1323 lines
39 KiB
TypeScript
1323 lines
39 KiB
TypeScript
import { _decorator, Component, Node, Vec3, input, Input, EventTouch, Camera, view, tween, Animation, Collider2D, BoxCollider2D, Contact2DType, Label, Color, Canvas, UITransform, AudioSource, director } from 'cc';
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import { TiledMapPathfinder } from './TiledMapPathfinder';
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const { ccclass, property } = _decorator;
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// PhysicsSystem2D.instance.debugDrawFlags =
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// EPhysics2DDrawFlags.Aabb |
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// EPhysics2DDrawFlags.Shape;
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@ccclass('PlayerController')
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export class PlayerController extends Component {
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@property(Canvas)
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canvas: Canvas | null = null;
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@property(Node)
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player: Node | null = null; // 玩家节点
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@property(Node)
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bonus: Node | null = null;
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@property(Node)
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failedDialog: Node | null = null;
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@property(Camera)
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camera: Camera | null = null; // 主摄像机
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@property(TiledMapPathfinder)
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pathfinder: TiledMapPathfinder | null = null; // 寻路组件
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@property(Node)
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attackAudio: Node | null = null; // 攻击音效节点
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@property({ range: [1, 300] })
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moveSpeed: number = 300; // 移动速度(像素/秒)
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private isMoving: boolean = false;
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private isAttacking: boolean = false;
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private currentPath: Vec3[] = [];
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private currentPathIndex: number = 0;
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private originalPosition: Vec3 = new Vec3();
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private currentAnimation: string = 'stand'; // 当前播放的动画
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private lastTargetPosition: Vec3 = new Vec3(); // 上一个目标位置,用于方向判断
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private isUpgraded: boolean = false; // 玩家是否已升级
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private isGameOver: boolean = false; // 游戏是否结束(玩家死亡)
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private isWin: boolean = false; // 游戏是否胜利(到达终点)
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private currentDirection: number = 5; // 当前玩家朝向:3表示左/上,5表示右/下,默认为5
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// 平滑移动相关变量
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private moveTween: any = null; // 当前移动的tween对象
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private lastPosition: Vec3 = new Vec3(); // 上一帧位置
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private hasWinTimes = 0
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private readonly attackAlignGap = 10; // 玩家与怪物对阵时的额外左右间距,单位:像素
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// 道具列表
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private props: Node[] = [];
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private guideNode: Node | null = null;
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private activePopup: Node | null = null;
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private activePopupName: string | null = null;
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private pendingPopupHide: (() => void) | null = null;
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onLoad() {
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this.guideNode = this.canvas.node.getChildByName('Guide');
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// 注册触摸事件
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input.on(Input.EventType.TOUCH_START, this.onTouchStart, this);
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let collider = this.player.getComponent(Collider2D);
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if (collider) {
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// 监听碰撞事件
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collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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}
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this.initProps();
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// this.showBonusPopup()
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// this.scheduleOnce(() => {
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// this.showBonusPopup()
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// }, 5);
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}
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onDestroy() {
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// 移除触摸事件
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input.off(Input.EventType.TOUCH_START, this.onTouchStart, this);
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this.clearPopupHideSchedule();
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}
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start() {
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if (this.player) {
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this.originalPosition.set(this.player.position);
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// 初始化时设置站立动画和正确的方向
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this.switchAnimation('stand');
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this.updatePlayerScale();
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}
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}
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initProps() {
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if (!this.canvas) {
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console.warn('Canvas未设置,无法初始化道具');
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return;
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}
