FightingMediator.ts 14 KB

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