提交拖拽阵法

This commit is contained in:
PC-20230316NUNE\Administrator 2023-11-16 19:10:19 +08:00
parent 1683ec01a0
commit c4437fef5e
24 changed files with 509 additions and 96 deletions

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@ -646,12 +649,33 @@
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@ -662,11 +686,11 @@
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@ -26,19 +26,22 @@
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@ -1,7 +1,7 @@
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@ -13,7 +13,7 @@
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@ -8,6 +8,6 @@
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@ -44,6 +44,11 @@ export default abstract class GRoleBase<T> extends GObject<T>{
get isDie(){ return this._isDie}
set isDie(value:boolean){
this._isDie = value;
if(this.isDie){
//如果死亡则关闭状态机
//关闭状态机
this.fsm.close();
}
}
//受击回调

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@ -39,6 +39,8 @@ export default class GRoleDefault extends GRoleBase<{}>{
//设置死亡状态
this.fsmAnim.isDie = value;
if(this.isDie){
//关闭状态机
this.fsm.close();
//死亡回调
this.killBack.forEach(fun => fun(this));
}

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@ -0,0 +1,11 @@
import { JNGSyncProtoBase } from "../../../../components/JNComponent";
import GRoleBase from "../GRoleBase";
/**
*
*/
export default class GRoleExpandBase<T> extends JNGSyncProtoBase<T>{
}

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@ -0,0 +1,18 @@
import { _decorator } from "cc";
import GRoleDefault from "../../GRoleDefault";
import GRoleExpandBase from "../GRoleExpandBase";
const { ccclass, property } = _decorator;
/**
*
*/
@ccclass('GRoleDefault')
export default class GRoleOnHookExpand extends GRoleExpandBase<{}>{
//角色Id
petId:number;
}

