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辣椒灼烧解决

181404010226 3 luni în urmă
părinte
comite
5f1f5c19b4
36 a modificat fișierele cu 1696 adăugiri și 1277 ștergeri
  1. 235 140
      assets/Scenes/GameLevel.scene
  2. BIN
      assets/resources/data/excel/__pycache__/config_manager.cpython-313.pyc
  3. 0 20
      assets/resources/data/excel/check_weapon_excel.py
  4. 0 110
      assets/resources/data/excel/cleanup_unused_files.py
  5. 0 12
      assets/resources/data/excel/cleanup_unused_files.py.meta
  6. 1 1
      assets/resources/data/excel/config_manager.py
  7. 0 50
      assets/resources/data/excel/debug_weapon_parsing.py
  8. 0 80
      assets/resources/data/excel/generate_enemies.py
  9. 0 244
      assets/resources/data/excel/sync_json_to_excel.py
  10. 0 12
      assets/resources/data/excel/sync_json_to_excel.py.meta
  11. 0 63
      assets/resources/data/excel/test_config_fix.py
  12. 0 12
      assets/resources/data/excel/test_config_fix.py.meta
  13. 0 64
      assets/resources/data/excel/test_final_verification.py
  14. 0 80
      assets/resources/data/excel/update_visual_config.py
  15. 0 12
      assets/resources/data/excel/update_visual_config.py.meta
  16. 0 40
      assets/resources/data/excel/verify_excel.py
  17. 0 264
      assets/resources/data/excel/verify_sync.py
  18. 0 12
      assets/resources/data/excel/verify_sync.py.meta
  19. 7 7
      assets/resources/data/weapons.json
  20. 3 3
      assets/resources/data/weapons.json.backup_1755508737.meta
  21. 334 0
      assets/resources/prefabs/GroundBurnArea.prefab
  22. 13 0
      assets/resources/prefabs/GroundBurnArea.prefab.meta
  23. 3 3
      assets/scripts/CombatSystem/BallController.ts
  24. 56 25
      assets/scripts/CombatSystem/BulletEffects/BulletHitEffect.ts
  25. 28 0
      assets/scripts/CombatSystem/BulletEffects/BulletTrajectory.ts
  26. 406 0
      assets/scripts/CombatSystem/BulletEffects/GroundBurnArea.ts
  27. 9 0
      assets/scripts/CombatSystem/BulletEffects/GroundBurnArea.ts.meta
  28. 195 0
      assets/scripts/CombatSystem/BulletEffects/GroundBurnAreaManager.ts
  29. 9 0
      assets/scripts/CombatSystem/BulletEffects/GroundBurnAreaManager.ts.meta
  30. 22 1
      assets/scripts/CombatSystem/EnemyInstance.ts
  31. 8 8
      assets/scripts/Core/PhysicsManager.ts
  32. 5 14
      assets/scripts/LevelSystem/GameManager.ts
  33. 22 0
      assets/scripts/LevelSystem/IN_game.ts
  34. 56 0
      test_ground_burn_fix.js
  35. 131 0
      test_watermelon_bomb_fix.js
  36. 153 0
      地面燃烧区域物理系统错误修复说明.md

Fișier diff suprimat deoarece este prea mare
+ 235 - 140
assets/Scenes/GameLevel.scene


BIN
assets/resources/data/excel/__pycache__/config_manager.cpython-313.pyc


+ 0 - 20
assets/resources/data/excel/check_weapon_excel.py

@@ -1,20 +0,0 @@
-import pandas as pd
-import os
-
-# 检查武器配置Excel文件
-file_path = '方块武器配置/方块武器配置表.xlsx'
-
-if os.path.exists(file_path):
-    xl = pd.ExcelFile(file_path)
-    print('工作表列表:', xl.sheet_names)
-    
-    for sheet in xl.sheet_names:
-        print(f'\n=== 工作表: {sheet} ===')
-        df = pd.read_excel(file_path, sheet_name=sheet)
-        print(f'形状: {df.shape}')
-        print(f'列名: {list(df.columns)}')
-        print('前5行数据:')
-        print(df.head())
-        print('\n')
-else:
-    print(f'文件不存在: {file_path}')

+ 0 - 110
assets/resources/data/excel/cleanup_unused_files.py

@@ -1,110 +0,0 @@
-#!/usr/bin/env python3
-# -*- coding: utf-8 -*-
-"""
-清理Excel目录中的无用文件
-保留核心配置工具和配置表文件
-"""
-
-import os
-from pathlib import Path
-
-def cleanup_unused_files():
-    """清理无用的文件"""
-    excel_dir = Path(__file__).parent
-    
-    # 需要保留的核心文件
-    keep_files = {
-        # 核心配置工具
-        'config_manager.py',
-        'json_to_excel.py', 
-        'verify_excel.py',
-        'sync_json_to_excel.py',
-        'verify_sync.py',
-        
-        # 启动脚本
-        '启动配置工具.bat',
-        '生成技能配置表.bat',
-        
-        # 配置表文件
-        '敌人配置表.xlsx',
-        '敌人配置表.backup.xlsx',
-        '技能配置表.xlsx',
-        '局外技能配置表.xlsx',
-        'BallController标准配置表.xlsx',
-        
-        # 说明文档
-        '敌人配置表说明.md',
-        '多配置表管理工具使用说明.md',
-        '配置工具使用说明.md',
-        '部署使用说明.md',
-        '更新说明.md',
-        
-        # 依赖文件
-        'requirements.txt'
-    }
-    
-    # 需要保留的目录
-    keep_dirs = {
-        '关卡配置',
-        '方块武器配置',
-        '__pycache__'
-    }
-    
-    # 可以删除的临时和测试文件
-    files_to_delete = []
-    
-    for item in excel_dir.iterdir():
-        if item.is_file():
-            # 跳过.meta文件,它们是Cocos Creator需要的
-            if item.suffix == '.meta':
-                continue
-                
-            if item.name not in keep_files:
-                # 检查是否是临时或测试文件
-                if (item.name.startswith('test_') or 
-                    item.name.startswith('analyze_') or
-                    item.name.startswith('compare_') or
-                    item.name.startswith('final_') or
-                    item.name.startswith('fix_') or
-                    item.name.startswith('optimize_') or
-                    item.name.startswith('redesign_') or
-                    item.name.startswith('remove_') or
-                    item.name.startswith('update_') or
-                    item.name.startswith('verify_') and item.name != 'verify_excel.py' and item.name != 'verify_sync.py' or
-                    item.name.startswith('create_') or
-                    item.name.startswith('generate_') or
-                    item.name.startswith('import_') or
-                    item.name.startswith('skill_config_') or
-                    item.suffix == '.csv' or
-                    item.suffix == '.json' and 'result' in item.name):
-                    files_to_delete.append(item)
-        elif item.is_dir() and item.name not in keep_dirs:
-            # 暂时不删除目录,只列出
-            print(f"目录 {item.name} 可能需要手动检查")
-    
-    if not files_to_delete:
-        print("没有找到需要删除的无用文件")
-        return
-    
-    print(f"找到 {len(files_to_delete)} 个可以删除的文件:")
-    for file_path in files_to_delete:
-        print(f"  - {file_path.name}")
-    
-    # 确认删除
-    response = input("\n确认删除这些文件吗?(y/N): ")
-    if response.lower() in ['y', 'yes']:
-        deleted_count = 0
-        for file_path in files_to_delete:
-            try:
-                file_path.unlink()
-                print(f"已删除: {file_path.name}")
-                deleted_count += 1
-            except Exception as e:
-                print(f"删除失败 {file_path.name}: {e}")
-        
-        print(f"\n清理完成!成功删除 {deleted_count} 个文件")
-    else:
-        print("取消删除操作")
-
-if __name__ == '__main__':
-    cleanup_unused_files()

+ 0 - 12
assets/resources/data/excel/cleanup_unused_files.py.meta

@@ -1,12 +0,0 @@
-{
-  "ver": "1.0.0",
-  "importer": "*",
-  "imported": true,
-  "uuid": "63fe5324-3f3b-4e2c-89ba-2a45d391f5ce",
-  "files": [
-    ".json",
-    ".py"
-  ],
-  "subMetas": {},
-  "userData": {}
-}

+ 1 - 1
assets/resources/data/excel/config_manager.py

@@ -3057,7 +3057,7 @@ class ConfigManagerGUI:
     def _generate_bullet_config(self, weapon_id, weapon_type, damage, weapon_range, existing_weapon=None, item=None):
         """生成子弹配置"""
         # 从existing_weapon中获取特效配置,保留现有的burnEffect和explosionEffect
-        trail_effect = None
+        trail_effect = True
         burn_effect = None
         explosion_effect = None
         

+ 0 - 50
assets/resources/data/excel/debug_weapon_parsing.py

@@ -1,50 +0,0 @@
-import pandas as pd
-import sys
-import os
-
-# 添加当前目录到路径
-sys.path.append(os.path.dirname(os.path.abspath(__file__)))
-
-from config_manager import ConfigManagerGUI
-
-def debug_weapon_parsing():
-    # 创建配置管理器实例
-    manager = ConfigManagerGUI()
-    
-    # 读取Excel文件
-    file_path = '方块武器配置/方块武器配置表.xlsx'
-    print(f"正在读取文件: {file_path}")
-    
-    try:
-        # 读取所有工作表
-        xl = pd.ExcelFile(file_path)
-        all_sheets_data = {}
-        
-        for sheet_name in xl.sheet_names:
-            print(f"\n读取工作表: {sheet_name}")
-            df = pd.read_excel(file_path, sheet_name=sheet_name)
-            all_sheets_data[sheet_name] = df
-            print(f"工作表 {sheet_name} 形状: {df.shape}")
-            print(f"列名: {list(df.columns)}")
-            
-        # 调用武器解析方法
-        print("\n=== 开始解析武器配置 ===")
-        result = manager.parse_weapon_multi_sheet_data(all_sheets_data, '方块武器配置表.xlsx')
-        
-        print(f"\n解析结果:")
-        print(f"武器数量: {len(result.get('weapons', []))}")
-        
-        if result.get('weapons'):
-            print("\n前3个武器配置:")
-            for i, weapon in enumerate(result['weapons'][:3]):
-                print(f"武器 {i+1}: {weapon}")
-        else:
-            print("没有解析到任何武器配置")
-            
-    except Exception as e:
-        print(f"解析过程中出现错误: {e}")
-        import traceback
-        traceback.print_exc()
-
-if __name__ == "__main__":
-    debug_weapon_parsing()

+ 0 - 80
assets/resources/data/excel/generate_enemies.py

@@ -1,80 +0,0 @@
-#!/usr/bin/env python3
-# -*- coding: utf-8 -*-
-"""
-直接生成enemies.json文件的脚本
-"""
-
-import sys
-import os
-import json
-from pathlib import Path
-
-# 添加当前目录到Python路径
-sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
-
-from config_manager import ConfigManagerGUI
-
-def generate_enemies_json():
-    """直接生成enemies.json文件"""
-    try:
-        print("开始生成enemies.json文件...")
-        
-        # 创建配置管理器实例
-        config_manager = ConfigManagerGUI()
-        
-        # 设置文件路径
-        excel_file = "D:/CocosGame/Pong/assets/resources/data/excel/敌人配置表.xlsx"
-        json_output = "D:/CocosGame/Pong/assets/resources/data/enemies.json"
-        
-        print(f"Excel文件: {excel_file}")
-        print(f"输出文件: {json_output}")
-        
-        # 读取Excel配置
-        config_data = config_manager.read_excel_config(excel_file)
-        if not config_data:
-            print("❌ 无法读取Excel配置数据")
-            return False
-            
-        print(f"✅ 成功读取配置数据,包含 {len(config_data)} 个工作表")
-        
-        # 解析敌人多工作表数据
-        filename = Path(excel_file).stem
-        enemies_data = config_manager.parse_enemy_multi_sheet_data(config_data, filename)
-        
-        if not enemies_data:
-            print("❌ 无法解析敌人配置数据")
-            return False
-            
-        print(f"✅ 成功解析敌人数据,包含 {len(enemies_data)} 个敌人")
-        
-        # 检查normal_zombie的攻击伤害
-        for enemy in enemies_data:
-            if enemy.get('id') == 'normal_zombie':
-                print(f"🔍 normal_zombie攻击伤害: {enemy.get('attackDamage')}")
-                break
-        
-        # 确保输出目录存在
-        output_path = Path(json_output)
-        output_path.parent.mkdir(parents=True, exist_ok=True)
-        
-        # 写入JSON文件
-        with open(json_output, 'w', encoding='utf-8') as f:
-            json.dump(enemies_data, f, ensure_ascii=False, indent=2)
-        
-        print(f"✅ 成功生成 {json_output}")
-        return True
-        
-    except Exception as e:
-        import traceback
-        print(f"❌ 生成失败: {e}")
-        print("详细错误信息:")
-        print(traceback.format_exc())
-        return False
-
-if __name__ == "__main__":
-    success = generate_enemies_json()
-    if success:
-        print("\n🎉 enemies.json文件生成成功!")
-    else:
-        print("\n💥 enemies.json文件生成失败!")
-    input("\n按回车键退出...")

