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Merge pull request #3 from 181404010226/tlf

完成不错的效果
181404010226 1 月之前
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共有 100 个文件被更改,包括 7043 次插入149 次删除
  1. 9 0
      assets/Data.meta
  2. 90 0
      assets/Data/测试关卡1.json
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      assets/Scenes/MainScene.scene
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+ 9 - 0
assets/Data.meta

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+ 90 - 0
assets/Data/测试关卡1.json

@@ -0,0 +1,90 @@
+{
+  "name": "测试关卡1",
+  "description": "这是一个示例关卡,包含真人和伪人NPC",
+  "npcs": [
+    {
+      "type": "real",
+      "characterId": 1,
+      "characterName": "角色1",
+      "skinId": 1,
+      "skinName": "3",
+      "qaPairs": [
+        {
+          "question": "你是谁?",
+          "answer": "我是新来的,刚搬到这个小区,很高兴认识你!"
+        },
+        {
+          "question": "你知道这里最近发生了什么事吗?",
+          "answer": "我听说这里最近有些奇怪的事情,但我也是刚来,不太清楚具体情况。"
+        },
+        {
+          "question": "你昨晚在哪里?",
+          "answer": "昨晚我在家里整理行李,搬家很累,所以早早就休息了。"
+        }
+      ]
+    },
+    {
+      "type": "fake",
+      "characterId": 3,
+      "characterName": "角色3",
+      "skinId": 1,
+      "skinName": "girl4",
+      "qaPairs": [
+        {
+          "question": "你是谁?",
+          "answer": "我是小区的老住户了,住在这已经五年了。"
+        },
+        {
+          "question": "你知道小区里的密码是什么?",
+          "answer": "当然,密码是8264,所有老住户都知道。"
+        },
+        {
+          "question": "你最喜欢小区的哪个设施?",
+          "answer": "我最喜欢小区的游泳池,每天早上我都会去那里锻炼。"
+        }
+      ]
+    },
+    {
+      "type": "real",
+      "characterId": 5,
+      "characterName": "角色5",
+      "skinId": 1,
+      "skinName": "5",
+      "qaPairs": [
+        {
+          "question": "你在这里做什么工作?",
+          "answer": "我是小区的保安,负责维护这里的安全。"
+        },
+        {
+          "question": "最近有什么异常情况吗?",
+          "answer": "确实有些奇怪的事情,有居民反映看到陌生人在小区里晃悠,但监控没有拍到。"
+        },
+        {
+          "question": "你认识那个新搬来的住户吗?",
+          "answer": "你说的是1号楼的新住户吧?他昨天才搬来,看起来是个不错的人。"
+        }
+      ]
+    },
+    {
+      "type": "fake",
+      "characterId": 7,
+      "characterName": "角色7",
+      "skinId": 1,
+      "skinName": "6",
+      "qaPairs": [
+        {
+          "question": "你是做什么的?",
+          "answer": "我是快递员,经常来这个小区送快递。"
+        },
+        {
+          "question": "你今天送了多少个包裹?",
+          "answer": "今天特别忙,已经送了超过50个包裹了。"
+        },
+        {
+          "question": "你最近有遇到什么奇怪的事情吗?",
+          "answer": "没有啊,一切都很正常。不过我建议你晚上不要出门,不太安全。"
+        }
+      ]
+    }
+  ]
+}

+ 11 - 0
assets/Data/测试关卡1.json.meta

@@ -0,0 +1,11 @@
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+}

文件差异内容过多而无法显示
+ 191 - 149
assets/Scenes/MainScene.scene


+ 14 - 0
assets/resources.meta

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+ 9 - 0
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+ 75 - 0
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文件差异内容过多而无法显示
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assets/resources/01/1.png


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文件差异内容过多而无法显示
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二进制
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二进制
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二进制
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文件差异内容过多而无法显示
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二进制
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二进制
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二进制
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文件差异内容过多而无法显示
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二进制
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二进制
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+ 187 - 0
assets/scripts/ButtonEffectsManager.ts

