mirror of
https://github.com/MartinKral/Slash-The-Hordes
synced 2024-12-26 03:38:58 +00:00
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commit
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13
assets/Media/Prefabs/XP.prefab.meta
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File diff suppressed because it is too large
Load Diff
@ -3,6 +3,7 @@ import { GroupType } from "../GroupType";
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import { Player } from "../Player/Player";
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import { Player } from "../Player/Player";
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import { GameTimer } from "../../Services/GameTimer";
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import { GameTimer } from "../../Services/GameTimer";
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import { Enemy } from "../Enemy/Enemy";
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import { Enemy } from "../Enemy/Enemy";
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import { XP } from "../XP/XP";
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|
|
||||||
export class PlayerCollisionSystem {
|
export class PlayerCollisionSystem {
|
||||||
private playerContacts: Collider2D[] = [];
|
private playerContacts: Collider2D[] = [];
|
||||||
@ -20,6 +21,7 @@ export class PlayerCollisionSystem {
|
|||||||
this.collisionTimer = new GameTimer(collisionDelay);
|
this.collisionTimer = new GameTimer(collisionDelay);
|
||||||
|
|
||||||
this.groupToResolver.set(GroupType.ENEMY, this.resolveEnemyContact.bind(this));
|
this.groupToResolver.set(GroupType.ENEMY, this.resolveEnemyContact.bind(this));
|
||||||
|
this.groupToResolver.set(GroupType.XP, this.resolveXpContact.bind(this));
|
||||||
}
|
}
|
||||||
|
|
||||||
public gameTick(deltaTime: number): void {
|
public gameTick(deltaTime: number): void {
|
||||||
@ -60,4 +62,12 @@ export class PlayerCollisionSystem {
|
|||||||
console.log("Collided with enemy: Damage: " + damage);
|
console.log("Collided with enemy: Damage: " + damage);
|
||||||
this.player.Health.damage(damage);
|
this.player.Health.damage(damage);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private resolveXpContact(xpCollider: Collider2D): void {
|
||||||
|
const xp: XP = xpCollider.node.getComponent(XP);
|
||||||
|
this.player.addXp(xp.Value);
|
||||||
|
xp.pickup();
|
||||||
|
|
||||||
|
console.log("Collided with xp: " + xp);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
import { BoxCollider2D, Component, Vec2, Vec3, _decorator } from "cc";
|
import { BoxCollider2D, Component, randomRange, Vec3, _decorator } from "cc";
|
||||||
import { ISignal } from "../../Services/EventSystem/ISignal";
|
import { ISignal } from "../../Services/EventSystem/ISignal";
|
||||||
import { Signal } from "../../Services/EventSystem/Signal";
|
import { Signal } from "../../Services/EventSystem/Signal";
|
||||||
import { UnitHealth } from "../Player/UnitHealth";
|
import { UnitHealth } from "../Player/UnitHealth";
|
||||||
@ -10,10 +10,13 @@ export class Enemy extends Component implements IDamageDealing {
|
|||||||
|
|
||||||
private health: UnitHealth = new UnitHealth(1);
|
private health: UnitHealth = new UnitHealth(1);
|
||||||
private deathEvent: Signal<Enemy> = new Signal<Enemy>();
|
private deathEvent: Signal<Enemy> = new Signal<Enemy>();
|
||||||
|
private speed: number;
|
||||||
|
|
||||||
public setup(): void {
|
public setup(position: Vec3): void {
|
||||||
this.node.active = true;
|
|
||||||
this.health = new UnitHealth(1);
