2022-12-07 22:24:46 +08:00

193 lines
6.3 KiB
TypeScript

import { _decorator, Component, Node, Prefab, instantiate, SpriteFrame, director } from 'cc';
import { ActorManager } from '../Entity/Actor/ActorManager';
import DataManager from '../Global/DataManager';
import { JoyStickManager } from '../UI/JoyStickManager';
import { ResourceManager } from '../Global/ResourceManager';
import { EventEnum, PrefabPathEnum, SceneEnum, TexturePathEnum } from '../Enum';
import NetworkManager from '../Global/NetworkManager';
import ObjectPoolManager from '../Global/ObjectPoolManager';
import { BulletManager } from '../Entity/Bullet/BulletManager';
import { ApiMsgEnum, EntityTypeEnum, IMsgServerSync, InputTypeEnum } from '../Common';
import EventManager from '../Global/EventManager';
const { ccclass } = _decorator;
@ccclass('BattleManager')
export class BattleManager extends Component {
private stage: Node
private ui: Node
private shouldUpdate = false
async start() {
//清空
this.clearGame()
//资源加载和网络连接同步执行
await Promise.all([this.loadRes(), this.connectServer()])
this.initGame()
// 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
NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgServerSync, this.handleSync, this);
NetworkManager.Instance.listenMsg(ApiMsgEnum.MsgGameEnd, this.leaveGame, this);
EventManager.Instance.on(EventEnum.GameEnd, this.handleGameEnd, this)
}
clearGame() {
//监听
NetworkManager.Instance.unlistenMsg(ApiMsgEnum.MsgServerSync, this.handleSync, this);
NetworkManager.Instance.unlistenMsg(ApiMsgEnum.MsgGameEnd, this.leaveGame, this);
EventManager.Instance.off(EventEnum.GameEnd, this.handleGameEnd, this)
//数据
this.shouldUpdate = false
ObjectPoolManager.Instance.reset()
DataManager.Instance.reset()
//节点
this.stage = DataManager.Instance.stage = this.node.getChildByName("Stage")
this.ui = this.node.getChildByName("UI")
this.stage.destroyAllChildren()
this.ui.destroyAllChildren()
}
async loadRes() {
const list = []
for (const type in PrefabPathEnum) {
const p = ResourceManager.Instance.loadRes(PrefabPathEnum[type], Prefab).then((prefab) => {
DataManager.Instance.prefabMap.set(type, prefab)
})
list.push(p)
}
for (const type in TexturePathEnum) {
const p = ResourceManager.Instance.loadDir(TexturePathEnum[type], SpriteFrame).then((spriteFrames) => {
DataManager.Instance.textureMap.set(type, spriteFrames)
})
list.push(p)
}
await Promise.all(list)
}
async connectServer() {
if (!await NetworkManager.Instance.connect().catch(() => false)) {
await new Promise((resolve) => setTimeout(resolve, 1000))
await this.connectServer()
}
}
leaveGame() {
this.clearGame()
director.loadScene(SceneEnum.Hall);
}
async handleGameEnd() {
const { success, res, error } = await NetworkManager.Instance.callApi(ApiMsgEnum.ApiGameEnd, { rid: DataManager.Instance.roomInfo.id })
if (!success) {
console.log(error)
return;
}
}
async initGame() {
this.initJoyStick()
this.initShoot()
this.initMap()
this.shouldUpdate = true
}
initJoyStick() {
const prefab = DataManager.Instance.prefabMap.get(EntityTypeEnum.JoyStick)
const joySitck = instantiate(prefab)
joySitck.setParent(this.ui)
const jm = DataManager.Instance.jm = joySitck.getComponent(JoyStickManager)
jm.init()
}
initShoot() {
const prefab = DataManager.Instance.prefabMap.get(EntityTypeEnum.Shoot)
const shoot = instantiate(prefab)
shoot.setParent(this.ui)
}
initMap() {
const prefab = DataManager.Instance.prefabMap.get(EntityTypeEnum.Map1)
const map = instantiate(prefab)
map.setParent(this.stage)
}
update(dt: number) {
if (!this.shouldUpdate) {
return
}
this.render()
this.tick(dt)
}
tick(dt: number) {
this.tickPlayer(dt)
// this.tickGlobal(dt)
}
tickPlayer(dt: number) {
for (const p of DataManager.Instance.state.players) {
const playerManager = DataManager.Instance.actorMap.get(p.id)
if (!playerManager) {
return
}
playerManager.tick(dt)
}
}
// tickGlobal(dt: number) {
// NetworkManager.Instance.sendMsg(ApiMsgEnum.MsgClientSync, {
// input: {
// type: InputTypeEnum.TimePast,
// dt: toFixed(dt),
// }
// })
// }
render() {
this.renderPlayer()
this.renderBullet()
}
renderPlayer() {
for (const p of DataManager.Instance.state.players) {
let playerManager = DataManager.Instance.actorMap.get(p.id)
if (!playerManager) {
const playerPrefab = DataManager.Instance.prefabMap.get(p.type)
const player = instantiate(playerPrefab)
player.setParent(this.stage)
playerManager = player.addComponent(ActorManager)
DataManager.Instance.actorMap.set(p.id, playerManager)
playerManager.init(p)
} else {
playerManager.render(p)
}
}
}
renderBullet() {
for (const b of DataManager.Instance.state.bullets) {
let bulletManager = DataManager.Instance.bulletMap.get(b.id)
if (!bulletManager) {
const bullet = ObjectPoolManager.Instance.get(b.type)
bulletManager = bullet.getComponent(BulletManager) || bullet.addComponent(BulletManager)
DataManager.Instance.bulletMap.set(b.id, bulletManager)
bulletManager.init(b)
} else {
bulletManager.render(b)
}
}
}
handleSync(inputs: IMsgServerSync) {
for (const input of inputs) {
DataManager.Instance.applyInput(input)
}
}
}