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- import { _decorator, Animation, AnimationClip, BoxCollider2D, Component, find, Node, PhysicsSystem2D, SpriteFrame, Vec2, Vec3 } from 'cc';
- import { RoleData } from '../../DataItem/ItemData';
- import { resMgr } from '../../Frames/ResourcesMgr';
- import { Bullet } from './GameScene/Bullet';
- import { LifeBar } from './GameScene/LifeBar';
- import { BulletPool } from './GameScene/BulletPool';
- const { ccclass, property } = _decorator;
- export enum RoleState {
- Attack,
- Move,
- Idle,
- Die
- }
- @ccclass('Role')
- export class Role extends Component {
- //基础数据
- hp: number = null; //血量
- atk: number = null; //攻击力
- atkLength: number = null; //攻击距离
- moveSpeed: number = null; //移速
- //向左-1 向右1
- direction: number = 1;
- //是否停下
- isStop: boolean = false;
- //攻击目标
- targetNode: Node = null;
- bulletLayer: Node | null = null;
- //战斗系统
- private _attackTimer: number = 0;
- private _attackInterval: number = 3;//攻击间隔
- private currentTarget: Role = null;//当前目标
- //子弹
- private _bullet: Node | null = null;
- private _bulletPool: BulletPool = null;
- //动画管理
- private _animations: Map<RoleState, string> = new Map();
- private _moveFrames: SpriteFrame[] = [];
- private _atkFrames: SpriteFrame[] = [];
- private _idleFrames: SpriteFrame[] = [];
- private _dieFrames: SpriteFrame[] = [];
- private _explodeframes: SpriteFrame[] = [];
- private _bulletFrames: SpriteFrame[] = [];
- private _animation: Animation = null;
- //角色数据
- private _roleData: RoleData = null;
- //状态管理
- _state: RoleState = null;
- init(name: string, pos: Vec3, roleDatas: RoleData[], dir?: number) {
- this._bulletPool = this.node.getComponent(BulletPool);
- this._bulletPool.init();
- this._animation = this.node.getComponent(Animation) || this.node.addComponent(Animation);
- this.direction = dir;
- let whichData: number = -1;
- for (let i = 0; i < roleDatas.length; i++) {
- if (!roleDatas[i]) {
- console.log(null)
- }
- if (roleDatas[i].imgName === name) {
- this._roleData = roleDatas[i];
- whichData = i;
- break;
- }
- }
- if (whichData != -1) {
- //获取move精灵帧
- this._getFrames(this._roleData.moveCount, this._moveFrames, this._roleData.moveImg, 1);
- //attack
- this._getFrames(this._roleData.atkCount, this._atkFrames, this._roleData.atkImg, 1);
- //idle
- this._getFrames(this._roleData.idleCount, this._idleFrames, this._roleData.idleImg, 1)
- //die
- this._getFrames(this._roleData.dieCount, this._dieFrames, this._roleData.dieImg, 1)
- //动画
- this._collectAni();
- //子弹精灵帧
- this._getFrames(this._roleData.bulletCount, this._bulletFrames, this._roleData.bulletImg, 1)
- //子弹爆炸精灵帧
- this._getFrames(this._roleData.bulletCount, this._explodeframes, this._roleData.bulletExplodeImg, 1)
- //设置基础数据
- this._setRoleData(this._roleData);
- this.playAnimation(RoleState.Move);
- }
- //位置
- this.node.setWorldPosition(pos);
- this.bulletLayer = find("Canvas/GameRoot/BulletLayer");
- this._setupPhysics();
- }
- private _setRoleData(roleData: RoleData) {
- this.hp = roleData.hp;
- this.atk = roleData.atk;
- this.atkLength = roleData.atkLength + 100;
- this.moveSpeed = roleData.moveSpeed;
- }
- _setupPhysics() {
- //确保有碰撞组件
- const collider2D = this.getComponent(BoxCollider2D) || this.addComponent(BoxCollider2D);
- collider2D.group = this._getCollisionGroup();
- collider2D.apply();
- }
- //获取精灵帧组
- /*
- count -> 精灵帧的数量
- imgType -> 图片类型(atk、walk、idle、die)
- startIdx -> 索引起始数
- */
- private _getFrames(count: number, frames: SpriteFrame[], imgType: string, startIdx: number) {
- for (let i = startIdx; i <= count; i++) {
- if (count > 1) {
- frames.push(resMgr.getSpriteFrame(imgType + ' (' + i + ')'));
- }
- else {
- frames.push(resMgr.getSpriteFrame(imgType + ' (1)'));
- }
- }
- }
- update(deltaTime: number) {
- if (this._state === RoleState.Die) return;
- if (!this.currentTarget) {
- this._handleMovement(deltaTime);
- this._detectEnemies();
- } else {
- this._handleAttack(deltaTime);
- }
- }
- //移动
- private _handleMovement(dt: number) {
- if (this._state !== RoleState.Move) return;
- let x = this.node.position.x;
- let y = this.node.position.y;
- let z = this.node.position.z;
- x = x + this.moveSpeed * this.direction * dt
- this.node.setPosition(x, y, z);
- }
- //寻敌
- private _detectEnemies() {
- if (!this.node.isValid) return;
- //const startPos = new Vec2(this.node.position.x, this.node.position.y);
- const startPos = this.node.position.clone();
- const endPos = new Vec2((this.direction * this.atkLength) + this.node.position.x, this.node.position.y);
- const results = PhysicsSystem2D.instance.raycast(startPos, endPos);
- if (results?.length) {
- for (const result of results) {
- const target = result.collider.node.getComponent(Role);
- if (target && this._isValidTarget(target)) {
