GameController.ts 18 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567
  1. import { AnimationComponent, CameraComponent, director, find, GraphicsComponent, instantiate, loader, Node, Prefab, Vec3, _decorator } from 'cc';
  2. import { EventDispatcher } from '../../../engines/events/EventDispatcher';
  3. import { GUIManager } from '../../../engines/gui/GUIManager';
  4. import { CameraUtils } from '../../../engines/utils/CameraUtils';
  5. import GameConfigManager from '../../models/GameConfigManager';
  6. import { GameModel } from '../../models/GameModel';
  7. import { FightingScene } from '../../scenes/FightingScene';
  8. import { UIConst } from '../UIConst';
  9. import { FenceBase } from './fences/FenceBase';
  10. import { FightingMediator } from './FightingMediator';
  11. import { MonsterBase } from './monsters/MonsterBase';
  12. import { MonsterHPUIPool } from './monsters/MonsterHPUIPool';
  13. import { SkillBase } from './skills/SkillBase';
  14. import SkillManager from './skills/SkillManager';
  15. import AutomaticFifleWeapon from './weapons/AutomaticFifleWeapon';
  16. import { SingleShotWeapon } from './weapons/SingleShotWeapon';
  17. import { WeaponBase } from './weapons/WeaponBase';
  18. const { ccclass, property } = _decorator;
  19. export class GameController extends EventDispatcher{
  20. public weapon:WeaponBase;
  21. public fence:FenceBase;
  22. public camera:CameraComponent;
  23. public leftEndNode:Node;
  24. public middleEndNode:Node;
  25. public rightEndNode:Node;
  26. public leftStartNode:Node;
  27. public middleStartNode:Node;
  28. public rightStartNode:Node;
  29. /**
  30. * 当前正在运行的技能
  31. */
  32. public currentSkill:SkillBase;
  33. /**
  34. * 游戏结束
  35. */
  36. public GameOver:boolean=true;
  37. public leftMonsterList:MonsterBase[];
  38. public middleMonsterList:MonsterBase[];
  39. public rightMonsterList:MonsterBase[];
  40. /**
  41. * 怪物弹痕预制体
  42. */
  43. public monsterZhouDanPrefab:Prefab;
  44. /**
  45. * 怪物血条层
  46. */
  47. public monsterHPUILayer:Node;
  48. /**
  49. * 关卡配置
  50. */
  51. public levelConfig:any;
  52. private monstersConfig:any[];
  53. /**
  54. * 这一关怪物数量
  55. */
  56. public monsterTotalCount:number;
  57. /**
  58. * 本局游戏时间
  59. */
  60. private runTime:number=0;
  61. private fightingMediator:FightingMediator;
  62. constructor()
  63. {
  64. super();
  65. this.leftMonsterList=[];
  66. this.middleMonsterList=[];
  67. this.rightMonsterList=[];
  68. }
  69. /**
  70. * 初始化
  71. * @param leftHand
  72. * @param rightHand
  73. */
  74. Init(uiMediator:FightingMediator):void{
  75. this.fightingMediator=uiMediator;
  76. let sceneNode:Node=find("FightingScene");
  77. if(sceneNode==null){
  78. throw new Error("找不到战斗场景节点!");
  79. }
  80. let sceneScript:FightingScene=sceneNode.getComponent(FightingScene);
  81. if(sceneNode==null){
  82. throw new Error("战斗场景上没有挂载FightingScene脚本!");
  83. }
  84. this.camera=sceneScript.camrea;
  85. this.leftStartNode=sceneScript.LeftStartPos;
  86. this.middleStartNode=sceneScript.MiddleStartPos;
  87. this.rightStartNode=sceneScript.RightStartPos;
  88. this.leftEndNode=sceneScript.LeftEndPos;
  89. this.middleEndNode=sceneScript.MiddleEndPos;
  90. this.rightEndNode=sceneScript.RightEndPos;
  91. this.monsterZhouDanPrefab=sceneScript.monsterZhouDanPrefab;
