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import { Vec2 } from "cc";
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import { TableGRole } from "../../../resources/config/ts/TableGRole";
import GBaseMode from "../GBaseMode";
import { GRoleUtil } from "../entity/GRole";
import { GTactical } from "../entity/GTactical";
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import GRoleDefault from "../base/role/GRoleDefault";
import { Prefab } from "cc";
import { _decorator } from "cc";
import { instantiate } from "cc";
import { GPVPModePlayerEnum } from "./GPVPMode";
import { JNFrameInfo } from "../../../../extensions/ngame/assets/ngame/sync/frame/JNSyncFrame";
const { ccclass, property } = _decorator;
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//角色
export enum GOnHookModePlayerEnum{
PLAYER, //玩家
ENEMY, //怪物
}
//玩家信息
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export interface GOnHookInfo{
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//阵法
tactical: GTactical;
//宠物列表
roles: TableGRole[];
}
/**
*
*/
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@ccclass('GOnHookMode')
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export default class GOnHookMode extends GBaseMode<{}>{
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@property(Prefab)
rolePrefab: Prefab = null;
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//玩家信息
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playerInfo:GOnHookInfo;
//宠物信息
enemyInfo:GOnHookInfo;
//玩家宠物位置
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playerPos: Vec2 = new Vec2(-400,0);
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//怪物位置
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enemyPos: Vec2 = new Vec2(400,0);
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//玩家宠物
playerRoles: GRoleDefault[] = [];
//敌方宠物
enemyRoles: GRoleDefault[] = [];
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onSyncInitSuccess():void{
//初始化战斗
console.log("GOnHookMode 模式初始化");
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this.playerInfo = { tactical: GTactical.getTactical().setOffset(this.playerPos), roles: GRoleUtil.getGRoles([10004,10004,10004,10004,10003,10003]) };
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this.enemyInfo = { tactical: GTactical.getTactical(true).setOffset(this.enemyPos), roles: GRoleUtil.getGRoles([10002]) };
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//生成玩家
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this.playerInfo.roles.forEach((info,index) => this.onGenRole(GOnHookModePlayerEnum.PLAYER,index + 1,info))
//生成敌人
this.onResetGenerateEnemy();
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}
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onSyncUpdate(dt: number,frame:JNFrameInfo, input?: {}){
}
//生成宠物
onGenRole(type: GOnHookModePlayerEnum,index:number,info:TableGRole) {
let tactical = this.getInfo(type).tactical;
let pos:Vec2 = this.getInfo(type).tactical.getPosition(index);
if(!pos) return;
let role = instantiate(this.rolePrefab);
let entity = role.getComponent(GRoleDefault);
//初始化
entity.onInit(type,info,tactical,index);
//绑定寻敌
entity.onQueryEunmy = () => {
return this.getEnumy(entity,type);
}
//绑定死亡回调
entity.addKillBackEvent(this.onRoleKillBack.bind(this))
this.addGObject(entity,tactical.getPosition(index));
this.getOnesRole(type).push(entity);
}
//获取配置
getInfo(type: GOnHookModePlayerEnum): GOnHookInfo {
if(type == GOnHookModePlayerEnum.PLAYER) return this.playerInfo;
if(type == GOnHookModePlayerEnum.ENEMY) return this.enemyInfo;
}
//获取阵营宠物
getOnesRole(type: GOnHookModePlayerEnum):GRoleDefault[]{
if(type == GOnHookModePlayerEnum.PLAYER) return this.playerRoles;
if(type == GOnHookModePlayerEnum.ENEMY) return this.enemyRoles;
}
//获取敌人
getEnumy(player:GRoleDefault,type:GOnHookModePlayerEnum):GRoleDefault{
let enumyOnes = GOnHookModePlayerEnum.ENEMY
//如果是ENEMY 则 它的敌人是 PLAYER
if(type == GOnHookModePlayerEnum.ENEMY) enumyOnes = GOnHookModePlayerEnum.PLAYER
//获取敌人
let roles = this.getOnesRole(enumyOnes);
//返回敌人
//获取我在第几排
let playerXY = player.tactical.getXY(player.tacticalIndex);
//通过排数获取最近的敌人
let sort = roles.filter(role => !!role.get()).sort((enumy1,enumy2) => {
let enumy1XY = enumy1.tactical.getXY(enumy1.tacticalIndex);
let enumy2XY = enumy2.tactical.getXY(enumy2.tacticalIndex);
return Math.abs((playerXY.y * 1000) - (enumy1XY.y * 1000)) + Math.abs((playerXY.x - enumy1XY.x)) -
Math.abs((playerXY.y * 1000) - (enumy2XY.y * 1000)) + Math.abs((playerXY.x - enumy2XY.x))
});
return sort[0]
}
//生成敌人
onResetGenerateEnemy(){
this.enemyRoles = [];
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this.enemyInfo.roles.forEach((info,index) => this.onGenRole(GOnHookModePlayerEnum.ENEMY,index + 1,info))
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}
//角色死亡回调
onRoleKillBack(role:GRoleDefault){
//如果没有敌人则生成敌人
if(this.getOnesRole(GOnHookModePlayerEnum.ENEMY).filter(role => !!role.get()).length <= 0){
//生成敌人
this.onResetGenerateEnemy();
}
}
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}