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rougelike-demo/client/assets/scripts/App/Game/World.ts

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import { instantiate, Node, Prefab } from 'cc';
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import { NetManager } from '../../Framework/Net/NetManager';
import { ResMgr } from '../../Framework/ResMgr/ResMgr';
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import { UIMgr } from '../../Framework/UI/UIMgr';
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import { MsgPlayerJoin } from '../../Shared/protocols/MsgPlayerJoin';
import { MsgPlayerMove } from '../../Shared/protocols/MsgPlayerMove';
import { PlayerInfo } from '../../Shared/protocols/MsgResLogin';
import { CameraController } from './CameraController';
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import { PlayerController } from './PlayerController';
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import { PlayerInfoData } from './PlayerInfo';
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import { RemotePlayer } from './RemotePlayer';
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import { UIGame } from './UIGame';
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/**
* World
*
*
*/
export class World {
private static instance: World = null;
/** 世界根节点 */
private worldRoot: Node = null;
/** 本地玩家信息 */
private localPlayer: PlayerInfo = null;
/** 本地玩家控制器 */
private localPlayerController: PlayerController = null;
/** 本地玩家节点 */
private localPlayerNode: Node = null;
/** 远程玩家列表 Map<playerId, RemotePlayer> */
private remotePlayers: Map<string, RemotePlayer> = new Map();
/** 玩家模型预制体 */
private playerPrefab: Prefab = null;
/** 摄像机控制器 */
private cameraController: CameraController = null;
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/** UIGame实例 */
private uiGameInstance: UIGame = null;
private constructor() { }
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public static getInstance(): World {
if (!World.instance) {
World.instance = new World();
}
return World.instance;
}
/**
*
* @param worldRoot
* @param localPlayer
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* @param otherPlayers 线
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*/
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public async init(worldRoot: Node, localPlayer: PlayerInfo, otherPlayers?: PlayerInfo[]): Promise<void> {
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this.worldRoot = worldRoot;
this.localPlayer = localPlayer;
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// 获取UIGame实例
this.uiGameInstance = UIMgr.getInstance().get(UIGame) as UIGame;
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// 加载玩家模型预制体
await this.loadPlayerPrefab();
// 注册网络消息监听
this.registerNetworkListeners();
// 创建本地玩家
await this.createLocalPlayer();
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// 创建其他已在线的玩家
await this.createOtherPlayers(otherPlayers);
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console.log('[World] 世界初始化完成');
}
/**
*
*/
private async loadPlayerPrefab(): Promise<void> {
try {
this.playerPrefab = await ResMgr.getInstance().load('res', 'Actor/M1/M1', Prefab);
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console.log('[World] 玩家模型预制体加载成功');
} catch (error) {
console.error('[World] 加载玩家模型预制体失败:', error);
}
}
/**
*
*/
private registerNetworkListeners(): void {
const netManager = NetManager.getInstance();
// 监听玩家加入消息
netManager.listenMsg('PlayerJoin', (msg: MsgPlayerJoin) => {
this.onPlayerJoin(msg);
});
// 监听玩家移动消息
netManager.listenMsg('PlayerMove', (msg: MsgPlayerMove) => {
this.onPlayerMove(msg);
});
console.log('[World] 网络消息监听注册完成');
}
/**
*
*/
private async createLocalPlayer(): Promise<void> {
if (!this.playerPrefab) {
console.error('[World] 玩家模型预制体未加载');
return;
}
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const x = this.localPlayer.position.x / 1000
const y = this.localPlayer.position.y / 1000
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// 实例化玩家节点
this.localPlayerNode = instantiate(this.playerPrefab);
this.localPlayerNode.name = `Player_${this.localPlayer.id}_Local`;
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this.localPlayerNode.setPosition(x, y, 0);
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this.worldRoot.addChild(this.localPlayerNode);
// 创建本地玩家控制器
this.localPlayerController = this.localPlayerNode.addComponent(PlayerController);
this.localPlayerController.init(this.localPlayer);
// 创建并绑定摄像机控制器(只有本地玩家需要)
this.cameraController = this.worldRoot.addComponent(CameraController) as CameraController;
this.cameraController.setTarget(this.localPlayerNode);
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console.log('[World] 本地玩家创建完成:', this.localPlayer.name);
}
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/**
* 线
*/
