Merge branch 'dev' into dev_activity

This commit is contained in:
puxuan 2025-05-13 23:26:24 +08:00
commit 6495fdc267
2 changed files with 534 additions and 4 deletions

View File

@ -34,6 +34,17 @@ function SpineManager:loadUISpineWidgetAsync(name, parent, callback)
end)
end
function SpineManager:loadUIHeroSpineWidgetAsync(name, parent, callback)
local path = string.format(HERO_SPINE_ASSET_PATH, name, name)
ResourceManager:loadOriginAssetAsync(path, TYPE_OF_SPINE_ASSET, function(spineAssetPath, spineAsset)
if parent and parent:isDestroyed() then
ResourceManager:unload(spineAssetPath)
return
end
self:loadUISpinePrefabAsync(parent, spineAssetPath, spineAsset, callback)
end)
end
function SpineManager:loadUISpinePrefabAsync(parent, spineAssetPath, spineAsset, callback)
ResourceManager:loadAsync(UI_SPINE_PREFAB_PATH, TYPE_OF_GAME_OBJECT, function(prefabPath, prefab)
if parent and parent:isDestroyed() then

View File

@ -1,6 +1,11 @@
local MainCompBaseCell = require "app/ui/main_city/component/main_comp_base_cell"
local ChapterComp = class("ChapterComp", MainCompBaseCell)
local CHAPTER_PATH = "assets/arts/textures/background/chapter/%s.png"
local ChapterCompBaseCell = require "app/ui/main_city/component/main_comp_base_cell"
local ChapterComp = class("ChapterComp", ChapterCompBaseCell)
local UISpineObject = require "app/bf/unity/ui_spine_object"
-- local CHAPTER_PATH = "assets/arts/textures/background/chapter/%s.png"
local HERO_SPINE_ASSET_PATH = "assets/arts/spines/characters/%s/%s_skeletondata.asset"
local CHAPTER_PATH = "assets/arts/textures/background/main/%s.png"
local BOX_ICON = {
"common_chest_1",
@ -64,6 +69,29 @@ function ChapterComp:initChapter()
end)
self.uiMap["chapter.effect_node.ui_spine_obj"]:playAnim("idle", true, false)
self.chapterBg = self.uiMap["chapter_comp.bg"]
self.chapterBg:setAnchoredPositionX(-720)
self.bossSmoke = self.uiMap["chapter_comp.boss_smoke"]
self.bossSmoke:setAnchoredPositionX(10000)
self.smokeNodeTop = self.uiMap["chapter_comp.smoke_node_1"]
self.monsterNodeTop = self.uiMap["chapter_comp.monster_node_1"]
self.bossNode = self.uiMap["chapter_comp.boss_node"]
self.bossNode:setActive(false)
self.bossSpine = self.uiMap["chapter_comp.boss_node.boss"]
self.smokeNodeDown = self.uiMap["chapter_comp.smoke_node_2"]
self.monsterNodeDown = self.uiMap["chapter_comp.monster_node_2"]
self.dialogueTx = self.uiMap["chapter_comp.dialogue_node.bg.text"]
self.dialogueBg = self.uiMap["chapter_comp.dialogue_node.bg"]
self.dialogueNode = self.uiMap["chapter_comp.dialogue_node"]
self.dialogueNode:setAnchoredPositionX(0)
self.monsterSpineTopPool = {}
self.monsterSpineDownPool = {}
self.monsterSpineTopList = {}
self.monsterSpineDownList = {}
-- self.monsterShadowPool = {}
self.monsterSmokePool = {}
self.startMonsterAction = true
end
function ChapterComp:refresh()
@ -88,7 +116,20 @@ function ChapterComp:refreshChapter(force)
local chapterInfo = ConfigManager:getConfig("chapter")[chapterId]
local chapterI18NInfo = I18N:getConfig("chapter")[chapterId]
if chapterInfo then
self.chapterImg:setTexture(string.format(CHAPTER_PATH, chapterInfo.icon))
local monsterIdList = chapterInfo.monster_id
if monsterIdList then
local bossId = monsterIdList[1]
