FightingMediator.ts 14 KB

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  1. import { AnimationComponent, ButtonComponent, director, EventTouch, GraphicsComponent, instantiate, LabelComponent, loader, Node, Prefab, ProgressBarComponent, SpriteComponent, SpriteFrame, _decorator } from 'cc';
  2. import { GUIManager } from '../../../engines/gui/GUIManager';
  3. import { GUIMediator } from '../../../engines/gui/GUIMediator';
  4. import { LoadingView } from '../../../engines/loadingView/LoadingView';
  5. import { DataModelEventType } from '../../../engines/models/DataModelEventType';
  6. import { SceneManager } from '../../../engines/scenes/SceneManager';
  7. import { SoundManager } from '../../../engines/sounds/SoundManager';
  8. import GameConfigManager from '../../models/GameConfigManager';
  9. import { GameModel } from '../../models/GameModel';
  10. import { GamePropertys } from '../../models/GamePropertys';
  11. import { UIConst } from '../UIConst';
  12. import { GameController } from './GameController';
  13. import { WeaponBase } from './weapons/WeaponBase';
  14. const { ccclass, property } = _decorator;
  15. @ccclass('FightingMediator')
  16. export class FightingMediator extends GUIMediator {
  17. @property({
  18. type:GraphicsComponent
  19. })
  20. DrawingBoard:GraphicsComponent=null;
  21. @property({
  22. type:SpriteComponent
  23. })
  24. SkillIcon:SpriteComponent=null;
  25. @property({
  26. type:LabelComponent
  27. })
  28. SkillLabel:LabelComponent=null;
  29. @property({
  30. type:Prefab
  31. })
  32. BulletUIPrefab:Prefab=null;
  33. @property({
  34. type:Node
  35. })
  36. BulletClip:Node=null;
  37. /**
  38. * 子弹数量
  39. */
  40. @property({
  41. type:LabelComponent
  42. })
  43. BulletCount:LabelComponent=null;
  44. @property({
  45. type:ButtonComponent
  46. })
  47. leftFireButton:ButtonComponent=null;
  48. @property({
  49. type:ButtonComponent
  50. })
  51. middleFireButton:ButtonComponent=null;
  52. @property({
  53. type:ButtonComponent
  54. })
  55. rightFireButton:ButtonComponent=null;
  56. @property({
  57. type:Node
  58. })
  59. killCountGroup:Node=null;
  60. @property({
  61. type:LabelComponent
  62. })
  63. killCountText:LabelComponent=null;
  64. /**
  65. * 怪物数量
  66. */
  67. @property({
  68. type:LabelComponent
  69. })
  70. monsterCountText:LabelComponent=null;
  71. /**
  72. * 积分
  73. */
  74. @property({
  75. type:LabelComponent
  76. })
  77. integralLabel:LabelComponent=null;
  78. /**
  79. * 怒气值进度条
  80. */
  81. @property({
  82. type:ProgressBarComponent
  83. })
  84. angerCountProgrssBar:ProgressBarComponent=null;
  85. /**
  86. * 怒气值技能按钮
  87. */
  88. @property({
  89. type:ButtonComponent
  90. })
  91. angerSkillButton:ButtonComponent=null;
  92. /**
  93. * 栅栏血量进度条
  94. */
  95. @property({
  96. type:ProgressBarComponent
  97. })
  98. fenceHpProgrssBar:ProgressBarComponent=null;
  99. /**
  100. * 栅栏血量文字
  101. */
  102. @property({
  103. type:LabelComponent
  104. })
  105. fenceHpLabel:LabelComponent=null;
  106. /**
  107. * 换弹动画
  108. */
  109. @property({
  110. type:ProgressBarComponent
  111. })
  112. reloadProgrssBar:ProgressBarComponent=null;
  113. /**
  114. * 怪物血条层
  115. */
  116. @property({
  117. type:Node
  118. })
  119. monsterHPUILayer:Node=null;
  120. /**
  121. * 第几天
  122. */
  123. @property({
  124. type:LabelComponent
  125. })
  126. levelLabel:LabelComponent=null;
  127. @property({
  128. type:Node
  129. })
  130. teachingNode:Node=null;
  131. @property({
  132. type:AnimationComponent
  133. })
  134. DropBoxAnimation:AnimationComponent=null;
  135. /**
  136. * 弹夹子弹池
  137. */
  138. bulletPool:Node[]=[];
  139. /**
  140. * 资源引用
  141. */
  142. private assetsRef:Prefab[];
  143. /**
  144. * 显示状态
  145. */
  146. private onShowed:boolean=false;
  147. start () {
  148. // Your initialization goes here.
