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- /** @format */
- import {FILTER_ROLE_NODE} from '../ECS/systems/SysRoleState'
- import {ITouchProcessor} from '../ECS/systems/SysCocosView'
- import {FightWorld} from '../ECS/worlds/FightWorld'
- import {Data, Mgr} from '../GameControl'
- import {ccUtils} from '../utils/ccUtils'
- import {ComRole} from '../ECS/components/ComRole'
- import {EntityIndex} from '../ECS/lib/Const'
- import {cCollider} from '../collision/Collider'
- import {ComEnemy} from '../ECS/components/ComEnemy'
- import {cObject} from '../collision/Object'
- import {IStageConfig, StageConfig} from '../config/StageConfig'
- import {ConstValue} from '../data/ConstValue'
- import {IRoleConfig, RoleConfig} from '../config/RoleConfig'
- import {
- BUILDING,
- BUILDING_ATTR,
- CARD_CAST_AREA,
- CARD_END_POS,
- CARD_MORE_DIR,
- START_POS,
- ENTRY,
- GAME_ROLE_TIP,
- GAME_TYPE,
- GAME_WIN_TYPE,
- LANGUAGE_TYPE,
- MONSTER_TYPE,
- ROLE_TYPE,
- SKILL_DIR_TYPE,
- SKILL_TYPE,
- MOD,
- GAME_PREFAB_TYPE,
- GOODS,
- } from '../enums/Enum'
- import {UI} from '../enums/UI'
- import {FILTER_CAN_ATTACK_ENEMY, FILTER_CAN_ATTACK_FRIEND} from '../ECS/systems/SysFindEnemy'
- import {msgCmd} from '../proto/msg_cmd'
- import {adventureEndRsp, adventureLayer, adventureLayerRsp, speedUpDataRsp} from '../proto/game'
- import {label, list, node, observer, render} from '../mobx/observer'
- import {IStageInfoConfig, StageInfoConfig} from '../config/StageInfoConfig'
- import {SkillConfig} from '../config/SkillConfig'
- import {ICardSkillConfig} from '../config/CardSkillConfig'
- import {ComTransform} from '../ECS/components/ComTransform'
- import {ComMovable} from '../ECS/components/ComMovable'
- import {EntryObj} from '../ECS/core/GameInterface'
- import {SkillOptCell} from '../cell/SkillOptCell'
- import {MonsterConfig} from '../config/MonsterConfig'
- import {EliteInfoConfig, IEliteInfoConfig} from '../config/EliteInfoConfig'
- import {IGameResult, IRewardNty} from '../interface/UIInterface'
- import {ICard, IRole} from '../interface/GlobalInterface'
- import {GoodsConfig} from '../config/GoodsConfig'
- import {SOUND} from '../enums/Sound'
- import {i18nLabel} from '../uiutils/i18nLabel'
- import {idNum} from '../proto/typedef'
- import {AwardConfig} from '../config/AwardConfig'
- import {ZumaUI} from '../ui/ZumaUI'
- import {ZumabuffConfig} from '../config/ZumabuffConfig'
- import {BuffConfig} from '../config/BuffConfig'
- import List from '../uiutils/List'
- const {ccclass, property} = cc._decorator
- enum FightTip {
- wave = 1, //大波敌人
- boss = 2, //boss
- }
- export enum RoundOutType {
- time = 1, //时间轴出怪
- dieOut = 2, //相同时间数值的一组死亡后立刻出下一组
- average = 3, //平均时间出怪
- }
- interface IRoleCreate {
- id: number
- pos: number
- drop: idNum
- }
- enum ITrailType {
- stage = 1, //主线关卡触发
- oneFailStage = 2, //指定关卡首次失败触发
- }
- @ccclass
- @observer
- export default class FightCore extends cc.Component {
- get teamNowHP(): number {
- return this._teamNowHP
- }
- set teamNowHP(value: number) {
- if (value != this._teamNowHP && this.teamPb.progress < 1 && this.roundFight) {
- }
- this._teamNowHP = value
- ccUtils.setLabel(Math.toKMBNum(value), this.node, 'teamHpNode/num')
- }
- get teamNowShieldHP(): number {
- return this._teamNowShieldHP
- }
- set teamNowShieldHP(value: number) {
- if (value != this._teamNowShieldHP && this.teamShieldPb.progress < 1 && this.roundFight) {
- }
- this._teamNowShieldHP = value
- }
- @node('cost/mask')
- private costMaskNode: cc.Node
- @node('skillPop')
- public skillPop: cc.Node
- @node('fightTip')
- private fightTip: cc.Node
- @node('gameTypeTip/tipLb')
- private tipLb: cc.Node
- @node('gameTypeTip/time')
- private tipTime: cc.Node
- @node('gameTypeTip/time/lb')
- private tipTimeLb: cc.Node
- @node('gameTypeTip/killNum')
- private tipKillNum: cc.Node
- @node('gameTypeTip/killNum/lb')
- private tipKillNumLb: cc.Node
- @node('round')
- private roundNode: cc.Node
- @node('goods')
- private goods: cc.Node
- @node('goodsParent')
- private goodsParent: cc.Node
- @node('touchNode')
- private touchNode: cc.Node
- @node('speed')
- private speed: cc.Node
- @node('Layers/drop')
- private dropParent: cc.Node
- @node('bossHP')
- private bossHPNode: cc.Node
- @node('teamHpNode/HPS')
- private teamHPS: cc.Node
- @node('bag')
- bag: cc.Node
- @list('bag/scrollView')
- bagCardList: List
- @node('bgs/roll')
- bgRolls: cc.Node
- public dropPool: Map<number, cc.NodePool> = new Map()
- public getDrop: Map<number, number> = new Map()
- public roleTipPool: Map<string, cc.NodePool>
- public gamePool: Map<string, cc.NodePool>
- public roleEntityMap: Map<number, EntityIndex[]>
- public stageInfo: IStageInfoConfig | IEliteInfoConfig
- public teamEntity: EntityIndex[] = []
- private _teamNowHP: number
- private _teamNowShieldHP: number
- public teamHP: number
- public teamPb: cc.ProgressBar
- public teamShieldPb: cc.ProgressBar
- public bossNum: number
- public eliteNum: number
- public monsterNum: number
- public world: FightWorld = null
- public gameOver: boolean
- public isStop: boolean = false
- public isTestScene: boolean = false
- public startTime: number
- private testClickNum: number = 0
- private curStage: number
