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\ No newline at end of file diff --git a/assets/script/ui/BattleGame/Auto_BattleGame.ts b/assets/script/ui/BattleGame/Auto_BattleGame.ts index 6c90b0e..0f82155 100644 --- a/assets/script/ui/BattleGame/Auto_BattleGame.ts +++ b/assets/script/ui/BattleGame/Auto_BattleGame.ts @@ -28,6 +28,7 @@ export class Auto_BattleGame extends UIBase { ui_textGridDown:Node; ui_textGrids:Node; ui_textGridUp:Node; + ui_nextWaveTime:Node; ui_top:Node; ui_title:Node; btnPause:Node; @@ -36,7 +37,6 @@ export class Auto_BattleGame extends UIBase { lb_money:Label; ui_wave:Node; lb_wave:Label; - ui_nextWaveTime:Node; ui_otherskill1List:Node; ui_otherskill2List:Node; ui_otherBag:Node; @@ -73,6 +73,7 @@ export class Auto_BattleGame extends UIBase { this.ui_textGridDown = find("ui_textGridDown",this.node); this.ui_textGrids = find("ui_textGrids",this.node); this.ui_textGridUp = find("ui_textGridUp",this.node); + this.ui_nextWaveTime = find("ui_nextWaveTime",this.node); this.ui_top = find("ui_top",this.node); this.ui_title = find("ui_top/ui_title",this.node); this.btnPause = find("ui_top/btnPause",this.node); @@ -81,7 +82,6 @@ export class Auto_BattleGame extends UIBase { this.lb_money = find("ui_top/ui_money/lb_money",this.node)?.getComponent(Label); this.ui_wave = find("ui_top/ui_wave",this.node); this.lb_wave = find("ui_top/ui_wave/lb_wave",this.node)?.getComponent(Label); - this.ui_nextWaveTime = find("ui_top/ui_wave/ui_nextWaveTime",this.node); this.ui_otherskill1List = find("ui_top/ui_otherskill1List",this.node); this.ui_otherskill2List = find("ui_top/ui_otherskill2List",this.node); this.ui_otherBag = find("ui_top/ui_otherBag",this.node); diff --git a/assets/script/ui/BattleGame/BattlePeachCoinFlyPresenter.ts b/assets/script/ui/BattleGame/BattlePeachCoinFlyPresenter.ts index 8808c11..6671a56 100644 --- a/assets/script/ui/BattleGame/BattlePeachCoinFlyPresenter.ts +++ b/assets/script/ui/BattleGame/BattlePeachCoinFlyPresenter.ts @@ -7,12 +7,14 @@ import { CoinFly } from './CoinFly'; const MAX_FLY_COUNT = 8; /** 多枚依次起飞间隔(秒) */ const FLY_STAGGER_SEC = 0.05; -/** 波次结算金币飞向 btnCoin 的时长(秒),慢于击杀掉落 */ -const WAVE_COIN_FLY_SEC = 0.7; -/** 波次结算每枚金币的生成间隔(秒) */ +/** 波次结算每枚金币的冒出间隔(秒) */ const WAVE_COIN_SPAWN_GAP_SEC = 0.15; /** 波次结算金币起点相对屏幕中心的世界 Y 偏移 */ const WAVE_COIN_START_OFFSET_Y = 100; +/** 波次金币冒出时的水平散开(世界像素) */ +const WAVE_POP_SPREAD_X = 140; +/** 波次金币冒出时的垂直散开(世界像素) */ +const WAVE_POP_SPREAD_Y = 70; /** coinFly prefab 默认 scale=0.6;原放大×2,再缩小 40% */ const FLY_VISUAL_SCALE = 0.6 * 2 * 0.6; /** +1 相对桃子图标右侧本地偏移(父节点已缩放) */ @@ -39,8 +41,16 @@ export class BattlePeachCoinFlyPresenter { private _waveLayer: Node | null = null; /** 波次金币起点世界坐标 */ private readonly _waveStart = new Vec3(); - /** 波次金币正在按间隔生成 */ - private _waveSpawning = false; + /** 已冒出、尚未一起飞的波次金币 */ + private readonly _waveCoins: Node[] = []; + /** 本轮已生成枚数 */ + private _waveSpawned = 0; + /** 本轮已完成冒出的枚数 */ + private _wavePopped = 0; + /** 间隔生成已结束,等全部冒出后再一起飞 */ + private _waveSpawnFinished = false; + /** 正在冒出并等待一起飞 */ + private _waveAwaitFly = false; /** 绑定飞向目标(btnCoin/金币)与飞行层(ui_fly) */ bind(moneyNode: Node | null | undefined, flyLayer: Node | null | undefined): void { @@ -93,7 +103,7 @@ export class BattlePeachCoinFlyPresenter { } /** - * 波次结算:按次数生成金币挂到 ui_fly,每枚间隔后再出下一枚,从起点慢速飞向 btnCoin。 + * 波次结算:金币在不同位置间隔冒出,全部冒完后一起飞向 btnCoin。 * @param flyLayer BattleGame.ui_fly * @param startWorld 起点世界坐标 * @param showGold 单枚金币上的显示数量 @@ -115,13 +125,16 @@ export class BattlePeachCoinFlyPresenter { this._waveShowGold = amount; this._waveLayer = flyLayer; this._waveStart.set(startWorld.x, startWorld.y + WAVE_COIN_START_OFFSET_Y, startWorld.z); - this._waveSpawning = true; + this._waveSpawned = 0; + this._wavePopped = 0; + this._waveSpawnFinished = false; + this._waveAwaitFly = true; this._spawnOneWaveCoin(); } - /** 生成一枚波次金币,剩余的等间隔再生成 */ + /** 在散开位置冒出一枚波次金币,剩余的等间隔再冒 */ private _spawnOneWaveCoin(): void { - if (!this._waveSpawning || this._waveLeft <= 0) { + if (!this._waveAwaitFly || this._waveLeft <= 0) { this._stopWaveSpawn(); return; } @@ -131,37 +144,130 @@ export class BattlePeachCoinFlyPresenter { this._stopWaveSpawn(); return; } - const n = this._spawnCoinFlies(this._waveStart.clone(), 1, null, true, WAVE_COIN_FLY_SEC, layer, `+${this._waveShowGold}`, 1); - if (n <= 0) { + const world = new Vec3( + this._waveStart.x + (Math.random() - 0.5) * WAVE_POP_SPREAD_X, + this._waveStart.y + (Math.random() - 0.5) * WAVE_POP_SPREAD_Y, + this._waveStart.z, + ); + const node = this._createCoinNode(layer, world, `+${this._waveShowGold}`); + if (!node) { console.log('[BattlePeachCoinFly] 波次金币未生成'); this._stopWaveSpawn(); return; } + const comp = node.getComponent(CoinFly); + if (!comp) { + console.log('[BattlePeachCoinFly] coinFly 缺少 CoinFly 组件'); + this._recycleWaveCoin(node); + this._stopWaveSpawn(); + return; + } + this._waveCoins.push(node); + this._waveSpawned++; this._waveLeft--; + comp.popStay(this._onOneWavePopped); if (this._waveLeft <= 0) { - this._clearWaveSpawn(); + this._waveSpawnFinished = true; + this._tryFlyWaveTogether(); return; } tween(this).delay(WAVE_COIN_SPAWN_GAP_SEC).call(this._onWaveCoinGap).start(); } - /** 间隔结束,生成下一枚波次金币 */ + /** 间隔结束,再冒出一枚波次金币 */ private readonly _onWaveCoinGap = (): void => { this._spawnOneWaveCoin(); }; - /** 停掉尚未生成的波次金币 */ + /** 一枚波次金币冒出结束 */ + private readonly _onOneWavePopped = (): void => { + if (!this._waveAwaitFly) return; + this._wavePopped++; + this._tryFlyWaveTogether(); + }; + + /** 全部冒出后,一起飞向 btnCoin */ + private _tryFlyWaveTogether(): void { + if (!this._waveAwaitFly || !this._waveSpawnFinished) return; + if (this._wavePopped < this._waveSpawned) return; + this._waveAwaitFly = false; + const money = this._moneyNode; + const end = money?.isValid ? money.worldPosition.clone() : null; + const coins = this._takeWaveCoins(); + this._clearWaveSpawn(); + if (!end) { + console.log('[BattlePeachCoinFly] 波次金币缺少飞向目标'); + for (let i = 0; i < coins.length; i++) this._recycleWaveCoin(coins[i]); + return; + } + for (let i = 0; i < coins.length; i++) { + const node = coins[i]; + if (!node?.isValid) continue; + const comp = node.getComponent(CoinFly); + if (!comp) { + this._recycleWaveCoin(node); + continue; + } + comp.flyTo(end, this._onPeachDone); + } + } + + /** + * 取出一枚金币并挂上数字,先不飞。 + * @param layer 父节点 + * @param world 世界坐标 + * @param plusText 金币上的数字 + */ + private _createCoinNode(layer: Node, world: Readonly, plusText: string): Node | null { + if (!layer.active) layer.active = true; + const node = gg.res.getNode('prefab/', 'coinFly', GBundle.BattleGame); + if (!node?.isValid) { + console.log('[BattlePeachCoinFly] coinFly 节点池不足'); + return null; + } + layer.addChild(node); + node.setScale(FLY_VISUAL_SCALE, FLY_VISUAL_SCALE, 1); + node.setWorldPosition(world.x, world.y, world.z); + this._attachPlus(node, plusText); + return node; + } + + /** + * 回池一枚尚未飞走的波次金币。 + * @param node 金币节点 + */ + private _recycleWaveCoin(node: Node | null): void { + if (!node?.isValid) return; + Tween.stopAllByTarget(node); + this._putPlusChild(node); + gg.res.putNode(node); + } + + /** 取出并清空等待一起飞的金币,避免清长度时把同一数组引用一起清空 */ + private _takeWaveCoins(): Node[] { + const coins: Node[] = []; + for (let i = 0; i < this._waveCoins.length; i++) coins.push(this._waveCoins[i]); + this._waveCoins.length = 0; + return coins; + } + + /** 停掉尚未一起飞的波次金币 */ private _stopWaveSpawn(): void { Tween.stopAllByTarget(this); + this._waveAwaitFly = false; + const coins = this._takeWaveCoins(); + for (let i = 0; i < coins.length; i++) this._recycleWaveCoin(coins[i]); this._clearWaveSpawn(); } - /** 清空波次金币生成状态,不打断已飞出的金币 */ + /** 清空波次金币生成状态,不回收已经开始飞行的金币 */ private _clearWaveSpawn(): void { - this._waveSpawning = false; this._waveLeft = 0; this._waveShowGold = 0; this._waveLayer = null; + this._waveSpawned = 0; + this._wavePopped = 0; + this._waveSpawnFinished = false; } /** diff --git a/assets/script/ui/BattleGame/CoinFly.ts b/assets/script/ui/BattleGame/CoinFly.ts index 178c7c7..bf0725e 100644 --- a/assets/script/ui/BattleGame/CoinFly.ts +++ b/assets/script/ui/BattleGame/CoinFly.ts @@ -48,6 +48,70 @@ export class CoinFly extends Component { .start(); } + /** 弹跳结束回调(只蹦不飞) */ + private _afterPop: (() => void) | null = null; + /** 直飞结束回调 */ + private _afterFly: ((host?: Node) => void) | null = null; + + /** 弹跳结束 */ + private readonly _finishPopStay = (): void => { + const done = this._afterPop; + this._afterPop = null; + done?.