|
this.health = new UnitHealth(1);
|
||||||
|
this.speed = randomRange(0.5, 1);
|
||||||
|
this.node.setWorldPosition(position);
|
||||||
|
this.node.active = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public get Collider(): BoxCollider2D {
|
public get Collider(): BoxCollider2D {
|
||||||
@ -41,8 +44,8 @@ export class Enemy extends Component implements IDamageDealing {
|
|||||||
|
|
||||||
public moveBy(move: Vec3): void {
|
public moveBy(move: Vec3): void {
|
||||||
const newPosition: Vec3 = this.node.worldPosition;
|
const newPosition: Vec3 = this.node.worldPosition;
|
||||||
newPosition.x += move.x;
|
newPosition.x += move.x * this.speed;
|
||||||
newPosition.y += move.y;
|
newPosition.y += move.y * this.speed;
|
||||||
|
|
||||||
this.node.setWorldPosition(newPosition);
|
this.node.setWorldPosition(newPosition);
|
||||||
}
|
}
|
||||||
|
41
assets/Scripts/Game/Enemy/EnemyManager.ts
Normal file
41
assets/Scripts/Game/Enemy/EnemyManager.ts
Normal file
@ -0,0 +1,41 @@
|
|||||||
|
import { Component, Node, _decorator } from "cc";
|
||||||
|
import { XPSpawner } from "../XP/XPSpawner";
|
||||||
|
import { Enemy } from "./Enemy";
|
||||||
|
import { EnemyMover } from "./EnemyMover";
|
||||||
|
import { EnemySpawner } from "./EnemySpawner";
|
||||||
|
const { ccclass, property } = _decorator;
|
||||||
|
|
||||||
|
@ccclass("EnemyManager")
|
||||||
|
export class EnemyManager extends Component {
|
||||||
|
@property(EnemySpawner) private enemySpawner: EnemySpawner;
|
||||||
|
@property(XPSpawner) private xpSpawner: XPSpawner;
|
||||||
|
|
||||||
|
private enemyMover: EnemyMover;
|
||||||
|
|
||||||
|
public init(targetNode: Node): void {
|
||||||
|
this.enemyMover = new EnemyMover(targetNode);
|
||||||
|
|
||||||
|
this.enemySpawner.init();
|
||||||
|
this.enemySpawner.EnemyAddedEvent.on(this.onEnemyAdded, this);
|
||||||
|
|
||||||
|
this.xpSpawner.init();
|
||||||
|
}
|
||||||
|
|
||||||
|
public gameTick(deltaTime: number): void {
|
||||||
|
this.enemySpawner.gameTick(deltaTime);
|
||||||
|
this.enemyMover.gameTick(deltaTime);
|
||||||
|
}
|
||||||
|
|
||||||
|
private onEnemyAdded(enemy: Enemy): void {
|
||||||
|
enemy.DeathEvent.on(this.onEnemyDied, this);
|
||||||
|
|
||||||
|
this.enemyMover.addEnemy(enemy);
|
||||||
|
}
|
||||||
|
|
||||||
|
private onEnemyDied(enemy: Enemy): void {
|
||||||
|
enemy.DeathEvent.off(this.onEnemyDied);
|
||||||
|
|
||||||
|
this.xpSpawner.spawnXp(enemy.node.worldPosition, 1);
|
||||||
|
this.enemyMover.removeEnemy(enemy);
|
||||||
|
}
|
||||||
|
}
|
9
assets/Scripts/Game/Enemy/EnemyManager.ts.meta
Normal file
9
assets/Scripts/Game/Enemy/EnemyManager.ts.meta
Normal file
@ -0,0 +1,9 @@
|
|||||||
|
{
|
||||||
|
"ver": "4.0.23",
|
||||||
|
"importer": "typescript",
|
||||||
|
"imported": true,
|
||||||
|
"uuid": "c5416aed-64b1-426e-959b-bc7d5c745e76",
|
||||||
|
"files": [],
|
||||||
|
"subMetas": {},
|
||||||
|
"userData": {}
|
||||||
|
}
|
@ -21,7 +21,7 @@ export class EnemyMover {
|
|||||||
public gameTick(deltaTime: number): void {
|
public gameTick(deltaTime: number): void {
|
||||||
this.enemies.forEach((enemy) => {
|
this.enemies.forEach((enemy) => {
|
||||||
let direction: Vec3 = new Vec3();
|
let direction: Vec3 = new Vec3();
|
||||||
direction = Vec3.subtract(direction, this.targetNode.position, enemy.node.position);
|
direction = Vec3.subtract(direction, this.targetNode.worldPosition, enemy.node.worldPosition);
|
||||||
enemy.moveBy(direction.multiplyScalar(deltaTime).normalize());
|
enemy.moveBy(direction.multiplyScalar(deltaTime).normalize());