- private roundFight: boolean
- private curRoundIndex: number
- private roundTime: number
- private roundNextRoleTime: number
- private curRoundCreateIndex: number
- private curRoundCfg: IStageConfig
- private _touchHandler: ITouchProcessor[] = []
- private skillArea: cc.Node
- private skillAreaCObject: cObject
- private curCardSkillCfg: ICardSkillConfig
- private curCard: ICard
- private curSkillOptCell: SkillOptCell
- private gameTime: number
- private roundOutType: RoundOutType = RoundOutType.time
- private roundOutTime: number = 0
- private smallRoundArr: IRoleCreate[][] = []
- private timeRolesTime: number[]
- private timeRoles: number[]
- private timeRolesPos: number[]
- private timeRolesDrop: idNum[]
- private createEnemyNum: number
- private extraEnemyCreateArr: boolean[]
- private rightAreaFriend: number[] = []
- private allRoundNum: number = 0
- private isScrollMap: Boolean = false
- private zumaUI: ZumaUI
- protected onLoad() {
- this.skillArea = cc.find('skillArea', this.node)
- this.skillAreaCObject = cc.find('skillAreaObject', this.node).getComponent(cObject)
- this.teamPb = cc.find('teamHpNode/HP', this.node).getComponent(cc.ProgressBar)
- this.teamShieldPb = cc.find('teamHpNode/HPshield', this.node).getComponent(cc.ProgressBar)
- this._touchHandler.length = 0
- this.roleTipPool = new Map()
- for (let key in GAME_ROLE_TIP) {
- this.roleTipPool.set(key, new cc.NodePool())
- }
- this.gamePool = new Map()
- for (let key in GAME_PREFAB_TYPE) {
- this.gamePool.set(key, new cc.NodePool())
- }
- this.roleEntityMap = new Map<number, EntityIndex[]>()
- this.registerTouchEvent()
- }
- init(zumaUI: ZumaUI) {
- this.zumaUI = zumaUI
- this.world = FightWorld.getInstance()
- this.world.fightCore = this
- this.resetGameWorld()
- Mgr.audio.playBGM(SOUND.gameBgm)
- if (CC_DEV || (Mgr.platform.isH5() && window.location.href.includes('dev.black-art.cn/b22'))) {
- this.isTestScene = cc.director.getScene().name == 'test'
- //Mgr.ui.show(UI.GameDevUI, this)
- }
- //初始化战场大小
- let skillTouch = cc.find('skillTouch', this.skillPop)
- //扩大200触摸范围,让边缘角色可以点击
- skillTouch.width = Data.game.fightSizeMaxX - Data.game.fightSizeMinX + 200
- skillTouch.height = Data.game.fightSizeMaxY - Data.game.fightSizeMinY
- skillTouch.y = (Data.game.fightSizeMaxY + Data.game.fightSizeMinY) / 2
- skillTouch.x = (Data.game.fightSizeMaxX + Data.game.fightSizeMinX) / 2
- }
- update(dt: number): void {
- this.scrollMap(dt)
- this.logicUpdate(dt)
- }
- protected logicUpdate(dt: number): void {
- if (this.isStop) return
- dt *= Data.game.gameSpeed
- this.gameTime += dt
- if (this.stageInfo?.type == GAME_WIN_TYPE.surviveTime && this.gameTime > 0 && !this.gameOver) {
- let dur = this.stageInfo.parameter - this.gameTime
- if (dur < 0) {
- this.zumaUI.endFightRound(true)
- dur = 0
- }
- ccUtils.setLabel(Date.Format('mm:ss', dur), this.tipTimeLb)
- }
- if (this.world) this.world.update(dt)
- if (this.roundFight) {
- this.roundTime += dt
- //时间轴刷怪
- if (
- this.roundNextRoleTime >= 0 &&
- this.roundTime >= this.roundNextRoleTime &&
- this.curRoundCreateIndex >= 0 &&
- (this.roundOutType == RoundOutType.time || this.roundOutType == RoundOutType.average)
- ) {
- let rolesTime = this.timeRolesTime
- let roles = this.timeRoles
- let rolesPos = this.timeRolesPos
- if (this.curRoundCreateIndex < roles.length) {
- let cfg = this.getRoleCfgByCfgID(roles[this.curRoundCreateIndex])
- this.createEnemyNum += 1
- this.world.createRoleEntity(
- cfg,
- true,
- rolesPos[this.curRoundCreateIndex],
- null,
- this.timeRolesDrop[this.curRoundCreateIndex],
- )
- this.curRoundCreateIndex += 1
- if (this.curRoundCreateIndex < rolesTime.length) {
- this.roundNextRoleTime = rolesTime[this.curRoundCreateIndex]
- }
- } else {
- let bigRoundTime = this.curRoundCfg.trigger
- if (bigRoundTime > 0) {
- this.roundFight = false
- this.scheduleOnce(this.readyNextRound, bigRoundTime)
- }
- let enemyNum = this.world.getFilter(FILTER_CAN_ATTACK_ENEMY).entities.size
- if (enemyNum <= 1 && !bigRoundTime) {
- this.roundFight = false
- this.readyNextRound()
- }
- }
- }
- }
- }
- protected onDisable() {
- this.unscheduleAllCallbacks()
- this.resetGameWorld()
- Mgr.event.removeAll(this)
- if (CC_DEV || ConstValue.DEBUG) {
- Mgr.ui.hide(UI.GameDevUI)
- }
- }
- onDestroy() {}
- //游戏逻辑=======================================
- resetGameWorld() {
- this._touchHandler.length = 0
- this.world.init()
- this.world.clear(false)
- this.roleEntityMap.clear()
- cc.find('Layers', this.node).children.forEach(value => value.removeAllChildren())
- cCollider.inst.clear()
- this.roundFight = false
- this.initSkillArea()
- this.unschedule(this.startNextSmallRound)
- this.unschedule(this.startNextRound)
- }
- getRoleCfgByCfgID(ID: number): IRoleConfig {
- let cfg: IRoleConfig
- if ([GAME_TYPE.normal, GAME_TYPE.none].includes(Data.game.gameType)) {
- cfg = (MonsterConfig[ID] as unknown) as IRoleConfig
- }
- return cfg
- }
- getRolePos(pos: number) {
- if (pos == 0) {
- return Math.randomRangeInt(1, 19)
- } else if (pos == 100) {
- return Math.randomRangeInt(101, 109)
- } else {
- return pos
- }
- }
- startStageGame() {
- this.startTime = 0
- this.gameTime = 0
- this.isStop = false
- this.createEnemyNum = 0
- this.curStage = Data.game.stageID