  92. this.weapon=this.CreateWeapon(sceneScript.leftHand,sceneScript.rightHand);
  93. this.StartGame();
  94. }
  95. /**
  96. * 初始化栅栏
  97. */
  98. private InitFence():void{
  99. //如果老的存在,先清理
  100. if(this.fence&&this.fence.node!=null){
  101. this.fence.node.destroy();
  102. this.fence=null;
  103. }
  104. let config:any=GameConfigManager.GetFenceConfig(GameModel.single.fenceId);
  105. let prefab:Prefab=loader.getRes(config.prefab);
  106. if(prefab==null){
  107. throw new Error("栅栏资源未加载!");
  108. }
  109. let fenceNode:Node=instantiate(prefab);
  110. this.fence=fenceNode.getComponent(FenceBase);
  111. this.fence.config=config;
  112. this.fence.node.setPosition(new Vec3(0,0,-2));
  113. this.scene.addChild(fenceNode);
  114. }
  115. /**
  116. * 开始游戏
  117. */
  118. StartGame():void{
  119. GameModel.single.killCount=0;
  120. GameModel.single.angerCount=0;
  121. GameModel.single.integral=0;
  122. //重置技能
  123. this.SkillReset();
  124. this.levelConfig=GameConfigManager.GetLevelConfig(GameModel.single.currentLevel);
  125. this.runTime=0;
  126. //复制一份配置
  127. this.monstersConfig=GameConfigManager.CreateMonsterByList(this.levelConfig.monsters,this.runTime);
  128. this.monsterTotalCount=this.monstersConfig.length;
  129. //直接重置子弹数量
  130. this.weapon.bulletCount=GameConfigManager.GetWeaponConfig(GameModel.single.currentWeaponId).clip;
  131. //初始化栅栏
  132. this.InitFence();
  133. this.GameOver=false;
  134. }
  135. /**
  136. * 游戏结束
  137. * @param state 0 胜利 1 失败 2正常退出
  138. */
  139. OnGameOver(state:number):void{
  140. //清理怪物
  141. this.ClearMonsters();
  142. //清理武器
  143. this.weapon.Destroy();
  144. //销毁栅栏
  145. if(this.fence.node){
  146. this.fence.node.destroy();
  147. }
  148. if(state==0){
  149. GUIManager.single.Show(UIConst.GAME_OVER_UI,true);
  150. }else if(state==1)
  151. {
  152. GUIManager.single.Show(UIConst.GAME_OVER_UI,false);
  153. }
  154. GUIManager.single.Hide(UIConst.FIGHTING_UI);
  155. this.GameOver=true;
  156. }
  157. /**
  158. * 重玩
  159. */
  160. Replay():void{
  161. this.StartGame();
  162. GUIManager.single.Show(UIConst.FIGHTING_UI);
  163. }
  164. /**
  165. * 开始下一关
  166. */
  167. PlayNextLevel():void{
  168. //清空试用栅栏
  169. GameModel.single.trialFenceId=-1;
  170. console.log(GameModel.single.currentLevel);
  171. this.StartGame();
  172. GUIManager.single.Show(UIConst.FIGHTING_UI);
  173. }
  174. /**
  175. * 清理怪物
  176. */
  177. ClearMonsters():void{
  178. this.clearMonsterList(this.leftMonsterList);
  179. this.clearMonsterList(this.middleMonsterList);
  180. this.clearMonsterList(this.rightMonsterList);
  181. }
  182. private clearMonsterList(list:MonsterBase[]):void{
  183. if(list.length>0){
  184. list.forEach(element => {
  185. if(element.node!=null&&element.node.isValid){
  186. element.node.destroy();
  187. }
  188. });
  189. }
  190. list.length=0;
  191. }
  192. TryFire(fireKey:number):void{
  193. if(this.currentSkill!=null&&this.currentSkill.unController){
  194. return;
  195. }
  196. if(fireKey==0){
  197. this.weapon.StopFire();
  198. }else{
  199. this.weapon.StartFire(fireKey);
  200. }
  201. }
  202. /**
  203. * 使用技能
  204. */
  205. UseSkill():void{
  206. if(this.currentSkill!=null){
  207. return;
  208. }
  209. //重置子弹数量
  210. this.weapon.bulletCount=this.weapon.maxBulletCount;