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
@ -1,22 +1,23 @@
|
|||||||
import { Component, Prefab, randomRange, Vec3, _decorator } from "cc";
|
import { Component, Prefab, randomRange, Vec3, _decorator } from "cc";
|
||||||
|
import { ISignal } from "../../Services/EventSystem/ISignal";
|
||||||
|
import { Signal } from "../../Services/EventSystem/Signal";
|
||||||
import { GameTimer } from "../../Services/GameTimer";
|
import { GameTimer } from "../../Services/GameTimer";
|
||||||
import { ObjectPool } from "../../Services/ObjectPool";
|
import { ObjectPool } from "../../Services/ObjectPool";
|
||||||
import { Enemy } from "./Enemy";
|
import { Enemy } from "./Enemy";
|
||||||
import { EnemyMover } from "./EnemyMover";
|
|
||||||
const { ccclass, property } = _decorator;
|
const { ccclass, property } = _decorator;
|
||||||
|
|
||||||
@ccclass("EnemySpawner")
|
@ccclass("EnemySpawner")
|
||||||
export class EnemySpawner extends Component {
|
export class EnemySpawner extends Component {
|
||||||
@property(Prefab) private enemies: Prefab[] = [];
|
@property(Prefab) private enemies: Prefab[] = [];
|
||||||
|
|
||||||
|
public enemyAddedEvent: Signal<Enemy> = new Signal<Enemy>();
|
||||||
|
|
||||||
private enemyPool: ObjectPool<Enemy>;
|
private enemyPool: ObjectPool<Enemy>;
|
||||||
private spawnTimer: GameTimer;
|
private spawnTimer: GameTimer;
|
||||||
private enemyMover: EnemyMover;
|
|
||||||
|
|
||||||
public init(enemyMover: EnemyMover): void {
|
public init(): void {
|
||||||
this.enemyPool = new ObjectPool(this.enemies[0], this.node, 5, Enemy);
|
this.enemyPool = new ObjectPool(this.enemies[0], this.node, 5, "Enemy");
|
||||||
this.spawnTimer = new GameTimer(1);
|
this.spawnTimer = new GameTimer(1);
|
||||||
this.enemyMover = enemyMover;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public gameTick(deltaTime: number): void {
|
public gameTick(deltaTime: number): void {
|
||||||
@ -24,26 +25,23 @@ export class EnemySpawner extends Component {
|
|||||||
if (this.spawnTimer.tryFinishPeriod()) {
|
if (this.spawnTimer.tryFinishPeriod()) {
|
||||||
this.spawnNewEnemy();
|
this.spawnNewEnemy();
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
this.enemyMover.gameTick(deltaTime);
|
public get EnemyAddedEvent(): ISignal<Enemy> {
|
||||||
|
return this.enemyAddedEvent;
|
||||||
}
|
}
|
||||||
|
|
||||||
private spawnNewEnemy(): void {
|
private spawnNewEnemy(): void {
|
||||||
const enemy = this.enemyPool.borrow();
|
const enemy = this.enemyPool.borrow();
|
||||||
enemy.node.active = true;
|
enemy.setup(new Vec3(randomRange(0, 300), randomRange(0, 800)));
|
||||||
enemy.node.setPosition(new Vec3(randomRange(-300, 300), randomRange(-300, 300)));
|
|
||||||
|
|
||||||
enemy.setup();
|
|
||||||
|
|
||||||
enemy.DeathEvent.on(this.returnEnemyToPool, this);
|
enemy.DeathEvent.on(this.returnEnemyToPool, this);
|
||||||
|
|
||||||
this.enemyMover.addEnemy(enemy);
|
this.enemyAddedEvent.trigger(enemy);
|
||||||
}
|
}
|
||||||
|
|
||||||
private returnEnemyToPool(enemy: Enemy): void {
|
private returnEnemyToPool(enemy: Enemy): void {
|
||||||
enemy.DeathEvent.off(this.returnEnemyToPool);
|
enemy.DeathEvent.off(this.returnEnemyToPool);
|
||||||
this.enemyPool.return(enemy);
|
this.enemyPool.return(enemy);
|
||||||
|
|
||||||
this.enemyMover.removeEnemy(enemy);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,13 +1,12 @@
|
|||||||
import { Component, KeyCode, _decorator } from "cc";
|
import { Camera, CCFloat, Component, KeyCode, _decorator } from "cc";
|
