import { _decorator, Node, Label, Vec3, Prefab, find, UITransform, resources, RigidBody2D, instantiate } from 'cc'; import { sp } from 'cc'; import { ConfigManager, EnemyConfig } from '../Core/ConfigManager'; import { EnemyComponent } from '../CombatSystem/EnemyComponent'; import { EnemyInstance } from './EnemyInstance'; import { BaseSingleton } from '../Core/BaseSingleton'; import { SaveDataManager } from '../LevelSystem/SaveDataManager'; import { LevelConfigManager } from '../LevelSystem/LevelConfigManager'; import EventBus, { GameEvents } from '../Core/EventBus'; import { Wall } from './Wall'; import { BurnEffect } from './BulletEffects/BurnEffect'; import { Audio } from '../AudioManager/AudioManager'; const { ccclass, property } = _decorator; @ccclass('EnemyController') export class EnemyController extends BaseSingleton { // 仅类型声明,实例由 BaseSingleton 维护 public static _instance: EnemyController; // 敌人预制体 @property({ type: Prefab, tooltip: '拖拽Enemy预制体到这里' }) public enemyPrefab: Prefab = null; // 敌人容器节点 @property({ type: Node, tooltip: '拖拽enemyContainer节点到这里(Canvas/GameLevelUI/enemyContainer)' }) public enemyContainer: Node = null; // 金币预制体 @property({ type: Prefab, tooltip: '金币预制体 CoinDrop' }) public coinPrefab: Prefab = null; // 移除Toast预制体属性,改用事件机制 // @property({ // type: Prefab, // tooltip: 'Toast预制体,用于显示波次提示' // }) // public toastPrefab: Prefab = null; // === 生成 & 属性参数(保留需要可在内部自行设定,Inspector 不再显示) === private spawnInterval: number = 3; // === 默认数值(当配置文件尚未加载时使用) === private defaultEnemySpeed: number = 50; private defaultAttackPower: number = 20; // 对应combat.attackDamage private defaultHealth: number = 10; // 对应stats.health @property({ type: Node, tooltip: '拖拽 TopFence 节点到这里' }) public topFenceNode: Node = null; @property({ type: Node, tooltip: '拖拽 BottomFence 节点到这里' }) public bottomFenceNode: Node = null; // 关卡配置管理器节点 @property({ type: Node, tooltip: '拖拽Canvas/LevelConfigManager节点到这里,用于获取LevelConfigManager组件' }) public levelConfigManagerNode: Node = null; // 主墙体组件 private wallComponent: Wall = null; // 游戏区域边界 - 改为public,让敌人实例可以访问 public gameBounds = { left: 0, right: 0, top: 0, bottom: 0 }; // 活跃的敌人列表 private activeEnemies: Node[] = []; // 游戏是否已开始 private gameStarted: boolean = false; // 墙体节点 private wallNodes: Node[] = []; // 是否正在清理敌人(用于阻止清理时触发游戏胜利判断) private isClearing: boolean = false; // 配置管理器 private configManager: ConfigManager = null; // 关卡配置管理器 private levelConfigManager: LevelConfigManager = null; // 当前关卡血量倍率 private currentHealthMultiplier: number = 1.0; @property({ type: Node, tooltip: '敌人数量显示节点 (EnemyNumber)' }) public enemyCountLabelNode: Node = null; @property({ type: Node, tooltip: '波数显示Label (WaveNumber)' }) public waveNumberLabelNode: Node = null; // 当前波次敌人数据 private totalWaves: number = 1; private currentWave: number = 1; private currentWaveTotalEnemies: number = 0; private currentWaveEnemiesKilled: number = 0; private currentWaveEnemiesSpawned: number = 0; // 当前波次已生成的敌人数量 private currentWaveEnemyConfigs: any[] = []; // 当前波次的敌人配置列表 // 暂停前保存的敌人状态 private pausedEnemyStates: Map = new Map(); /** * BaseSingleton 首次实例化回调 */ protected init() { // 获取配置管理器实例 this.configManager = ConfigManager.getInstance(); // 获取关卡配置管理器实例 if (this.levelConfigManagerNode) { this.levelConfigManager = this.levelConfigManagerNode.getComponent(LevelConfigManager) || null; if (!this.levelConfigManager) { // LevelConfigManager节点上未找到LevelConfigManager组件 } } else { // levelConfigManagerNode未通过装饰器绑定,请在编辑器中拖拽Canvas/LevelConfigManager节点 this.levelConfigManager = null; } // 如果没有指定enemyContainer,尝试找到它 if (!this.enemyContainer) { this.enemyContainer = find('Canvas/GameLevelUI/enemyContainer'); if (!this.enemyContainer) { // 