提交完美的无头模式

This commit is contained in:
PC-20230316NUNE\Administrator
2023-11-22 17:46:08 +08:00
parent 7389f6d716
commit f890be0728
17 changed files with 975 additions and 175 deletions

View File

@@ -28,10 +28,10 @@ import AppAction from "./AppAction";
// let APIPath = `http://localhost:8080`
// let WsPath = `ws://localhost:8080/websocket`
let APIPath = `http://192.168.1.23:8080`
let WsPath = `ws://192.168.1.23:8080/websocket`
// let APIPath = `http://192.168.0.174:8080`
// let WsPath = `ws://192.168.0.174:8080/websocket`
// let APIPath = `http://192.168.1.23:8080`
// let WsPath = `ws://192.168.1.23:8080/websocket`
let APIPath = `http://192.168.0.123:8080`
let WsPath = `ws://192.168.0.123:8080/websocket`
// let APIPath = `https://api.pet.jisol.cn`
// let WsPath = `wss://api.pet.jisol.cn/websocket`
@@ -231,8 +231,8 @@ export const app = {
}
app.api.addRequestInterceptors((config:JAPIConfig) => {
// //设置Token
// if(StorageData.get(StorageEnum.Token))
// config.headers["Token"] = StorageData.get(StorageEnum.Token);
//设置Token
if(StorageData.get(StorageEnum.Token))
config.headers["Token"] = StorageData.get(StorageEnum.Token);
return true;
})

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@@ -1,3 +1,5 @@
//打包环境
export enum Env{
Server, //服务器模式
@@ -5,4 +7,5 @@ export enum Env{
}
//当前环境
export const EnvCurrent:Env = Env.Server;
export const EnvCurrent:Env = Env.H5;

View File

@@ -1,7 +1,6 @@
import { JNSyncFrameEvent } from "../../../extensions/ngame/assets/ngame/sync/frame/JNSyncFrame";
import { app } from "../App";
import { Env, EnvCurrent } from "../Env";
import GBattleModeManager, { BattleMode } from "../battle/GBattleModeManager";
import GBattleModeManager, { BattleMode, GBattleModeEvent } from "../battle/GBattleModeManager";
import { GAction } from "../consts/GAction";
import { GActionType } from "../consts/GActionType";
import { GUI } from "../ui/UIConfig";
@@ -12,6 +11,8 @@ export interface GPVPStart{
leftPets:{[key:number]:string}; //左边玩家的宠物
rightTactical:string; //右边玩家的阵法
rightPets:{[key:number]:string}; //左边玩家的宠物
leftPlayerId:number; //左边的玩家Id
rightPlayerId:number; //右边的玩家Id
}
@@ -22,6 +23,7 @@ export interface GPVPText{
export default class PVPAction extends BaseAction {
onInit(){
app.socket.on(GAction.C_MODE_PVP_START_WAIT,this.onModePVPStartWait,this);
app.socket.on(GAction.C_MODE_PVP_END_WAIT,this.onModePVPEndWait,this);
app.socket.on(GAction.C_MODE_PVP_START,this.onModePVPStart,this,GActionType.GPVPStart);
@@ -29,7 +31,9 @@ export default class PVPAction extends BaseAction {
if(EnvCurrent == Env.Server){
app.socket.on(GAction.CR_REFEREE_PVP_MODE,this.onCrReferee,this,GActionType.GPVPStart); //监听PVP裁决
app.event.on(GBattleModeEvent.Close,this.onBattleRefereeClose,this); //模式结束运行
}
}
//PVP开始等待
@@ -63,6 +67,16 @@ export default class PVPAction extends BaseAction {
app.layer.Open(GUI.Tips,{text:info.text})
}
//裁决结束返回
onBattleRefereeClose(type:BattleMode,data?:number){
if(type == BattleMode.PVP){
console.log("裁决结束胜利玩家",data)
app.socket.Send(GAction.CR_REFEREE_PVP_END,{
winnerId:data
},GActionType.GPVPRefereeInfo)
}
}
}

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@@ -37,8 +37,8 @@ export default class GBaseMode<T,DT> extends GObject<T> {
}
//结束场景
Close(){
GBattleModeManager.getIns().Close();
Close(data?:any){
GBattleModeManager.getIns().Close(data);
}
onSyncUpdate(dt: number,frame:JNFrameInfo, input?: T) {

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@@ -22,6 +22,12 @@ export interface GBattleModeInfo{
root:Node, //世界场景Root
}
//事件
export enum GBattleModeEvent{
//关闭模式
Close = "GBattleModeEvent_Close",
}
//全局战斗模式管理器
export default class GBattleModeManager extends Singleton {
@@ -93,13 +99,16 @@ export default class GBattleModeManager extends Singleton {
}
//关闭当前模式
async Close(){
async Close(data?:any){
//主动调用场景销毁
app.sync.onReset();
let current = this.current;
this.current = null;
this.frameNoSwitch = true;
//结束通知
app.event.emit(GBattleModeEvent.Close,current,data);
}
//设置自动推帧 ( 帧不由addFrame控制 管理器自动推帧)
@@ -109,8 +118,6 @@ export default class GBattleModeManager extends Singleton {
this.autoTime = 0;
}
//设置自动追帧
//清除当前模式
private clear(){
if(!this.isInit) return;

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@@ -214,10 +214,14 @@ export default class GPVPMode extends GBaseMode<{},GPVPStart>{
//判断是否有队伍都死亡
if(this.getOnesRoleAlive(GPVPModePlayerEnum.PLAYER).length == 0 || this.getOnesRoleAlive(GPVPModePlayerEnum.ENEMY).length == 0){
this.isEndGame = true;
let winner = this.data.leftPlayerId;
if(this.getOnesRoleAlive(GPVPModePlayerEnum.ENEMY).length){
winner = this.data.rightPlayerId;
}
//结束游戏
JNFrameTime.getInstance().setTimeout(() => {
console.log(this.getOnesRoleAlive(GPVPModePlayerEnum.PLAYER).length,this.getOnesRoleAlive(GPVPModePlayerEnum.ENEMY).length)
this.Close();
this.Close(winner);
},3000)
}

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@@ -19,6 +19,7 @@ export enum GAction {
/*************** 裁决 *********************/
CR_REFEREE_PVP_MODE = 4001, //裁决PVP模式
CR_REFEREE_PVP_MODE = 4001, //裁决PVP模式
CR_REFEREE_PVP_END = 4002, //裁决PVP结束
}

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@@ -15,4 +15,7 @@ export enum GActionType {
GPVPStart = "GPVPStart", //PVP 开始
GPVPText = "GPVPText", //PVP 提示
/*************** 裁决 ********************/
GPVPRefereeInfo = "GPVPRefereeInfo" //PVP 裁决信息
}