@@ -0,0 +1,187 @@
+import { _decorator, Component, Node, Button, Vec3, Color, UIOpacity, Enum } from 'cc';
+const { ccclass, property } = _decorator;
+
+/**
+ * Button effect types
+ */
+enum ButtonEffectType {
+    MOVE_DOWN = 0,
+    DARKEN = 1
+}
+
+@ccclass('ButtonEffectsManager')
+export class ButtonEffectsManager extends Component {
+    @property({
+        type: [Button],
+        tooltip: 'The buttons to apply effects to'
+    })
+    buttons: Button[] = [];
+
+    @property({
+        type: Enum(ButtonEffectType),
+        tooltip: 'Effect type: 0 for move down, 1 for darken'
+    })
+    effectType: ButtonEffectType = ButtonEffectType.MOVE_DOWN;
+
+    @property({
+        tooltip: 'How much to move the button down (in pixels)',
+        visible: function(this: ButtonEffectsManager) {
+            return this.effectType === ButtonEffectType.MOVE_DOWN;
+        }
+    })
+    moveDistance: number = 5;
+
+    @property({
+        tooltip: 'How much to darken the button (0-1)',
+        range: [0, 1, 0.05],
+        slide: true,
+        visible: function(this: ButtonEffectsManager) {
+            return this.effectType === ButtonEffectType.DARKEN;
+        }
+    })
+    darkenAmount: number = 0.2;
+
+    private originalPositions: Map<string, Vec3> = new Map();
+    private originalOpacities: Map<string, number> = new Map();
+
+    start() {
+        // Register all buttons
+        this.registerButtons();
+    }
+
+    /**
+     * Register all buttons in the buttons array
+     */
+    registerButtons() {
+        this.buttons.forEach(button => {
+            if (button) {
+                this.registerButton(button);
+            }
+        });
+    }
+
+    /**
+     * Register a single button with press effects
+     * @param button The button to register
+     */
+    registerButton(button: Button) {
+        const buttonNode = button.node;
+        const buttonId = buttonNode.uuid;
+
+        // Store original position for move effect
+        if (this.effectType === ButtonEffectType.MOVE_DOWN) {
+            const originalPos = buttonNode.position.clone();
+            this.originalPositions.set(buttonId, originalPos);
+        } 
+        // Store original opacity for darken effect
+        else if (this.effectType === ButtonEffectType.DARKEN) {
+            const uiOpacity = buttonNode.getComponent(UIOpacity);
+            if (uiOpacity) {
+                this.originalOpacities.set(buttonId, uiOpacity.opacity);
+            } else {
+                // Add UIOpacity if it doesn't exist
+                const newUIOpacity = buttonNode.addComponent(UIOpacity);
+                this.originalOpacities.set(buttonId, newUIOpacity.opacity);
+            }
+        }
+
+        // Add button events
+        button.node.on(Node.EventType.TOUCH_START, () => this.onButtonPressed(buttonId), this);
+        button.node.on(Node.EventType.TOUCH_END, () => this.onButtonReleased(buttonId), this);
+        button.node.on(Node.EventType.TOUCH_CANCEL, () => this.onButtonReleased(buttonId), this);
+    }
+
+    /**
+     * Handle button press
+     * @param buttonId The unique ID of the button
+     */
+    onButtonPressed(buttonId: string) {