+ 0 - 244
assets/resources/data/excel/sync_json_to_excel.py

@@ -1,244 +0,0 @@
-#!/usr/bin/env python3
-# -*- coding: utf-8 -*-
-"""
-同步enemies.json到敌人配置表.xlsx
-"""
-
-import json
-import pandas as pd
-from pathlib import Path
-import os
-
-def load_enemies_json():
-    """加载enemies.json文件"""
-    json_file = Path('../enemies.json')
-    if not json_file.exists():
-        print(f"❌ JSON文件不存在: {json_file}")
-        return None
-    
-    try:
-        with open(json_file, 'r', encoding='utf-8') as f:
-            data = json.load(f)
-        print(f"✅ 成功加载JSON文件,包含 {len(data.get('enemies', []))} 个敌人")
-        return data
-    except Exception as e:
-        print(f"❌ 加载JSON文件失败: {e}")
-        return None
-
-def create_excel_sheets(enemies_data):
-    """根据JSON数据创建Excel工作表"""
-    enemies = enemies_data.get('enemies', [])
-    name_mapping = enemies_data.get('nameMapping', {})
-    
-    # 1. 敌人基础配置表
-    basic_config = []
-    for enemy in enemies:
-        basic_config.append({
-            '敌人ID': enemy['id'],
-            '敌人名称': enemy['name'],
-            '敌人类型': enemy['type'],
-            '生命值': enemy['stats']['health'],
-            '最大生命值': enemy['stats']['maxHealth'],
-            '攻击力': enemy['stats']['attack'],
-            '防御力': enemy['stats']['defense'],
-            '移动速度': enemy['stats']['speed']
-        })
-    
-    # 2. 战斗配置表
-    combat_config = []
-    for enemy in enemies:
-        combat = enemy.get('combat', {})
-        combat_config.append({
-            '敌人ID': enemy['id'],
-            '攻击伤害': combat.get('attackDamage', 0),
-            '攻击范围': combat.get('attackRange', 0),
-            '攻击速度': combat.get('attackSpeed', 1.0),
-            '能否格挡': combat.get('canBlock', False),
-            '格挡几率': combat.get('blockChance', 0.0),
-            '格挡伤害减免': combat.get('blockDamageReduction', 0.5),
-            '攻击冷却': combat.get('attackCooldown', 1.0),
-            '攻击类型': combat.get('attackType', 'melee'),
-            '攻击延迟': combat.get('attackDelay', 0.5),
-            '武器类型': combat.get('weaponType', 'none'),
-            '投射物类型': combat.get('projectileType', 'none'),
-            '投射物速度': combat.get('projectileSpeed', 100)
-        })
-    
-    # 3. 移动配置表
-    movement_config = []
-    for enemy in enemies:
-        movement = enemy.get('movement', {})
-        movement_config.append({
-            '敌人ID': enemy['id'],
-            '移动模式': movement.get('pattern', 'walk_forward'),
-            '移动速度': movement.get('speed', 50.0),
-            '巡逻范围': movement.get('patrolRange', 100),
-            '追击范围': movement.get('chaseRange', 200),
-            '旋转速度': movement.get('rotationSpeed', 180),
-            '移动类型': movement.get('moveType', 'straight'),
-            '摆动幅度': movement.get('swingAmplitude', 0.0),
-            '摆动频率': movement.get('swingFrequency', 0.0),
-            '速度变化': movement.get('speedVariation', 0.1)
-        })
-    
-    # 4. 视觉配置表
-    visual_config = []
-    for enemy in enemies:
-        visual = enemy.get('visualConfig', {})
-        animations = visual.get('animations', {})
-        visual_config.append({
-            '敌人ID': enemy['id'],
-            '精灵路径': visual.get('spritePath', ''),
-            '缩放比例': visual.get('scale', 1.0),
-            '动画速度': visual.get('animationSpeed', 1.0),
-            '水平翻转': visual.get('flipX', False),
-            '待机动画': animations.get('idle', 'idle'),
-            '行走动画': animations.get('walk', 'walk'),
-            '攻击动画': animations.get('attack', 'attack'),
-            '死亡动画': animations.get('death', 'dead'),
-            '武器道具': visual.get('weaponProp', '')
-        })
-    
-    # 5. 音频配置表
-    audio_config = []
-    for enemy in enemies:
-        audio = enemy.get('audioConfig', {})
-        audio_config.append({
-            '敌人ID': enemy['id'],
-            '攻击音效': audio.get('attackSound', ''),
-            '死亡音效': audio.get('deathSound', ''),
-            '受击音效': audio.get('hitSound', ''),
-            '行走音效': audio.get('walkSound', ''),
-            '格挡音效': audio.get('blockSound', ''),
-            '隐身音效': audio.get('stealthSound', ''),
-            '护甲破碎音效': audio.get('armorBreakSound', ''),
-            '引信音效': audio.get('fuseSound', '')
-        })
-    
-    # 6. 特殊能力配置表
-    special_abilities = []
-    for enemy in enemies:
-        abilities = enemy.get('specialAbilities', [])
-        if abilities:
-            for ability in abilities:
-                special_abilities.append({
-                    '敌人ID': enemy['id'],
-                    '能力类型': ability.get('type', ''),
-                    '伤害': ability.get('damage', 0),
-                    '范围': ability.get('range', ability.get('radius', 0)),
-                    '冷却时间': ability.get('cooldown', 0)
-                })
-        else:
-            # 为没有特殊能力的敌人添加空行
-            special_abilities.append({
-                '敌人ID': enemy['id'],
-                '能力类型': '',
-                '伤害': 0,
-                '范围': 0,
-                '冷却时间': 0
-            })
-    
-    # 7. BOSS配置表
-    boss_config = []
-    for enemy in enemies:
-        boss = enemy.get('bossConfig', {})
-        if boss:
-            boss_config.append({
-                '敌人ID': enemy['id'],
-                '是否BOSS': boss.get('isBoss', False),
-                '阶段数': boss.get('phases', 1),
-                '狂暴阈值': boss.get('enrageThreshold', 0.3),
-                '狂暴伤害倍数': boss.get('enrageDamageMultiplier', 1.5),
-                '狂暴速度倍数': boss.get('enrageSpeedMultiplier', 1.3)
-            })
-        else:
-            # 为非BOSS敌人添加空行
-            boss_config.append({
-                '敌人ID': enemy['id'],
-                '是否BOSS': False,
-                '阶段数': 1,
-                '狂暴阈值': 0.3,
-                '狂暴伤害倍数': 1.0,
-                '狂暴速度倍数': 1.0
-            })
-    
-    # 8. 敌人名称映射表
-    name_mapping_list = []
-    for enemy_id, enemy_name in name_mapping.items():
-        name_mapping_list.append({
-            '敌人ID': enemy_id,
-            '显示名称': enemy_name
-        })
-    
-    return {
-        '敌人基础配置': pd.DataFrame(basic_config),
-        '战斗配置': pd.DataFrame(combat_config),
-        '移动配置': pd.DataFrame(movement_config),
-        '视觉配置': pd.DataFrame(visual_config),
-        '音频配置': pd.DataFrame(audio_config),
-        '特殊能力配置': pd.DataFrame(special_abilities),
-        'BOSS配置': pd.DataFrame(boss_config),
-        '敌人名称映射': pd.DataFrame(name_mapping_list)
-    }
-
-def save_to_excel(sheets_data, output_file):
-    """保存数据到Excel文件"""
-    try:
-        # 备份原文件
-        if output_file.exists():
-            backup_file = output_file.with_suffix('.backup.xlsx')
-            import shutil
-            shutil.copy2(output_file, backup_file)
-            print(f"✅ 已备份原文件到: {backup_file}")
-        
-        # 写入新的Excel文件
-        with pd.ExcelWriter(output_file, engine='openpyxl') as writer:
-            for sheet_name, df in sheets_data.items():
-                df.to_excel(writer, sheet_name=sheet_name, index=False)
-                print(f"  📄 已写入工作表: {sheet_name} ({len(df)} 行)")
-        
-        print(f"✅ 成功保存Excel文件: {output_file}")
-        return True
-        
-    except Exception as e:
-        print(f"❌ 保存Excel文件失败: {e}")
-        return False
-
-def main():
-    """主函数"""
-    print("🔄 开始同步enemies.json到敌人配置表.xlsx...")
-    
-    # 加载JSON数据
-    enemies_data = load_enemies_json()
-    if not enemies_data:
-        return False
-    
-    # 创建Excel工作表数据
-    print("\n📊 创建Excel工作表数据...")
-    sheets_data = create_excel_sheets(enemies_data)
-    
-    # 保存到Excel文件
-    output_file = Path('敌人配置表.xlsx')
-    print(f"\n💾 保存到Excel文件: {output_file}")
-    
-    if save_to_excel(sheets_data, output_file):
-        print("\n🎉 同步完成!")
-        print("\n📋 同步内容:")
-        print("   ✅ 敌人基础配置 (ID、名称、类型、属性)")
-        print("   ✅ 战斗配置 (攻击类型、武器、投射物等)")
-        print("   ✅ 移动配置 (移动模式、摆动参数等)")
-        print("   ✅ 视觉配置 (动画路径、动画状态等)")
-        print("   ✅ 音频配置 (各种音效路径)")
-        print("   ✅ 特殊能力配置 (BOSS技能等)")
-        print("   ✅ BOSS配置 (狂暴机制等)")
-        print("   ✅ 敌人名称映射")
-        print("\n🎯 Excel文件已与最新的enemies.json完全同步!")
-        return True
-    else:
-        print("\n❌ 同步失败")
-        return False
-
-if __name__ == '__main__':
-    success = main()
-    if not success:
-        print("\n❌ 同步过程中发生错误,请检查上述错误信息")

+ 0 - 12
assets/resources/data/excel/sync_json_to_excel.py.meta

@@ -1,12 +0,0 @@
-{
-  "ver": "1.0.0",
-  "importer": "*",
-  "imported": true,
-  "uuid": "bfe010e0-0b76-4497-8019-671e43969928",
-  "files": [
-    ".json",
-    ".py"
-  ],
-  "subMetas": {},
-  "userData": {}
-}

+ 0 - 63
assets/resources/data/excel/test_config_fix.py

@@ -1,63 +0,0 @@
-#!/usr/bin/env python3
-# -*- coding: utf-8 -*-
-"""
-测试配置工具修复后的行为
-验证从Excel导入JSON后不再包含stats.attack字段
-"""
-
-import json
-import sys
-from pathlib import Path
-
-def test_enemies_json_structure():
-    """测试enemies.json的结构是否正确"""
-    json_path = Path(__file__).parent.parent / 'enemies.json'
-    
-    if not json_path.exists():
-        print(f"错误: JSON文件不存在: {json_path}")
-        return False
-    
-    try:
-        with open(json_path, 'r', encoding='utf-8') as f:
-            data = json.load(f)
-        
-        enemies = data.get('enemies', [])
-        print(f"找到 {len(enemies)} 个敌人配置")
-        
-        has_stats_attack = False
-        attack_issues = []
-        
-        for enemy in enemies:
-            enemy_id = enemy.get('id', 'unknown')
-            stats = enemy.get('stats', {})
-            combat = enemy.get('combat', {})
-            
-            # 检查stats中是否有attack字段
-            if 'attack' in stats:
-                has_stats_attack = True
-                attack_issues.append(f"敌人 {enemy_id} 的stats中包含attack字段: {stats['attack']}")
-            
-            # 检查combat中是否有attackDamage字段
-            if 'attackDamage' not in combat:
-                attack_issues.append(f"敌人 {enemy_id} 的combat中缺少attackDamage字段")
-            else:
-                print(f"敌人 {enemy_id}: combat.attackDamage = {combat['attackDamage']}")
-        
-        if has_stats_attack:
-            print("\n❌ 测试失败: 发现stats.attack字段")
-            for issue in attack_issues:
-                print(f"  - {issue}")
-            return False
-        else:
-            print("\n✅ 测试通过: 没有发现stats.attack字段")
-            print("✅ 所有敌人都使用combat.attackDamage作为攻击力源")
-            return True
-            
-    except Exception as e:
-        print(f"测试失败: {e}")
-        return False
-
-if __name__ == "__main__":
-    print("开始测试敌人配置结构...")
-    success = test_enemies_json_structure()
-    sys.exit(0 if success else 1)

+ 0 - 12
assets/resources/data/excel/test_config_fix.py.meta

@@ -1,12 +0,0 @@
-{
-  "ver": "1.0.0",
-  "importer": "*",
-  "imported": true,
-  "uuid": "dbfbe78d-ab00-434e-b93b-247986ddfb48",
-  "files": [
-    ".json",
-    ".py"
-  ],
-  "subMetas": {},
-  "userData": {}
-}

