mirror of
https://gitee.com/dgflash/oops-plugin-framework.git
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368 lines
14 KiB
TypeScript
368 lines
14 KiB
TypeScript
/*
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* @Author: dgflash
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* @Date: 2022-04-14 17:08:01
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* @LastEditors: dgflash
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* @LastEditTime: 2022-12-13 11:36:00
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*/
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import { Asset, Button, Component, EventKeyboard, EventTouch, Input, Node, __private, _decorator, input } from "cc";
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import { oops } from "../../core/Oops";
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import { EventDispatcher } from "../../core/common/event/EventDispatcher";
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import { EventMessage, ListenerFunc } from "../../core/common/event/EventMessage";
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import { AssetType, CompleteCallback, ProgressCallback } from "../../core/common/loader/ResLoader";
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import { ViewUtil } from "../../core/utils/ViewUtil";
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import { ButtonTouchLong } from "../../libs/gui/button/ButtonTouchLong";
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const { ccclass } = _decorator;
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/**
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* 游戏显示对象组件模板
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* 1、当前对象加载的资源,会在对象释放时,自动释放引用的资源
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* 2、当前对象支持启动游戏引擎提供的各种常用逻辑事件
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*/
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@ccclass("GameComponent")
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export class GameComponent extends Component {
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//#region 全局事件管理
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private _event: EventDispatcher | null = null;
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/** 全局事件管理器 */
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private get event(): EventDispatcher {
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if (this._event == null) this._event = new EventDispatcher();
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return this._event;
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}
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/**
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* 注册全局事件
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* @param event 事件名
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* @param listener 处理事件的侦听器函数
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* @param object 侦听函数绑定的this对象
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*/
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on(event: string, listener: ListenerFunc, object: any) {
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this.event.on(event, listener, object);
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}
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/**
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* 移除全局事件
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* @param event 事件名
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*/
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off(event: string) {
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this.event.off(event);
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}
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/**
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* 触发全局事件
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* @param event 事件名
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* @param args 事件参数
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*/
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dispatchEvent(event: string, args: any = null) {
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this.event.dispatchEvent(event, args);
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}
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//#endregion
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//#region 预制节点管理
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/** 摊平的节点集合(不能重名) */
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private nodes: Map<string, Node> = new Map();
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/** 通过节点名获取预制上的节点,整个预制不能有重名节点 */
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getNode(name: string): Node | undefined {
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return this.nodes.get(name);
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}
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/** 平摊所有节点存到Map<string, Node>中通过get(name: string)方法获取 */
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nodeTreeInfoLite() {
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ViewUtil.nodeTreeInfoLite(this.node, this.nodes);
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}
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//#endregion
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//#region 资源加载管理
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/** 资源路径 */
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private resPaths: Map<string, string> = new Map(); // 游戏资源
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private resPathsDir: Map<string, string> = new Map(); // 游戏资源文件夹
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private resPathsAudioEffect: Map<string, string> = new Map(); // 音效类资源
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/**
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* 获取资源
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* @param path 资源路径
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* @param type 资源类型
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* @param bundleName 远程资源包名
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*/
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getRes<T extends Asset>(path: string, type?: __private._types_globals__Constructor<T> | null, bundleName?: string): T | null {
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return oops.res.get(path, type, bundleName);
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}
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/** 异步加载资源 */
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loadAsync<T extends Asset>(bundleName: string, paths: string | string[], type: AssetType<T> | null, onProgress: ProgressCallback | null, onComplete: CompleteCallback<T> | null): void;
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loadAsync<T extends Asset>(bundleName: string, paths: string | string[], onProgress: ProgressCallback | null, onComplete: CompleteCallback<T> | null): void;
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loadAsync<T extends Asset>(bundleName: string, paths: string | string[], onComplete?: CompleteCallback<T> | null): void;
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loadAsync<T extends Asset>(bundleName: string, paths: string | string[], type: AssetType<T> | null, onComplete?: CompleteCallback<T> | null): void;
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loadAsync<T extends Asset>(paths: string | string[], type: AssetType<T> | null, onProgress: ProgressCallback | null, onComplete: CompleteCallback<T> | null): void;
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loadAsync<T extends Asset>(paths: string | string[], onProgress: ProgressCallback | null, onComplete: CompleteCallback<T> | null): void;
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loadAsync<T extends Asset>(paths: string | string[], onComplete?: CompleteCallback<T> | null): void;
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loadAsync<T extends Asset>(paths: string | string[], type: AssetType<T> | null, onComplete?: CompleteCallback<T> | null): void;
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loadAsync<T extends Asset>(
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bundleName: string,
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paths?: string | string[] | AssetType<T> | ProgressCallback | CompleteCallback | null,
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type?: AssetType<T> | ProgressCallback | CompleteCallback | null,
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) {
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if (paths instanceof Array) {
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paths.forEach(path => {
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this.resPaths.set(path, oops.res.defaultBundleName);
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});
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}
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else {
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this.resPaths.set(bundleName, oops.res.defaultBundleName);
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}
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return oops.res.loadAsync(bundleName, paths, type);
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}
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/** 加载资源 */