  211. this.currentSkill=SkillManager.single.Create(this.weapon.weaponConfig.skill);
  212. this.currentSkill.config=GameConfigManager.GetSkillConfig(this.weapon.weaponConfig.skill);
  213. this.currentSkill.AddEvent(SkillBase.SKILL_COMPLETE,this,this.SkillReset,0);
  214. this.currentSkill.UseSkill(this.weapon,this);
  215. GameModel.single.angerCount=0;
  216. }
  217. /**
  218. * 清除技能
  219. */
  220. private SkillReset():void{
  221. if(this.currentSkill!=null){
  222. this.currentSkill.RemoveEvent(SkillBase.SKILL_COMPLETE,this,this.SkillReset);
  223. this.currentSkill.Dispose();
  224. this.currentSkill=null;
  225. }
  226. }
  227. Update(dt:number):void{
  228. if(this.GameOver){
  229. return;
  230. }
  231. if(this.currentSkill!=null){
  232. this.currentSkill.Update(dt);
  233. }
  234. this.runTime+=dt*1000;
  235. this.weapon.Update(dt);
  236. this.CheckMonster();
  237. }
  238. get drawingBoard():GraphicsComponent{
  239. return this.fightingMediator.DrawingBoard;
  240. }
  241. /**
  242. * 检测怪物
  243. */
  244. CheckMonster():void{
  245. if(this.monstersConfig.length>0){
  246. let config:any;
  247. let monster:Node;
  248. for (let index = 0; index < this.monstersConfig.length; index++) {
  249. config = this.monstersConfig[index];
  250. if(this.runTime>=config.createTime){
  251. //根据配置创建怪物
  252. monster=this.CreateMonster(config);
  253. this.scene.addChild(monster);
  254. this.monstersConfig.splice(index,1);
  255. index--;
  256. }
  257. }
  258. }
  259. if(this.monstersConfig.length==0&&this.leftMonsterList.length==0&&this.middleMonsterList.length==0&&this.rightMonsterList.length==0){
  260. //全部怪物死亡
  261. console.log("通关");
  262. GameModel.single.currentLevel++;
  263. if(GameModel.single.currentLevel>=GameConfigManager.MaxLevel){
  264. GameModel.single.currentLevel=GameConfigManager.MaxLevel;
  265. }
  266. this.OnGameOver(0);
  267. }
  268. }
  269. /**
  270. * 怪物攻击
  271. * @param damage 伤害
  272. */
  273. MonsterAttack(attackType:number,damage:number):void{
  274. if(this.GameOver){
  275. return;
  276. }
  277. if(attackType==0){
  278. if(this.fence.IsDie==false){
  279. this.fence.Damage(damage);
  280. let cameraUtils:CameraUtils=this.camera.getComponent(CameraUtils);
  281. if(cameraUtils!=null){
  282. cameraUtils.shake(500,new Vec3(-0.01,-0.01,0),new Vec3(0.01,0.01,0));
  283. }
  284. }
  285. }else{
  286. this.OnGameOver(1);
  287. }
  288. }
  289. /**
  290. * 是否有怪物可攻击 -1没有可攻击怪 0 左边 1中间 2右边
  291. */
  292. public get FindAttackMonsterPosType():number{
  293. let leftDis:number=this.NearestDistance(this.leftMonsterList);
  294. let middleDis:number=this.NearestDistance(this.middleMonsterList);
  295. let rightDis:number=this.NearestDistance(this.rightMonsterList);
  296. if(leftDis<middleDis&&leftDis<rightDis){
  297. return 0;
  298. }
  299. if(middleDis<leftDis&&middleDis<rightDis){
  300. return 1;
  301. }
  302. if(rightDis<leftDis&&rightDis<middleDis){
  303. return 2;
  304. }
  305. return -1;
  306. }
  307. /**
  308. * 就算这一路中可攻击怪的最近距离
  309. * @param monsterList
  310. */
  311. private NearestDistance(monsterList:MonsterBase[]):number{
  312. let monster:MonsterBase;
  313. let endNode:Node;
  314. let minDis:number=Number.MAX_VALUE;
  315. let dis:number;
  316. for (let index = 0; index < monsterList.length; index++) {
  317. monster = monsterList[index];
