mirror of
https://gitee.com/dgflash/oops-plugin-framework.git
synced 2026-05-19 14:36:49 +08:00
163 lines
5.4 KiB
TypeScript
163 lines
5.4 KiB
TypeScript
/*
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* @Author: dgflash
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* @Date: 2025-08-15 10:06:47
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* @LastEditors: dgflash
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* @LastEditTime: 2025-08-15 10:06:47
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*/
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import { Node, NodePool, Prefab, Vec3, warn } from "cc";
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import { resLoader } from "../../common/loader/ResLoader";
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import { ViewUtil } from "../../utils/ViewUtil";
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import { LayerCustomType } from "./LayerEnum";
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import { GameElementParams, LayerGameElement } from "./LayerGameElement";
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import { LayerHelper } from "./LayerHelper";
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import { GameElementConfig } from "./UIConfig";
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/* 二维游戏层 */
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export class LayerGame extends Node {
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/** 当前显示的元素节点 */
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protected elements = new Map<string, GameElementParams>();
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constructor() {
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super(LayerCustomType.Game);
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LayerHelper.setFullScreen(this);
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}
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/**
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* 添加游戏元素
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* @param prefab 资源地址
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* @param config 游戏元素自定义配置
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*/
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add(prefab: string, config: GameElementConfig = {}): Node {
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let params = this.setParams(prefab, config, false);
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let node = ViewUtil.createPrefabNode(prefab, params.config.bundle);
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if (node) {
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// 设置自定义属性
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this.setNode(node, config);
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let lge = node.addComponent(LayerGameElement);
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lge.params = params;
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params.nodes.push(node);
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}
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return node;
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}
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/**
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* 加载资源并添加游戏元素
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* @param prefab 资源地址
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* @param config 游戏元素自定义配置
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*/
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addAsync(prefab: string, config: GameElementConfig = {}): Promise<Node> {
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return new Promise(async (resolve, reject) => {
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let bundleName = config.bundle ? config.bundle : resLoader.defaultBundleName;
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await resLoader.loadAsync(bundleName, prefab, Prefab);
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let node = this.add(prefab, config);
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resolve(node);
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});
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}
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/**
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* 添加游戏元素 - 支持对象池
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* @param prefab 资源地址
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* @param config 游戏元素自定义配置
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*/
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addPool(prefab: string, config: GameElementConfig = {}): Node {
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let params = this.setParams(prefab, config, true);
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let node: Node = null!;
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if (params.pool.size() > 0) {
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node = params.pool.get()!;
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}
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else {
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node = ViewUtil.createPrefabNode(prefab, params.config.bundle);
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node.addComponent(LayerGameElement);
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}
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// 设置自定义属性
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this.setNode(node, config);
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let lge = node.getComponent(LayerGameElement)!;
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lge.params = params;
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return node;
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}
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/**
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* 加载资源并添加游戏元素 - 支持对象池
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* @param prefab 资源地址
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* @param config 游戏元素自定义配置
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*/
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addPoolAsync(prefab: string, config: GameElementConfig = {}): Promise<Node> {
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return new Promise(async (resolve, reject) => {
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let bundleName = config.bundle ? config.bundle : resLoader.defaultBundleName;
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await resLoader.loadAsync(bundleName, prefab, Prefab);
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let node = this.addPool(prefab, config);
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resolve(node);
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});
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}
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/** 清理池数据 */
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clearPool(node: Node) {
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let lge = node.getComponent(LayerGameElement)!;
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if (lge) {
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let params = this.elements.get(lge.params.uiid);
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if (params) params.pool.clear();
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}
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}
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/**
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* 移除游戏元素
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* @param node 游戏元素节点
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*/
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remove(node: Node) {
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let lge = node.getComponent(LayerGameElement)!;
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if (lge) {
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if (lge.params.pool) {
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lge.params.pool.put(node);
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}
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else {
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let nodes = lge.params.nodes;
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let index = nodes.indexOf(node);
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if (index != -1) {
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nodes.splice(index, 1);
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if (nodes.length == 0) {
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this.elements.delete(lge.params.uiid);
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resLoader.release(lge.params.config.prefab!, lge.params.config.bundle);
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}
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}
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node.removeFromParent();
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}
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}
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else {
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warn(`当前删除游戏元素的 Node 不是通过框架添加的`);
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}
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}
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/** 设置元素参数 */
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private setParams(prefab: string, config: GameElementConfig, pool: boolean) {
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let bundleName = config.bundle ? config.bundle : resLoader.defaultBundleName;
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let uuid = bundleName + "_" + prefab;
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let params = this.elements.get(uuid);
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if (params == null) {
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config.prefab = prefab;
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params = new GameElementParams();
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params.uiid = uuid;
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params.config = config;
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if (pool) {
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params.pool = new NodePool();
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}
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else {
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params.nodes = [];
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}
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this.elements.set(uuid, params);
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}
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return params;
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}
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/** 设置自定义属性 */
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private setNode(node: Node, config: GameElementConfig) {
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node.scale = config.scale ? config.scale : Vec3.ONE;
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node.position = config.position ? config.position : Vec3.ZERO;
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node.eulerAngles = config.eulerAngles ? config.eulerAngles : Vec3.ZERO;
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node.parent = config.parent ? config.parent : this;
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if (config.siblingIndex != null) node.setSiblingIndex(config.siblingIndex);
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}
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} |