GameController.ts 18 KB

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  1. import { AnimationComponent, CameraComponent, director, find, instantiate, loader, Node, Prefab, Vec3, _decorator } from 'cc';
  2. import { EventDispatcher } from '../../../engines/events/EventDispatcher';
  3. import { GUIManager } from '../../../engines/gui/GUIManager';
  4. import GameConfigManager from '../../models/GameConfigManager';
  5. import { GameModel } from '../../models/GameModel';
  6. import { FightingScene } from '../../scenes/FightingScene';
  7. import { UIConst } from '../UIConst';
  8. import { FenceBase } from './fences/FenceBase';
  9. import { FightingMediator } from './FightingMediator';
  10. import { MonsterBase } from './monsters/MonsterBase';
  11. import { MonsterHPUIPool } from './monsters/MonsterHPUIPool';
  12. import { SkillBase } from './skills/SkillBase';
  13. import SkillManager from './skills/SkillManager';
  14. import AutomaticFifleWeapon from './weapons/AutomaticFifleWeapon';
  15. import { SingleShotWeapon } from './weapons/SingleShotWeapon';
  16. import { WeaponBase } from './weapons/WeaponBase';
  17. const { ccclass, property } = _decorator;
  18. export class GameController extends EventDispatcher{
  19. public weapon:WeaponBase;
  20. public fence:FenceBase;
  21. public camera:CameraComponent;
  22. public leftEndNode:Node;
  23. public middleEndNode:Node;
  24. public rightEndNode:Node;
  25. public leftStartNode:Node;
  26. public middleStartNode:Node;
  27. public rightStartNode:Node;
  28. /**
  29. * 当前正在运行的技能
  30. */
  31. public currentSkill:SkillBase;
  32. /**
  33. * 游戏结束
  34. */
  35. public GameOver:boolean=true;
  36. public leftMonsterList:MonsterBase[];
  37. public middleMonsterList:MonsterBase[];
  38. public rightMonsterList:MonsterBase[];
  39. /**
  40. * 怪物弹痕预制体
  41. */
  42. public monsterZhouDanPrefab:Prefab;
  43. /**
  44. * 怪物血条层
  45. */
  46. public monsterHPUILayer:Node;
  47. /**
  48. * 关卡配置
  49. */
  50. public levelConfig:any;
  51. private monstersConfig:any[];
  52. /**
  53. * 这一关怪物数量
  54. */
  55. public monsterTotalCount:number;
  56. /**
  57. * 本局游戏时间
  58. */
  59. private runTime:number=0;
  60. constructor()
  61. {
  62. super();
  63. this.leftMonsterList=[];
  64. this.middleMonsterList=[];
  65. this.rightMonsterList=[];
  66. }
  67. /**
  68. * 初始化
  69. * @param leftHand
  70. * @param rightHand
  71. */
  72. Init(uiMediator:FightingMediator):void{
  73. let sceneNode:Node=find("FightingScene");
  74. if(sceneNode==null){
  75. throw new Error("找不到战斗场景节点!");
  76. }
  77. let sceneScript:FightingScene=sceneNode.getComponent(FightingScene);
  78. if(sceneNode==null){
  79. throw new Error("战斗场景上没有挂载FightingScene脚本!");
  80. }
  81. this.camera=sceneScript.camrea;
  82. this.leftStartNode=sceneScript.LeftStartPos;
  83. this.middleStartNode=sceneScript.MiddleStartPos;
  84. this.rightStartNode=sceneScript.RightStartPos;
  85. this.leftEndNode=sceneScript.LeftEndPos;
  86. this.middleEndNode=sceneScript.MiddleEndPos;
  87. this.rightEndNode=sceneScript.RightEndPos;
  88. this.monsterZhouDanPrefab=sceneScript.monsterZhouDanPrefab;
  89. this.weapon=this.CreateWeapon(sceneScript.leftHand,sceneScript.rightHand);