||||||
import { PlayerCollisionSystem } from "./Collision/PlayerCollisionSystem";
|
import { PlayerCollisionSystem } from "./Collision/PlayerCollisionSystem";
|
||||||
import { WeaponCollisionSystem } from "./Collision/WeaponCollisionSystem";
|
import { WeaponCollisionSystem } from "./Collision/WeaponCollisionSystem";
|
||||||
import { EnemySpawner } from "./Enemy/EnemySpawner";
|
import { EnemyManager } from "./Enemy/EnemyManager";
|
||||||
|
import { KeyboardInput } from "./Input/KeyboardInput";
|
||||||
import { MultiInput } from "./Input/MultiInput";
|
import { MultiInput } from "./Input/MultiInput";
|
||||||
import { VirtualJoystic } from "./Input/VirtualJoystic";
|
import { VirtualJoystic } from "./Input/VirtualJoystic";
|
||||||
import { KeyboardInput } from "./Input/KeyboardInput";
|
|
||||||
import { Player } from "./Player/Player";
|
import { Player } from "./Player/Player";
|
||||||
import { Weapon } from "./Weapon";
|
import { Weapon } from "./Weapon";
|
||||||
import { EnemyMover } from "./Enemy/EnemyMover";
|
|
||||||
const { ccclass, property } = _decorator;
|
const { ccclass, property } = _decorator;
|
||||||
|
|
||||||
@ccclass("GameBootstrapper")
|
@ccclass("GameBootstrapper")
|
||||||
@ -15,9 +14,10 @@ export class GameBootstrapper extends Component {
|
|||||||
@property(VirtualJoystic) private virtualJoystic: VirtualJoystic;
|
@property(VirtualJoystic) private virtualJoystic: VirtualJoystic;
|
||||||
@property(Player) private player: Player;
|
@property(Player) private player: Player;
|
||||||
@property(Weapon) private weapon: Weapon;
|
@property(Weapon) private weapon: Weapon;
|
||||||
@property(EnemySpawner) private enemySpawner: EnemySpawner;
|
@property(EnemyManager) private enemyManager: EnemyManager;
|
||||||
@property(Number) private strikeDelay = 0;
|
@property(CCFloat) private strikeDelay = 0;
|
||||||
@property(Number) private collisionDelay = 0;
|
@property(CCFloat) private collisionDelay = 0;
|
||||||
|
@property(Camera) private camera: Camera;
|
||||||
private playerCollisionSystem: PlayerCollisionSystem;
|
private playerCollisionSystem: PlayerCollisionSystem;
|
||||||
|
|
||||||
public start(): void {
|
public start(): void {
|
||||||
@ -28,15 +28,17 @@ export class GameBootstrapper extends Component {
|
|||||||
const dualInput: MultiInput = new MultiInput([this.virtualJoystic, wasd, arrowKeys]);
|
const dualInput: MultiInput = new MultiInput([this.virtualJoystic, wasd, arrowKeys]);
|
||||||
this.player.init(dualInput, this.weapon, 50);
|
this.player.init(dualInput, this.weapon, 50);
|
||||||
|
|
||||||
const enemyMover = new EnemyMover(this.player.node);
|
|
||||||
this.enemySpawner.init(enemyMover);
|
|
||||||
this.playerCollisionSystem = new PlayerCollisionSystem(this.player, this.collisionDelay);
|
this.playerCollisionSystem = new PlayerCollisionSystem(this.player, this.collisionDelay);
|
||||||
new WeaponCollisionSystem(this.weapon);
|
new WeaponCollisionSystem(this.weapon);
|
||||||
|
|
||||||
|
this.enemyManager.init(this.player.node);
|
||||||
}
|
}
|
||||||
|
|
||||||
public update(deltaTime: number): void {
|
public update(deltaTime: number): void {
|
||||||
this.player.gameTick(deltaTime);
|
this.player.gameTick(deltaTime);
|
||||||
this.playerCollisionSystem.gameTick(deltaTime);
|
this.playerCollisionSystem.gameTick(deltaTime);
|
||||||
this.enemySpawner.gameTick(deltaTime);
|
this.enemyManager.gameTick(deltaTime);
|
||||||
|
|
||||||
|
this.camera.node.worldPosition = this.player.node.worldPosition;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -4,5 +4,6 @@ export enum GroupType {