private async createOtherPlayers(otherPlayers?: PlayerInfo[]): Promise<void> {
if (!otherPlayers || otherPlayers.length === 0) {
console.log('[World] 无其他在线玩家');
return;
}
if (!this.playerPrefab) {
console.error('[World] 玩家模型预制体未加载,无法创建其他玩家');
return;
}
console.log('[World] 开始创建其他在线玩家,数量:', otherPlayers.length);
for (const playerInfo of otherPlayers) {
// 跳过本地玩家(双重保险)
if (playerInfo.id === this.localPlayer.id) {
continue;
}
// 检查是否已存在
if (this.remotePlayers.has(playerInfo.id)) {
console.warn('[World] 远程玩家已存在:', playerInfo.id);
continue;
}
try {
// 实例化玩家节点
const playerNode = instantiate(this.playerPrefab);
playerNode.name = `Player_${playerInfo.id}_Remote`;
const x = playerInfo.position.x / 1000;
const y = playerInfo.position.y / 1000;
playerNode.setPosition(x, y, 0);
this.worldRoot.addChild(playerNode);
// 创建远程玩家控制器
const remotePlayer = new RemotePlayer();
remotePlayer.init(playerNode, playerInfo.id, playerInfo.name, playerInfo.position);
this.remotePlayers.set(playerInfo.id, remotePlayer);
console.log('[World] 其他玩家创建完成:', playerInfo.name);
} catch (error) {
console.error('[World] 创建其他玩家失败:', playerInfo.name, error);
}
}
}
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/**
*
*/
private onPlayerJoin(msg: MsgPlayerJoin): void {
console.log('[World] 玩家加入:', msg.playerName);
// 如果是本地玩家,不处理
if (msg.playerId === this.localPlayer.id) {
return;
}
// 创建远程玩家
this.createRemotePlayer(msg);
}
/**
*
*/
private async createRemotePlayer(msg: MsgPlayerJoin): Promise<void> {
if (!this.playerPrefab) {
console.error('[World] 玩家模型预制体未加载');
return;
}
// 检查是否已存在
if (this.remotePlayers.has(msg.playerId)) {
console.warn('[World] 远程玩家已存在:', msg.playerId);
return;
}
// 实例化玩家节点
const playerNode = instantiate(this.playerPrefab);
playerNode.name = `Player_${msg.playerId}_Remote`;
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const x = msg.position.x / 1000
const y = msg.position.y / 1000
playerNode.setPosition(x, y, 0);
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this.worldRoot.addChild(playerNode);
// 创建远程玩家控制器
const remotePlayer = new RemotePlayer();
remotePlayer.init(playerNode, msg.playerId, msg.playerName, msg.position);
this.remotePlayers.set(msg.playerId, remotePlayer);
console.log('[World] 远程玩家创建完成:', msg.playerName);
}
/**
*
*/
private onPlayerMove(msg: MsgPlayerMove): void {
// 如果是本地玩家,不处理
if (msg.playerId === this.localPlayer.id) {
return;
}
// 更新远程玩家位置
const remotePlayer = this.remotePlayers.get(msg.playerId);
if (remotePlayer) {
remotePlayer.updatePosition(msg.position);
}
}
/**
*
*/
public getLocalPlayerController(): PlayerController {
return this.localPlayerController;
}
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/**
*
*/
public updateAllPlayersInfo(): void {
if (!this.uiGameInstance || !this.cameraController) {
return;
}
const uinode = this.uiGameInstance.getNode()
const playerDataList: PlayerInfoData[] = [];
// 添加本地玩家信息
if (this.localPlayerNode && this.localPlayer) {
// 直接使用节点的世界坐标
const worldPos = this.localPlayerNode.worldPosition;
// 正确的坐标转换流程:世界坐标 -> 世界摄像机坐标 -> UI摄像机坐标
const uiScreenPos = this.cameraController.worldToUICamera(worldPos, uinode);
playerDataList.push({
playerId: this.localPlayer.id,
playerName: this.localPlayer.name,
screenPosition: uiScreenPos,
realPosition: worldPos // 使用世界坐标作为真实位置
});
}
// 添加远程玩家信息
for (const [playerId, remotePlayer] of this.remotePlayers.entries()) {
const remotePlayerNode = remotePlayer.getPlayerNode();
if (remotePlayerNode) {
const worldPos = remotePlayerNode.worldPosition;
// 正确的坐标转换流程:世界坐标 -> 世界摄像机坐标 -> UI摄像机坐标
const uiScreenPos = this.cameraController.worldToUICamera(worldPos, uinode);
playerDataList.push({
playerId: playerId,
playerName: remotePlayer.getPlayerName(),
screenPosition: uiScreenPos,
realPosition: worldPos // 使用世界坐标作为真实位置
});
}
}
// 更新UI显示
this.uiGameInstance.updatePlayerInfo(playerDataList);
}
/**
* update中定期更新玩家信息显示
*/
public update(deltaTime: number): void {
// 每帧更新玩家信息显示
this.updateAllPlayersInfo();
}
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/**
*
*/
public destroy(): void {
// 注意: TSRPC 的 listenMsg 不提供取消监听的方法
// 在实际使用中,监听会在连接断开时自动清除
// 销毁本地玩家
if (this.localPlayerNode) {
this.localPlayerNode.destroy();
this.localPlayerNode = null;
}
this.localPlayerController = null;
// 销毁摄像机控制器
if (this.cameraController) {
this.cameraController.node.removeComponent(CameraController);
this.cameraController = null;
}
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// 销毁所有远程玩家
this.remotePlayers.forEach((remotePlayer) => {
remotePlayer.destroy();
});
this.remotePlayers.clear();
// 释放资源
if (this.playerPrefab) {
ResMgr.getInstance().release('resources', 'res://Actor/M1/M1');
this.playerPrefab = null;
}
this.worldRoot = null;
this.localPlayer = null;
console.log('[World] 世界已销毁');
}
/**
*
*/
public static clear(): void {
if (World.instance) {
World.instance.destroy();
World.instance = null;
}
}
}