  149. }
  150. constructor(){
  151. super();
  152. console.log("创建!");
  153. }
  154. OnShow():void{
  155. this.onShowed=false;
  156. this.LoadAssets();
  157. if(GameModel.single.isNewPlayer){
  158. this.teachingNode.active=true;
  159. }else{
  160. this.teachingNode.active=false;
  161. }
  162. }
  163. private __OnShow():void{
  164. GameController.single.monsterHPUILayer=this.monsterHPUILayer;
  165. GameController.single.Init(this);
  166. this.AddEvents();
  167. this.RefreshView();
  168. SoundManager.single.PlayMusic("sounds/combat");
  169. SoundManager.single.PlaySound("zombie","sounds/zombie",true);
  170. this.InitSkillIcon();
  171. this.onShowed=true;
  172. }
  173. private LoadAssets():void{
  174. //先清理老资源
  175. if(this.assetsRef){
  176. let deps:string[];
  177. this.assetsRef.forEach(element => {
  178. deps=loader.getDependsRecursively(element);
  179. loader.release(deps);
  180. });
  181. this.assetsRef.length=0;
  182. this.assetsRef=null;
  183. }
  184. let urls:string[]=[];
  185. //武器
  186. let weaponConfig:any=GameConfigManager.GetWeaponConfig(GameModel.single.currentWeaponId);
  187. urls.push(weaponConfig.prefab);
  188. //栅栏
  189. let fenceConfig:any=GameConfigManager.GetFenceConfig(GameModel.single.fenceId);
  190. urls.push(fenceConfig.prefab);
  191. //本关用到的怪物资源
  192. let levelConfig:any=GameConfigManager.GetLevelConfig(GameModel.single.currentLevel);
  193. let monsterConfig:any;
  194. levelConfig.monsters.forEach(element => {
  195. monsterConfig=GameConfigManager.GetMonsterConfig(element.monsterId);
  196. if(urls.indexOf(monsterConfig.prefab)<0){
  197. urls.push(monsterConfig.prefab);
  198. }
  199. });
  200. //枪口火焰
  201. urls.push("d3d/gunFire/GunFire");
  202. //怪物血条
  203. urls.push("ui/components/MonsterHPUI");
  204. //加载
  205. loader.loadResArray(urls,Prefab,this.LoadAssetsProgress.bind(this),this.LoadAssetsComplete.bind(this));
  206. }
  207. private LoadAssetsProgress(index:number,total:number,item):void{
  208. LoadingView.single.UpdateProgress(index/total);
  209. }
  210. private LoadAssetsComplete(error:Error,assets):void{
  211. if(error){
  212. console.error(error);
  213. }
  214. this.assetsRef=assets;
  215. this.__OnShow();
  216. }
  217. OnHide():void{
  218. this.onShowed=false;
  219. this.RemoveEvents();
  220. SoundManager.single.PlayMusic("sounds/main");
  221. SoundManager.single.StopSound("Weapon");
  222. SoundManager.single.StopSound("WeaponLeft");
  223. SoundManager.single.StopSound("WeaponRight");
  224. SoundManager.single.StopSound("zombie");
  225. }
  226. private AddEvents():void{
  227. this.leftFireButton.node.on(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
  228. this.middleFireButton.node.on(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
  229. this.rightFireButton.node.on(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
  230. this.leftFireButton.node.on(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
  231. this.middleFireButton.node.on(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
  232. this.rightFireButton.node.on(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
  233. GameController.single.weapon.AddEvent(WeaponBase.EVENT_BULLET_CHANGE,this,this.bulletCountChanged,0);
  234. GameModel.single.AddEvent(DataModelEventType.PROPERTY_CHANGED,this,this.GameModelPropertyEventHandler,0);
  235. }
  236. private RemoveEvents():void{
  237. this.leftFireButton.node.off(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
