LevelMgr.ts 4.7 KB

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  1. import { Node, Prefab, _decorator, assetManager, find, instantiate, sys } from 'cc';
  2. import { resLoader } from 'db://assets/core_tgx/base/ResLoader';
  3. import { EventDispatcher } from 'db://assets/core_tgx/easy_ui_framework/EventDispatcher';
  4. import { GlobalConfig } from '../../../start/Config/GlobalConfig';
  5. import { GameEvent } from '../Enum/GameEvent';
  6. import { LevelAction } from '../LevelAction';
  7. import { LevelModel } from '../Model/LevelModel';
  8. import { GameUtil } from '../GameUtil';
  9. import { TakeGobletGlobalInstance, WaterColors } from '../TakeGobletGlobalInstance';
  10. import { CocktailCup } from '../Component/CocktailCup';
  11. const { ccclass, property } = _decorator;
  12. @ccclass('LevelManager')
  13. export class LevelManager {
  14. private static _instance: LevelManager | null = null;
  15. public static get instance(): LevelManager {
  16. if (!this._instance) this._instance = new LevelManager();
  17. return this._instance;
  18. }
  19. public levelModel: LevelModel = null;
  20. currentLevel: Node = null!;
  21. randomLevel: number = 0;
  22. currentCups: CocktailCup[] = [];
  23. initilizeModel(): void {
  24. this.levelModel = new LevelModel();
  25. this.preloadLevel();
  26. this.registerEvent();
  27. }
  28. private registerEvent(): void {
  29. // EventDispatcher.instance.on(GameEvent.EVENT_BATTLE_SUCCESS_LEVEL_UP, this.levelUpHandler, this);
  30. EventDispatcher.instance.on(GameEvent.EVENT_BATTLE_FAIL_LEVEL_RESET, this.restartLevelHandler, this);
  31. }
  32. async loadAsyncLevel(level: number): Promise<Prefab> {
  33. return new Promise((resolve, reject) => {
  34. const bundle = assetManager.getBundle(resLoader.gameBundleName);
  35. if (!bundle) {
  36. console.error("module_nut is null!");
  37. reject();
  38. }
  39. console.log('加载的level:', level);
  40. resLoader.loadAsync(resLoader.gameBundleName, `Prefabs/Levels/lvl_${level}`, Prefab).then((prefab: Prefab) => {
  41. resolve(prefab);
  42. })
  43. })
  44. }
  45. /** 预加载关卡*/
  46. async preloadLevel() {
  47. const bundle = assetManager.getBundle(resLoader.gameBundleName);
  48. for (let i = 1; i <= GlobalConfig.levelTotal; i++) {
  49. bundle.preload(`Prefabs/CarColorsLevels/lvl_${i}`, Prefab, null, () => {
  50. // console.log(`Level:${i} 预加载完成!`);
  51. })
  52. }
  53. }
  54. async levelUpHandler() {
  55. this.clearLevelData();
  56. this.upgradeLevel();
  57. await this.gameStart();
  58. }
  59. async restartLevelHandler() {
  60. this.clearLevelData();
  61. await this.gameStart();
  62. }
  63. public async gameStart() {
  64. const { level } = this.levelModel;
  65. await this.loadLevel(level);
  66. }
  67. /** 清除关卡数据*/
  68. clearLevelData(): void {
  69. this.levelModel.clearLevel();
  70. }
  71. upgradeLevel(up: number = 1): void {
  72. this.levelModel.level += up;
  73. sys.localStorage.setItem('level', this.levelModel.level.toString());
  74. if (this.levelModel.level > GlobalConfig.levelTotal) {
  75. const randomLevelList = this.levelModel.randomLevelList;
  76. // 随机选择一个值
  77. let randomIndex = Math.floor(Math.random() * randomLevelList.length);
  78. let randomLevel = randomLevelList[randomIndex];
  79. // 如果随机到的关卡和当前关卡相同,则重新随机
  80. while (randomLevel === this.randomLevel && randomLevelList.length > 1) {
  81. randomIndex = Math.floor(Math.random() * randomLevelList.length);
  82. randomLevel = randomLevelList[randomIndex];
  83. }
  84. this.randomLevel = randomLevel;
  85. console.log(`随机真实关卡level: ${this.randomLevel}`);
  86. this.levelModel.levelConfig.init(this.randomLevel);
  87. }
  88. else {
  89. this.levelModel.levelConfig.init(this.levelModel.level);
  90. }
  91. EventDispatcher.instance.emit(GameEvent.EVENT_BATTLE_SUCCESS_LEVEL_UP);
  92. }
  93. async loadLevel(level: number): Promise<Node> {
  94. let levelPrefab = null;
  95. if (this.levelModel.level > GlobalConfig.levelTotal) {
  96. console.log('随机关卡加载 this.randomLevel: ' + this.randomLevel);
  97. levelPrefab = await this.loadAsyncLevel(this.randomLevel);
  98. } else {
  99. levelPrefab = await this.loadAsyncLevel(level);
  100. }
  101. if (this.currentLevel) {
  102. this.currentLevel.destroy();
  103. }
  104. if (!levelPrefab) {
  105. console.log(`关卡预设不存在 level: ${level}.`)
  106. return;
  107. }
  108. this.currentLevel = instantiate(levelPrefab);
  109. find("Canvas/Scene/Levels").removeAllChildren();
  110. find("Canvas/Scene/Levels").addChild(this.currentLevel);
  111. return this.currentLevel;
  112. }
  113. }