import { _decorator, director, Label, PhysicsGroup } from 'cc'; import { LifeBar } from './LifeBar'; import { Role } from '../Role'; import { Enemy } from './Enemy'; import { GameOverData } from './Data/GameOverData'; import { UIMgr } from '../../../Frames/UIManager'; import { messageMgr } from '../../../Frames/MessageMgr'; const { ccclass, property } = _decorator; @ccclass('EnemyTower') export class EnemyTower extends Role { private _lifeBar: LifeBar = null; private _strMyHp: Label = null; //敌人防御塔总血量通过数据表获取 enemyTotalHp: number = null; protected onLoad(): void { this._lifeBar = this.node.getComponent(LifeBar); this._strMyHp = this.node.getChildByPath("ProgressBar/Label").getComponent(Label); } start() { this.hp = this.enemyTotalHp; this._initLifeBar(); super._setupPhysics(); } //初始化血条 private _initLifeBar() { this._lifeBar._curHp = this.hp; this._lifeBar._totalHp = this.hp; } update(deltaTime: number) { if (this._lifeBar._curHp <= 0) { this._gameOverDtSettlement(); } this._strMyHp.string = `${this._lifeBar._curHp}/${this.hp}`; } //游戏结束数据结算 private _gameOverDtSettlement(){ messageMgr.addEvent("Victory",this._lifePercent, this) GameOverData.Instance.Win = true; UIMgr.openUI("GameOver"); director.pause(); } private _lifePercent(curHp: number, totalHp: number){ console.log(curHp + " " + totalHp) if(totalHp <= 0){ GameOverData.Instance.LifePercent = 0; return; } let lifePercent = Math.floor((curHp / totalHp) * 100); lifePercent = Math.max(0, Math.min(lifePercent,100)); GameOverData.Instance.LifePercent = lifePercent; } //必须实现抽象方法 protected _getCollisionGroup(): number { return PhysicsGroup.Enemy; //实际分组值根据项目设置 } protected _isValidTarget(target: Role): boolean { //通过组件类型判断是否为敌人 return target instanceof Enemy; } }