|
|||||||
DEFAULT = 1 << 0,
|
DEFAULT = 1 << 0,
|
||||||
PLAYER = 1 << 1,
|
PLAYER = 1 << 1,
|
||||||
ENEMY = 1 << 2,
|
ENEMY = 1 << 2,
|
||||||
WEAPON = 1 << 3
|
WEAPON = 1 << 3,
|
||||||
|
XP = 1 << 4
|
||||||
}
|
}
|
||||||
|
@ -1,10 +1,10 @@
|
|||||||
import { _decorator, Component, Node, Vec3, input, Input, EventMouse, Vec2, EventTouch } from "cc";
|
import { _decorator, Component, Node, Vec3, input, Input, EventMouse, Vec2, EventTouch, CCFloat } from "cc";
|
||||||
import { IInput } from "./IInput";
|
import { IInput } from "./IInput";
|
||||||
const { ccclass, property } = _decorator;
|
const { ccclass, property } = _decorator;
|
||||||
|
|
||||||
@ccclass("VirtualJoystic")
|
@ccclass("VirtualJoystic")
|
||||||
export class VirtualJoystic extends Component implements IInput {
|
export class VirtualJoystic extends Component implements IInput {
|
||||||
@property(Number) private maxDistance = 10;
|
@property(CCFloat) private maxDistance = 10;
|
||||||
@property(Node) private knob: Node;
|
@property(Node) private knob: Node;
|
||||||
|
|
||||||
#isUsingJoystic = false;
|
#isUsingJoystic = false;
|
||||||
@ -35,6 +35,7 @@ export class VirtualJoystic extends Component implements IInput {
|
|||||||
}
|
}
|
||||||
|
|
||||||
private activateMouseJoystic(e: EventMouse): void {
|
private activateMouseJoystic(e: EventMouse): void {
|
||||||
|
console.log(e.getUILocation());
|
||||||
this.activateJoystic(e.getUILocation());
|
this.activateJoystic(e.getUILocation());
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -43,7 +44,7 @@ export class VirtualJoystic extends Component implements IInput {
|
|||||||
this.node.active = true;
|
this.node.active = true;
|
||||||
this.#defaultPosition = location;
|
this.#defaultPosition = location;
|
||||||
|
|
||||||
this.node.setWorldPosition(new Vec3(this.#defaultPosition.x, this.#defaultPosition.y, 0));
|
this.node.setPosition(new Vec3(this.#defaultPosition.x, this.#defaultPosition.y, 0));
|
||||||
this.knob.position = new Vec3();
|
this.knob.position = new Vec3();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
import { BoxCollider2D, Collider2D, Component, Vec2, Vec3, _decorator } from "cc";
|
import { BoxCollider2D, Collider2D, Component, PointToPointConstraint, Vec2, Vec3, _decorator } from "cc";
|
||||||
import { IInput } from "../Input/IInput";
|
import { IInput } from "../Input/IInput";
|
||||||
import { Weapon } from "../Weapon";
|
import { Weapon } from "../Weapon";
|
||||||
import { PlayerUI } from "./PlayerUI/PlayerUI";
|
import { PlayerUI } from "./PlayerUI/PlayerUI";
|
||||||
@ -15,6 +15,8 @@ export class Player extends Component {
|
|||||||
private weapon: Weapon;
|
private weapon: Weapon;
|
||||||
private health: UnitHealth;
|
private health: UnitHealth;
|
||||||
|
|
||||||
|
private xp: number;
|
||||||
|
|
||||||
public init(input: IInput, weapon: Weapon, maxHp: number): void {
|
public init(input: IInput, weapon: Weapon, maxHp: number): void {
|
||||||
this.input = input;
|
this.input = input;
|
||||||
this.weapon = weapon;
|
this.weapon = weapon;
|
||||||
@ -34,6 +36,10 @@ export class Player extends Component {
|
|||||||
return this.collider;
|
return this.collider;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public addXp(points: number): void {
|
||||||
|
this.xp += points;
|
||||||
|
}
|
||||||
|
|
||||||
public gameTick(deltaTime: number): void {
|
public gameTick(deltaTime: number): void {
|
||||||
const movement: Vec2 = this.input.getAxis();
|
const movement: Vec2 = this.input.getAxis();