  238. this.middleFireButton.node.off(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
  239. this.rightFireButton.node.off(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
  240. this.leftFireButton.node.off(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
  241. this.middleFireButton.node.off(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
  242. this.rightFireButton.node.off(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
  243. GameController.single.weapon.RemoveEvent(WeaponBase.EVENT_BULLET_CHANGE,this,this.bulletCountChanged);
  244. GameModel.single.RemoveEvent(DataModelEventType.PROPERTY_CHANGED,this,this.GameModelPropertyEventHandler);
  245. }
  246. private GameModelPropertyEventHandler(key:string):void{
  247. switch (key) {
  248. case GamePropertys.killCount://杀死怪物
  249. this.CallNextFrame(this.KillCountChangedHandler.bind(this));
  250. break;
  251. case GamePropertys.angerCount://怒气值变化
  252. this.CallNextFrame(this.AngerCountChangedHandler.bind(this));
  253. break;
  254. case GamePropertys.integral://积分变化
  255. this.CallNextFrame(this.RefreshIntegral.bind(this));
  256. break;
  257. default:
  258. break;
  259. }
  260. }
  261. private KillCountChangedHandler():void{
  262. this.RefreshKillCount();
  263. this.RefreshMonsterCount();
  264. }
  265. private AngerCountChangedHandler():void{
  266. this.RefreshAngerCount();
  267. }
  268. private InitSkillIcon():void{
  269. let skillConfig:any=GameConfigManager.GetSkillConfig(GameController.single.weapon.weaponConfig.skill);
  270. loader.loadRes(skillConfig.icon+"/spriteFrame",SpriteFrame,(err,asset:SpriteFrame)=>{
  271. if(err!=null){
  272. console.log("技能图标加载失败")
  273. return;
  274. }
  275. this.SkillIcon.spriteFrame=asset;
  276. });
  277. this.SkillLabel.string=skillConfig.name.toString();
  278. }
  279. /**
  280. * 刷新弹夹
  281. */
  282. RefreshBulletClip():void{
  283. let max:number=Math.min(10,GameController.single.weapon.bulletCount);
  284. while(this.BulletClip.children.length!=max){
  285. let bullet:Node;
  286. //增加
  287. if(this.BulletClip.children.length<max){
  288. bullet=this.CreateBullet();
  289. this.BulletClip.addChild(bullet);
  290. }else{//删除
  291. bullet=this.BulletClip.children[0];
  292. this.BulletClip.removeChild(bullet);
  293. this.DisposeBullet(bullet);
  294. }
  295. }
  296. if(GameController.single.currentSkill!=null&&GameController.single.currentSkill.infiniteAmmo){
  297. this.BulletCount.string="∞";
  298. }else{
  299. this.BulletCount.string=GameController.single.weapon.bulletCount.toString();
  300. }
  301. }
  302. RefreshView():void{
  303. this.RefreshBulletClip();
  304. this.RefreshKillCount();
  305. this.RefreshAngerCount();
  306. this.RefreshFenceHp();
  307. this.RefreshMonsterCount();
  308. this.RefreshIntegral();
  309. this.levelLabel.string="第"+GameModel.single.currentLevel+"天";
  310. }
  311. /**
  312. * 连杀
  313. */
  314. RefreshKillCount():void{
  315. this.killCountText.string=GameModel.single.killCount.toString();
  316. }
  317. /**
  318. * 怒气值
  319. */
  320. RefreshAngerCount():void{
  321. if(GameModel.single.angerCount<GameController.single.weapon.weaponConfig.maxAnger){
  322. this.angerSkillButton.node.active=false;
  323. }else{
  324. this.angerSkillButton.node.active=true;
  325. }
  326. this.angerCountProgrssBar.progress=GameModel.single.angerCount/GameController.single.weapon.weaponConfig.maxAnger;
  327. }