if bossId then
local monsterCfg = ConfigManager:getConfig("monster_base")
local monsterInfo = monsterCfg[bossId]
if monsterInfo then
-- self.dialogueBg:setAnchoredPositionY(monsterInfo.blood * monsterInfo.ui/10 + 20)
end
end
end
-- main_bg_1
-- self.chapterBg:setTexture(string.format(CHAPTER_PATH, chapterInfo.scenes_a)) end
self.chapterBg:setTexture(string.format(CHAPTER_PATH, "main_bg_1"))
end
if chapterI18NInfo then
self.chapterNameTx:setText(chapterI18NInfo.name)
@ -186,7 +227,485 @@ function ChapterComp:refreshChapter(force)
end
self:refreshFightBtn()
self:doBossAction()
end
self:doChapterMove()
self:doMonsterAction()
end
function ChapterComp:onOpen()
self.startMonsterAction = true
if self.bossNode then
self.bossNode:setAnchoredPositionX(0)
end
-- if self.bossShadow then
-- self.bossShadow:setAnchoredPositionX(0)
-- end
if self.dialogueNode then
self.dialogueNode:setAnchoredPositionX(0)
end
end
function ChapterComp:onClose()
if self.chapterMoveSeq then
self.chapterMoveSeq:Kill()
self.chapterMoveSeq = nil
end
if self.chapterMonsterGenerateSeq then
self.chapterMonsterGenerateSeq:Kill()
self.chapterMonsterGenerateSeq = nil
end
self.currChapterId = nil
self.isTopTurn = nil
self.startMonsterAction = false
GFunc.killDOTween(GConst.DOTWEEN_IDS.CHAPTER_MONSTER)
self.monsterSpineTopPool = {}
self.monsterSpineDownPool = {}
self.monsterSpineTopList = {}
self.monsterSpineDownList = {}
-- self.monsterShadowPool = {}
self.monsterSmokePool = {}
self.monsterNodeTop:removeAllChildren()
self.monsterNodeDown:removeAllChildren()
-- self.shadowNode:removeAllChildren()
self.smokeNodeTop:removeAllChildren()
self.smokeNodeDown:removeAllChildren()
end
-- region 动画
function ChapterComp:doChapterMove()
if self.chapterMoveSeq then
return
end
self.chapterBg:setAnchoredPositionX(-720)
self.chapterMoveSeq = self.chapterBg:createBindTweenSequence()
local moveTween = self.chapterBg:getTransform():DOAnchorPosX(720, 20):SetEase(CS.DG.Tweening.Ease.Linear)
self.chapterMoveSeq:Append(moveTween)
self.chapterMoveSeq:AppendCallback(function()
self.chapterBg:setAnchoredPositionX(-720)
end)
self.chapterMoveSeq:SetLoops(-1)
end
function ChapterComp:doBossAction()
if self.currChapterId == nil then
return
end
local chapterInfo = ConfigManager:getConfig("chapter")[self.currChapterId]
if chapterInfo == nil then
return
end
local monsterIdList = chapterInfo.monster_id
monsterIdList = {20001, 10001, 10002}
if monsterIdList == nil then
return
end
self.chapterMonsterShowList = monsterIdList
if self.chapterBossId == nil then -- 还没显示boss模型
self.chapterBossId = self.chapterMonsterShowList[1]
local chapterBossId = self.chapterBossId
local monsterCfg = ConfigManager:getConfig("monster_base")
local monsterInfo = monsterCfg[self.chapterBossId]
if monsterInfo then
local modelId = monsterInfo.model_id
local path = string.format(HERO_SPINE_ASSET_PATH, modelId, modelId)
self.bossNode:setActive(false)
local scale = monsterInfo.ui or 1
local shadowScale = (monsterInfo.shadow or 1) * scale
-- local shadowOffset = (monsterInfo.shadow_offset or 0) * scale
-- self.bossShadow:setLocalScale(shadowScale, shadowScale, shadowScale)
-- self.bossShadow:setAnchoredPosition(10000, shadowOffset)