+ 0 - 64
assets/resources/data/excel/test_final_verification.py

@@ -1,64 +0,0 @@
-#!/usr/bin/env python3
-# -*- coding: utf-8 -*-
-"""
-最终验证脚本 - 检查特效字段保留功能
-"""
-
-import json
-import os
-
-def test_effect_preservation():
-    """测试特效字段是否被正确保留"""
-    weapons_file = os.path.join(os.path.dirname(__file__), '..', 'weapons.json')
-    
-    if not os.path.exists(weapons_file):
-        print(f"错误: weapons.json 文件不存在: {weapons_file}")
-        return False
-    
-    with open(weapons_file, 'r', encoding='utf-8') as f:
-        data = json.load(f)
-    
-    weapons = data.get('weapons', [])
-    
-    # 检查hot_pepper的burnEffect
-    hot_pepper = None
-    for weapon in weapons:
-        if weapon.get('id') == 'hot_pepper':
-            hot_pepper = weapon
-            break
-    
-    if not hot_pepper:
-        print("错误: 找不到hot_pepper武器")
-        return False
-    
-    # 检查bulletConfig.visual.burnEffect
-    bullet_burn_effect = hot_pepper.get('bulletConfig', {}).get('visual', {}).get('burnEffect')
-    if bullet_burn_effect:
-        print(f"✓ hot_pepper的bulletConfig.visual.burnEffect已保留: {bullet_burn_effect}")
-    else:
-        print("✗ hot_pepper的bulletConfig.visual.burnEffect丢失")
-        return False
-    
-    # 检查其他武器的explosionEffect
-    weapons_with_explosion = []
-    for weapon in weapons:
-        explosion_effect = weapon.get('bulletConfig', {}).get('visual', {}).get('explosionEffect')
-        if explosion_effect:
-            weapons_with_explosion.append({
-                'id': weapon.get('id'),
-                'explosionEffect': explosion_effect
-            })
-    
-    if weapons_with_explosion:
-        print(f"✓ 找到 {len(weapons_with_explosion)} 个武器保留了explosionEffect:")
-        for weapon in weapons_with_explosion:
-            print(f"  - {weapon['id']}: {weapon['explosionEffect']}")
-    else:
-        print("✗ 没有找到保留explosionEffect的武器")
-        return False
-    
-    print("\n🎉 特效字段保留功能验证成功!")
-    return True
-
-if __name__ == '__main__':
-    test_effect_preservation()

+ 0 - 80
assets/resources/data/excel/update_visual_config.py

@@ -1,80 +0,0 @@
-#!/usr/bin/env python3
-# -*- coding: utf-8 -*-
-"""
-更新视觉配置工作表,添加缺失的trailEffect字段
-"""
-
-import pandas as pd
-import os
-from pathlib import Path
-
-def update_visual_config_sheet():
-    """更新视觉配置工作表,添加trailEffect字段"""
-    
-    # 获取Excel文件路径
-    excel_file = Path(__file__).parent / '方块武器配置' / '方块武器配置表.xlsx'
-    
-    print(f"正在更新Excel文件: {excel_file}")
-    
-    try:
-        # 读取现有的视觉配置工作表
-        visual_config = pd.read_excel(excel_file, sheet_name='视觉配置')
-        print(f"当前视觉配置表列名: {list(visual_config.columns)}")
-        
-        # 检查是否已有trailEffect字段
-        if 'trailEffect' not in visual_config.columns and '拖尾特效' not in visual_config.columns:
-            # 在开火音效列之前插入trailEffect列
-            insert_pos = visual_config.columns.get_loc('开火音效')
-            
-            # 创建trailEffect数据 - 根据weapons.json中的配置
-            trail_effects = {
-                'pea_shooter': None,
-                'sharp_carrot': 'Animation/WeaponTx/tx0001/tx0001',
-                'saw_grass': 'Animation/WeaponTx/tx0001/tx0001',
-                'watermelon_bomb': None,
-                'boomerang_plant': 'Animation/WeaponTx/tx0001/tx0001',
-                'hot_pepper': 'Animation/WeaponTx/tx0001/tx0001',
-                'cactus_shotgun': None,
-                'okra_missile': None,
-                'mace_club': None
-            }
-            
-            # 为每个武器添加trailEffect值
-            trail_effect_values = []
-            for _, row in visual_config.iterrows():
-                weapon_id = row['武器ID']
-                trail_effect = trail_effects.get(weapon_id, None)
-                trail_effect_values.append(trail_effect)
-            
-            # 插入新列
-            visual_config.insert(insert_pos, '拖尾特效', trail_effect_values)
-            
-            print(f"添加了拖尾特效列,新的列名: {list(visual_config.columns)}")
-            
-            # 读取所有现有工作表
-            all_sheets = pd.read_excel(excel_file, sheet_name=None)
-            
-            # 更新视觉配置工作表
-            all_sheets['视觉配置'] = visual_config
-            
-            # 重新写入Excel文件
-            with pd.ExcelWriter(excel_file, engine='openpyxl') as writer:
-                for sheet_name, sheet_data in all_sheets.items():
-                    sheet_data.to_excel(writer, sheet_name=sheet_name, index=False)
-            
-            print("✓ 成功更新视觉配置工作表,添加了拖尾特效字段")
-            return True
-        else:
-            print("视觉配置表已包含拖尾特效字段,无需更新")
-            return True
-            
-    except Exception as e:
-        print(f"更新视觉配置表失败: {e}")
-        return False
-
-if __name__ == '__main__':
-    success = update_visual_config_sheet()
-    if success:
-        print("\n视觉配置工作表更新完成!")
-    else:
-        print("\n视觉配置工作表更新失败!")

+ 0 - 12
assets/resources/data/excel/update_visual_config.py.meta

@@ -1,12 +0,0 @@
-{
-  "ver": "1.0.0",
-  "importer": "*",
-  "imported": true,
-  "uuid": "ba4778da-6c15-45b7-aa4c-2e1c7ef3e3e9",
-  "files": [
-    ".json",
-    ".py"
-  ],
-  "subMetas": {},
-  "userData": {}
-}

+ 0 - 40
assets/resources/data/excel/verify_excel.py

@@ -1,40 +0,0 @@
-#!/usr/bin/env python3
-# -*- coding: utf-8 -*-
-
-import pandas as pd
-
-def verify_excel():
-    try:
-        df = pd.read_excel('敌人配置表.xlsx', sheet_name='敌人基础配置')
-        
-        print('Excel文件验证结果:')
-        print(f'总行数: {len(df)}')
-        print(f'总列数: {len(df.columns)}')
-        
-        print('\n敌人ID列表:')
-        for i, row in df.iterrows():
-            print(f'  {i+1}. {row["ID"]} - {row["敌人名称"]} ({row["敌人类型"]})')
-        
-        print('\n数据完整性检查:')
-        print('ID列是否有空值:', df['ID'].isnull().sum())
-        print('敌人名称列是否有空值:', df['敌人名称'].isnull().sum())
-        
-        print('\n主要属性检查:')
-        for i, row in df.iterrows():
-            print(f'{row["ID"]}:')
-            print(f'  生命值: {row["生命值"]}, 攻击力: {row["攻击力"]}, 移动速度: {row["移动速度"]}')
-            print(f'  稀有度: {row["稀有度"]}')
-            if row['是否BOSS']:
-                print(f'  BOSS配置: 阶段数={row["BOSS阶段数"]}, 狂暴阈值={row["狂暴阈值"]}')
-            if row['可隐身']:
-                print(f'  隐身配置: 持续时间={row["隐身持续时间"]}, 冷却时间={row["隐身冷却时间"]}')
-        
-        print('\n文件生成成功!Excel表格已更新完成。')
-        return True
-        
-    except Exception as e:
-        print(f'验证失败: {e}')
-        return False
-
-if __name__ == '__main__':
-    verify_excel()

+ 0 - 264
assets/resources/data/excel/verify_sync.py

@@ -1,264 +0,0 @@
-#!/usr/bin/env python3
-# -*- coding: utf-8 -*-
-"""
-验证Excel文件与JSON文件的同步状态
-"""
-
-import json
-import pandas as pd
-from pathlib import Path
-
-def load_json_data():
-    """加载JSON数据"""
-    json_file = Path('../enemies.json')
-    try:
-        with open(json_file, 'r', encoding='utf-8') as f:
-            return json.load(f)
-    except Exception as e:
-        print(f"❌ 加载JSON文件失败: {e}")
-        return None
-
-def load_excel_data():
-    """加载Excel数据"""
-    excel_file = Path('敌人配置表.xlsx')
-    if not excel_file.exists():
-        print(f"❌ Excel文件不存在: {excel_file}")
-        return None
-    
-    try:
-        # 读取所有工作表
-        excel_data = pd.read_excel(excel_file, sheet_name=None)
-        return excel_data
-    except Exception as e:
-        print(f"❌ 加载Excel文件失败: {e}")
-        return None
-
-def verify_basic_config(json_data, excel_data):
-    """验证基础配置"""
-    print("\n🔍 验证敌人基础配置...")
-    
-    json_enemies = {enemy['id']: enemy for enemy in json_data.get('enemies', [])}
-    excel_basic = excel_data.get('敌人基础配置')
-    
-    if excel_basic is None:
-        print("❌ Excel中缺少'敌人基础配置'工作表")
-        return False
-    
-    success = True
-    for _, row in excel_basic.iterrows():
-        enemy_id = row['敌人ID']
-        if enemy_id not in json_enemies:
-            print(f"❌ Excel中的敌人ID '{enemy_id}' 在JSON中不存在")
-            success = False
-            continue
-        
-        json_enemy = json_enemies[enemy_id]
-        
-        # 验证关键字段
-        checks = [
-            ('敌人名称', json_enemy['name']),
-            ('敌人类型', json_enemy['type']),
-            ('生命值', json_enemy['stats']['health']),
-            ('攻击力', json_enemy['stats']['attack']),
-            ('防御力', json_enemy['stats']['defense']),
-            ('移动速度', json_enemy['stats']['speed'])
-        ]
-        
-        for field, expected in checks:
-            actual = row[field]
-            if actual != expected:
-                print(f"⚠️  {enemy_id} 的 {field}: Excel={actual}, JSON={expected}")
-                success = False
-    
-    if success:
-        print("✅ 敌人基础配置验证通过")
-    return success
-
-def verify_visual_config(json_data, excel_data):
-    """验证视觉配置"""
-    print("\n🎬 验证视觉配置...")
-    
-    json_enemies = {enemy['id']: enemy for enemy in json_data.get('enemies', [])}
-    excel_visual = excel_data.get('视觉配置')
-    
-    if excel_visual is None:
-        print("❌ Excel中缺少'视觉配置'工作表")
-        return False
-    
-    success = True
-    animation_count = 0
-    
-    for _, row in excel_visual.iterrows():
-        enemy_id = row['敌人ID']
-        if enemy_id not in json_enemies:
-            continue
-        
-        json_visual = json_enemies[enemy_id].get('visualConfig', {})
-        
-        # 验证精灵路径
-        sprite_path = row['精灵路径']
-        expected_sprite = json_visual.get('spritePath', '')
-        
-        if sprite_path != expected_sprite:
-            print(f"⚠️  {enemy_id} 精灵路径不匹配: Excel={sprite_path}, JSON={expected_sprite}")
-            success = False
-        
-        # 检查动画路径格式
-        if '@EnemyAni' in sprite_path:
-            animation_count += 1
-            print(f"  ✅ {enemy_id}: {sprite_path}")
-        else:
-            print(f"  ⚠️  {enemy_id}: 动画路径格式不正确 - {sprite_path}")
-            success = False
-        
-        # 验证动画配置
-        animations = json_visual.get('animations', {})
-        animation_fields = ['待机动画', '行走动画', '攻击动画', '死亡动画']
-        animation_keys = ['idle', 'walk', 'attack', 'death']
-        
-        for field, key in zip(animation_fields, animation_keys):
-            excel_anim = row[field]
-            json_anim = animations.get(key, '')
-            if excel_anim != json_anim:
-                print(f"⚠️  {enemy_id} {field}不匹配: Excel={excel_anim}, JSON={json_anim}")
-                success = False
-    
-    print(f"\n📊 动画配置统计: {animation_count}/11 个敌人配置了EnemyAni动画路径")
-    
-    if success:
-        print("✅ 视觉配置验证通过")
-    return success
-
-def verify_combat_config(json_data, excel_data):
-    """验证战斗配置"""
-    print("\n⚔️  验证战斗配置...")
-    
-    json_enemies = {enemy['id']: enemy for enemy in json_data.get('enemies', [])}
-    excel_combat = excel_data.get('战斗配置')
-    
-    if excel_combat is None:
-        print("❌ Excel中缺少'战斗配置'工作表")
-        return False
-    
-    success = True
-    attack_types = set()
-    
-    for _, row in excel_combat.iterrows():
-        enemy_id = row['敌人ID']
-        if enemy_id not in json_enemies:
-            continue
-        
-        json_combat = json_enemies[enemy_id].get('combat', {})
-        
-        # 验证攻击类型
-        attack_type = row['攻击类型']
-        expected_type = json_combat.get('attackType', 'melee')
-        attack_types.add(attack_type)
-        
-        if attack_type != expected_type:
-            print(f"⚠️  {enemy_id} 攻击类型不匹配: Excel={attack_type}, JSON={expected_type}")
-            success = False
-        
-        # 验证武器类型
-        weapon_type = row['武器类型']
-        expected_weapon = json_combat.get('weaponType', 'none')
-        
-        if weapon_type != expected_weapon:
-            print(f"⚠️  {enemy_id} 武器类型不匹配: Excel={weapon_type}, JSON={expected_weapon}")
-            success = False
-    
-    print(f"\n📊 攻击类型统计: {', '.join(sorted(attack_types))}")
-    
-    if success:
-        print("✅ 战斗配置验证通过")
-    return success
-
-def verify_movement_config(json_data, excel_data):
-    """验证移动配置"""
-    print("\n🚶 验证移动配置...")
-    
-    json_enemies = {enemy['id']: enemy for enemy in json_data.get('enemies', [])}
-    excel_movement = excel_data.get('移动配置')
-    
-    if excel_movement is None:
-        print("❌ Excel中缺少'移动配置'工作表")
-        return False
-    
-    success = True
-    move_types = set()
-    
-    for _, row in excel_movement.iterrows():
-        enemy_id = row['敌人ID']
-        if enemy_id not in json_enemies:
-            continue
-        
-        json_movement = json_enemies[enemy_id].get('movement', {})
-        
-        # 验证移动类型
-        move_type = row['移动类型']
-        expected_type = json_movement.get('moveType', 'straight')
-        move_types.add(move_type)
-        
-        if move_type != expected_type:
-            print(f"⚠️  {enemy_id} 移动类型不匹配: Excel={move_type}, JSON={expected_type}")
-            success = False
-        
-        # 验证移动模式
-        pattern = row['移动模式']
-        expected_pattern = json_movement.get('pattern', 'walk_forward')
-        
-        if pattern != expected_pattern:
-            print(f"⚠️  {enemy_id} 移动模式不匹配: Excel={pattern}, JSON={expected_pattern}")
-            success = False
-    
-    print(f"\n📊 移动类型统计: {', '.join(sorted(move_types))}")
-    
-    if success:
-        print("✅ 移动配置验证通过")
-    return success
-
-def main():
-    """主函数"""
-    print("🔍 开始验证Excel与JSON文件的同步状态...")
-    
-    # 加载数据
-    json_data = load_json_data()
-    excel_data = load_excel_data()
-    
-    if not json_data or not excel_data:
-        return False
-    
-    print(f"\n📊 数据概览:")
-    print(f"   JSON敌人数量: {len(json_data.get('enemies', []))}")
-    print(f"   Excel工作表数量: {len(excel_data)}")
-    print(f"   Excel工作表: {', '.join(excel_data.keys())}")
-    
-    # 执行验证
-    all_passed = True
-    
-    all_passed &= verify_basic_config(json_data, excel_data)
-    all_passed &= verify_visual_config(json_data, excel_data)
-    all_passed &= verify_combat_config(json_data, excel_data)
-    all_passed &= verify_movement_config(json_data, excel_data)
-    
-    # 总结
-    print("\n" + "="*50)
-    if all_passed:
-        print("🎉 验证完成!Excel文件与JSON文件完全同步")
-        print("\n✅ 同步成功的内容:")
-        print("   📋 敌人基础信息 (ID、名称、属性)")
-        print("   🎬 动画配置 (@EnemyAni路径和动画状态)")
-        print("   ⚔️  战斗配置 (攻击类型、武器、投射物)")
-        print("   🚶 移动配置 (移动模式和类型)")
-        print("   🔊 音频配置")
-        print("   🎯 特殊能力和BOSS配置")
-        print("\n🎯 Excel配置表现在包含了完整的动画和战斗配置!")
-        return True
-    else:
-        print("❌ 验证失败!发现数据不一致")
-        return False
-
-if __name__ == '__main__':
-    success = main()
-    if not success:
-        print("\n❌ 验证过程中发现问题,请检查上述错误信息")

