Item manager

This commit is contained in:
Martin
2022-12-20 11:27:51 +01:00
parent 54167ec528
commit c72f350065
25 changed files with 514 additions and 208 deletions

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import { Component, Vec3, _decorator } from "cc";
import { ISignal } from "../../../Services/EventSystem/ISignal";
import { Signal } from "../../../Services/EventSystem/Signal";
const { ccclass, property } = _decorator;
@ccclass("Gold")
export class Gold extends Component {
private pickUpEvent: Signal<Gold> = new Signal<Gold>();
public setup(position: Vec3): void {
this.node.setWorldPosition(position);
this.node.active = true;
}
public get PickupEvent(): ISignal<Gold> {
return this.pickUpEvent;
}
public pickup(): void {
this.pickUpEvent.trigger(this);
this.node.active = false;
}
}

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import { Component, Prefab, Vec3, _decorator } from "cc";
import { ObjectPool } from "../../../Services/ObjectPool";
import { Gold } from "./Gold";
const { ccclass, property } = _decorator;
@ccclass("GoldSpawner")
export class GoldSpawner extends Component {
@property(Prefab) public goldPrefab: Prefab;
private goldPool: ObjectPool<Gold>;
public init(): void {
this.goldPool = new ObjectPool<Gold>(this.goldPrefab, this.node, 5, "Gold");
}
public spawn(position: Vec3): void {
const gold: Gold = this.goldPool.borrow();
gold.setup(position);
gold.PickupEvent.on(this.return, this);
}
private return(gold: Gold): void {
gold.PickupEvent.off(this.return);
this.goldPool.return(gold);
}
}

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import { Component, random, randomRange, Vec3, _decorator } from "cc";
import { GameResult } from "../Game";
import { Enemy } from "../Unit/Enemy/Enemy";
import { EnemyManager } from "../Unit/Enemy/EnemyManager";
import { Player } from "../Unit/Player/Player";
import { Gold } from "./Gold/Gold";
import { GoldSpawner } from "./Gold/GoldSpawner";
import { PickupEffectManager } from "./PickupEffect/PickupEffectManager";
import { XP } from "./XP/XP";
import { XPSpawner } from "./XP/XPSpawner";
const { ccclass, property } = _decorator;
@ccclass("ItemManager")
export class ItemManager extends Component {
@property(XPSpawner) private xpSpawner: XPSpawner;
@property(GoldSpawner) private goldSpawner: GoldSpawner;
@property(PickupEffectManager) private pickupEffectManager: PickupEffectManager;
private player: Player;
private gameResult: GameResult;
public init(enemyManager: EnemyManager, player: Player, gameResult: GameResult): void {
this.player = player;
this.gameResult = gameResult;
enemyManager.EnemyAddedEvent.on(this.addEnemyListeners, this);
enemyManager.EnemyRemovedEvent.on(this.removeEnemyListeners, this);
this.xpSpawner.init();
this.goldSpawner.init();
this.pickupEffectManager.init();
}
public pickupXP(xp: XP): void {
this.pickupEffectManager.showEffect(xp.node.worldPosition);
this.player.Level.addXp(xp.Value);
xp.pickup();
}
public pickupGold(gold: Gold): void {
this.pickupEffectManager.showEffect(gold.node.worldPosition);
gold.pickup();
this.gameResult.goldCoins++;
}
private addEnemyListeners(enemy: Enemy): void {
enemy.DeathEvent.on(this.trySpawnItems, this);
}
private removeEnemyListeners(enemy: Enemy): void {
enemy.DeathEvent.off(this.trySpawnItems);
}
private trySpawnItems(enemy: Enemy): void {
this.trySpawnXP(enemy);
this.trySpawnGold(enemy);
}
private trySpawnXP(enemy: Enemy): void {
for (let index = 0; index < enemy.XPReward; index++) {
this.xpSpawner.spawnXp(this.getRandomPosition(enemy), 1);
}
}
private trySpawnGold(enemy: Enemy): void {
if (enemy.GoldReward <= 0) return;
if (enemy.GoldReward < 1) {
if (random() < enemy.GoldReward) {
this.goldSpawner.spawn(enemy.node.worldPosition);
}
} else {
for (let i = 0; i < enemy.GoldReward; i++) {
this.goldSpawner.spawn(this.getRandomPosition(enemy));
}
}
}
private getRandomPosition(enemy: Enemy): Vec3 {
const position: Vec3 = enemy.node.worldPosition;
position.x += randomRange(-10, 10);
position.y += randomRange(-10, 10);
return position;
}
}

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import { Animation, Component, _decorator } from "cc";
const { ccclass, property } = _decorator;
@ccclass("PickupEffect")
export class PickupEffect extends Component {
@property(Animation) private animation: Animation;
public init(): void {
this.animation.play("PickBonus");
}
}

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import { _decorator, Component, Node, Prefab, Vec3 } from "cc";
import { ObjectPool } from "../../../Services/ObjectPool";
import { delay } from "../../../Services/Utils/AsyncUtils";
import { PickupEffect } from "./PickupEffect";
const { ccclass, property } = _decorator;
@ccclass("PickupEffectManager")
export class PickupEffectManager extends Component {
@property(Prefab) private pickupEffect: Prefab;
private effectPool: ObjectPool<PickupEffect>;
public init(): void {
this.effectPool = new ObjectPool(this.pickupEffect, this.node, 5, "PickupEffect");
}
public async showEffect(position: Vec3): Promise<void> {
const effect = this.effectPool.borrow();
effect.node.setWorldPosition(position);
effect.node.active = true;
await delay(450);
this.effectPool.return(effect);
}
}

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import { Animation, 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 {
@property(Animation) private animation: Animation;
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;
this.animation.play("DropStart");
}
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;
}
}

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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);
}
}

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