  318. if(monster.config.startPos==0){
  319. endNode=this.leftEndNode;
  320. }else if(monster.config.startPos==1){
  321. endNode=this.middleEndNode;
  322. }else{
  323. endNode=this.rightEndNode;
  324. }
  325. dis=Vec3.distance(monster.node.worldPosition,endNode.worldPosition);
  326. if(dis<=this.weapon.weaponConfig.attackDistance){
  327. if(dis<minDis){
  328. minDis=dis;
  329. }
  330. }
  331. }
  332. return minDis;
  333. }
  334. /**
  335. * 武器攻击
  336. */
  337. WeaponAttack():void{
  338. //只要开了第一枪就不算新玩家了
  339. GameModel.single.isNewPlayer=false;
  340. let monsterList:MonsterBase[];
  341. let monsterLists:Array<Array<MonsterBase>>=[];
  342. //攻击1条路
  343. if(this.weapon.weaponConfig.attackRange==1){
  344. if(this.weapon.fireKey==1){
  345. monsterList=this.leftMonsterList;
  346. }else if(this.weapon.fireKey==2){
  347. monsterList=this.middleMonsterList;
  348. }else{
  349. monsterList=this.rightMonsterList;
  350. }
  351. if(monsterList.length==0){
  352. return;
  353. }
  354. monsterList.sort(this.monsterSortFunc);
  355. monsterLists.push(monsterList);
  356. }else if(this.weapon.weaponConfig.attackRange==2){//攻击2条路
  357. //左
  358. if(this.weapon.fireKey==1){
  359. if(this.leftMonsterList.length>0){
  360. this.leftMonsterList.sort(this.monsterSortFunc);
  361. monsterLists.push(this.leftMonsterList);
  362. }
  363. if(this.middleMonsterList.length>0){
  364. this.middleMonsterList.sort(this.monsterSortFunc);
  365. monsterLists.push(this.middleMonsterList);
  366. }
  367. }else if(this.weapon.fireKey==2){//中
  368. if(this.middleMonsterList.length>0){
  369. this.middleMonsterList.sort(this.monsterSortFunc);
  370. monsterLists.push(this.middleMonsterList);
  371. }
  372. //随机左边/右边
  373. let random:number=Math.random();
  374. if(random>0.5){
  375. if(this.rightMonsterList.length>0){
  376. this.rightMonsterList.sort(this.monsterSortFunc);
  377. monsterLists.push(this.rightMonsterList);
  378. }
  379. }else{
  380. if(this.leftMonsterList.length>0){
  381. this.leftMonsterList.sort(this.monsterSortFunc);
  382. monsterLists.push(this.leftMonsterList);
  383. }
  384. }
  385. }else{//右
  386. if(this.rightMonsterList.length>0){
  387. this.rightMonsterList.sort(this.monsterSortFunc);
  388. monsterLists.push(this.rightMonsterList);
  389. }
  390. if(this.middleMonsterList.length>0){
  391. this.middleMonsterList.sort(this.monsterSortFunc);
  392. monsterLists.push(this.middleMonsterList);
  393. }
  394. }
  395. }else{//攻击3条路
  396. if(this.leftMonsterList.length>0){
  397. this.leftMonsterList.sort(this.monsterSortFunc);
  398. monsterLists.push(this.leftMonsterList);
  399. }
  400. if(this.middleMonsterList.length>0){
  401. this.middleMonsterList.sort(this.monsterSortFunc);
  402. monsterLists.push(this.middleMonsterList);
  403. }
  404. if(this.middleMonsterList.length>0){
  405. this.middleMonsterList.sort(this.monsterSortFunc);
  406. monsterLists.push(this.middleMonsterList);
  407. }
  408. }
  409. //没有任何怪物可以攻击
  410. if(monsterLists.length==0){
  411. return;
  412. }
  413. //攻击怪物
  414. let monster:MonsterBase;
  415. let endNode:Node;
  416. let index:number=0;
  417. let total:number=0;
  418. let dis:number=0;
  419. monsterLists.forEach(monsterList => {
  420. //攻击怪物
  421. index=0;
  422. total=Math.min(this.weapon.weaponConfig.attackCount,monsterList.length);