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// 查找Canvas下的Props节点
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const propsNode = this.canvas.node.getChildByName('Props');
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if (!propsNode) {
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console.warn('未找到Props节点,请确保Canvas下有名为"Props"的节点');
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return;
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}
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// 清空现有的道具列表
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this.props.length = 0;
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// 获取Props节点下的所有子节点
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for (let i = 0; i < propsNode.children.length; i++) {
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const child = propsNode.children[i];
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this.props.push(child);
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console.log(`添加道具: ${child.name}`);
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// 为每个道具添加悬浮动画
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this.addFloatingAnimation(child);
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}
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console.log(`初始化道具完成,共找到 ${this.props.length} 个道具`);
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}
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/**
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* 为道具添加悬浮动画
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*/
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private addFloatingAnimation(propNode: Node) {
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if (!propNode) return;
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// 保存原始位置
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const originalY = propNode.position.y;
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const floatHeight = 10; // 悬浮高度(像素)
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const floatDuration = 2; // 悬浮周期(秒)
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// 创建上下浮动的动画
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tween(propNode)
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.to(floatDuration / 2, { position: new Vec3(propNode.position.x, originalY + floatHeight, propNode.position.z) }, {
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easing: 'sineInOut'
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})
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.to(floatDuration / 2, { position: new Vec3(propNode.position.x, originalY, propNode.position.z) }, {
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easing: 'sineInOut'
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})
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.union() // 将动画串联起来
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.repeatForever() // 无限重复
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.start();
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console.log(`为道具 ${propNode.name} 添加悬浮动画`);
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}
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private onTouchStart(event: EventTouch) {
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if (this.activePopup) {
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this.hideActivePopup();
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return;
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}
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if (!this.player || !this.camera || !this.pathfinder || this.isAttacking || this.isGameOver || this.isWin) return;
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this.guideNode.active = false;
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// 获取触摸点的UI坐标
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const touchLocation = event.getUILocation();
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// 将UI坐标转换为世界坐标
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const worldPos = this.screenToWorldPoint(touchLocation);
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console.log(`触摸UI坐标: (${touchLocation.x}, ${touchLocation.y})`);
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console.log(`转换后世界坐标: (${worldPos.x.toFixed(2)}, ${worldPos.y.toFixed(2)})`);
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this.moveToPositionWithPathfinding(worldPos);
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}
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private screenToWorldPoint(screenPos: { x: number, y: number }): Vec3 {
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if (!this.camera) {
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console.error('Camera未设置,无法进行坐标转换');
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return new Vec3(screenPos.x, screenPos.y, 0);
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}
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// 获取可见区域大小
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const visibleSize = view.getVisibleSize();
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// 计算屏幕中心点
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const centerX = visibleSize.width * 0.5;
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const centerY = visibleSize.height * 0.5;
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// 将屏幕坐标转换为以屏幕中心为原点的坐标
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const normalizedX = screenPos.x - centerX;
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const normalizedY = screenPos.y - centerY;
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// 获取相机的正交高度
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const orthoHeight = this.camera.orthoHeight;
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// 计算屏幕坐标到世界坐标的缩放比例
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// 屏幕高度的一半对应 orthoHeight 的世界单位
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const scaleY = orthoHeight / (visibleSize.height * 0.5);
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const scaleX = scaleY; // 保持宽高比一致
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// 将屏幕坐标转换为世界坐标(相对于相机中心)
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const worldOffsetX = normalizedX * scaleX;
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const worldOffsetY = normalizedY * scaleY;
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// 考虑相机的位置偏移
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const cameraPos = this.camera.node.position;
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// 计算最终的世界坐标
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const worldX = worldOffsetX + cameraPos.x;
