229 lines
6.6 KiB
TypeScript
229 lines
6.6 KiB
TypeScript
import { Node, Vec3, instantiate, Prefab } from 'cc';
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import { NetManager } from '../../Framework/Net/NetManager';
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import { ResMgr } from '../../Framework/ResMgr/ResMgr';
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import { MsgPlayerJoin } from '../../Shared/protocols/MsgPlayerJoin';
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import { MsgPlayerMove } from '../../Shared/protocols/MsgPlayerMove';
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import { PlayerInfo } from '../../Shared/protocols/PtlLogin';
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import { PlayerController } from './PlayerController';
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import { RemotePlayer } from './RemotePlayer';
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/**
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* World 世界管理器
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* 负责管理游戏世界中的所有玩家
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* 包括本地玩家和远程玩家的创建、更新和销毁
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*/
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export class World {
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private static instance: World = null;
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/** 世界根节点 */
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private worldRoot: Node = null;
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/** 本地玩家信息 */
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private localPlayer: PlayerInfo = null;
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/** 本地玩家控制器 */
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private localPlayerController: PlayerController = null;
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/** 本地玩家节点 */
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private localPlayerNode: Node = null;
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/** 远程玩家列表 Map<playerId, RemotePlayer> */
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private remotePlayers: Map<string, RemotePlayer> = new Map();
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/** 玩家模型预制体 */
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private playerPrefab: Prefab = null;
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private constructor() {}
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public static getInstance(): World {
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if (!World.instance) {
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World.instance = new World();
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}
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return World.instance;
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}
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/**
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* 初始化世界
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* @param worldRoot 世界根节点
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* @param localPlayer 本地玩家信息
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*/
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public async init(worldRoot: Node, localPlayer: PlayerInfo): Promise<void> {
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this.worldRoot = worldRoot;
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this.localPlayer = localPlayer;
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// 加载玩家模型预制体
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await this.loadPlayerPrefab();
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// 注册网络消息监听
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this.registerNetworkListeners();
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// 创建本地玩家
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await this.createLocalPlayer();
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console.log('[World] 世界初始化完成');
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}
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/**
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* 加载玩家模型预制体
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*/
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private async loadPlayerPrefab(): Promise<void> {
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try {
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this.playerPrefab = await ResMgr.getInstance().load('resources', 'res://Actor/M1/M1', Prefab);
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console.log('[World] 玩家模型预制体加载成功');
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} catch (error) {
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console.error('[World] 加载玩家模型预制体失败:', error);
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}
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}
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/**
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* 注册网络消息监听
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*/
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private registerNetworkListeners(): void {
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const netManager = NetManager.getInstance();
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// 监听玩家加入消息
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netManager.listenMsg('PlayerJoin', (msg: MsgPlayerJoin) => {
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this.onPlayerJoin(msg);
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});
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// 监听玩家移动消息
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netManager.listenMsg('PlayerMove', (msg: MsgPlayerMove) => {
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this.onPlayerMove(msg);
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});
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console.log('[World] 网络消息监听注册完成');
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}
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/**
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* 创建本地玩家
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*/
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private async createLocalPlayer(): Promise<void> {
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if (!this.playerPrefab) {
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console.error('[World] 玩家模型预制体未加载');
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return;
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}
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// 实例化玩家节点
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this.localPlayerNode = instantiate(this.playerPrefab);
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this.localPlayerNode.name = `Player_${this.localPlayer.id}_Local`;
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this.localPlayerNode.setPosition(this.localPlayer.position.x, 0, this.localPlayer.position.y);
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this.worldRoot.addChild(this.localPlayerNode);
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// 创建本地玩家控制器
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this.localPlayerController = this.localPlayerNode.addComponent(PlayerController);
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this.localPlayerController.init(this.localPlayer);
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console.log('[World] 本地玩家创建完成:', this.localPlayer.name);
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}
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/**
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* 处理玩家加入消息
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*/
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private onPlayerJoin(msg: MsgPlayerJoin): void {
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console.log('[World] 玩家加入:', msg.playerName);
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// 如果是本地玩家,不处理
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if (msg.playerId === this.localPlayer.id) {
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return;
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}
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// 创建远程玩家
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this.createRemotePlayer(msg);
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}
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/**
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* 创建远程玩家
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*/
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private async createRemotePlayer(msg: MsgPlayerJoin): Promise<void> {
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if (!this.playerPrefab) {
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console.error('[World] 玩家模型预制体未加载');
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return;
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}
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// 检查是否已存在
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if (this.remotePlayers.has(msg.playerId)) {
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console.warn('[World] 远程玩家已存在:', msg.playerId);
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return;
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}
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// 实例化玩家节点
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const playerNode = instantiate(this.playerPrefab);
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playerNode.name = `Player_${msg.playerId}_Remote`;
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playerNode.setPosition(msg.position.x, 0, msg.position.y);
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this.worldRoot.addChild(playerNode);
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// 创建远程玩家控制器
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const remotePlayer = new RemotePlayer();
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remotePlayer.init(playerNode, msg.playerId, msg.playerName, msg.position);
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this.remotePlayers.set(msg.playerId, remotePlayer);
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console.log('[World] 远程玩家创建完成:', msg.playerName);
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}
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/**
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* 处理玩家移动消息
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*/
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private onPlayerMove(msg: MsgPlayerMove): void {
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// 如果是本地玩家,不处理
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if (msg.playerId === this.localPlayer.id) {
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return;
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}
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// 更新远程玩家位置
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const remotePlayer = this.remotePlayers.get(msg.playerId);
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if (remotePlayer) {
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remotePlayer.updatePosition(msg.position);
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}
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}
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/**
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* 获取本地玩家控制器
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*/
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public getLocalPlayerController(): PlayerController {
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return this.localPlayerController;
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}
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/**
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* 销毁世界
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*/
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public destroy(): void {
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// 注意: TSRPC 的 listenMsg 不提供取消监听的方法
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// 在实际使用中,监听会在连接断开时自动清除
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// 销毁本地玩家
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if (this.localPlayerNode) {
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this.localPlayerNode.destroy();
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this.localPlayerNode = null;
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}
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this.localPlayerController = null;
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// 销毁所有远程玩家
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this.remotePlayers.forEach((remotePlayer) => {
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remotePlayer.destroy();
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});
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this.remotePlayers.clear();
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// 释放资源
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if (this.playerPrefab) {
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ResMgr.getInstance().release('resources', 'res://Actor/M1/M1');
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this.playerPrefab = null;
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}
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this.worldRoot = null;
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this.localPlayer = null;
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console.log('[World] 世界已销毁');
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}
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/**
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* 清理单例
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*/
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public static clear(): void {
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if (World.instance) {
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World.instance.destroy();
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World.instance = null;
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}
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}
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}
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