  90. this.StartGame();
  91. }
  92. /**
  93. * 初始化栅栏
  94. */
  95. private InitFence():void{
  96. //如果老的存在,先清理
  97. if(this.fence&&this.fence.node!=null){
  98. this.fence.node.destroy();
  99. this.fence=null;
  100. }
  101. let config:any=GameConfigManager.GetFenceConfig(GameModel.single.currentFenceId);
  102. let prefab:Prefab=loader.getRes(config.prefab);
  103. if(prefab==null){
  104. throw new Error("栅栏资源未加载!");
  105. }
  106. let fenceNode:Node=instantiate(prefab);
  107. this.fence=fenceNode.getComponent(FenceBase);
  108. this.fence.config=config;
  109. this.fence.node.setPosition(new Vec3(0,0,-2));
  110. this.scene.addChild(fenceNode);
  111. }
  112. /**
  113. * 开始游戏
  114. */
  115. StartGame():void{
  116. GameModel.single.killCount=0;
  117. GameModel.single.angerCount=0;
  118. GameModel.single.integral=0;
  119. //重置技能
  120. this.SkillReset();
  121. this.levelConfig=GameConfigManager.GetLevelConfig(GameModel.single.currentLevel);
  122. this.runTime=0;
  123. //复制一份配置
  124. this.monstersConfig=GameConfigManager.CreateMonsterByList(this.levelConfig.monsters,this.runTime);
  125. this.monsterTotalCount=this.monstersConfig.length;
  126. //直接重置子弹数量
  127. this.weapon.bulletCount=GameConfigManager.GetWeaponConfig(GameModel.single.currentWeaponId).clip;
  128. //初始化栅栏
  129. this.InitFence();
  130. this.GameOver=false;
  131. }
  132. /**
  133. * 游戏结束
  134. * @param state 0 胜利 1 失败 2正常退出
  135. */
  136. OnGameOver(state:number):void{
  137. //清理怪物
  138. this.ClearMonsters();
  139. //清理武器
  140. this.weapon.Destroy();
  141. //销毁栅栏
  142. if(this.fence.node){
  143. this.fence.node.destroy();
  144. }
  145. if(state==0){
  146. GUIManager.single.Show(UIConst.GAME_OVER_UI,true);
  147. }else if(state==1)
  148. {
  149. GUIManager.single.Show(UIConst.GAME_OVER_UI,false);
  150. }
  151. GUIManager.single.Hide(UIConst.FIGHTING_UI);
  152. this.GameOver=true;
  153. }
  154. /**
  155. * 重玩
  156. */
  157. Replay():void{
  158. this.StartGame();
  159. GUIManager.single.Show(UIConst.FIGHTING_UI);
  160. }
  161. /**
  162. * 开始下一关
  163. */
  164. PlayNextLevel():void{
  165. console.log(GameModel.single.currentLevel);
  166. this.StartGame();
  167. GUIManager.single.Show(UIConst.FIGHTING_UI);
  168. }
  169. /**
  170. * 清理怪物
  171. */
  172. ClearMonsters():void{
  173. this.clearMonsterList(this.leftMonsterList);
  174. this.clearMonsterList(this.middleMonsterList);
  175. this.clearMonsterList(this.rightMonsterList);
  176. }
  177. private clearMonsterList(list:MonsterBase[]):void{
  178. if(list.length>0){
  179. list.forEach(element => {
  180. if(element.node!=null&&element.node.isValid){
  181. element.node.destroy();
  182. }
  183. });
  184. }
  185. list.length=0;
  186. }
  187. TryFire(fireKey:number):void{
  188. if(this.currentSkill!=null&&this.currentSkill.unController){
  189. return;
  190. }
  191. if(fireKey==0){
  192. this.weapon.StopFire();
  193. }else{
  194. this.weapon.StartFire(fireKey);
  195. }
  196. }
  197. /**
  198. * 使用技能
  199. */
  200. UseSkill():void{
  201. if(this.currentSkill!=null){
  202. return;
  203. }
  204. this.currentSkill=SkillManager.single.Create(this.weapon.weaponConfig.skill);
