Projectiles

This commit is contained in:
Martin
2022-11-30 08:21:22 +01:00
parent da70723f2d
commit 7e20e41482
16 changed files with 140 additions and 31 deletions

View File

@@ -1,14 +0,0 @@
import { _decorator, Component, Node } from 'cc';
const { ccclass, property } = _decorator;
@ccclass('PlayerProjectile')
export class PlayerProjectile extends Component {
start() {
}
update(deltaTime: number) {
}
}

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@@ -1,9 +0,0 @@
{
"ver": "4.0.23",
"importer": "typescript",
"imported": true,
"uuid": "6a24e600-866b-4c0d-9a39-59bf222c2e50",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,12 @@
{
"ver": "1.1.0",
"importer": "directory",
"imported": true,
"uuid": "f996de47-37ab-489b-820f-fe7a38c09c64",
"files": [],
"subMetas": {},
"userData": {
"compressionType": {},
"isRemoteBundle": {}
}
}

View File

@@ -1,9 +1,13 @@
import { Component, Prefab, Vec2, Vec3, _decorator, Node } from "cc";
import { GameTimer } from "../../../../Services/GameTimer";
import { ObjectPool } from "../../../../Services/ObjectPool";
import { roundToOneDecimal } from "../../../../Services/Utils/MathUtils";
import { HaloLauncherSettings } from "../../../Data/GameSettings";
import { PlayerProjectile } from "./PlayerProjectile";
import { Component, Node, Prefab, Vec2, Vec3, _decorator } from "cc";
import { ISignal } from "../../../../../Services/EventSystem/ISignal";
import { Signal } from "../../../../../Services/EventSystem/Signal";
import { GameTimer } from "../../../../../Services/GameTimer";
import { ObjectPool } from "../../../../../Services/ObjectPool";
import { roundToOneDecimal } from "../../../../../Services/Utils/MathUtils";
import { HaloLauncherSettings } from "../../../../Data/GameSettings";
import { Projectile } from "../../../../Projectile/Projectile";
import { ProjectileCollision } from "../../../../Projectile/ProjectileCollision";
const { ccclass, property } = _decorator;
@ccclass("HaloProjectileLauncher")
@@ -18,16 +22,18 @@ export class HaloProjectileLauncher extends Component {
private isFiring = false;
private projectilePool: ObjectPool<PlayerProjectile>;
private projectiles: PlayerProjectile[] = [];
private projectilePool: ObjectPool<Projectile>;
private projectiles: Projectile[] = [];
private directions: Vec2[] = [];
private playerNode: Node;
private projectileCollisionEvent: Signal<ProjectileCollision> = new Signal<ProjectileCollision>();
public init(playerNode: Node, settings: HaloLauncherSettings): void {
this.playerNode = playerNode;
this.projectilesToSpawn = settings.projectilesToSpawn;
this.projectilePool = new ObjectPool<PlayerProjectile>(this.projectilePrefab, this.node, this.projectilesToSpawn, "PlayerProjectile");
this.projectilePool = new ObjectPool<Projectile>(this.projectilePrefab, this.node, this.projectilesToSpawn, "PlayerProjectile");
this.speed = settings.projectileSpeed;
this.defaultCooldown = settings.cooldown;
@@ -43,6 +49,10 @@ export class HaloProjectileLauncher extends Component {
}
}
public get ProjectileCollisionEvent(): ISignal<ProjectileCollision> {
return this.projectileCollisionEvent;
}
public upgrade(): void {
this.currentLevel++;
this.fireTimer = new GameTimer(this.defaultCooldown - this.currentLevel);
@@ -64,9 +74,11 @@ export class HaloProjectileLauncher extends Component {
private fireProjectiles(): void {
for (let index = 0; index < this.projectilesToSpawn; index++) {
const projectile: PlayerProjectile = this.projectilePool.borrow();
const projectile: Projectile = this.projectilePool.borrow();
projectile.tryInit();
projectile.node.setWorldPosition(this.playerNode.worldPosition);
projectile.node.active = true;
projectile.ContactBeginEvent.on(this.onProjectileCollision, this);
this.projectiles.push(projectile);
}
@@ -87,6 +99,7 @@ export class HaloProjectileLauncher extends Component {
this.lifetimeTimer.gameTick(deltaTime);
if (this.lifetimeTimer.tryFinishPeriod()) {
for (const projectile of this.projectiles) {
projectile.ContactBeginEvent.off(this.onProjectileCollision);
this.projectilePool.return(projectile);
}
@@ -94,4 +107,8 @@ export class HaloProjectileLauncher extends Component {
this.isFiring = false;
}
}
private onProjectileCollision(projectileCollision: ProjectileCollision): void {
this.projectileCollisionEvent.trigger(projectileCollision);
}
}