(); + }; + + /** 直飞结束:回调后回池 */ + private readonly _finishFlyTo = (): void => { + const node = this.node; + const done = this._afterFly; + this._afterFly = null; + done?.(node); + if (node?.isValid) gg.res.putNode(node); + }; + + /** + * 只蹦一下并停在落点,不飞向终点、不回池。 + * @param onDone 弹跳结束 + */ + popStay(onDone: (() => void) | null = null): void { + const node = this.node; + this._afterPop = onDone; + if (!node?.isValid) { + this._finishPopStay(); + return; + } + Tween.stopAllByTarget(node); + const start = node.worldPosition.clone(); + const peak = new Vec3(start.x, start.y + BOUNCE_WORLD_OFFSET_Y, start.z); + tween(node) + .to(0.2, { worldPosition: peak }, { easing: 'backOut' }) + .to(0.2, { worldPosition: start }, { easing: 'backOut' }) + .delay(0.3) + .call(this._finishPopStay) + .start(); + } + + /** + * 从当前位置飞向终点后回池。时长与击杀掉落的短飞行一致。 + * @param endPos 终点世界坐标 + * @param callfunc 到达回调(传入本节点) + * @param flySec 飞行时长(秒);≤0 用击杀掉落的短飞行 + */ + flyTo(endPos: Vec3, callfunc: ((host?: Node) => void) | null = null, flySec = 0): void { + const node = this.node; + this._afterFly = callfunc; + if (!node?.isValid) { + this._finishFlyTo(); + return; + } + Tween.stopAllByTarget(node); + const sec = flySec > 0 ? flySec : 0.1 + Math.random() * 0.1; + tween(node) + .to(sec, { worldPosition: endPos.clone() }) + .call(this._finishFlyTo) + .start(); + } + /** * 从当前位置直接飘向目标(无蹦跳、无额外等待)。 * @param endPos 终点世界坐标 diff --git a/assets/script/ui/BattleGame/UIBattleGame.ts b/assets/script/ui/BattleGame/UIBattleGame.ts index 7495b31..d3e91f5 100644 --- a/assets/script/ui/BattleGame/UIBattleGame.ts +++ b/assets/script/ui/BattleGame/UIBattleGame.ts @@ -512,7 +512,8 @@ export class UIBattleGame extends Auto_BattleGame { } /** - * 非首波倒计时开始时发一次金币。首波倒计时 waveIndex 仍是 -1。 + * 非首波倒计时开始时,本机与 AI 各发一次金币。首波倒计时 waveIndex 仍是 -1。 + * 飞金币只播本机。 * @param endedWaveIndex 刚结束、正在等待下一波的波次下标 * @param remain 倒计时剩余秒 */ @@ -527,6 +528,22 @@ export class UIBattleGame extends Auto_BattleGame { battle.addPlayerGold(battle.localPlayerId, gold); this._refreshPeachUi(); this._playWaveSettleCoin(gold); + this._grantWaveGoldToOthers(gold); + } + + /** + * 非本机玩家槽入账同样的波次金币,不播飞金币。 + * @param gold 本次入账金币 + */ + private _grantWaveGoldToOthers(gold: number): void { + const battle = this._battle; + if (!battle) return; + const players = battle.session.players; + for (let i = 0; i < players.length; i++) { + const id = players[i].id; + if (id === battle.localPlayerId) continue; + battle.addPlayerGold(id, gold); + } } /** @@ -564,7 +581,7 @@ export class UIBattleGame extends Auto_BattleGame { } /** - * 按次数生成金币挂到 ui_fly,从屏幕中心上移后慢速飞向 btnCoin。 + * 按次数生成金币挂到 ui_fly,先在不同位置间隔冒出,再一起飞向 btnCoin。 * 单枚显示为结算金币除以生成次数;入账仍是结算金币总额。 * @param gold 本次入账的金币总数 */