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const worldY = worldOffsetY + cameraPos.y;
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return new Vec3(worldX, worldY, 0);
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}
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private moveToPositionWithPathfinding(worldPos: Vec3) {
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if (!this.player || !this.pathfinder) return;
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// 停止当前移动
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// this.stopMovement();
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// 限制目标位置在地图边界内
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const clampedPos = this.clampPlayerPosition(worldPos);
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// 检查目标位置是否可行走
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if (!this.pathfinder.isWorldPositionWalkable(clampedPos)) {
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console.log('目标位置不可行走,寻找最近的可行走位置');
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const closestWalkable = this.pathfinder.getClosestWalkablePosition(clampedPos);
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if (!closestWalkable) {
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console.warn('找不到可行走的位置');
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return;
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}
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clampedPos.set(closestWalkable);
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}
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// 使用寻路算法计算路径
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const startPos = this.player.position;
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this.currentPath = this.pathfinder.findPath(startPos, clampedPos);
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if (this.currentPath.length === 0) {
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console.warn('无法找到路径');
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return;
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}
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console.log(`找到路径,包含${this.currentPath.length}个点`);
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// 开始沿路径移动
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this.currentPathIndex = 0;
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this.isMoving = true;
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// 根据移动方向选择动画
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const animationName = this.getAnimationNameByDirection(startPos, clampedPos);
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// 切换到对应的动画
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this.switchAnimation(animationName);
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// 使用平滑路径移动
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this.startSmoothPathMovement();
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}
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// 限制玩家位置在地图边界内
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private clampPlayerPosition(position: Vec3): Vec3 {
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return this.clampPositionWithinMap(position);
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}
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private clampPositionWithinMap(position: Vec3): Vec3 {
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// 限制位置
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const clampedPosition = position.clone();
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return clampedPosition;
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}
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/**
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* 根据移动方向获取对应的动画名称
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* 现在只返回基础动画名称,不包含方向信息
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*/
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private getAnimationNameByDirection(currentPos: Vec3, targetPos: Vec3): string {
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const deltaX = targetPos.x - currentPos.x;
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const deltaY = targetPos.y - currentPos.y;
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// 如果移动距离很小,保持当前动画
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const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
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if (distance < 1) {
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return this.currentAnimation.includes('walk') ? 'walk' : this.currentAnimation;
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}
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// 计算主要移动方向
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const absX = Math.abs(deltaX);
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const absY = Math.abs(deltaY);
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if (absX > absY) {
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// 水平移动为主
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this.currentDirection = deltaX < 0 ? 3 : 5;
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} else {
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// 垂直移动为主
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this.currentDirection = deltaY < 0 ? 3 : 5;
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}
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// 只返回基础动画名称,不包含方向信息
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return 'walk';
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}
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/**
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* 切换动画,避免不必要的切换
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* 根据 this.currentDirection 来决定 player 的 scale 是否要取反,不再需要通过动画名称进行区分
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*/
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private switchAnimation(animationName: string) {
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if (!this.player) {
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console.warn('Player节点未设置,无法切换动画');
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return;
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}
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// 根据动画类型获取基础动画名称,不再包含方向信息
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let baseAnimationName = animationName;
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if (animationName === 'stand') {
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baseAnimationName = 'stand';
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} else if (animationName.startsWith('walk')) {
