import { _decorator, Color, Component, Node, Sprite, find } from 'cc'; import EventBus, { GameEvents } from '../Core/EventBus'; import { GameStartMove } from '../Animations/GameStartMove'; const { ccclass, property } = _decorator; @ccclass('NavBarController') export class NavBarController extends Component { @property({ type: [Node] }) panels: Node[] = []; // 依次给 Main、Shop、Upgrade、Skill @property({ type: [Node] }) buttons: Node[] = []; // 依次给 Battle、Shop、Upgrade、Skill private normalColor = new Color(255, 255, 255, 255); private activeColor = new Color(255, 0, 0, 255); // 红色 private lockedColor = new Color(128, 128, 128, 255); // 灰色(锁定状态) // 按钮锁定状态数组 - 对应 Battle、Shop、Upgrade、Skill 四个按钮 private buttonLockStates: boolean[] = [false, true, false, false]; // 默认只锁定Shop按钮 // GameStartMove组件引用,用于重置镜头位置 private gameStartMoveComponent: GameStartMove = null; start () { // 默认打开 MainUI this.switchTo(0); // 初始化按钮状态,设置shop按钮为锁定状态 this.updateButtonStates(); // 设置事件监听 this.setupEventListeners(); } onDestroy() { // 移除事件监听 this.removeEventListeners(); } /** * 设置事件监听器 */ private setupEventListeners() { const eventBus = EventBus.getInstance(); // 监听返回主菜单事件 eventBus.on(GameEvents.RETURN_TO_MAIN_MENU, this.onReturnToMainMenu, this); } /** * 移除事件监听器 */ private removeEventListeners() { const eventBus = EventBus.getInstance(); eventBus.off(GameEvents.RETURN_TO_MAIN_MENU, this.onReturnToMainMenu, this); } /** * 处理返回主菜单事件 */ private onReturnToMainMenu() { console.log('[NavBarController] 收到返回主菜单事件,切换到主界面'); // 重置镜头位置到原始位置 this.resetCameraPosition(); // 切换到主界面(Battle按钮对应的Main面板,索引0) this.switchTo(0); } /** * 重置镜头位置到原始位置 * 确保从游戏中返回主界面时镜头位置正常 */ private resetCameraPosition() { // 如果还没有获取GameStartMove组件,尝试获取 if (!this.gameStartMoveComponent) { const cameraNode = find('Canvas/Main Camera'); if (cameraNode) { this.gameStartMoveComponent = cameraNode.getComponent(GameStartMove); } } // 如果成功获取到组件,重置镜头位置 if (this.gameStartMoveComponent) { console.log('[NavBarController] 重置镜头位置到原始位置'); this.gameStartMoveComponent.resetCameraToOriginalPosition(0.3); } else { console.warn('[NavBarController] 未找到GameStartMove组件,无法重置镜头位置'); } } onBattleClick () { // 检查Battle按钮是否被锁定(索引0) if (this.buttonLockStates[0]) { console.log('[NavBarController] Battle按钮被锁定,无法点击'); // 发送Toast事件显示锁定提示 EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: '暂未解锁该功能!', duration: 2.0 }); return; } this.switchTo(0); } onUpgradeClick () { // 检查Upgrade按钮是否被锁定(索引2) if (this.buttonLockStates[2]) { console.log('[NavBarController] Upgrade按钮被锁定,无法点击'); // 发送Toast事件显示锁定提示 EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: '暂未解锁该功能!', duration: 2.0 }); return; } this.switchTo(1); } onShopClick () { // 检查shop按钮是否被锁定(索引1) if (this.buttonLockStates[1]) { console.log('[NavBarController] Shop按钮被锁定,无法点击'); // 发送Toast事件显示锁定提示 EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: '暂未解锁该功能!', duration: 2.0 }); return; } this.switchTo(2); } onSkillClick () { // 检查Skill按钮是否被锁定(索引3) if (this.buttonLockStates[3]) { console.log('[NavBarController] Skill按钮被锁定,无法点击'); // 发送Toast事件显示锁定提示 EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: '暂未解锁该功能!', duration: 2.0 }); return; } this.switchTo(3); // 注意:滚动功能现在由SkillNodeGenerator组件通过装饰器直接处理 } private switchTo (index: number) { // 显示对应面板 this.panels.forEach((p, i) => p.active = i === index); // 按钮索引到面板索引的映射:根据实际的点击事件调用 // 按钮索引: [0:Battle, 1:Shop, 2:Upgrade, 3:Skill] // 面板索引: [0:Main, 1:Shop, 2:Upgrade, 3:Skill] // 实际映射: Battle->Main(0), Shop->Upgrade(2), Upgrade->Shop(1), Skill->Skill(3) const buttonToPanelMap = [0, 2, 1, 3]; // Battle->Main(0), Shop->Upgrade(2), Upgrade->Shop(1), Skill->Skill(3) // 设置按钮颜色,考虑锁定状态 this.buttons.forEach((btn, buttonIndex) => { const sp = btn.getComponent(Sprite); if (sp) { // 检查按钮是否被锁定 if (this.buttonLockStates[buttonIndex]) { sp.color = this.lockedColor; // 锁定状态显示灰色 } else { // 检查当前按钮对应的面板是否是激活的面板 const panelIndex = buttonToPanelMap[buttonIndex]; sp.color = (panelIndex === index) ? this.activeColor : this.normalColor; } } }); } /** * 更新按钮状态,主要用于设置锁定按钮的视觉效果 */ private updateButtonStates() { // 按钮索引到面板索引的映射:根据实际的点击事件调用 const buttonToPanelMap = [0, 2, 1, 3]; // Battle->Main(0), Shop->Upgrade(2), Upgrade->Shop(1), Skill->Skill(3) this.buttons.forEach((btn, buttonIndex) => { const sp = btn.getComponent(Sprite); if (sp) { if (this.buttonLockStates[buttonIndex]) { sp.color = this.lockedColor; // 设置锁定按钮为锁定颜色 } else { // 对于未锁定的按钮,设置为正常颜色(除非它是当前激活的) // 这里我们需要知道当前激活的面板,但为了简化,先设置为正常颜色 // 实际的激活状态会在switchTo中正确设置 sp.color = this.normalColor; } } }); } /** * 解锁指定按钮 * @param buttonIndex 按钮索引 (0:Battle, 1:Shop, 2:Upgrade, 3:Skill) */ public unlockButton(buttonIndex: number) { if (buttonIndex >= 0 && buttonIndex < this.buttonLockStates.length) { this.buttonLockStates[buttonIndex] = false; this.updateButtonStates(); const buttonNames = ['Battle', 'Shop', 'Upgrade', 'Skill']; console.log(`[NavBarController] ${buttonNames[buttonIndex]}按钮已解锁`); } } /** * 锁定指定按钮 * @param buttonIndex 按钮索引 (0:Battle, 1:Shop, 2:Upgrade, 3:Skill) */ public lockButton(buttonIndex: number) { if (buttonIndex >= 0 && buttonIndex < this.buttonLockStates.length) { this.buttonLockStates[buttonIndex] = true; this.updateButtonStates(); const buttonNames = ['Battle', 'Shop', 'Upgrade', 'Skill']; console.log(`[NavBarController] ${buttonNames[buttonIndex]}按钮已锁定`); } } /** * 检查指定按钮是否被锁定 * @param buttonIndex 按钮索引 (0:Battle, 1:Shop, 2:Upgrade, 3:Skill) */ public isButtonLocked(buttonIndex: number): boolean { if (buttonIndex >= 0 && buttonIndex < this.buttonLockStates.length) { return this.buttonLockStates[buttonIndex]; } return false; } /** * 批量设置按钮锁定状态 * @param lockStates 锁定状态数组 [Battle, Shop, Upgrade, Skill] */ public setButtonLockStates(lockStates: boolean[]) { if (lockStates.length === 4) { this.buttonLockStates = [...lockStates]; this.updateButtonStates(); console.log('[NavBarController] 按钮锁定状态已更新:', lockStates); } } /** * 获取当前所有按钮的锁定状态 */ public getButtonLockStates(): boolean[] { return [...this.buttonLockStates]; } }