  205. this.currentSkill.config=GameConfigManager.GetSkillConfig(this.weapon.weaponConfig.skill);
  206. this.currentSkill.AddEvent(SkillBase.SKILL_COMPLETE,this,this.SkillReset,0);
  207. this.currentSkill.UseSkill(this.weapon);
  208. GameModel.single.angerCount=0;
  209. }
  210. /**
  211. * 清除技能
  212. */
  213. private SkillReset():void{
  214. if(this.currentSkill!=null){
  215. this.currentSkill.RemoveEvent(SkillBase.SKILL_COMPLETE,this,this.SkillReset);
  216. this.currentSkill.Dispose();
  217. this.currentSkill=null;
  218. }
  219. }
  220. Update(dt:number):void{
  221. if(this.GameOver){
  222. return;
  223. }
  224. if(this.currentSkill!=null){
  225. this.currentSkill.Update(dt);
  226. }
  227. this.runTime+=dt*1000;
  228. this.weapon.Update(dt);
  229. this.CheckMonster();
  230. }
  231. /**
  232. * 检测怪物
  233. */
  234. CheckMonster():void{
  235. if(this.monstersConfig.length>0){
  236. let config:any;
  237. let monster:Node;
  238. for (let index = 0; index < this.monstersConfig.length; index++) {
  239. config = this.monstersConfig[index];
  240. if(this.runTime>=config.createTime){
  241. //根据配置创建怪物
  242. monster=this.CreateMonster(config);
  243. this.scene.addChild(monster);
  244. this.monstersConfig.splice(index,1);
  245. index--;
  246. }
  247. }
  248. }
  249. if(this.monstersConfig.length==0&&this.leftMonsterList.length==0&&this.middleMonsterList.length==0&&this.rightMonsterList.length==0){
  250. //全部怪物死亡
  251. console.log("通关");
  252. GameModel.single.currentLevel++;
  253. if(GameModel.single.currentLevel>=GameConfigManager.MaxLevel){
  254. GameModel.single.currentLevel=GameConfigManager.MaxLevel;
  255. }
  256. this.OnGameOver(0);
  257. }
  258. }
  259. /**
  260. * 怪物攻击
  261. * @param damage 伤害
  262. */
  263. MonsterAttack(attackType:number,damage:number):void{
  264. if(this.GameOver){
  265. return;
  266. }
  267. if(attackType==0){
  268. if(this.fence.IsDie==false){
  269. this.fence.Damage(damage);
  270. }
  271. }else{
  272. this.OnGameOver(1);
  273. }
  274. }
  275. /**
  276. * 是否有怪物可攻击 -1没有可攻击怪 0 左边 1中间 2右边
  277. */
  278. public get FindAttackMonsterPosType():number{
  279. let leftDis:number=this.NearestDistance(this.leftMonsterList);
  280. let middleDis:number=this.NearestDistance(this.middleMonsterList);
  281. let rightDis:number=this.NearestDistance(this.rightMonsterList);
  282. if(leftDis<middleDis&&leftDis<rightDis){
  283. return 0;
  284. }
  285. if(middleDis<leftDis&&middleDis<rightDis){
  286. return 1;
  287. }
  288. if(rightDis<leftDis&&rightDis<middleDis){
  289. return 2;
  290. }
  291. return -1;
  292. }
  293. /**
  294. * 就算这一路中可攻击怪的最近距离
  295. * @param monsterList
  296. */
  297. private NearestDistance(monsterList:MonsterBase[]):number{
  298. let monster:MonsterBase;
  299. let endNode:Node;
  300. let minDis:number=Number.MAX_VALUE;
  301. let dis:number;
  302. for (let index = 0; index < monsterList.length; index++) {
  303. monster = monsterList[index];
  304. if(monster.config.startPos==0){
  305. endNode=this.leftEndNode;
  306. }else if(monster.config.startPos==1){
  307. endNode=this.middleEndNode;
  308. }else{
  309. endNode=this.rightEndNode;