+        const button = this.getButtonById(buttonId);
+        if (!button) return;
+
+        if (this.effectType === ButtonEffectType.MOVE_DOWN) {
+            const originalPos = this.originalPositions.get(buttonId);
+            if (originalPos) {
+                const newPos = originalPos.clone();
+                newPos.y -= this.moveDistance;
+                button.node.position = newPos;
+            }
+        } else if (this.effectType === ButtonEffectType.DARKEN) {
+            const uiOpacity = button.node.getComponent(UIOpacity);
+            if (uiOpacity) {
+                const originalOpacity = this.originalOpacities.get(buttonId) || 255;
+                uiOpacity.opacity = originalOpacity * (1 - this.darkenAmount);
+            }
+        }
+    }
+
+    /**
+     * Handle button release
+     * @param buttonId The unique ID of the button
+     */
+    onButtonReleased(buttonId: string) {
+        const button = this.getButtonById(buttonId);
+        if (!button) return;
+
+        if (this.effectType === ButtonEffectType.MOVE_DOWN) {
+            const originalPos = this.originalPositions.get(buttonId);
+            if (originalPos) {
+                button.node.position = originalPos.clone();
+            }
+        } else if (this.effectType === ButtonEffectType.DARKEN) {
+            const uiOpacity = button.node.getComponent(UIOpacity);
+            if (uiOpacity) {
+                const originalOpacity = this.originalOpacities.get(buttonId) || 255;
+                uiOpacity.opacity = originalOpacity;
+            }
+        }
+    }
+
+    /**
+     * Find a button by its ID
+     * @param buttonId The unique ID of the button
+     * @returns The button component or null if not found
+     */
+    private getButtonById(buttonId: string): Button | null {
+        for (const button of this.buttons) {
+            if (button && button.node.uuid === buttonId) {
+                return button;
+            }
+        }
+        return null;
+    }
+
+    /**
+     * Manually add a button to the manager
+     * @param button The button to add
+     */
+    public addButton(button: Button) {
+        if (!this.buttons.some(btn => btn === button)) {
+            this.buttons.push(button);
+            this.registerButton(button);
+        }
+    }
+
+    /**
+     * Remove a button from the manager
+     * @param button The button to remove
+     */
+    public removeButton(button: Button) {
+        const index = this.buttons.indexOf(button);
+        if (index !== -1) {
+            const buttonId = button.node.uuid;
+            
+            // Remove event listeners
+            button.node.off(Node.EventType.TOUCH_START, () => this.onButtonPressed(buttonId), this);
+            button.node.off(Node.EventType.TOUCH_END, () => this.onButtonReleased(buttonId), this);
+            button.node.off(Node.EventType.TOUCH_CANCEL, () => this.onButtonReleased(buttonId), this);
+            
+            // Remove button from array
+            this.buttons.splice(index, 1);
+            
+            // Clean up stored data
+            this.originalPositions.delete(buttonId);
+            this.originalOpacities.delete(buttonId);
+        }
+    }
+} 