找不到enemyContainer节点,将尝试创建 } } // 获取游戏区域边界 this.calculateGameBounds(); // 查找墙体节点和组件 this.findWallNodes(); // 直接通过拖拽节点获取 Wall 组件 if (this.topFenceNode && this.topFenceNode.getComponent(Wall)) { this.wallComponent = this.topFenceNode.getComponent(Wall); } else if (this.bottomFenceNode && this.bottomFenceNode.getComponent(Wall)) { this.wallComponent = this.bottomFenceNode.getComponent(Wall); } else { // 未找到墙体组件,将无法处理墙体伤害 } // 确保enemyContainer节点存在 this.ensureEnemyContainer(); // UI节点已通过装饰器拖拽绑定,无需find查找 if (!this.enemyCountLabelNode) { // enemyCountLabelNode 未通过装饰器绑定,请在编辑器中拖拽 Canvas-001/TopArea/EnemyNode/EnemyNumber 节点 } if (!this.waveNumberLabelNode) { // waveNumberLabelNode 未通过装饰器绑定,请在编辑器中拖拽 Canvas-001/TopArea/WaveInfo/WaveNumber 节点 } // 初始化敌人数量显示 this.updateEnemyCountLabel(); // 监听游戏事件 this.setupEventListeners(); } /** * 设置事件监听器 */ private setupEventListeners() { const eventBus = EventBus.getInstance(); // 监听暂停事件 eventBus.on(GameEvents.GAME_PAUSE, this.onGamePauseEvent, this); // 监听恢复事件 eventBus.on(GameEvents.GAME_RESUME, this.onGameResumeEvent, this); // 监听游戏成功/失败事件 eventBus.on(GameEvents.GAME_SUCCESS, this.onGameEndEvent, this); eventBus.on(GameEvents.GAME_DEFEAT, this.onGameDefeatEvent, this); // 监听敌人相关事件 eventBus.on(GameEvents.ENEMY_UPDATE_COUNT, this.onUpdateEnemyCountEvent, this); eventBus.on(GameEvents.ENEMY_START_WAVE, this.onStartWaveEvent, this); eventBus.on(GameEvents.ENEMY_START_GAME, this.onStartGameEvent, this); eventBus.on(GameEvents.ENEMY_SHOW_START_WAVE_PROMPT, this.onShowStartWavePromptEvent, this); // 监听子弹发射检查事件 eventBus.on(GameEvents.BALL_FIRE_BULLET, this.onBallFireBulletEvent, this); // 监听获取最近敌人事件 eventBus.on(GameEvents.ENEMY_GET_NEAREST, this.onGetNearestEnemyEvent, this); // 监听重置敌人控制器事件 eventBus.on(GameEvents.RESET_ENEMY_CONTROLLER, this.onResetEnemyControllerEvent, this); // 监听重置相关事件 eventBus.on(GameEvents.CLEAR_ALL_GAME_OBJECTS, this.onClearAllGameObjectsEvent, this); eventBus.on(GameEvents.CLEAR_ALL_ENEMIES, this.onClearAllEnemiesEvent, this); eventBus.on(GameEvents.RESET_ENEMY_CONTROLLER, this.onResetEnemyControllerEvent, this); // 监听伤害事件 eventBus.on(GameEvents.APPLY_DAMAGE_TO_ENEMY, this.onApplyDamageToEnemyEvent, this); } /** * 获取当前关卡的血量倍率 */ private async getCurrentHealthMultiplier(): Promise { if (!this.levelConfigManager) { return 1.0; } try { const saveDataManager = SaveDataManager.getInstance(); const currentLevel = saveDataManager ? saveDataManager.getCurrentLevel() : 1; const levelConfig = await this.levelConfigManager.getLevelConfig(currentLevel); if (levelConfig && levelConfig.levelSettings && levelConfig.levelSettings.healthMultiplier) { return levelConfig.levelSettings.healthMultiplier; } } catch (error) { console.warn('[EnemyController] 获取关卡血量倍率失败:', error); } return 1.0; } /** * 处理游戏暂停事件 */ private onGamePauseEvent() { console.log('[EnemyController] 接收到游戏暂停事件,暂停所有敌人'); this.pauseAllEnemies(); this.pauseSpawning(); } /** * 处理游戏恢复事件 */ private onGameResumeEvent() { console.log('[EnemyController] 接收到游戏恢复事件,恢复所有敌人'); this.resumeAllEnemies(); // 通过事件检查游戏状态,决定是否恢复敌人生成 this.resumeSpawning(); } /** * 处理游戏结束事件 */ private onGameEndEvent() { this.stopGame(false); // 停止游戏但不清除敌人 } /** * 处理游戏失败事件 */ private onGameDefeatEvent() { this.stopGame(true); // 停止游戏并清除所有敌人 //是否是应该此时调用onGameDefeat()方法? } /** * 处理清除所有游戏对象事件 */ private onClearAllGameObjectsEvent() { this.clearAllEnemies(false); // 清除敌人但不触发事件 } /** * 处理清除所有敌人事件 * 专门响应CLEAR_ALL_ENEMIES事件,用于游戏结束时的敌人清理 */ private onClearAllEnemiesEvent() { console.log('[EnemyController] 接收到CLEAR_ALL_ENEMIES事件,开始清理所有敌人'); this.clearAllEnemies(false); // 清除敌人但不触发事件,避免循环 } /** * 处理重置敌人控制器事件 */ private onResetEnemyControllerEvent() { this.resetToInitialState(); } /** * 