LevelContainer.ts 11 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. import EventMgr from "../../script/Manager/EventMgr";
  6. import { Difficulty, Skin, SuperFind } from "../../script/Manager/LocalDataMgr";
  7. const { ccclass, property } = _decorator;
  8. // 关卡模式枚举
  9. export enum LevelMode {
  10. EDIT, // 编辑模式
  11. NORMAL // 正常选择模式
  12. }
  13. @ccclass('LevelContainer')
  14. export class LevelContainer extends Component {
  15. @property({ type: Node, tooltip: '遮罩' })
  16. mask: Node = null;
  17. @property({ type: Sprite, tooltip: '背景图' })
  18. lvlBg: Sprite = null;
  19. @property({ type: Prefab, tooltip: '物品预制体' })
  20. findItemPrefab: Prefab = null;
  21. @property({ type: CCFloat, tooltip: '最小缩放比例' })
  22. minScale: number = 0.1;
  23. @property({ type: CCFloat, tooltip: '最大缩放比例' })
  24. maxScale: number = 1.5;
  25. @property({ type: Node, tooltip: '物品容器' })
  26. itemContainer: Node = null;
  27. _findItems: FindItem[] = [];
  28. _currentMode: LevelMode = LevelMode.NORMAL;
  29. _totalItems: number = 0;
  30. _foundItems: number = 0;
  31. _onLevelComplete: Function = null;
  32. _bgPath: string = "";
  33. _itemSpinePaths: string[] = [];
  34. _itemcnt: number = 0;
  35. _itemScales: number[] = [];
  36. _defaultScales: number[] = [1.18, 1.16, 1.14, 0.3976, 0.3690, 0.3029,
  37. 0.0667, 0.0766, 0.0531, 0.0716];
  38. start() {
  39. // LayerMgr.instance.loadBundle("editor", () => {
  40. // this.genLvlContent("image/bg1", ["prefab/spine/spine01"], 10);
  41. // });
  42. this.addResetListener()
  43. }
  44. /**
  45. * 切换编辑模式
  46. * @param isEdit 是否为编辑模式
  47. */
  48. swtichEditMode(isEdit: boolean) {
  49. this._currentMode = isEdit ? LevelMode.EDIT : LevelMode.NORMAL;
  50. // 更新所有物品的状态
  51. this._findItems.forEach(item => {
  52. if (isEdit) {
  53. item.enterEditMode();
  54. } else {
  55. item.exitEditMode();
  56. }
  57. });
  58. // 重置找到的物品计数
  59. if (!isEdit) {
  60. this._foundItems = 0;
  61. }
  62. }
  63. /**
  64. * 生成关卡内容
  65. * @param bgPath 背景图路径
  66. * @param Items 物品预制体路径数组
  67. * @param itemcnt 物品数量
  68. * @param itemScales 物品缩放数组,为空时随机缩放
  69. */
  70. public genLvlContent(bgPath: string, itemSpinePaths: string[], itemcnt: number, itemScales: number[] = null) {
  71. // 清空现有物品
  72. this.clearItems();
  73. this._bgPath = bgPath;
  74. this._totalItems = itemcnt;
  75. this._itemSpinePaths = itemSpinePaths;
  76. this._itemcnt = itemcnt;
  77. this._itemScales = itemScales || this._defaultScales;
  78. // 加载背景图
  79. this.loadSprite(bgPath, (spriteFrame: SpriteFrame) => {
  80. console.log("loadSprite", bgPath, spriteFrame);
  81. if (this.lvlBg && spriteFrame) {
  82. this.lvlBg.spriteFrame = spriteFrame;
  83. }
  84. });
  85. var randomIndex = itemSpinePaths.indexOf(Skin.skinData._lastSelectSpinePath);
  86. // console.log("物品数量", itemcnt,"物品缩放数组长度",Difficulty.difficutyData.scales.length,"动画路径长度",itemSpinePaths.length);
  87. // 生成物品
  88. for (let i = 0; i < itemcnt; i++) {
  89. // 随机选择一个物品
  90. randomIndex = Skin.skinData.singleSelect == "true"?randomIndex: randomRangeInt(0, itemSpinePaths.length);
