refactor
This commit is contained in:
@@ -8,7 +8,6 @@ export abstract class EntityManager extends Component {
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fsm: StateMachine
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private _state: EntityStateEnum
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get state() {
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return this._state
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}
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@@ -1,5 +1,6 @@
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import { _decorator, Animation, Component } from 'cc'
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import { EntityTypeEnum, FsmParamTypeEnum } from '../Enum'
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import { EntityTypeEnum } from '../Common'
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import { FsmParamTypeEnum } from '../Enum'
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const { ccclass } = _decorator
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import State from './State'
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import SubStateMachine from './SubStateMachine'
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@@ -1,8 +1,9 @@
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import { _decorator, instantiate, ProgressBar, Label, Vec3, Tween, tween } from 'cc';
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import { _decorator, instantiate, ProgressBar, Label, Vec3, Tween, tween, director } from 'cc';
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import { EntityManager } from '../../Base/EntityManager';
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import { ApiMsgEnum, EntityTypeEnum, IActor, InputTypeEnum, IVec2, toFixed } from '../../Common';
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import { EntityStateEnum } from '../../Enum';
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import { EntityStateEnum, EventEnum, SceneEnum } from '../../Enum';
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import DataManager from '../../Global/DataManager';
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import EventManager from '../../Global/EventManager';
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import NetworkManager from '../../Global/NetworkManager';
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import { rad2Angle } from '../../Utils';
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import { WeaponManager } from '../Weapon/WeaponManager';
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@@ -30,6 +31,8 @@ export class ActorManager extends EntityManager implements IActor {
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private tw: Tween<any>
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private targetPos: Vec3
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private isDead = false
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get isSelf() {
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return DataManager.Instance.myPlayerId === this.id
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}
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@@ -60,11 +63,17 @@ export class ActorManager extends EntityManager implements IActor {
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this.node.active = false
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}
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tick(dt: number) {
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async tick(dt: number) {
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if (!this.isSelf) {
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return
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}
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if (this.hp <= 0 && !this.isDead) {
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EventManager.Instance.emit(EventEnum.GameEnd)
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this.isDead = true
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return
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}
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if (DataManager.Instance.jm.input.length()) {
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const { x, y } = DataManager.Instance.jm.input
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NetworkManager.Instance.sendMsg(ApiMsgEnum.MsgClientSync, {
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@@ -87,6 +96,7 @@ export class ActorManager extends EntityManager implements IActor {
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}
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renderHP(data: IActor) {
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this.hp = data.hp
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this.hpBar.progress = data.hp / this.hpBar.totalLength
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}
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@@ -21,6 +21,7 @@ export enum EventEnum {
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ExplosionBorn = 'ExplosionBorn',
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RoomJoin = 'RoomJoin',
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GameStart = 'GameStart',
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GameEnd = 'GameEnd',
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}
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export enum PrefabPathEnum {
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@@ -16,25 +16,36 @@ const WEAPON_DAMAGE = 5
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const PLAYER_RADIUS = 50
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const BULLET_RADIUS = 10
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const mapW = 960
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const mapH = 640
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export default class DataManager extends Singleton {
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static get Instance() {
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return super.GetInstance<DataManager>()
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}
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//登陆数据
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myPlayerId = 1
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//大厅数据
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roomInfo: IRoom
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//游戏数据
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stage: Node
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jm: JoyStickManager
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prefabMap: Map<string, Prefab> = new Map()
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textureMap: Map<string, SpriteFrame[]> = new Map()
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actorMap: Map<number, ActorManager> = new Map()
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bulletMap: Map<number, BulletManager> = new Map()
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myPlayerId = 1
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roomInfo: IRoom
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mapSize = {
