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esengine/extensions/cocos/cocos-ecs/assets/scripts/RTSDemo.ts

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2025-06-24 19:34:37 +08:00
import { _decorator, Component, Node, Vec3, instantiate, Prefab, Camera } from 'cc';
import { UnitController } from './components/UnitController';
import { RTSCameraController } from './controllers/RTSCameraController';
import { UIController } from './controllers/UIController';
const { ccclass, property } = _decorator;
/**
* RTS演示项目主控制器
* 3D RTS游戏中的应用
*/
@ccclass('RTSDemo')
export class RTSDemo extends Component {
@property(Prefab)
unitPrefab: Prefab = null!;
@property(Prefab)
buildingPrefab: Prefab = null!;
@property(Prefab)
resourcePrefab: Prefab = null!;
@property(Node)
gameWorld: Node = null!;
@property(Camera)
mainCamera: Camera = null!;
@property(Node)
uiRoot: Node = null!;
private cameraController: RTSCameraController = null!;
private uiController: UIController = null!;
// 游戏状态
private units: Node[] = [];
private buildings: Node[] = [];
private resources: Node[] = [];
private selectedUnits: Node[] = [];
onLoad() {
console.log('RTS Demo 初始化开始...');
this.initializeControllers();
this.setupScene();
console.log('RTS Demo 初始化完成!');
}
/**
*
*/
private initializeControllers() {
// 相机控制器
this.cameraController = this.mainCamera.getComponent(RTSCameraController) ||
this.mainCamera.addComponent(RTSCameraController);
// UI控制器
this.uiController = this.uiRoot.getComponent(UIController) ||
this.uiRoot.addComponent(UIController);
// 设置UI回调
this.uiController.onUnitSelected = this.onUnitSelected.bind(this);
this.uiController.onCommandIssued = this.onCommandIssued.bind(this);
console.log('控制器初始化完成');
}
/**
*
*/
private setupScene() {
this.createUnits();
this.createBuildings();
this.createResources();
// 设置初始相机位置
this.mainCamera.node.setPosition(0, 20, 15);
this.mainCamera.node.lookAt(Vec3.ZERO);
console.log('场景设置完成');
}
/**
*
*/
private createUnits() {
const unitTypes = [
{ name: 'Worker', behaviorTree: 'worker-ai', color: 'blue' },
{ name: 'Soldier', behaviorTree: 'soldier-ai', color: 'red' },
{ name: 'Scout', behaviorTree: 'scout-ai', color: 'green' }
];
unitTypes.forEach((type, typeIndex) => {
for (let i = 0; i < 3; i++) {
const unit = instantiate(this.unitPrefab);
unit.name = `${type.name}_${i + 1}`;
// 设置位置
const angle = (i / 3) * Math.PI * 2;
const radius = 3 + typeIndex * 2;
const x = Math.cos(angle) * radius;
const z = Math.sin(angle) * radius;
unit.setPosition(x, 0, z);
// 添加到场景
this.gameWorld.addChild(unit);
this.units.push(unit);
// 配置单位组件
const unitController = unit.getComponent(UnitController) || unit.addComponent(UnitController);
unitController.setup({
unitType: type.name.toLowerCase(),
behaviorTreeName: type.behaviorTree,
maxHealth: 100,
moveSpeed: 3,
attackRange: 2,
attackDamage: 25,
color: type.color
});
console.log(`创建单位: ${unit.name} at (${x.toFixed(1)}, 0, ${z.toFixed(1)})`);
}
});
}
/**
*
*/
private createBuildings() {
const buildingPositions = [
{ pos: new Vec3(-10, 0, -10), name: 'MainBase' },
{ pos: new Vec3(10, 0, 10), name: 'Barracks' },
{ pos: new Vec3(-8, 0, 8), name: 'ResourceCenter' }
];
buildingPositions.forEach((building, index) => {
const buildingNode = instantiate(this.buildingPrefab);
buildingNode.name = building.name;
buildingNode.setPosition(building.pos);
this.gameWorld.addChild(buildingNode);
this.buildings.push(buildingNode);
console.log(`创建建筑: ${building.name} at ${building.pos}`);
});
}
/**
*
*/
private createResources() {
const resourcePositions = [
new Vec3(5, 0, -5),
new Vec3(-5, 0, 5),
new Vec3(8, 0, -8),
new Vec3(-8, 0, -5),
new Vec3(6, 0, 6)
];
resourcePositions.forEach((pos, index) => {
const resource = instantiate(this.resourcePrefab);
resource.name = `Resource_${index + 1}`;
resource.setPosition(pos);
this.gameWorld.addChild(resource);
this.resources.push(resource);
console.log(`创建资源: ${resource.name} at ${pos}`);
});
}
/**
*
*/
private onUnitSelected(units: Node[]) {
// 取消之前的选择
this.selectedUnits.forEach(unit => {
const unitController = unit.getComponent(UnitController);
if (unitController) {
unitController.setSelected(false);
}
});
// 设置新选择
this.selectedUnits = units;
this.selectedUnits.forEach(unit => {
const unitController = unit.getComponent(UnitController);
if (unitController) {
unitController.setSelected(true);
}
});
console.log(`选择了 ${units.length} 个单位`);
this.uiController.setSelectedUnitsCount(units.length);
}
/**
*
*/
private onCommandIssued(command: string, target?: Vec3 | Node) {
if (this.selectedUnits.length === 0) {
console.log('没有选择单位');
return;
}
this.selectedUnits.forEach(unit => {
const unitController = unit.getComponent(UnitController);
if (unitController) {
unitController.issueCommand(command, target);
}
});
console.log(`发布命令: ${command}${this.selectedUnits.length} 个单位`);
}
/**
*
*/
getAllUnits(): Node[] {
return [...this.units];
}
/**
*
*/
getAllBuildings(): Node[] {
return [...this.buildings];
}
/**
*
*/
getAllResources(): Node[] {
return [...this.resources];
}
}