  328. /**
  329. * 栅栏HP
  330. */
  331. RefreshFenceHp():void{
  332. this.fenceHpProgrssBar.progress=GameController.single.fence.hp/GameController.single.fence.maxHp;
  333. this.fenceHpLabel.string=GameConfigManager.GetFenceConfig(GameModel.single.currentFenceId).name+" "+GameController.single.fence.hp+"/"+GameController.single.fence.maxHp;
  334. }
  335. /**
  336. * 怪物数量
  337. */
  338. RefreshMonsterCount():void{
  339. this.monsterCountText.string=GameModel.single.killCount+"/"+GameController.single.monsterTotalCount;
  340. }
  341. /**
  342. * 积分
  343. */
  344. RefreshIntegral():void{
  345. this.integralLabel.string=GameModel.single.integral.toString();
  346. }
  347. private fenceHp:number=0;
  348. update (deltaTime: number) {
  349. if(this.onShowed==false){
  350. return;
  351. }
  352. super.update(deltaTime);
  353. //空投
  354. let currentTime:number=director.getCurrentTime();
  355. if(currentTime-GameModel.single.lastDropBoxTime>30000){
  356. this.DropBoxAnimation.node.active=true;
  357. this.DropBoxAnimation.play("KongtouTip");
  358. GameModel.single.lastDropBoxTime=currentTime;
  359. }
  360. if(GameController.single.fence!=null&&GameController.single.fence.node!=null){
  361. this.RefreshFenceHp();
  362. this.fenceHp=GameController.single.fence.hp;
  363. }
  364. if(GameController.single.weapon.reloadProgress<0||GameController.single.weapon.reloadProgress>=1){
  365. this.reloadProgrssBar.node.active=false;
  366. }else{
  367. this.reloadProgrssBar.node.active=true;
  368. this.reloadProgrssBar.progress=GameController.single.weapon.reloadProgress;
  369. }
  370. }
  371. private currentFireButtonNode:Node;
  372. FireButtonTouchStart(e:EventTouch):void{
  373. if(this.teachingNode.active){
  374. this.teachingNode.active=false;
  375. }
  376. this.currentFireButtonNode=e.target as Node;
  377. if(e.target==this.leftFireButton.node){
  378. GameController.single.TryFire(1);
  379. }else if(e.target==this.middleFireButton.node){
  380. GameController.single.TryFire(2);
  381. }else{
  382. GameController.single.TryFire(3);
  383. }
  384. }
  385. FireButtonTouchEnd(e:EventTouch):void{
  386. if(e.target!=this.currentFireButtonNode){
  387. return;
  388. }
  389. GameController.single.TryFire(0);
  390. }
  391. /**
  392. * 使用技能
  393. */
  394. UseSkill():void{
  395. if(GameModel.single.angerCount<GameController.single.weapon.weaponConfig.maxAnger){
  396. return;
  397. }
  398. GameController.single.UseSkill();
  399. }
  400. /**
  401. * 返回主界面
  402. */
  403. BackToPrepareScene():void{
  404. GameController.single.OnGameOver(2);
  405. SceneManager.single.Swicth("PrepareScene");
  406. this.HideSelf();
  407. }
  408. private bulletCountChanged():void{
  409. this.RefreshBulletClip();
  410. }
  411. /**
  412. * 从池中创建子弹
  413. */
  414. private CreateBullet():Node{
  415. if(this.bulletPool.length>0){
  416. return this.bulletPool.shift();
  417. }
  418. return instantiate(this.BulletUIPrefab);
  419. }
  420. private DisposeBullet(bullet:Node){
  421. if(this.bulletPool.indexOf(bullet)<0){
  422. this.bulletPool.push(bullet);
  423. }else{
  424. console.error("重复回收弹夹子弹");
  425. }
  426. }
  427. /**
  428. * 暂停游戏
  429. */
  430. pauseGame():void{
  431. GameController.single.PauseGame();
  432. this.DropBoxAnimation.node.active=false;
  433. GUIManager.single.Show(UIConst.DROP_BOX_UI,true);
  434. }
  435. /**
  436. * 跳过教学
  437. */
  438. SkipTeaching():void{
  439. }
  440. }