2022-12-03 20:06:57 +08:00

77 lines
2.3 KiB
TypeScript

import { _decorator, Node, Vec2, UITransform } from 'cc'
import { EntityManager } from '../../Base/EntityManager'
import { ApiMsgEnum, EntityTypeEnum, InputTypeEnum } from '../../Common'
import { EntityStateEnum, EventEnum } from '../../Enum'
import DataManager from '../../Global/DataManager'
import EventManager from '../../Global/EventManager'
import NetworkManager from '../../Global/NetworkManager'
import { WeaponStateMachine } from './WeaponStateMachine'
const { ccclass } = _decorator
@ccclass('WeaponManager')
export class WeaponManager extends EntityManager {
owner: number
type: EntityTypeEnum
private body: Node
private anchor: Node
private point: Node
get isSelf() {
return DataManager.Instance.myPlayerId === this.owner
}
init({ id, weaponType }: { id: number, weaponType: EntityTypeEnum }) {
this.owner = id
this.type = weaponType
this.node.setSiblingIndex(0)
this.body = this.node.getChildByName("Body")
this.anchor = this.body.getChildByName("Anchor")
this.point = this.anchor.getChildByName("Point")
this.fsm = this.body.addComponent(WeaponStateMachine)
this.fsm.init(weaponType)
this.state = EntityStateEnum.Idle
EventManager.Instance.on(EventEnum.WeaponShoot, this.handleWeaponShoot, this)
EventManager.Instance.on(EventEnum.BulletBorn, this.handleBulletBorn, this)
}
onDestroy() {
EventManager.Instance.off(EventEnum.WeaponShoot, this.handleWeaponShoot, this)
EventManager.Instance.off(EventEnum.BulletBorn, this.handleBulletBorn, this)
}
handleBulletBorn(owner: number) {
if (this.owner !== owner) {
return
}
this.state = EntityStateEnum.Attack
}
handleWeaponShoot() {
if (!this.isSelf) {
return
}
const pointWorldPos = this.point.getWorldPosition()
const pointStagePos = DataManager.Instance.stage.getComponent(UITransform).convertToNodeSpaceAR(pointWorldPos);
const anchorWorldPos = this.anchor.getWorldPosition()
const directionVec2 = new Vec2(pointWorldPos.x - anchorWorldPos.x, pointWorldPos.y - anchorWorldPos.y).normalize()
NetworkManager.Instance.sendMsg(ApiMsgEnum.MsgClientSync, {
type: InputTypeEnum.WeaponShoot,
owner: this.owner,
position: {
x: pointStagePos.x,
y: pointStagePos.y
},
direction: {
x: directionVec2.x,
y: directionVec2.y
},
})
}
}