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