- this._setTarget(target);
- break;
- }
- }
- }
- }
- //设置攻击目标
- private _setTarget(target: Role) {
- this.currentTarget = target;
- this.playAnimation(RoleState.Attack);
- // 使得第一次update就会触发attackTimer >= attackInterval条件
- this._attackTimer = this._attackInterval - 0.001;
- //监听目标销毁事件
- target.node.once(Node.EventType.NODE_DESTROYED, this._onTargetDestroyed, this);
- }
- //攻击
- private _handleAttack(deltaTime: number) {
- //目标是否可以攻击
- if (!this._validateTarget()) {
- this._clearTarget();
- return;
- }
- /*
- //立即攻击判断
- if (this._attackTimer === 0) {
- this._createBullet();
- this._attackTimer += deltaTime;
- return;
- }
- //后续间隔攻击
- this._attackTimer += deltaTime;
- if (this._attackTimer >= this._attackInterval) {
- this._createBullet();
- this._attackTimer = 0; //重置计时器
- }
- */
- // this._createBullet();
- // this.schedule(() => {
- // this._createBullet();
- // }, this.attackInterval);
- }
- //目标是否可以攻击 hp大于0 并且 在攻击范围内 -> 可以攻击
- private _validateTarget(): boolean {
- return !!this.currentTarget?.node?.isValid &&
- this.currentTarget.node.getComponent(LifeBar)._curHp > 0 &&
- this._getDistanceToTarget() <= this.atkLength;
- }
- //攻击目标与自身的距离
- private _getDistanceToTarget(): number {
- return Math.abs(this.node.getWorldPosition().x - this.currentTarget.node.getWorldPosition().x);
- }
- //销毁目标
- private _onTargetDestroyed() {
- this._clearTarget();
- if (this.node === null) return;
- this._detectEnemies();//立即检测新目标
- }
- //清除目标 关闭触发事件 当前目标置空 设置移动状态 播放移动动画
- private _clearTarget() {
- this.currentTarget?.node.off(Node.EventType.NODE_DESTROYED, this._onTargetDestroyed, this);
- this.currentTarget = null;
- this.playAnimation(RoleState.Move);
- }
- //将各个动画存储起来
- private _collectAni() {
- // const moveAni: Animation = Tools.createAnimation(this._moveFrames, 8, this.node, AnimationClip.WrapMode.Loop)
- // this._animations.set(RoleState.Move, moveAni);
- // const atkAni: Animation = Tools.createAnimation(this._atkFrames, 8, this.node, AnimationClip.WrapMode.Loop)
- // this._animations.set(RoleState.Attack, atkAni);
- // const idleAni: Animation = Tools.createAnimation(this._idleFrames, 8, this.node, AnimationClip.WrapMode.Loop)
- // this._animations.set(RoleState.Idle, idleAni);
- // const dieAni: Animation = Tools.createAnimation(this._dieFrames, 8, this.node, AnimationClip.WrapMode.Normal)
- // this._animations.set(RoleState.Die, dieAni);
- this._createClip(RoleState.Move, this._moveFrames, 8);
- this._createClip(RoleState.Attack, this._atkFrames, 8);
- this._createClip(RoleState.Idle, this._idleFrames, 8);
- this._createClip(RoleState.Die, this._dieFrames, 9);
- }
- //创建动画剪辑 fps越大 速度越快
- private _createClip(state: RoleState, frames: SpriteFrame[], fps: number) {
- const clip: AnimationClip = AnimationClip.createWithSpriteFrames(frames, fps);
- clip.name = RoleState[state];
- clip.wrapMode = state === RoleState.Die ?
- AnimationClip.WrapMode.Normal :
- AnimationClip.WrapMode.Loop;
- if (clip.name === 'Attack') {
- clip.events = [{
- frame: 0.5,
- func: "onTriggered",
- params: [""] //向func传递的参数
- }]
- }
- this._animation.addClip(clip, clip.name);
- this._animations.set(state, clip.name);
- }
- onTriggered() {
- this._createBullet();
- }
- //设置动画
- public playAnimation(state: RoleState) {
- if (!this._animation || this._state === state) return;
- const clipName = this._animations.get(state);
- if (!clipName) return;
- //如果当前有动画正在播放,等待其完成后再切换
- if (this._animation.getState(String(this._state))?.isPlaying) {
- this._animation.once(Animation.EventType.FINISHED, () => {
- this._switchState(state, clipName);
- });
- } else {
- this._switchState(state, clipName);
- }
- }
- private _switchState(state: RoleState, clipName: string) {
- this._state = state;
- this._animation.stop();
- this._animation.play(clipName);
- if (state === RoleState.Die) {
- this.node.removeAllChildren();
- this._animation.once(Animation.EventType.FINISHED, () => {
- this.node.destroy();
- });
- }
- }
- private _createBullet() {
- const isEnemy = this.direction === -1;
- this._bullet = this._bulletPool.getBullet(isEnemy);
- this._bullet.parent = this.bulletLayer;
- this._bullet.setWorldPosition(this.node.getWorldPosition());
- const bulletTS = this._bullet.getComponent(Bullet);
- bulletTS.reset({
- pool: this._bulletPool,
- isEnemy: isEnemy,
- direction: this.direction,
- bulletFrames: this._bulletFrames,
- explodeFrames: this._explodeframes,
- targetNode: this.currentTarget.node,
- atk: this.atk,
- })
- }
- //要求子类实现的碰撞分组和阵营判断方法,确保不同阵营角色可以正确交互
- protected _getCollisionGroup(): number {
- throw new Error("Method not implemented");
- }
- protected _isValidTarget(target: Role): boolean {
- throw new Error("Method not implemented");
- }
- }
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