  310. }
  311. dis=Vec3.distance(monster.node.worldPosition,endNode.worldPosition);
  312. if(dis<=this.weapon.weaponConfig.attackDistance){
  313. if(dis<minDis){
  314. minDis=dis;
  315. }
  316. }
  317. }
  318. return minDis;
  319. }
  320. /**
  321. * 武器攻击
  322. */
  323. WeaponAttack():void{
  324. let monsterList:MonsterBase[];
  325. let monsterLists:Array<Array<MonsterBase>>=[];
  326. //攻击1条路
  327. if(this.weapon.weaponConfig.attackRange==1){
  328. if(this.weapon.fireKey==1){
  329. monsterList=this.leftMonsterList;
  330. }else if(this.weapon.fireKey==2){
  331. monsterList=this.middleMonsterList;
  332. }else{
  333. monsterList=this.rightMonsterList;
  334. }
  335. if(monsterList.length==0){
  336. return;
  337. }
  338. monsterList.sort(this.monsterSortFunc);
  339. monsterLists.push(monsterList);
  340. }else if(this.weapon.weaponConfig.attackRange==2){//攻击2条路
  341. //左
  342. if(this.weapon.fireKey==1){
  343. if(this.leftMonsterList.length>0){
  344. this.leftMonsterList.sort(this.monsterSortFunc);
  345. monsterLists.push(this.leftMonsterList);
  346. }
  347. if(this.middleMonsterList.length>0){
  348. this.middleMonsterList.sort(this.monsterSortFunc);
  349. monsterLists.push(this.middleMonsterList);
  350. }
  351. }else if(this.weapon.fireKey==2){//中
  352. if(this.middleMonsterList.length>0){
  353. this.middleMonsterList.sort(this.monsterSortFunc);
  354. monsterLists.push(this.middleMonsterList);
  355. }
  356. //随机左边/右边
  357. let random:number=Math.random();
  358. if(random>0.5){
  359. if(this.rightMonsterList.length>0){
  360. this.rightMonsterList.sort(this.monsterSortFunc);
  361. monsterLists.push(this.rightMonsterList);
  362. }
  363. }else{
  364. if(this.leftMonsterList.length>0){
  365. this.leftMonsterList.sort(this.monsterSortFunc);
  366. monsterLists.push(this.leftMonsterList);
  367. }
  368. }
  369. }else{//右
  370. if(this.rightMonsterList.length>0){
  371. this.rightMonsterList.sort(this.monsterSortFunc);
  372. monsterLists.push(this.rightMonsterList);
  373. }
  374. if(this.middleMonsterList.length>0){
  375. this.middleMonsterList.sort(this.monsterSortFunc);
  376. monsterLists.push(this.middleMonsterList);
  377. }
  378. }
  379. }else{//攻击3条路
  380. if(this.leftMonsterList.length>0){
  381. this.leftMonsterList.sort(this.monsterSortFunc);
  382. monsterLists.push(this.leftMonsterList);
  383. }
  384. if(this.middleMonsterList.length>0){
  385. this.middleMonsterList.sort(this.monsterSortFunc);
  386. monsterLists.push(this.middleMonsterList);
  387. }
  388. if(this.middleMonsterList.length>0){
  389. this.middleMonsterList.sort(this.monsterSortFunc);
  390. monsterLists.push(this.middleMonsterList);
  391. }
  392. }
  393. //没有任何怪物可以攻击
  394. if(monsterLists.length==0){
  395. return;
  396. }
  397. //攻击怪物
  398. let monster:MonsterBase;
  399. let endNode:Node;
  400. let index:number=0;
  401. let total:number=0;
  402. let dis:number=0;
  403. monsterLists.forEach(monsterList => {
  404. //攻击怪物
  405. index=0;
  406. total=Math.min(this.weapon.weaponConfig.attackCount,monsterList.length);
  407. while(index<total){
  408. monster=monsterList[index];
  409. if(monster.config.startPos==0){
