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. OnShow():void{
  125. this.onShowed=false;
  126. this.LoadAssets();
  127. }
  128. private __OnShow():void{
  129. GameController.single.monsterHPUILayer=this.monsterHPUILayer;
  130. GameController.single.Init(this);
  131. this.AddEvents();
  132. this.RefreshView();
  133. SoundManager.single.PlayMusic("sounds/combat");
  134. this.onShowed=true;
  135. }
  136. private LoadAssets():void{
  137. //先清理老资源
  138. if(this.assetsRef){
  139. let deps:string[];
  140. this.assetsRef.forEach(element => {
  141. deps=loader.getDependsRecursively(element);
  142. loader.release(deps);
  143. });
  144. this.assetsRef.length=0;
  145. this.assetsRef=null;
  146. }
  147. let urls:string[]=[];
  148. //武器
  149. let weaponConfig:any=GameConfigManager.GetWeaponConfig(GameModel.single.currentWeaponId);
  150. urls.push(weaponConfig.prefab);
  151. //栅栏
  152. let fenceConfig:any=GameConfigManager.GetFenceConfig(GameModel.single.currentFenceId);
  153. urls.push(fenceConfig.prefab);
  154. //本关用到的怪物资源
  155. let levelConfig:any=GameConfigManager.GetLevelConfig(GameModel.single.currentLevel);
  156. let monsterConfig:any;
  157. levelConfig.monsters.forEach(element => {
  158. monsterConfig=GameConfigManager.GetMonsterConfig(element.monsterId);
  159. if(urls.indexOf(monsterConfig.prefab)<0){
  160. urls.push(monsterConfig.prefab);
  161. }
  162. });
  163. //枪口火焰
  164. urls.push("d3d/gunFire/GunFire");
  165. //怪物血条
  166. urls.push("ui/components/MonsterHPUI");
  167. //加载
  168. loader.loadResArray(urls,Prefab,this.LoadAssetsProgress.bind(this),this.LoadAssetsComplete.bind(this));
  169. }
  170. private LoadAssetsProgress(index:number,total:number,item):void{
  171. LoadingView.single.UpdateProgress(index/total);
  172. }
  173. private LoadAssetsComplete(error:Error,assets):void{
  174. if(error){
  175. console.error(error);
  176. }
  177. this.assetsRef=assets;
  178. this.__OnShow();
  179. }
  180. OnHide():void{
  181. this.onShowed=false;
  182. this.RemoveEvents();
  183. SoundManager.single.PlayMusic("sounds/main");
  184. SoundManager.single.StopSound("Weapon");
  185. SoundManager.single.StopSound("WeaponLeft");
  186. SoundManager.single.StopSound("WeaponRight");
  187. }
  188. private AddEvents():void{
  189. this.leftFireButton.node.on(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
  190. this.middleFireButton.node.on(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
  191. this.rightFireButton.node.on(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
  192. this.leftFireButton.node.on(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
  193. this.middleFireButton.node.on(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
  194. this.rightFireButton.node.on(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
  195. GameController.single.weapon.AddEvent(WeaponBase.EVENT_BULLET_CHANGE,this,this.bulletCountChanged,0);
  196. GameModel.single.AddEvent(DataModelEventType.PROPERTY_CHANGED,this,this.GameModelPropertyEventHandler,0);
  197. }
  198. private RemoveEvents():void{
  199. this.leftFireButton.node.off(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
  200. this.middleFireButton.node.off(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
  201. this.rightFireButton.node.off(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
  202. this.leftFireButton.node.off(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
  203. this.middleFireButton.node.off(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
  204. this.rightFireButton.node.off(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
  205. GameController.single.weapon.RemoveEvent(WeaponBase.EVENT_BULLET_CHANGE,this,this.bulletCountChanged);
  206. GameModel.single.RemoveEvent(DataModelEventType.PROPERTY_CHANGED,this,this.GameModelPropertyEventHandler);
  207. }
  208. private GameModelPropertyEventHandler(key:string):void{
  209. switch (key) {
  210. case GamePropertys.killCount://杀死怪物
  211. this.CallNextFrame(this.KillCountChangedHandler.bind(this));
  212. break;
  213. case GamePropertys.angerCount://怒气值变化
  214. this.CallNextFrame(this.AngerCountChangedHandler.bind(this));
  215. break;
  216. case GamePropertys.integral://积分变化
  217. this.CallNextFrame(this.RefreshIntegral.bind(this));