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@ -0,0 +1,9 @@
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@ -16,6 +16,10 @@ import { v3 } from "cc";
import { v2 } from "cc";
import GFSMOnHookMode from "./OnHook/GFSMOnHookMode";
import { TB } from "../../../resources/config/data/schema";
import PlayerTacticalData, { PlayerTacticalEvent } from "../../data/PlayerTacticalData";
import GRoleOnHookExpand from "../base/role/expand/OnHook/GRoleOnHookExpand";
import PlayerPetData from "../../data/PlayerPetData";
import { GUI } from "../../ui/UIConfig";
const { ccclass, property } = _decorator;
//挂机模式状态
@ -99,6 +103,16 @@ export default class GOnHookMode extends GBaseMode<{}>{
//是否允许攻击
isAllowAttack:boolean = false;
//添加监听事件
addEvent(){
app.event.on(PlayerTacticalEvent.UPDATE_TACTICAL,this.onUpdatePlayerPet,this);
}
//移除监听事件
onDestroy(){
super.onDestroy();
app.event.off(PlayerTacticalEvent.UPDATE_TACTICAL,this.onUpdatePlayerPet,this);
}
onSyncInitSuccess():void{
//初始化战斗
@ -124,14 +138,45 @@ export default class GOnHookMode extends GBaseMode<{}>{
this.playerInfo = { tactical: GTactical.getTactical().setOffset(this.playerPos), roles: GRoleUtil.getGRoles([10004,10004,10004,10004,10003,10003]) };
this.enemyInfo = { tactical: GTactical.getTactical(true).setOffset(this.enemyPos), roles: GRoleUtil.getGRoles([10002]) };
this.onUpdatePlayerPet();
//添加监听
this.addEvent();
//生成玩家
this.playerInfo.roles.forEach((info,index) => this.onGenRole(GOnHookModePlayerEnum.PLAYER,index + 1,info))
// this.playerInfo.roles.forEach((info,index) => this.onGenRole(GOnHookModePlayerEnum.PLAYER,index + 1,info))
// //生成敌人
// this.onResetGenerateEnemy();
}
//更新玩家宠物
onUpdatePlayerPet(){
//获取玩家阵容
let infos = PlayerTacticalData.getIns().getTacticalInfo();
//移除不再阵容中的宠物
let roles = [...this.getOnesRoleAlive(GOnHookModePlayerEnum.PLAYER)]
roles.forEach(role => {
let expand = role.getComponent(GRoleOnHookExpand);
//如果宠物不再阵容中 则 移除宠物
if(infos.indexOf(expand.petId) < 0){
//移除宠物
this.playerRoles.splice(this.playerRoles.indexOf(role),1);
role.isDie = true;
}
})
infos.forEach((petId,index) => {
if(petId){
this.onGenPlayerPet(index+1,petId);
}
})
}
//更新帧
onSyncUpdate(dt: number,frame:JNFrameInfo, input?: {}){
super.onSyncUpdate(dt,frame,input);
this.onUpdateMap(dt);
@ -170,13 +215,42 @@ export default class GOnHookMode extends GBaseMode<{}>{
}
//生成玩家宠物
onGenPlayerPet(index:number,petId:number){
//如果场上有这个宠物则更新阵法位置
let passRole:GRoleDefault;
this.playerRoles.forEach(role => {
if(role.getComponent(GRoleOnHookExpand).petId == petId)
passRole = role;
})
if(passRole){
//更新宠物阵法位置
passRole.tacticalIndex = index;
return;
}
//获取要生成的宠物
let info = PlayerPetData.getIns().petIdQueryPetInfo(petId);
if(!info){
app.layer.Open(GUI.Tips,{text:"未拥有当前上阵的宠物"});
return;
}
let role = this.onGenRole(GOnHookModePlayerEnum.PLAYER,index,TD.TbGRole.get(info.petTbId));
//向宠物添加 OnHook 扩展
let expand = role.node.addComponent(GRoleOnHookExpand);
expand.petId = petId;
}
//生成宠物
onGenRole(type: GOnHookModePlayerEnum,index:number,info:TB.TbGRole) {
onGenRole(type: GOnHookModePlayerEnum,index:number,info:TB.TbGRole):GRoleDefault {
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);
@ -190,8 +264,11 @@ export default class GOnHookMode extends GBaseMode<{}>{
entity.addKillBackEvent(this.onRoleKillBack.bind(this))
this.addGObject(entity,tactical.getPosition(index));
this.getOnesRole(type).push(entity);
return entity;
}
//获取配置
@ -251,6 +328,10 @@ export default class GOnHookMode extends GBaseMode<{}>{
if(role.isValid)
role.node.destroy()
},3000)
//清理
this.onClearCache();
// //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
@ -258,6 +339,25 @@ export default class GOnHookMode extends GBaseMode<{}>{
// }
}
//清理缓存
onClearCache(){
//清理宠物
let roles = [...this.playerRoles];
roles.forEach(role => {
if(!role.get()){
this.playerRoles.splice(this.playerRoles.indexOf(role),1);
}
})
roles = [...this.enemyRoles];
roles.forEach(role => {
if(!role.get()){
this.enemyRoles.splice(this.enemyRoles.indexOf(role),1);
}
})
}
//是否有怪物
isHaveEnemy(){
if(!this.isAllowAttack) return [];

View File

@ -27,7 +27,7 @@ export default class PlayerTacticalData extends BaseData{
onSaveTacticalInfo(ov:PlayerTacticalOV){
if(!ov.tacticalData){
ov.tacticalData = JSON.stringify(this.getTacticalInfo());
ov.tacticalData = JSON.stringify(this.getInitTacticalInfo());
}
this.info = {
...ov,
@ -63,8 +63,11 @@ export default class PlayerTacticalData extends BaseData{
}
//获取初始化上阵信息
getTacticalInfo():number[]{
getInitTacticalInfo():number[]{
return [0,0,0,0,0,0,0,0,0]
}
getTacticalInfo():number[]{
return this.info.roles;
}
}

