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- import { _decorator, Component, Node, ButtonComponent, EventTouch, director, SkeletalAnimationComponent, Prefab, instantiate, LayoutComponent, LabelComponent, ProgressBarComponent } from 'cc';
- import { GUIMediator } from '../../../engines/gui/GUIMediator';
- import { GUIManager } from '../../../engines/gui/GUIManager';
- import { UIConst } from '../UIConst';
- import { GameController } from './GameController';
- import { GameModel } from '../../models/GameModel';
- import { WeaponBase } from './weapons/WeaponBase';
- import GameConfigManager from '../../models/GameConfigManager';
- import { SceneManager } from '../../../engines/scenes/SceneManager';
- import { DataModel } from '../../../engines/models/DataModel';
- import { DataModelEventType } from '../../../engines/models/DataModelEventType';
- import { GamePropertys } from '../../models/GamePropertys';
- const { ccclass, property } = _decorator;
- @ccclass('FightingMediator')
- export class FightingMediator extends GUIMediator {
-
- @property({
- type:Prefab
- })
- BulletUIPrefab:Prefab=null;
- @property({
- type:Node
- })
- BulletClip:Node=null;
- /**
- * 子弹数量
- */
- @property({
- type:LabelComponent
- })
- BulletCount:LabelComponent=null;
- @property({
- type:ButtonComponent
- })
- leftFireButton:ButtonComponent=null;
- @property({
- type:ButtonComponent
- })
- middleFireButton:ButtonComponent=null;
- @property({
- type:ButtonComponent
- })
- rightFireButton:ButtonComponent=null;
- @property({
- type:Node
- })
- killCountGroup:Node=null;
- @property({
- type:LabelComponent
- })
- killCountText:LabelComponent=null;
- /**
- * 怪物数量
- */
- @property({
- type:LabelComponent
- })
- monsterCountText:LabelComponent=null;
- /**
- * 积分
- */
- @property({
- type:LabelComponent
- })
- integralLabel:LabelComponent=null;
- /**
- * 怒气值进度条
- */
- @property({
- type:ProgressBarComponent
- })
- angerCountProgrssBar:ProgressBarComponent=null;
- /**
- * 怒气值技能按钮
- */
- @property({
- type:ButtonComponent
- })
- angerSkillButton:ButtonComponent=null;
- /**
- * 栅栏血量进度条
- */
- @property({
- type:ProgressBarComponent
- })
- fenceHpProgrssBar:ProgressBarComponent=null;
- /**
- * 换弹动画
- */
- @property({
- type:ProgressBarComponent
- })
- reloadProgrssBar:ProgressBarComponent=null;
- /**
- * 怪物血条层
- */
- @property({
- type:Node
- })
- monsterHPUILayer:Node=null;
- /**
- * 第几天
- */
- @property({
- type:LabelComponent
- })
- levelLabel:LabelComponent=null;
- /**
- * 弹夹子弹池
- */
- bulletPool:Node[]=[];
-
- start () {
- // Your initialization goes here.
- }
- OnShow():void{
- GameController.single.monsterHPUILayer=this.monsterHPUILayer;
- GameController.single.Init(this);
- this.AddEvents();
- this.RefreshView();
- }
- OnHide():void{
- this.RemoveEvents();
- }
- private AddEvents():void{
- this.leftFireButton.node.on(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
- this.middleFireButton.node.on(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
- this.rightFireButton.node.on(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
- this.leftFireButton.node.on(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
- this.middleFireButton.node.on(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
- this.rightFireButton.node.on(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
- GameController.single.weapon.AddEvent(WeaponBase.EVENT_BULLET_CHANGE,this,this.bulletCountChanged,0);
- GameModel.single.AddEvent(DataModelEventType.PROPERTY_CHANGED,this,this.GameModelPropertyEventHandler,0);
- }
- private RemoveEvents():void{
- this.leftFireButton.node.off(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
- this.middleFireButton.node.off(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
- this.rightFireButton.node.off(Node.EventType.TOUCH_START,this.FireButtonTouchStart,this);
- this.leftFireButton.node.off(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
- this.middleFireButton.node.off(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
- this.rightFireButton.node.off(Node.EventType.TOUCH_END,this.FireButtonTouchEnd,this);
- GameController.single.weapon.RemoveEvent(WeaponBase.EVENT_BULLET_CHANGE,this,this.bulletCountChanged);
