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- import { _decorator, Component, Node, ProgressBar, Label, Vec3, Prefab, instantiate, find, UITransform, BoxCollider2D, RigidBody2D, ERigidBody2DType } from 'cc';
- import { EnemyInstance } from './EnemyInstance';
- const { ccclass, property } = _decorator;
- // 前向声明EnemyInstance类型,避免循环引用
- class EnemyInstanceType {
- public health: number;
- public maxHealth: number;
- public speed: number;
- public attackPower: number;
- public movingDirection: number;
- public targetY: number;
- public changeDirectionTime: number;
- public controller: any;
- public node: Node;
- public updateHealthDisplay: () => void;
- public takeDamage: (damage: number) => void;
- }
- @ccclass('EnemyController')
- export class EnemyController extends Component {
- // 敌人预制体
- @property({
- type: Prefab,
- tooltip: '拖拽Enemy预制体到这里'
- })
- public enemyPrefab: Prefab = null;
- // 敌人生成参数
- @property({
- tooltip: '敌人生成间隔(秒)'
- })
- public spawnInterval: number = 3;
- // 敌人属性
- @property({
- tooltip: '敌人移动速度'
- })
- public enemySpeed: number = 50;
- @property({
- tooltip: '敌人攻击力'
- })
- public attackPower: number = 10;
- @property({
- tooltip: '敌人生命值'
- })
- public health: number = 30;
- // 墙体属性
- @property({
- tooltip: '墙体初始血量'
- })
- public wallHealth: number = 1200;
- @property({
- type: Node,
- tooltip: '墙体血量显示节点'
- })
- public wallHealthNode: Node = null;
- // 游戏区域边界 - 改为public,让敌人实例可以访问
- public gameBounds = {
- left: 0,
- right: 0,
- top: 0,
- bottom: 0
- };
- // 活跃的敌人列表
- private activeEnemies: Node[] = [];
-
- // 游戏是否已开始
- private gameStarted: boolean = false;
-
- // 墙体节点
- private wallNodes: Node[] = [];
- // 私有属性
- private enemyContainer: Node = null;
- private gameManager: any = null;
- start() {
- // 获取游戏区域边界
- this.calculateGameBounds();
-
- // 查找墙体节点
- this.findWallNodes();
-
- // 初始化墙体血量显示
- this.initWallHealthDisplay();
-
- // 确保enemyContainer节点存在
- this.ensureEnemyContainer();
-
- // 查找GameManager
- this.findGameManager();
- }
- // 计算游戏区域边界
- private calculateGameBounds() {
- const gameArea = find('Canvas/GameLevelUI/GameArea');
- if (!gameArea) {
- return;
- }
- const uiTransform = gameArea.getComponent(UITransform);
- if (!uiTransform) {
- return;
- }
- const worldPos = gameArea.worldPosition;
- const width = uiTransform.width;
- const height = uiTransform.height;
- this.gameBounds = {
- left: worldPos.x - width / 2,
- right: worldPos.x + width / 2,
- top: worldPos.y + height / 2,
- bottom: worldPos.y - height / 2
- };
- }
- // 查找墙体节点
- private findWallNodes() {
- const gameArea = find('Canvas/GameLevelUI/GameArea');
- if (gameArea) {
- this.wallNodes = [];
- for (let i = 0; i < gameArea.children.length; i++) {
- const child = gameArea.children[i];
- if (child.name.includes('Wall') || child.name.includes('wall') || child.name.includes('墙')) {
- this.wallNodes.push(child);
- }
- }
- }
- }
- // 初始化墙体血量显示
- initWallHealthDisplay() {
- if (!this.wallHealthNode) {
- // 尝试查找墙体血量显示节点
- this.wallHealthNode = find('Canvas/GameLevelUI/HeartNode');
- }
- if (this.wallHealthNode) {
- // 更新墙体血量显示
- this.updateWallHealthDisplay();
- } else {
- console.warn('未设置墙体血量显示节点');
- }
- }
- // 更新墙体血量显示
- public updateWallHealthDisplay() {
- if (!this.wallHealthNode) {
- return;
- }
- const heartLabel = this.wallHealthNode.getComponent(Label);
- if (heartLabel) {
- heartLabel.string = this.wallHealth.toString();
- }
- }
- // 确保enemyContainer节点存在
- ensureEnemyContainer() {
- const gameLevelUI = find('Canvas/GameLevelUI');
- if (!gameLevelUI) {
- return;
- }
- this.enemyContainer = gameLevelUI.getChildByName('enemyContainer');
- if (!this.enemyContainer) {
- this.enemyContainer = new Node('enemyContainer');
- gameLevelUI.addChild(this.enemyContainer);
- }
- }
- // 游戏开始
- startGame() {
- this.gameStarted = true;
-
- // 确保enemyContainer节点存在
- this.ensureEnemyContainer();
-
- // 开始生成敌人
- this.schedule(this.spawnEnemy, this.spawnInterval);
-
- console.log('开始生成敌人');
- }
- // 游戏结束
- stopGame() {
- this.gameStarted = false;
-
- // 停止生成敌人
- this.unschedule(this.spawnEnemy);
-
- // 清除所有敌人
- this.clearAllEnemies();
-
- console.log('停止生成敌人');
- }
- // 生成敌人
- spawnEnemy() {
- if (!this.gameStarted || !this.enemyPrefab) return;
-
- // 随机决定从上方还是下方生成
- const fromTop = Math.random() > 0.5;
-
- // 实例化敌人
- const enemy = instantiate(this.enemyPrefab);