+ 9 - 0
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+ 251 - 0
assets/scripts/CharacterManager.ts

@@ -0,0 +1,251 @@
+import { _decorator, Component, Node, Button, Vec3, tween, Tween, resources, sp } from 'cc';
+import { DialogueManager } from './DialogueManager';
+const { ccclass, property } = _decorator;
+
+@ccclass('CharacterManager')
+export class CharacterManager extends Component {
+    @property({
+        type: DialogueManager,
+        tooltip: '对话框管理器'
+    })
+    dialogueManager: DialogueManager = null;
+
+    @property({
+        type: Node,
+        tooltip: '人物节点'
+    })
+    characterNode: Node = null;
+
+    @property({
+        type: Button,
+        tooltip: '放行按钮(向右移动)'
+    })
+    letPassButton: Button = null;
+
+    @property({
+        type: Button,
+        tooltip: '赶走按钮(向左移动)'
+    })
+    dismissButton: Button = null;
+
+    @property({
+        tooltip: '人物移动动画持续时间(秒)'
+    })
+    moveDuration: number = 1.0;
+
+    @property({
+        tooltip: '人物移动距离(像素)'
+    })
+    moveDistance: number = 300;
+    
+    private initialPosition: Vec3 = null;
+    private currentAnimation: Tween<Node> = null;
+
+    start() {
+        // 记录人物初始位置
+        if (this.characterNode) {
+            this.initialPosition = this.characterNode.position.clone();
+            this.initialPosition.x += 400; // 初始位置的x坐标增加400
+        }
+
+        // 设置按钮事件监听
+        if (this.letPassButton) {
+            this.letPassButton.node.on(Button.EventType.CLICK, this.moveCharacterRight, this);
+        }
+
+        if (this.dismissButton) {
+            this.dismissButton.node.on(Button.EventType.CLICK, this.moveCharacterLeft, this);
+        }
+    }
+    
+    /**
+     * 设置角色外观
+     * @param characterId 角色ID
+     * @param skinName 皮肤名称
+     * @param onComplete 外观设置完成后的回调函数
+     */
+    public setupCharacterAppearance(characterId: number, skinName: string, onComplete?: () => void): void {
+        if (!this.characterNode) {
+            console.error('人物节点未设置');
+            return;
+        }
+
+        // 构建角色资源路径(左边补0确保两位数)
+        const characterFolderName = characterId < 10 ? `0${characterId}` : `${characterId}`;
+        const characterPath = `${characterFolderName}`;
+        
+        // 加载角色骨骼动画资源
+        resources.load(`${characterPath}/${characterId}`, sp.SkeletonData, (err, skeletonData) => {
+            if (err) {
+                console.error(`加载角色资源失败: ${characterPath}/${characterId}`, err);
+                return;
+            }
+            
+            // 获取骨骼动画组件
+            const skeletonComponent = this.characterNode.getComponent(sp.Skeleton);
+            if (skeletonComponent) {
+                // 设置骨骼数据
+                skeletonComponent.skeletonData = skeletonData;
+
+                skeletonComponent.setSkin(skinName);
+
+                skeletonComponent.setAnimation(0, 'loop', true);
+              
+                console.log(`设置角色: ${characterId}, 皮肤: ${skinName}`);
+                
+                // 如果有回调函数,则在设置完成后调用
+                if (onComplete) {
+                    onComplete();
+                }
+            } else {
+                console.error('人物节点上没有sp.Skeleton组件');
+            }
+        });
+    }
+
+    /**
+     * 人物移动到右侧(放行)
+     * @param onComplete 移动完成后的回调函数
+     */
+    public moveCharacterRight(onComplete?: () => void): void {
+        if (!this.characterNode || !this.initialPosition) return;
+
+        // 隐藏对话框
+        if (this.dialogueManager) {
+            this.dialogueManager.hideDialogue();
+        }
+
+        // 停止当前动画
+        if (this.currentAnimation) {
+            this.currentAnimation.stop();
+        }
+