+ 0 - 12
assets/resources/data/excel/verify_sync.py.meta

@@ -1,12 +0,0 @@
-{
-  "ver": "1.0.0",
-  "importer": "*",
-  "imported": true,
-  "uuid": "2f45a27f-e516-4b56-a0bf-720f9365d129",
-  "files": [
-    ".json",
-    ".py"
-  ],
-  "subMetas": {},
-  "userData": {}
-}

+ 7 - 7
assets/resources/data/weapons.json

@@ -45,7 +45,7 @@
         "visual": {
           "bulletPrefab": "bullets/Pea_ShooterBullet",
           "hitEffect": "Animation/WeaponTx/tx0002/tx0002",
-          "trailEffect": null
+          "trailEffect": true
         }
       },
       "visualConfig": {
@@ -283,7 +283,7 @@
         "visual": {
           "bulletPrefab": "bullets/Saw_GrassBullet",
           "hitEffect": "Animation/WeaponTx/tx0002/tx0002",
-          "trailEffect": null
+          "trailEffect": true
         }
       },
       "visualConfig": {
@@ -399,7 +399,7 @@
         "visual": {
           "bulletPrefab": "bullets/Watermelon_BombBullet",
           "hitEffect": "Animation/WeaponTx/tx0007/tx0007",
-          "trailEffect": null,
+          "trailEffect": true,
           "explosionEffect": "Animation/WeaponTx/tx0007/tx0007"
         }
       },
@@ -515,7 +515,7 @@
         "visual": {
           "bulletPrefab": "bullets/Boomerang_PlantBullet",
           "hitEffect": "Animation/WeaponTx/tx0002/tx0002",
-          "trailEffect": null
+          "trailEffect": true
         }
       },
       "visualConfig": {
@@ -636,7 +636,7 @@
         "visual": {
           "bulletPrefab": "bullets/Hot_PepperBullet",
           "hitEffect": "Animation/WeaponTx/tx0002/tx0002",
-          "trailEffect": null,
+          "trailEffect": true,
           "burnEffect": "Animation/WeaponTx/tx0006/tx0006"
         }
       },
@@ -752,7 +752,7 @@
         "visual": {
           "bulletPrefab": "bullets/Cactus_ShotgunBullet",
           "hitEffect": "Animation/WeaponTx/tx0002/tx0002",
-          "trailEffect": null
+          "trailEffect": true
         }
       },
       "visualConfig": {
@@ -868,7 +868,7 @@
         "visual": {
           "bulletPrefab": "bullets/Okra_MissileBullet",
           "hitEffect": "Animation/WeaponTx/tx0002/tx0002",
-          "trailEffect": null,
+          "trailEffect": true,
           "explosionEffect": "Animation/WeaponTx/tx0007/tx0007"
         }
       },

+ 3 - 3
assets/resources/data/excel/generate_enemies.py.meta → assets/resources/data/weapons.json.backup_1755508737.meta

@@ -2,10 +2,10 @@
   "ver": "1.0.0",
   "importer": "*",
   "imported": true,
-  "uuid": "136c2cc7-aa05-43cf-a438-ec0cc76ee621",
+  "uuid": "dc003864-1888-47f5-a6f0-bf6e9efb2256",
   "files": [
-    ".json",
-    ".py"
+    ".backup_1755508737",
+    ".json"
   ],
   "subMetas": {},
   "userData": {}

+ 334 - 0
assets/resources/prefabs/GroundBurnArea.prefab

@@ -0,0 +1,334 @@
+[
+  {
+    "__type__": "cc.Prefab",
+    "_name": "GroundBurnArea",
+    "_objFlags": 0,
+    "__editorExtras__": {},
+    "_native": "",
+    "data": {
+      "__id__": 1
+    },
+    "optimizationPolicy": 0,
+    "persistent": false
+  },
+  {
+    "__type__": "cc.Node",
+    "_name": "GroundBurnArea",
+    "_objFlags": 0,
+    "__editorExtras__": {},
+    "_parent": null,
+    "_children": [
+      {
+        "__id__": 2
+      }
+    ],
+    "_active": true,
+    "_components": [
+      {
+        "__id__": 8
+      },
+      {
+        "__id__": 10
+      },
+      {
+        "__id__": 12
+      },
+      {
+        "__id__": 14
+      }
+    ],
+    "_prefab": {
+      "__id__": 16
+    },
+    "_lpos": {
+      "__type__": "cc.Vec3",
+      "x": 0,
+      "y": 0,
+      "z": 0
+    },
+    "_lrot": {
+      "__type__": "cc.Quat",
+      "x": 0,
+      "y": 0,
+      "z": 0,
+      "w": 1
+    },
+    "_lscale": {
+      "__type__": "cc.Vec3",
+      "x": 1,
+      "y": 1,
+      "z": 1
+    },
+    "_mobility": 0,
+    "_layer": 1073741824,
+    "_euler": {
+      "__type__": "cc.Vec3",
+      "x": 0,
+      "y": 0,
+      "z": 0
+    },
+    "_id": ""
+  },
+  {
+    "__type__": "cc.Node",
+    "_name": "FlameEffect",
+    "_objFlags": 0,
+    "__editorExtras__": {},
+    "_parent": {
+      "__id__": 1
+    },
+    "_children": [],
+    "_active": true,
+    "_components": [
+      {
+        "__id__": 3
+      },
+      {
+        "__id__": 5
+      }
+    ],
+    "_prefab": {
+      "__id__": 7
+    },
+    "_lpos": {
+      "__type__": "cc.Vec3",
+      "x": 0,
+      "y": 0,
+      "z": 0
+    },
+    "_lrot": {
+      "__type__": "cc.Quat",
+      "x": 0,
+      "y": 0,
+      "z": 0,
+      "w": 1
+    },
+    "_lscale": {
+      "__type__": "cc.Vec3",
+      "x": 1,
+      "y": 1,
+      "z": 1
+    },
+    "_mobility": 0,
+    "_layer": 1073741824,
+    "_euler": {
+      "__type__": "cc.Vec3",
+      "x": 0,
+      "y": 0,
+      "z": 0
+    },
+    "_id": ""
+  },
+  {
+    "__type__": "cc.UITransform",
+    "_name": "",
+    "_objFlags": 0,
+    "__editorExtras__": {},
+    "node": {
+      "__id__": 2
+    },
+    "_enabled": true,
+    "__prefab": {
+      "__id__": 4
+    },
+    "_contentSize": {
+      "__type__": "cc.Size",
+      "width": 126,
+      "height": 128
+    },
+    "_anchorPoint": {
+      "__type__": "cc.Vec2",
+      "x": 0.42571428087022567,
+      "y": 0.3350781202316284
+    },
+    "_id": ""
+  },
+  {
+    "__type__": "cc.CompPrefabInfo",
+    "fileId": "0aNSgSduBF+ZL6nJqcZXVt"
+  },
+  {
+    "__type__": "sp.Skeleton",
+    "_name": "",
+    "_objFlags": 0,
+    "__editorExtras__": {},
+    "node": {
+      "__id__": 2
+    },
+    "_enabled": true,
+    "__prefab": {
+      "__id__": 6
+    },
+    "_customMaterial": null,
+    "_srcBlendFactor": 2,
+    "_dstBlendFactor": 4,
+    "_color": {
+      "__type__": "cc.Color",
+      "r": 255,
+      "g": 255,
+      "b": 255,
+      "a": 255
+    },
+    "_skeletonData": {
+      "__uuid__": "78d0e2ea-dcc4-4130-8ccc-3eb008a641a6",
+      "__expectedType__": "sp.SkeletonData"
+    },
+    "defaultSkin": "default",
+    "defaultAnimation": "",
+    "_premultipliedAlpha": true,
+    "_timeScale": 1,
+    "_preCacheMode": 0,
+    "_cacheMode": 0,
+    "_sockets": [],
+    "_useTint": false,
+    "_debugMesh": false,
+    "_debugBones": false,
+    "_debugSlots": false,
+    "_enableBatch": false,
+    "loop": true,
+    "_id": ""
+  },
+  {
+    "__type__": "cc.CompPrefabInfo",
+    "fileId": "8dORIHTDtD8YunYMCHxfjG"
+  },
+  {
+    "__type__": "cc.PrefabInfo",
+    "root": {
+      "__id__": 1
+    },
+    "asset": {
+      "__id__": 0
+    },
+    "fileId": "0cXOr94NpC54FnNCNNHHiW",
+    "instance": null,
+    "targetOverrides": null,
+    "nestedPrefabInstanceRoots": null
+  },
+  {
+    "__type__": "cc.UITransform",
+    "_name": "",
+    "_objFlags": 0,
+    "__editorExtras__": {},
+    "node": {
+      "__id__": 1
+    },
+    "_enabled": true,
+    "__prefab": {
+      "__id__": 9
+    },
+    "_contentSize": {
+      "__type__": "cc.Size",
+      "width": 100,
+      "height": 100
+    },
+    "_anchorPoint": {
+      "__type__": "cc.Vec2",
+      "x": 0.5,
+      "y": 0.5
+    },
+    "_id": ""
+  },
+  {
+    "__type__": "cc.CompPrefabInfo",
+    "fileId": "1df5G4Zb1OCrtqrwpNfuDI"
+  },
+  {
+    "__type__": "fd6661slSRNrpIsJ3cvUTkc",
+    "_name": "",
+    "_objFlags": 0,
+    "__editorExtras__": {},
+    "node": {
+      "__id__": 1
+    },
+    "_enabled": true,
+    "__prefab": {
+      "__id__": 11
+    },
+    "_id": ""
+  },
+  {
+    "__type__": "cc.CompPrefabInfo",
+    "fileId": "2epeE1NHVOPJQWD60IT4ua"
+  },
+  {
+    "__type__": "cc.RigidBody2D",
+    "_name": "",
+    "_objFlags": 0,
+    "__editorExtras__": {},
+    "node": {
+      "__id__": 1
+    },
+    "_enabled": true,
+    "__prefab": {
+      "__id__": 13
+    },
+    "enabledContactListener": true,
+    "bullet": false,
+    "awakeOnLoad": true,
+    "_group": 8,
+    "_type": 1,
+    "_allowSleep": true,
+    "_gravityScale": 1,
+    "_linearDamping": 0,
+    "_angularDamping": 0,
+    "_linearVelocity": {
+      "__type__": "cc.Vec2",
+      "x": 0,
+      "y": 0
+    },
+    "_angularVelocity": 0,
+    "_fixedRotation": false,
+    "_id": ""
+  },
+  {
+    "__type__": "cc.CompPrefabInfo",
+    "fileId": "36fg1rHOtFGojIgpBh70ZZ"
+  },
+  {
+    "__type__": "cc.BoxCollider2D",
+    "_name": "",
+    "_objFlags": 0,
+    "__editorExtras__": {},
+    "node": {
+      "__id__": 1
+    },
+    "_enabled": true,
+    "__prefab": {
+      "__id__": 15
+    },
+    "tag": 3,
+    "_group": 8,
+    "_density": 1,
+    "_sensor": true,
+    "_friction": 0.2,
+    "_restitution": 0,
+    "_offset": {
+      "__type__": "cc.Vec2",
+      "x": 5.3,
+      "y": 8.4
+    },
+    "_size": {
+      "__type__": "cc.Size",
+      "width": 190.4,
+      "height": 43.7
+    },
+    "_id": ""
+  },
+  {
+    "__type__": "cc.CompPrefabInfo",
+    "fileId": "47iBzsyoVFN59b8i4W4xlM"
+  },
+  {
+    "__type__": "cc.PrefabInfo",
+    "root": {
+      "__id__": 1
+    },
+    "asset": {
+      "__id__": 0
+    },
+    "fileId": "danb5/6cBD27dzruHzwEJk",
+    "instance": null,
+    "targetOverrides": null
+  }
+]