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baseAnimationName = 'walk';
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} else if (animationName.startsWith('attack')) {
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baseAnimationName = 'attack';
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} else if (animationName.startsWith('die')) {
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baseAnimationName = 'die';
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}
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// 如果玩家已升级,在动画名称后添加 "_2" 后缀
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let finalAnimationName = baseAnimationName;
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if (this.isUpgraded && !baseAnimationName.endsWith('_2')) {
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finalAnimationName = baseAnimationName + '_2';
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}
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// 检查是否需要切换动画
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if (this.currentAnimation === finalAnimationName) {
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// 即使动画名称相同,也需要检查方向是否改变,可能需要调整scale
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this.updatePlayerScale();
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return;
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}
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const animation = this.player.getChildByName('Anim').getComponent(Animation);
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if (animation) {
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// 检查动画是否存在
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const state = animation.getState(finalAnimationName);
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if (!state) {
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console.warn(`动画 ${finalAnimationName} 不存在,使用默认动画`);
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this.currentAnimation = 'stand_2';
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animation.play('stand_2');
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this.updatePlayerScale();
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return;
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}
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this.currentAnimation = finalAnimationName;
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animation.play(finalAnimationName);
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console.log(`切换动画: ${finalAnimationName}`);
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// 根据当前方向更新玩家scale
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this.updatePlayerScale();
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} else {
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console.warn('未找到Animation组件,无法播放动画');
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}
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}
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/**
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* 根据当前方向更新玩家Anim子节点的scale
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* 当 currentDirection 为 3 时,需要翻转Anim节点(scale.x 取反)
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*/
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private updatePlayerScale() {
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if (!this.player) return;
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// 获取Anim子节点
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const animNode = this.player.getChildByName('Anim');
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if (!animNode) {
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console.warn('未找到Anim子节点,无法更新方向');
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return;
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}
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const currentScale = animNode.scale.clone();
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// 根据方向决定是否需要翻转
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// currentDirection: 3表示左/上,5表示右/下
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if (this.currentDirection === 3) {
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// 需要翻转,确保scale.x为负值
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if (currentScale.x > 0) {
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animNode.setScale(-currentScale.x, currentScale.y, currentScale.z);
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}
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} else {
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// 不需要翻转,确保scale.x为正值
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if (currentScale.x < 0) {
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animNode.setScale(-currentScale.x, currentScale.y, currentScale.z);
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}
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}
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}
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/**
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* 移动到路径中的下一个路径点
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*/
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private moveToNextWaypoint() {
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if (this.currentAnimation === 'attack' || this.isAttacking) {
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return
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}
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if (!this.player || this.currentPath.length === 0 || this.currentPathIndex >= this.currentPath.length) {
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this.isMoving = false;
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this.switchAnimation('stand');
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console.log('路径移动完成');
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return;
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}
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// 停止当前的移动tween
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if (this.moveTween) {
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this.moveTween.stop();
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this.moveTween = null;
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}
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const targetPos = this.currentPath[this.currentPathIndex];
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const currentPos = this.player.position;
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// 计算移动距离和时间
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const distance = Vec3.distance(currentPos, targetPos);