self.bossSmoke:setLocalScale(-shadowScale, shadowScale, shadowScale)
self.bossSmoke:setAnchoredPositionX(10000)
self.bossSpine:loadAssetAsync(modelId, function()
if chapterBossId == self.chapterBossId then
self.bossNode:setActive(true)
self.bossSpine:setLocalScale(-scale, scale, scale)
self.bossSpine:playAnim("move", true, true, true)
-- self.bossShadow:setAnchoredPositionX(0)
self.bossSmoke:playAnim("idle", true, true, true)
self.bossSmoke:setAnchoredPositionX(0)
else -- 加载完成后已经切换到其他boss了
self:doChangeBossAction()
end
end, path)
end
else
local chapterBossId = self.chapterMonsterShowList[1]
if self.chapterBossId ~= chapterBossId then
self.chapterBossId = chapterBossId
self:doChangeBossAction()
end
end
end
-- 切换boss
function ChapterComp:doChangeBossAction()
local chapterBossId = self.chapterBossId
local monsterCfg = ConfigManager:getConfig("monster_base")
local monsterInfo = monsterCfg[self.chapterBossId]
if monsterInfo then
local modelId = monsterInfo.model_id
local path = string.format(HERO_SPINE_ASSET_PATH, modelId, modelId)
self.bossNode:setActive(false)
local scale = monsterInfo.ui or 1
local shadowScale = (monsterInfo.shadow or 1) * scale
-- local shadowOffset = (monsterInfo.shadow_offset or 0) * scale
-- self.bossShadow:setLocalScale(shadowScale, shadowScale, shadowScale)
-- self.bossShadow:setAnchoredPosition(10000, shadowOffset)
self.bossSmoke:setLocalScale(-shadowScale, shadowScale, shadowScale)
self.bossSmoke:setAnchoredPositionX(10000)
self.bossSpine:loadAssetAsync(modelId, function()
if chapterBossId == self.chapterBossId then
self.bossNode:setActive(true)
self.bossSpine:setLocalScale(-scale, scale, scale)
self.bossSpine:playAnim("move", true, true, true)
-- self.bossShadow:setAnchoredPositionX(0)
self.bossSmoke:playAnim("idle", true, true, true)
self.bossSmoke:setAnchoredPositionX(0)
else -- 加载完成后已经切换到其他boss了
self:doChangeBossAction()
end
end, path)
end
end
function ChapterComp:doMonsterAction()
if self.chapterMonsterGenerateSeq then
return
end
self.chapterMonsterGenerateSeq = DOTweenManager:createSeqWithIntId()
local interval = GFunc.getConstValue("chapter_idel_monster_x") / 1000
interval = 2
self.chapterMonsterGenerateSeq:AppendCallback(function()
self:generateChapterMonsters()
end)
self.chapterMonsterGenerateSeq:AppendInterval(interval)
self.chapterMonsterGenerateSeq:SetLoops(-1)
end
function ChapterComp:generateChapterMonsters()
local monsterId
if #self.chapterMonsterShowList <= 2 then
monsterId = self.chapterMonsterShowList[2]
else
monsterId = self.chapterMonsterShowList[math.random(2, #self.chapterMonsterShowList)]
end
if monsterId == nil then
return
end
local monsterCfg = ConfigManager:getConfig("monster_base")
local monsterInfo = monsterCfg[monsterId]
if monsterInfo == nil then
return
end
if self.isTopTurn == nil then
self.isTopTurn = math.random(1, 100) > 50
end
local modelId = monsterInfo.model_id
local pool
local list
local parent
local posY
if self.isTopTurn then -- 刷上面
pool = self.monsterSpineTopPool[modelId]
list = self.monsterSpineTopList
parent = self.monsterNodeTop
posY = math.random(1, 300)
else -- 刷下面
pool = self.monsterSpineDownPool[modelId]
list = self.monsterSpineDownList
parent = self.monsterNodeDown