- this.curRoundIndex = 0
- this.allRoundNum = 0
- for (let i = 0; i < 100; i++) {
- if (!this.getRoundCfg(false, i)) {
- this.allRoundNum = i
- break
- }
- }
- this.initGameSpeed()
- cc.find('testEndGame', this.node).active = ConstValue.DEBUG
- this.testClickNum = 0
- ccUtils.setLabel('0', this.goods, 'lb')
- cc.find('stageLb', this.roundNode)
- .getComponent(i18nLabel)
- .setParamByIndex((this.curStage % 100) + '', 0)
- let cfg = this.getStageInfoCfg()
- this.stageInfo = cfg
- if (cfg) {
- this.tipKillNum.active = cfg.type == GAME_WIN_TYPE.killNum
- this.tipTime.active = cfg.type == GAME_WIN_TYPE.surviveTime
- let tipLbArr = []
- tipLbArr[GAME_WIN_TYPE.boss] = LANGUAGE_TYPE.bossTip
- ccUtils.setLabel(tipLbArr[cfg.type] ?? '', this.tipLb)
- }
- if (Data.game.gameType == GAME_TYPE.none) {
- } else if (Data.game.gameType == GAME_TYPE.normal || Data.game.gameType == GAME_TYPE.elite) {
- let stageName = ''
- if (Data.game.gameType == GAME_TYPE.normal) {
- if ('des' in cfg) {
- stageName = `${Mgr.i18n.getLabel(cfg.name, [])}-${cfg.des}`
- }
- } else if (Data.game.gameType == GAME_TYPE.elite) {
- if ('name' in cfg) {
- stageName = `${Mgr.i18n.getLabel(cfg.name, [])}-${cfg.ID % 10}`
- }
- }
- Mgr.net.add(msgCmd.cmd_adventure_layer_rsp, this, this.onRoundStartRsp)
- }
- this.initRoles()
- let roundCfg = this.getRoundCfg()
- if (this.curStage > 0 && roundCfg) {
- this.startTime = Data.main.serverTime
- this.resetRound()
- this.changeKillNum()
- } else {
- Mgr.ui.tip('没有当前关卡' + this.curStage)
- }
- }
- readyNextRound() {}
- startNextRound() {
- if (this.isTestScene) {
- Data.game.stageRound += 1
- this.curRoundIndex += 1
- this.resetRound()
- } else {
- if (Data.game.gameType == GAME_TYPE.normal || Data.game.gameType == GAME_TYPE.elite) {
- let data: adventureLayer = {
- eliteNum: 0,
- bossNum: 0,
- cost: 0,
- layer: Data.game.stageRound,
- monsterNum: 0,
- }
- Mgr.net.send(msgCmd.cmd_adventure_layer, data)
- }
- }
- }
- resetRound() {
- this.fightTip.opacity = 0
- this.bossHPNode.active = false
- this.bossNum = 0
- this.eliteNum = 0
- this.monsterNum = 0
- this.gameOver = false
- this.skillPop.active = false
- this.rightAreaFriend.length = 0
- this.curRoundCfg = this.getRoundCfg()
- this.showFightTip(this.curRoundCfg.tipType)
- this.roundTime = 0
- this.roundFight = true
- this.curRoundCreateIndex = 0
- this.roundOutType = this.curRoundCfg.summonType
- this.roundOutTime = this.curRoundCfg.time
- let cfgRolesTime = this.curRoundCfg.rolesTime
- let rolesTime = (Array.isArray(cfgRolesTime[0]) ? cfgRolesTime[0] : cfgRolesTime) as number[]
- this.timeRolesTime = rolesTime
- let cfgRoles = this.curRoundCfg.roles
- let roles = (Array.isArray(cfgRoles[0]) ? cfgRoles[0] : cfgRoles) as number[]
- this.timeRoles = roles
- let cfgRolesPos = this.curRoundCfg.rolesPos
- let rolesPos = (Array.isArray(cfgRolesPos[0]) ? cfgRolesPos[0] : cfgRolesPos) as number[]
- this.timeRolesPos = rolesPos
- let dropArr = []
- if ('ball' in this.curRoundCfg) {
- let ballCfg = this.curRoundCfg.ball
- dropArr.push(...new Array(ballCfg[1]).fill(ballCfg[0]))
- }
- let setDrop = (drops: number[], allRoles: number[]) => {
- let tmpIdNums = []
- let randomArr = []
- let dropRolesPos = []
- if (drops.length > 0) {
- //过滤掉boss,去头尾
- for (let i = 1; i < allRoles.length - 1; i++) {
- if (this.getRoleCfgByCfgID(allRoles[i]).type != MONSTER_TYPE.boss) dropRolesPos.push(i)
- }
- //N组随机
- let count = Math.ceil(dropRolesPos.length / drops.length)
- if (count <= 2) {
- randomArr = Math.randomRangeIntArr(
- 1,
- dropRolesPos.length - 2,
- Math.min(dropRolesPos.length - 2, drops.length),
- )
- } else {
- //每N个数量随机一个下标
- for (let i = 0; i < drops.length; i++) {
- if (i == 0) {
- randomArr.push(Math.randomRangeInt(1, Math.max(1, count - 1)))
- } else if (i == count - 1) {
- randomArr.push(Math.randomRangeInt(i * count, dropRolesPos.length - 2))
- } else {
- randomArr.push(Math.randomRangeInt(i * count, (i + 1) * count - 1))
- }
- }
- }
- }
- randomArr = randomArr.map(v => dropRolesPos[v])
- for (let i = 0; i < allRoles.length; i++) {
- let id = 0
- if (randomArr.includes(i)) {
- id = drops[randomArr.indexOf(i)]
- }
- tmpIdNums.push({id, num: 1})
- }
- return tmpIdNums
- }
- if (this.roundOutType == RoundOutType.time) {
- if (roles.length != rolesPos.length) {
- console.error('角色配置和位置配置数量不一致')
- }
- this.timeRolesDrop = setDrop(dropArr, roles)
- } else if (this.roundOutType == RoundOutType.dieOut) {
- let allTime = {}
- let timeRolesDrop = setDrop(dropArr, roles)
- for (let i = 0; i < rolesTime.length; i++) {
- let tmpTime = rolesTime[i]
- if (!allTime[tmpTime]) {
- allTime[tmpTime] = []
- }
- if (roles[i] && rolesPos[i]) {
- allTime[tmpTime].push({
- id: roles[i],
- pos: rolesPos[i],
- drop: timeRolesDrop[i],
- })
- }
- }
- this.smallRoundArr = Object.values(allTime)
- this.startNextSmallRound()
- } else if (this.roundOutType == RoundOutType.average) {
- let tmpObj: {id: number; pos: number; time: number}[] = []
- for (let i = 0; i < this.curRoundCfg.roles.length; i++) {
- let tmpRoles = this.curRoundCfg.roles[i]
- if (Array.isArray(tmpRoles)) {
- //'301':{ ID: 301, roles: [[60031, 60032], [60031, 60031, 60031]], rolesPos: [[0, 0], [0, 0, 0]], rolesTime: [[10, 20], [30, 40, 50]], time: 10},
