import { _decorator, Component, Node, Button, Label, Sprite, SpriteFrame, Texture2D, resources, ScrollView, Layout, Prefab, instantiate, find, UIOpacity, Color } from 'cc'; import { SaveDataManager, WeaponData } from '../../LevelSystem/SaveDataManager'; import EventBus, { GameEvents } from '../../Core/EventBus'; import { UpgradeAni } from './UpgradeAni'; import { PopUPAni } from '../../Animations/PopUPAni'; const { ccclass, property } = _decorator; /** * 武器配置接口(从weapons.json加载) */ interface WeaponConfig { id: string; name: string; type: string; rarity: string; weight: number; stats: { damage: number; fireRate: number; range: number; bulletSpeed: number; }; visualConfig: { weaponSprites: string | { "I": string; "H-I": string; "L": string; "S": string; "D-T": string; }; }; upgradeConfig?: { maxLevel: number; levels: { [level: string]: { cost: number; damage?: number; }; }; }; } /** * 武器升级系统控制器 * 负责管理武器升级UI和逻辑 */ @ccclass('UpgradeController') export class UpgradeController extends Component { // UI节点引用 @property(Node) upgradeUI: Node = null; // Canvas/UpgradeUI @property(ScrollView) weaponScrollView: ScrollView = null; // Canvas/UpgradeUI/ScrollView @property(Layout) weaponLayout: Layout = null; // Canvas/UpgradeUI/ScrollView/view/content/Layout @property(Node) upgradePanel: Node = null; // Canvas/UpgradeUI/UpgradePanel @property(Button) closePanelBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/CloseBtn // 升级面板UI组件 @property(Sprite) panelWeaponSprite: Sprite = null; // Canvas/UpgradeUI/UpgradePanel/WeaponSprite @property(Label) panelLevelLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/LevelLabel @property(Label) panelCurrentDamage: Label = null; // Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage @property(Label) panelCostLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel @property(Button) panelUpgradeBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn // 武器节点预制体 @property(Prefab) lockedWeaponPrefab: Prefab = null; // Lock.prefab @property(Prefab) unlockedWeaponPrefab: Prefab = null; // Unlock.prefab // 动画控制器 @property(PopUPAni) upgradeAni: PopUPAni = null; // Canvas/UpgradeUI/UpgradePanel上的PopUPAni组件 @property(UpgradeAni) weaponUpgradeAni: UpgradeAni = null; // 武器升级动画组件 // 数据管理 private saveDataManager: SaveDataManager = null; private weaponsConfig: { weapons: WeaponConfig[] } = null; private currentSelectedWeapon: string = null; private levelConfigs: any[] = []; // 武器节点列表 private weaponNodes: Node[] = []; onLoad() { this.saveDataManager = SaveDataManager.getInstance(); this.bindEvents(); } async start() { // 先加载武器配置 await this.loadWeaponsConfig(); // 为UpgradeAni组件加载武器配置 if (this.weaponUpgradeAni) { try { await this.weaponUpgradeAni.loadWeaponsConfig(); console.log('[UpgradeController] UpgradeAni武器配置加载完成'); } catch (error) { console.error('[UpgradeController] UpgradeAni武器配置加载失败:', error); } } // 加载关卡配置 await this.loadLevelConfigs(); // 初始化武器数据 this.initializeWeapons(); // 初始化时检查武器解锁状态 this.checkInitialWeaponUnlocks(); // 刷新UI this.refreshWeaponList(); // 初始化升级面板状态 if (this.upgradeAni) { this.upgradeAni.hidePanelImmediate(); } else { this.upgradePanel.active = false; } console.log('[UpgradeController] 初始化完成'); } /** * 绑定事件 */ private bindEvents() { // 关闭升级面板 this.closePanelBtn?.node.on(Button.EventType.CLICK, this.closeUpgradePanel, this); // 升级按钮 this.panelUpgradeBtn?.node.on(Button.EventType.CLICK, this.onUpgradeWeapon, this); // 监听关卡完成事件,自动解锁武器 EventBus.getInstance().on(GameEvents.GAME_SUCCESS, this.onLevelComplete, this); // 监听货币变化事件,更新升级按钮闪烁状态 EventBus.getInstance().on(GameEvents.CURRENCY_CHANGED, this.onCurrencyChanged, this); } /** * 加载武器配置 */ private async loadWeaponsConfig() { try { const jsonAsset = await new Promise((resolve, reject) => { resources.load('data/weapons', (err, asset) => { if (err) reject(err); else resolve(asset); }); }); this.weaponsConfig = jsonAsset.json; console.log('[UpgradeController] 