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@ -5,6 +5,10 @@ import { GUI } from '../../UIConfig';
import { sp } from 'cc';
import { UIPetAnim } from '../../../consts/GData';
import PlayerPetData from '../../../data/PlayerPetData';
import { Vec3 } from 'cc';
import { NodeEventType } from 'cc';
import { EventTouch } from 'cc';
import JNodeDrag from '../../../../../extensions/ngame/assets/ngame/util/components/JNodeDrag';
const { ccclass, property } = _decorator;
@ccclass('PlayerTacticalItem')
@ -21,12 +25,20 @@ export class PlayerTacticalItem extends Component {
@property(Node)
havePet:Node;
//拖拽
@property(JNodeDrag)
drag:JNodeDrag;
//当前上阵的宠物
petId:number;
//初始位置
initPos:Vec3;
//初始化阵法
onInit(index:number){
this.index = index;
this.initPos = this.node.position;
}
protected start(): void {
@ -64,6 +76,10 @@ export class PlayerTacticalItem extends Component {
//打开选择阵法宠物
onClick(){
//如果拖拽了则不生效点击事件
if(this.drag.isMove) return;
//如果没有宠物则弹出选择宠物 负责 删除宠物
if(this.petId){
//移除宠物
@ -83,6 +99,24 @@ export class PlayerTacticalItem extends Component {
});
}
}
//交换阵法
onExchange(item:PlayerTacticalItem){
let rootIndex = this.index;
this.index = item.index;
item.index = rootIndex;
//更新拖拽位置
let rootOriginal = this.drag.original;
this.drag.onUpdateOriginal(item.drag.original);
item.drag.onUpdateOriginal(rootOriginal);
}
addMoveEvent(fun:Function){
this.drag.addMoveEvent((e) => {
fun(this,e);
});
}
}

View File

@ -2,6 +2,9 @@ import { _decorator, Component, Node } from 'cc';
import { PlayerTacticalItem } from './PlayerTacticalItem';
import { app } from '../../../App';
import { PlayerTacticalEvent } from '../../../data/PlayerTacticalData';
import JNodeDrag from '../../../../../extensions/ngame/assets/ngame/util/components/JNodeDrag';
import { EventTouch } from 'cc';
import { UITransform } from 'cc';
const { ccclass, property } = _decorator;
/**
@ -20,6 +23,7 @@ export class PlayerTacticalView extends Component {
this.items = this.node.getComponentsInChildren(PlayerTacticalItem);
this.items.forEach((item,index) => {
item.onInit(index); //初始化阵法下标
item.addMoveEvent(this.onMoveItem.bind(this));
});
this.onUpdateView();
@ -28,6 +32,27 @@ export class PlayerTacticalView extends Component {
}
//移动子节点
onMoveItem(root:PlayerTacticalItem,e:EventTouch){
//获取接触的节点(除了自己)
this.items.forEach(item => {
//排除自己
if(item == root) return;
//排除在移动的节点
if(!(item.node.position.equals(item.drag.original))) return;
//检测接触
if(item.getComponent(UITransform).isHit(e.getUILocation())){
//如果手指接触了 则 将接触的阵法移动到自己
item.onExchange(root);
}
})
}
protected onDestroy(): void {
this.offEvent();
}