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const moveTime = distance / this.moveSpeed;
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console.log(`移动到路径点${this.currentPathIndex}: (${targetPos.x.toFixed(2)}, ${targetPos.y.toFixed(2)})`);
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// 记录目标位置用于方向判断
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this.lastTargetPosition.set(targetPos);
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this.lastPosition.set(currentPos);
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// 使用缓动移动到目标位置
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this.moveTween = tween(this.player)
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.to(moveTime, { position: targetPos }, {
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easing: 'linear', // 使用线性插值,保持匀速移动
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onUpdate: (target: Node) => {
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// 在移动过程中更新动画方向
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this.updateMovementDirection(target.position);
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},
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onComplete: () => {
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this.currentPathIndex++;
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this.moveToNextWaypoint();
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}
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})
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.start();
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}
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/**
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* 开始平滑路径移动
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*/
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private startSmoothPathMovement() {
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if (!this.player || this.currentPath.length === 0) {
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this.isMoving = false;
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this.switchAnimation('stand');
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return;
|
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}
|
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// 停止当前的移动tween
|
||
if (this.moveTween) {
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this.moveTween.stop();
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this.moveTween = null;
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}
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// 计算总路径长度
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let totalDistance = 0;
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for (let i = 0; i < this.currentPath.length - 1; i++) {
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totalDistance += Vec3.distance(this.currentPath[i], this.currentPath[i + 1]);
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}
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// 计算总移动时间
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const totalTime = totalDistance / this.moveSpeed;
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console.log(`开始平滑路径移动,总距离: ${totalDistance.toFixed(2)}, 总时间: ${totalTime.toFixed(2)}秒`);
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// 创建连续的路径移动
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this.moveTween = tween(this.player)
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.to(totalTime, { position: this.currentPath[this.currentPath.length - 1] }, {
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easing: 'linear',
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||
onUpdate: (target: Node, ratio: number) => {
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||
// 根据进度计算当前位置
|
||
const currentPos = this.getPositionOnPath(ratio);
|
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if (currentPos) {
|
||
target.position = currentPos;
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||
this.updateMovementDirection(currentPos);
|
||
}
|
||
},
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onComplete: () => {
|
||
this.isMoving = false;
|
||
this.switchAnimation('stand');
|
||
console.log('平滑路径移动完成');
|
||
}
|
||
})
|
||
.start();
|
||
}
|
||
|
||
/**
|
||
* 根据路径进度获取当前位置
|
||
*/
|
||
private getPositionOnPath(ratio: number): Vec3 | null {
|
||
if (!this.player || this.currentPath.length === 0) {
|
||
return null;
|
||
}
|
||
|
||
// 计算总路径长度
|
||
const segmentLengths: number[] = [];
|
||
let totalLength = 0;
|
||
|
||
for (let i = 0; i < this.currentPath.length - 1; i++) {
|
||
const length = Vec3.distance(this.currentPath[i], this.currentPath[i + 1]);
|
||
segmentLengths.push(length);
|
||
totalLength += length;
|
||
}
|
||
|
||
// 计算目标距离
|
||
const targetDistance = totalLength * ratio;
|
||
|
||
// 找到对应的路径段
|
||
let currentDistance = 0;
|
||
for (let i = 0; i < segmentLengths.length; i++) {
|
||
if (currentDistance + segmentLengths[i] >= targetDistance) {
|
||
// 在当前段内
|
||
const segmentRatio = (targetDistance - currentDistance) / segmentLengths[i];
|
||
const startPos = this.currentPath[i];
|
||
const endPos = this.currentPath[i + 1];
|
||
|
||
// 线性插值计算当前位置
|
||
return new Vec3(
|
||
startPos.x + (endPos.x - startPos.x) * segmentRatio,
|
||
startPos.y + (endPos.y - startPos.y) * segmentRatio,
|
||
startPos.z + (endPos.z - startPos.z) * segmentRatio
|
||
);
|
||
}
|
||
currentDistance += segmentLengths[i];
|
||
}
|
||
|
||
// 如果超出范围,返回终点
|
||
return this.currentPath[this.currentPath.length - 1];
|
||
}
|
||
|
||
/**
|
||
* 在移动过程中更新动画方向
|
||
*/
|
||
private updateMovementDirection(currentPos: Vec3) {
|
||
if (!this.player || this.currentPath.length === 0) {
|
||
return;
|
||
}
|
||
|
||
// 计算移动方向(基于下一路径点)
|
||
let targetPos: Vec3;
|
||
if (this.currentPathIndex < this.currentPath.length - 1) {
|
||
targetPos = this.currentPath[this.currentPathIndex + 1];
|
||
} else {
|
||
targetPos = this.currentPath[this.currentPath.length - 1];
|
||
}
|
||
|
||
const deltaX = targetPos.x - currentPos.x;
|
||
const deltaY = targetPos.y - currentPos.y;
|
||
|
||
// 如果移动距离很小,不更新动画
|
||
const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
|
||
if (distance < 1) {
|
||
return;
|
||
}
|
||
|
||
// 计算主要移动方向
|
||
const absX = Math.abs(deltaX);
|
||
const absY = Math.abs(deltaY);
|
||
|
||
// 更新当前方向
|
||
if (absX > absY) {
|
||
// 水平移动为主
|
||
this.currentDirection = deltaX < 0 ? 3 : 5;
|
||
} else {
|
||
// 垂直移动为主
|
||
this.currentDirection = deltaY < 0 ? 3 : 5;
|
||
}
|
||
|
||
// 切换到对应的动画(只传递基础动画名称)
|
||
this.switchAnimation('walk');
|
||
}
|
||
|
||
/**
|
||
* 停止当前移动
|
||
*/
|
||
private stopMovement() {
|
||
// 停止当前的移动tween
|
||
if (this.moveTween) {
|
||
this.moveTween.stop();