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x: 960,
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y: 640,
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reset() {
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this.stage = null
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this.jm = null
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this.actorMap.clear()
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this.bulletMap.clear()
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this.prefabMap.clear()
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this.textureMap.clear()
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}
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state: IState = {
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@@ -85,8 +96,8 @@ export default class DataManager extends Singleton {
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player.position.x += toFixed(x * PLAYER_SPEED * dt)
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player.position.y += toFixed(y * PLAYER_SPEED * dt)
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player.position.x = clamp(player.position.x, -this.mapSize.x / 2, this.mapSize.x / 2)
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player.position.y = clamp(player.position.y, -this.mapSize.y / 2, this.mapSize.y / 2)
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player.position.x = clamp(player.position.x, -mapW / 2, mapW / 2)
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player.position.y = clamp(player.position.y, -mapH / 2, mapH / 2)
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player.direction = { x, y }
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break
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@@ -124,7 +135,7 @@ export default class DataManager extends Singleton {
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break
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}
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}
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if (Math.abs(bullet.position.x) > this.mapSize.x / 2 || Math.abs(bullet.position.y) > this.mapSize.y / 2) {
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if (Math.abs(bullet.position.x) > mapW / 2 || Math.abs(bullet.position.y) > mapH / 2) {
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EventManager.Instance.emit(EventEnum.ExplosionBorn, bullet.id, {
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x: bullet.position.x,
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y: bullet.position.y,
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@@ -2,7 +2,7 @@ import Singleton from '../Base/Singleton'
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import { EventEnum } from '../Enum';
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interface IItem {
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func: Function;
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cb: Function;
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ctx: unknown;
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}
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@@ -13,25 +13,25 @@ export default class EventManager extends Singleton {
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private map: Map<EventEnum, Array<IItem>> = new Map();
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on(event: EventEnum, func: Function, ctx?: unknown) {
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on(event: EventEnum, cb: Function, ctx: unknown) {
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if (this.map.has(event)) {
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this.map.get(event).push({ func, ctx });
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this.map.get(event).push({ cb, ctx });
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} else {
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this.map.set(event, [{ func, ctx }]);
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this.map.set(event, [{ cb, ctx }]);
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}
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}
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off(event: EventEnum, func: Function, ctx?: unknown) {
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off(event: EventEnum, cb: Function, ctx: unknown) {
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if (this.map.has(event)) {
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const index = this.map.get(event).findIndex(i => func === i.func && i.ctx === ctx);
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const index = this.map.get(event).findIndex(i => cb === i.cb && i.ctx === ctx);
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index > -1 && this.map.get(event).splice(index, 1);
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}
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}
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emit(event: EventEnum, ...params: unknown[]) {
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if (this.map.has(event)) {
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this.map.get(event).forEach(({ func, ctx }) => {
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ctx ? func.apply(ctx, params) : func(...params);
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this.map.get(event).forEach(({ cb, ctx }) => {
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cb.apply(ctx, params)
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});
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}
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}
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@@ -1,9 +1,14 @@
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import Singleton from '../Base/Singleton'
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import { ApiMsgEnum, IModel, strdecode, strencode } from '../Common';
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import { ApiMsgEnum, IModel } from '../Common';
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import { binaryEncode, binaryDecode } from '../Common/Binary';
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const TIMEOUT = 5000
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interface IItem {
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cb: Function;
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ctx: unknown;
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}
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export interface ICallApiRet<T> {
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success: boolean;
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error?: Error;
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@@ -18,7 +23,7 @@ export default class NetworkManager extends Singleton {
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ws: WebSocket
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port = 8888
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maps: Map<ApiMsgEnum, Function[]> = new Map()
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maps: Map<ApiMsgEnum, Array<IItem>> = new Map()
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isConnected = false
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connect() {
