mirror of
https://github.com/MartinKral/Slash-The-Hordes
synced 2024-12-26 11:48:54 +00:00
119 lines
4.7 KiB
TypeScript
119 lines
4.7 KiB
TypeScript
import { _decorator, Component, Prefab, Vec2, Vec3 } from "cc";
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import { Empty } from "../../../Menu/ModalWindows/Upgrades/UpgradesModalWindow";
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import { ISignal } from "../../../Services/EventSystem/ISignal";
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import { Signal } from "../../../Services/EventSystem/Signal";
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import { ObjectPool } from "../../../Services/ObjectPool";
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import { getDegreeAngleFromDirection } from "../../../Services/Utils/MathUtils";
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import { IProjectileLauncherSignaler } from "../IProjectileLauncherSignaler";
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import { Projectile } from "../Projectile";
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import { ProjectileCollision } from "../ProjectileCollision";
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const { ccclass, property } = _decorator;
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@ccclass("ProjectileLauncher")
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export class ProjectileLauncher extends Component implements IProjectileLauncherSignaler {
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@property(Prefab) private projectilePrefab: Prefab;
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private projectileCollisionEvent = new Signal<ProjectileCollision>();
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private projectileLaunchedEvent = new Signal();
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private projectileDamage: number;
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private projectilePierces: number;
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private projectileLifetime: number;
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private projectileSpeed: number;
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private projectilePool: ObjectPool<Projectile>;
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private projectiles: Projectile[] = [];
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private directions: Vec2[] = [];
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private expireTimes: number[] = [];
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private currentTime = 0;
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public get ProjectileCollisionEvent(): ISignal<ProjectileCollision> {
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return this.projectileCollisionEvent;
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}
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public get ProjectileLaunchedEvent(): ISignal {
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return this.projectileLaunchedEvent;
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}
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public init(projectileLifetime: number, projectileSpeed: number, projectileDamage: number, projectilePierces: number): void {
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this.projectileLifetime = projectileLifetime;
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this.projectileSpeed = projectileSpeed;
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this.projectileDamage = projectileDamage;
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this.projectilePierces = projectilePierces;
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this.projectilePool = new ObjectPool<Projectile>(this.projectilePrefab, this.node, 6, "Projectile");
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}
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public gameTick(deltaTime: number): void {
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this.currentTime += deltaTime;
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this.tryRemoveExpiredProjectiles();
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this.moveAllProjectiles(deltaTime);
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}
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public fireProjectiles(startPosition: Vec3, fireDirections: Vec2[]): void {
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for (const direction of fireDirections) {
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this.fireProjectile(startPosition, direction);
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}
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}
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private fireProjectile(startPosition: Vec3, direction: Vec2): void {
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direction = direction.normalize();
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const projectile: Projectile = this.projectilePool.borrow();
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projectile.setup(this.projectileDamage, this.projectilePierces, getDegreeAngleFromDirection(direction.x, direction.y));
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projectile.node.setWorldPosition(startPosition);
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projectile.node.active = true;
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projectile.ContactBeginEvent.on(this.onProjectileCollision, this);
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projectile.PiercesDepletedEvent.on(this.onPiercesDepleted, this);
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this.projectiles.push(projectile);
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this.directions.push(direction);
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this.expireTimes.push(this.currentTime + this.projectileLifetime);
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this.projectileLaunchedEvent.trigger();
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}
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private tryRemoveExpiredProjectiles(): void {
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for (let i = 0; i < this.projectiles.length; i++) {
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if (this.currentTime < this.expireTimes[i]) break; // the oldest particles are at the start of the array
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const projectile: Projectile = this.projectiles[i];
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this.removeProjectile(projectile, i);
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i--; // Check the same index
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}
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}
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private onPiercesDepleted(projectile: Projectile): void {
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const index = this.projectiles.indexOf(projectile);
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if (index === -1) {
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throw new Error("Projectile not found!");
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}
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this.removeProjectile(projectile, index);
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}
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private removeProjectile(projectile: Projectile, index: number): void {
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projectile.ContactBeginEvent.off(this.onProjectileCollision);
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projectile.PiercesDepletedEvent.off(this.onPiercesDepleted);
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this.projectilePool.return(projectile);
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this.projectiles.splice(index, 1);
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this.directions.splice(index, 1);
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this.expireTimes.splice(index, 1);
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}
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private moveAllProjectiles(deltaTime: number): void {
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for (let i = 0; i < this.projectiles.length; i++) {
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const newPosition: Vec3 = this.projectiles[i].node.worldPosition;
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newPosition.x += this.directions[i].x * deltaTime * this.projectileSpeed;
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newPosition.y += this.directions[i].y * deltaTime * this.projectileSpeed;
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this.projectiles[i].node.setWorldPosition(newPosition);
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}
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}
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private onProjectileCollision(projectlieCollision: ProjectileCollision): void {
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this.projectileCollisionEvent.trigger(projectlieCollision);
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}
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}
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