|
||
this.moveTween = null;
|
||
}
|
||
|
||
if (this.player) {
|
||
tween(this.player).stop();
|
||
}
|
||
this.isMoving = false;
|
||
this.currentPath = [];
|
||
this.currentPathIndex = 0;
|
||
|
||
// 停止移动时播放站立动画
|
||
this.switchAnimation('stand');
|
||
}
|
||
|
||
update(deltaTime: number) {
|
||
// 更新逻辑现在主要由缓动系统处理
|
||
// 这里可以添加其他需要每帧更新的逻辑
|
||
|
||
|
||
}
|
||
|
||
onBeginContact(selfCollider: Collider2D, otherCollider: Collider2D) {
|
||
console.log('碰撞检测', selfCollider.node.name, otherCollider.node.name);
|
||
// 禁用碰撞器,防止重复触发
|
||
otherCollider.enabled = false;
|
||
if (otherCollider.node.name.startsWith('guai_')) {
|
||
void this.handleAttack(selfCollider, otherCollider);
|
||
} else if (otherCollider.node.name.startsWith('box_')) {
|
||
this.handleBoxCollision(otherCollider);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 将玩家移动到怪物正对位置,确保攻击前双方站位合理
|
||
*/
|
||
private alignPlayerForAttack(selfCollider: Collider2D, monsterCollider: Collider2D): Promise<void> {
|
||
return new Promise((resolve) => {
|
||
if (!this.player || !selfCollider || !monsterCollider || !monsterCollider.node || !monsterCollider.node.isValid) {
|
||
resolve();
|
||
return;
|
||
}
|
||
|
||
const playerNode = this.player;
|
||
const monsterNode = monsterCollider.node;
|
||
|
||
const playerWorldPos = playerNode.worldPosition.clone();
|
||
const monsterWorldPos = monsterNode.worldPosition.clone();
|
||
|
||
const playerBox = selfCollider instanceof BoxCollider2D ? selfCollider : null;
|
||
const monsterBox = monsterCollider instanceof BoxCollider2D ? monsterCollider : null;
|
||
|
||
const playerScale = playerNode.worldScale;
|
||
const monsterScale = monsterNode.worldScale;
|
||
|
||
const playerHalfWidth = playerBox ? (playerBox.size.x * Math.abs(playerScale.x)) / 2 : 40;
|
||
const monsterHalfWidth = monsterBox ? (monsterBox.size.x * Math.abs(monsterScale.x)) / 2 : 60;
|
||
|
||
const playerOffsetX = playerBox ? playerBox.offset.x * playerScale.x : 0;
|
||
const playerOffsetY = playerBox ? playerBox.offset.y * playerScale.y : 0;
|
||
const monsterOffsetX = monsterBox ? monsterBox.offset.x * monsterScale.x : 0;
|
||
const monsterOffsetY = monsterBox ? monsterBox.offset.y * monsterScale.y : 0;
|
||
|
||
const playerCenterX = playerWorldPos.x + playerOffsetX;
|
||
const monsterCenterX = monsterWorldPos.x + monsterOffsetX;
|
||
const standOnLeft = playerCenterX <= monsterCenterX;
|
||
|
||
const totalHalfWidth = playerHalfWidth + monsterHalfWidth + this.attackAlignGap;
|
||
const directionMultiplier = standOnLeft ? -1 : 1;
|
||
|
||
const targetWorldPos = new Vec3(
|
||
monsterWorldPos.x + monsterOffsetX + directionMultiplier * totalHalfWidth - playerOffsetX,
|
||
monsterWorldPos.y + monsterOffsetY - playerOffsetY,
|
||
playerWorldPos.z
|
||
);
|
||
|
||
const targetLocalPos = this.convertWorldToParentSpace(playerNode, targetWorldPos);
|
||
const currentLocalPos = playerNode.position.clone();
|
||
|
||
const distance = Vec3.distance(currentLocalPos, targetLocalPos);
|
||
|
||
if (distance < 1) {
|
||
playerNode.setPosition(targetLocalPos);
|
||
this.currentDirection = standOnLeft ? 5 : 3;
|
||
resolve();
|
||
return;
|
||
}
|
||
|
||
// 只传递基础动画名称,方向由 currentDirection 控制
|
||
this.switchAnimation('walk');
|
||
|
||
const baseDuration = this.moveSpeed > 0 ? distance / this.moveSpeed : 0.2;
|
||
const duration = Math.min(Math.max(baseDuration, 0.12), 0.45);
|
||
|
||
tween(playerNode)
|
||
.to(duration, { position: targetLocalPos }, {
|
||
easing: 'smooth',
|
||
onComplete: () => {
|
||
playerNode.setPosition(targetLocalPos);
|
||
this.currentDirection = standOnLeft ? 5 : 3;
|
||
resolve();
|
||
}
|
||
})
|
||
.start();
|
||
});
|
||
}
|
||
|
||
private convertWorldToParentSpace(node: Node, worldPos: Vec3): Vec3 {
|
||
const parent = node.parent;
|
||
if (!parent) {
|
||
return worldPos.clone();
|
||
}
|
||
|
||
const parentTransform = parent.getComponent(UITransform);
|
||
if (parentTransform) {
|
||
return parentTransform.convertToNodeSpaceAR(worldPos);
|
||
}
|
||
|
||
const fallback = worldPos.clone();
|
||
fallback.subtract(parent.worldPosition);
|
||
return fallback;
|
||
}
|
||
|
||
/**
|
||
* 处理攻击逻辑
|
||
*/
|
||
private async handleAttack(selfCollider: Collider2D, otherCollider: Collider2D) {
|
||
if (this.isAttacking) {
|
||
return;
|
||
}
|
||
|
||
if (!this.player || !otherCollider || !otherCollider.node || !otherCollider.node.isValid) {
|
||
return;
|
||
}
|
||
|
||
this.isAttacking = true;
|
||
this.stopMovement();
|
||
|
||
await this.alignPlayerForAttack(selfCollider, otherCollider);
|
||
|
||
if (!this.player || !otherCollider.node || !otherCollider.node.isValid) {
|
||
this.isAttacking = false;
|
||
return;
|
||
}
|
||
|
||
console.log('开始攻击,怪物名称:', otherCollider.node.name);
|
||
|
||
// 获取玩家和怪物的生命值
|
||
const playerHpLabel = this.player.getChildByName('hp');
|
||
const monsterHpLabel = otherCollider.node.getChildByName('hp');
|
||
|
||
if (!playerHpLabel || !monsterHpLabel) {
|
||
console.warn('未找到生命值标签,玩家hp:', playerHpLabel, '怪物hp:', monsterHpLabel);
|
||
this.isAttacking = false;
|
||
return;
|
||
}
|
||
|
||
// 获取生命值数值
|
||
const playerLabel = playerHpLabel.getComponent(Label);
|
||
const monsterLabel = monsterHpLabel.getComponent(Label);
|
||
|
||
if (!playerLabel || !monsterLabel) {
|
||
console.warn('未找到Label组件');
|
||
this.isAttacking = false;
|
||
return;
|
||
}
|
||
|
||
const playerHp = parseInt(playerLabel.string) || 0;
|
||
const monsterHp = parseInt(monsterLabel.string) || 0;
|
||
console.log('玩家生命值:', playerHp, '怪物生命值:', monsterHp);
|
||
|
||
// 播放攻击音效
|
||
if (this.attackAudio) {
|
||
const audioSource = this.attackAudio.getComponent(AudioSource);
|
||
if (audioSource) {
|
||
audioSource.play();
|
||
console.log('播放攻击音效');
|
||
}
|
||
}
|
||
|
||
// 获取玩家动画组件
|
||
const playerAnimNode = this.player.getChildByName('Anim');
|
||
const playerAnimation = playerAnimNode ? playerAnimNode.getComponent(Animation) : null;
|
||
|
||
if (!playerAnimation) {
|
||
console.warn('未找到玩家动画组件');
|
||
this.isAttacking = false;
|
||
return;
|
||
}
|
||
|
||
// 播放玩家攻击动画(只传递基础动画名称)
|
||
this.switchAnimation('attack');
|
||
|
||
// 监听玩家攻击动画结束事件
|
||
playerAnimation.once(Animation.EventType.FINISHED, async () => {
|
||
if (!this.player || !playerLabel.isValid || !monsterLabel.isValid) {
|
||
this.isAttacking = false;
|
||
if (this.attackAudio) {
|
||
const audioSource = this.attackAudio.getComponent(AudioSource);
|
||
if (audioSource) {
|
||
audioSource.stop();
|
||
}
|
||
}
|
||
return;
|
||
}
|
||
|
||
// 比较生命值,判断输赢
|
||
console.log('判定攻击结果,玩家HP:', playerHp, '怪物HP:', monsterHp);
|
||
|
||
if (playerHp >= monsterHp) {
|
||
// 玩家获胜,直接执行后续流程,不需要播放怪物攻击动画
|
||
await this.handlePlayerWin(otherCollider, playerLabel, monsterHp);
|
||
} else {
|
||
// 玩家输了,需要播放怪物攻击动画
|
||