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@@ -28,16 +33,17 @@ export default class NetworkManager extends Singleton {
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return
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}
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this.ws = new WebSocket(`ws://localhost:${this.port}`)
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//onmessage接受的数据类型,只有在后端返回字节数组的时候才有效果
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this.ws.binaryType = 'arraybuffer';
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this.ws.onopen = () => {
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console.log("ws onopen")
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this.isConnected = true
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resolve(true)
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}
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this.ws.onerror = () => {
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this.ws.onerror = (e) => {
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this.isConnected = false
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console.log(e)
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reject("ws onerror")
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}
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@@ -53,12 +59,11 @@ export default class NetworkManager extends Singleton {
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try {
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if (this.maps.has(name) && this.maps.get(name).length) {
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console.log(json);
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this.maps.get(name).forEach(cb => cb(data))
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this.maps.get(name).forEach(({ cb, ctx }) => cb.call(ctx, data))
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}
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} catch (error) {
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console.log("this.maps.get(name).forEach(cb => cb(restData))", error)
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console.log("onmessage:", error)
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}
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} catch (error) {
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console.log('解析失败,不是合法的JSON格式', error)
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}
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@@ -72,20 +77,19 @@ export default class NetworkManager extends Singleton {
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// 超时处理
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const timer = setTimeout(() => {
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resolve({ success: false, error: new Error('timeout') })
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this.unlistenMsg(name, cb)
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this.unlistenMsg(name as any, cb, null)
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}, TIMEOUT)
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// 回调处理
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const cb = (res) => {
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resolve(res)
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clearTimeout(timer)
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this.unlistenMsg(name, cb)
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this.unlistenMsg(name as any, cb, null)
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}
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this.listenMsg(name as any, cb)
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this.listenMsg(name as any, cb, null)
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this.sendMsg(name as any, data)
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} catch (error) {
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console.log(error)
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resolve({ success: false, error: error as Error })
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}
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})
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@@ -98,18 +102,19 @@ export default class NetworkManager extends Singleton {
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this.ws.send(view.buffer)
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}
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listenMsg<T extends keyof IModel['msg']>(name: T, cb: (args: IModel['msg'][T]) => void) {
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listenMsg<T extends keyof IModel['msg']>(name: T, cb: (args: IModel['msg'][T]) => void, ctx: unknown) {
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if (this.maps.has(name)) {
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this.maps.get(name).push(cb)
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this.maps.get(name).push({ ctx, cb })
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} else {
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this.maps.set(name, [cb])
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this.maps.set(name, [{ ctx, cb }])
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}
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}
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unlistenMsg(name: ApiMsgEnum, cb: Function) {
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unlistenMsg<T extends keyof IModel['msg']>(name: T, cb: (args: IModel['msg'][T]) => void, ctx: unknown) {
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if (this.maps.has(name)) {
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const index = this.maps.get(name).indexOf(cb)
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index > -1 && this.maps.get(name).splice(index, 1)
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const items = this.maps.get(name)
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const index = items.findIndex(i => cb === i.cb && i.ctx === ctx);
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index > -1 && items.splice(index, 1)
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}
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}
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}
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@@ -15,6 +15,11 @@ export default class ObjectPoolManager extends Singleton {
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return objectName + 'Pool'
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}
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reset() {
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this.objectPool = null
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this.map.clear()
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}
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get(objectName: EntityTypeEnum) {
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if (this.objectPool === null) {
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this.objectPool = new Node("ObjectPool")
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@@ -1,37 +1,52 @@