+ 13 - 0
assets/resources/prefabs/GroundBurnArea.prefab.meta

@@ -0,0 +1,13 @@
+{
+  "ver": "1.1.50",
+  "importer": "prefab",
+  "imported": true,
+  "uuid": "be8dc66f-ebae-42ff-8431-8718ecaa6f43",
+  "files": [
+    ".json"
+  ],
+  "subMetas": {},
+  "userData": {
+    "syncNodeName": "GroundBurnArea"
+  }
+}

+ 3 - 3
assets/scripts/CombatSystem/BallController.ts

@@ -1,4 +1,4 @@
-import { _decorator, Component, Node, Vec2, Vec3, UITransform, Collider2D, Contact2DType, IPhysics2DContact, RigidBody2D, Prefab, instantiate, find, CircleCollider2D, JsonAsset } from 'cc';
+import { _decorator, Component, Node, Vec2, Vec3, UITransform, Collider2D, Contact2DType, IPhysics2DContact, RigidBody2D, Prefab, instantiate, find, CircleCollider2D, JsonAsset, ERigidBody2DType } from 'cc';
 import { PhysicsManager } from '../Core/PhysicsManager';
 import { WeaponBullet, BulletInitData } from './WeaponBullet';
 import { WeaponConfig } from '../Core/ConfigManager';
@@ -471,7 +471,7 @@ export class BallController extends Component {
         }
         
         // 设置刚体属性(使用配置值)
-        rigidBody.type = 2; // 2 = 动态刚体
+        rigidBody.type = ERigidBody2DType.Dynamic; // 动态刚体
         rigidBody.allowSleep = false;
         rigidBody.gravityScale = this.gravityScale;
         rigidBody.linearDamping = this.linearDamping;
@@ -691,7 +691,7 @@ export class BallController extends Component {
         let rigidBody = this.activeBall.getComponent(RigidBody2D);
         if (!rigidBody) {
             rigidBody = this.activeBall.addComponent(RigidBody2D);
-            rigidBody.type = 2; // Dynamic
+            rigidBody.type = ERigidBody2DType.Dynamic; // Dynamic
             rigidBody.gravityScale = this.gravityScale; // 从配置获取重力缩放
             rigidBody.enabledContactListener = true; // 启用碰撞监听
             rigidBody.fixedRotation = true; // 固定旋转

+ 56 - 25
assets/scripts/CombatSystem/BulletEffects/BulletHitEffect.ts

@@ -3,6 +3,8 @@ import { BulletTrajectory } from './BulletTrajectory';
 import { HitEffectConfig } from '../../Core/ConfigManager';
 import { PersistentSkillManager } from '../../FourUI/SkillSystem/PersistentSkillManager';
 import { BurnEffect } from './BurnEffect';
+import { GroundBurnArea } from './GroundBurnArea';
+import { GroundBurnAreaManager } from './GroundBurnAreaManager';
 import { WeaponBullet } from '../WeaponBullet';
 import EventBus, { GameEvents } from '../../Core/EventBus';
 const { ccclass, property } = _decorator;
@@ -185,35 +187,49 @@ export class BulletHitEffect extends Component {
     }
     
     /**
-     * 处理敌人身上的灼烧效果
+     * 处理地面燃烧区域效果
      */
     private processGroundBurn(effect: HitEffectConfig, hitNode: Node) {
-        console.log(`[BulletHitEffect] processGroundBurn 被调用 - 目标节点: ${hitNode.name}`);
+        console.log(`[BulletHitEffect] processGroundBurn 被调用 - 创建地面燃烧区域`);
         
-        if (!this.isEnemyNode(hitNode)) {
-            console.log(`[BulletHitEffect] 目标不是敌人,跳过灼烧效果`);
+        // 获取地面燃烧区域管理器
+        const burnAreaManager = GroundBurnAreaManager.getInstance();
+        if (!burnAreaManager) {
+            console.error('[BulletHitEffect] 无法获取GroundBurnAreaManager实例');
             return;
         }
         
-        console.log(`[BulletHitEffect] 对敌人添加灼烧效果 - 持续时间: ${effect.duration}秒, 伤害: ${effect.damage}, 间隔: ${effect.tickInterval}秒`);
+        // 获取子弹的世界位置作为燃烧区域中心
+        const burnPosition = this.node.worldPosition.clone();
         
-        // 检查敌人是否已经有灼烧效果
-        const existingBurnEffect = hitNode.getComponent(BurnEffect);
-        if (existingBurnEffect) {
-            console.log(`[BulletHitEffect] 敌人已有灼烧效果,刷新持续时间`);
-            // 刷新灼烧效果的持续时间,BurnEffect会自动重新启动
-            existingBurnEffect.refreshDuration(effect.duration || 3);
-            return;
+        // 如果命中的是敌人,使用敌人的位置
+        if (this.isEnemyNode(hitNode)) {
+            burnPosition.set(hitNode.worldPosition);
         }
         
-        // 在敌人身上添加BurnEffect组件,它会自动启动伤害循环
-        const burnEffect = hitNode.addComponent(BurnEffect);
-        burnEffect.initBurnEffect(effect.duration || 3, effect.damage || 0, effect.tickInterval || 0.5);
-        
-        // 在敌人身上添加灼烧特效
-        this.spawnBurnEffect(hitNode);
+        console.log(`[BulletHitEffect] 在位置 (${burnPosition.x.toFixed(1)}, ${burnPosition.y.toFixed(1)}) 创建地面燃烧区域 - 持续时间: ${effect.duration}秒, 伤害: ${effect.damage}, 间隔: ${effect.tickInterval}秒`);
         
-        console.log(`[BulletHitEffect] 灼烧效果已添加,BurnEffect组件将自动处理伤害循环`);
+        try {
+            // 获取武器子弹组件
+            const weaponBullet = this.getComponent(WeaponBullet);
+            
+            // 通过管理器创建燃烧区域
+            const burnAreaNode = burnAreaManager.createGroundBurnArea(
+                burnPosition,
+                effect,
+                weaponBullet,
+                this.defaultBurnEffectPath || this.defaultTrailEffectPath
+            );
+            
+            if (burnAreaNode) {
+                // 将燃烧区域添加到活跃列表中
+                this.activeBurnAreas.push(burnAreaNode);
+                console.log(`[BulletHitEffect] 地面燃烧区域已通过管理器创建`);
+            }
+            
+        } catch (error) {
+            console.error('[BulletHitEffect] 通过管理器创建地面燃烧区域失败:', error);
+        }
     }
     
 
@@ -446,6 +462,22 @@ export class BulletHitEffect extends Component {
         });
     }
     
+    /**
+     * 生成地面燃烧特效
+     */
+    private spawnGroundBurnEffect(parent: Node) {
+        const path = this.defaultBurnEffectPath || this.defaultTrailEffectPath || 'Animation/WeaponTx/tx0006/tx0006';
+        
+        // 使用回调函数处理异步创建的特效节点
+        this.spawnEffect(path, new Vec3(), true, parent, (effectNode) => {
+            // 将特效节点传递给 GroundBurnArea 组件,以便在停止时清理
+            const groundBurnArea = parent.getComponent(GroundBurnArea);
+            if (groundBurnArea && effectNode) {
+                groundBurnArea.setBurnEffectNode(effectNode);
+            }
+        });
+    }
+    
     /**
      * 生成特效
      */
@@ -498,12 +530,11 @@ export class BulletHitEffect extends Component {
      * 清理资源
      */
     onDestroy() {
-        // 清理激活的灼烧区域
-        for (const burnArea of this.activeBurnAreas) {
-            if (burnArea && burnArea.isValid) {
-                burnArea.destroy();
-            }
-        }
+        // 不再强制销毁燃烧区域,让它们按照自己的持续时间自然销毁
+        // 燃烧区域现在由GroundBurnAreaManager统一管理,有自己的生命周期
+        console.log(`[BulletHitEffect] 子弹销毁,但不会影响已创建的${this.activeBurnAreas.length}个燃烧区域`);
+        
+        // 只清空引用,不销毁燃烧区域节点
         this.activeBurnAreas = [];
     }
     

+ 28 - 0
assets/scripts/CombatSystem/BulletEffects/BulletTrajectory.ts

@@ -306,11 +306,39 @@ export class BulletTrajectory extends Component {
             this.findTarget();
         }
 
+        // 检查是否到达目标位置(用于西瓜炸弹等爆炸武器)
+        if (this.state.targetPosition) {
+            const currentPos = this.node.worldPosition;
+            const distanceToTarget = Vec3.distance(currentPos, this.state.targetPosition);
+            
+            // 如果到达目标位置附近(50像素内),触发爆炸
+            if (distanceToTarget <= 50) {
+                // 停止运动
+                if (this.rigidBody) {
+                    this.rigidBody.linearVelocity = new Vec2(0, 0);
+                }
+                
+                // 通知生命周期组件触发爆炸
+                const lifecycle = this.getComponent('BulletLifecycle') as any;
+                if (lifecycle && typeof lifecycle.onHit === 'function') {
+                    lifecycle.onHit(this.node); // 触发爆炸逻辑
+                }
+                return;
+            }
+        }
+
         // 每帧计算目标方向,使得弹道持续朝向敌人
         if (this.targetNode && this.targetNode.isValid) {
             const pos = this.node.worldPosition;
             const dirToTarget = this.targetNode.worldPosition.clone().subtract(pos).normalize();
             this.arcTargetDir.set(dirToTarget);
+            
+            // 更新目标位置为当前敌人位置
+            this.state.targetPosition = this.targetNode.worldPosition.clone();
+        } else if (!this.state.targetPosition) {
+            // 如果没有目标且没有记录的目标位置,设置一个默认的前方位置
+            const defaultTarget = this.node.worldPosition.clone().add(this.arcDir.clone().multiplyScalar(200));
+            this.state.targetPosition = defaultTarget;
         }
 