await this.handleMonsterAttack(otherCollider, playerLabel, monsterHp);
|
||
}
|
||
|
||
this.isAttacking = false;
|
||
|
||
// 停止攻击音效
|
||
if (this.attackAudio) {
|
||
const audioSource = this.attackAudio.getComponent(AudioSource);
|
||
if (audioSource) {
|
||
audioSource.stop();
|
||
console.log('停止攻击音效');
|
||
}
|
||
}
|
||
});
|
||
}
|
||
|
||
/**
|
||
* 处理玩家获胜的情况
|
||
*/
|
||
private async handlePlayerWin(otherCollider: Collider2D, playerLabel: Label, monsterHp: number) {
|
||
const hit = otherCollider.node.getChildByName('Hit');
|
||
if (hit) {
|
||
hit.active = true;
|
||
}
|
||
|
||
this.hasWinTimes++;
|
||
// 玩家获胜
|
||
console.log('玩家获胜!更新玩家生命值为:', parseInt(playerLabel.string) + monsterHp);
|
||
|
||
// 玩家生命值增加怪物生命值
|
||
const playerHp = parseInt(playerLabel.string) || 0;
|
||
const newPlayerHp = playerHp + monsterHp;
|
||
playerLabel.string = newPlayerHp.toString();
|
||
|
||
// 播放生命值标签的强调动画
|
||
this.playLabelEmphasisAnimation(playerLabel);
|
||
|
||
// 播放怪物死亡动画
|
||
const animNode = otherCollider.node.getChildByName('Anim');
|
||
const monsterAnimation = animNode ? animNode.getComponent(Animation) : null;
|
||
if (monsterAnimation) {
|
||
monsterAnimation.play(`${otherCollider.node.name}_die`);
|
||
}
|
||
|
||
// 如果是攻击 guai_2 并且成功,创建道具飞向 player 的动画
|
||
if (otherCollider.node.name === 'guai_2') {
|
||
await this.createPropsFlyToPlayerAnimation();
|
||
}
|
||
|
||
// 1秒后怪物消失
|
||
this.scheduleOnce(() => {
|
||
if (!otherCollider.node || !otherCollider.node.isValid) {
|
||
return;
|
||
}
|
||
|
||
console.log('怪物已消失');
|
||
otherCollider.node.destroy();
|
||
|
||
if (this.hasWinTimes === 7) {
|
||
this.isWin = true;
|
||
this.showBonusPopup();
|
||
}
|
||
}, 1);
|
||
|
||
this.switchAnimation('stand'); // 玩家站立
|
||
}
|
||
|
||
/**
|
||
* 处理怪物攻击的情况
|
||
*/
|
||
private async handleMonsterAttack(otherCollider: Collider2D, playerLabel: Label, monsterHp: number) {
|
||
// 播放怪物攻击动画
|
||
const animNode = otherCollider.node.getChildByName('Anim');
|
||
const monsterAnimation = animNode ? animNode.getComponent(Animation) : null;
|
||
|
||
if (monsterAnimation) {
|
||
// 创建Promise来监听怪物攻击动画结束
|
||
return new Promise<void>((resolve) => {
|
||
monsterAnimation.play(`${otherCollider.node.name}_attack`);
|
||
|
||
// 监听怪物攻击动画结束
|
||
monsterAnimation.once(Animation.EventType.FINISHED, () => {
|
||
// 怪物攻击动画结束后,执行玩家死亡逻辑
|
||
this.executePlayerDefeat(otherCollider, playerLabel);
|
||
resolve();
|
||
});
|
||
});
|
||
} else {
|
||
// 如果没有怪物动画组件,直接执行玩家死亡逻辑
|
||
this.executePlayerDefeat(otherCollider, playerLabel);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 执行玩家失败逻辑
|
||
*/
|
||
private executePlayerDefeat(otherCollider: Collider2D, playerLabel: Label) {
|
||
// 怪物获胜
|
||
console.log('怪物获胜!玩家生命值变为0');
|
||
|
||
// 玩家生命值变为0
|
||
playerLabel.string = '0';
|
||
|
||
// 播放生命值标签的失败动画
|
||
this.playLabelFailAnimation(playerLabel);
|
||
|
||
// 玩家死亡动画(只传递基础动画名称)
|
||
this.switchAnimation('die');
|
||
|
||
// 怪物站立动画
|
||
const animNode = otherCollider.node.getChildByName('Anim');
|
||
const monsterAnimation = animNode ? animNode.getComponent(Animation) : null;
|
||
if (monsterAnimation) {
|
||
monsterAnimation.play(`${otherCollider.node.name}_stand`);
|
||
}
|
||
|
||
// 设置游戏结束标志,禁止后续寻路
|
||
this.isGameOver = true;
|
||
console.log('游戏结束,禁止寻路');
|
||
|
||
// 显示失败弹窗
|
||
this.scheduleOnce(() => {
|
||
this.showFailedDialog();
|
||
}, 1); // 延迟1秒显示失败弹窗,让玩家死亡动画播放完成
|
||
}
|
||
|
||
private handleBoxCollision(otherCollider: Collider2D) {
|
||
if (!this.player) {
|
||
return;
|
||
}
|
||
|
||
const boxNode = otherCollider.node;
|
||
if (!boxNode || !boxNode.isValid) {
|
||
return;
|
||
}
|
||
|
||
// 防止重复触发
|
||
otherCollider.enabled = false;
|
||
|
||
const playerHpNode = this.player.getChildByName('hp');
|
||
const boxHpNode = boxNode.getChildByName('hp');
|
||
|
||
if (!playerHpNode || !boxHpNode) {
|
||
console.warn('未找到玩家或宝箱的hp节点', playerHpNode, boxHpNode);
|
||
return;
|
||
}
|
||
|
||
const playerLabel = playerHpNode.getComponent(Label);
|
||
const boxLabel = boxHpNode.getComponent(Label);
|
||
|
||
if (!playerLabel || !boxLabel) {
|
||
console.warn('未找到玩家或宝箱的hp标签组件');
|
||
return;
|
||
}
|
||
|
||
const rewardValue = parseInt(boxLabel.string) || 0;
|
||
const animNode = boxNode.getChildByName('Anim');
|
||
const animation = animNode ? animNode.getComponent(Animation) : null;
|
||
|
||
const finalizeBoxOpen = () => {
|
||
if (!playerLabel.isValid) {
|
||
return;
|
||
}
|
||
|
||
const currentPlayerHp = parseInt(playerLabel.string) || 0;
|
||
const updatedPlayerHp = currentPlayerHp + rewardValue;
|
||
playerLabel.string = updatedPlayerHp.toString();
|
||
|
||
this.playLabelEmphasisAnimation(playerLabel);
|
||
|
||
if (boxNode && boxNode.isValid) {
|
||
boxNode.destroy();
|
||
}
|
||
};
|
||
|
||
if (animation) {
|
||
animation.play('open');
|
||
animation.once(Animation.EventType.FINISHED, () => {
|
||
finalizeBoxOpen();
|
||
});
|
||
} else {
|
||
finalizeBoxOpen();
|
||
}
|
||
}
|
||
|
||
|
||
private setNodeWorldPosition(node: Node, worldPos: Vec3) {
|
||
const parent = node.parent;
|
||
if (!parent) {
|
||
node.setWorldPosition(worldPos);
|
||
return;
|
||
}
|
||
|
||
const parentTransform = parent.getComponent(UITransform);
|
||
if (parentTransform) {
|
||
const localResult = parentTransform.convertToNodeSpaceAR(new Vec3(worldPos.x, worldPos.y, worldPos.z));
|
||
node.setPosition(localResult);
|
||
return;
|
||
}
|
||
|
||
node.setWorldPosition(worldPos);
|
||
}
|
||
|
||
/**
|
||
* 播放生命值标签强调动画(成功时)
|
||
*/
|
||
private playLabelEmphasisAnimation(label: Label) {
|
||
if (!label) return;
|
||
|
||
const originalScale = label.node.scale.clone();
|
||
const originalColor = label.color.clone();
|
||
|
||
// 创建强调动画序列
|
||
tween(label.node)
|
||
.to(0.1, { scale: new Vec3(originalScale.x * 1.2, originalScale.y * 1.2, originalScale.z) })
|
||
.to(0.1, { scale: originalScale })
|
||
.to(0.1, { scale: new Vec3(originalScale.x * 1.1, originalScale.y * 1.1, originalScale.z) })
|
||
.to(0.1, { scale: originalScale })
|
||
.start();
|
||
|
||
// 颜色闪烁效果
|
||
tween(label)
|
||
.to(0.1, { color: new Color(255, 255, 0) }) // 黄色
|
||
.to(0.1, { color: new Color(0, 255, 0) }) // 绿色
|
||
.to(0.1, { color: originalColor })
|
||
.start();
|
||
}
|
||
|
||
/**
|
||
* 播放生命值标签失败动画(失败时)
|
||
*/
|
||
private playLabelFailAnimation(label: Label) {
|
||
if (!label) return;
|
||
|
||
const originalScale = label.node.scale.clone();
|
||
const originalColor = label.color.clone();
|
||
|
||
// 创建失败动画序列 - 震动效果
|
||
tween(label.node)
|
||
.to(0.05, { position: new Vec3(label.node.position.x - 5, label.node.position.y, label.node.position.z) })
|
||
.to(0.05, { position: new Vec3(label.node.position.x + 5, label.node.position.y, label.node.position.z) })
|
||
.to(0.05, { position: new Vec3(label.node.position.x - 5, label.node.position.y, label.node.position.z) })
