This commit is contained in:
sli97
2022-12-08 21:14:02 +08:00
parent 29104d4bed
commit 81a9a5a2f8
51 changed files with 1694 additions and 2815 deletions

View File

@@ -1,147 +1,141 @@
import { _decorator, instantiate, ProgressBar, Label, Vec3, Tween, tween, director } from 'cc';
import { EntityManager } from '../../Base/EntityManager';
import { ApiMsgEnum, EntityTypeEnum, IActor, InputTypeEnum, IVec2, toFixed } from '../../Common';
import { EntityStateEnum, EventEnum, SceneEnum } from '../../Enum';
import DataManager from '../../Global/DataManager';
import EventManager from '../../Global/EventManager';
import NetworkManager from '../../Global/NetworkManager';
import { rad2Angle } from '../../Utils';
import { WeaponManager } from '../Weapon/WeaponManager';
import { PlayerStateMachine } from './ActorStateMachine';
import { _decorator, instantiate, ProgressBar, Label, Vec3, Tween, tween } from "cc";
import { EntityManager } from "../../Base/EntityManager";
import { EntityTypeEnum, IActor, InputTypeEnum, IVec2, toFixed } from "../../Common";
import { EntityStateEnum, EventEnum, SceneEnum } from "../../Enum";
import DataManager from "../../Global/DataManager";
import EventManager from "../../Global/EventManager";
import { rad2Angle } from "../../Utils";
import { WeaponManager } from "../Weapon/WeaponManager";
import { ActorStateMachine } from "./ActorStateMachine";
const { ccclass } = _decorator;
@ccclass('ActorManager')
@ccclass("ActorManager")
export class ActorManager extends EntityManager implements IActor {
//静态数据
id: number
nickname: string
type: EntityTypeEnum
weaponType: EntityTypeEnum
bulletType: EntityTypeEnum
//静态数据
id: number;
nickname: string;
type: EntityTypeEnum;
weaponType: EntityTypeEnum;
bulletType: EntityTypeEnum;
//动态数据
hp: number
position: IVec2
direction: IVec2
//动态数据
hp: number;
position: IVec2;
direction: IVec2;
private hpBar: ProgressBar
private label: Label
private weapon: WeaponManager
private hpBar: ProgressBar;
private label: Label;
private weapon: WeaponManager;
private tw: Tween<any>
private targetPos: Vec3
private tw: Tween<unknown>;
private targetPos: Vec3;
private isDead = false;
private isDead = false
init(data: IActor) {
const { id, nickname, type, weaponType, bulletType } = data;
this.id = id;
this.nickname = nickname;
this.type = type;
this.weaponType = weaponType;
this.bulletType = bulletType;
get isSelf() {
return DataManager.Instance.myPlayerId === this.id
this.hpBar = this.node.getComponentInChildren(ProgressBar);
this.label = this.node.getComponentInChildren(Label);
this.label.string = nickname;
this.fsm = this.addComponent(ActorStateMachine);
this.fsm.init(type);
this.state = EntityStateEnum.Idle;
const weaponPrefab = DataManager.Instance.prefabMap.get(this.weaponType);
const weapon = instantiate(weaponPrefab);
weapon.setParent(this.node);
this.weapon = weapon.addComponent(WeaponManager);
this.weapon.init(data);
this.targetPos = undefined;
this.node.active = false;
}
async tick(dt: number) {
if (DataManager.Instance.myPlayerId !== this.id || this.isDead) {
return;
}
init(data: IActor) {
const { id, nickname, type, weaponType, bulletType } = data
this.id = id
this.nickname = nickname
this.type = type
this.weaponType = weaponType
this.bulletType = bulletType
this.hpBar = this.node.getComponentInChildren(ProgressBar)
this.label = this.node.getComponentInChildren(Label)
this.label.string = nickname
