FightingMediator.ts 12 KB

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  1. import { _decorator, Component, Node, ButtonComponent, EventTouch, director, SkeletalAnimationComponent, Prefab, instantiate, LayoutComponent, LabelComponent, ProgressBarComponent, loader, AudioClip, find, AudioSourceComponent } from 'cc';
  2. import { GUIMediator } from '../../../engines/gui/GUIMediator';
  3. import { GUIManager } from '../../../engines/gui/GUIManager';
  4. import { UIConst } from '../UIConst';
  5. import { GameController } from './GameController';
  6. import { GameModel } from '../../models/GameModel';
  7. import { WeaponBase } from './weapons/WeaponBase';
  8. import GameConfigManager from '../../models/GameConfigManager';
  9. import { SceneManager } from '../../../engines/scenes/SceneManager';
  10. import { DataModel } from '../../../engines/models/DataModel';
  11. import { DataModelEventType } from '../../../engines/models/DataModelEventType';
  12. import { GamePropertys } from '../../models/GamePropertys';
  13. import { LoadingView } from '../../../engines/loadingView/LoadingView';
  14. import { SoundManager } from '../../../engines/sounds/SoundManager';
  15. const { ccclass, property } = _decorator;
  16. @ccclass('FightingMediator')
  17. export class FightingMediator extends GUIMediator {
  18. @property({
  19. type:Prefab
  20. })
  21. BulletUIPrefab:Prefab=null;
  22. @property({
  23. type:Node
  24. })
  25. BulletClip:Node=null;
  26. /**
  27. * 子弹数量
  28. */
  29. @property({
  30. type:LabelComponent
  31. })
  32. BulletCount:LabelComponent=null;
  33. @property({
  34. type:ButtonComponent
  35. })
  36. leftFireButton:ButtonComponent=null;
  37. @property({
  38. type:ButtonComponent
  39. })
  40. middleFireButton:ButtonComponent=null;
  41. @property({
  42. type:ButtonComponent
  43. })
  44. rightFireButton:ButtonComponent=null;
  45. @property({
  46. type:Node
  47. })
  48. killCountGroup:Node=null;
  49. @property({
  50. type:LabelComponent
  51. })
  52. killCountText:LabelComponent=null;
  53. /**
  54. * 怪物数量
  55. */
  56. @property({
  57. type:LabelComponent
  58. })
  59. monsterCountText:LabelComponent=null;
  60. /**
  61. * 积分
  62. */
  63. @property({
  64. type:LabelComponent
  65. })
  66. integralLabel:LabelComponent=null;
  67. /**
  68. * 怒气值进度条
  69. */
  70. @property({
  71. type:ProgressBarComponent
  72. })
  73. angerCountProgrssBar:ProgressBarComponent=null;
  74. /**
  75. * 怒气值技能按钮
  76. */
  77. @property({
  78. type:ButtonComponent
  79. })
  80. angerSkillButton:ButtonComponent=null;
  81. /**
  82. * 栅栏血量进度条
  83. */
  84. @property({
  85. type:ProgressBarComponent
  86. })
  87. fenceHpProgrssBar:ProgressBarComponent=null;
  88. /**
  89. * 换弹动画
  90. */
  91. @property({
  92. type:ProgressBarComponent
  93. })
  94. reloadProgrssBar:ProgressBarComponent=null;
  95. /**
  96. * 怪物血条层
  97. */
  98. @property({
  99. type:Node
  100. })
  101. monsterHPUILayer:Node=null;
  102. /**
  103. * 第几天
  104. */
  105. @property({
  106. type:LabelComponent
  107. })
  108. levelLabel:LabelComponent=null;
  109. /**
  110. * 弹夹子弹池
  111. */
  112. bulletPool:Node[]=[];
  113. /**
  114. * 资源引用
  115. */
  116. private assetsRef:Prefab[];
  117. /**
  118. * 显示状态
  119. */
  120. private onShowed:boolean=false;
  121. start () {
  122. // Your initialization goes here.