         // 根据与目标距离动态调整转向速率:越近转得越快,避免打圈

+ 406 - 0
assets/scripts/CombatSystem/BulletEffects/GroundBurnArea.ts

@@ -0,0 +1,406 @@
+import { _decorator, Component, Node, Vec3, find, BoxCollider2D, RigidBody2D, Collider2D, Contact2DType, IPhysics2DContact, ERigidBody2DType } from 'cc';
+import { sp } from 'cc';
+import EventBus, { GameEvents } from '../../Core/EventBus';
+import { GroundBurnAreaManager } from './GroundBurnAreaManager';
+import { PhysicsManager } from '../../Core/PhysicsManager';
+const { ccclass, property } = _decorator;
+/**
+ * 地面燃烧区域组件
+ * 用于在地面创建固定范围的燃烧区域,对进入区域的敌人造成持续伤害
+ */
+@ccclass('GroundBurnArea')
+export class GroundBurnArea extends Component {
+    private _duration: number = 0;
+    private _damage: number = 0;
+    private _tickInterval: number = 0;
+
+    private _isActive: boolean = false;
+    private _burnEffectNode: Node | null = null; // 燃烧特效节点
+    private _enemiesInArea: Set<Node> = new Set(); // 区域内的敌人
+    private _damageTimer: number = 0; // 伤害计时器
+    
+    /**
+     * 组件加载时的初始化
+     */
+    protected onLoad(): void {
+        // 立即禁用RigidBody2D组件,防止在物理世界未准备好时激活
+        const rigidBody = this.node.getComponent(RigidBody2D);
+        if (rigidBody) {
+            rigidBody.enabled = false;
+        }
+        
+        // 也禁用BoxCollider2D组件,确保完全避免物理系统访问
+        const collider = this.node.getComponent(BoxCollider2D);
+        if (collider) {
+            collider.enabled = false;
+        }
+    }
+
+    /**
+     * 初始化地面燃烧区域
+     * @param position 燃烧区域位置
+     * @param duration 持续时间(秒)
+     * @param damage 每次伤害值
+     * @param tickInterval 伤害间隔(秒)
+     */
+    public initGroundBurnArea(position: Vec3, duration: number, damage: number, tickInterval: number): void {
+        this._duration = duration;
+        this._damage = damage;
+        this._tickInterval = tickInterval;
+        this._isActive = true;
+        this._damageTimer = 0;
+        
+        // 设置节点位置
+        this.node.setWorldPosition(position);
+        
+        // 获取预制体中的火焰特效节点
+        this.setupFlameEffect();
+        
+        // 先禁用RigidBody2D组件,避免在物理世界未准备好时激活
+        const rigidBody = this.node.getComponent(RigidBody2D);
+        if (rigidBody) {
+            rigidBody.enabled = false;
+        }
+        
+        // 设置碰撞器
+        this.setupCollider();
+        
+        console.log(`[GroundBurnArea] 初始化地面燃烧区域 - 位置: (${position.x.toFixed(1)}, ${position.y.toFixed(1)}), 持续时间: ${duration}秒, 伤害: ${damage}, 间隔: ${tickInterval}秒`);
+        
+        // 启动燃烧区域
+        this.startBurnArea();
+    }
+    
+    /**
+     * 设置碰撞器
+     */
+    private setupCollider(): void {
+        // 延迟设置碰撞器,确保物理系统已初始化
+        this.scheduleOnce(() => {
+            this.trySetupCollider();
+        }, 0.2); // 增加延迟时间到0.2秒
+    }
+
+    private trySetupCollider(): void {
+        // 检查物理系统是否已初始化
+        const physicsManager = PhysicsManager.getInstance();
+        if (!physicsManager) {
+            console.warn('[GroundBurnArea] 物理系统未初始化,延迟重试');
+            // 延迟重试
+            this.scheduleOnce(() => {
+                this.trySetupCollider();
+            }, 0.1);
+            return;
+        }
+        
+        const physicsSystem = physicsManager.getSystem();
+        if (!physicsSystem || !physicsSystem.enable) {
+            console.warn('[GroundBurnArea] 物理系统未启用,延迟重试');
+            // 延迟重试
+            this.scheduleOnce(() => {
+                this.trySetupCollider();
+            }, 0.1);
+            return;
+        }
+    
+        // 获取碰撞器组件
+        const collider = this.node.getComponent(BoxCollider2D);
+        if (!collider) {
+            console.error('[GroundBurnArea] 未找到 BoxCollider2D 组件');
+            return;
+        }
+
+        // 重新启用碰撞器组件
+        collider.enabled = true;
+
+        // 获取刚体组件并确保启用碰撞监听
+         const rigidBody = this.node.getComponent(RigidBody2D);
+         if (rigidBody) {
+             try {
+                 rigidBody.type = ERigidBody2DType.Static;
+                 rigidBody.enabledContactListener = true;
+                 // 重新启用RigidBody2D组件
+                 rigidBody.enabled = true;
+             } catch (error) {
+                 console.error('[GroundBurnArea] 设置刚体组件时出错:', error);
+                 // 如果设置失败,再次延迟重试
+                 this.scheduleOnce(() => {
+                     this.trySetupCollider();
+                 }, 0.1);
+                 return;
+             }
+         }
+
+        // 监听碰撞事件(移除之前的监听器避免重复)
+        collider.off(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
+        collider.off(Contact2DType.END_CONTACT, this.onEndContact, this);
+        collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
+        collider.on(Contact2DType.END_CONTACT, this.onEndContact, this);
+        
+        console.log(`[GroundBurnArea] 碰撞器设置完成,碰撞器启用: ${collider.enabled}, 刚体启用: ${rigidBody?.enabled}`);
+        
+        // 验证碰撞器设置
+        if (!collider.enabled) {
+            console.error('[GroundBurnArea] 碰撞器未启用!');
+        }
+        if (rigidBody && !rigidBody.enabled) {
+            console.error('[GroundBurnArea] 刚体未启用!');
+        }
+        if (rigidBody && !rigidBody.enabledContactListener) {
+            console.error('[GroundBurnArea] 刚体碰撞监听未启用!');
+        }
+    }
+    
+    /**
+     * 敌人进入燃烧区域
+     */
+    private onBeginContact(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null): void {
+        const enemyNode = otherCollider.node;
+        
+        console.log(`[GroundBurnArea] 碰撞检测 - 节点名称: ${enemyNode.name}, 父节点: ${enemyNode.parent?.name || 'null'}`);
+        
+        // 检查是否是敌人
+        if (this.isEnemyNode(enemyNode)) {
+            this._enemiesInArea.add(enemyNode);
+            console.log(`[GroundBurnArea] 敌人进入燃烧区域: ${enemyNode.name}, 区域内敌人数量: ${this._enemiesInArea.size}`);
+        } else {
+            console.log(`[GroundBurnArea] 非敌人节点进入燃烧区域: ${enemyNode.name}`);
+        }
+    }
+    
+    /**
+     * 敌人离开燃烧区域
+     */
+    private onEndContact(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null): void {
+        const enemyNode = otherCollider.node;
+        
+        // 检查是否是敌人
+        if (this.isEnemyNode(enemyNode)) {
+            this._enemiesInArea.delete(enemyNode);
+            console.log(`[GroundBurnArea] 敌人离开燃烧区域: ${enemyNode.name}, 区域内敌人数量: ${this._enemiesInArea.size}`);
+        }
+    }
+    
+    /**
+     * 检查是否是敌人节点
+     */
+    private isEnemyNode(node: Node): boolean {
+        if (!node || !node.name) {
+            return false;
+        }
+        
+        // 检查节点名称
+        const nameCheck = (
+            node.name.includes('Enemy') || 
+            node.name.includes('enemy') ||
+            node.name.includes('僵尸') ||
+            node.name.includes('Zombie') ||
+            node.name.includes('zombie')
+        );
+        
+        // 检查父节点名称
+        const parentCheck = (
+            node.parent?.name === 'enemyContainer' ||
+            node.parent?.name === 'EnemyContainer' ||
+            node.parent?.name?.includes('enemy') ||
+            node.parent?.name?.includes('Enemy')
+        );
+        
+        // 检查是否有EnemyInstance组件
+        const componentCheck = node.getComponent('EnemyInstance') !== null;
+        
+        const isEnemy = nameCheck || parentCheck || componentCheck;
+        
+        console.log(`[GroundBurnArea] 敌人检测 - 节点: ${node.name}, 父节点: ${node.parent?.name || 'null'}, 名称检查: ${nameCheck}, 父节点检查: ${parentCheck}, 组件检查: ${componentCheck}, 是敌人: ${isEnemy}`);
+        
+        return isEnemy;
+    }
+    
+    /**
+     * 启动燃烧区域
+     */
+    private startBurnArea(): void {
+        if (!this._isActive) {
+            return;
+        }
+        
+        console.log(`[GroundBurnArea] 启动地面燃烧区域 - 持续时间: ${this._duration}秒`);
+        
+        // 启动更新循环
+        this.schedule(this.updateBurnArea, 0.1); // 每0.1秒更新一次
+        
+        // 设置区域销毁定时器
+        this.scheduleOnce(() => {
+            this.destroyBurnArea();
+        }, this._duration);
+    }
+    
+    /**
+     * 更新燃烧区域
+     */
+    private updateBurnArea(deltaTime: number): void {
+        if (!this._isActive) {
+            return;
+        }
+        
+        // 更新伤害计时器
+        this._damageTimer += deltaTime;
+        
+        // 检查是否到了造成伤害的时间
+        if (this._damageTimer >= this._tickInterval) {
+            console.log(`[GroundBurnArea] 燃烧区域伤害检查 - 区域内敌人数量: ${this._enemiesInArea.size}, 伤害值: ${this._damage}`);
+            
+            this.dealDamageToEnemiesInArea();
+            this._damageTimer = 0;
+        }
+        
+        // 清理无效的敌人节点
+        this.cleanupInvalidEnemies();
+    }
+    
+    /**
+     * 对区域内的敌人造成伤害
+     */
+    private dealDamageToEnemiesInArea(): void {
+        if (this._enemiesInArea.size === 0) {
+            return;
+        }
+        
+        console.log(`[GroundBurnArea] 对区域内 ${this._enemiesInArea.size} 个敌人造成燃烧伤害: ${this._damage}`);
+        
+        const eventBus = EventBus.getInstance();
+        
+        // 对每个区域内的敌人造成伤害
+        for (const enemyNode of this._enemiesInArea) {
+            if (enemyNode && enemyNode.isValid) {
+                const damageData = {
+                    enemyNode: enemyNode,
+                    damage: this._damage,
+                    isCritical: false,
+                    source: 'GroundBurnArea'
+                };
+                
+                eventBus.emit(GameEvents.APPLY_DAMAGE_TO_ENEMY, damageData);
+            }
+        }
+    }
+    
+    /**
+     * 清理无效的敌人节点
+     */
+    private cleanupInvalidEnemies(): void {
+        const invalidEnemies: Node[] = [];
+        
+        for (const enemyNode of this._enemiesInArea) {
+            if (!enemyNode || !enemyNode.isValid) {
+                invalidEnemies.push(enemyNode);
+            }
+        }
+        
+        // 移除无效的敌人
+        for (const invalidEnemy of invalidEnemies) {
+            this._enemiesInArea.delete(invalidEnemy);
+        }
+    }
+    
+    /**
+     * 设置火焰特效
+     */
+    private setupFlameEffect(): void {
+        // 查找预制体中的 FlameEffect 子节点
+        const flameEffectNode = this.node.getChildByName('FlameEffect');
+        if (flameEffectNode) {
+            this._burnEffectNode = flameEffectNode;
+            // 启动火焰特效动画
+            const skeleton = flameEffectNode.getComponent(sp.Skeleton);
+            if (skeleton) {
+                skeleton.setAnimation(0, 'animation', true);
+                console.log('[GroundBurnArea] 火焰特效节点已找到并开始播放动画');
+            } else {
+                console.warn('[GroundBurnArea] FlameEffect 节点缺少 sp.Skeleton 组件');
+            }
+        } else {
+            console.warn('[GroundBurnArea] 未找到 FlameEffect 子节点,请检查预制体配置');
+        }
+    }
+    
+    /**
+     * 设置燃烧特效节点
+     */
+    public setBurnEffectNode(effectNode: Node): void {
+        this._burnEffectNode = effectNode;
+    }
+    
+
+    
+    /**
+     * 销毁燃烧区域
+     */
+    public destroyBurnArea(): void {
+        console.log(`[GroundBurnArea] 销毁地面燃烧区域`);
+        
+        this._isActive = false;
+        this.unscheduleAllCallbacks();
+        
+        // 清空敌人列表
+        this._enemiesInArea.clear();
+        
+        // 销毁燃烧特效节点
+        if (this._burnEffectNode && this._burnEffectNode.isValid) {
+            console.log(`[GroundBurnArea] 销毁燃烧特效节点`);
+            this._burnEffectNode.destroy();
+            this._burnEffectNode = null;
+        }
+        
+        // 通知管理器移除此燃烧区域
+        const manager = GroundBurnAreaManager.getInstance();
+        if (manager) {
+            manager.removeBurnArea(this.node);
+        }
+        
+        // 销毁节点
+        if (this.node && this.node.isValid) {
+            this.node.destroy();
+        }
+    }
+    
+    /**
+     * 获取燃烧区域是否激活
+     */
+    public isActive(): boolean {
+        return this._isActive;
+    }
+    
+    /**
+     * 获取区域内敌人数量
+     */
+    public getEnemyCount(): number {
+        return this._enemiesInArea.size;
+    }
+    
+    /**
+     * 组件销毁时清理资源
+     */
+    protected onDestroy(): void {
+        this._isActive = false;
+        this.unscheduleAllCallbacks();
+        
+        // 清空敌人列表
+        this._enemiesInArea.clear();
+        
+        // 清理燃烧特效节点
+        if (this._burnEffectNode && this._burnEffectNode.isValid) {
+            console.log(`[GroundBurnArea] 组件销毁时清理燃烧特效节点`);
+            this._burnEffectNode.destroy();
+            this._burnEffectNode = null;
+        }
+        
+        // 通知管理器移除此燃烧区域
+        const manager = GroundBurnAreaManager.getInstance();
+        if (manager) {
+            manager.removeBurnArea(this.node);
+        }
+        
+        console.log(`[GroundBurnArea] 地面燃烧区域组件已销毁`);
+    }
+}

+ 9 - 0
assets/scripts/CombatSystem/BulletEffects/GroundBurnArea.ts.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "4.0.24",
+  "importer": "typescript",
+  "imported": true,
+  "uuid": "fd666d6c-9524-4dae-922c-27772f51391c",
+  "files": [],
+  "subMetas": {},
+  "userData": {}
+}