- for (let k = 0; k < tmpRoles.length; k++) {
- let cfgPos = this.curRoundCfg.rolesPos[i][k]
- for (let j = 0; j < this.curRoundCfg.rolesTime[i][k]; j++) {
- let pos = this.getRolePos(cfgPos)
- tmpObj.push({
- id: tmpRoles[k],
- pos,
- time:
- this.curRoundCfg.time * i +
- (this.curRoundCfg.time / this.curRoundCfg.rolesTime[i][k]) * j,
- })
- }
- }
- }
- }
- tmpObj.sort((a, b) => a.time - b.time)
- this.timeRolesTime = []
- this.timeRoles = []
- this.timeRolesPos = []
- this.timeRolesDrop = []
- tmpObj.forEach(v => {
- this.timeRoles.push(v.id)
- this.timeRolesPos.push(v.pos)
- this.timeRolesTime.push(v.time)
- })
- this.timeRolesDrop = setDrop(dropArr, this.timeRoles)
- }
- this.roundNextRoleTime = this.timeRolesTime[this.curRoundCreateIndex]
- if ('additional' in this.curRoundCfg) {
- this.extraEnemyCreateArr = new Array(this.curRoundCfg.additional.map(v => v).length).fill(false)
- }
- //初始化每轮开始的BUFF
- this.zumaUI.activeBuff.forEach(v => this.addTeamBuff(v))
- this.bagCardList.numItems = this.zumaUI.activeBuff.length
- ccUtils.setProgress((this.curRoundIndex + 1) / this.allRoundNum, this.roundNode, 'roundPb')
- ccUtils.setLabel(`${this.curRoundIndex + 1}/${this.allRoundNum}`, this.roundNode, 'roundPb/lb')
- if (this.curRoundIndex > 0) {
- this.isScrollMap = true
- this.changeTeamRoleRun(true)
- this.scheduleOnce(() => {
- this.isScrollMap = false
- this.isStop = false
- this.changeTeamRoleRun(false)
- }, this.zumaUI.fightReadyTime)
- } else {
- this.isStop = false
- }
- }
- startNextSmallRound() {
- let bigRoundTime = this.curRoundCfg.trigger
- if (!bigRoundTime && this.curRoundCreateIndex >= this.smallRoundArr.length) {
- this.roundFight = false
- this.readyNextRound()
- return
- }
- for (let roleItem of this.smallRoundArr[this.curRoundCreateIndex]) {
- let cfg = this.getRoleCfgByCfgID(roleItem.id)
- this.createEnemyNum += 1
- this.world.createRoleEntity(cfg, true, roleItem.pos, null, roleItem.drop)
- }
- //如果bigRoundTime>0 再最后一小波的时候直接开始下一大波
- if (this.curRoundCreateIndex == this.smallRoundArr.length - 1 && bigRoundTime > 0) {
- this.roundFight = false
- this.scheduleOnce(this.readyNextRound, bigRoundTime)
- }
- this.curRoundCreateIndex += 1
- }
- showFightTip(tip) {
- let tipStr = ''
- if (!tip) return
- switch (tip) {
- case FightTip.wave:
- tipStr = LANGUAGE_TYPE.waveFightTip
- break
- case FightTip.boss:
- tipStr = LANGUAGE_TYPE.bossFightTip
- break
- }
- this.fightTip.stopAllActions()
- this.fightTip.opacity = 255
- ccUtils.setLabel(tipStr, this.fightTip, 'label')
- cc.tween(this.fightTip)
- .to(0.5, {opacity: 0})
- .reverseTime()
- .repeat(3)
- .call(() => {
- this.fightTip.opacity = 0
- })
- .start()
- }
- initRoles() {
- this.teamEntity.length = 0
- Data.user.teamRole.length = 0
- Data.user.teamRole.push(Mgr.global.buildIRole({equip: [], lv: 1, sid: '', id: 12501}))
- Data.user.teamRole.push(Mgr.global.buildIRole({equip: [], lv: 1, sid: '', id: 10401}))
- Data.user.teamRole.push(Mgr.global.buildIRole({equip: [], lv: 1, sid: '', id: 11001}))
- let iRoles = Data.user.teamRole.filter(v => v)
- for (let i = 0; i < Data.game.friendNum; i++) {
- let iRole = iRoles[i]
- if (iRole) {
- //友军位置ID写死101-200
- let entity = this.world.createRoleEntity(iRole.cfg.ID, false, 101 + i, iRole)
- console.warn('创建队友', entity)
- this.teamEntity.push(entity)
- }
- }
- this.teamHP = 0
- this.changeTeamHp()
- }
- changeTeamRoleRun(isRun: boolean) {
- this.teamEntity.forEach(entity => {
- this.world.changeRoleRun(entity, isRun)
- })
- }
- addTeamBuff(buffID) {
- let cfg = ZumabuffConfig[buffID]
- cfg.buff.forEach(buffID => {
- let buffCfg = BuffConfig[buffID]
- if (buffCfg) {
- for (let i = 0; i < this.teamEntity.length; i++) {
- let entity = this.teamEntity[i]
- let comRole = this.world.getComponent(entity, ComRole)
- if (comRole && cfg.profession.includes(comRole.roleCfg.profession)) {
- this.world.addBuff(entity, this.world.createBuff(buffID, null), null)
- }
- }
- }
- })
- }
- initSkillItem(node, index) {
- let buffID = this.zumaUI.activeBuff[index]
- this.zumaUI.initZumaBuffItem(buffID, cc.find('buff', node).children[0])
- let skillOptCell = node.getComponent(SkillOptCell)
- skillOptCell.init(buffID, this)
- }
- initSkillArea() {
- this.skillAreaCObject.init(Data.game.gSkillArea, -100)
- cCollider.inst.insert(this.skillAreaCObject.body)
- this.skillArea.active = false
- }
- resetSkillArea() {
- this.skillArea.active = false
- }
- showSkillPop(iCard: ICard) {
- this.skillPop.active = true
- let cfg = iCard.cfg
- ccUtils.setLabel(cfg.name, this.skillPop, 'tip/skillname')
- ccUtils.setRichLabel(cfg.tip, this.skillPop, 'tip/scrollView/view/content/rt')
- if (cfg.attrNum.length > 0) {
- let i18nLb = cc.find('tip/scrollView/view/content/rt', this.skillPop).getComponent(i18nLabel)
- i18nLb.init(
- cfg.tip,
- cfg.attrNum.map(v => v.toString()),
- )
- }
- this.skillArea.width = cfg.width
- this.skillArea.height = cfg.height
- let radiusAni = cc.find('radiusAni', this.skillArea)
- radiusAni.width = cfg.width
- radiusAni.height = cfg.height
- let rangeAni = cc.find('rectAni', this.skillArea)
- rangeAni.width = cfg.width
- rangeAni.height = cfg.height
- rangeAni.x = -cfg.width / 2
- this.skillAreaCObject.updateBoxShape(cfg.width, cfg.height)