  423. while(index<total){
  424. monster=monsterList[index];
  425. if(monster.config.startPos==0){
  426. endNode=this.leftEndNode;
  427. }else if(monster.config.startPos==1){
  428. endNode=this.middleEndNode;
  429. }else{
  430. endNode=this.rightEndNode;
  431. }
  432. if(Vec3.distance(monster.node.worldPosition,endNode.worldPosition)<=this.weapon.weaponConfig.attackDistance){
  433. if(this.currentSkill!=null){
  434. monster.Damage(this.weapon.weaponConfig.damage*this.currentSkill.damage);
  435. }else{
  436. monster.Damage(this.weapon.weaponConfig.damage);
  437. }
  438. }else{
  439. console.log("超出枪械攻击距离Miss");
  440. }
  441. index++;
  442. total=Math.min(this.weapon.weaponConfig.attackCount,monsterList.length);
  443. }
  444. for (let index = 0; index < monsterList.length; index++) {
  445. monster = monsterList[index];
  446. //怪物死亡
  447. if(monster.isDie){
  448. //增加怒气
  449. GameModel.single.angerCount+=monster.config.anger;
  450. //增加击杀量
  451. GameModel.single.killCount++;
  452. //增加积分
  453. if(monster.config.integral>0){
  454. GameModel.single.integral+=monster.config.integral;
  455. }
  456. //从列表中删除
  457. monsterList.splice(index,1);
  458. index--;
  459. }
  460. }
  461. });
  462. }
  463. private monsterSortFunc(a:MonsterBase,b:MonsterBase):number{
  464. if(a.node.position.z>b.node.position.z){
  465. return -1;
  466. }else if(a.node.position.z<b.node.position.z){
  467. return 1;
  468. }
  469. return 0;
  470. }
  471. /**
  472. * 根据配置生成怪物
  473. * @param config
  474. */
  475. private CreateMonster(config:any):Node{
  476. let monsterConfig:any=GameConfigManager.GetMonsterConfig(config.monsterId);
  477. if(monsterConfig==null){
  478. throw new Error("找不到怪物配置:"+config.monsterId);
  479. }
  480. let prefab:Prefab=loader.getRes(monsterConfig.prefab);
  481. let monster:Node=instantiate(prefab);
  482. monster.name="Monster"+config.mId;
  483. let monsterScript=monster.addComponent(MonsterBase);
  484. monsterScript.config=config;
  485. //左
  486. if(config.startPos==0){
  487. monster.setPosition(this.leftStartNode.worldPosition);
  488. this.leftMonsterList.push(monsterScript);
  489. }else if(config.startPos==1){//中
  490. monster.setPosition(this.middleStartNode.worldPosition);
  491. this.middleMonsterList.push(monsterScript);
  492. }else{//右
  493. monster.setPosition(this.rightStartNode.worldPosition);
  494. this.rightMonsterList.push(monsterScript);
  495. }
  496. //创建血条
  497. monsterScript.hpView=MonsterHPUIPool.Create();
  498. monsterScript.hpView.monster=monsterScript;
  499. return monster;
  500. }
  501. private CreateWeapon(leftHand:AnimationComponent,rightHand:AnimationComponent):any{
  502. let config:any=GameConfigManager.GetWeaponConfig(GameModel.single.currentWeaponId);
  503. if(config.fireType==0){
  504. return new SingleShotWeapon(leftHand,rightHand);
  505. }else if(config.fireType==1){
  506. return new AutomaticFifleWeapon(leftHand,rightHand);
  507. }
  508. return new SingleShotWeapon(leftHand,rightHand);;
  509. }
  510. get scene(){
  511. return director.getScene();
  512. }
  513. private static instance:GameController;
  514. public static get single(){
  515. if(this.instance==null){
  516. this.instance=new GameController();
  517. }
  518. return this.instance;
  519. }
  520. }