  91. this.createItem(itemSpinePaths[randomIndex], Difficulty.difficutyData.scales[i]);
  92. }
  93. }
  94. /**
  95. * 创建物品
  96. * @param itemPrefab 物品预制体
  97. * @param scale 缩放值,null时随机缩放
  98. */
  99. private createItem(itemPrefabPath: string, scale: number | null) {
  100. // console.log("当前spine路径", itemPrefabPath);
  101. const itemNode = instantiate(this.findItemPrefab);
  102. itemNode.parent = this.itemContainer || this.node;
  103. const findItem = itemNode.getComponent(FindItem);
  104. if (findItem) {
  105. var size = this.mask.getComponent(UITransform).contentSize;
  106. // 设置缩放
  107. const finalScale = scale !== null ? scale : randomRange(this.minScale, this.maxScale);
  108. // 设置随机位置, 不要出边框
  109. var itemSize = itemNode.getComponent(UITransform).contentSize;
  110. var w = itemSize.width * finalScale;
  111. var h = itemSize.height * finalScale;
  112. // 随机,并尽量不要重叠
  113. let tryCount = 0;
  114. let maxTry = 50;
  115. let pos: Vec3;
  116. let overlap = false;
  117. do {
  118. overlap = false;
  119. const randomX = randomRange(-size.width / 2 + w / 2, size.width / 2 - w / 2);
  120. const randomY = randomRange(-size.height / 2 + h / 2, size.height / 2 - h / 2);
  121. pos = new Vec3(randomX, randomY, 0);
  122. // 检查与已放置物品是否重叠
  123. for (let other of this._findItems) {
  124. let otherPos = other.node.getPosition();
  125. let otherScale = other.node.scale.x;
  126. let otherSize = other.node.getComponent(UITransform).contentSize;
  127. let otherW = otherSize.width * otherScale;
  128. let otherH = otherSize.height * otherScale;
  129. // 简单的AABB重叠检测
  130. if (
  131. Math.abs(pos.x - otherPos.x) < (w + otherW) / 2 &&
  132. Math.abs(pos.y - otherPos.y) < (h + otherH) / 2
  133. ) {
  134. overlap = true;
  135. break;
  136. }
  137. }
  138. tryCount++;
  139. } while (overlap && tryCount < maxTry);
  140. itemNode.setPosition(pos);
  141. findItem.setData({
  142. position: itemNode.getPosition(),
  143. scale: finalScale
  144. });
  145. // 添加spine内容
  146. this.loadPrefab(itemPrefabPath, (prefab: Prefab) => {
  147. findItem.addSpineContentByPrefab(prefab);
  148. });
  149. // 设置状态
  150. findItem.setState(this._currentMode === LevelMode.EDIT ? ItemState.EDIT : ItemState.NORMAL);
  151. // 添加到物品列表
  152. this._findItems.push(findItem);
  153. // 监听物品状态变化
  154. this.setupItemListeners(findItem);
  155. }
  156. }
  157. /**
  158. * 设置物品监听器
  159. * @param findItem 物品组件
  160. */
  161. private setupItemListeners(findItem: FindItem) {
  162. // 监听物品点击事件
  163. findItem.node.on("itemFound", () => {
  164. if (this._currentMode === LevelMode.NORMAL) {
  165. this._foundItems++;
  166. // console.log("itemFound", this._foundItems, this._totalItems);
  167. // 检查是否所有物品都被找到
  168. if (this._foundItems >= this._totalItems) {
  169. this.onLevelComplete();
  170. }
  171. }
  172. });
  173. }
  174. /**
  175. * 关卡完成回调
  176. */
  177. private onLevelComplete() {
  178. if (this._onLevelComplete) {
  179. this._onLevelComplete();
  180. }
  181. EventMgr.ins.dispatchEvent("win")
  182. // 可以在这里添加完成动画或音效
  183. console.log("关卡完成!所有物品都已找到");
  184. }
  185. /**
