import FqLogin from "../../../login/FqLogin"; import CMath from "../../../util/CMath"; import EventListener from "../../../util/EventListener"; import { GroupType } from "../object/FObject"; import FSprite, { SpriteActionType } from "../object/FSprite"; import BaseEvent from "./base/BaseEvent"; /** * 激活怪物 * 栅栏事件 */ const { ccclass, property } = cc._decorator; @ccclass export default class FFenceTrigger extends BaseEvent { /** * 伙伴初始化区域 */ @property({ type: cc.Node, displayName: '远程初始位置' }) mInitA: cc.Node = null; /** * 伙伴初始化区域 */ @property({ type: cc.Node, displayName: '近战初始位置' }) mInitB: cc.Node = null; /** * 伙伴初始化区域 */ @property({ type: cc.Node, displayName: '摄像机移动的目标位置' }) mCameraPos: cc.Node = null; /** * 怪物出现动画 */ @property({ type: cc.Prefab, displayName: '怪物出现动画' }) mAppear: cc.Prefab = null; /** * 控制的栅栏 */ @property([cc.Node]) mFenceTrigger: Array = []; /** * 需要消灭的怪物1 */ @property([FSprite]) mMonster1: Array = []; /** * 需要消灭的怪物2 */ @property([FSprite]) mMonster2: Array = []; /** * 需要消灭的怪物3 */ @property([FSprite]) mMonster3: Array = []; /** * 需要消灭的怪物4 */ @property([FSprite]) mMonster4: Array = []; /** * 需要消灭的怪物5 */ @property([FSprite]) mMonster5: Array = []; /** * 控制的栅栏 */ @property({ type: cc.Node, displayName: '结束后开启的栅栏' }) mFenceTrigger2: Array = []; @property(cc.Prefab) mMapDialog: cc.Prefab = null; @property([cc.String]) text: Array = []; @property({ displayName: '是否开始就显示boss' }) isBoss = false; @property({ displayName: '是否出发剧情' }) isPlot = false; @property({ displayName: '倒计时时间' }) countDown = -1; private isOver = false; private mIndex = 0 /** * 怪物分组 */ private groupMonster: Array> = [] private mMonster: Array = null onLoad() { super.onLoad() this.groupMonster.push(this.mMonster1) if (this.mMonster2.length > 0) { this.groupMonster.push(this.mMonster2) } if (this.mMonster3.length > 0) { this.groupMonster.push(this.mMonster3) } if (this.mMonster4.length > 0) { this.groupMonster.push(this.mMonster4) } if (this.mMonster5.length > 0) { this.groupMonster.push(this.mMonster5) } } start() { for (let i = 0; i < this.groupMonster.length; i++) { const element: Array = this.groupMonster[i]; for (let j = 0; j < element.length; j++) { const monster = element[j]; monster.isActive = false if (i > 0) { monster.node.active = false } } } this.mMonster = this.groupMonster[0] } /** * 主角进入碰撞区域 * @param tag 碰撞组件编号 */ public onBegin(tag: number) { this.node.removeComponent(cc.PhysicsBoxCollider); this.node.removeComponent(cc.PhysicsBoxCollider); this.ff.regRemoveCallback((f: FSprite) => { this.removeCallback(f); }); this.isOver = true; this.startFight(); FqLogin.commitEvent(this.node.name, '', '') } /** * 开始战斗 */ private startFight() { this.ff.pauseSprite(true); for (let i = 0; i < this.mFenceTrigger.length; i++) { const element = this.mFenceTrigger[i]; element.active = true; element.getComponent(cc.PhysicsBoxCollider).enabled = true; element.zIndex = 0; let nodes = element.children; nodes.forEach(tmp => { let spine = tmp.getComponent(sp.Skeleton); if (spine) { spine.setAnimation(0, 'close', false); } }); } this.moveCamera(this.node.getPosition(), 1, () => { this.dialog(0); }) } private dialog(index: number) { if (index >= this.text.length) { this.startFight1(); return; } let texts = this.text[index].split('|') let mid = parseInt(texts.shift()); if (mid == -1) {//主角 let my = this.ff.mainSprite.node; this.showDialog(my, texts, () => { index++; this.dialog(index); }); } else { let my = this.mMonster[mid].node; this.showDialog(my, texts, () => { index++; this.dialog(index); }); } } private startFight1() { this.addMark(); // this.moveTo(); if (this.isBoss) { this.ff.flushHP(this.mMonster[0]); } if (this.countDown != -1) { this.ff.mCountDown.startCountDown(this.countDown); } cc.tween(this).sequence( cc.delayTime(0.6), cc.callFunc(() => { this.playSkill(1); this.playSkill(2); this.playSkill(3); }), cc.delayTime(1.5), cc.callFunc(() => { this.ff.pauseSprite(false); this.ff.mBlockInputEvents.active = false; for (let i = 0; i < this.mMonster.length; i++) { const element = this.mMonster[i]; element.isActive = true; } }), ).start() } //添加怪物标记 private addMark() { for (let i = 0; i < this.mMonster.length; i++) { const element = this.mMonster[i]; let node = element.addActiveIcon(); this.actionMark(node); } } private actionMark(node: cc.Node) { node.scale = 0; cc.tween(node).sequence( cc.delayTime(1), cc.scaleTo(0.2, 1.2, 1.2), cc.scaleTo(0.2, 0.9, 0.9), cc.scaleTo(0.2, 1.1, 1.1), cc.scaleTo(0.2, 0.9, 