- this.unschedule(this.resetSkillArea)
- this.curCardSkillCfg = cfg
- this.curCard = iCard
- }
- skillOptShow(skillOptCell: SkillOptCell) {
- let iCard = skillOptCell.zumabuffCfg
- if (!this.skillPop.active) {
- this.curSkillOptCell = skillOptCell
- }
- }
- castSkillByCard() {
- let friend = []
- let enemy = []
- let world = this.world
- let targetEntities: number[] = []
- let cardSkillCfg = this.curCard.cfg
- let iCard = this.curCard
- let skillCfg = SkillConfig[cardSkillCfg.skills[0]]
- //先找出所有目标
- if (cardSkillCfg.castType == CARD_CAST_AREA.fullScreen) {
- let filter = skillCfg.isHurt
- ? this.world.getFilter(FILTER_CAN_ATTACK_ENEMY)
- : this.world.getFilter(FILTER_CAN_ATTACK_FRIEND)
- filter.walk((entity: number) => {
- targetEntities.push(entity)
- return false
- })
- } else if (cardSkillCfg.castType == CARD_CAST_AREA.radius || cardSkillCfg.castType == CARD_CAST_AREA.rect) {
- //范围技能
- //this.skillAreaCObject.trigger = true
- cCollider.inst.update(0)
- this.skillAreaCObject.containsBody.forEach((body, key) => {
- let comRole = world.getComponent(key, ComRole)
- if (!world.isDie(comRole) && !world.isBase(comRole)) {
- if (world.getComponent(key, ComEnemy)) {
- enemy.push(key)
- } else {
- friend.push(key)
- }
- }
- })
- this.skillAreaCObject.setPosition(cc.v3(0, -200, 0))
- //this.skillAreaCObject.trigger = false
- targetEntities = skillCfg.isHurt ? enemy : friend
- }
- //技能子弹不能打到建筑
- if (cardSkillCfg.bullet > 0) {
- targetEntities = targetEntities.filter(v => {
- let comRole = world.getComponent(v, ComRole)
- return comRole.roleCfg.type != ROLE_TYPE.base
- })
- }
- targetEntities.outOrder()
- let startPos: cc.Vec2 = cc.Vec2.ZERO
- let startCfgType = cardSkillCfg.posType[0]
- let endPos: cc.Vec2 = cc.Vec2.ZERO
- let endCfgType = cardSkillCfg.posType[1]
- let endPosArr: cc.Vec2[] = []
- let areaWidth = this.skillArea.width
- let areaHeight = this.skillArea.height
- let leftAreaX = this.skillArea.x - areaWidth / 2
- let rightAreaX = this.skillArea.x + areaWidth / 2
- let belowAreaY = this.skillArea.y - areaHeight / 2
- let topAreaY = this.skillArea.y + areaHeight / 2
- let castDirType = cardSkillCfg.moreSkill[0]
- let castTimes = cardSkillCfg.moreSkill[1]
- let castInterval = cardSkillCfg.moreSkill[2] ? cardSkillCfg.moreSkill[2] : 0
- if (endCfgType == CARD_END_POS.rowCol) {
- let stepX = areaWidth / (cardSkillCfg.posType[3] + 1)
- let stepY = areaHeight / (cardSkillCfg.posType[2] + 1)
- for (let i = 1; i <= cardSkillCfg.posType[2]; i++) {
- for (let j = 1; j <= cardSkillCfg.posType[3]; j++) {
- let x = leftAreaX + j * stepX
- let y = topAreaY - i * stepY
- endPosArr.push(cc.v2(x, y))
- }
- }
- if (endPosArr.length != cardSkillCfg.moreSkill.length) {
- console.error('卡牌技能多行多列数量与moreSkill配置不一致')
- }
- }
- if (targetEntities.length > 0 && targetEntities.length < castTimes && castDirType == CARD_MORE_DIR.one2One) {
- //重复数组补齐
- let repeat = Math.ceil(castTimes / targetEntities.length)
- for (let j = 0; j < repeat; j++) {
- targetEntities = targetEntities.concat(targetEntities)
- }
- }
- for (let i = 0; i < castTimes; i++) {
- this.scheduleOnce(() => {
- if (!this.node.activeInHierarchy) return
- let comTransform = world.getComponent(targetEntities[i], ComTransform)
- let randomX = Math.randomRangeFloat(leftAreaX, rightAreaX)
- let randomY = Math.randomRangeFloat(belowAreaY, topAreaY)
- if (startCfgType == START_POS.straightFall || startCfgType == START_POS.obliqueFall) {
- startPos.y = ConstValue.CANVAS_HEIGHT / 2
- if (endCfgType == CARD_END_POS.random || (endCfgType == CARD_END_POS.role && !comTransform)) {
- startPos.x = randomX
- endPos.x = randomX
- endPos.y = randomY
- } else if (endCfgType == CARD_END_POS.rowCol) {
- startPos.x = randomX
- endPos = endPosArr[i]
- } else if (endCfgType == CARD_END_POS.role && comTransform) {
- startPos.x = comTransform.x
- if (startCfgType == START_POS.obliqueFall) startPos.x -= 200
- endPos.x = comTransform.x
- endPos.y = comTransform.y
- }
- } else if (startCfgType == START_POS.leftScreen) {
- startPos.x = -ConstValue.CANVAS_WIDTH / 2
- startPos.y = this.skillArea.y
- if (endCfgType == CARD_END_POS.rightScreen) {
- endPos.x = ConstValue.CANVAS_WIDTH
- endPos.y = startPos.y
- }
- } else if (startCfgType == START_POS.areaCenter) {
- startPos.x = this.skillArea.x
- startPos.y = this.skillArea.y
- } else if (startCfgType == START_POS.fightCenter) {
- startPos.x = (Data.game.fightSizeMaxX + Data.game.fightSizeMinX) / 2
- startPos.y = (Data.game.fightSizeMaxY + Data.game.fightSizeMinY) / 2
- }
- //子弹技能
- if (cardSkillCfg.bullet > 0 && castDirType == CARD_MORE_DIR.one2One) {
- this.world.createCardBulletEntity(iCard, startPos, endPos, targetEntities[i])
- } else if (!cardSkillCfg.bullet) {
- if (castDirType == CARD_MORE_DIR.noOne) {
- let skillEntity = world.createSkill(
- {buffs: [], entryMap: new Map<ENTRY, EntryObj>(), ...iCard},
- skillCfg,
- 0,
- cc.v3(startPos),
- skillCfg.isHurt ? Data.game.gFriendHurtSkill : Data.game.gFriendGainSkill,
- )
- if (cardSkillCfg.moveSpeed > 0 && skillCfg.type == SKILL_TYPE.attackBack) {
- let comMovable = world.addComponent(skillEntity, ComMovable)
- comMovable.pointIdx = 0
- comMovable.points.length = 0
