LevelContainer.ts 9.1 KB

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  1. import { _decorator, Component, Prefab, Sprite, SpriteFrame, instantiate, Node, Vec3, assetManager, AssetManager, resources, randomRangeInt, randomRange, UITransform, Vec2 } from "cc";
  2. import FindItem, { ItemState } from "./FindItem";
  3. import { LayerMgr } from "../../script/Manager/LayerMgr";
  4. import { CCFloat } from "cc";
  5. const { ccclass, property } = _decorator;
  6. // 关卡模式枚举
  7. export enum LevelMode {
  8. EDIT, // 编辑模式
  9. NORMAL // 正常选择模式
  10. }
  11. @ccclass('LevelContainer')
  12. export class LevelContainer extends Component {
  13. @property({ type: Node, tooltip: '遮罩' })
  14. mask: Node = null;
  15. @property({ type: Sprite, tooltip: '背景图' })
  16. lvlBg: Sprite = null;
  17. @property({ type: Prefab, tooltip: '物品预制体' })
  18. findItemPrefab: Prefab = null;
  19. @property({ type: CCFloat, tooltip: '最小缩放比例' })
  20. minScale: number = 0.1;
  21. @property({ type: CCFloat, tooltip: '最大缩放比例' })
  22. maxScale: number = 1.5;
  23. @property({ type: Node, tooltip: '物品容器' })
  24. itemContainer: Node = null;
  25. _findItems: FindItem[] = [];
  26. _currentMode: LevelMode = LevelMode.NORMAL;
  27. _totalItems: number = 0;
  28. _foundItems: number = 0;
  29. _onLevelComplete: Function = null;
  30. _bgPath: string = "";
  31. _itemSpinePaths: string[] = [];
  32. _itemcnt: number = 0;
  33. _itemScales: number[] = [];
  34. _defaultScales: number[] = [1.18, 1.16, 1.14, 0.3976, 0.3690, 0.3029,
  35. 0.0667, 0.0766, 0.0531, 0.0716];
  36. // start() {
  37. // LayerMgr.instance.loadBundle("editor", () => {
  38. // this.genLvlContent("image/bg1", ["prefab/spine/spine01"], 10);
  39. // });
  40. // }
  41. /**
  42. * 切换编辑模式
  43. * @param isEdit 是否为编辑模式
  44. */
  45. swtichEditMode(isEdit: boolean) {
  46. this._currentMode = isEdit ? LevelMode.EDIT : LevelMode.NORMAL;
  47. // 更新所有物品的状态
  48. this._findItems.forEach(item => {
  49. if (isEdit) {
  50. item.enterEditMode();
  51. } else {
  52. item.exitEditMode();
  53. }
  54. });
  55. // 重置找到的物品计数
  56. if (!isEdit) {
  57. this._foundItems = 0;
  58. }
  59. }
  60. /**
  61. * 生成关卡内容
  62. * @param bgPath 背景图路径
  63. * @param Items 物品预制体路径数组
  64. * @param itemcnt 物品数量
  65. * @param itemScales 物品缩放数组,为空时随机缩放
  66. */
  67. public genLvlContent(bgPath: string, itemSpinePaths: string[], itemcnt: number, itemScales: number[] = null) {
  68. // 清空现有物品
  69. this.clearItems();
  70. this._bgPath = bgPath;
  71. this._totalItems = itemcnt;
  72. this._itemSpinePaths = itemSpinePaths;
  73. this._itemcnt = itemcnt;
  74. this._itemScales = itemScales || this._defaultScales;
  75. // 加载背景图
  76. this.loadSprite(bgPath, (spriteFrame: SpriteFrame) => {
  77. console.log("loadSprite", bgPath, spriteFrame);
  78. if (this.lvlBg && spriteFrame) {
  79. this.lvlBg.spriteFrame = spriteFrame;
  80. }
  81. });
  82. // 生成物品
  83. for (let i = 0; i < itemcnt; i++) {
  84. // 随机选择一个物品
  85. var randomIndex = randomRangeInt(0, itemSpinePaths.length - 1);
  86. this.createItem(itemSpinePaths[randomIndex], this._itemScales[i]);
  87. }
  88. }
  89. /**
  90. * 创建物品
  91. * @param itemPrefab 物品预制体
  92. * @param scale 缩放值,null时随机缩放
  93. */
  94. private createItem(itemPrefabPath: string, scale: number | null) {
  95. const itemNode = instantiate(this.findItemPrefab);
  96. itemNode.parent = this.itemContainer || this.node;
  97. const findItem = itemNode.getComponent(FindItem);
  98. if (findItem) {
  99. var size = this.mask.getComponent(UITransform).contentSize;
  100. // 设置缩放
  101. const finalScale = scale !== null ? scale : randomRange(this.minScale, this.maxScale);
  102. // 设置随机位置, 不要出边框
  103. var itemSize = itemNode.getComponent(UITransform).contentSize;
  104. var w = itemSize.width * finalScale;
  105. var h = itemSize.height * finalScale;
  106. // 随机,并尽量不要重叠
  107. let tryCount = 0;
  108. let maxTry = 50;