posY = -math.random(1, 240)
end
self.isTopTurn = not self.isTopTurn
if pool and #pool > 0 then
local spine = table.remove(pool)
table.insert(list, spine)
spine:setActive(true)
self:doMonsterMove(modelId, spine, posY, monsterInfo, not self.isTopTurn)
else
SpineManager:loadUIHeroSpineWidgetAsync(modelId, parent, function(spine)
if not self.startMonsterAction then
spine:destroy()
return
end
table.insert(list, spine)
local scale = monsterInfo.ui or 1
spine:setLocalScale(-scale, scale, scale)
self:doMonsterMove(modelId, spine, posY, monsterInfo, not self.isTopTurn)
end)
end
end
function ChapterComp:doMonsterMove(modelId, spine, posY, monsterInfo, isTopTurn)
spine:playAnim("move", true, true, true)
local posX = GConst.UI_SCREEN_WIDTH / 2 + 100
local targetPosX = -GConst.UI_SCREEN_WIDTH / 2 - 300
spine:setAnchoredPosition(posX, posY)
local seq = DOTweenManager:createSeqWithIntId(GConst.DOTWEEN_IDS.CHAPTER_MONSTER)
if self.chapterMonsterSpeed == nil then
-- self.chapterMonsterSpeed = GFunc.getConstValue("chapter_idel_monstermove")
self.chapterMonsterSpeed = 150
end
local distance = posX - targetPosX
local moveTime = distance / self.chapterMonsterSpeed
local moveTween = spine:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
seq:Append(moveTween)
-- local monsterShadow = self:getMonsterShadow()
local scale = monsterInfo.ui or 1
local shadowScale = (monsterInfo.shadow or 1) * scale
-- monsterShadow:setLocalScale(shadowScale, shadowScale, shadowScale)
-- local shadowOffset = (monsterInfo.shadow_offset or 0) * scale
-- monsterShadow:setAnchoredPosition(posX, posY + shadowOffset)
-- local moveTween2 = monsterShadow:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
-- seq:Join(moveTween2)
local monsterSmoke = self:getMonsterSmoke(isTopTurn)
monsterSmoke:setAnchoredPosition(posX, posY)
monsterSmoke:setLocalScale(-shadowScale, shadowScale, shadowScale)
monsterSmoke:playAnim("idle", true, true, true)
local moveTween3 = monsterSmoke:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
seq:Join(moveTween3)
seq:AppendCallback(function()
spine:setActive(false)
-- monsterShadow:setAnchoredPositionX(10000)
-- table.insert(self.monsterShadowPool, monsterShadow)
monsterSmoke:setAnchoredPositionX(10000)
table.insert(self.monsterSmokePool, monsterSmoke)
if isTopTurn then
local pool = self.monsterSpineTopPool[modelId]
if pool == nil then
pool = {}
self.monsterSpineTopPool[modelId] = pool
end
table.insert(pool, spine)
for k, v in ipairs(self.monsterSpineTopList) do
if v == spine then
table.remove(self.monsterSpineTopList, k)
break
end
end
else
local pool = self.monsterSpineDownPool[modelId]
if pool == nil then
pool = {}
self.monsterSpineDownPool[modelId] = pool
end
table.insert(pool, spine)
for k, v in ipairs(self.monsterSpineDownList) do
if v == spine then
table.remove(self.monsterSpineDownList, k)
break
end
end
end
end)
end
function ChapterComp:enterChapterBattle()
-- boss等一会再跑
local bossWaitTime = GFunc.getConstValue("chapter_fight_bosswait") / 1000
local bossSeq = DOTweenManager:createSeqWithIntId(GConst.DOTWEEN_IDS.CHAPTER_MONSTER)
bossSeq:AppendInterval(bossWaitTime)
local bossSpeed = GFunc.getConstValue("chapter_fight_bossmove")