- comMovable.speed = cardSkillCfg.moveSpeed
- comMovable.points.push(endPos)
- }
- } else if (castDirType == CARD_MORE_DIR.one2All) {
- if (skillCfg.dirType == SKILL_DIR_TYPE.minHpRole) {
- targetEntities.sort((a, b) => {
- let comA = world.getComponent(a, ComRole)
- let comB = world.getComponent(b, ComRole)
- return comA?.nowHP - comB?.nowHP
- })
- }
- for (let i = 0; i < Math.min(skillCfg.maxRole, targetEntities.length); i++) {
- world.createSkill(
- {buffs: [], entryMap: new Map<ENTRY, EntryObj>(), ...iCard},
- skillCfg,
- targetEntities[i],
- null,
- skillCfg.isHurt ? Data.game.gFriendHurtSkill : Data.game.gFriendGainSkill,
- )
- }
- }
- }
- }, castInterval * i)
- }
- this.curSkillOptCell?.startCD()
- }
- getGameInfo(): {roleNum: number; enemyNum: number; castCost: number} {
- let roleNum = 0
- let enemyNum = 0
- this.world?.getFilter(FILTER_ROLE_NODE)?.walk((entity: number) => {
- if (this.world.getComponent(entity, ComEnemy)) {
- enemyNum++
- } else {
- roleNum++
- }
- return false
- })
- return {roleNum, enemyNum, castCost: 0}
- }
- createDevEntity(ID: number, isEnemy?: boolean, posCfgID?: number, iRole?: IRole) {
- let roleCfg = RoleConfig[ID]
- if (!roleCfg) {
- roleCfg = (MonsterConfig[ID] as unknown) as IRoleConfig
- }
- this.world.createRoleEntity(roleCfg, isEnemy, posCfgID, iRole)
- }
- changeStageChange(stage: number) {
- this.curStage = stage
- Data.game.stageRound = stage * 100 + 1
- Data.game.gameType = GAME_TYPE.normal
- this.resetGameWorld()
- this.startStageGame()
- }
- changeTeamHp() {
- let nowHp = 0
- let nowShieldHp = 0
- for (let i = 0; i < this.teamEntity.length; i++) {
- let entity = this.teamEntity[i]
- let comRole = this.world.getComponent(entity, ComRole)
- nowHp += comRole ? comRole.nowHP : 0
- nowShieldHp += comRole ? comRole.shieldHP : 0
- }
- this.teamNowHP = nowHp
- this.teamNowShieldHP = nowShieldHp
- if (!this.teamHP) this.teamHP = nowHp
- let allHp = this.teamHP
- if (this.teamNowHP + this.teamNowShieldHP > allHp) allHp = this.teamNowHP + this.teamNowShieldHP
- this.teamPb.progress = this.teamNowHP / allHp
- this.teamShieldPb.progress = (this.teamNowHP + this.teamNowShieldHP) / allHp
- let hpCellNum = Math.ceil(allHp / 100)
- //修改为固定10格血
- if (hpCellNum > 10) hpCellNum = 10
- if (hpCellNum != this.teamHPS.children.length) {
- ccUtils.instantChildren(cc.find('hp', this.teamHPS), hpCellNum)
- }
- if (this.roundFight && this.teamNowHP <= 0 && this.teamNowShieldHP <= 0) {
- this.roundFight = false
- this.zumaUI.endFightRound(false)
- }
- }
- changeKillNum() {
- let enemyNum = this.world.getFilter(FILTER_CAN_ATTACK_ENEMY).entities.size
- if (this.stageInfo.type == GAME_WIN_TYPE.killNum || this.stageInfo.type == GAME_WIN_TYPE.boss) {
- let allNum = this.monsterNum + this.eliteNum + this.bossNum
- ccUtils.setLabel(`${Math.floor((allNum / this.timeRoles.length) * 100)}%`, this.tipKillNumLb)
- if (allNum >= this.timeRoles.length) {
- this.zumaUI.endFightRound(true)
- }
- } else if (this.stageInfo.type == GAME_WIN_TYPE.surviveTime) {
- //通关类型3 (存活指定时间 或 击杀配置中所有怪物,即判定胜利
- if (enemyNum <= 1 && !this.roundFight) {
- this.zumaUI.endFightRound(true)
- }
- }
- if (this.roundFight && this.roundOutType == RoundOutType.dieOut) {
- //1代表0血的敌人
- if (enemyNum <= 1) {
- this.scheduleOnce(this.startNextSmallRound, this.roundOutTime)
- }
- }
- }
- dropOutGoods(pos: cc.Vec3, idNum) {
- if (!idNum || !idNum.id) return
- let origin = cc.find('icon', this.goods)
- if (!this.dropPool.get(idNum.id)) this.dropPool.set(idNum.id, new cc.NodePool())
- let node: cc.Node = this.dropPool.get(idNum.id).get()
- if (!node) node = cc.instantiate(origin)
- node.stopAllActions()
- node.parent = this.goodsParent
- node.setPosition(pos)
- cc.tween(node)
- .then(cc.tween().to(1, {x: this.goods.x, y: this.goods.y}, {easing: 'quartOut'}))
- .call(() => {
- if (cc.isValid(node)) {
- if (idNum.id == GOODS.ball) {
- this.zumaUI.curBalls += idNum.num
- } else {
- let num = this.getDrop.get(idNum.id)
- num += idNum.num
- ccUtils.setLabel(num.toString(), this.goods, 'lb')
- this.getDrop.set(idNum.id, num)
- }
- this.dropPool.get(idNum.id).put(node)
- }
- })
- .start()
- }
- setBallNum(num: number) {
- ccUtils.setLabel(num.toString(), this.goods, 'lb')
- }
- handleDie(entity: EntityIndex) {
- let comRole = this.world.getComponent(entity, ComRole)
- if (!comRole) return
- let roleCfg = comRole.roleCfg
- let entities = this.roleEntityMap.get(roleCfg.ID)
- if (entities) {
- entities.indexOf(entity) >= 0 && entities.splice(entities.indexOf(entity), 1)
- let transCfgID = -1
- comRole.skills.forEach(skill => {
- if (skill.type == SKILL_TYPE.transRole) {
- transCfgID = skill.createRole[0]
- }
- })
- let transArr = this.roleEntityMap.get(transCfgID * 100 + (comRole.roleCfg.ID % 100)) || []
- let resetID = -1
- //唯一卡死亡后重新召唤(排除变身后还在场上)
- if (roleCfg.type == ROLE_TYPE.only && (transCfgID == -1 || (transCfgID > 0 && !transArr.length))) {
- resetID = roleCfg.ID
- }
- //唯一卡变身后死亡重启召唤
- let transOnly = comRole.transID && RoleConfig[comRole.transID].type == ROLE_TYPE.only
- if (transOnly && !this.roleEntityMap.get(comRole.transID)?.length) {
- resetID = comRole.transID
- }
- }
- if (comRole.drop && comRole.drop.num > 0) {
- let comTransform = this.world.getComponent(entity, ComTransform)