0.9), cc.scaleTo(0.2, 1.1, 1.1), cc.scaleTo(0.2, 1, 1), cc.blink(1, 3), cc.fadeOut(1.5), // cc.spawn( // cc.blink(2,5), // cc.fadeOut(2) // ), cc.destroySelf(), ).start(); } /** * 移动伙伴 * @param sprite */ private moveTo() { let ffs = this.ff.getGroupBy(GroupType.A); for (let i = 0; i < ffs.length; i++) { const element = ffs[i]; if (element) { // element.setRuning(false); // element.setDir({x:0,y:0}); element.playAction(SpriteActionType.run, true) let attrData = element.attrData; let pos = cc.v2(); if (attrData.post == 3) { pos.x = this.node.x + this.mInitB.x + CMath.getRandom(-this.mInitB.width, this.mInitB.width); pos.y = this.node.y + this.mInitB.y + CMath.getRandom(-this.mInitB.height, this.mInitB.height); } else { pos.x = this.node.x + this.mInitA.x + CMath.getRandom(-this.mInitA.width, this.mInitA.width); pos.y = this.node.y + this.mInitA.y + CMath.getRandom(-this.mInitA.height, this.mInitA.height); } cc.tween(element.node).sequence( cc.moveTo(0.5, pos), cc.callFunc(() => { element.playAction(SpriteActionType.stand, true); }) ).start(); } } } public removeCallback(f: FSprite) { for (let i = 0; i < this.mMonster.length; i++) { const element = this.mMonster[i]; if (element == f) { this.mMonster.splice(i, 1); break; } } if (this.mMonster.length <= 0) { this.mIndex++ if (this.mIndex < this.groupMonster.length) { this.mMonster = this.groupMonster[this.mIndex] this.playAppear() } else { for (let i = 0; i < this.mFenceTrigger.length; i++) { const element = this.mFenceTrigger[i]; // element.active = false; this.playCancelFence(element); } this.ff.regRemoveCallback(null); //主角减速等待伙伴 // let t1 = this.ff.mainSprite.SPEED_WALK; // let t2 = this.ff.mainSprite.SPEED_RUN; // let mainFSprite = this.ff.mainSprite; // mainFSprite.SPEED_WALK = 100; // mainFSprite.SPEED_RUN = 100; this.ff.mainSprite.setPause(true); cc.tween(this.node).sequence( cc.delayTime(0.5), cc.callFunc(() => { this.ff.mainSprite.setPause(false); }) ).start() this.checkOpen(); } } } /** * 播放怪物出现 */ private playAppear() { for (let i = 0; i < this.mMonster.length; i++) { const element = this.mMonster[i]; element.node.active = true if (this.mAppear) { let node = cc.instantiate(this.mAppear) node.parent = element.node node.group = element.node.group let spine = node.getComponent(sp.Skeleton) spine.setCompleteListener(() => { node.destroy() element.isActive = true }); spine.setAnimation(0, 'animation', false); } else { element.isActive = true } } } /** * 播放消失动画 */ private playCancelFence(node: cc.Node) { if (this.countDown != -1) { this.ff.mCountDown.stopCountDown(); } let nodes = node.children; let count = 0; nodes.forEach(element => { let spine = element.getComponent(sp.Skeleton); if (spine) { spine.setCompleteListener(() => { element.active = false; count++; if (count >= nodes.length) { node.active = false; } }); spine.setAnimation(0, 'open', false); } }); } /** * 释放buff技能 * @param sprite * @param path */ private playSkill(id) { cc.resources.load('prefab/role/skills/skills_' + id, cc.Prefab, (err, prefab: cc.Prefab) => { if (err) { cc.error(err); } else { let fss = this.ff.getGroupBy(GroupType.A); for (let i = 0; i < fss.length; i++) { const element = fss[i]; if (element) { let node = cc.instantiate(prefab); node.parent = element.node; node.zIndex = 9999; let spine = node.getComponent(sp.Skeleton); if (id != 3) { spine.setCompleteListener(() => { node.destroy(); }); } else { element.hasDun = true; cc.tween(node).sequence( cc.delayTime(10), cc.callFunc(() => { element.hasDun = false }), cc.destroySelf() ).start(); } } } } }); } private checkOpen() { //检查其它开关是否打开 if (!this.mFenceTrigger2.length) return this.ff.pauseSprite(true); this.moveCamera(this.mFenceTrigger2[0].getPosition(), 1, () => { cc.tween(this.node).sequence( cc.callFunc(() => { for (let i = 0; i < this.mFenceTrigger2.length; i++) { const element = this.mFenceTrigger2[i]; this.showFence(element, "open"); } }), cc.delayTime(1), cc.callFunc(() => { for (let i = 0; i < this.mFenceTrigger2.length; i++) { const element = this.mFenceTrigger2[i]; element.getComponent(cc.PhysicsBoxCollider).enabled = false; element.zIndex = -9999; } this.ff.pauseSprite(false); if (this.isPlot) { EventListener.dispatchEvent("Step1"); } }) ).start(); }) } private showFence(element, action) { let nodes = element.children; for (let i = 0; i < nodes.length; i++) { const element = nodes[i]; let spine: sp.Skeleton = element.getComponent(sp.Skeleton); if (spine) { spine.setAnimation(0, action, false); } } } }