- enemy.name = 'Enemy'; // 确保敌人节点名称为Enemy
-
- // 添加到场景中
- const enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
- if (!enemyContainer) {
- return;
- }
-
- enemyContainer.addChild(enemy);
-
- // 设置敌人位置
- const xPos = this.gameBounds.left + Math.random() * (this.gameBounds.right - this.gameBounds.left);
- const yPos = fromTop ? this.gameBounds.top + 100 : this.gameBounds.bottom - 100;
-
- // 将世界坐标转换为相对于enemyContainer的本地坐标
- const localPos = enemyContainer.getComponent(UITransform).convertToNodeSpaceAR(new Vec3(xPos, yPos, 0));
- enemy.position = localPos;
-
- // 设置敌人属性 - 直接使用组件而不是自定义属性
- const enemyComp = enemy.addComponent(EnemyInstance);
- enemyComp.health = this.health;
- enemyComp.maxHealth = this.health;
- enemyComp.speed = this.enemySpeed;
- enemyComp.attackPower = this.attackPower;
- enemyComp.movingDirection = Math.random() > 0.5 ? 1 : -1; // 随机初始移动方向
- enemyComp.targetY = fromTop ? this.gameBounds.top - 50 : this.gameBounds.bottom + 50; // 目标Y位置
- enemyComp.changeDirectionTime = 0; // 下次改变方向的时间
- enemyComp.controller = this; // 设置对控制器的引用
-
- // 更新敌人血量显示
- enemyComp.updateHealthDisplay();
-
- // 添加到活跃敌人列表
- this.activeEnemies.push(enemy);
-
- console.log(`生成敌人,当前共有 ${this.activeEnemies.length} 个敌人`);
- }
- // 清除所有敌人
- clearAllEnemies() {
- for (const enemy of this.activeEnemies) {
- if (enemy && enemy.isValid) {
- enemy.destroy();
- }
- }
- this.activeEnemies = [];
- }
- // 获取所有活跃的敌人
- getActiveEnemies(): Node[] {
- // 过滤掉已经无效的敌人
- this.activeEnemies = this.activeEnemies.filter(enemy => enemy && enemy.isValid);
- return this.activeEnemies;
- }
- // 获取当前敌人数量
- getCurrentEnemyCount(): number {
- return this.getActiveEnemies().length;
- }
- // 获取游戏是否已开始状态
- public isGameStarted(): boolean {
- return this.gameStarted;
- }
- // 暂停生成敌人
- public pauseSpawning(): void {
- if (this.gameStarted) {
- this.unschedule(this.spawnEnemy);
- }
- }
- // 恢复生成敌人
- public resumeSpawning(): void {
- if (this.gameStarted) {
- this.schedule(this.spawnEnemy, this.spawnInterval);
- }
- }
- // 敌人受到伤害
- damageEnemy(enemy: Node, damage: number) {
- if (!enemy || !enemy.isValid) return;
-
- // 获取敌人组件
- const enemyComp = enemy.getComponent(EnemyInstance);
- if (!enemyComp) return;
-
- // 减少敌人血量
- enemyComp.takeDamage(damage);
-
- // 检查敌人是否死亡
- if (enemyComp.health <= 0) {
- // 从活跃敌人列表中移除
- const index = this.activeEnemies.indexOf(enemy);
- if (index !== -1) {
- this.activeEnemies.splice(index, 1);
- }
-
- // 销毁敌人
- enemy.destroy();
- }
- }
- // 墙体受到伤害
- damageWall(damage: number) {
- // 减少墙体血量
- this.wallHealth -= damage;
-
- // 更新墙体血量显示
- this.updateWallHealthDisplay();
-
- // 检查墙体是否被摧毁
- if (this.wallHealth <= 0) {
- // 游戏结束
- this.gameOver();
- }
- }
- // 游戏结束
- gameOver() {
- // 停止游戏
- this.stopGame();
-
- // 通知GameManager游戏结束
- const gameManagerNode = find('Canvas/GameLevelUI/GameManager');
- if (gameManagerNode) {
- const gameManager = gameManagerNode.getComponent('GameManager') as any;
- if (gameManager) {
- gameManager.gameOver();
- }
- }
- }
- update(dt: number) {
- if (!this.gameStarted) return;
-
- // 更新所有敌人
- for (let i = this.activeEnemies.length - 1; i >= 0; i--) {
- const enemy = this.activeEnemies[i];
- if (!enemy || !enemy.isValid) {
- this.activeEnemies.splice(i, 1);
- continue;
- }
-
- // 敌人更新由各自的组件处理
- // 不再需要检查敌人是否到达墙体,因为敌人到达游戏区域后会自动攻击
- // 敌人的攻击逻辑已经在EnemyInstance中处理
- }
- }
- // === 调试方法 ===
- public testEnemyAttack() {
- console.log('=== 测试敌人攻击墙体 ===');
-
- // 手动触发墙体受到伤害
- const testDamage = 50;
- console.log(`模拟敌人攻击,伤害: ${testDamage}`);
- this.damageWall(testDamage);
-
- return this.wallHealth;
- }
-
- public getCurrentWallHealth(): number {
- return this.wallHealth;
- }
-
- public forceEnemyAttack() {
- console.log('=== 强制所有敌人进入攻击状态 ===');
-
- const activeEnemies = this.getActiveEnemies();
- console.log(`当前活跃敌人数量: ${activeEnemies.length}`);
-
- for (const enemy of activeEnemies) {
- const enemyComp = enemy.getComponent(EnemyInstance);
- if (enemyComp) {
- console.log(`强制敌人 ${enemy.name} 进入攻击状态`);
- // 直接调用damageWall方法进行测试
- this.damageWall(enemyComp.attackPower);
- }
- }
- }
- // === 查找GameManager ===
- private findGameManager() {
- const gameManagerNode = find('Canvas/GameLevelUI/GameManager');
- if (gameManagerNode) {
- this.gameManager = gameManagerNode.getComponent('GameManager');
- }
- }
- }
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