this.fsm = this.addComponent(PlayerStateMachine)
this.fsm.init(type)
this.state = EntityStateEnum.Idle
const weaponPrefab = DataManager.Instance.prefabMap.get(this.weaponType)
const weapon = instantiate(weaponPrefab)
weapon.setParent(this.node)
this.weapon = weapon.addComponent(WeaponManager)
this.weapon.init(data)
this.targetPos = undefined
this.node.active = false
if (this.hp <= 0) {
EventManager.Instance.emit(EventEnum.GameEnd);
this.isDead = true;
return;
}
async tick(dt: number) {
if (!this.isSelf) {
return
}
if (this.hp <= 0 && !this.isDead) {
EventManager.Instance.emit(EventEnum.GameEnd)
this.isDead = true
return
}
if (DataManager.Instance.jm.input.length()) {
const { x, y } = DataManager.Instance.jm.input
NetworkManager.Instance.sendMsg(ApiMsgEnum.MsgClientSync, {
type: InputTypeEnum.ActorMove,
id: this.id,
direction: {
x: toFixed(x),
y: toFixed(y),
},
dt: toFixed(dt)
})
}
if (DataManager.Instance.jm.input.length()) {
const { x, y } = DataManager.Instance.jm.input;
EventManager.Instance.emit(EventEnum.ClientSync, {
type: InputTypeEnum.ActorMove,
id: this.id,
direction: {
x: toFixed(x),
y: toFixed(y),
},
dt: toFixed(dt),
});
}
}
render(data: IActor) {
this.renderHP(data)
this.renderPosition(data)
this.renderDirection(data)
render(data: IActor) {
this.renderHP(data);
this.renderPosition(data);
this.renderDirection(data);
}
renderHP(data: IActor) {
this.hp = data.hp;
this.hpBar.progress = data.hp / this.hpBar.totalLength;
}
renderPosition(data: IActor) {
const newPos = new Vec3(data.position.x, data.position.y);
if (!this.targetPos) {
this.node.active = true;
this.node.setPosition(newPos);
this.targetPos = new Vec3(newPos);
} else if (!this.targetPos.equals(newPos)) {
this.tw?.stop();
this.node.setPosition(this.targetPos);
this.targetPos.set(newPos);
this.state = EntityStateEnum.Run;
this.tw = tween(this.node)
.to(0.1, {
position: this.targetPos,
})
.call(() => {
this.state = EntityStateEnum.Idle;
})
.start();
}
// this.node.setPosition(data.position.x, data.position.y)
}
renderHP(data: IActor) {
this.hp = data.hp
this.hpBar.progress = data.hp / this.hpBar.totalLength
renderDirection(data: IActor) {
const { x, y } = data.direction;
if (x !== 0) {
this.node.setScale(x > 0 ? 1 : -1, 1);
this.label.node.setScale(x > 0 ? 1 : -1, 1);
this.hpBar.node.setScale(x > 0 ? 1 : -1, 1);
}
const side = Math.sqrt(x * x + y * y);
const angle = rad2Angle(Math.asin(y / side));
this.weapon.node.setRotationFromEuler(0, 0, angle);
renderPosition(data: IActor) {
const newPos = new Vec3(data.position.x, data.position.y)
if (!this.targetPos) {
this.node.active = true
this.node.setPosition(newPos)
this.targetPos = new Vec3(newPos)
} else if (!this.targetPos.equals(newPos)) {
this.tw?.stop()
this.node.setPosition(this.targetPos)
this.targetPos.set(newPos)
this.state = EntityStateEnum.Run
this.tw = tween(this.node).to(0.1, {
position: this.targetPos
}).call(() => {
this.state = EntityStateEnum.Idle
}).start()
}
// this.node.setPosition(data.position.x, data.position.y)
}
renderDirection(data: IActor) {
const { x, y } = data.direction
if (x !== 0) {
this.node.setScale(x > 0 ? 1 : -1, 1)
this.label.node.setScale(x > 0 ? 1 : -1, 1)
this.hpBar.node.setScale(x > 0 ? 1 : -1, 1)
}
const side = Math.sqrt(x * x + y * y)
const angle = rad2Angle(Math.asin(y / side))
this.weapon.node.setRotationFromEuler(0, 0, angle)
// const { x, y } = joystick.input