+        // 目标位置:向右移动
+        const targetPos = new Vec3(
+            this.initialPosition.x + this.moveDistance,
+            this.initialPosition.y,
+            this.initialPosition.z
+        );
+
+        // 创建动画
+        this.currentAnimation = tween(this.characterNode)
+            .to(this.moveDuration, { position: targetPos }, { easing: 'cubicOut' })
+            .call(() => {
+                // 动画完成回调
+                this.currentAnimation = null;
+                
+                // 如果有完成回调则执行
+                if (onComplete) {
+                    onComplete();
+                }
+            })
+            .start();
+    }
+
+    /**
+     * 人物移动到左侧(赶走)
+     * @param onComplete 移动完成后的回调函数
+     */
+    public moveCharacterLeft(onComplete?: () => void): void {
+        if (!this.characterNode || !this.initialPosition) return;
+
+        // 隐藏对话框
+        if (this.dialogueManager) {
+            this.dialogueManager.hideDialogue();
+        }
+
+        // 停止当前动画
+        if (this.currentAnimation) {
+            this.currentAnimation.stop();
+        }
+
+        // 目标位置:向左移动
+        const targetPos = new Vec3(
+            this.initialPosition.x - this.moveDistance,
+            this.initialPosition.y,
+            this.initialPosition.z
+        );
+
+        // 创建动画
+        this.currentAnimation = tween(this.characterNode)
+            .to(this.moveDuration, { position: targetPos }, { easing: 'cubicOut' })
+            .call(() => {
+                // 动画完成回调
+                this.currentAnimation = null;
+                
+                // 如果有完成回调则执行
+                if (onComplete) {
+                    onComplete();
+                }
+            })
+            .start();
+    }
+
+    /**
+     * 新人物从左向右进入
+     * @param onComplete 移动完成后的回调函数
+     */
+    public characterEnter(onComplete?: () => void): void {
+        console.log('characterEnter');
+        if (!this.characterNode) return;
+
+        // 隐藏对话框
+        if (this.dialogueManager) {
+            this.dialogueManager.hideDialogue();
+        }
+
+        // 停止当前动画
+        if (this.currentAnimation) {
+            this.currentAnimation.stop();
+        }
+
+        // 设置起始位置(在左侧)
+        const startPos = new Vec3(
+            this.initialPosition.x - this.moveDistance,
+            this.initialPosition.y,
+            this.initialPosition.z
+        );
+        this.characterNode.position = startPos;
+
+        // 创建动画,移动到初始位置
+        this.currentAnimation = tween(this.characterNode)
+            .to(this.moveDuration, { position: this.initialPosition }, { easing: 'cubicOut' })
+            .call(() => {
+                // 动画完成回调
+                this.currentAnimation = null;
+                
+                // 如果有完成回调则执行
+                if (onComplete) {
+                    onComplete();
+                }
+            })
+            .start();
+    }
+
+    /**
+     * 重置人物位置到初始位置
+     */
+    public resetCharacterPosition(): void {
+        if (this.characterNode && this.initialPosition) {
+            // 停止当前动画
+            if (this.currentAnimation) {
+                this.currentAnimation.stop();
+                this.currentAnimation = null;
+            }
+
+            // 直接设置到初始位置
+            this.characterNode.position = this.initialPosition.clone();
+        }
+    }
+
+    onDestroy() {
+        // 移除按钮事件监听
+        if (this.letPassButton) {
+            this.letPassButton.node.off(Button.EventType.CLICK, this.moveCharacterRight, this);
+        }
+
+        if (this.dismissButton) {
+            this.dismissButton.node.off(Button.EventType.CLICK, this.moveCharacterLeft, this);
+        }
+    }
+}