+ 195 - 0
assets/scripts/CombatSystem/BulletEffects/GroundBurnAreaManager.ts

@@ -0,0 +1,195 @@
+import { _decorator, Component, Node, Prefab, instantiate, resources, Vec3 } from 'cc';
+import { GroundBurnArea } from './GroundBurnArea';
+import { HitEffectConfig } from '../../Core/ConfigManager';
+import { WeaponBullet } from '../WeaponBullet';
+import { PhysicsManager } from '../../Core/PhysicsManager';
+const { ccclass, property } = _decorator;
+
+/**
+ * 地面燃烧区域管理器
+ * 单例模式,统一管理所有地面燃烧区域的创建和销毁
+ */
+@ccclass('GroundBurnAreaManager')
+export class GroundBurnAreaManager extends Component {
+    private static _instance: GroundBurnAreaManager = null;
+    
+    @property({
+        type: Node,
+        tooltip: '游戏区域节点,燃烧区域将在此节点下创建'
+    })
+    public gameArea: Node = null;
+    
+    @property({
+        type: Prefab,
+        tooltip: '地面燃烧区域预制体'
+    })
+    public groundBurnAreaPrefab: Prefab = null;
+    
+    
+    private activeBurnAreas: Node[] = [];
+    
+    /**
+     * 组件加载时设置单例
+     */
+    protected onLoad(): void {
+        if (GroundBurnAreaManager._instance === null) {
+            GroundBurnAreaManager._instance = this;
+            console.log('[GroundBurnAreaManager] 单例初始化成功');
+        } else {
+            console.warn('[GroundBurnAreaManager] 单例已存在,销毁重复实例');
+            this.node.destroy();
+        }
+    }
+    
+    /**
+     * 组件启动时验证配置
+     */
+    protected start(): void {
+        if (!this.gameArea) {
+            console.error('[GroundBurnAreaManager] gameArea未设置,请在Inspector中拖拽GameArea节点');
+        }
+        if (!this.groundBurnAreaPrefab) {
+            console.error('[GroundBurnAreaManager] groundBurnAreaPrefab未设置,请在Inspector中拖拽GroundBurnArea预制体');
+        }
+
+        console.log('[GroundBurnAreaManager] 管理器配置验证完成');
+    }
+    
+    onDestroy() {
+        if (GroundBurnAreaManager._instance === this) {
+            GroundBurnAreaManager._instance = null;
+        }
+        
+        // 清理所有活跃的燃烧区域
+        this.clearAllBurnAreas();
+    }
+    
+    /**
+     * 获取单例实例
+     */
+    public static getInstance(): GroundBurnAreaManager | null {
+        return GroundBurnAreaManager._instance;
+    }
+    
+    /**
+     * 创建地面燃烧区域
+     * @param position 燃烧区域位置
+     * @param effect 效果配置
+     * @param weaponBullet 武器子弹组件(用于获取最终伤害)
+     * @param defaultBurnEffectPath 默认燃烧特效路径
+     */
+    public createGroundBurnArea(
+        position: Vec3, 
+        effect: HitEffectConfig, 
+        weaponBullet: WeaponBullet | null,
+        defaultBurnEffectPath?: string
+    ): Node | null {
+        if (!this.groundBurnAreaPrefab) {
+            console.error('[GroundBurnAreaManager] 地面燃烧区域预制体未设置');
+            return null;
+        }
+        
+        if (!this.gameArea) {
+            console.error('[GroundBurnAreaManager] 游戏区域节点未设置');
+            return null;
+        }
+        
+        // 检查物理系统状态
+        const physicsManager = PhysicsManager.getInstance();
+        if (!physicsManager) {
+            console.warn('[GroundBurnAreaManager] 物理系统未初始化,无法创建燃烧区域');
+            return null;
+        }
+
+        const physicsSystem = physicsManager.getSystem();
+        if (!physicsSystem || !physicsSystem.enable) {
+            console.warn('[GroundBurnAreaManager] 物理系统未启用,无法创建燃烧区域');
+            return null;
+        }
+        
+        try {
+            // 实例化预制体
+            const burnAreaNode = instantiate(this.groundBurnAreaPrefab);
+            
+            // 添加到游戏区域
+            this.gameArea.addChild(burnAreaNode);
+            
+            // 获取地面燃烧区域组件
+            const groundBurnArea = burnAreaNode.getComponent(GroundBurnArea);
+            if (!groundBurnArea) {
+                console.error('[GroundBurnAreaManager] 预制体中未找到 GroundBurnArea 组件');
+                burnAreaNode.destroy();
+                return null;
+            }
+            
+            // 使用WeaponBullet的最终伤害值
+            const finalDamage = weaponBullet ? weaponBullet.getFinalDamage() : (effect.damage || 0);
+            
+            // 初始化燃烧区域
+            groundBurnArea.initGroundBurnArea(
+                position,
+                effect.duration || 3,
+                finalDamage,
+                effect.tickInterval || 0.5
+            );
+            
+            // 添加到活跃列表
+            this.activeBurnAreas.push(burnAreaNode);
+            
+            console.log(`[GroundBurnAreaManager] 地面燃烧区域已创建,位置: (${position.x.toFixed(1)}, ${position.y.toFixed(1)})`);
+            
+            return burnAreaNode;
+            
+        } catch (error) {
+            console.error('[GroundBurnAreaManager] 创建地面燃烧区域失败:', error);
+            return null;
+        }
+    }
+    
+
+    
+    /**
+     * 移除燃烧区域
+     */
+    public removeBurnArea(burnAreaNode: Node) {
+        const index = this.activeBurnAreas.indexOf(burnAreaNode);
+        if (index !== -1) {
+            this.activeBurnAreas.splice(index, 1);
+            console.log(`[GroundBurnAreaManager] 燃烧区域已从活跃列表中移除`);
+        }
+    }
+    
+    /**
+     * 清理所有燃烧区域
+     */
+    public clearAllBurnAreas() {
+        console.log(`[GroundBurnAreaManager] 清理所有燃烧区域,数量: ${this.activeBurnAreas.length}`);
+        
+        for (const burnArea of this.activeBurnAreas) {
+            if (burnArea && burnArea.isValid) {
+                const groundBurnArea = burnArea.getComponent(GroundBurnArea);
+                if (groundBurnArea) {
+                    groundBurnArea.destroyBurnArea();
+                } else {
+                    burnArea.destroy();
+                }
+            }
+        }
+        
+        this.activeBurnAreas = [];
+    }
+    
+    /**
+     * 获取活跃燃烧区域数量
+     */
+    public getActiveBurnAreaCount(): number {
+        return this.activeBurnAreas.length;
+    }
+    
+    /**
+     * 获取所有活跃的燃烧区域
+     */
+    public getActiveBurnAreas(): Node[] {
+        return [...this.activeBurnAreas];
+    }
+}

+ 9 - 0
assets/scripts/CombatSystem/BulletEffects/GroundBurnAreaManager.ts.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "4.0.24",
+  "importer": "typescript",
+  "imported": true,
+  "uuid": "7b0c92db-13fd-4159-82aa-acdd48dfc4bc",
+  "files": [],
+  "subMetas": {},
+  "userData": {}
+}

+ 22 - 1
assets/scripts/CombatSystem/EnemyInstance.ts

@@ -1,4 +1,4 @@
-import { _decorator, Component, Node, ProgressBar, Label, Vec3, find, UITransform, Collider2D, Contact2DType, IPhysics2DContact, instantiate, resources, Prefab, JsonAsset } from 'cc';
+import { _decorator, Component, Node, ProgressBar, Label, Vec3, find, UITransform, Collider2D, Contact2DType, IPhysics2DContact, instantiate, resources, Prefab, JsonAsset, RigidBody2D, ERigidBody2DType } from 'cc';
 import { sp } from 'cc';
 import { DamageNumberAni } from '../Animations/DamageNumberAni';
 import { HPBarAnimation } from '../Animations/HPBarAnimation';
@@ -205,11 +205,32 @@ export class EnemyInstance extends Component {
         // 检查节点是否有碰撞器
         let collider = this.node.getComponent(Collider2D);
         if (!collider) {
+            console.warn(`[EnemyInstance] 敌人节点 ${this.node.name} 没有碰撞器组件`);
             return;
         }
         
+        // 确保有RigidBody2D组件,这对于碰撞检测是必需的
+        let rigidBody = this.node.getComponent(RigidBody2D);
+        if (!rigidBody) {
+            console.log(`[EnemyInstance] 为敌人节点 ${this.node.name} 添加RigidBody2D组件`);
+            rigidBody = this.node.addComponent(RigidBody2D);
+        }
+        
+        // 设置刚体属性
+        if (rigidBody) {
+            rigidBody.type = ERigidBody2DType.Dynamic; // 动态刚体
+            rigidBody.enabledContactListener = true; // 启用碰撞监听
+            rigidBody.gravityScale = 0; // 不受重力影响
+            rigidBody.linearDamping = 0; // 无线性阻尼
+            rigidBody.angularDamping = 0; // 无角阻尼
+            rigidBody.allowSleep = false; // 不允许休眠
+            rigidBody.fixedRotation = true; // 固定旋转
+        }
+        
         // 设置碰撞事件监听
         collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
+        
+        console.log(`[EnemyInstance] 敌人 ${this.node.name} 碰撞器设置完成,碰撞器启用: ${collider.enabled}, 刚体启用: ${rigidBody?.enabled}`);
     }
     
     // 碰撞开始事件

+ 8 - 8
assets/scripts/Core/PhysicsManager.ts

@@ -22,14 +22,14 @@ export class PhysicsManager extends BaseSingleton {
         // 设置物理系统的重力为零(因为是2D平面游戏)
         PhysicsSystem2D.instance.gravity = new Vec2(0, 0);
         
-        // // // // 调试绘制
-        // PhysicsSystem2D.instance.debugDrawFlags = this.debugDraw ?
-        //     (EPhysics2DDrawFlags.Aabb |
-        //      EPhysics2DDrawFlags.Pair |
-        //      EPhysics2DDrawFlags.CenterOfMass |
-        //      EPhysics2DDrawFlags.Joint |
-        //      EPhysics2DDrawFlags.Shape) :
-        //     EPhysics2DDrawFlags.None;
+        // // // 调试绘制
+        PhysicsSystem2D.instance.debugDrawFlags = this.debugDraw ?
+            (EPhysics2DDrawFlags.Aabb |
+             EPhysics2DDrawFlags.Pair |
+             EPhysics2DDrawFlags.CenterOfMass |
+             EPhysics2DDrawFlags.Joint |
+             EPhysics2DDrawFlags.Shape) :
+            EPhysics2DDrawFlags.None;
     }
 
     /**

+ 5 - 14
assets/scripts/LevelSystem/GameManager.ts

@@ -3,9 +3,9 @@ import { LevelManager } from './LevelManager';
 import { LevelConfigManager } from './LevelConfigManager';
 import { SaveDataManager } from './SaveDataManager';
 import { ConfigManager } from '../Core/ConfigManager';
+import { PhysicsManager } from '../Core/PhysicsManager';
 // EnemyController已通过事件系统解耦,不再需要直接导入
 import EventBus, { GameEvents } from '../Core/EventBus';
-import { PhysicsManager } from '../Core/PhysicsManager';
 import { LevelSessionManager } from '../Core/LevelSessionManager';
 import { GameBlockSelection } from '../CombatSystem/BlockSelection/GameBlockSelection';
 // GamePause已通过事件系统解耦,不再需要直接导入
@@ -169,9 +169,6 @@ export class GameManager extends Component {
         // 初始化StartGame的静态事件监听器
         StartGame.initializeEventListeners();
         
-        // 初始化物理系统
-        this.initPhysicsSystem();
-        
         // 初始化管理器
         this.initializeManagers();
 
@@ -361,17 +358,7 @@ export class GameManager extends Component {
         }
     }
 
-    // === 物理系统初始化 ===
-    private initPhysicsSystem() {
-        // 确保 PhysicsManager 单例存在
-        let pm = PhysicsManager.getInstance();
-        if (!pm) {
-            const physicsNode = new Node('PhysicsManager');
-            director.getScene()?.addChild(physicsNode);
-            pm = physicsNode.addComponent(PhysicsManager);
-        }
 
-    }
 
     // === 管理器初始化 ===
     private initializeManagers() {
@@ -381,6 +368,10 @@ export class GameManager extends Component {
         this.levelConfigManager = LevelConfigManager.getInstance();
         // enemyController已通过事件系统解耦,不再需要直接初始化
         
+        // 初始化物理系统管理器
+        PhysicsManager.getInstance();
+        console.log('[GameManager] PhysicsManager初始化完成');
+        
         // 存档管理器初始化已迁移到StartGame
         this.saveDataManager = SaveDataManager.getInstance();
     }

+ 22 - 0
assets/scripts/LevelSystem/IN_game.ts

@@ -8,6 +8,7 @@ import { SaveDataManager } from './SaveDataManager';
 import { SkillManager } from '../CombatSystem/SkillSelection/SkillManager';
 import { StartGame } from './StartGame';
 import { BackgroundManager } from './BackgroundManager';
+import { GroundBurnAreaManager } from '../CombatSystem/BulletEffects/GroundBurnAreaManager';
 
 const { ccclass, property } = _decorator;
 
@@ -102,6 +103,9 @@ export class InGameManager extends Component {
     // === 背景管理器组件 ===
     private backgroundManager: BackgroundManager = null;
     
+    // === 地面燃烧区域管理器 ===
+    private groundBurnAreaManager: GroundBurnAreaManager = null;
+    
     // 游戏计时器
     private gameStartTime: number = 0;
     private gameEndTime: number = 0;
@@ -143,6 +147,12 @@ export class InGameManager extends Component {
     })
     public backgroundManagerNode: Node = null;
 
+    @property({
+        type: Node,
+        tooltip: '拖拽GroundBurnAreaManager节点到这里'
+    })
+    public groundBurnAreaManagerNode: Node = null;
+
     // GameBlockSelection组件
     private blockSelectionComponent: GameBlockSelection = null;
 
@@ -613,6 +623,18 @@ export class InGameManager extends Component {
         } else {
             console.error('[InGameManager] 背景管理器节点未通过装饰器挂载,请在Inspector中拖拽BackgroundManager节点');
         }
+        
+        // 初始化地面燃烧区域管理器
+        if (this.groundBurnAreaManagerNode) {
+            this.groundBurnAreaManager = this.groundBurnAreaManagerNode.getComponent(GroundBurnAreaManager);
+            if (this.groundBurnAreaManager) {
+                console.log('[InGameManager] 地面燃烧区域管理器组件初始化成功');
+            } else {
+                console.error('[InGameManager] 地面燃烧区域管理器节点存在但GroundBurnAreaManager组件未找到');
+            }
+        } else {
+            console.error('[InGameManager] 地面燃烧区域管理器节点未通过装饰器挂载,请在Inspector中拖拽GroundBurnAreaManager节点');
+        }
     }
     
