MyTower.ts 1.8 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556
  1. import { _decorator, director, Label, PhysicsGroup} from 'cc';
  2. import { Role } from '../Role';
  3. import { LifeBar } from './LifeBar';
  4. import { Enemy } from './Enemy';
  5. import { GameInfo } from '../../../GameInfo';
  6. import { UIMgr } from '../../../Frames/UIManager';
  7. import { GameOverData } from './Data/GameOverData';
  8. import { messageMgr } from '../../../Frames/MessageMgr';
  9. const { ccclass, property } = _decorator;
  10. @ccclass('MyTower')
  11. export class MyTower extends Role {
  12. private _lifeBar: LifeBar = null;
  13. private _strMyHp: Label = null;
  14. protected onLoad(): void {
  15. this._lifeBar = this.node.getComponent(LifeBar);
  16. this._strMyHp = this.node.getChildByPath("ProgressBar/Label").getComponent(Label);
  17. }
  18. start() {
  19. this.hp = GameInfo.Instance.getMyTowerHp();
  20. this._initLifeBar();
  21. super._setupPhysics();
  22. messageMgr.dispatch("Victory", this._lifeBar._curHp, this._lifeBar._totalHp);
  23. }
  24. //初始化血条
  25. private _initLifeBar() {
  26. this._lifeBar._curHp = GameInfo.Instance.getMyTowerHp();
  27. this._lifeBar._totalHp = GameInfo.Instance.getMyTowerHp();
  28. }
  29. update(deltaTime: number) {
  30. if(this._lifeBar._curHp <= 0){
  31. this._gameOverDtSettlement();
  32. }
  33. this._strMyHp.string = `${this._lifeBar._curHp}/${this.hp}`;
  34. }
  35. //游戏结束数据结算
  36. private _gameOverDtSettlement(){
  37. GameOverData.Instance.LifePercent = 0;
  38. GameOverData.Instance.Win = false;
  39. UIMgr.openUI("GameOver");
  40. }
  41. //必须实现抽象方法
  42. protected _getCollisionGroup(): number {
  43. return PhysicsGroup.Role; //实际分组值根据项目设置
  44. }
  45. protected _isValidTarget(target: Role): boolean {
  46. //通过组件类型判断是否为敌人
  47. return target instanceof Enemy;
  48. }
  49. }