GameManager.ts 4.9 KB

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  1. import { _decorator, Component, Node, Prefab, instantiate, Vec3, find, director, Canvas, UITransform, Button } from 'cc';
  2. const { ccclass, property } = _decorator;
  3. @ccclass('GameManager')
  4. export class GameManager extends Component {
  5. @property({
  6. type: Node,
  7. tooltip: '拖拽BallController节点到这里'
  8. })
  9. public ballController: Node = null;
  10. @property({
  11. type: Node,
  12. tooltip: '拖拽BlockSelectionUI节点到这里'
  13. })
  14. public blockSelectionUI: Node = null;
  15. @property({
  16. type: Node,
  17. tooltip: '拖拽GameArea节点到这里'
  18. })
  19. public gameArea: Node = null;
  20. // 游戏是否已经开始
  21. private gameStarted: boolean = false;
  22. // 游戏区域的边界
  23. private gameBounds = {
  24. left: 0,
  25. right: 0,
  26. top: 0,
  27. bottom: 0
  28. };
  29. start() {
  30. // 计算游戏区域边界
  31. this.calculateGameBounds();
  32. }
  33. // 计算游戏区域边界
  34. calculateGameBounds() {
  35. // 获取屏幕尺寸
  36. const canvas = find('Canvas');
  37. if (!canvas) {
  38. console.error('找不到Canvas节点');
  39. return;
  40. }
  41. const canvasUI = canvas.getComponent(UITransform);
  42. if (!canvasUI) {
  43. console.error('Canvas节点没有UITransform组件');
  44. return;
  45. }
  46. // 获取屏幕的尺寸
  47. const screenWidth = canvasUI.width;
  48. const screenHeight = canvasUI.height;
  49. // 获取屏幕的世界坐标位置
  50. const worldPos = canvas.worldPosition;
  51. // 计算屏幕的世界坐标边界
  52. this.gameBounds.left = worldPos.x - screenWidth / 2;
  53. this.gameBounds.right = worldPos.x + screenWidth / 2;
  54. this.gameBounds.bottom = worldPos.y - screenHeight / 2;
  55. this.gameBounds.top = worldPos.y + screenHeight / 2;
  56. console.log('Screen Bounds:', this.gameBounds);
  57. }
  58. // 点击确认按钮的回调
  59. onConfirmButtonClicked() {
  60. console.log('确认按钮被点击');
  61. // 隐藏BlockSelectionUI,但保留已放置的方块
  62. if (this.blockSelectionUI) {
  63. this.blockSelectionUI.active = false;
  64. // 查找GridContainer节点,确保它保持可见
  65. const gridContainer = find('Canvas/GameLevelUI/GameArea/GridContainer');
  66. if (gridContainer) {
  67. gridContainer.active = true;
  68. }
  69. // 确保已放置的方块保持可见
  70. this.preservePlacedBlocks();
  71. }
  72. // 开始游戏
  73. this.startGame();
  74. }
  75. // 保存已放置的方块
  76. preservePlacedBlocks() {
  77. // 查找BlockManager组件
  78. const blockController = find('Canvas/GameLevelUI/BlockController');
  79. if (blockController) {
  80. const blockManager = blockController.getComponent('BlockManager');
  81. if (blockManager) {
  82. // 调用BlockManager的onGameStart方法
  83. (blockManager as any).onGameStart();
  84. console.log('已调用BlockManager.onGameStart(),确保已放置的方块正确显示');
  85. } else {
  86. console.warn('BlockController节点上没有BlockManager组件');
  87. }
  88. } else {
  89. console.warn('找不到BlockController节点,尝试在Canvas上查找BlockManager组件');
  90. // 尝试在Canvas上查找
  91. const canvasBlockManager = find('Canvas').getComponent('BlockManager');
  92. if (canvasBlockManager) {
  93. // 调用BlockManager的onGameStart方法
  94. (canvasBlockManager as any).onGameStart();
  95. console.log('已调用Canvas上的BlockManager.onGameStart()');
  96. } else {
  97. console.warn('找不到BlockManager组件,无法保存已放置的方块状态');
  98. }
  99. }
  100. }
  101. // 开始游戏
  102. startGame() {
  103. if (this.gameStarted) return;
  104. console.log('游戏开始');
  105. this.gameStarted = true;
  106. // 使用BallController生成小球
  107. this.spawnBall();
  108. }
  109. // 生成小球
  110. spawnBall() {
  111. if (!this.ballController) {
  112. console.error('未设置BallController节点');
  113. return;
  114. }
  115. // 获取BallController组件
  116. const ballControllerComp = this.ballController.getComponent('BallController');
  117. if (ballControllerComp) {
  118. // 调用initialize方法创建小球
  119. (ballControllerComp as any).initialize();
  120. } else {
  121. console.error('BallController节点没有BallController组件');
  122. }
  123. }
  124. // 游戏结束
  125. gameOver() {
  126. this.gameStarted = false;
  127. console.log('游戏结束');
  128. // 显示BlockSelectionUI
  129. if (this.blockSelectionUI) {
  130. this.blockSelectionUI.active = true;
  131. }
  132. }
  133. }