|
||||||
movement.x *= deltaTime * this.speed;
|
movement.x *= deltaTime * this.speed;
|
||||||
@ -45,6 +51,6 @@ export class Player extends Component {
|
|||||||
|
|
||||||
this.node.setWorldPosition(newPosition);
|
this.node.setWorldPosition(newPosition);
|
||||||
|
|
||||||
this.weapon.gameTick(deltaTime, movement);
|
this.weapon.gameTick(deltaTime);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,5 @@
|
|||||||
import { Animation, BoxCollider2D, Collider2D, Component, Vec2, Vec3, _decorator } from "cc";
|
import { Animation, AnimationState, BoxCollider2D, Collider2D, Component, _decorator } from "cc";
|
||||||
import { GameTimer } from "../Services/GameTimer";
|
import { GameTimer } from "../Services/GameTimer";
|
||||||
import { delay } from "../Services/Utils/AsyncUtils";
|
|
||||||
const { ccclass, property } = _decorator;
|
const { ccclass, property } = _decorator;
|
||||||
|
|
||||||
@ccclass("Weapon")
|
@ccclass("Weapon")
|
||||||
@ -9,24 +8,21 @@ export class Weapon extends Component {
|
|||||||
@property(BoxCollider2D) private collider: BoxCollider2D;
|
@property(BoxCollider2D) private collider: BoxCollider2D;
|
||||||
|
|
||||||
private strikeTimer: GameTimer;
|
private strikeTimer: GameTimer;
|
||||||
private lastDirection = new Vec2();
|
private strikeState: AnimationState;
|
||||||
|
|
||||||
public init(strikeDelay: number): void {
|
public init(strikeDelay: number): void {
|
||||||
this.strikeTimer = new GameTimer(strikeDelay);
|
this.strikeTimer = new GameTimer(strikeDelay);
|
||||||
this.node.active = false;
|
this.node.active = false;
|
||||||
|
|
||||||
|
this.weaponAnimation.on(Animation.EventType.FINISHED, this.endStrike, this);
|
||||||
|
this.strikeState = this.weaponAnimation.getState(this.weaponAnimation.clips[0].name);
|
||||||
|
this.strikeState.speed = 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
public gameTick(deltaTime: number, movement: Vec2): void {
|
public gameTick(deltaTime: number): void {
|
||||||
let direction: Vec2 = movement.normalize();
|
|
||||||
if (direction.x == 0 && direction.y == 0) {
|
|
||||||
direction = this.lastDirection;
|
|
||||||
} else {
|
|
||||||
this.lastDirection = direction;
|
|
||||||
}
|
|
||||||
|
|
||||||
this.strikeTimer.gameTick(deltaTime);
|
this.strikeTimer.gameTick(deltaTime);
|
||||||
if (this.strikeTimer.tryFinishPeriod()) {
|
if (this.strikeTimer.tryFinishPeriod()) {
|
||||||
this.strike(direction);
|
this.strike();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -38,16 +34,12 @@ export class Weapon extends Component {
|
|||||||
return 5;
|
return 5;
|
||||||
}
|
}
|
||||||
|
|
||||||
private async strike(direction: Vec2): Promise<void> {
|
private strike(): void {
|
||||||
this.node.active = true;
|
this.node.active = true;
|
||||||
|
this.weaponAnimation.play(this.strikeState.name);
|
||||||
|
}
|
||||||
|
|
||||||
const angle: number = (Math.atan2(direction.y, direction.x) * 180) / Math.PI - 45;
|
private endStrike(): void {
|
||||||
this.node.eulerAngles = new Vec3(0, 0, angle);
|
|
||||||
|
|
||||||
this.weaponAnimation.getState("WeaponSwing").speed = 4;
|
|
||||||
this.weaponAnimation.play("WeaponSwing");
|
|
||||||
|
|
||||||
await delay(1000);
|
|
||||||
this.node.active = false;
|
this.node.active = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
12
assets/Scripts/Game/XP.meta
Normal file
12
assets/Scripts/Game/XP.meta
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
{
|
||||||
|
"ver": "1.1.0",
|
||||||
|
"importer": "directory",
|
||||||
|
"imported": true,
