239 lines
7.2 KiB
TypeScript
239 lines
7.2 KiB
TypeScript
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/*
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Copyright (c) 2020-2023 Xiamen Yaji Software Co., Ltd.
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https://www.cocos.com/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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import { game, _decorator } from 'cc';
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import { DataEquipInst } from '../data/data-core';
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import { Level } from '../level/level';
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import { Actor } from './actor';
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export class ActorBag {
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// The character object to which the current bag belongs.
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_actor: Actor;
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// Bag capacity.
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_capacity = 0;
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// Bag usage count statistics.
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_usageCount = 0;
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constructor (actor: Actor) {
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// The character object to which the current equipment belongs.
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this._actor = actor;
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// Set Bag capacity.
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this._capacity = this._actor._data.bag_capacity;
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// Initialize the bag space and set the default value.
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this._actor._data.equipment_name_list = new Array<string>(this._capacity);
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for (let i = 0; i < this._capacity; i++) {
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this._actor._data.equipment_name_list[i] = '';
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}
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// Set the default value of the bag.
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const bags = actor._data.bags;
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for (let i = 0; i < bags.length; i++) {
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this.pickedItem(bags[i]);
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}
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}
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/**
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* Get the index of the empty slot in the bag
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* @returns Returns the index of the corresponding empty slot, -1 means it cannot exist.
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*/
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public getEmptySlot (): number {
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for (let i = 0; i < this._actor._data.equipment_name_list.length; i++) {
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const name = this._actor._data.equipment_name_list[i];
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if (name.length <= 0) return i;
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}
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return -1;
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}
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/**
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* The method is check picked same weapon then increase clip.
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* @param name Weapon name
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* @returns TRUE is same weapon increase clip, FALSE is not same weapon.
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*/
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public pickedSameWeaponIncreaseClips (name: string) {
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const bagItems = this._actor._data.items[name] as BagItem;
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if (bagItems) {
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//bagItems.bulletClipCount++;
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this._actor.bulletBox++;
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return true;
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}
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return false;
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}
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/**
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* The method picked bullet box.
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* @returns
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*/
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public pickedBulletBox () {
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const bagItems = this._actor._actorEquipment?.currentEquipItem;
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if (bagItems) {
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//bagItems.bulletClipCount++;
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this._actor.bulletBox += 2;
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return true;
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}
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return false;
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}
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/**
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* This method is used to pick up item.
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* @param name Pick item name.
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* @returns Picked state, true is picked, false is not picked.
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*/
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public pickedItem (name: string): boolean {
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// Get the current backpack item by name, may be empty.
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let bagItems = this._actor._data.items[name];
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// Get information about equipment props.
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const equipData = DataEquipInst.get(name);
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// If the item already exists in the backpack and is stackable, run the stacking logic.
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if (bagItems && equipData.stackable) {
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this.stackItem(equipData.bullet_count);
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} else {
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// Get the current empty slot index and determine if it exists.
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const index = this.getEmptySlot();
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if (index === -1) return false;
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// Create a backpack item.
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this.createItem(equipData, name);
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// Update the value corresponding to the array index of the item slot
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this._actor._data.equipment_name_list[index] = name;
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// Accumulation of the number of uses.
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this._usageCount++;
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}
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return true;
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}
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/**
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* This method is used to discard the equipment currently held in your hand.
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* @returns Dropped status: true is success false is failure
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*/
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public dropItem (): boolean {
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// Get the bag index of the currently held equipment.
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const curIndex = this._actor._data.current_equipment_index;
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// Determine if the current index is in the valid range.
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// Default 0 equipment is not drop.
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if (curIndex >= this._capacity || curIndex <= 0) return false;
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// Get it from the bag equipment list.
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const data = this._actor._data.equipment_name_list;
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//Get the name of the equipment in the current slot and determine if the equipment exists based on the name value.
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const name = data[curIndex];
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if (!name || name.length <= 0) return false;
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// Take off the prop that is being equipped.
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this._actor._actorEquipment?.unEquip();
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// Clear specific items data.
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this._actor._data.items[name] = undefined;
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// Discard the current prop near the character.
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const pos = this._actor.node.worldPosition;
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Level.Instance.addDrop(name, pos);
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// Clears the value of the equipment list for the current index mapping.
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data[curIndex] = '';
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// Replace the default equipment.
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this._actor._data.current_equipment_index = 0;
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this._actor._actorEquipment?.equip(0);
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// The total number of bags used decreases.
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this._usageCount--;
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return true;
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}
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/**
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* This method is used to create bag items.
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* @param equipData Current equip data.
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* @param name The name of the bag prop that needs to be created.
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*/
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public createItem (equipData: any, name: string) {
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let newItems = {
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'name': name,
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'actor': this._actor,
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'stackable': equipData.stackable === undefined ? false : true,
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'count': 1,
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'data': equipData,
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'bulletClipCount': equipData.bullet_clip_count,
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'bulletCount': equipData.bullet_count,
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'lastUseTime': game.totalTime,
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}
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this._actor._data.items[name] = newItems;
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}
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/**
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* This method is used to update the number of stackable props.
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* @param bagItems Current backpack information.
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*/
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public stackItem (bagItems: BagItem) {
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bagItems.count++;
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bagItems.bulletCount += bagItems.data.bullet_count;
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}
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}
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// The bag item data interface.
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export interface BagItem {
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fov: number;
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name: string,
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actor: Actor,
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stackable: boolean,
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count: number,
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bulletClipCount: number
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bulletCount: number,
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data: any,
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lastUseTime: number,
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}
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