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@ -1,13 +1,13 @@
import { _decorator, Component, Node } from 'cc';
import JNScrollViewItem from '../../../../../extensions/ngame/assets/ngame/util/components/scrollview/JNScrollViewItem';
import { PlayerPetOV } from '../../../consts/API';
import JNScrollViewItem from '../../../../extensions/ngame/assets/ngame/util/components/scrollview/JNScrollViewItem';
import { PlayerPetOV } from '../../consts/API';
import { sp } from 'cc';
import { app } from '../../../App';
import { UIPetAnim } from '../../../consts/GData';
import { app } from '../../App';
import { UIPetAnim } from '../../consts/GData';
const { ccclass, property } = _decorator;
@ccclass('PetIconItem')
export class PetIconItem extends JNScrollViewItem<PlayerPetOV> {
@ccclass('IntoBattlePetIcon')
export class IntoBattlePetIcon extends JNScrollViewItem<PlayerPetOV> {
@property(sp.Skeleton)
spine:sp.Skeleton;
@ -16,11 +16,20 @@ export class PetIconItem extends JNScrollViewItem<PlayerPetOV> {
@property(Node)
select:Node;
//不可选中节点
@property(Node)
noselect:Node;
//是否被选中
isSelect:boolean = false;
//是否不可选中
isNoSelect:boolean = false;
onLoad(){
this.onUpdateSelect();
this.noselect.active = false;
this.select.active = false;
}
start(): void {
@ -34,6 +43,7 @@ export class PetIconItem extends JNScrollViewItem<PlayerPetOV> {
onUpdateSelect(){
this.select.active = this.isSelect;
this.noselect.active = this.isNoSelect;
}

View File

@ -3,7 +3,6 @@ import JNLayerBase from '../../../../extensions/ngame/assets/ngame/ui/base/JNLay
import { Prefab } from 'cc';
import PlayerPetData from '../../data/PlayerPetData';
import JNScrollView from '../../../../extensions/ngame/assets/ngame/util/components/scrollview/JNScrollView';
import { PetIconItem } from '../Consts/Pet/PetIconItem';
import { NodeEventType } from 'cc';
import { sp } from 'cc';
import { app } from '../../App';
@ -11,6 +10,7 @@ import { PlayerPetOV } from '../../consts/API';
import { UIPetAnim } from '../../consts/GData';
import { GUI } from '../UIConfig';
import PlayerTacticalData from '../../data/PlayerTacticalData';
import { IntoBattlePetIcon } from './IntoBattlePetIcon';
const { ccclass, property } = _decorator;
//上阵页面
@ -55,35 +55,49 @@ export class IntoBattleView extends JNLayerBase {
this.pets = PlayerPetData.getIns().getData();
this.views.refreshData(this.pets);
//设置不可选中
this.views.getItems<IntoBattlePetIcon>().forEach(item => {
if(PlayerTacticalData.getIns().getTacticalInfo().indexOf(item.data.petId) != -1)
item.isNoSelect = true; //如果在阵法里则不可选中
})
//向子节点添加点击事件
this.views.addItemEvent(NodeEventType.TOUCH_START,this.onClickItem.bind(this));
this.onUpdateSelect();
}
//刷新选中
onUpdateSelect(){
//默认都不选中
this.views.getItems<PetIconItem>().forEach(item => {
this.views.getItems<IntoBattlePetIcon>().forEach(item => {
item.isSelect = false;
item.onUpdateSelect();
})
//设置选中
if(this.index != -1){
let current = this.views.getItems<PetIconItem>()[this.index]
let current = this.views.getItems<IntoBattlePetIcon>()[this.index]
current.isSelect = true;
current.onUpdateSelect();
}
//显示选中宠物
this.spine.skeletonData = app.battleRes.roleSpine[this.pets[this.index].petTbId];
this.spine.setAnimation(0,UIPetAnim.std,true);
//显示选中宠物
this.spine.skeletonData = app.battleRes.roleSpine[this.pets[this.index].petTbId];
this.spine.setAnimation(0,UIPetAnim.std,true);
}
}
//点击Item
onClickItem(index:number){
//判断是否不可选中
if(this.views.getItems<IntoBattlePetIcon>()[index].isNoSelect) {
app.layer.Open(GUI.Tips,{text:"当前宠物已上阵"})
return;
}
//设置当前选中
this.index = index;
@ -101,7 +115,7 @@ export class IntoBattleView extends JNLayerBase {
}
//修改上阵信息
await PlayerTacticalData.getIns().UpdateIndexTactical(this.index,this.pets[this.index].petId);
await PlayerTacticalData.getIns().UpdateIndexTactical(this.tIndex,this.pets[this.index].petId);
//上阵完 关闭页面
app.layer.CloseNode(this.node);