|
||||||
|
"uuid": "1e85dd0e-3cbc-4870-9a6a-50e0c29cfeb7",
|
||||||
|
"files": [],
|
||||||
|
"subMetas": {},
|
||||||
|
"userData": {
|
||||||
|
"compressionType": {},
|
||||||
|
"isRemoteBundle": {}
|
||||||
|
}
|
||||||
|
}
|
29
assets/Scripts/Game/XP/XP.ts
Normal file
29
assets/Scripts/Game/XP/XP.ts
Normal file
@ -0,0 +1,29 @@
|
|||||||
|
import { Component, Vec3, _decorator } from "cc";
|
||||||
|
import { ISignal } from "../../Services/EventSystem/ISignal";
|
||||||
|
import { Signal } from "../../Services/EventSystem/Signal";
|
||||||
|
const { ccclass, property } = _decorator;
|
||||||
|
|
||||||
|
@ccclass("XP")
|
||||||
|
export class XP extends Component {
|
||||||
|
private pickUpEvent: Signal<XP> = new Signal<XP>();
|
||||||
|
private value = 2;
|
||||||
|
|
||||||
|
public setup(position: Vec3, value: number): void {
|
||||||
|
this.node.setWorldPosition(position);
|
||||||
|
this.value = value;
|
||||||
|
this.node.active = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public get Value(): number {
|
||||||
|
return this.value;
|
||||||
|
}
|
||||||
|
|
||||||
|
public get PickupEvent(): ISignal<XP> {
|
||||||
|
return this.pickUpEvent;
|
||||||
|
}
|
||||||
|
|
||||||
|
public pickup(): void {
|
||||||
|
this.pickUpEvent.trigger(this);
|
||||||
|
this.node.active = false;
|
||||||
|
}
|
||||||
|
}
|
9
assets/Scripts/Game/XP/XP.ts.meta
Normal file
9
assets/Scripts/Game/XP/XP.ts.meta
Normal file
@ -0,0 +1,9 @@
|
|||||||
|
{
|
||||||
|
"ver": "4.0.23",
|
||||||
|
"importer": "typescript",
|
||||||
|
"imported": true,
|
||||||
|
"uuid": "7a5361b6-3ae7-45b6-94ec-a05f322d7896",
|
||||||
|
"files": [],
|
||||||
|
"subMetas": {},
|
||||||
|
"userData": {}
|
||||||
|
}
|
25
assets/Scripts/Game/XP/XPSpawner.ts
Normal file
25
assets/Scripts/Game/XP/XPSpawner.ts
Normal file
@ -0,0 +1,25 @@
|
|||||||
|
import { Component, Prefab, Vec3, _decorator } from "cc";
|
||||||
|
import { ObjectPool } from "../../Services/ObjectPool";
|
||||||
|
import { XP } from "./XP";
|
||||||
|
const { ccclass, property } = _decorator;
|
||||||
|
|
||||||
|
@ccclass("XPSpawner")
|
||||||
|
export class XPSpawner extends Component {
|
||||||
|
@property(Prefab) public xpPrefab: Prefab;
|
||||||
|
|
||||||
|
private xpPool: ObjectPool<XP>;
|
||||||
|
public init(): void {
|
||||||
|
this.xpPool = new ObjectPool<XP>(this.xpPrefab, this.node, 5, "XP");
|
||||||
|
}
|
||||||
|
|
||||||
|
public spawnXp(position: Vec3, value: number): void {
|
||||||
|
const xp: XP = this.xpPool.borrow();
|
||||||
|
xp.setup(position, value);
|
||||||
|
xp.PickupEvent.on(this.returnXp, this);
|
||||||
|
}
|
||||||
|
|
||||||
|
private returnXp(xp: XP): void {
|
||||||
|
xp.PickupEvent.off(this.returnXp);
|
||||||
|
this.xpPool.return(xp);
|
||||||
|
}
|
||||||
|
}
|
9
assets/Scripts/Game/XP/XPSpawner.ts.meta
Normal file
9
assets/Scripts/Game/XP/XPSpawner.ts.meta
Normal file
@ -0,0 +1,9 @@
|
|||||||
|
{
|
||||||
|
"ver": "4.0.23",
|
||||||
|
"importer": "typescript",
|
||||||
|
"imported": true,
|
||||||
|
"uuid": "ab9e206b-f11a-417c-814b-07d29c59ed6e",
|
||||||
|
"files": [],
|
||||||
|
"subMetas": {},
|
||||||
|
"userData": {}
|
||||||
|
}
|
@ -17,8 +17,12 @@ export class Signal<T> implements ISignal<T> {
|
|||||||
}
|
}
|
||||||
|
|
||||||
public trigger(data: T): void {
|
public trigger(data: T): void {
|
||||||
for (let i = 0; i < this.handlers.length; i++) {
|
// protect from trigger >> off
|
||||||
this.handlers[i].call(this.thisArgs[i], data);
|
const handlers: ((data: T) => void)[] = [...this.handlers];
|
||||||
|
