Files
cocos/assets/scripts/controller/VehicleController.ts
刘宇飞 cba5105908 Initial Cocos Creator port of main-site Unity WebGL game.
Includes core gameplay, 600 exported levels, visual assets, web bridge, and bootstrap scene.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-05-22 14:57:46 +08:00

115 lines
3.6 KiB
TypeScript

import { _decorator, Vec3 } from 'cc';
import { Direction, GridType } from '../core/Define';
import { EventManager, EventType } from '../core/EventManager';
import { JsBridge } from '../bridge/JsBridge';
import { GameManager } from '../manager/GameManager';
import { Movement } from '../gameplay/Movement';
import { PlayerController, ExternalDataList } from './PlayerController';
import { VisualAssets } from '../visual/VisualAssets';
const { ccclass } = _decorator;
@ccclass('VehicleController')
export class VehicleController extends Movement {
private player: PlayerController | null = null;
onLoad() {
this.moverRole = 'vehicle';
this.moveState = 0;
}
start() {
super.start();
this.setIcon();
}
setPlayer(p: PlayerController | null) {
this.player = p;
}
setPosition(pos: Vec3) {
this.node.setPosition(pos);
}
setName(name: string) {
/* 可挂 Label 显示名称 */
}
override setDirection(dir: Direction) {
super.setDirection(dir);
this.setIcon();
if (Movement.callEach) return;
Movement.callEach = true;
this.player?.setDirection(dir);
Movement.callEach = false;
}
setIcon() {
const style = GameManager.instance?.uiStyle ?? 'default';
VisualAssets.applyVehicleSprite(this.node, this.direction, style);
}
protected onMoveNextSet(isJump: boolean) {
if (Movement.callEach) return;
Movement.callEach = true;
this.player?.syncFromVehicle(this.targetGridType, isJump);
Movement.callEach = false;
}
protected onMoving() {
if (Movement.callEach) return;
Movement.callEach = true;
if (this.player) {
this.player.onMoving();
this.player.setPosition(this.node.worldPosition);
}
Movement.callEach = false;
}
protected onMoveToTarget() {
GameManager.instance!.removeObj(this.lastPosition);
GameManager.instance!.addObj(this.node.worldPosition, GridType.Ride, this.node);
if (Movement.callEach) return;
Movement.callEach = true;
if (this.player) {
this.player.setPosition(this.node.worldPosition);
this.player.syncMoveToTargetFromVehicle();
}
Movement.callEach = false;
this.externalCall();
}
protected onMoveFail(isJump: boolean) {
if (!GameManager.instance!.multMode) {
EventManager.dispatch(EventType.InputEnd, GameManager.instance!.gameState);
}
}
callVehicleInfo() {
this.externalCall();
}
externalCall() {
const gm = GameManager.instance!;
const list: ExternalDataList = { direction: this.direction, externalDatas: [] };
const self = gm.worldToCell(this.node.worldPosition);
list.externalDatas.push({
position: { x: self.x, y: self.y, z: 0 },
gridType: this.curGrid,
direction: 'self',
});
for (let d = Direction.North; d <= Direction.West; d++) {
const wp = gm.nextGridPosition(this.node.worldPosition, d);
const cell = gm.worldToCell(wp);
list.externalDatas.push({
position: { x: cell.x, y: cell.y, z: 0 },
gridType: gm.calculateNextGridType(this.node.worldPosition, d),
direction: gm.getRelativePosition(this.direction, d),
});
}
const json = JSON.stringify(list);
if (gm.multMode) JsBridge.call(`process${this.node.name}`, json);
else JsBridge.call('processVehicleData', json);
}
}