  186. * 清空所有物品
  187. */
  188. private clearItems() {
  189. // this._findItems.forEach(item => {
  190. // if (item && item.node) {
  191. // item.node.destroy();
  192. // }
  193. // });
  194. let count = this._findItems.length;
  195. for(let i = 0; i < count; i++)
  196. {
  197. const item = this._findItems.pop();
  198. if (item && item.node) {
  199. item.node.destroy();
  200. }
  201. }
  202. this._findItems = [];
  203. this._foundItems = 0;
  204. this._totalItems = 0;
  205. }
  206. /**
  207. * 设置关卡完成回调
  208. * @param callback 完成回调函数
  209. */
  210. public setLevelCompleteCallback(callback: Function) {
  211. this._onLevelComplete = callback;
  212. }
  213. /**
  214. * 显示提示(高亮未找到的物品)
  215. */
  216. public showHint() {
  217. this._findItems.forEach(item => {
  218. if (item.getState() === ItemState.NORMAL) {
  219. item.showHint();
  220. }
  221. });
  222. }
  223. public showOneHint()
  224. {
  225. for(let i = 0; i < this._findItems.length; i++)
  226. {
  227. if(this._findItems[i].getState() === ItemState.NORMAL)
  228. {
  229. this._findItems[i].showHint()
  230. break
  231. }
  232. }
  233. }
  234. public reset() {
  235. this.clearItems();
  236. this.swtichEditMode(false);
  237. this.genLvlContent(this._bgPath, this._itemSpinePaths, this._itemcnt, this._itemScales);
  238. }
  239. /**
  240. * 获取关卡数据(用于保存)
  241. */
  242. public getLevelData() {
  243. return {
  244. items: this._findItems.map(item => item.getData()),
  245. totalItems: this._totalItems
  246. };
  247. }
  248. /**
  249. * 加载精灵图片
  250. * @param path 图片路径
  251. * @param callback 回调函数
  252. */
  253. loadSprite(path: string, callback: (spriteFrame: SpriteFrame) => void) {
  254. LayerMgr.instance.loadSprite("editor", path, callback);
  255. }
  256. prefabMap: Map<string, Prefab> = new Map();
  257. /**
  258. * 加载预制体
  259. * @param path 预制体路径
  260. * @param callback 回调函数
  261. */
  262. loadPrefab(path: string, callback: (prefab: Prefab) => void) {
  263. if (this.prefabMap.has(path)) {
  264. callback(this.prefabMap.get(path));
  265. return;
  266. }
  267. LayerMgr.instance.loadPrefab("editor", path, (prefab: Prefab) => {
  268. this.prefabMap.set(path, prefab);
  269. callback(prefab);
  270. });
  271. }
  272. addResetListener()
  273. {
  274. EventMgr.ins.addEventListener("regenerate",this.updateLevel,this)
  275. }
  276. showOrHideScale(isShow: boolean)
  277. {
  278. for(let i = 0; i < this._findItems.length; i++)
  279. {
  280. this._findItems[i].showOrHideScale(isShow)
  281. }
  282. }
  283. //获取上一关的
  284. lastLevel() {
  285. SuperFind.lastLevel()
  286. this.updateLevel()
  287. EventMgr.ins.dispatchEvent("restart")
  288. }
  289. nextLevel()
  290. {
  291. SuperFind.nextLevel()
  292. this.updateLevel()
  293. EventMgr.ins.dispatchEvent("restart")
  294. }
  295. updateLevel()
  296. {
  297. this.clearItems();
  298. this.swtichEditMode(false);
  299. this.genLvlContent(SuperFind.superFindData.imgPath, Skin.getSelectSkinPath(), Difficulty.difficutyData.difficutyCount, this._itemScales);
  300. }
  301. win()
  302. {
  303. }
  304. }