local distance = GConst.UI_SCREEN_WIDTH/2 + 100
local moveTime = distance / bossSpeed
local targetPosX = -GConst.UI_SCREEN_WIDTH / 2 - 300
local moveTween = self.bossNode:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
bossSeq:Append(moveTween)
local moveTween2 = self.dialogueNode:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
bossSeq:Join(moveTween2)
-- local moveTween3 = self.bossShadow:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
-- bossSeq:Join(moveTween3)
-- 出来一批小怪从右边跑向左边
local monsterCount = GFunc.getConstIntValue("chapter_fight_monster_num")
self.chapterFightMonsterCount = monsterCount
local wave = 5
local monsterCountPerWave = math.ceil(monsterCount / wave)
-- 分批处理
local monsterSeq = DOTweenManager:createSeqWithIntId(GConst.DOTWEEN_IDS.CHAPTER_MONSTER)
for i = 1, wave do
monsterSeq:AppendCallback(function ()
if monsterCountPerWave > monsterCount then
monsterCountPerWave = monsterCount
end
monsterCount = monsterCount - monsterCountPerWave
for j = 1, monsterCountPerWave do
self:generateChapterFightMonsters()
end
end)
monsterSeq:AppendInterval(0.03)
end
return GFunc.getConstValue("chapter_fight_wait") / 1000
end
function ChapterComp:generateChapterFightMonsters()
local monsterId
if #self.chapterMonsterShowList <= 2 then
monsterId = self.chapterMonsterShowList[2]
else
monsterId = self.chapterMonsterShowList[math.random(2, #self.chapterMonsterShowList)]
end
if monsterId == nil then
return
end
local monsterCfg = ConfigManager:getConfig("monster_base")
local monsterInfo = monsterCfg[monsterId]
if monsterInfo == nil then
return
end
local modelId = monsterInfo.model_id
local pool
local list
local parent
local posY
if self.isTopTurn then -- 刷上面
pool = self.monsterSpineTopPool[modelId]
list = self.monsterSpineTopList
parent = self.monsterNodeTop
posY = math.random(1, 300)
else -- 刷下面
pool = self.monsterSpineDownPool[modelId]
list = self.monsterSpineDownList
parent = self.monsterNodeDown
posY = -math.random(1, 240)
end
self.isTopTurn = not self.isTopTurn
if pool and #pool > 0 then
local spine = table.remove(pool)
table.insert(list, spine)
spine:setActive(true)
self:doMonsterFightMove(modelId, spine, posY, monsterInfo, not self.isTopTurn)
else
SpineManager:loadUIHeroSpineWidgetAsync(modelId, parent, function(spine)
if not self.startMonsterAction then
spine:destroy()
return
end
table.insert(list, spine)
local scale = monsterInfo.ui or 1
spine:setLocalScale(-scale, scale, scale)
self:doMonsterFightMove(modelId, spine, posY, monsterInfo, not self.isTopTurn)
end)
end
end
function ChapterComp:doMonsterFightMove(modelId, spine, posY, monsterInfo, isTopTurn)
spine:playAnim("move", true, true, true)
local posX = GConst.UI_SCREEN_WIDTH / 2 + math.random(100, math.floor(GConst.UI_SCREEN_WIDTH*2/3))
spine:setAnchoredPosition(posX, posY)
local seq = DOTweenManager:createSeqWithIntId(GConst.DOTWEEN_IDS.CHAPTER_MONSTER)
if self.chapterMonsterFightSpeed == nil then
-- self.chapterMonsterFightSpeed = GFunc.getConstValue("chapter_fight_monstermove")
self.chapterMonsterFightSpeed = 880
end
local distance = posX + GConst.UI_SCREEN_WIDTH/2 + 100
local moveTime = distance / self.chapterMonsterFightSpeed
local targetPosX = -GConst.UI_SCREEN_WIDTH / 2 - 100