- this.dropOutGoods(cc.v3(comTransform.x, comTransform.y, 0), comRole.drop)
- }
- //移除右半场已经死亡的友军
- if (comRole.group == Data.game.gFriend) {
- let inRightIndex = this.rightAreaFriend.indexOf(entity)
- if (inRightIndex >= 0) this.rightAreaFriend.splice(inRightIndex, 1)
- }
- }
- initGameSpeed() {
- this.speed.active = true
- if (!Mgr.global.checkModOpen(MOD.speedGame)) return
- Mgr.net.add(msgCmd.cmd_speed_up_data_rsp, this, this.speedUpDataRsp)
- Mgr.net.send(msgCmd.cmd_speed_up_data)
- }
- showClickAni(pos: cc.Vec3) {
- let node = cc.find('clickAni', this.node)
- node.position = pos
- node.stopAllActions()
- node.scale = 0.5
- node.opacity = 255
- let t = cc.tween
- //node放大渐隐
- t(node)
- .then(t().parallel(t().to(0.5, {scale: 1.8}), t().delay(0.2).to(0.3, {opacity: 0})))
- .start()
- }
- showBossHP(comRole: ComRole) {
- this.bossHPNode.active = true
- let maxBars = 6
- let healthPerBar = Math.floor(comRole.HP / maxBars) // 每管血量
- let currentBars =
- comRole.nowHP > healthPerBar * (maxBars - 1) ? maxBars : Math.ceil(comRole.nowHP / healthPerBar)
- let lastBars =
- comRole.lastHP > healthPerBar * (maxBars - 1) ? maxBars : Math.ceil(comRole.lastHP / healthPerBar)
- // 更新标签
- ccUtils.setLabel(`x${currentBars}`, this.bossHPNode, 'label')
- let getImageNum = index => {
- if (index > 0) {
- return index % 5 ? index % 5 : 5
- }
- return 0
- }
- if (currentBars != lastBars || comRole.nowHP == comRole.HP) {
- if (currentBars > 1) {
- this.zumaUI.loadTexImg(`GameUI/boss_blood_${getImageNum(currentBars - 1)}`, this.bossHPNode, 'bg')
- } else {
- ccUtils.setSpriteFrame(null, this.bossHPNode, 'bg')
- }
- this.zumaUI.loadTexImg(`GameUI/boss_blood_${getImageNum(currentBars)}`, this.bossHPNode, 'pb/bar')
- }
- ccUtils.setProgress(
- currentBars == maxBars
- ? (comRole.nowHP - healthPerBar * (maxBars - 1)) / (healthPerBar + (comRole.HP % healthPerBar))
- : (comRole.nowHP % healthPerBar) / healthPerBar,
- this.bossHPNode,
- 'pb',
- )
- }
- hideBossHP() {
- this.bossHPNode.active = false
- }
- //我方右半区友军大于一定数量增加刷怪
- addRightAreaFriendNum(entity) {
- if (!this.curRoundCfg) return
- //处理下容错,刚好这一帧死亡,下一次推入新的友军可以过滤掉
- this.rightAreaFriend = this.rightAreaFriend.filter(v => !this.world.isDie(v))
- this.rightAreaFriend.push(entity)
- if ('extraRoles' in this.curRoundCfg) {
- for (let i = 0; i < this.extraEnemyCreateArr.length; i++) {
- if (!this.extraEnemyCreateArr[i] && this.rightAreaFriend.length >= this.curRoundCfg.additional[i]) {
- for (let j = 0; j < this.curRoundCfg.addNum[i]; j++) {
- this.world.createRoleEntity(
- this.getRoleCfgByCfgID(this.curRoundCfg.extraRoles[i]),
- true,
- this.getRolePos(this.curRoundCfg.position[i]),
- null,
- null,
- true,
- )
- }
- this.extraEnemyCreateArr[i] = true
- }
- }
- }
- }
- getStageInfoCfg() {
- let cfg: IStageInfoConfig
- if (Data.game.gameType == GAME_TYPE.normal || Data.game.gameType == GAME_TYPE.none) {
- cfg = StageInfoConfig[this.curStage]
- }
- return cfg
- }
- getRoundCfg(isNext: boolean = false, roundIndex: number = 0) {
- let cfg: IStageConfig
- let baseRound = Data.game.stageRound
- if (isNext) baseRound += 1
- if (roundIndex) baseRound += roundIndex
- if (Data.game.gameType == GAME_TYPE.normal || Data.game.gameType == GAME_TYPE.none) {
- cfg = StageConfig[baseRound]
- }
- return cfg
- }
- scrollMap(dt: number) {
- if (!this.isScrollMap) return
- let children = this.bgRolls.children
- children.forEach(node => {
- node.x -= dt * 300
- })
- children.sort((a, b) => a.x - b.x)
- if (children[0].x <= -children[0].width) {
- children[0].x = children[1].x + children[0].width
- }
- }
- changeBagShow(isShow: boolean) {
- this.bag.stopAllActions()
- let targetY = -830
- this.bag.y = targetY + (isShow ? this.bag.height : 0)
- cc.tween(this.bag)
- .to(this.zumaUI.fightReadyTime, {y: targetY + (isShow ? 0 : this.bag.height)})
- .start()
- }
- //---------------------点击事件--------------------------------
- onCardSkillSureClick(e) {
- let pos = ccUtils.convertWorldPosToNode(this.node, ccUtils.convertTouchPosToWorld(e))
- let isHurt = SkillConfig[this.curCardSkillCfg.skills[0]].isHurt
- if (this.curCardSkillCfg.castType == CARD_CAST_AREA.fullScreen) {
- // let filterE = this.world.getFilter(FILTER_CAN_ATTACK_ENEMY)
- // let filter = this.world.getFilter(FILTER_CAN_ATTACK_FRIEND)
- // let isHurt = SkillConfig[this.curCardSkillCfg.skills[0]].isHurt
- // if ((filterE.entities.size == 0 && isHurt) || (filter.entities.size == 0 && !isHurt)) {
- // Mgr.ui.tip('没有目标可以施放卡牌技能')
- // return
- // }
- this.castSkillByCard()
- } else if (
- this.curCardSkillCfg.castType == CARD_CAST_AREA.radius ||
- this.curCardSkillCfg.castType == CARD_CAST_AREA.rect
- ) {
- let curNode = this.skillArea
- this.zumaUI.loadTexImg(
- `GameUI/skill_range_${this.curCardSkillCfg.castType}${isHurt ? '' : '_friend'}`,
- curNode,
- )
- let radiusAni = cc.find('radiusAni', curNode)
- radiusAni.active = this.curCardSkillCfg.castType == CARD_CAST_AREA.radius
- if (radiusAni.active) {
- this.zumaUI.loadTexImg(
- `GameUI/skill_range_${this.curCardSkillCfg.castType}_ani${isHurt ? '' : '_friend'}`,
- radiusAni,
- )
- radiusAni.stopAllActions()
- cc.tween(radiusAni).to(0, {scale: 0.2}).to(0.5, {scale: 1}).union().repeatForever().start()