|
||
.to(0.05, { position: new Vec3(label.node.position.x + 5, label.node.position.y, label.node.position.z) })
|
||
.to(0.05, { position: label.node.position })
|
||
.start();
|
||
|
||
// 颜色变红效果
|
||
tween(label)
|
||
.to(0.1, { color: new Color(255, 0, 0) }) // 红色
|
||
.to(0.1, { color: new Color(128, 0, 0) }) // 暗红色
|
||
.to(0.1, { color: originalColor })
|
||
.start();
|
||
}
|
||
|
||
/**
|
||
* 创建道具飞向玩家的动画(同步方法)
|
||
*/
|
||
private async createPropsFlyToPlayerAnimation(): Promise<void> {
|
||
if (!this.player || this.props.length === 0) {
|
||
console.warn('玩家或道具不存在,无法创建飞行动画');
|
||
return;
|
||
}
|
||
|
||
console.log('创建道具飞向玩家的动画');
|
||
|
||
// 获取玩家位置
|
||
const playerPos = this.player.position.clone();
|
||
|
||
// 创建所有道具的飞行动画承诺
|
||
const flyPromises: Promise<void>[] = [];
|
||
|
||
// 为每个道具创建飞行动画
|
||
this.props.forEach((prop, index) => {
|
||
if (!prop || !prop.isValid) return;
|
||
|
||
// 保存道具原始位置
|
||
const originalPos = prop.position.clone();
|
||
|
||
// 计算飞行时间(根据距离调整)
|
||
const distance = Vec3.distance(originalPos, playerPos);
|
||
const flyDuration = Math.max(0.5, distance / 500); // 最少0.5秒,速度500像素/秒
|
||
|
||
// 添加延迟,让道具依次飞向玩家
|
||
const delay = index * 0.1;
|
||
|
||
// 停止道具的悬浮动画
|
||
tween(prop).stop();
|
||
|
||
// 创建飞行动画的承诺
|
||
const flyPromise = new Promise<void>((resolve) => {
|
||
this.scheduleOnce(() => {
|
||
tween(prop)
|
||
.to(flyDuration, {
|
||
position: new Vec3(playerPos.x, playerPos.y, playerPos.z)
|
||
}, {
|
||
easing: 'quadOut',
|
||
onComplete: () => {
|
||
prop.active = false;
|
||
resolve();
|
||
}
|
||
})
|
||
.start();
|
||
}, delay);
|
||
});
|
||
|
||
flyPromises.push(flyPromise);
|
||
});
|
||
|
||
// 等待所有道具飞行动画完成
|
||
await Promise.all(flyPromises);
|
||
|
||
// 所有动画完成后,播放升级动画并设置升级状态
|
||
this.playLevelUpAnimation();
|
||
this.isUpgraded = true;
|
||
this.showWeaponBonusPopup();
|
||
console.log('所有道具飞行动画完成,玩家已升级,后续动画将使用升级版本');
|
||
}
|
||
|
||
/**
|
||
* 播放玩家升级动画
|
||
*/
|
||
private playLevelUpAnimation() {
|
||
if (!this.player) {
|
||
console.warn('玩家节点不存在,无法播放升级动画');
|
||
return;
|
||
}
|
||
|
||
// 查找levelUp子节点
|
||
const levelUpNode = this.player.getChildByName('levelUp');
|
||
if (!levelUpNode) {
|
||
console.warn('未找到levelUp子节点');
|
||
return;
|
||
}
|
||
|
||
// 获取动画组件
|
||
const levelUpAnimation = levelUpNode.getComponent(Animation);
|
||
if (!levelUpAnimation) {
|
||
console.warn('levelUp节点未找到Animation组件');
|
||
return;
|
||
}
|
||
|
||
console.log('播放玩家升级动画');
|
||
|
||
// 播放升级动画
|
||
levelUpAnimation.play('levelUp');
|
||
}
|
||
|
||
/**
|
||
* 显示奖励弹窗
|
||
* 根据当前镜头位置和正交高度,将奖励节点正确缩放并移动到画面正中间
|
||
*/
|
||
public showBonusPopup() {
|
||
this.showPopupAtCameraCenter(this.bonus, '奖励弹窗');
|
||
}
|
||
|
||
/**
|
||
* 弹出武器奖励
|
||
*/
|
||
public showWeaponBonusPopup() {
|
||
// this.showPopupAtCameraCenter(this.bonusWuqi, '武器奖励');
|
||
}
|
||
|
||
private showPopupAtCameraCenter(popup: Node | null, nameForLog: string) {
|
||
if (!popup || !this.camera || !this.canvas) {
|
||
console.warn(`${nameForLog}节点、相机或画布未设置,无法显示${nameForLog}`);
|
||
return;
|
||
}
|
||
|
||
this.clearPopupHideSchedule();
|
||
|
||
popup.active = true;
|
||
|
||
const cameraPos = this.camera.node.position;
|
||
const orthoHeight = this.camera.orthoHeight;
|
||
|
||
popup.setPosition(cameraPos.x, cameraPos.y, 0);
|
||
|
||
const baseScale = 0.8;
|
||
const standardOrthoHeight = 500;
|
||
const scaleRatio = standardOrthoHeight / orthoHeight;
|
||
const finalScale = baseScale * scaleRatio;
|
||
|
||
popup.setScale(finalScale, finalScale, 1);
|
||
|
||
this.activePopup = popup;
|
||
this.activePopupName = nameForLog;
|
||
|
||
this.playPopupAppearAnimation(popup, nameForLog);
|
||
|
||
this.pendingPopupHide = () => {
|
||
this.pendingPopupHide = null;
|
||
this.hideActivePopup();
|
||
};
|
||
|
||
// this.scheduleOnce(this.pendingPopupHide, 3);
|
||
}
|
||
|
||
/**
|
||
* 播放奖励弹窗出现动画
|
||
*/
|
||
private playPopupAppearAnimation(popup: Node, nameForLog: string) {
|
||
const originalScale = popup.scale.clone();
|
||
|
||
popup.setScale(0.1, 0.1, 1);
|
||
|
||
tween(popup)
|
||
.to(0.3, {
|
||
scale: new Vec3(originalScale.x * 1.2, originalScale.y * 1.2, originalScale.z)
|
||
}, {
|
||
easing: 'backOut'
|
||
})
|
||
.to(0.1, {
|
||
scale: originalScale
|
||
}, {
|
||
easing: 'sineInOut'
|
||
})
|
||
.call(() => {
|
||
console.log(`${nameForLog}显示完成`);
|
||
})
|
||
.start();
|
||
}
|
||
|
||
/**
|
||
* 隐藏奖励弹窗
|
||
*/
|
||
public hideBonusPopup() {
|
||
if (!this.bonus) return;
|
||
|
||
if (this.activePopup === this.bonus) {
|
||
this.hideActivePopup();
|
||
return;
|
||
}
|
||
|
||
if (!this.bonus.active) return;
|
||
|
||
this.hidePopupWithAnimation(this.bonus, '奖励弹窗');
|
||
}
|
||
|
||
private hideActivePopup() {
|
||
if (!this.activePopup) {
|
||
return;
|
||
}
|
||
|
||
const popupToHide = this.activePopup;
|
||
const nameForLog = this.activePopupName || '弹窗';
|
||
|
||
this.clearPopupHideSchedule();
|
||
|
||
this.activePopup = null;
|
||
this.activePopupName = null;
|
||
|
||
this.hidePopupWithAnimation(popupToHide, nameForLog);
|
||
}
|
||
|
||
private hidePopupWithAnimation(popup: Node, nameForLog: string) {
|
||
tween(popup).stop();
|
||
|
||
tween(popup)
|
||
.to(0.2, {
|
||
scale: new Vec3(0.1, 0.1, 1)
|
||
}, {
|
||
easing: 'backIn'
|
||
})
|
||
.call(() => {
|
||
popup.active = false;
|
||
console.log(`${nameForLog}已隐藏`);
|
||
})
|
||
.start();
|
||
}
|
||
|
||
private clearPopupHideSchedule() {
|
||
if (this.pendingPopupHide) {
|
||
this.unschedule(this.pendingPopupHide);
|
||
this.pendingPopupHide = null;
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 显示失败弹窗
|
||
*/
|
||
public showFailedDialog() {
|
||
this.showPopupAtCameraCenter(this.failedDialog, '失败弹窗');
|
||
this.setupRetryButtonListener();
|
||
}
|
||
|
||
/**
|
||
* 设置重试按钮监听器
|
||
*/
|
||
private setupRetryButtonListener() {
|
||
if (!this.failedDialog) {
|
||
console.warn('失败弹窗节点未设置,无法监听重试按钮');
|
||
return;
|
||
}
|
||
|
||
// 查找Retry按钮节点
|
||
const retryButton = this.failedDialog.getChildByName('Retry');
|
||
if (!retryButton) {
|
||
console.warn('未找到Retry按钮节点');
|
||
return;
|
||
}
|
||
|
||
// 移除之前的监听器(如果存在)
|
||
retryButton.off(Node.EventType.TOUCH_END, this.onRetryButtonClick, this);
|
||
|
||
// 添加新的监听器
|
||
retryButton.on(Node.EventType.TOUCH_END, this.onRetryButtonClick, this);
|
||
console.log('已设置重试按钮监听器');
|
||
}
|
||
|
||
/**
|
||
* 重试按钮点击事件处理
|
||
*/
|
||
private onRetryButtonClick() {
|
||
console.log('重试按钮被点击,重新加载当前场景');
|
||
|
||
// 隐藏失败弹窗
|
||
if (this.failedDialog) {
|
||
this.hidePopupWithAnimation(this.failedDialog, '失败弹窗');
|
||
}
|
||
|
||
// 重新加载当前场景
|
||
this.scheduleOnce(() => {
|
||
// 使用Cocos Creator的场景管理器重新加载当前场景
|
||
const sceneName = director.getScene().name;
|
||
director.loadScene(sceneName);
|
||
}, 0.3); // 延迟0.3秒,让弹窗消失动画完成
|
||
}
|
||
}
|