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import { _decorator, Component, Node, Prefab, instantiate, SpriteFrame } from 'cc';
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import { _decorator, Component, Node, Prefab, instantiate, SpriteFrame, director } from 'cc';
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import { ActorManager } from '../Entity/Actor/ActorManager';
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import DataManager from '../Global/DataManager';
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import { JoyStickManager } from '../UI/JoyStickManager';
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import { ResourceManager } from '../Global/ResourceManager';
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import { PrefabPathEnum, TexturePathEnum } from '../Enum';
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import { EventEnum, PrefabPathEnum, SceneEnum, TexturePathEnum } from '../Enum';
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import NetworkManager from '../Global/NetworkManager';
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import ObjectPoolManager from '../Global/ObjectPoolManager';
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import { BulletManager } from '../Entity/Bullet/BulletManager';
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import { ApiMsgEnum, EntityTypeEnum, IMsgServerSync, InputTypeEnum } from '../Common';
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import EventManager from '../Global/EventManager';
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const { ccclass } = _decorator;
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@ccclass('BattleManager')
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export class BattleManager extends Component {
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stage: Node
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ui: Node
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isInited = false
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onLoad() {
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this.stage = DataManager.Instance.stage = this.node.getChildByName("Stage")
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this.ui = this.node.getChildByName("UI")
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}
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private stage: Node
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private ui: Node
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private shouldUpdate = false
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async start() {
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//清空
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this.clearGame()
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await this.loadRes()
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this.initScene()
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await this.connectServer()
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//资源加载和网络连接同步执行
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await Promise.all([this.loadRes(), this.connectServer()])
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this.initGame()
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// 在场景初始化完毕之前,卡主别的玩家,准备好以后再告知服务器,等所有玩家都准备好以后才开始,这里就不做了
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NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgServerSync, this.handleSync);
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this.isInited = true
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NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgServerSync, this.handleSync, this);
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NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgGameEnd, this.leaveGame, this);
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EventManager.Instance.on(EventEnum.GameEnd, this.handleGameEnd, this)
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}
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clearGame() {
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//监听
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NetworkManager.Instance.unlistenMsg(ApiMsgEnum.MsgServerSync, this.handleSync, this);
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NetworkManager.Instance.unlistenMsg(ApiMsgEnum.MsgGameEnd, this.leaveGame, this);
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EventManager.Instance.off(EventEnum.GameEnd, this.handleGameEnd, this)
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//数据
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this.shouldUpdate = false
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ObjectPoolManager.Instance.reset()
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DataManager.Instance.reset()
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//节点
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this.stage = DataManager.Instance.stage = this.node.getChildByName("Stage")
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this.ui = this.node.getChildByName("UI")
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this.stage.destroyAllChildren()
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this.ui.destroyAllChildren()
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}
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@@ -53,12 +68,6 @@ export class BattleManager extends Component {
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await Promise.all(list)
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}
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async initScene() {
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this.initJoyStick()
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this.initShoot()
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this.initMap()
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}
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async connectServer() {
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if (!await NetworkManager.Instance.connect().catch(() => false)) {
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await new Promise((resolve) => setTimeout(resolve, 1000))
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@@ -66,6 +75,26 @@ export class BattleManager extends Component {
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}
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}
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leaveGame() {
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this.clearGame()
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director.loadScene(SceneEnum.Hall);
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}
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async handleGameEnd() {
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const { success, res, error } = await NetworkManager.Instance.callApi(ApiMsgEnum.ApiGameEnd, { rid: DataManager.Instance.roomInfo.id })
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if (!success) {
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console.log(error)
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return;
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}
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}