  123. }
  124. constructor(){
  125. super();
  126. console.log("创建!");
  127. }
  128. OnShow():void{
  129. this.onShowed=false;
  130. this.LoadAssets();
  131. }
  132. private __OnShow():void{
  133. GameController.single.monsterHPUILayer=this.monsterHPUILayer;
  134. GameController.single.Init(this);
  135. this.AddEvents();
  136. this.RefreshView();
  137. SoundManager.single.PlayMusic("sounds/combat");
  138. SoundManager.single.PlaySound("zombie","sounds/zombie",true);
  139. this.onShowed=true;
  140. }
  141. private LoadAssets():void{
  142. //先清理老资源
  143. if(this.assetsRef){
  144. let deps:string[];
  145. this.assetsRef.forEach(element => {
  146. deps=loader.getDependsRecursively(element);
  147. loader.release(deps);
  148. });
  149. this.assetsRef.length=0;
  150. this.assetsRef=null;
  151. }
  152. let urls:string[]=[];
  153. //武器
  154. let weaponConfig:any=GameConfigManager.GetWeaponConfig(GameModel.single.currentWeaponId);
  155. urls.push(weaponConfig.prefab);
  156. //栅栏
  157. let fenceConfig:any=GameConfigManager.GetFenceConfig(GameModel.single.currentFenceId);
  158. urls.push(fenceConfig.prefab);
  159. //本关用到的怪物资源
  160. let levelConfig:any=GameConfigManager.GetLevelConfig(GameModel.single.currentLevel);
  161. let monsterConfig:any;
  162. levelConfig.monsters.forEach(element => {
  163. monsterConfig=GameConfigManager.GetMonsterConfig(element.monsterId);
  164. if(urls.indexOf(monsterConfig.prefab)<0){
  165. urls.push(monsterConfig.prefab);
  166. }
  167. });
  168. //枪口火焰
  169. urls.push("d3d/gunFire/GunFire");
  170. //怪物血条
  171. urls.push("ui/components/MonsterHPUI");
  172. //加载
  173. loader.loadResArray(urls,Prefab,this.LoadAssetsProgress.bind(this),this.LoadAssetsComplete.bind(this));
  174. }
  175. private LoadAssetsProgress(index:number,total:number,item):void{
  176. LoadingView.single.UpdateProgress(index/total);
  177. }
  178. private LoadAssetsComplete(error:Error,assets):void{
  179. if(error){
  180. console.error(error);
  181. }
  182. this.assetsRef=assets;
  183. this.__OnShow();
  184. }
  185. OnHide():void{
  186. this.onShowed=false;
  187. this.RemoveEvents();
  188. SoundManager.single.PlayMusic("sounds/main");
  189. SoundManager.single.StopSound("Weapon");
  190. SoundManager.single.StopSound("WeaponLeft");
  191. SoundManager.single.StopSound("WeaponRight");
  192. SoundManager.single.StopSound("zombie");
  193. }
  194. private AddEvents():void{
  195. this.leftFireButton.node.on(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
  196. this.middleFireButton.node.on(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
  197. this.rightFireButton.node.on(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
  198. this.leftFireButton.node.on(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
  199. this.middleFireButton.node.on(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
  200. this.rightFireButton.node.on(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
  201. GameController.single.weapon.AddEvent(WeaponBase.EVENT_BULLET_CHANGE,this,this.bulletCountChanged,0);
  202. GameModel.single.AddEvent(DataModelEventType.PROPERTY_CHANGED,this,this.GameModelPropertyEventHandler,0);
  203. }
  204. private RemoveEvents():void{
  205. this.leftFireButton.node.off(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
  206. this.middleFireButton.node.off(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
  207. this.rightFireButton.node.off(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
  208. this.leftFireButton.node.off(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
  209. this.middleFireButton.node.off(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
  210. this.rightFireButton.node.off(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
  211. GameController.single.weapon.RemoveEvent(WeaponBase.EVENT_BULLET_CHANGE,this,this.bulletCountChanged);
  212. GameModel.single.RemoveEvent(DataModelEventType.PROPERTY_CHANGED,this,this.GameModelPropertyEventHandler);
  213. }
  214. private GameModelPropertyEventHandler(key:string):void{
  215. switch (key) {
  216. case GamePropertys.killCount://杀死怪物
  217. this.CallNextFrame(this.KillCountChangedHandler.bind(this));
  218. break;
  219. case GamePropertys.angerCount://怒气值变化
  220. this.CallNextFrame(this.AngerCountChangedHandler.bind(this));
  221. break;
  222. case GamePropertys.integral://积分变化
