2022-12-20 11:27:51 +01:00

89 lines
2.8 KiB
TypeScript

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;
}
}