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async initGame() {
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this.initJoyStick()
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this.initShoot()
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this.initMap()
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this.shouldUpdate = true
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}
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initJoyStick() {
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const prefab = DataManager.Instance.prefabMap.get(EntityTypeEnum.JoyStick)
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const joySitck = instantiate(prefab)
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@@ -86,14 +115,8 @@ export class BattleManager extends Component {
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map.setParent(this.stage)
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}
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handleSync(inputs: IMsgServerSync) {
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for (const input of inputs) {
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DataManager.Instance.applyInput(input)
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}
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}
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update(dt: number) {
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if (!this.isInited) {
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if (!this.shouldUpdate) {
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return
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}
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this.render()
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@@ -158,5 +181,12 @@ export class BattleManager extends Component {
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}
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}
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}
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handleSync(inputs: IMsgServerSync) {
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for (const input of inputs) {
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DataManager.Instance.applyInput(input)
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}
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}
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}
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@@ -25,14 +25,14 @@ export class HallManager extends Component {
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onLoad() {
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director.preloadScene(SceneEnum.Room);
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EventManager.Instance.on(EventEnum.RoomJoin, this.joinRoom, this)
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NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgPlayerList, this.renderPlayers);
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NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgRoomList, this.renderRooms);
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NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgPlayerList, this.renderPlayers, this);
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NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgRoomList, this.renderRooms, this);
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}
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onDestroy() {
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EventManager.Instance.off(EventEnum.RoomJoin, this.joinRoom, this)
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NetworkManager.Instance.unlistenMsg(ApiMsgEnum.MsgPlayerList, this.renderPlayers);
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NetworkManager.Instance.unlistenMsg(ApiMsgEnum.MsgRoomList, this.renderRooms);
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NetworkManager.Instance.unlistenMsg(ApiMsgEnum.MsgPlayerList, this.renderPlayers, this);
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NetworkManager.Instance.unlistenMsg(ApiMsgEnum.MsgRoomList, this.renderRooms, this);
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}
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start() {
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|
@@ -1,8 +1,7 @@
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import { _decorator, Component, Node, Prefab, director, instantiate } from 'cc';
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import { ApiMsgEnum, IMsgGameStart, IMsgRoom } from '../Common';
|
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import { EventEnum, SceneEnum } from '../Enum';
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import { SceneEnum } from '../Enum';
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import DataManager from '../Global/DataManager';
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import EventManager from '../Global/EventManager';
|
||||
import NetworkManager from '../Global/NetworkManager';
|
||||
import { PlayerManager } from '../UI/PlayerManager';
|
||||
const { ccclass, property } = _decorator;
|
||||
@@ -17,13 +16,13 @@ export class RoomManager extends Component {
|
||||
|
||||
onLoad() {
|
||||
director.preloadScene(SceneEnum.Battle);
|
||||
NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgRoom, this.renderPlayers);
|
||||
NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgGameStart, this.startGame);
|
||||
NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgRoom, this.renderPlayers, this);
|
||||
NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgGameStart, this.handleGameStart, this);
|
||||
}
|
||||
|
||||
onDestroy() {
|
||||
NetworkManager.Instance.unlistenMsg(ApiMsgEnum.MsgRoom, this.renderPlayers);
|
||||
NetworkManager.Instance.unlistenMsg(ApiMsgEnum.MsgGameStart, this.startGame);
|
||||
NetworkManager.Instance.unlistenMsg(ApiMsgEnum.MsgRoom, this.renderPlayers, this);
|
||||
NetworkManager.Instance.unlistenMsg(ApiMsgEnum.MsgGameStart, this.handleGameStart, this);
|
||||
}
|
||||
|
||||
async start() {
|
||||
@@ -32,7 +31,7 @@ export class RoomManager extends Component {
|
||||
})
|
||||
}
|
||||
|
||||
renderPlayers = ({ room: { players: list } }: IMsgRoom) => {
|
||||
renderPlayers({ room: { players: list } }: IMsgRoom) {
|
||||
for (const item of this.playerContainer.children) {
|
||||
item.active = false
|
||||
}
|
||||
@@ -67,13 +66,10 @@ export class RoomManager extends Component {
|
||||
console.log(error)
|
||||
return;
|
||||
}
|
||||
|
||||
// director.loadScene(SceneEnum.Battle);
|
||||
}
|
||||
|
||||
startGame = ({ state }: IMsgGameStart) => {
|
||||
handleGameStart({ state }: IMsgGameStart) {
|
||||
DataManager.Instance.state = state
|
||||
|
||||
director.loadScene(SceneEnum.Battle);
|
||||
}
|
||||
}
|
||||
|
@@ -9,7 +9,7 @@ export class RoomManager extends Component {
|
||||
init({ id, players }: { id: number, players: Array<{ id: number, nickname: string }> }) {
|
||||
this.id = id
|
||||
const label = this.getComponent(Label)
|
||||
label.string = `房间id:${id},当前人数:${players.length}`
|
||||
label.string = `房间id:${id},当前人数:${players.length}`
|
||||
this.node.active = true
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user