  218. break;
  219. default:
  220. break;
  221. }
  222. }
  223. private KillCountChangedHandler():void{
  224. this.RefreshKillCount();
  225. this.RefreshMonsterCount();
  226. }
  227. private AngerCountChangedHandler():void{
  228. this.RefreshAngerCount();
  229. }
  230. /**
  231. * 刷新弹夹
  232. */
  233. RefreshBulletClip():void{
  234. let max:number=Math.min(10,GameController.single.weapon.bulletCount);
  235. while(this.BulletClip.children.length!=max){
  236. let bullet:Node;
  237. //增加
  238. if(this.BulletClip.children.length<max){
  239. bullet=this.CreateBullet();
  240. this.BulletClip.addChild(bullet);
  241. }else{//删除
  242. bullet=this.BulletClip.children[0];
  243. this.BulletClip.removeChild(bullet);
  244. this.DisposeBullet(bullet);
  245. }
  246. }
  247. this.BulletCount.string=GameController.single.weapon.bulletCount.toString();
  248. }
  249. RefreshView():void{
  250. this.RefreshBulletClip();
  251. this.RefreshKillCount();
  252. this.RefreshAngerCount();
  253. this.RefreshFenceHp();
  254. this.RefreshMonsterCount();
  255. this.RefreshIntegral();
  256. this.levelLabel.string="第"+GameModel.single.currentLevel+"天";
  257. }
  258. /**
  259. * 连杀
  260. */
  261. RefreshKillCount():void{
  262. this.killCountText.string=GameModel.single.killCount.toString();
  263. }
  264. /**
  265. * 怒气值
  266. */
  267. RefreshAngerCount():void{
  268. if(GameModel.single.angerCount<GameController.single.weapon.weaponConfig.maxAnger){
  269. this.angerSkillButton.node.active=false;
  270. }else{
  271. this.angerSkillButton.node.active=true;
  272. }
  273. this.angerCountProgrssBar.progress=GameModel.single.angerCount/GameController.single.weapon.weaponConfig.maxAnger;
  274. }
  275. /**
  276. * 栅栏HP
  277. */
  278. RefreshFenceHp():void{
  279. this.fenceHpProgrssBar.progress=GameController.single.fence.hp/GameController.single.fence.maxHp;
  280. }
  281. /**
  282. * 怪物数量
  283. */
  284. RefreshMonsterCount():void{
  285. this.monsterCountText.string=GameModel.single.killCount+"/"+GameController.single.monsterTotalCount;
  286. }
  287. /**
  288. * 积分
  289. */
  290. RefreshIntegral():void{
  291. this.integralLabel.string=GameModel.single.integral.toString();
  292. }
  293. private fenceHp:number=0;
  294. update (deltaTime: number) {
  295. if(this.onShowed==false){
  296. return;
  297. }
  298. super.update(deltaTime);
  299. if(GameController.single.fence.hp!=this.fenceHp){
  300. this.RefreshFenceHp();
  301. this.fenceHp=GameController.single.fence.hp;
  302. }
  303. if(GameController.single.weapon.reloadProgress<0||GameController.single.weapon.reloadProgress>=1){
  304. this.reloadProgrssBar.node.active=false;
  305. }else{
  306. this.reloadProgrssBar.node.active=true;
  307. this.reloadProgrssBar.progress=GameController.single.weapon.reloadProgress;
  308. }
  309. }
  310. private currentFireButtonNode:Node;
  311. FireButtonTouchStart(e:EventTouch):void{
  312. this.currentFireButtonNode=e.target as Node;
  313. if(e.target==this.leftFireButton.node){
  314. GameController.single.TryFire(1);
  315. }else if(e.target==this.middleFireButton.node){
  316. GameController.single.TryFire(2);
  317. }else{
  318. GameController.single.TryFire(3);
  319. }
  320. }
  321. FireButtonTouchEnd(e:EventTouch):void{
  322. if(e.target!=this.currentFireButtonNode){
  323. return;
  324. }
  325. GameController.single.TryFire(0);
  326. }
  327. /**
  328. * 使用技能
  329. */
  330. UseSkill():void{
  331. if(GameModel.single.angerCount<GameController.single.weapon.weaponConfig.maxAnger){
  332. return;
  333. }
  334. GameController.single.UseSkill();
  335. }
  336. /**
  337. * 返回主界面
  338. */
  339. BackToPrepareScene():void{
  340. SceneManager.single.Swicth("PrepareScene");
  341. this.HideSelf();
  342. }
  343. private bulletCountChanged():void{
  344. this.RefreshBulletClip();
  345. }
  346. /**
  347. * 从池中创建子弹
  348. */
  349. private CreateBullet():Node{
  350. if(this.bulletPool.length>0){
  351. return this.bulletPool.shift();
  352. }
  353. return instantiate(this.BulletUIPrefab);
  354. }
  355. private DisposeBullet(bullet:Node){
  356. if(this.bulletPool.indexOf(bullet)<0){
  357. this.bulletPool.push(bullet);
  358. }else{
  359. console.error("重复回收弹夹子弹");
  360. }
  361. }
  362. }