武器配置加载成功:', this.weaponsConfig); } catch (error) { console.error('[UpgradeController] 加载武器配置失败:', error); } } /** * 加载关卡配置 */ private async loadLevelConfigs() { try { this.levelConfigs = []; // 加载Level1到Level5的配置 for (let i = 1; i <= 5; i++) { try { const levelData = await new Promise((resolve, reject) => { resources.load(`data/levels/Level${i}`, (err, asset) => { if (err) reject(err); else resolve(asset); }); }); this.levelConfigs.push({ level: i, ...levelData }); } catch (error) { console.warn(`加载Level${i}配置失败:`, error); } } console.log('关卡配置加载成功:', this.levelConfigs); } catch (error) { console.error('加载关卡配置失败:', error); this.levelConfigs = []; } } /** * 初始化武器数据(确保所有武器都在存档中) */ private initializeWeapons() { if (!this.weaponsConfig) return; // 为每个武器创建初始数据(如果不存在) this.weaponsConfig.weapons.forEach(weaponConfig => { const existingWeapon = this.saveDataManager.getWeapon(weaponConfig.id); if (!existingWeapon) { this.saveDataManager.addWeapon(weaponConfig.id, weaponConfig.rarity); } }); } /** * 初始化时检查武器解锁状态 */ private checkInitialWeaponUnlocks() { if (!this.saveDataManager || !this.weaponsConfig) return; const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel(); console.log(`[UpgradeController] 初始化检查武器解锁状态,当前最大解锁关卡: ${maxUnlockedLevel}`); let hasUpdates = false; for (const weaponConfig of this.weaponsConfig.weapons) { const weaponId = weaponConfig.id; const weaponData = this.saveDataManager.getWeapon(weaponId); const requiredLevel = this.getWeaponUnlockLevelById(weaponId); // 检查武器是否应该根据关卡进度解锁 const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel; const isCurrentlyUnlocked = weaponData && weaponData.level > 0; // 如果武器应该解锁但还未解锁,则自动解锁 if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) { weaponData.level = 1; // 由于WeaponData类型中没有unlockTime属性,这里先注释掉 // weaponData.unlockTime = weaponData.unlockTime || Date.now(); console.log(`[UpgradeController] 初始化时自动解锁武器: ${weaponConfig.name} (${weaponId})`); hasUpdates = true; } } // 如果有更新,保存数据 if (hasUpdates) { this.saveDataManager.savePlayerData(); console.log(`[UpgradeController] 初始化武器解锁状态更新完成`); } } /** * 刷新武器列表UI */ private refreshWeaponList() { if (!this.weaponsConfig || !this.weaponLayout) { console.warn('武器配置或武器布局未初始化'); return; } // 清除现有节点 this.clearWeaponNodes(); // 为每个武器创建UI节点 this.weaponsConfig.weapons.forEach((weaponConfig, index) => { this.createWeaponNode(weaponConfig, index); }); } /** * 切换武器节点状态(从锁定到解锁或反之) */ private switchWeaponNodeState(weaponId: string) { const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId); if (!weaponConfig) { console.warn(`未找到武器配置: ${weaponId}`); return; } // 找到对应的武器节点 const weaponNodeIndex = this.weaponNodes.findIndex(node => node.name === `WeaponNode_${weaponId}`); if (weaponNodeIndex === -1) { console.warn(`未找到武器节点: ${weaponId}`); return; } const oldNode = this.weaponNodes[weaponNodeIndex]; const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponId); const weaponData = this.saveDataManager.getWeapon(weaponId); // 创建新节点 let newNode: Node = null; if (isUnlocked) { if (this.unlockedWeaponPrefab) { newNode = instantiate(this.unlockedWeaponPrefab); this.setupUnlockedWeaponNode(newNode, weaponConfig, weaponData); } } else { if (this.lockedWeaponPrefab) { newNode = instantiate(this.lockedWeaponPrefab); this.setupLockedWeaponNode(newNode, weaponConfig); } } if (newNode) { newNode.name = `WeaponNode_${weaponId}`; // 获取旧节点的位置 const siblingIndex = oldNode.getSiblingIndex(); // 移除旧节点 oldNode.removeFromParent(); // 添加新节点到相同位置 this.weaponLayout.node.insertChild(newNode, siblingIndex); // 更新节点数组 this.weaponNodes[weaponNodeIndex] = newNode; console.log(`武器 ${weaponId} 状态切换完成: ${isUnlocked ? '解锁' : '锁定'}`); } } /** * 清除武器节点 */ private clearWeaponNodes() { this.weaponNodes.forEach(node => { if (node && node.isValid) { node.destroy(); } }); this.weaponNodes = []; } /** * 创建武器节点 */ private createWeaponNode(weaponConfig: WeaponConfig, index: number) { // 获取武器数据 const weaponData = this.saveDataManager.getWeapon(weaponConfig.id); const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponConfig.id); console.log(`设置武器节点 ${index}: ${weaponConfig.name}, 等级: ${weaponData?.level || 0}, 已解锁: ${isUnlocked}`); // 根据解锁状态选择合适的预制体 let weaponNode: Node = null; if (isUnlocked) { if (this.unlockedWeaponPrefab) { weaponNode = instantiate(this.unlockedWeaponPrefab); this.setupUnlockedWeaponNode(weaponNode, weaponConfig, weaponData); } } else { if (this.lockedWeaponPrefab) { weaponNode = instantiate(this.lockedWeaponPrefab); this.setupLockedWeaponNode(weaponNode, weaponConfig); } } // 如果没有预制体,记录警告 if (!weaponNode) { console.warn(`无法创建武器节点 ${weaponConfig.name}: 缺少对应的预制体`); return; } // 设置节点名称 weaponNode.name = `WeaponNode_${weaponConfig.id}`; // 添加到布局中 this.weaponLayout.node.addChild(weaponNode); this.weaponNodes.push(weaponNode); } /** * 加载武器图标 */ private loadWeaponSprite(sprite: Sprite, spritePath: string) { // 参考WeaponBullet.ts的正确加载方式,在路径后添加'/spriteFrame' const framePath = `${spritePath}/spriteFrame`; resources.load(framePath, SpriteFrame, (err, spriteFrame) => { if (!err && spriteFrame && sprite && sprite.isValid) { sprite.spriteFrame = spriteFrame; console.log(`武器图标加载成功: ${spritePath}`); } else if (err) { console.warn(`加载武器图标失败: ${spritePath}`, err); } }); } /** * 设置已解锁武器节点(适配Unlock.prefab) */ private setupUnlockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig, weaponData: any) { // 获取公共的Sprite节点,避免重复查找 const spriteNode = weaponNode.getChildByName('Sprite'); if (!spriteNode) { console.warn('未找到Sprite节点:', weaponConfig.id); return; } // 设置武器图标 - 查找专门的武器图标Sprite节点,避免影响背景 const weaponSprite = spriteNode.getChildByName('WeaponSprite')?.getComponent(Sprite); if (weaponSprite && weaponConfig.visualConfig.weaponSprites) { let spritePath: string; // 检查weaponSprites是字符串还是对象 if (typeof weaponConfig.visualConfig.weaponSprites === 'string') { spritePath = weaponConfig.visualConfig.weaponSprites; } else { // 如果是对象,按优先级选择路径 spritePath = weaponConfig.visualConfig.weaponSprites['I'] || weaponConfig.visualConfig.weaponSprites['H-I'] || weaponConfig.visualConfig.weaponSprites['L'] || weaponConfig.visualConfig.weaponSprites['S'] || weaponConfig.visualConfig.weaponSprites['D-T']; } if (spritePath) { this.loadWeaponSprite(weaponSprite, spritePath); } } // 设置武器名称 - Unlock.prefab中的Name节点下的Label(只显示武器名称) const nameLabel = spriteNode.getChildByName('Name')?.getComponent(Label); if (nameLabel) { nameLabel.string = weaponConfig.name; } // 设置武器等级 - should_hide_in_hierarchy/Unlock/Sprite/Level/Label节点(显示等级) const levelNode = spriteNode.getChildByName('Level'); console.log(`[PreviewInEditor] 处理武器等级显示: ${weaponConfig.name}, weaponData:`, weaponData); if (levelNode) { // 先尝试Level节点本身的Label组件 let levelLabel = levelNode.getComponent(Label); if (!levelLabel) { // 如果Level节点本身没有Label,尝试查找子节点Label const labelNode = levelNode.getChildByName('Label'); if (labelNode) { levelLabel = labelNode.getComponent(Label); } } if (levelLabel) { const actualLevel = weaponData ? weaponData.level : 0; levelLabel.string = `${actualLevel}`; } else { console.warn(`[PreviewInEditor] 未找到Level Label组件: ${weaponConfig.name}`); } } else { console.warn(`[PreviewInEditor] 未找到Level节点: ${weaponConfig.name}`); } // 设置升级按钮 - Unlock.prefab中的Button节点 const upgradeButton = weaponNode.getChildByName('Upgrade')?.getComponent(Button); if (upgradeButton) { // 清除之前的事件监听 upgradeButton.node.off(Button.EventType.CLICK); // 添加升级事件 upgradeButton.node.on(Button.EventType.CLICK, () => { this.openUpgradePanel(weaponConfig.id); }, this); // 设置按钮文本和状态 const buttonLabel = upgradeButton.node.getChildByName('Label')?.getComponent(Label); if (buttonLabel) { const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10; if (weaponData && weaponData.level >= maxLevel) { buttonLabel.string = '已满级'; } else { // 只显示"升级",不显示费用,费用在升级面板中显示 buttonLabel.string = '升级'; } } } // Unlock.prefab已经有正常的视觉效果,确保节点激活 weaponNode.active = true; } /** * 设置未解锁武器节点(适配Lock.prefab) */ private setupLockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig) { // 设置解锁信息文本 - Lock.prefab中的Label节点 const unlockLabel = weaponNode.getChildByName('Label')?.getComponent(Label); if (unlockLabel) { const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name); unlockLabel.string = `通关第${unlockLevel}关解锁`; } // Lock.prefab已经有合适的视觉效果,不需要额外设置透明度 weaponNode.active = true; // 锁定武器节点保持可点击状态以显示解锁提示 // 添加点击事件监听(显示解锁提示) weaponNode.on(Node.EventType.TOUCH_END, () => { const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name); console.log(`${weaponConfig.name} 需要通关第${unlockLevel}关才能解锁`); }, this); } /** * 打开升级面板 */ private async openUpgradePanel(weaponId: string) { const weaponConfig = this.weaponsConfig.weapons.find(config => config.id === weaponId); if (!weaponConfig) { console.error(`未找到武器配置: ${weaponId}`); return; } const weaponData = this.saveDataManager.getWeapon(weaponId); if (!weaponData) { console.error(`未找到武器数据: ${weaponId}`); return; } this.currentSelectedWeapon = weaponId; console.log(`打开升级面板: ${weaponConfig.name}, 当前等级: ${weaponData.level}`); // 刷新面板内容 this.refreshUpgradePanel(); // 使用动画显示升级面板 if (this.upgradeAni) { await this.upgradeAni.showPanel(); } else { // 如果没有动画组件,直接显示 this.upgradePanel.active = true; } } /** * 关闭升级面板 */ private async closeUpgradePanel() { // 使用动画隐藏升级面板 if (this.upgradeAni) { await this.upgradeAni.hidePanel(); } else { // 如果没有动画组件,直接隐藏 this.upgradePanel.active = false; } this.currentSelectedWeapon = null; } /** * 刷新升级面板 */ private refreshUpgradePanel() { if (!this.currentSelectedWeapon || !this.weaponsConfig) return; const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon); const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon); if (!weaponConfig || !weaponData) { console.error(`刷新升级面板失败: 武器配置或数据不存在 ${this.currentSelectedWeapon}`); return; } console.log(`刷新升级面板: ${weaponConfig.name}, 等级: ${weaponData.level}`); // 设置武器图标 - Canvas/UpgradeUI/UpgradePanel/WeaponSprite if (this.panelWeaponSprite && weaponConfig.visualConfig.weaponSprites) { let spritePath: string; // 检查weaponSprites是字符串还是对象 if (typeof weaponConfig.visualConfig.weaponSprites === 'string') { spritePath = weaponConfig.visualConfig.weaponSprites; } else { // 如果是对象,按优先级选择路径 spritePath = weaponConfig.visualConfig.weaponSprites['I'] || weaponConfig.visualConfig.weaponSprites['H-I'] || weaponConfig.visualConfig.weaponSprites['L'] || weaponConfig.visualConfig.weaponSprites['S'] || weaponConfig.visualConfig.weaponSprites['D-T']; } if (spritePath) { this.loadWeaponSprite(this.panelWeaponSprite, spritePath); } } // 设置武器名称和等级 - Canvas/UpgradeUI/UpgradePanel/LevelLabel if (this.panelLevelLabel) { this.panelLevelLabel.string = `${weaponConfig.name} 等级 ${weaponData.level}`; } // 计算当前伤害(基础伤害 + 等级加成)- Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage const baseDamage = weaponConfig.stats.damage; const currentDamage = this.calculateWeaponDamage(baseDamage, weaponData.level, this.currentSelectedWeapon); const nextLevelDamage = this.calculateWeaponDamage(baseDamage, weaponData.level + 1, this.currentSelectedWeapon); const damageIncrease = nextLevelDamage - currentDamage; if (this.panelCurrentDamage) { // 只显示当前伤害数值,不显示增量 this.panelCurrentDamage.string = currentDamage.toString(); } // 同时更新UpgradeAni组件中的伤害显示 if (this.weaponUpgradeAni && this.weaponUpgradeAni.currentDamageLabel) { this.weaponUpgradeAni.updateCurrentDamageDisplay(this.currentSelectedWeapon, weaponData.level); } // 设置升级费用 - Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel // 优先从武器配置的upgradeConfig字段获取升级费用 let upgradeCost = 0; const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10; if (weaponData.level >= maxLevel) { // 已达到最大等级,显示"已满级" if (this.panelCostLabel) { this.panelCostLabel.string = "已满级"; } } else { // 从upgradeConfig获取升级费用 if (weaponConfig.upgradeConfig?.levels) { const levelConfig = weaponConfig.upgradeConfig.levels[weaponData.level.toString()]; if (levelConfig && levelConfig.cost) { upgradeCost = levelConfig.cost; } else { // 如果upgradeConfig中没有对应等级的费用,使用SaveDataManager的计算方法作为后备 upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon); } } else { // 如果没有upgradeConfig,使用SaveDataManager的计算方法 upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon); } if (this.panelCostLabel) { this.panelCostLabel.string = upgradeCost.toString(); } } // 升级按钮始终保持可点击状态,通过Toast显示各种提示 console.log(`[UpgradeController] 升级按钮保持可交互状态`); // 检查并更新升级按钮闪烁状态 this.updateUpgradeBtnBlinkState(); } /** * 计算武器伤害 */ private calculateWeaponDamage(baseDamage: number, level: number, weaponId?: string): number { if (level === 0) return 0; // 未解锁武器伤害为0 // 优先从武器配置的upgradeConfig中获取伤害值 if (weaponId && this.weaponsConfig && this.weaponsConfig.weapons) { const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId); if (weaponConfig && weaponConfig.upgradeConfig && weaponConfig.upgradeConfig.levels) { const levelConfig = weaponConfig.upgradeConfig.levels[level.toString()]; if (levelConfig && typeof levelConfig.damage === 'number') { console.log(`[UpgradeController] 从upgradeConfig获取伤害: ${weaponId} 等级${level} 伤害${levelConfig.damage}`); return levelConfig.damage; } } // 如果upgradeConfig中没有伤害值,使用基础伤害 + 等级加成作为后备 if (weaponConfig && weaponConfig.stats && weaponConfig.stats.damage) { const damage = baseDamage + (level - 1); console.log(`[UpgradeController] 使用基础伤害计算: ${weaponId} 等级${level} 伤害${damage}`); return damage; } } // 如果配置不存在,使用默认公式作为最后后备 return baseDamage + (level - 1); } /** * 根据武器名称查找解锁关卡 */ private getWeaponUnlockLevel(weaponName: string): number { // 武器名称到解锁关卡的映射 const weaponUnlockMap: { [key: string]: number } = { "毛豆射手": 1, "尖胡萝卜": 2, "锯齿草": 3, "西瓜炸弹": 4, "回旋镖盆栽": 5, "炙热辣椒": 6, "仙人散弹": 7, "秋葵导弹": 8, "狼牙棒": 9 }; return weaponUnlockMap[weaponName] || 1; } /** * 根据武器ID查找解锁关卡 */ private getWeaponUnlockLevelById(weaponId: string): number { // 武器ID到解锁关卡的映射 const weaponUnlockMap: { [key: string]: number } = { "pea_shooter": 1, "sharp_carrot": 2, "saw_grass": 3, "watermelon_bomb": 4, "boomerang_plant": 5, "hot_pepper": 6, "cactus_shotgun": 7, "okra_missile": 8, "mace_club": 9 }; return weaponUnlockMap[weaponId] || 1; } /** * 升级武器 */ private onUpgradeWeapon() { console.log(`[UpgradeController] onUpgradeWeapon方法被调用`); if (!this.currentSelectedWeapon) { console.log(`[UpgradeController] currentSelectedWeapon为空,退出`); return; } console.log(`[UpgradeController] 开始升级武器: ${this.currentSelectedWeapon}`); // 检查升级条件并显示相应提示 const weapon = this.saveDataManager.getWeapon(this.currentSelectedWeapon); console.log(`[UpgradeController] 获取到的武器数据:`, weapon); if (!weapon) { console.log(`[UpgradeController] 武器不存在: ${this.currentSelectedWeapon}`); EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器不存在", duration: 2.0 }); return; } console.log(`[UpgradeController] 武器等级: ${weapon.level}`); if (weapon.level === 0) { console.log(`[UpgradeController] 武器未解锁: ${this.currentSelectedWeapon}`); EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "请先解锁武器", duration: 2.0 }); return; } // 检查是否已达到最大等级 const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon); const maxLevel = weaponConfig?.upgradeConfig?.maxLevel || 10; if (weapon.level >= maxLevel) { console.log(`[UpgradeController] 武器已达到最大等级: ${this.currentSelectedWeapon}`); EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器已达到最大等级", duration: 2.0 }); return; } const cost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon); const playerMoney = this.saveDataManager.getMoney(); console.log(`[UpgradeController] 升级检查 - 武器: ${this.currentSelectedWeapon}, 费用: ${cost}, 当前金币: ${playerMoney}`); console.log(`[UpgradeController] 费用类型: ${typeof cost}, 金币类型: ${typeof playerMoney}`); console.log(`[UpgradeController] 条件判断: ${playerMoney} < ${cost} = ${playerMoney < cost}`); if (playerMoney < cost) { console.log(`[UpgradeController] 金币不足 - 需要: ${cost}, 当前: ${playerMoney}`); EventBus.getInstance().emit(GameEvents.SHOW_RESOURCE_TOAST, { message: `金币不足,需要${cost}金币`, duration: 2.0 }); return; } console.log(`[UpgradeController] 金币充足,继续升级流程`); // 记录升级前的金币数量 const coinsBeforeUpgrade = this.saveDataManager.getMoney(); console.log(`[UpgradeController] 升级前金币: ${coinsBeforeUpgrade}`); const success = this.saveDataManager.upgradeWeapon(this.currentSelectedWeapon); if (success) { const coinsAfterUpgrade = this.saveDataManager.getMoney(); console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级成功`); console.log(`[UpgradeController] 升级后金币: ${coinsAfterUpgrade}, 消耗: ${coinsBeforeUpgrade - coinsAfterUpgrade}`); // 播放武器升级成功动画 this.playWeaponUpgradeSuccessAnimation(); // 刷新升级面板 this.refreshUpgradePanel(); // 更新UpgradeAni组件中的伤害显示 if (this.weaponUpgradeAni && this.weaponUpgradeAni.currentDamageLabel) { const upgradedWeapon = this.saveDataManager.getWeapon(this.currentSelectedWeapon); if (upgradedWeapon) { this.weaponUpgradeAni.updateCurrentDamageDisplay(this.currentSelectedWeapon, upgradedWeapon.level); console.log(`[UpgradeController] 升级后更新UpgradeAni伤害显示: ${this.currentSelectedWeapon} 等级${upgradedWeapon.level}`); } } // 使用新的状态切换方法更新武器节点 this.switchWeaponNodeState(this.currentSelectedWeapon); // 更新升级按钮闪烁状态(升级后钞票可能不足继续升级) this.updateUpgradeBtnBlinkState(); // 保存数据 this.saveDataManager.savePlayerData(); } else { console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级失败`); EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "升级失败,请重试", duration: 1.0 }); // 升级失败时不更新UI } } /** * 播放武器升级成功动画 */ private async playWeaponUpgradeSuccessAnimation(): Promise { if (!this.weaponUpgradeAni || !this.panelWeaponSprite) { console.warn('[UpgradeController] weaponUpgradeAni 或 panelWeaponSprite 未设置,跳过升级动画'); return; } try { // 获取武器图标节点 const weaponIconNode = this.panelWeaponSprite.node; // 播放升级动画 await this.weaponUpgradeAni.playWeaponUpgradeAnimation(weaponIconNode); console.log('[UpgradeController] 武器升级动画播放完成'); } catch (error) { console.error('[UpgradeController] 播放武器升级动画时出错:', error); } } /** * 解锁武器 */ public unlockWeapon(weaponId: string): boolean { const success = this.saveDataManager.unlockWeapon(weaponId); if (success) { console.log(`武器 ${weaponId} 解锁成功`); // 使用新的状态切换方法更新武器节点 this.switchWeaponNodeState(weaponId); // 保存数据 this.saveDataManager.savePlayerData(); } return success; } /** * 获取武器当前伤害 */ public getWeaponDamage(weaponId: string): number { if (!this.weaponsConfig) return 0; const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId); const weaponData = this.saveDataManager.getWeapon(weaponId); if (!weaponConfig || !weaponData) return 0; return this.calculateWeaponDamage(weaponConfig.stats.damage, weaponData.level, weaponId); } /** * 刷新UI */ public refreshUI() { this.refreshWeaponList(); } /** * 处理关卡完成事件,自动解锁相应武器 */ private onLevelComplete() { if (!this.saveDataManager || !this.weaponsConfig) return; // 获取当前关卡数据 const currentLevel = this.saveDataManager.getCurrentLevel(); const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel(); const playerData = this.saveDataManager.getPlayerData(); console.log(`[UpgradeController] 关卡完成事件触发`); console.log(`[UpgradeController] 当前关卡: ${currentLevel}, 最大解锁关卡: ${maxUnlockedLevel}`); console.log(`[UpgradeController] 玩家数据:`, { coins: playerData?.money || 0, currentLevel: playerData?.currentLevel || 1, maxUnlockedLevel: playerData?.maxUnlockedLevel || 1 }); // 遍历所有武器,检查是否有新解锁的武器 let hasNewUnlocks = false; const newlyUnlockedWeapons: string[] = []; for (const weaponConfig of this.weaponsConfig.weapons) { const weaponId = weaponConfig.id; const weaponData = this.saveDataManager.getWeapon(weaponId); const requiredLevel = this.getWeaponUnlockLevelById(weaponId); // 检查武器是否应该根据关卡进度解锁 const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel; const isCurrentlyUnlocked = weaponData && weaponData.level > 0; console.log(`[UpgradeController] 武器检查: ${weaponConfig.name} (${weaponId})`); console.log(` - 需要关卡: ${requiredLevel}, 当前最大解锁: ${maxUnlockedLevel}`); console.log(` - 应该解锁: ${shouldBeUnlocked}, 当前已解锁: ${isCurrentlyUnlocked}`); console.log(` - 武器数据:`, weaponData); // 如果武器应该解锁但还未解锁,则自动解锁 if (shouldBeUnlocked && !isCurrentlyUnlocked) { // 确保武器数据存在 if (!weaponData) { this.saveDataManager.addWeapon(weaponId, weaponConfig.rarity); } // 自动解锁武器(设置为level 1,免费解锁) const updatedWeaponData = this.saveDataManager.getWeapon(weaponId); if (updatedWeaponData) { updatedWeaponData.level = 1; // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行 // updatedWeaponData.unlockTime = Date.now(); console.log(`[UpgradeController] 自动解锁武器: ${weaponConfig.name} (${weaponId})`); newlyUnlockedWeapons.push(weaponConfig.name); hasNewUnlocks = true; } } } // 如果有新解锁的武器,刷新UI并保存数据 if (hasNewUnlocks) { this.refreshWeaponList(); this.saveDataManager.savePlayerData(); console.log(`[UpgradeController] 关卡完成后解锁了 ${newlyUnlockedWeapons.length} 个武器:`, newlyUnlockedWeapons); // 可以在这里添加解锁提示UI this.showWeaponUnlockNotification(newlyUnlockedWeapons); } else { console.log(`[UpgradeController] 关卡完成后没有新武器解锁`); } } /** * 显示武器解锁通知 */ private showWeaponUnlockNotification(weaponNames: string[]) { if (weaponNames.length === 0) return; // 这里可以实现解锁通知UI // 目前先用console输出 console.log(`🎉 恭喜解锁新武器: ${weaponNames.join(', ')}!`); // TODO: 实现实际的UI通知 // 可以显示一个弹窗或者顶部通知条 } /** * 获取当前关卡数据(用于调试和UI显示) */ public getCurrentLevelData() { if (!this.saveDataManager) return null; return { currentLevel: this.saveDataManager.getCurrentLevel(), maxUnlockedLevel: this.saveDataManager.getMaxUnlockedLevel(), coins: this.saveDataManager.getMoney(), diamonds: this.saveDataManager.getDiamonds(), wallLevel: this.saveDataManager.getWallLevel() }; } /** * 手动检查并解锁武器(用于调试或特殊情况) */ public checkAndUnlockWeapons() { console.log('[UpgradeController] 手动检查武器解锁状态'); this.onLevelComplete(); } /** * 获取所有武器的解锁状态信息(用于调试和UI显示) */ public getWeaponUnlockStatus() { if (!this.saveDataManager || !this.weaponsConfig) { return { error: '数据管理器或武器配置未初始化' }; } const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel(); const weaponStatus = []; for (const weaponConfig of this.weaponsConfig.weapons) { const weaponId = weaponConfig.id; const weaponData = this.saveDataManager.getWeapon(weaponId); const requiredLevel = this.getWeaponUnlockLevelById(weaponId); const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel; const isCurrentlyUnlocked = weaponData && weaponData.level > 0; weaponStatus.push({ id: weaponId, name: weaponConfig.name, requiredLevel: requiredLevel, shouldBeUnlocked: shouldBeUnlocked, isCurrentlyUnlocked: isCurrentlyUnlocked, currentLevel: weaponData?.level || 0, // 由于WeaponData类型中没有unlockTime属性,暂时移除该字段 unlocked: weaponData?.level > 0, needsUpdate: shouldBeUnlocked && !isCurrentlyUnlocked }); } return { maxUnlockedLevel: maxUnlockedLevel, weapons: weaponStatus, summary: { total: weaponStatus.length, unlocked: weaponStatus.filter(w => w.isCurrentlyUnlocked).length, shouldBeUnlocked: weaponStatus.filter(w => w.shouldBeUnlocked).length, needsUpdate: weaponStatus.filter(w => w.needsUpdate).length } }; } /** * 强制同步所有武器解锁状态(用于修复数据不一致问题) */ public forceSyncWeaponUnlocks() { if (!this.saveDataManager || !this.weaponsConfig) { console.error('[UpgradeController] 无法强制同步:数据管理器或武器配置未初始化'); return false; } const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel(); let syncCount = 0; console.log(`[UpgradeController] 开始强制同步武器解锁状态,基于最大解锁关卡: ${maxUnlockedLevel}`); for (const weaponConfig of this.weaponsConfig.weapons) { const weaponId = weaponConfig.id; const weaponData = this.saveDataManager.getWeapon(weaponId); const requiredLevel = this.getWeaponUnlockLevelById(weaponId); const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel; const isCurrentlyUnlocked = weaponData && weaponData.level > 0; if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) { weaponData.level = 1; // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行代码 // weaponData.unlockTime = weaponData.unlockTime || Date.now(); syncCount++; console.log(`[UpgradeController] 强制解锁武器: ${weaponConfig.name} (${weaponId})`); } } if (syncCount > 0) { this.saveDataManager.savePlayerData(); this.refreshWeaponList(); console.log(`[UpgradeController] 强制同步完成,解锁了 ${syncCount} 个武器`); } else { console.log(`[UpgradeController] 强制同步完成,没有需要更新的武器`); } return syncCount > 0; } /** * 诊断武器解锁问题(用于调试) */ public diagnoseWeaponUnlockIssue() { console.log('=== 武器解锁问题诊断 ==='); if (!this.saveDataManager) { console.error('SaveDataManager未初始化'); return; } if (!this.weaponsConfig) { console.error('武器配置未加载'); return; } const currentLevel = this.saveDataManager.getCurrentLevel(); const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel(); const playerData = this.saveDataManager.getPlayerData(); console.log(`当前关卡: ${currentLevel}`); console.log(`最大解锁关卡: ${maxUnlockedLevel}`); console.log(`金钱: ${playerData?.money || 0}`); console.log('\n=== 关卡完成状态 ==='); for (let i = 1; i <= 5; i++) { const progress = this.saveDataManager.getLevelProgress(i); const isCompleted = this.saveDataManager.isLevelCompleted(i); console.log(`关卡${i}: 完成=${isCompleted}, 尝试次数=${progress?.attempts || 0}`); } console.log('\n=== 武器解锁状态 ==='); const weaponUnlockMap = { 'pea_shooter': 1, 'sharp_carrot': 2, 'saw_grass': 3, 'watermelon_bomb': 4, 'boomerang_plant': 5, 'hot_pepper': 6, 'cactus_shotgun': 7, 'okra_missile': 8, 'mace_club': 9 }; for (const weaponConfig of this.weaponsConfig.weapons) { const weaponId = weaponConfig.id; const weaponData = this.saveDataManager.getWeapon(weaponId); const requiredLevel = weaponUnlockMap[weaponId] || 1; const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel; const isCurrentlyUnlocked = weaponData && weaponData.level > 0; console.log(`${weaponConfig.name} (${weaponId}):`); console.log(` 需要关卡: ${requiredLevel}`); console.log(` 应该解锁: ${shouldBeUnlocked}`); console.log(` 当前状态: ${isCurrentlyUnlocked ? '已解锁' : '未解锁'}`); console.log(` 武器等级: ${weaponData?.level || 0}`); if (shouldBeUnlocked && !isCurrentlyUnlocked) { console.log(` ❌ 问题:应该解锁但未解锁`); } else if (shouldBeUnlocked && isCurrentlyUnlocked) { console.log(` ✅ 正常:已正确解锁`); } else { console.log(` ⏳ 等待:尚未达到解锁条件`); } } console.log('\n=== 修复建议 ==='); console.log('如果发现武器解锁状态不正确,请运行以下命令:'); console.log('1. 在控制台运行: window.upgradeController.forceSyncWeaponUnlocks()'); console.log('2. 或者刷新页面重新初始化'); // 将实例暴露到全局,方便调试 (window as any).upgradeController = this; } /** * 货币变化事件处理 */ private onCurrencyChanged() { console.log('[UpgradeController] 货币发生变化,检查升级按钮闪烁状态'); // 如果升级面板打开,更新闪烁状态 if (this.upgradePanel && this.upgradePanel.active && this.currentSelectedWeapon) { this.updateUpgradeBtnBlinkState(); } } /** * 更新升级按钮闪烁状态 */ private updateUpgradeBtnBlinkState() { if (!this.weaponUpgradeAni || !this.currentSelectedWeapon) { return; } const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon); const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon); if (!weaponConfig || !weaponData) { return; } const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10; // 如果武器已达到最大等级,停止闪烁 if (weaponData.level >= maxLevel) { this.weaponUpgradeAni.stopUpgradeBtnBlink(); console.log(`[UpgradeController] 武器已满级,停止闪烁: ${this.currentSelectedWeapon}`); return; } // 检查钞票是否足够升级 const canUpgrade = this.saveDataManager.canUpgradeWeapon(this.currentSelectedWeapon); if (canUpgrade) { // 钞票足够,开始闪烁 if (!this.weaponUpgradeAni.isUpgradeBtnBlinking()) { this.weaponUpgradeAni.startUpgradeBtnBlink(); console.log(`[UpgradeController] 钞票足够,开始闪烁: ${this.currentSelectedWeapon}`); } } else { // 钞票不够,停止闪烁 if (this.weaponUpgradeAni.isUpgradeBtnBlinking()) { this.weaponUpgradeAni.stopUpgradeBtnBlink(); console.log(`[UpgradeController] 钞票不足,停止闪烁: ${this.currentSelectedWeapon}`); } } } /** * 组件销毁时清理事件监听 */ onDestroy() { EventBus.getInstance().off(GameEvents.GAME_SUCCESS, this.onLevelComplete, this); EventBus.getInstance().off(GameEvents.CURRENCY_CHANGED, this.onCurrencyChanged, this); } }