local moveTween = spine:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
seq:Append(moveTween)
-- local monsterShadow = self:getMonsterShadow()
local scale = monsterInfo.ui or 1
local shadowScale = (monsterInfo.shadow or 1) * scale
-- monsterShadow:setLocalScale(shadowScale, shadowScale, shadowScale)
-- local shadowOffset = (monsterInfo.shadow_offset or 0) * scale
-- monsterShadow:setAnchoredPosition(posX, posY + shadowOffset)
-- local moveTween2 = monsterShadow:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
-- seq:Join(moveTween2)
local monsterSmoke = self:getMonsterSmoke(isTopTurn)
monsterSmoke:setAnchoredPosition(posX, posY)
monsterSmoke:setLocalScale(-shadowScale, shadowScale, shadowScale)
monsterSmoke:playAnim("idle", true, true, true)
local moveTween3 = monsterSmoke:getTransform():DOAnchorPosX(targetPosX, moveTime):SetEase(CS.DG.Tweening.Ease.Linear)
seq:Join(moveTween3)
seq:AppendCallback(function()
spine:setActive(false)
-- monsterShadow:setAnchoredPositionX(10000)
-- table.insert(self.monsterShadowPool, monsterShadow)
monsterSmoke:setAnchoredPositionX(10000)
table.insert(self.monsterSmokePool, monsterSmoke)
if isTopTurn then
local pool = self.monsterSpineTopPool[modelId]
if pool == nil then
pool = {}
self.monsterSpineTopPool[modelId] = pool
end
table.insert(pool, spine)
for k, v in ipairs(self.monsterSpineTopList) do
if v == spine then
table.remove(self.monsterSpineTopList, k)
break
end
end
else
local pool = self.monsterSpineDownPool[modelId]
if pool == nil then
pool = {}
self.monsterSpineDownPool[modelId] = pool
end
table.insert(pool, spine)
for k, v in ipairs(self.monsterSpineDownList) do
if v == spine then
table.remove(self.monsterSpineDownList, k)
break
end
end
end
end)
if self.chapterFightMonsterCount then
self.chapterFightMonsterCount = self.chapterFightMonsterCount - 1
if self.chapterFightMonsterCount == 0 then -- 最后一个怪物生成完毕后,重新排一下序
self:sortChapterFightMonstersOrder()
self:sortChapterFightMonstersOrder()
self:sortChapterFightMonstersOrder()
self:sortChapterFightMonstersOrder()
end
end
end
function ChapterComp:sortChapterFightMonstersOrder()
self:sortChildrenOrder(self.monsterNodeTop)
self:sortChildrenOrder(self.monsterNodeDown)
self:sortChildrenOrder(self.smokeNodeTop)
self:sortChildrenOrder(self.smokeNodeDown)
end
function ChapterComp:sortChildrenOrder(parent)
local children = parent:getChildList()
if children and #children > 0 then
table.sort(children, function(a, b)
return a:getAnchoredPositionY() > b:getAnchoredPositionY()
end)
for i = #children, 1, -1 do
children[i]:getTransform():SetSiblingIndex(i - 1)
end
end
end
function ChapterComp:getMonsterSmoke(isTop)
local monsterSmoke
if #self.monsterSmokePool > 0 then
monsterSmoke = table.remove(self.monsterSmokePool)
monsterSmoke:setParent(isTop and self.smokeNodeTop or self.smokeNodeDown, false)
else
local shadowObj = CS.UnityEngine.Object.Instantiate(self.bossSmoke:getGameObject())
monsterSmoke = UISpineObject:create()
monsterSmoke:initWithPrefab(GConst.EMPTY_STRING, shadowObj)
monsterSmoke:getAnimationState()
monsterSmoke:setParent(isTop and self.smokeNodeTop or self.smokeNodeDown, false)
end
return monsterSmoke
end
-- endregion
return ChapterComp