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load<T extends Asset>(bundleName: string, paths: string | string[], type: AssetType<T> | null, onProgress: ProgressCallback | null, onComplete: CompleteCallback<T> | null): void;
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load<T extends Asset>(bundleName: string, paths: string | string[], onProgress: ProgressCallback | null, onComplete: CompleteCallback<T> | null): void;
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load<T extends Asset>(bundleName: string, paths: string | string[], onComplete?: CompleteCallback<T> | null): void;
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load<T extends Asset>(bundleName: string, paths: string | string[], type: AssetType<T> | null, onComplete?: CompleteCallback<T> | null): void;
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load<T extends Asset>(paths: string | string[], type: AssetType<T> | null, onProgress: ProgressCallback | null, onComplete: CompleteCallback<T> | null): void;
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load<T extends Asset>(paths: string | string[], onProgress: ProgressCallback | null, onComplete: CompleteCallback<T> | null): void;
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load<T extends Asset>(paths: string | string[], onComplete?: CompleteCallback<T> | null): void;
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load<T extends Asset>(paths: string | string[], type: AssetType<T> | null, onComplete?: CompleteCallback<T> | null): void;
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load<T extends Asset>(
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bundleName: string,
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paths?: string | string[] | AssetType<T> | ProgressCallback | CompleteCallback | null,
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type?: AssetType<T> | ProgressCallback | CompleteCallback | null,
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onProgress?: ProgressCallback | CompleteCallback | null,
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onComplete?: CompleteCallback | null,
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) {
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if (paths instanceof Array) {
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paths.forEach(path => {
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this.resPaths.set(path, oops.res.defaultBundleName);
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});
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}
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else {
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this.resPaths.set(bundleName, oops.res.defaultBundleName);
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}
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oops.res.load(bundleName, paths, type, onProgress, onComplete);
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}
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/** 加载文件名中资源 */
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loadDir<T extends Asset>(bundleName: string, dir: string, type: AssetType<T> | null, onProgress: ProgressCallback | null, onComplete: CompleteCallback<T[]> | null): void;
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loadDir<T extends Asset>(bundleName: string, dir: string, onProgress: ProgressCallback | null, onComplete: CompleteCallback<T[]> | null): void;
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loadDir<T extends Asset>(bundleName: string, dir: string, onComplete?: CompleteCallback<T[]> | null): void;
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loadDir<T extends Asset>(bundleName: string, dir: string, type: AssetType<T> | null, onComplete?: CompleteCallback<T[]> | null): void;
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loadDir<T extends Asset>(dir: string, type: AssetType<T> | null, onProgress: ProgressCallback | null, onComplete: CompleteCallback<T[]> | null): void;
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loadDir<T extends Asset>(dir: string, onProgress: ProgressCallback | null, onComplete: CompleteCallback<T[]> | null): void;
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loadDir<T extends Asset>(dir: string, onComplete?: CompleteCallback<T[]> | null): void;
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loadDir<T extends Asset>(dir: string, type: AssetType<T> | null, onComplete?: CompleteCallback<T[]> | null): void;
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loadDir<T extends Asset>(
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bundleName: string,
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dir?: string | AssetType<T> | ProgressCallback | CompleteCallback | null,
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type?: AssetType<T> | ProgressCallback | CompleteCallback | null,
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onProgress?: ProgressCallback | CompleteCallback | null,
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onComplete?: CompleteCallback | null,
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) {
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if (typeof dir === "string") {
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this.resPathsDir.set(dir, oops.res.defaultBundleName);
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}
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else {
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this.resPathsDir.set(bundleName, oops.res.defaultBundleName);
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}
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oops.res.loadDir(bundleName, dir, type, onProgress, onComplete);
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}
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/** 释放一个资源 */
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release() {
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this.resPaths.forEach((value: string, key: string) => {
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oops.res.release(key, value);
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});
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this.resPaths.clear();
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this.resPaths = null!;
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}
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/** 释放一个文件夹的资源 */
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releaseDir() {
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this.resPathsDir.forEach((value: string, key: string) => {
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oops.res.releaseDir(key, value);
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});
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this.resPathsDir.clear();
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this.resPathsDir = null!;
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}
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/** 释放音效资源 */
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releaseAudioEffect() {
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this.resPathsAudioEffect.forEach((value: string, key: string) => {
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oops.audio.effect.release(key);
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});
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this.resPathsAudioEffect.clear();
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this.resPathsAudioEffect = null!;
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}
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//#endregion
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//#region 音频播放管理
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/**
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* 播放背景音乐
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* @param url 资源地址
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*/
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playMusic(url: string) {
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oops.audio.playMusic(url);
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}
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/**
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* 循环播放背景音乐
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* @param url 资源地址
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*/
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playMusicLoop(url: string) {
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oops.audio.playMusicLoop(url);
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}
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/**
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* 播放音效
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* @param url 资源地址
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*/
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playEffect(url: string) {
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this.resPathsAudioEffect.set(url, oops.res.defaultBundleName);
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oops.audio.playEffect(url);
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}
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//#endregion
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//#region 游戏逻辑事件
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/**
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* 批量设置当前界面按钮事件
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* @example
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* 注:按钮节点Label1、Label2必须绑定ButtonSimple、ButtonEffect等类型的按钮组件才会生效,方法名必须与节点名一致