// let angle: number, sign: number
// if (x !== 0) {
// angle = rad2Angle(Math.atan(y / x))
// sign = joystick.input.x > 0 ? 1 : -1
// } else {
// angle = rad2Angle(Math.PI / 2)
// sign = joystick.input.y > 0 ? 1 : -1
// }
// this.node.setRotationFromEuler(0, 0, sign * angle)
}
// const { x, y } = joystick.input
// let angle: number, sign: number
// if (x !== 0) {
// angle = rad2Angle(Math.atan(y / x))
// sign = joystick.input.x > 0 ? 1 : -1
// } else {
// angle = rad2Angle(Math.PI / 2)
// sign = joystick.input.y > 0 ? 1 : -1
// }
// this.node.setRotationFromEuler(0, 0, sign * angle)
}
}

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@@ -1,48 +1,47 @@
import { _decorator, Animation, AnimationClip } from 'cc'
import State from '../../Base/State'
import StateMachine, { getInitParamsTrigger } from '../../Base/StateMachine'
import { EntityTypeEnum } from '../../Common'
import { EntityStateEnum, ParamsNameEnum } from '../../Enum'
const { ccclass } = _decorator
import { _decorator, Animation, AnimationClip } from "cc";
import State from "../../Base/State";
import StateMachine, { getInitParamsTrigger } from "../../Base/StateMachine";
import { EntityTypeEnum } from "../../Common";
import { EntityStateEnum, ParamsNameEnum } from "../../Enum";
const { ccclass } = _decorator;
@ccclass('PlayerStateMachine')
export class PlayerStateMachine extends StateMachine {
@ccclass("ActorStateMachine")
export class ActorStateMachine extends StateMachine {
init(type: EntityTypeEnum) {
this.type = type
this.animationComponent = this.node.addComponent(Animation)
this.initParams()
this.initStateMachines()
this.initAnimationEvent()
this.type = type;
this.animationComponent = this.node.addComponent(Animation);
this.initParams();
this.initStateMachines();
this.initAnimationEvent();
}
initParams() {
this.params.set(ParamsNameEnum.Idle, getInitParamsTrigger())
this.params.set(ParamsNameEnum.Run, getInitParamsTrigger())
this.params.set(ParamsNameEnum.Idle, getInitParamsTrigger());
this.params.set(ParamsNameEnum.Run, getInitParamsTrigger());
}
initStateMachines() {
this.stateMachines.set(ParamsNameEnum.Idle, new State(this, `${this.type}${EntityStateEnum.Idle}`, AnimationClip.WrapMode.Loop))
this.stateMachines.set(ParamsNameEnum.Run, new State(this, `${this.type}${EntityStateEnum.Run}`, AnimationClip.WrapMode.Loop))
this.stateMachines.set(ParamsNameEnum.Idle, new State(this, `${this.type}${EntityStateEnum.Idle}`, AnimationClip.WrapMode.Loop));
this.stateMachines.set(ParamsNameEnum.Run, new State(this, `${this.type}${EntityStateEnum.Run}`, AnimationClip.WrapMode.Loop));
}
initAnimationEvent() {
}
initAnimationEvent() {}
run() {
switch (this.currentState) {
case this.stateMachines.get(ParamsNameEnum.Idle):
case this.stateMachines.get(ParamsNameEnum.Run):
if (this.params.get(ParamsNameEnum.Run).value) {
this.currentState = this.stateMachines.get(ParamsNameEnum.Run)
this.currentState = this.stateMachines.get(ParamsNameEnum.Run);
} else if (this.params.get(ParamsNameEnum.Idle).value) {
this.currentState = this.stateMachines.get(ParamsNameEnum.Idle)
this.currentState = this.stateMachines.get(ParamsNameEnum.Idle);
} else {
this.currentState = this.currentState
this.currentState = this.currentState;
}
break
break;
default:
this.currentState = this.stateMachines.get(ParamsNameEnum.Idle)
break
this.currentState = this.stateMachines.get(ParamsNameEnum.Idle);
break;
}
}
}