mirror of
https://gitee.com/dgflash/oops-plugin-framework.git
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175 lines
6.0 KiB
TypeScript
175 lines
6.0 KiB
TypeScript
/*
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* @Author: dgflash
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* @Date: 2021-07-03 16:13:17
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* @LastEditors: dgflash
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* @LastEditTime: 2023-08-28 10:02:57
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*/
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import { _decorator, Component, director, Game, game, JsonAsset, Node, screen, sys } from "cc";
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import { GameConfig } from "../module/config/GameConfig";
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import { GameQueryConfig } from "../module/config/GameQueryConfig";
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import { oops, version } from "./Oops";
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import { AudioManager } from "./common/audio/AudioManager";
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import { EventMessage } from "./common/event/EventMessage";
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import { message } from "./common/event/MessageManager";
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import { resLoader } from "./common/loader/ResLoader";
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import { StorageManager } from "./common/storage/StorageManager";
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import { TimerManager } from "./common/timer/TimerManager";
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import { GameManager } from "./game/GameManager";
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import { GUI } from "./gui/GUI";
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import { LayerManager } from "./gui/layer/LayerManager";
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const { property } = _decorator;
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let isInited = false;
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/** 框架显示层根节点 */
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export class Root extends Component {
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/** 游戏层节点 */
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@property({
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type: Node,
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tooltip: "游戏层"
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})
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game: Node = null!; // 可使用多摄像机自定义二维或三维游戏场景
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/** 界面层节点 */
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@property({
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type: Node,
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tooltip: "界面层"
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})
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gui: Node = null!;
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/** 框架常驻节点 */
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private persist: Node = null!
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onLoad() {
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if (!isInited) {
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isInited = true; // 注:这里是规避cc3.8在编辑器模式下运行时,关闭游戏会两次初始化报错
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console.log(`Oops Framework v${version}`);
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this.enabled = false;
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this.iniStart();
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this.loadConfig().then();
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}
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}
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private async loadConfig() {
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// 创建持久根节点
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this.persist = new Node("OopsFrameworkPersistNode");
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director.addPersistRootNode(this.persist);
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// 资源管理模块
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oops.res = resLoader;
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const config_name = "config";
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const config = await oops.res.loadAsync(config_name, JsonAsset);
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if (config) {
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// oops.config.btc = new BuildTimeConstants();
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oops.config.query = new GameQueryConfig();
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oops.config.game = new GameConfig(config);
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// 本地存储模块
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oops.storage = new StorageManager();
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oops.storage.init(oops.config.game.localDataKey, oops.config.game.localDataIv); // 初始化本地存储加密
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// 全局消息
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oops.message = message;
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// 创建音频模块
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oops.audio = this.persist.addComponent(AudioManager);
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oops.audio.load();
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// 创建时间模块
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oops.timer = this.persist.addComponent(TimerManager)!;
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// 游戏场景管理
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oops.game = new GameManager(this.game);
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// 游戏界面管理
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oops.gui = new LayerManager(this.gui);
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// 网络模块
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oops.http.server = oops.config.game.httpServer; // Http 服务器地址
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oops.http.timeout = oops.config.game.httpTimeout; // Http 请求超时时间
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game.frameRate = oops.config.game.frameRate; // 初始化每秒传输帧数
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this.enabled = true;
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this.init();
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this.run();
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oops.res.release(config_name);
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}
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else {
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this.loadConfig().then();
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}
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}
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update(dt: number) {
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oops.ecs.execute(dt);
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}
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/** 初始化开始 */
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protected iniStart() {
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}
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/** 初始化游戏界面 */
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protected initGui() {
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}
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/** 初始化游戏业务模块 */
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protected initEcsSystem() {
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}
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/** 加载完引擎配置文件后执行 */
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protected run() {
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}
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private init() {
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this.initGui();
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this.initEcsSystem();
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oops.ecs.init();
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// 游戏显示事件
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game.on(Game.EVENT_SHOW, this.onShow, this);
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// 游戏隐藏事件
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game.on(Game.EVENT_HIDE, this.onHide, this);
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// 添加游戏界面屏幕自适应管理组件
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this.gui.addComponent(GUI);
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// 游戏尺寸修改事件
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if (!sys.isMobile) {
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screen.on("window-resize", () => {
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oops.message.dispatchEvent(EventMessage.GAME_RESIZE);
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}, this);
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screen.on("fullscreen-change", () => {
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oops.message.dispatchEvent(EventMessage.GAME_FULL_SCREEN);
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}, this);
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}
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screen.on("orientation-change", () => {
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oops.message.dispatchEvent(EventMessage.GAME_ORIENTATION);
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}, this);
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}
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private onShow() {
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oops.timer.load(); // 处理回到游戏时减去逝去时间
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oops.audio.resumeAll(); // 恢复所有暂停的音乐播放
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director.resume(); // 恢复暂停场景的游戏逻辑,如果当前场景没有暂停将没任何事情发生
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game.resume(); // 恢复游戏主循环。包含:游戏逻辑,渲染,事件处理,背景音乐和所有音效
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oops.message.dispatchEvent(EventMessage.GAME_SHOW);
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}
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private onHide() {
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oops.timer.save(); // 处理切到后台后记录切出时间
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oops.audio.pauseAll(); // 暂停所有音乐播放
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director.pause(); // 暂停正在运行的场景,该暂停只会停止游戏逻辑执行,但是不会停止渲染和 UI 响应。 如果想要更彻底得暂停游戏,包含渲染,音频和事件
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game.pause(); // 暂停游戏主循环。包含:游戏逻辑、渲染、输入事件派发(Web 和小游戏平台除外)
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oops.message.dispatchEvent(EventMessage.GAME_HIDE);
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}
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} |