  223. this.CallNextFrame(this.RefreshIntegral.bind(this));
  224. break;
  225. default:
  226. break;
  227. }
  228. }
  229. private KillCountChangedHandler():void{
  230. this.RefreshKillCount();
  231. this.RefreshMonsterCount();
  232. }
  233. private AngerCountChangedHandler():void{
  234. this.RefreshAngerCount();
  235. }
  236. /**
  237. * 刷新弹夹
  238. */
  239. RefreshBulletClip():void{
  240. let max:number=Math.min(10,GameController.single.weapon.bulletCount);
  241. while(this.BulletClip.children.length!=max){
  242. let bullet:Node;
  243. //增加
  244. if(this.BulletClip.children.length<max){
  245. bullet=this.CreateBullet();
  246. this.BulletClip.addChild(bullet);
  247. }else{//删除
  248. bullet=this.BulletClip.children[0];
  249. this.BulletClip.removeChild(bullet);
  250. this.DisposeBullet(bullet);
  251. }
  252. }
  253. this.BulletCount.string=GameController.single.weapon.bulletCount.toString();
  254. }
  255. RefreshView():void{
  256. this.RefreshBulletClip();
  257. this.RefreshKillCount();
  258. this.RefreshAngerCount();
  259. this.RefreshFenceHp();
  260. this.RefreshMonsterCount();
  261. this.RefreshIntegral();
  262. this.levelLabel.string="第"+GameModel.single.currentLevel+"天";
  263. }
  264. /**
  265. * 连杀
  266. */
  267. RefreshKillCount():void{
  268. this.killCountText.string=GameModel.single.killCount.toString();
  269. }
  270. /**
  271. * 怒气值
  272. */
  273. RefreshAngerCount():void{
  274. if(GameModel.single.angerCount<GameController.single.weapon.weaponConfig.maxAnger){
  275. this.angerSkillButton.node.active=false;
  276. }else{
  277. this.angerSkillButton.node.active=true;
  278. }
  279. this.angerCountProgrssBar.progress=GameModel.single.angerCount/GameController.single.weapon.weaponConfig.maxAnger;
  280. }
  281. /**
  282. * 栅栏HP
  283. */
  284. RefreshFenceHp():void{
  285. this.fenceHpProgrssBar.progress=GameController.single.fence.hp/GameController.single.fence.maxHp;
  286. }
  287. /**
  288. * 怪物数量
  289. */
  290. RefreshMonsterCount():void{
  291. this.monsterCountText.string=GameModel.single.killCount+"/"+GameController.single.monsterTotalCount;
  292. }
  293. /**
  294. * 积分
  295. */
  296. RefreshIntegral():void{
  297. this.integralLabel.string=GameModel.single.integral.toString();
  298. }
  299. private fenceHp:number=0;
  300. update (deltaTime: number) {
  301. if(this.onShowed==false){
  302. return;
  303. }
  304. super.update(deltaTime);
  305. if(GameController.single.fence!=null&&GameController.single.fence.node!=null){
  306. this.RefreshFenceHp();
  307. this.fenceHp=GameController.single.fence.hp;
  308. }
  309. if(GameController.single.weapon.reloadProgress<0||GameController.single.weapon.reloadProgress>=1){
  310. this.reloadProgrssBar.node.active=false;
  311. }else{
  312. this.reloadProgrssBar.node.active=true;
  313. this.reloadProgrssBar.progress=GameController.single.weapon.reloadProgress;
  314. }
  315. }
  316. private currentFireButtonNode:Node;
  317. FireButtonTouchStart(e:EventTouch):void{
  318. this.currentFireButtonNode=e.target as Node;
  319. if(e.target==this.leftFireButton.node){
  320. GameController.single.TryFire(1);
  321. }else if(e.target==this.middleFireButton.node){
  322. GameController.single.TryFire(2);
  323. }else{
  324. GameController.single.TryFire(3);
  325. }
  326. }
  327. FireButtonTouchEnd(e:EventTouch):void{
  328. if(e.target!=this.currentFireButtonNode){
  329. return;
  330. }
  331. GameController.single.TryFire(0);
  332. }
  333. /**
  334. * 使用技能
  335. */
  336. UseSkill():void{
  337. if(GameModel.single.angerCount<GameController.single.weapon.weaponConfig.maxAnger){
  338. return;
  339. }
  340. GameController.single.UseSkill();
  341. }
  342. /**
  343. * 返回主界面
  344. */
  345. BackToPrepareScene():void{
  346. GameController.single.OnGameOver(2);
  347. SceneManager.single.Swicth("PrepareScene");
  348. this.HideSelf();
  349. }
  350. private bulletCountChanged():void{
  351. this.RefreshBulletClip();
  352. }
  353. /**
  354. * 从池中创建子弹
  355. */
  356. private CreateBullet():Node{
  357. if(this.bulletPool.length>0){
  358. return this.bulletPool.shift();
  359. }
  360. return instantiate(this.BulletUIPrefab);
  361. }
  362. private DisposeBullet(bullet:Node){
  363. if(this.bulletPool.indexOf(bullet)<0){
  364. this.bulletPool.push(bullet);
  365. }else{
  366. console.error("重复回收弹夹子弹");
  367. }
  368. }
  369. }