const thisArgs: any[] = [...this.thisArgs];
|
||||||
|
|
||||||
|
for (let i = 0; i < handlers.length; i++) {
|
||||||
|
handlers[i].call(thisArgs[i], data);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -4,12 +4,12 @@ export class ObjectPool<T extends Component> {
|
|||||||
private prefab: Prefab;
|
private prefab: Prefab;
|
||||||
private parent: Node;
|
private parent: Node;
|
||||||
private pooledObjects: PooledObject<T>[] = [];
|
private pooledObjects: PooledObject<T>[] = [];
|
||||||
private componentType: { new (): T };
|
private componentName: string;
|
||||||
|
|
||||||
public constructor(prefab: Prefab, parent: Node, defaultPoolCount: number, componentType: { new (): T }) {
|
public constructor(prefab: Prefab, parent: Node, defaultPoolCount: number, componentName: string) {
|
||||||
this.prefab = prefab;
|
this.prefab = prefab;
|
||||||
this.parent = parent;
|
this.parent = parent;
|
||||||
this.componentType = componentType;
|
this.componentName = componentName;
|
||||||
|
|
||||||
for (let i = 0; i < defaultPoolCount; i++) {
|
for (let i = 0; i < defaultPoolCount; i++) {
|
||||||
this.pooledObjects.push(this.createNew());
|
this.pooledObjects.push(this.createNew());
|
||||||
@ -35,7 +35,7 @@ export class ObjectPool<T extends Component> {
|
|||||||
}
|
}
|
||||||
|
|
||||||
private createNew(): PooledObject<T> {
|
private createNew(): PooledObject<T> {
|
||||||
const newPooledObject: PooledObject<T> = new PooledObject(this.prefab, this.parent, this.componentType);
|
const newPooledObject: PooledObject<T> = new PooledObject(this.prefab, this.parent, this.componentName);
|
||||||
this.pooledObjects.push(newPooledObject);
|
this.pooledObjects.push(newPooledObject);
|
||||||
|
|
||||||
return newPooledObject;
|
return newPooledObject;
|
||||||
@ -48,13 +48,13 @@ class PooledObject<T extends Component> {
|
|||||||
private instancedNode: Node;
|
private instancedNode: Node;
|
||||||
private instancedComponent: T;
|
private instancedComponent: T;
|
||||||
|
|
||||||
public constructor(prefab: Prefab, defaultParent: Node, componentType: { new (): T }) {
|
public constructor(prefab: Prefab, defaultParent: Node, componentName: string) {
|
||||||
this.defaultParent = defaultParent;
|
this.defaultParent = defaultParent;
|
||||||
|
|
||||||
this.instancedNode = instantiate(prefab);
|
this.instancedNode = instantiate(prefab);
|
||||||
this.instancedComponent = <T>this.instancedNode.getComponent(componentType.name);
|
this.instancedComponent = <T>this.instancedNode.getComponent(componentName);
|
||||||
if (this.instancedComponent == null) {
|
if (this.instancedComponent == null) {
|
||||||
throw new Error("Object " + prefab.name + " does not have component " + componentType.name);
|
console.log("Object " + prefab.name + " does not have component " + componentName);
|
||||||
}
|
}
|
||||||
|
|
||||||
this.clear();
|
this.clear();
|
||||||
|
@ -12,13 +12,25 @@
|
|||||||
{
|
{
|
||||||
"index": 3,
|
"index": 3,
|
||||||
"name": "WEAPON"
|
"name": "WEAPON"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"index": 4,
|
||||||
|
"name": "XP"
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"collisionMatrix": {
|
"collisionMatrix": {
|
||||||
"0": 0,
|
"0": 0,
|
||||||
"1": 4,
|
"1": 20,
|
||||||
"2": 10,
|
"2": 10,
|
||||||
"3": 4
|
"3": 4,
|
||||||
|
"4": 2
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"general": {
|
||||||
|
"designResolution": {
|
||||||
|
"width": 640,
|
||||||
|
"height": 960,
|
||||||
|
"fitHeight": true
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user