View File

@ -1,5 +1,5 @@
import { v3 } from "cc";
import { JNLayerAnim, JNLayerInfo } from "../../../extensions/ngame/assets/ngame/ui/JNLayer";
import { JNLayerAnim, JNLayerAnimInfo, JNLayerInfo } from "../../../extensions/ngame/assets/ngame/ui/JNLayer";
export enum GLayer{
View = "View",
@ -28,31 +28,29 @@ export enum GUI{
}
//常用动画
const BackOutScale:JNLayerAnimInfo = {
front:JNLayerAnim.BackOutOpen,
back:JNLayerAnim.BackInClose
}
//系统UI
const UISystemConfig:{ [key: string]: JNLayerInfo; } = {
[GUI.Tips]:{
layer:GLayer.Tips,
uri: "prefab/ui/系统页面/提示/TipsView",
anims:{
front:JNLayerAnim.BackOutOpen,
back:JNLayerAnim.BackInClose
}
anims:BackOutScale
},
[GUI.SelectionBox]:{
layer:GLayer.Tips,
uri: "prefab/ui/系统页面/选择提示/SelectionBox",
anims:{
front:JNLayerAnim.BackOutOpen,
back:JNLayerAnim.BackInClose
},
anims:BackOutScale,
},
[GUI.Login]:{
layer:GLayer.Popup,
uri: "prefab/ui/系统页面/LoginView",
anims:{
front:JNLayerAnim.BackOutOpen,
back:JNLayerAnim.BackInClose
}
anims:BackOutScale
},
[GUI.Loading]:{
layer:GLayer.View,
@ -67,7 +65,7 @@ const UISystemConfig:{ [key: string]: JNLayerInfo; } = {
//主页UI
const UIMainConfig:{ [key: string]: JNLayerInfo; } = {
[GUI.MainChat]:{
layer:GLayer.View,
layer:GLayer.Popup,
uri: "prefab/ui/主页/聊天/MainChatView",
anims:{
front:JNLayerAnim.Enlarge,
@ -76,6 +74,11 @@ const UIMainConfig:{ [key: string]: JNLayerInfo; } = {
backInfo:{key:"position",start:v3(0,0,0),end:v3(0,-1280,0)}
}
},
[GUI.IntoBattleView]:{
layer:GLayer.Popup,
uri: "prefab/ui/阵法/阵法选择页面",
anims:BackOutScale,
},
}
//新手引导页面
@ -84,18 +87,12 @@ const UINoviceConfig:{ [key: string]: JNLayerInfo; } = {
[GUI.NoviceNamingView]:{
layer:GLayer.Popup,
uri: "prefab/ui/新手引导页面/NoviceNamingView",
anims:{
front:JNLayerAnim.BackOutOpen,
back:JNLayerAnim.BackInClose
}
anims:BackOutScale
},
[GUI.NoviceSelectPetView]:{
layer:GLayer.Popup,
uri: "prefab/ui/新手引导页面/NoviceSelectPetView",
anims:{
front:JNLayerAnim.BackOutOpen,
back:JNLayerAnim.BackInClose
}
anims:BackOutScale
},
}
@ -121,14 +118,6 @@ export const UIConfig:{ [key: string]: JNLayerInfo; } = {
backInfo:{key:"position",start:v3(0,0,0),end:v3(-720,0,0)}
},
},
[GUI.IntoBattleView]:{
layer:GLayer.View,
uri: "prefab/ui/阵法/IntoBattleView",
anims:{
front:JNLayerAnim.BackOutOpen,
back:JNLayerAnim.BackInClose
},
},
...UISystemConfig, //系统页面
...UINoviceConfig, //新手引导页面
...UIMainConfig, //主页面

@ -1 +1 @@
Subproject commit bb05b446537ccc00b5745f3af2ee2fdcca81dc09
Subproject commit 01a31870c404967092e5c87fc91650bae868bbad