+ 9 - 0
assets/scripts/CharacterManager.ts.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "4.0.24",
+  "importer": "typescript",
+  "imported": true,
+  "uuid": "7abd3298-5eed-4537-876d-d35909454890",
+  "files": [],
+  "subMetas": {},
+  "userData": {}
+}

+ 199 - 0
assets/scripts/DataManager.ts

@@ -0,0 +1,199 @@
+import { _decorator, Component, Node, JsonAsset, resources } from 'cc';
+const { ccclass, property } = _decorator;
+
+// 问答对接口
+interface QAPair {
+    question: string;
+    answer: string;
+}
+
+// NPC接口
+interface NPC {
+    type: 'real' | 'fake';
+    characterId: number;
+    characterName: string;
+    skinId: number;
+    skinName: string;
+    qaPairs: QAPair[];
+}
+
+// 关卡数据接口
+interface LevelData {
+    name: string;
+    description: string;
+    npcs: NPC[];
+}
+
+@ccclass('DataManager')
+export class DataManager extends Component {
+    // 允许策划将JSON资产拖放到此数组中
+    @property({
+        type: [JsonAsset],
+        tooltip: '关卡JSON数据文件,顺序决定关卡顺序'
+    })
+    levelJsonAssets: JsonAsset[] = [];
+
+    // 存储所有关卡数据
+    private levels: LevelData[] = [];
+    
+    // 当前关卡索引
+    private currentLevelIndex: number = 0;
+
+    // 单例模式
+    private static _instance: DataManager = null;
+    public static get instance(): DataManager {
+        return this._instance;
+    }
+
+    onLoad() {
+        // 设置单例
+        if (DataManager._instance === null) {
+            DataManager._instance = this;
+        } else {
+            this.destroy();
+            return;
+        }
+        
+        // 加载所有关卡数据
+        this.loadAllLevels();
+    }
+
+    /**
+     * 加载所有关卡数据
+     */
+    private loadAllLevels(): void {
+        this.levels = [];
+        
+        // 处理拖放到组件的JSON资产
+        for (const jsonAsset of this.levelJsonAssets) {
+            if (jsonAsset) {
+                try {
+                    const levelData = jsonAsset.json as LevelData;
+                    this.levels.push(levelData);
+                    console.log(`成功加载关卡: ${levelData.name}`);
+                } catch (error) {
+                    console.error(`加载关卡数据失败: ${jsonAsset.name}`, error);
+                }
+            }
+        }
+
+        console.log(`总共加载了 ${this.levels.length} 个关卡`);
+    }
+
+    /**
+     * 获取当前关卡数据
+     */
+    public getCurrentLevel(): LevelData | null {
+        if (this.levels.length === 0) {
+            console.warn('没有加载任何关卡数据');
+            return null;
+        }
+        
+        if (this.currentLevelIndex < 0 || this.currentLevelIndex >= this.levels.length) {
+            console.warn(`当前关卡索引 ${this.currentLevelIndex} 超出范围`);
+            return null;
+        }
+        
+        return this.levels[this.currentLevelIndex];
+    }
+
+    /**
+     * 切换到下一个关卡
+     * @returns 是否成功切换到下一关卡
+     */
+    public nextLevel(): boolean {
+        if (this.currentLevelIndex < this.levels.length - 1) {
+            this.currentLevelIndex++;
+            console.log(`切换到关卡 ${this.currentLevelIndex + 1}: ${this.getCurrentLevel()?.name}`);
+            return true;
+        }
+        
+        console.log('已经是最后一个关卡');
+        return false;
+    }
+
+    /**
+     * 切换到上一个关卡
+     * @returns 是否成功切换到上一关卡
+     */
+    public previousLevel(): boolean {
+        if (this.currentLevelIndex > 0) {
+            this.currentLevelIndex--;
+            console.log(`切换到关卡 ${this.currentLevelIndex + 1}: ${this.getCurrentLevel()?.name}`);
+            return true;
+        }
+        
+        console.log('已经是第一个关卡');
+        return false;
+    }
+
+    /**
+     * 切换到指定索引的关卡
+     * @param index 关卡索引
+     * @returns 是否成功切换
+     */
+    public setLevel(index: number): boolean {
+        if (index >= 0 && index < this.levels.length) {
+            this.currentLevelIndex = index;
+            console.log(`切换到关卡 ${index + 1}: ${this.getCurrentLevel()?.name}`);
+            return true;
+        }
+        
+        console.warn(`关卡索引 ${index} 超出范围`);
+        return false;
+    }
+
+    /**
+     * 获取当前关卡中的所有NPC
+     */
+    public getCurrentLevelNPCs(): NPC[] {
+        const level = this.getCurrentLevel();
+        return level ? level.npcs : [];
+    }
+
+    /**
+     * 获取当前关卡中的真人NPC
+     */
+    public getRealNPCs(): NPC[] {
+        const npcs = this.getCurrentLevelNPCs();
+        return npcs.filter(npc => npc.type === 'real');
+    }
+
+    /**
+     * 获取当前关卡中的伪人NPC
+     */
+    public getFakeNPCs(): NPC[] {
+        const npcs = this.getCurrentLevelNPCs();
+        return npcs.filter(npc => npc.type === 'fake');
+    }
+
+    /**
+     * 根据角色ID获取NPC
+     * @param characterId 角色ID
+     */
+    public getNPCById(characterId: number): NPC | null {
+        const npcs = this.getCurrentLevelNPCs();
+        return npcs.find(npc => npc.characterId === characterId) || null;
+    }
+
+    /**
+     * 获取所有关卡数量
+     */
+    public getLevelCount(): number {
+        return this.levels.length;
+    }
+
+    /**
+     * 获取当前关卡索引
+     */
+    public getCurrentLevelIndex(): number {
+        return this.currentLevelIndex;
+    }
+
+    /**
+     * 重新加载所有关卡数据
+     */
+    public reloadAllLevels(): void {
+        this.loadAllLevels();
+    }
+} 

部分文件因为文件数量过多而无法显示