  410. endNode=this.leftEndNode;
  411. }else if(monster.config.startPos==1){
  412. endNode=this.middleEndNode;
  413. }else{
  414. endNode=this.rightEndNode;
  415. }
  416. if(Vec3.distance(monster.node.worldPosition,endNode.worldPosition)<=this.weapon.weaponConfig.attackDistance){
  417. if(this.currentSkill!=null){
  418. monster.Damage(this.weapon.weaponConfig.damage*this.currentSkill.damage);
  419. }else{
  420. monster.Damage(this.weapon.weaponConfig.damage);
  421. }
  422. }else{
  423. console.log("超出枪械攻击距离Miss");
  424. }
  425. index++;
  426. total=Math.min(this.weapon.weaponConfig.attackCount,monsterList.length);
  427. }
  428. for (let index = 0; index < monsterList.length; index++) {
  429. monster = monsterList[index];
  430. //怪物死亡
  431. if(monster.isDie){
  432. //增加怒气
  433. GameModel.single.angerCount+=monster.config.anger;
  434. //增加击杀量
  435. GameModel.single.killCount++;
  436. //增加积分
  437. if(monster.config.integral>0){
  438. GameModel.single.integral+=monster.config.integral;
  439. }
  440. //从列表中删除
  441. monsterList.splice(index,1);
  442. index--;
  443. }
  444. }
  445. });
  446. }
  447. private monsterSortFunc(a:MonsterBase,b:MonsterBase):number{
  448. if(a.node.position.z>b.node.position.z){
  449. return -1;
  450. }else if(a.node.position.z<b.node.position.z){
  451. return 1;
  452. }
  453. return 0;
  454. }
  455. /**
  456. * 根据配置生成怪物
  457. * @param config
  458. */
  459. private CreateMonster(config:any):Node{
  460. let monsterConfig:any=GameConfigManager.GetMonsterConfig(config.monsterId);
  461. if(monsterConfig==null){
  462. throw new Error("找不到怪物配置:"+config.monsterId);
  463. }
  464. let prefab:Prefab=loader.getRes(monsterConfig.prefab);
  465. let monster:Node=instantiate(prefab);
  466. monster.name="Monster"+config.mId;
  467. let monsterScript=monster.addComponent(MonsterBase);
  468. monsterScript.config=config;
  469. //左
  470. if(config.startPos==0){
  471. monster.setPosition(this.leftStartNode.worldPosition);
  472. this.leftMonsterList.push(monsterScript);
  473. }else if(config.startPos==1){//中
  474. monster.setPosition(this.middleStartNode.worldPosition);
  475. this.middleMonsterList.push(monsterScript);
  476. }else{//右
  477. monster.setPosition(this.rightStartNode.worldPosition);
  478. this.rightMonsterList.push(monsterScript);
  479. }
  480. //创建血条
  481. monsterScript.hpView=MonsterHPUIPool.Create();
  482. monsterScript.hpView.monster=monsterScript;
  483. return monster;
  484. }
  485. private CreateWeapon(leftHand:AnimationComponent,rightHand:AnimationComponent):any{
  486. let config:any=GameConfigManager.GetWeaponConfig(GameModel.single.currentWeaponId);
  487. if(config.fireType==0){
  488. return new SingleShotWeapon(leftHand,rightHand);
  489. }else if(config.fireType==1){
  490. return new AutomaticFifleWeapon(leftHand,rightHand);
  491. }
  492. return new SingleShotWeapon(leftHand,rightHand);;
  493. }
  494. get scene(){
  495. return director.getScene();
  496. }
  497. private static instance:GameController;
  498. public static get single(){
  499. if(this.instance==null){
  500. this.instance=new GameController();
  501. }
  502. return this.instance;
  503. }
  504. }