86 lines
2.6 KiB
TypeScript
86 lines
2.6 KiB
TypeScript
import { _decorator, Animation, AnimationClip, Node, Sprite, Vec3, Vec2, RigidBody2D, instantiate } from 'cc'
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import { EntityManager } from '../../Base/EntityManager'
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import { EntityTypeEnum, EntityStateEnum, EventEnum, PrefabPathEnum } from '../../Enum'
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import DataManager, { IBullet, IVec2 } from '../../Global/DataManager'
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import EventManager from '../../Global/EventManager'
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import ObjectPoolManager from '../../Global/ObjectPoolManager'
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import { rad2Angle } from '../../Utils'
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import { ExplosionManager } from '../Explosion/ExplosionManager'
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import { BulletStateMachine } from './BulletStateMachine'
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const { ccclass, property } = _decorator
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@ccclass('BulletManager')
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export class BulletManager extends EntityManager {
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//静态数据
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id = 1
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owner = 1
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type = EntityTypeEnum.Bullet1
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//动态数据
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position: IVec2
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direction: IVec2
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private angle: number
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init({ id, owner, type }: IBullet) {
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this.id = id
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this.owner = owner
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this.type = type
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this.fsm = this.addComponent(BulletStateMachine)
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this.fsm.init(type)
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this.state = EntityStateEnum.Idle
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this.node.active = false
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EventManager.Instance.on(EventEnum.Explosion, this.handleExplosion, this)
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}
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onDisable() {
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EventManager.Instance.off(EventEnum.Explosion, this.handleExplosion, this)
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}
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handleExplosion(id: number, { x, y }: IVec2) {
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if (this.id !== id) {
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return
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}
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const explosion = ObjectPoolManager.Instance.getPoolObject(EntityTypeEnum.Explosion)
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const explosionManager = explosion.getComponent(ExplosionManager) || explosion.addComponent(ExplosionManager)
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explosionManager.init(EntityTypeEnum.Explosion, {
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x, y,
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})
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ObjectPoolManager.Instance.returnPoolObject(this.node)
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}
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render(data: IBullet) {
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this.node.active = true
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this.renderPosition(data)
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this.renderDirection(data)
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}
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renderPosition(data: IBullet) {
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this.node.setPosition(data.position.x, data.position.y)
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}
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renderDirection(data: IBullet) {
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if (this.angle === undefined) {
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const { x, y } = data.direction
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const side = Math.sqrt(x * x + y * y)
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this.angle = x > 0 ? rad2Angle(Math.asin(y / side)) : rad2Angle(Math.asin(- y / side)) + 180
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}
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this.node.setRotationFromEuler(0, 0, this.angle)
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// let angle: number, sign: number
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// if (x !== 0) {
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// angle = x > 0 ? rad2Angle(Math.atan(y / x)) : rad2Angle(Math.atan(-y / x)) + 180
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// sign = x > 0 ? 1 : -1
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// } else {
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// angle = rad2Angle(Math.PI / 2)
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// sign = y > 0 ? 1 : -1
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// }
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// this.node.setRotationFromEuler(0, 0, sign * angle)
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}
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}
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