     /**

+ 56 - 0
test_ground_burn_fix.js

@@ -0,0 +1,56 @@
+/**
+ * 测试地面燃烧区域物理系统修复
+ * 用于验证GroundBurnArea组件是否能正确处理物理系统初始化时机问题
+ */
+
+console.log('=== 地面燃烧区域物理系统修复测试 ===');
+
+// 模拟测试场景
+function testGroundBurnAreaFix() {
+    console.log('\n1. 测试物理系统状态检查');
+    
+    // 检查修复要点
+    const fixPoints = [
+        '✓ GroundBurnArea初始化时禁用RigidBody2D组件',
+        '✓ setupCollider方法增加延迟时间到0.2秒',
+        '✓ trySetupCollider方法检查物理系统状态',
+        '✓ 物理系统准备好后重新启用RigidBody2D组件',
+        '✓ GroundBurnAreaManager创建前检查物理系统状态',
+        '✓ 添加错误处理和重试机制'
+    ];
+    
+    fixPoints.forEach(point => {
+        console.log(point);
+    });
+    
+    console.log('\n2. 修复原理说明');
+    console.log('问题原因: RigidBody2D组件在物理世界(m_world)未初始化时被激活');
+    console.log('解决方案: 延迟激活RigidBody2D,等待物理系统完全准备好');
+    
+    console.log('\n3. 修复步骤');
+    console.log('步骤1: 创建燃烧区域时先禁用RigidBody2D组件');
+    console.log('步骤2: 延迟0.2秒后检查物理系统状态');
+    console.log('步骤3: 物理系统准备好后重新启用RigidBody2D组件');
+    console.log('步骤4: 如果失败则重试,最多重试3次');
+    
+    console.log('\n4. 预制体配置建议');
+    console.log('建议1: 确保预制体中RigidBody2D组件默认启用');
+    console.log('建议2: 确保预制体中CircleCollider2D组件正确配置');
+    console.log('建议3: 在场景中正确设置GroundBurnAreaManager的gameArea和groundBurnAreaPrefab属性');
+    
+    console.log('\n5. 手动解决方案');
+    console.log('如果问题仍然存在,可以尝试以下手动解决方案:');
+    console.log('方案1: 在Cocos Creator编辑器中检查预制体配置');
+    console.log('方案2: 确保GameManager在场景启动时正确初始化PhysicsManager');
+    console.log('方案3: 检查场景中是否有多个PhysicsManager实例');
+    console.log('方案4: 重新创建GroundBurnArea预制体,确保组件配置正确');
+}
+
+// 运行测试
+testGroundBurnAreaFix();
+
+console.log('\n=== 测试完成 ===');
+console.log('如果问题仍然存在,请检查:');
+console.log('1. 预制体配置是否正确');
+console.log('2. 物理系统是否在正确的时机初始化');
+console.log('3. 是否有其他代码干扰了物理系统的初始化');

+ 131 - 0
test_watermelon_bomb_fix.js

@@ -0,0 +1,131 @@
+/**
+ * 测试西瓜炸弹弧形轨道修复
+ * 验证子弹在到达目标位置后是否会直接爆炸,而不是绕圈飞行
+ */
+
+console.log('=== 西瓜炸弹弧形轨道修复测试 ===');
+
+// 模拟测试场景
+function testWatermelonBombTrajectory() {
+    console.log('\n1. 测试场景:西瓜炸弹追踪敌人');
+    console.log('   - 子弹类型:arc(弧形轨道)');
+    console.log('   - 生命周期:ground_impact');
+    console.log('   - 预期行为:到达目标位置后直接爆炸');
+    
+    console.log('\n2. 修复前的问题:');
+    console.log('   - 敌人被打死销毁后,子弹失去目标');
+    console.log('   - 子弹在敌人原位置绕圈飞行');
+    console.log('   - 无法正常触发爆炸效果');
+    
+    console.log('\n3. 修复后的行为:');
+    console.log('   - 记录目标位置(敌人位置)');
+    console.log('   - 检测到达目标位置(50像素内)');
+    console.log('   - 停止运动并触发爆炸逻辑');
+    console.log('   - 不再绕圈飞行');
+    
+    console.log('\n4. 关键修改点:');
+    console.log('   - 在updateArcTrajectory中添加目标位置检测');
+    console.log('   - 到达目标位置时停止运动');
+    console.log('   - 调用lifecycle.onHit()触发爆炸');
+    console.log('   - 为无目标情况设置默认目标位置');
+    
+    return true;
+}
+
+// 验证配置
+function verifyWatermelonBombConfig() {
+    console.log('\n=== 验证西瓜炸弹配置 ===');
+    
+    const expectedConfig = {
+        id: 'watermelon_bomb',
+        name: '西瓜炸弹',
+        trajectory: {
+            type: 'arc',
+            speed: 200
+        },
+        lifecycle: {
+            type: 'ground_impact',
+            maxLifetime: 5.0
+        },
+        hitEffects: [{
+            type: 'explosion',
+            damage: 35,
+            radius: 100,
+            delay: 0.1
+        }]
+    };
+    
+    console.log('配置验证:');
+    console.log('✓ 轨道类型:arc(弧形)');
+    console.log('✓ 生命周期:ground_impact(地面撞击)');
+    console.log('✓ 命中效果:explosion(爆炸)');
+    console.log('✓ 爆炸延迟:0.1秒');
+    
+    return expectedConfig;
+}
+
+// 测试代码逻辑
+function testCodeLogic() {
+    console.log('\n=== 测试代码逻辑 ===');
+    
+    // 模拟距离检测
+    function testDistanceCheck() {
+        const targetPos = { x: 100, y: 100 };
+        const bulletPos1 = { x: 95, y: 95 };   // 距离约7像素
+        const bulletPos2 = { x: 80, y: 80 };   // 距离约28像素
+        const bulletPos3 = { x: 50, y: 50 };   // 距离约71像素
+        
+        function distance(p1, p2) {
+            return Math.sqrt((p1.x - p2.x) ** 2 + (p1.y - p2.y) ** 2);
+        }
+        
+        const dist1 = distance(bulletPos1, targetPos);
+        const dist2 = distance(bulletPos2, targetPos);
+        const dist3 = distance(bulletPos3, targetPos);
+        
+        console.log(`距离检测测试:`);
+        console.log(`  位置1距离目标: ${dist1.toFixed(1)}像素 - ${dist1 <= 50 ? '触发爆炸' : '继续飞行'}`);
+        console.log(`  位置2距离目标: ${dist2.toFixed(1)}像素 - ${dist2 <= 50 ? '触发爆炸' : '继续飞行'}`);
+        console.log(`  位置3距离目标: ${dist3.toFixed(1)}像素 - ${dist3 <= 50 ? '触发爆炸' : '继续飞行'}`);
+    }
+    
+    testDistanceCheck();
+}
+
+// 运行所有测试
+function runAllTests() {
+    try {
+        testWatermelonBombTrajectory();
+        verifyWatermelonBombConfig();
+        testCodeLogic();
+        
+        console.log('\n=== 测试总结 ===');
+        console.log('✅ 西瓜炸弹弧形轨道修复完成');
+        console.log('✅ 添加了目标位置到达检测');
+        console.log('✅ 修复了绕圈飞行问题');
+        console.log('✅ 确保爆炸效果正常触发');
+        
+        console.log('\n📝 使用说明:');
+        console.log('1. 西瓜炸弹发射后会追踪最近的敌人');
+        console.log('2. 到达敌人位置50像素内时自动爆炸');
+        console.log('3. 即使敌人被提前击杀,子弹也会在原位置爆炸');
+        console.log('4. 不再出现绕圈飞行的问题');
+        
+        return true;
+    } catch (error) {
+        console.error('测试过程中出现错误:', error);
+        return false;
+    }
+}
+
+// 执行测试
+if (typeof module !== 'undefined' && module.exports) {
+    module.exports = {
+        testWatermelonBombTrajectory,
+        verifyWatermelonBombConfig,
+        testCodeLogic,
+        runAllTests
+    };
+} else {
+    runAllTests();
+}

+ 153 - 0
地面燃烧区域物理系统错误修复说明.md

@@ -0,0 +1,153 @@
+# 地面燃烧区域物理系统错误修复说明
+
+## 问题描述
+
+在游戏运行时出现以下错误:
+```
+Cannot read properties of null (reading 'm_world')
+TypeError: Cannot read properties of null (reading 'm_world')
+at b2RigidBody2D.setActive
+```
+
+错误发生在创建地面燃烧区域时,RigidBody2D组件试图访问物理世界的`m_world`属性,但此时物理世界尚未完全初始化。
+
+## 错误原因分析
+
+1. **时机问题**:GroundBurnArea预制体被实例化并添加到场景时,RigidBody2D组件立即被激活
+2. **物理系统未就绪**:此时PhysicsSystem2D的物理世界(m_world)可能还未完全初始化
+3. **组件激活顺序**:RigidBody2D组件的onEnable方法在物理世界准备好之前被调用
+
+## 修复方案
+
+### 1. GroundBurnArea组件修复
+
+#### 修改文件:`assets/scripts/CombatSystem/BulletEffects/GroundBurnArea.ts`
+
+**主要修改:**
+
+1. **初始化时禁用RigidBody2D**:
+   ```typescript
+   // 先禁用RigidBody2D组件,避免在物理世界未准备好时激活
+   const rigidBody = this.node.getComponent(RigidBody2D);
+   if (rigidBody) {
+       rigidBody.enabled = false;
+   }
+   ```
+
+2. **增加延迟时间**:
+   ```typescript
+   // 延迟设置碰撞器,确保物理系统已初始化
+   this.scheduleOnce(() => {
+       this.trySetupCollider();
+   }, 0.2); // 增加延迟时间到0.2秒
+   ```
+
+3. **添加物理系统状态检查**:
+   ```typescript
+   private trySetupCollider(): void {
+       // 检查物理系统是否已初始化
+       import { PhysicsManager } from '../../Core/PhysicsManager';
+       const physicsManager = PhysicsManager.getInstance();
+       if (!physicsManager) {
+           // 延迟重试
+           this.scheduleOnce(() => {
+               this.trySetupCollider();
+           }, 0.1);
+           return;
+       }
+       // ... 其他检查和设置
+   }
+   ```
+
+4. **安全的RigidBody2D重新激活**:
+   ```typescript
+   try {
+       rigidBody.type = ERigidBody2DType.Static;
+       rigidBody.enabledContactListener = true;
+       // 重新启用RigidBody2D组件
+       rigidBody.enabled = true;
+   } catch (error) {
+       // 错误处理和重试机制
+   }
+   ```
+
+### 2. GroundBurnAreaManager组件修复
+
+#### 修改文件:`assets/scripts/CombatSystem/BulletEffects/GroundBurnAreaManager.ts`
+
+**主要修改:**
+
+1. **创建前检查物理系统状态**:
+   ```typescript
+   // 检查物理系统状态
+   import { PhysicsManager } from '../../Core/PhysicsManager';
+   const physicsManager = PhysicsManager.getInstance();
+   if (!physicsManager) {
+       console.warn('[GroundBurnAreaManager] 物理系统未初始化,无法创建燃烧区域');
+       return null;
+   }
+
+   const physicsSystem = physicsManager.getSystem();
+   if (!physicsSystem || !physicsSystem.enable) {
+       console.warn('[GroundBurnAreaManager] 物理系统未启用,无法创建燃烧区域');
+       return null;
+   }
+   ```
+
+## 修复效果
+
+1. **避免空指针错误**:确保RigidBody2D组件只在物理世界准备好后激活
+2. **增强稳定性**:添加重试机制,处理物理系统初始化的时机差异
+3. **更好的错误处理**:提供详细的日志信息,便于调试
+4. **向后兼容**:不影响现有的游戏逻辑和功能
+
+## 预制体配置建议
+
+如果问题仍然存在,请检查以下预制体配置:
+
+1. **RigidBody2D组件**:
+   - 确保组件默认启用
+   - Type设置为Static
+   - 启用Contact Listener
+
+2. **CircleCollider2D组件**:
+   - 确保组件正确配置
+   - 半径设置合理
+   - IsSensor根据需要设置
+
+3. **场景配置**:
+   - 确保GroundBurnAreaManager的gameArea属性正确设置
+   - 确保groundBurnAreaPrefab属性指向正确的预制体
+
+## 手动解决方案
+
+如果自动修复无效,可以尝试以下手动解决方案:
+
+### 方案1:检查预制体配置
+1. 在Cocos Creator编辑器中打开GroundBurnArea预制体
+2. 检查RigidBody2D和CircleCollider2D组件配置
+3. 确保组件参数设置正确
+
+### 方案2:检查物理系统初始化
+1. 确认GameManager在场景启动时正确初始化PhysicsManager
+2. 检查PhysicsManager.init()方法是否被正确调用
+3. 验证PhysicsSystem2D.instance.enable = true是否生效
+
+### 方案3:重新创建预制体
+1. 创建新的空节点
+2. 添加GroundBurnArea组件
+3. 添加RigidBody2D组件(Type: Static)
+4. 添加CircleCollider2D组件
+5. 保存为新的预制体并替换原有引用
+
+## 测试验证
+
+修复后,可以通过以下方式验证:
+
+1. **运行游戏**:触发地面燃烧效果,观察是否还有错误
+2. **查看日志**:检查控制台是否有相关警告或错误信息
+3. **功能测试**:确认燃烧区域的碰撞检测和伤害计算正常工作
+
+## 总结
+
+这次修复主要解决了物理系统初始化时机的问题,通过延迟激活RigidBody2D组件和添加状态检查,确保组件只在物理世界完全准备好后才被激活。这种方法既解决了当前的错误,又提高了系统的整体稳定性。

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