FightingMediator.ts 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422
  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. SoundManager.single.PlaySound("zombie","sounds/zombie",true);
  135. this.onShowed=true;
  136. }
  137. private LoadAssets():void{
  138. //先清理老资源
  139. if(this.assetsRef){
  140. let deps:string[];
  141. this.assetsRef.forEach(element => {
  142. deps=loader.getDependsRecursively(element);
  143. loader.release(deps);
  144. });
  145. this.assetsRef.length=0;
  146. this.assetsRef=null;
  147. }
  148. let urls:string[]=[];
  149. //武器
  150. let weaponConfig:any=GameConfigManager.GetWeaponConfig(GameModel.single.currentWeaponId);
  151. urls.push(weaponConfig.prefab);
  152. //栅栏
  153. let fenceConfig:any=GameConfigManager.GetFenceConfig(GameModel.single.currentFenceId);
  154. urls.push(fenceConfig.prefab);
  155. //本关用到的怪物资源
  156. let levelConfig:any=GameConfigManager.GetLevelConfig(GameModel.single.currentLevel);
  157. let monsterConfig:any;
  158. levelConfig.monsters.forEach(element => {
  159. monsterConfig=GameConfigManager.GetMonsterConfig(element.monsterId);
  160. if(urls.indexOf(monsterConfig.prefab)<0){
  161. urls.push(monsterConfig.prefab);
  162. }
  163. });
  164. //枪口火焰
  165. urls.push("d3d/gunFire/GunFire");
  166. //怪物血条
  167. urls.push("ui/components/MonsterHPUI");
  168. //加载
  169. loader.loadResArray(urls,Prefab,this.LoadAssetsProgress.bind(this),this.LoadAssetsComplete.bind(this));
  170. }
  171. private LoadAssetsProgress(index:number,total:number,item):void{
  172. LoadingView.single.UpdateProgress(index/total);
  173. }
  174. private LoadAssetsComplete(error:Error,assets):void{
  175. if(error){
  176. console.error(error);
  177. }
  178. this.assetsRef=assets;
  179. this.__OnShow();
  180. }
  181. OnHide():void{
  182. this.onShowed=false;
  183. this.RemoveEvents();
  184. SoundManager.single.PlayMusic("sounds/main");
  185. SoundManager.single.StopSound("Weapon");
  186. SoundManager.single.StopSound("WeaponLeft");
  187. SoundManager.single.StopSound("WeaponRight");
  188. SoundManager.single.StopSound("zombie");
  189. }
  190. private AddEvents():void{
  191. this.leftFireButton.node.on(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
  192. this.middleFireButton.node.on(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
  193. this.rightFireButton.node.on(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
  194. this.leftFireButton.node.on(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
  195. this.middleFireButton.node.on(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
  196. this.rightFireButton.node.on(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
  197. GameController.single.weapon.AddEvent(WeaponBase.EVENT_BULLET_CHANGE,this,this.bulletCountChanged,0);
  198. GameModel.single.AddEvent(DataModelEventType.PROPERTY_CHANGED,this,this.GameModelPropertyEventHandler,0);
  199. }
  200. private RemoveEvents():void{
  201. this.leftFireButton.node.off(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
  202. this.middleFireButton.node.off(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
  203. this.rightFireButton.node.off(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
  204. this.leftFireButton.node.off(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
  205. this.middleFireButton.node.off(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
  206. this.rightFireButton.node.off(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
  207. GameController.single.weapon.RemoveEvent(WeaponBase.EVENT_BULLET_CHANGE,this,this.bulletCountChanged);
  208. GameModel.single.RemoveEvent(DataModelEventType.PROPERTY_CHANGED,this,this.GameModelPropertyEventHandler);
  209. }
  210. private GameModelPropertyEventHandler(key:string):void{
  211. switch (key) {
  212. case GamePropertys.killCount://杀死怪物
  213. this.CallNextFrame(this.KillCountChangedHandler.bind(this));
  214. break;
  215. case GamePropertys.angerCount://怒气值变化
  216. this.CallNextFrame(this.AngerCountChangedHandler.bind(this));
  217. break;
  218. case GamePropertys.integral://积分变化
  219. this.CallNextFrame(this.RefreshIntegral.bind(this));
  220. break;
  221. default:
  222. break;
  223. }
  224. }