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* this.setButton("Label1", "Label2");
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*
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* Label1(event: EventTouch) { console.log(event.target.name); }
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* Label2(event: EventTouch) { console.log(event.target.name); }
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*/
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protected setButton(...args: string[]) {
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this.setButtonList(args);
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}
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protected setButtonList(args: string[]) {
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// 自定义按钮批量绑定触摸事件
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this.node.on(Node.EventType.TOUCH_END, (event: EventTouch) => {
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var self: any = this;
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var func = self[event.target.name];
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if (func) {
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func.call(this, event);
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}
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// 不触发界面根节点触摸事件、不触发长按钮组件的触摸事件
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else if (event.target != this.node && event.target.getComponent(ButtonTouchLong) == null) {
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console.error(`名为【${event.target.name}】的按钮事件方法不存在`);
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}
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}, this);
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// Cocos Creator Button组件批量绑定触摸事件
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var buttons = this.node.getComponentsInChildren<Button>(Button);
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buttons.forEach((b: Button) => {
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var node = b.node;
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var self: any = this;
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var func = self[node.name];
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if (func) {
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node.on(Node.EventType.TOUCH_END, func, this);
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}
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else
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console.error(`名为【${node.name}】的按钮事件方法不存在`);
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});
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}
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/**
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* 批量设置全局事件
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* @example
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* this.setEvent("onGlobal");
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* this.dispatchEvent("onGlobal", "全局事件");
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*
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* onGlobal(event: string, args: any) { console.log(args) };
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*/
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protected setEvent(...args: string[]) {
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this.setEventList(args);
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}
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protected setEventList(args: string[]) {
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var self: any = this;
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for (const name of args) {
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var func = self[name];
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if (func)
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this.on(name, self[name], this);
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else
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console.error(`名为【${name}】的全局事方法不存在`);
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}
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}
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/**
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* 键盘事件开关
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* @param on 打开键盘事件为true
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*/
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setKeyboard(on: boolean) {
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if (on) {
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input.on(Input.EventType.KEY_DOWN, this.onKeyDown, this);
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input.on(Input.EventType.KEY_UP, this.onKeyUp, this);
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input.on(Input.EventType.KEY_PRESSING, this.onKeyPressing, this);
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}
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else {
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input.off(Input.EventType.KEY_DOWN, this.onKeyDown, this);
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input.off(Input.EventType.KEY_UP, this.onKeyUp, this);
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input.off(Input.EventType.KEY_PRESSING, this.onKeyPressing, this);
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}
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}
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/** 键按下 */
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protected onKeyDown(event: EventKeyboard) { }
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/** 键放开 */
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protected onKeyUp(event: EventKeyboard) { }
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/** 键长按 */
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protected onKeyPressing(event: EventKeyboard) { }
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/** 监听游戏从后台进入事件 */
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protected setGameShow() {
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this.on(EventMessage.GAME_SHOW, this.onGameShow, this);
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}
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/** 监听游戏切到后台事件 */
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protected setGameHide() {
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this.on(EventMessage.GAME_HIDE, this.onGameHide, this);
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}
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/** 监听游戏画笔尺寸变化事件 */
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protected setGameResize() {
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this.on(EventMessage.GAME_RESIZE, this.onGameResize, this);
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}
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/** 监听游戏全屏事件 */
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protected setGameFullScreen() {
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this.on(EventMessage.GAME_FULL_SCREEN, this.onGameFullScreen, this);
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}
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/** 监听游戏旋转屏幕事件 */
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protected setGameOrientation() {
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this.on(EventMessage.GAME_ORIENTATION, this.onGameOrientation, this);
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}
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/** 游戏从后台进入事件回调 */
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protected onGameShow(): void { }
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/** 游戏切到后台事件回调 */
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protected onGameHide(): void { }
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/** 游戏画笔尺寸变化事件回调 */
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protected onGameResize(): void { }
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/** 游戏全屏事件回调 */
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protected onGameFullScreen(): void { }
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/** 游戏旋转屏幕事件回调 */
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protected onGameOrientation(): void { }
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//#endregion
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protected onDestroy() {
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// 释放消息对象
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if (this._event) {
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this._event.destroy();
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this._event = null;
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}
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// 节点引用数据清除
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this.nodes.clear();
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// 自动释放资源
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this.releaseAudioEffect();
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this.release();
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this.releaseDir();
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}
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} |