- }
- let rangeAni = cc.find('rectAni', curNode)
- rangeAni.active = this.curCardSkillCfg.castType == CARD_CAST_AREA.rect
- if (rangeAni.active) {
- rangeAni.stopAllActions()
- cc.tween(rangeAni).to(0, {scaleX: 0}).to(0.5, {scaleX: 1}).union().repeatForever().start()
- }
- if (this.curCardSkillCfg.castType == CARD_CAST_AREA.rect) {
- if (pos.x - curNode.width / 2 < Data.game.fightSizeMinX)
- pos.x = Data.game.fightSizeMinX + curNode.width / 2
- if (pos.x + curNode.width / 2 > Data.game.fightSizeMaxX)
- pos.x = Data.game.fightSizeMaxX - curNode.width / 2
- if (pos.y - curNode.height / 2 < Data.game.fightSizeMinY)
- pos.y = Data.game.fightSizeMinY + curNode.height / 2
- if (pos.y + curNode.height / 2 > Data.game.fightSizeMaxY)
- pos.y = Data.game.fightSizeMaxY - curNode.height / 2
- }
- curNode.setPosition(pos)
- this.skillAreaCObject.setPosition(cc.v3(pos))
- //cCollider.inst.update(0)
- // if (this.skillAreaCObject.containsBody.size <= 0) {
- // Mgr.ui.tip('没有目标可以施放卡牌技能')
- // return
- // }
- this.scheduleOnce(this.castSkillByCard, 1)
- this.scheduleOnce(this.resetSkillArea, 1)
- }
- this.skillArea.active = true
- this.skillPop.active = false
- }
- onSkillPopCloseClick() {
- this.skillPop.active = false
- cc.find('popChoose', this.curSkillOptCell.node).active = false
- }
- onClickGameSpeed() {
- if (Data.game.gameSpeed == 1) {
- let isDouble = Data.game.speedUpTime > 0
- if (isDouble || true) {
- Data.game.gameSpeed = 2
- } else {
- this.isStop = true
- Mgr.ui.show(UI.GameSpeedUI)
- }
- } else {
- Data.game.gameSpeed = 1
- }
- }
- onClickDrop(e) {
- let node = e.currentTarget
- let idNum = node['idNum']
- let pool = this.dropPool.get(idNum.id)
- if (!pool) {
- pool = new cc.NodePool()
- this.dropPool.set(idNum.id, pool)
- }
- pool.put(node)
- let awardCfg = AwardConfig[GoodsConfig[idNum.id]?.award]
- if (awardCfg) {
- let addNum = Math.randomRangeInt(awardCfg.oddsMin[0], awardCfg.oddsMax[0])
- }
- }
- onTestEndGameClick() {
- this.testClickNum += 1
- if (this.testClickNum == 5) {
- this.zumaUI.endGame(true)
- }
- }
- //网络事件=======================================
- onRoundStartRsp(data: adventureLayerRsp) {
- Data.game.stageRound += 1
- this.curRoundIndex += 1
- this.resetRound()
- }
- speedUpDataRsp(rsp: speedUpDataRsp) {
- Data.game.speedUpTime = rsp.time
- this.speed.active = true
- let isDouble = rsp.time > 0
- let tip = cc.find('tip', this.speed)
- tip.active = !isDouble
- if (tip.active) {
- tip.y = -105
- tip.stopAllActions()
- cc.tween(tip)
- .by(1, {position: cc.v3(0, 10)}, {easing: 'sineOut'}) // 缓慢上移10像素
- .by(1, {position: cc.v3(0, -10)}, {easing: 'sineIn'}) // 缓慢下落10像素
- .union()
- .repeat(3)
- .call(() => {
- tip.active = false
- })
- .start()
- }
- }
- //触发事件=======================================
- @render
- addTime() {
- let time = Data.main.serverTime
- if (this.speed.active) {
- if (Data.game.speedUpTime > 0) {
- Data.game.speedUpTime -= 1
- if (Data.game.speedUpTime <= 0) Data.game.speedUpTime = 0
- ccUtils.setLabel(Date.Format('hh:mm:ss', Data.game.speedUpTime, true), this.speed, 'time')
- } else {
- ccUtils.setLabel('', this.speed, 'time')
- Data.game.gameSpeed = 1
- }
- }
- }
- @render
- showSpeed() {
- let speed = Data.game.gameSpeed
- let tip = cc.find('tip', this.speed)
- tip.active = speed > 1
- //cc.find('tip', this.speed).active = speed > 1
- // if (speedCircle.active) {
- // speedCircle.runAction(cc.rotateBy(1, 360).repeatForever())
- // }
- }
- public setGameTex(url: string, node?: cc.Node, childUrl?: string) {
- if (childUrl) {
- node = cc.find(childUrl, node)
- }
- let sprite = node.getComponent(cc.Sprite)
- if (sprite) {
- sprite.spriteFrame = Data.game.gameAssetMap.get(`texture/${url}`) as cc.SpriteFrame
- }
- }
- private registerTouchEvent() {
- this.touchNode.on(cc.Node.EventType.TOUCH_START, this._onTouchStart, this)
- this.touchNode.on(cc.Node.EventType.TOUCH_MOVE, this._onTouchMove, this)
- this.touchNode.on(cc.Node.EventType.TOUCH_END, this._onTouchEnd, this)
- this.touchNode.on(cc.Node.EventType.TOUCH_CANCEL, this._onTouchCancel, this)
- }
- private _onTouchStart(e: cc.Event.EventTouch) {
- for (let i = 0; i < this._touchHandler.length; i++) {
- this._touchHandler[i].onTouchStart(ccUtils.convertTouchPosToWorld(e), this.world)
- }
- }
- private _onTouchMove(e: cc.Event.EventTouch) {
- for (let i = 0; i < this._touchHandler.length; i++) {
- this._touchHandler[i].onTouchMove(ccUtils.convertTouchPosToWorld(e), this.world)
- }
- }
- private _onTouchEnd(e: cc.Event.EventTouch) {
- for (let i = 0; i < this._touchHandler.length; i++) {
- this._touchHandler[i].onTouchEnd(ccUtils.convertTouchPosToWorld(e), this.world)
- }
- }
- private _onTouchCancel(e: cc.Event.EventTouch) {
- for (let i = 0; i < this._touchHandler.length; i++) {
- this._touchHandler[i].onTouchCancel(ccUtils.convertTouchPosToWorld(e), this.world)
- }
- }
- public registerTouchHandler(handler: ITouchProcessor) {
- this._touchHandler.push(handler)
- }
- public unRegisterTouchHandler(handler: ITouchProcessor) {
- for (let i = this._touchHandler.length - 1; i >= 0; i--) {
- if (this._touchHandler[i] == handler) {
- this._touchHandler.splice(i, 1)
- }
- }
- }
- }
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