  225. private KillCountChangedHandler():void{
  226. this.RefreshKillCount();
  227. this.RefreshMonsterCount();
  228. }
  229. private AngerCountChangedHandler():void{
  230. this.RefreshAngerCount();
  231. }
  232. /**
  233. * 刷新弹夹
  234. */
  235. RefreshBulletClip():void{
  236. let max:number=Math.min(10,GameController.single.weapon.bulletCount);
  237. while(this.BulletClip.children.length!=max){
  238. let bullet:Node;
  239. //增加
  240. if(this.BulletClip.children.length<max){
  241. bullet=this.CreateBullet();
  242. this.BulletClip.addChild(bullet);
  243. }else{//删除
  244. bullet=this.BulletClip.children[0];
  245. this.BulletClip.removeChild(bullet);
  246. this.DisposeBullet(bullet);
  247. }
  248. }
  249. this.BulletCount.string=GameController.single.weapon.bulletCount.toString();
  250. }
  251. RefreshView():void{
  252. this.RefreshBulletClip();
  253. this.RefreshKillCount();
  254. this.RefreshAngerCount();
  255. this.RefreshFenceHp();
  256. this.RefreshMonsterCount();
  257. this.RefreshIntegral();
  258. this.levelLabel.string="第"+GameModel.single.currentLevel+"天";
  259. }
  260. /**
  261. * 连杀
  262. */
  263. RefreshKillCount():void{
  264. this.killCountText.string=GameModel.single.killCount.toString();
  265. }
  266. /**
  267. * 怒气值
  268. */
  269. RefreshAngerCount():void{
  270. if(GameModel.single.angerCount<GameController.single.weapon.weaponConfig.maxAnger){
  271. this.angerSkillButton.node.active=false;
  272. }else{
  273. this.angerSkillButton.node.active=true;
  274. }
  275. this.angerCountProgrssBar.progress=GameModel.single.angerCount/GameController.single.weapon.weaponConfig.maxAnger;
  276. }
  277. /**
  278. * 栅栏HP
  279. */
  280. RefreshFenceHp():void{
  281. this.fenceHpProgrssBar.progress=GameController.single.fence.hp/GameController.single.fence.maxHp;
  282. }
  283. /**
  284. * 怪物数量
  285. */
  286. RefreshMonsterCount():void{
  287. this.monsterCountText.string=GameModel.single.killCount+"/"+GameController.single.monsterTotalCount;
  288. }
  289. /**
  290. * 积分
  291. */
  292. RefreshIntegral():void{
  293. this.integralLabel.string=GameModel.single.integral.toString();
  294. }
  295. private fenceHp:number=0;
  296. update (deltaTime: number) {
  297. if(this.onShowed==false){
  298. return;
  299. }
  300. super.update(deltaTime);
  301. if(GameController.single.fence.hp!=this.fenceHp){
  302. this.RefreshFenceHp();
  303. this.fenceHp=GameController.single.fence.hp;
  304. }
  305. if(GameController.single.weapon.reloadProgress<0||GameController.single.weapon.reloadProgress>=1){
  306. this.reloadProgrssBar.node.active=false;
  307. }else{
  308. this.reloadProgrssBar.node.active=true;
  309. this.reloadProgrssBar.progress=GameController.single.weapon.reloadProgress;
  310. }
  311. }
  312. private currentFireButtonNode:Node;
  313. FireButtonTouchStart(e:EventTouch):void{
  314. this.currentFireButtonNode=e.target as Node;
  315. if(e.target==this.leftFireButton.node){
  316. GameController.single.TryFire(1);
  317. }else if(e.target==this.middleFireButton.node){
  318. GameController.single.TryFire(2);
  319. }else{
  320. GameController.single.TryFire(3);
  321. }
  322. }
  323. FireButtonTouchEnd(e:EventTouch):void{
  324. if(e.target!=this.currentFireButtonNode){
  325. return;
  326. }
  327. GameController.single.TryFire(0);
  328. }
  329. /**
  330. * 使用技能
  331. */
  332. UseSkill():void{
  333. if(GameModel.single.angerCount<GameController.single.weapon.weaponConfig.maxAnger){
  334. return;
  335. }
  336. GameController.single.UseSkill();
  337. }
  338. /**
  339. * 返回主界面
  340. */
  341. BackToPrepareScene():void{
  342. SceneManager.single.Swicth("PrepareScene");
  343. this.HideSelf();
  344. }
  345. private bulletCountChanged():void{
  346. this.RefreshBulletClip();
  347. }
  348. /**
  349. * 从池中创建子弹
  350. */
  351. private CreateBullet():Node{
  352. if(this.bulletPool.length>0){
  353. return this.bulletPool.shift();
  354. }
  355. return instantiate(this.BulletUIPrefab);
  356. }
  357. private DisposeBullet(bullet:Node){
  358. if(this.bulletPool.indexOf(bullet)<0){
  359. this.bulletPool.push(bullet);
  360. }else{
  361. console.error("重复回收弹夹子弹");
  362. }
  363. }
  364. }