  109. let pos: Vec3;
  110. let overlap = false;
  111. do {
  112. overlap = false;
  113. const randomX = randomRange(-size.width / 2 + w / 2, size.width / 2 - w / 2);
  114. const randomY = randomRange(-size.height / 2 + h / 2, size.height / 2 - h / 2);
  115. pos = new Vec3(randomX, randomY, 0);
  116. // 检查与已放置物品是否重叠
  117. for (let other of this._findItems) {
  118. let otherPos = other.node.getPosition();
  119. let otherScale = other.node.scale.x;
  120. let otherSize = other.node.getComponent(UITransform).contentSize;
  121. let otherW = otherSize.width * otherScale;
  122. let otherH = otherSize.height * otherScale;
  123. // 简单的AABB重叠检测
  124. if (
  125. Math.abs(pos.x - otherPos.x) < (w + otherW) / 2 &&
  126. Math.abs(pos.y - otherPos.y) < (h + otherH) / 2
  127. ) {
  128. overlap = true;
  129. break;
  130. }
  131. }
  132. tryCount++;
  133. } while (overlap && tryCount < maxTry);
  134. itemNode.setPosition(pos);
  135. findItem.setData({
  136. position: itemNode.getPosition(),
  137. scale: finalScale
  138. });
  139. // 添加spine内容
  140. this.loadPrefab(itemPrefabPath, (prefab: Prefab) => {
  141. findItem.addSpineContentByPrefab(prefab);
  142. });
  143. // 设置状态
  144. findItem.setState(this._currentMode === LevelMode.EDIT ? ItemState.EDIT : ItemState.NORMAL);
  145. // 添加到物品列表
  146. this._findItems.push(findItem);
  147. // 监听物品状态变化
  148. this.setupItemListeners(findItem);
  149. }
  150. }
  151. /**
  152. * 设置物品监听器
  153. * @param findItem 物品组件
  154. */
  155. private setupItemListeners(findItem: FindItem) {
  156. // 监听物品点击事件
  157. findItem.node.on("itemFound", () => {
  158. if (this._currentMode === LevelMode.NORMAL) {
  159. this._foundItems++;
  160. console.log("itemFound", this._foundItems, this._totalItems);
  161. // 检查是否所有物品都被找到
  162. if (this._foundItems >= this._totalItems) {
  163. this.onLevelComplete();
  164. }
  165. }
  166. });
  167. }
  168. /**
  169. * 关卡完成回调
  170. */
  171. private onLevelComplete() {
  172. if (this._onLevelComplete) {
  173. this._onLevelComplete();
  174. }
  175. // 可以在这里添加完成动画或音效
  176. console.log("关卡完成!所有物品都已找到");
  177. }
  178. /**
  179. * 清空所有物品
  180. */
  181. private clearItems() {
  182. this._findItems.forEach(item => {
  183. if (item && item.node) {
  184. item.node.destroy();
  185. }
  186. });
  187. this._findItems = [];
  188. this._foundItems = 0;
  189. this._totalItems = 0;
  190. }
  191. /**
  192. * 设置关卡完成回调
  193. * @param callback 完成回调函数
  194. */
  195. public setLevelCompleteCallback(callback: Function) {
  196. this._onLevelComplete = callback;
  197. }
  198. /**
  199. * 显示提示(高亮未找到的物品)
  200. */
  201. public showHint() {
  202. this._findItems.forEach(item => {
  203. if (item.getState() === ItemState.NORMAL) {
  204. item.showHint();
  205. }
  206. });
  207. }
  208. public reset() {
  209. this.clearItems();
  210. this.swtichEditMode(false);
  211. this.genLvlContent(this._bgPath, this._itemSpinePaths, this._itemcnt, this._itemScales);
  212. }
  213. /**
  214. * 获取关卡数据(用于保存)
  215. */
  216. public getLevelData() {
  217. return {
  218. items: this._findItems.map(item => item.getData()),
  219. totalItems: this._totalItems
  220. };
  221. }
  222. /**
  223. * 加载精灵图片
  224. * @param path 图片路径
  225. * @param callback 回调函数
  226. */
  227. loadSprite(path: string, callback: (spriteFrame: SpriteFrame) => void) {
  228. LayerMgr.instance.loadSprite("editor", path, callback);
  229. }
  230. prefabMap: Map<string, Prefab> = new Map();
  231. /**
  232. * 加载预制体
  233. * @param path 预制体路径
  234. * @param callback 回调函数
  235. */
  236. loadPrefab(path: string, callback: (prefab: Prefab) => void) {
  237. if (this.prefabMap.has(path)) {
  238. callback(this.prefabMap.get(path));
  239. return;
  240. }
  241. LayerMgr.instance.loadPrefab("editor", path, (prefab: Prefab) => {
  242. this.prefabMap.set(path, prefab);
  243. callback(prefab);
  244. });
  245. }
  246. }