by(0.3, { position: new Vec3(80, 0, 0) }, { easing: 'sineOut' })
- .start();
- });
- }
- // 在添加完成后处理暂存区倒水
- await this.handlePourTempCupToOutArea();
- // 胜利条件检测:当两个区域都没有杯子时触发胜利
- if (this.outArea.getCups().length === 0 && this.waitArea.cups.length === 0) {
- this.isProcessing = true;
- console.log('Game Victory!');
- }
- }
- private async pourAnimation(
- origin: Node,
- target: Node,
- color: WaterColors,
- originalPos?: Vec3,
- isTempCup: boolean = false
- ) {
- // 使用正确的坐标转换
- const originParent = origin.parent!;
- const targetWorldPos = target.worldPosition;
- const localPos = originParent.getComponent(UITransform)!.convertToNodeSpaceAR(targetWorldPos);
- // 调整Y轴偏移量
- if (isTempCup) {
- localPos.y += 80; // 暂存杯偏移
- } else {
- localPos.y += 150; // 调酒杯偏移
- }
- // 移动动画到目标位置
- await new Promise<void>(resolve => {
- tween(origin)
- .to(0.5, { position: localPos })
- .call(resolve)
- .start();
- });
- // 正确应用返回动画逻辑
- if (isTempCup && originalPos) {
- await new Promise(resolve => {
- tween(origin)
- .to(0.3, { position: originalPos })
- .call(resolve)
- .start();
- });
- }
- }
- // 新增辅助方法
- private hideCurrentWaterLayer(originCup: OriginCup) {
- const activeWaters = originCup.waters.children.filter(n => n.active);
- if (activeWaters.length >= 0) {
- const topIndex = activeWaters.length - 1;
- activeWaters[topIndex].active = false;
- }
- }
- private async spawnNewOriginCup(targetPos: Vec3) {
- // DOTO 获取颜色配置
- const colors = this.getAvailableColors(5); // 获取前5个颜色
- if (colors.length <= 0) return;
- // 创建新原浆杯
- const height = TakeGobletGlobalInstance.instance.generateOriginCupHeight();
- const prefab = await TakeGobletGlobalInstance.instance.loadAsyncOriginCup(height);
- const newCup = instantiate(prefab);
- // 设置初始位置(屏幕左侧)
- const uiTransform = this.node.getComponent(UITransform)!;
- newCup.setPosition(-uiTransform.width / 2, 0, 0);
- this.goblets.addChild(newCup);
- // 记录新杯子的初始位置
- this.originCupPositions.set(newCup.uuid, targetPos);
- // 移动动画到原位置
- tween(newCup)
- .to(0.5, { position: targetPos })
- .start();
- this.setupOriginCupColors(newCup, colors);
- }
- // 获取可用颜色
- private getAvailableColors(count: number): WaterColors[] {
- const outCups = this.outArea.getCups();
- const waitCups = this.waitArea.getCups();
- const allCups = [...outCups, ...waitCups].slice(0, count);
- return allCups.map(cup => {
- const comp = cup.getComponent(CocktailCup);
- return comp ? comp.cupColor : WaterColors.Blue;
- });
- }
- // 设置原浆杯颜色
- private setupOriginCupColors(cupNode: Node, colors: WaterColors[]) {
- const originCup = cupNode.getComponent(OriginCup)!;
- const waters = originCup.waters.children;
- // 暂时写死5层水
- const waterCount = 5;
- for (let i = 0; i < waterCount; i++) {
- const waterNode = waters[i];
- if (!waterNode) continue;
- const water = waterNode.getComponent(Water)!;
- water.color = colors[Math.floor(Math.random() * colors.length)];
- waterNode.active = true;
- }
- }
- private handleCupDestroyed(destroyedCup: Node) {
- // 从outArea移除被销毁的杯子
- this.outArea.removeCup(destroyedCup);
- }
- }
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