pinball/assets/_Game/Scripts/Manager/SpawnObjectManager.ts

197 lines
7.2 KiB
TypeScript

import { _decorator, CCFloat, CCInteger, Color, Component, Node, Prefab, randomRangeInt } from 'cc';
import { BoosterBase } from '../Booster/BoosterBase';
import GameState from '../Enum/GameState';
import ScoreType from '../Enum/ScoreType';
import { ScoreObject } from '../Environments/ScoreObject';
import GameEvent from '../Events/GameEvent';
import Gizmos2D from '../Gizmos/Gizmos2D';
import ObjectPool from '../Pool/ObjectPool';
import { EventManger } from './EventManger';
const { ccclass, property } = _decorator;
@ccclass('weightedObject')
class weightedObject {
@property(Prefab)
public prefab: Prefab;
@property(CCInteger)
public readonly weight = 0;
@property(CCInteger)
public weightStepOnGoal = 0;
@property(CCInteger)
public maxWeight = 0;
@property(CCInteger)
public maxObjects = -1;
@property({ type: CCInteger, readonly: true })
public currentWeight;
}
@ccclass('SpawnObjectManager')
export class SpawnObjectManager extends Component {
@property({ type: weightedObject, visible: true })
private _objects: weightedObject[] = [];
@property({ type: weightedObject, visible: true })
private _boosters: weightedObject[] = [];
@property({ type: Node, visible: true })
private _spawnPoints: Node[] = [];
@property({ type: CCFloat, visible: true })
private readonly _spawnTime;
@property({ type: CCFloat, visible: true })
private readonly _spawnTimeWhenBoosterActive;
@property({ type: CCFloat, visible: true })
private _spawnBoosterTime;
private _pools: ObjectPool[] = [];
private _boosterPools: ObjectPool[] = [];
private _usedPoints: { [key: string]: Node } = {};
private _playing = false;
private _timer = 0;
private _timerBooster = 0;
private _weights: number[] = [];
private _boosterWeights: number[] = [];
private _isReplay = false;
private _boosterSpawned = false;
private _spawnTimeObject = 0;
onDrawGizmosSelected(): void {
for (let i = 0; i < this._spawnPoints.length; i++) {
Gizmos2D.beginColor(this.node, new Color(0, 255, 0, 180));
Gizmos2D.drawSolidCircle(this.node, this._spawnPoints[i].worldPosition, 15);
}
}
protected onLoad(): void {
EventManger.instance.on(GameEvent.ObjectRelease, this.onObjectRelease, this);
EventManger.instance.on(GameEvent.GameStateChange, this.onGameStateChange, this);
EventManger.instance.on(GameEvent.Score, this.onScore, this);
EventManger.instance.on(GameEvent.BoosterActive, this.onBoosterActive, this);
EventManger.instance.on(GameEvent.BoosterDisable, this.onBoosterDisable, this);
this._spawnTimeObject = this._spawnTime;
for (let i = 0; i < this._objects.length; i++) {
const prefab = this._objects[i].prefab;
this._pools[i] = new ObjectPool(prefab, 10, true, ScoreObject);
}
for (let i = 0; i < this._boosters.length; i++) {
const prefab = this._boosters[i].prefab;
this._boosterPools[i] = new ObjectPool(prefab, 2, true, BoosterBase);
}
}
protected update(dt: number): void {
if (!this._playing) return;
this._timer += dt;
if (this._timer >= this._spawnTimeObject) {
this._timer = 0;
this.spawn();
}
if (this._boosterSpawned) return;
this._timerBooster += dt;
if (this._timerBooster >= this._spawnBoosterTime) {
this._timerBooster = 0;
this.spawnBooster();
}
}
private spawn() {
if (Object.keys(this._usedPoints).length == this._spawnPoints.length) return;
do {
var randomPool = this._pools.getRandom(this._weights);
var index = this._pools.indexOf(randomPool);
} while (this._objects[index].maxObjects != -1 && randomPool.countActive >= this._objects[index].maxObjects);
do {
var randomPoint = this._spawnPoints[randomRangeInt(0, this._spawnPoints.length)];
} while (Object.values(this._usedPoints).indexOf(randomPoint) != -1);
const obj = randomPool.get(this.node);
obj.setWorldPosition(randomPoint.worldPosition);
this._usedPoints[obj.uuid] = randomPoint;
}
private spawnBooster() {
if (Object.keys(this._usedPoints).length == this._spawnPoints.length) return;
do {
var randomPool = this._boosterPools.getRandom(this._boosterWeights);
var index = this._boosterPools.indexOf(randomPool);
} while (this._boosters[index].maxObjects != -1 && randomPool.countActive >= this._boosters[index].maxObjects);
do {
var randomPoint = this._spawnPoints[randomRangeInt(0, this._spawnPoints.length)];
} while (Object.values(this._usedPoints).indexOf(randomPoint) != -1);
const obj = randomPool.get(this.node);
obj.setWorldPosition(randomPoint.worldPosition);
this._usedPoints[obj.uuid] = randomPoint;
this._boosterSpawned = true;
}
private onObjectRelease(obj: Node) {
delete this._usedPoints[obj.uuid];
}
private onBoosterActive() {
this._boosterSpawned = false;
this._spawnTimeObject = this._spawnTimeWhenBoosterActive;
}
private onBoosterDisable() {
this._spawnTimeObject = this._spawnTime;
}
private onScore(score: number, points: number, type: ScoreType) {
if (type == ScoreType.Goal) {
this._objects.forEach((object) => {
if (object.currentWeight >= object.maxWeight) {
object.currentWeight = object.maxWeight;
return;
}
object.currentWeight += object.weightStepOnGoal;
});
this._boosters.forEach((object) => {
if (object.currentWeight >= object.maxWeight) {
object.currentWeight = object.maxWeight;
return;
}
object.currentWeight += object.weightStepOnGoal;
});
this._weights = this._objects.map((obj) => obj.currentWeight);
this._boosterWeights = this._boosters.map((obj) => obj.currentWeight);
}
}
private onGameStateChange(state: GameState) {
switch (state) {
case GameState.Init:
break;
case GameState.Ready:
break;
case GameState.Playing:
this._playing = true;
if (this._isReplay) return;
this._weights = this._objects.map((obj) => {
obj.currentWeight = obj.weight;
return obj.currentWeight;
});
this._boosterWeights = this._boosters.map((obj) => {
obj.currentWeight = obj.weight;
return obj.currentWeight;
});
for (let i = 0; i < randomRangeInt(5, 10); i++) {
this.spawn();
}
break;
case GameState.GameOver:
this._playing = false;
break;
case GameState.Relive:
this._isReplay = true;
break;
case GameState.End:
break;
}
}
}