- GameModel.single.RemoveEvent(DataModelEventType.PROPERTY_CHANGED,this,this.GameModelPropertyEventHandler);
- }
- private GameModelPropertyEventHandler(key:string):void{
- switch (key) {
- case GamePropertys.killCount://杀死怪物
- this.CallNextFrame(this.KillCountChangedHandler.bind(this));
- break;
- case GamePropertys.angerCount://怒气值变化
- this.CallNextFrame(this.AngerCountChangedHandler.bind(this));
- break;
- case GamePropertys.integral://积分变化
- this.CallNextFrame(this.RefreshIntegral.bind(this));
- break;
- default:
- break;
- }
- }
- private KillCountChangedHandler():void{
- this.RefreshKillCount();
- this.RefreshMonsterCount();
- }
-
- private AngerCountChangedHandler():void{
- this.RefreshAngerCount();
- }
- /**
- * 刷新弹夹
- */
- RefreshBulletClip():void{
- let max:number=Math.min(10,GameController.single.weapon.bulletCount);
- while(this.BulletClip.children.length!=max){
- let bullet:Node;
- //增加
- if(this.BulletClip.children.length<max){
- bullet=this.CreateBullet();
- this.BulletClip.addChild(bullet);
- }else{//删除
- bullet=this.BulletClip.children[0];
- this.BulletClip.removeChild(bullet);
- this.DisposeBullet(bullet);
- }
- }
- this.BulletCount.string=GameController.single.weapon.bulletCount.toString();
- }
- RefreshView():void{
- this.RefreshBulletClip();
- this.RefreshKillCount();
- this.RefreshAngerCount();
- this.RefreshFenceHp();
- this.RefreshMonsterCount();
- this.RefreshIntegral();
- this.levelLabel.string="第"+GameModel.single.currentLevel+"天";
- }
-
- /**
- * 连杀
- */
- RefreshKillCount():void{
- this.killCountText.string=GameModel.single.killCount.toString();
- }
- /**
- * 怒气值
- */
- RefreshAngerCount():void{
- if(GameModel.single.angerCount<GameController.single.weapon.weaponConfig.maxAnger){
- this.angerSkillButton.node.active=false;
- }else{
- this.angerSkillButton.node.active=true;
- }
- this.angerCountProgrssBar.progress=GameModel.single.angerCount/GameController.single.weapon.weaponConfig.maxAnger;
- }
-
- /**
- * 栅栏HP
- */
- RefreshFenceHp():void{
- this.fenceHpProgrssBar.progress=GameController.single.fence.hp/GameController.single.fence.maxHp;
- }
- /**
- * 怪物数量
- */
- RefreshMonsterCount():void{
- this.monsterCountText.string=GameModel.single.killCount+"/"+GameController.single.monsterTotalCount;
- }
- /**
- * 积分
- */
- RefreshIntegral():void{
- this.integralLabel.string=GameModel.single.integral.toString();
- }
-
- private fenceHp:number=0;
- update (deltaTime: number) {
- super.update(deltaTime);
- if(GameController.single.fence.hp!=this.fenceHp){
- this.RefreshFenceHp();
- this.fenceHp=GameController.single.fence.hp;
- }
- if(GameController.single.weapon.reloadProgress<0||GameController.single.weapon.reloadProgress>=1){
- this.reloadProgrssBar.node.active=false;
- }else{
- this.reloadProgrssBar.node.active=true;
- this.reloadProgrssBar.progress=GameController.single.weapon.reloadProgress;
- }
- }
- private currentFireButtonNode:Node;
- FireButtonTouchStart(e:EventTouch):void{
- this.currentFireButtonNode=e.target as Node;
- if(e.target==this.leftFireButton.node){
- GameController.single.TryFire(1);
- }else if(e.target==this.middleFireButton.node){
- GameController.single.TryFire(2);
- }else{
- GameController.single.TryFire(3);
- }
- }
- FireButtonTouchEnd(e:EventTouch):void{
- if(e.target!=this.currentFireButtonNode){
- return;
- }
- GameController.single.TryFire(0);
- }
- /**
- * 使用技能
- */
- UseSkill():void{
- if(GameModel.single.angerCount<GameController.single.weapon.weaponConfig.maxAnger){
- return;
- }
- GameController.single.UseSkill();
- }
- /**
- * 返回主界面
- */
- BackToPrepareScene():void{
- SceneManager.single.Swicth("PrepareScene");
- this.HideSelf();
- }
- private bulletCountChanged():void{
- this.RefreshBulletClip();
- }
- /**
- * 从池中创建子弹
- */
- private CreateBullet():Node{
- if(this.bulletPool.length>0){
- return this.bulletPool.shift();
- }
- return instantiate(this.BulletUIPrefab);
- }
- private DisposeBullet(bullet:Node){
- if(this.bulletPool.indexOf(bullet)<0){
- this.bulletPool.push(bullet);
- }else{
- console.error("重复回收弹夹子弹");
- }
- }
- }
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