const { ccclass, property } = cc._decorator; export interface SpawnGateConfig { id?: string; x: number; y: number; width: number; height: number; spawnQueue: Array<{ members: any[] }>; } export interface SpawnGateBatchResult { nodes: cc.Node[]; opacities: number[]; } enum SpawnGateState { Waiting, Opening, Revealing, Closing, } @ccclass export default class SpawnGate extends cc.Component { @property(cc.SpriteFrame) left2Frame: cc.SpriteFrame = null; @property(cc.SpriteFrame) right2Frame: cc.SpriteFrame = null; @property(cc.SpriteFrame) left3Frame: cc.SpriteFrame = null; @property(cc.SpriteFrame) right3Frame: cc.SpriteFrame = null; @property(sp.SkeletonData) revealSmokeData: sp.SkeletonData = null; private map: any = null; private config: SpawnGateConfig = null; private queueIndex = 0; private state = SpawnGateState.Waiting; private elapsed = 0; private finished = false; private batch: SpawnGateBatchResult = null; private leftSprite: cc.Sprite = null; private rightSprite: cc.Sprite = null; private countLabel: cc.Label = null; init(map: any, config: SpawnGateConfig) { this.map = map; this.config = config; this.queueIndex = 0; this.state = SpawnGateState.Waiting; this.elapsed = 0; this.finished = false; this.batch = null; const left = this.node.getChildByName("left"); const right = this.node.getChildByName("right"); this.leftSprite = left && left.getComponent(cc.Sprite); this.rightSprite = right && right.getComponent(cc.Sprite); const count = this.node.getChildByName("count"); this.countLabel = count && count.getComponent(cc.Label); this.configureArtwork(left, right); this.updateRemainingCount(); if (this.countLabel) this.countLabel.node.active = true; const bottomLeft = map.mapBlocksWall[config.x][config.y]; this.node.setPosition( bottomLeft.x + (config.width - 1) * 60, bottomLeft.y + (config.height - 1) * 60, ); const gateWidth = config.width * 120; const gateHeight = config.height * 120; this.node.setContentSize(gateWidth, gateHeight); const bg = this.node.getChildByName("bg"); const kuang = this.node.getChildByName("kuang"); if (bg) bg.setContentSize(gateWidth, gateHeight); if (kuang) kuang.setContentSize(gateWidth, gateHeight); this.node.zIndex = -10; const line = this.node.getChildByName("line"); if (line) line.active = false; this.setClosedAmount(1); } hasOutstandingWork(): boolean { return !this.finished; } private configureArtwork(left: cc.Node, right: cc.Node) { const isTwo = this.config.width === 2; const leftFrame = isTwo ? this.left2Frame : this.left3Frame; const rightFrame = isTwo ? this.right2Frame : this.right3Frame; this.configureDoorPart(left, this.leftSprite, leftFrame); this.configureDoorPart(right, this.rightSprite, rightFrame); left.x = -this.config.width * 60 + left.width / 2; right.x = this.config.width * 60 - right.width / 2; left.y = 0; right.y = 0; } private configureDoorPart(node: cc.Node, sprite: cc.Sprite, frame: cc.SpriteFrame) { sprite.spriteFrame = frame; sprite.type = cc.Sprite.Type.FILLED; sprite.fillType = cc.Sprite.FillType.HORIZONTAL; sprite.sizeMode = cc.Sprite.SizeMode.RAW; if (frame) node.setContentSize(frame.getOriginalSize()); } update(dt: number) { if (this.finished || !this.map || !cc.isValid(this.map, true)) return; if (this.map.gameOver || this.map.gameWin) return; if (this.state === SpawnGateState.Waiting) { if (this.queueIndex >= this.config.spawnQueue.length) { this.finishGate(); return; } if (this.map.pause || !this.map.isSpawnGateAreaEmpty(this.config)) return; this.beginBatch(); return; } this.elapsed += dt; if (this.state === SpawnGateState.Opening) { const progress = Math.min(1, this.elapsed / 0.3); this.setClosedAmount(1 - progress); if (progress >= 1) this.enterState(SpawnGateState.Revealing); } else if (this.state === SpawnGateState.Revealing) { const progress = Math.min(1, this.elapsed / 0.15); this.setBatchOpacity(progress); if (progress >= 1) this.enterState(SpawnGateState.Closing); } else if (this.state === SpawnGateState.Closing) { const progress = Math.min(1, this.elapsed / 0.2); this.setClosedAmount(progress); if (progress >= 1) this.completeBatch(); } } private beginBatch() { const queueItem = this.config.spawnQueue[this.queueIndex]; if (this.countLabel) this.countLabel.node.active = false; this.batch = this.map.createSpawnGateBatch( queueItem.members, this.config, this.queueIndex, ); this.queueIndex++; this.setBatchOpacity(0); this.enterState(SpawnGateState.Opening); } private completeBatch() { this.setClosedAmount(1); this.setBatchOpacity(1); this.map.unlockSpawnGateBatch(this.batch.nodes); this.batch = null; if (this.queueIndex >= this.config.spawnQueue.length) { this.finishGate(); } else { if (this.countLabel) this.countLabel.node.active = true; this.enterState(SpawnGateState.Waiting); } } private finishGate() { this.finished = true; const map = this.map; this.map = null; this.node.destroy(); if (map && cc.isValid(map, true)) map.onSpawnGateFinished(); } private enterState(state: SpawnGateState) { this.state = state; this.elapsed = 0; if (state === SpawnGateState.Revealing) { this.updateRemainingCount(); this.playRevealSmoke(); } } private updateRemainingCount() { if (!this.countLabel) return; const remaining = Math.max(0, this.config.spawnQueue.length - this.queueIndex); this.countLabel.string = remaining.toString(); } private playRevealSmoke() { if (!this.batch || !this.revealSmokeData) return; const smoke = new cc.Node("spawnGateSmoke"); smoke.parent = this.node.parent; smoke.zIndex = 1100; const gateWidth = this.config.width * 120; const gateHeight = this.config.height * 120; const scale = Math.max(gateWidth / 430.62, gateHeight / 373.6) * 0.8; smoke.scale = scale; smoke.setPosition( this.node.x - 8.78 * scale, this.node.y + 9.49 * scale, ); const skeleton = smoke.addComponent(sp.Skeleton); skeleton.skeletonData = this.revealSmokeData; skeleton.premultipliedAlpha = true; skeleton.loop = false; skeleton.timeScale = 1.5625; const track = skeleton.setAnimation(0, "animation", false); skeleton.setAttachment("锤子", null); if (track) track.trackTime = 0.78; skeleton.setCompleteListener(() => smoke.destroy()); } private setClosedAmount(value: number) { if (!this.leftSprite || !this.rightSprite) return; this.leftSprite.fillStart = 0; this.leftSprite.fillRange = value; this.rightSprite.fillStart = 1; this.rightSprite.fillRange = -value; } private setBatchOpacity(progress: number) { if (!this.batch) return; for (let i = 0; i < this.batch.nodes.length; i++) { const node = this.batch.nodes[i]; if (node && cc.isValid(node)) { node.opacity = Math.round(this.batch.opacities[i] * progress); } } } onDestroy() { this.map = null; this.batch = null; this.countLabel = null; } }