处理子弹发射检查事件 */ private onBallFireBulletEvent(data: { canFire: (value: boolean) => void }) { // 检查是否有活跃敌人 const hasActiveEnemies = this.hasActiveEnemies(); data.canFire(hasActiveEnemies); } /** * 处理获取最近敌人事件 */ private onGetNearestEnemyEvent(data: { position: Vec3, callback: (enemy: Node | null) => void }) { const { position, callback } = data; if (callback && typeof callback === 'function') { const nearestEnemy = this.getNearestEnemy(position); callback(nearestEnemy); } } /** * 处理对敌人造成伤害事件 */ private onApplyDamageToEnemyEvent(data: { enemyNode: Node, damage: number, isCritical: boolean, source: string }) { console.log(`[EnemyController] 接收到伤害事件 - 敌人: ${data.enemyNode.name}, 伤害: ${data.damage}, 暴击: ${data.isCritical}, 来源: ${data.source}`); if (!data.enemyNode || !data.enemyNode.isValid) { console.log(`[EnemyController] 敌人节点无效,跳过伤害处理`); return; } // 调用现有的damageEnemy方法 this.damageEnemy(data.enemyNode, data.damage, data.isCritical); } /** * 暂停所有敌人 */ private pauseAllEnemies(): void { const activeEnemies = this.getActiveEnemies(); console.log(`[EnemyController] 暂停 ${activeEnemies.length} 个敌人`); for (const enemy of activeEnemies) { if (!enemy || !enemy.isValid) continue; // 保存敌人状态 const rigidBody = enemy.getComponent(RigidBody2D); if (rigidBody) { this.pausedEnemyStates.set(enemy, { velocity: rigidBody.linearVelocity.clone(), angularVelocity: rigidBody.angularVelocity, isMoving: true, attackTimer: 0 // 可以扩展保存攻击计时器 }); // 停止敌人运动 rigidBody.linearVelocity.set(0, 0); rigidBody.angularVelocity = 0; rigidBody.sleep(); } // 暂停EnemyInstance组件 const enemyInstance = enemy.getComponent('EnemyInstance'); if (enemyInstance && typeof (enemyInstance as any).pause === 'function') { (enemyInstance as any).pause(); } // 暂停敌人AI组件(如果有的话) const enemyAI = enemy.getComponent('EnemyAI'); if (enemyAI && typeof (enemyAI as any).pause === 'function') { (enemyAI as any).pause(); } // 暂停敌人动画(如果有的话) const animation = enemy.getComponent('Animation'); if (animation && typeof (animation as any).pause === 'function') { (animation as any).pause(); } } } /** * 恢复所有敌人 */ private resumeAllEnemies(): void { const activeEnemies = this.getActiveEnemies(); for (const enemy of activeEnemies) { if (!enemy || !enemy.isValid) continue; const savedState = this.pausedEnemyStates.get(enemy); if (savedState) { const rigidBody = enemy.getComponent(RigidBody2D); if (rigidBody) { // 恢复敌人运动 rigidBody.wakeUp(); rigidBody.linearVelocity = savedState.velocity; rigidBody.angularVelocity = savedState.angularVelocity; } } // 恢复EnemyInstance组件 const enemyInstance = enemy.getComponent('EnemyInstance'); if (enemyInstance && typeof (enemyInstance as any).resume === 'function') { (enemyInstance as any).resume(); } // 恢复敌人AI组件 const enemyAI = enemy.getComponent('EnemyAI'); if (enemyAI && typeof (enemyAI as any).resume === 'function') { (enemyAI as any).resume(); } // 恢复敌人动画 const animation = enemy.getComponent('Animation'); if (animation && typeof (animation as any).resume === 'function') { (animation as any).resume(); } } // 清空保存的状态 this.pausedEnemyStates.clear(); } // 计算游戏区域边界 private calculateGameBounds() { const gameArea = find('Canvas/GameLevelUI/GameArea'); if (!gameArea) { return; } const uiTransform = gameArea.getComponent(UITransform); if (!uiTransform) { return; } const worldPos = gameArea.worldPosition; const width = uiTransform.width; const height = uiTransform.height; this.gameBounds = { left: worldPos.x - width / 2, right: worldPos.x + width / 2, top: worldPos.y + height / 2, bottom: worldPos.y - height / 2 }; } // 查找墙体节点 private findWallNodes() { const gameArea = find('Canvas/GameLevelUI/GameArea'); if (gameArea) { this.wallNodes = []; for (let i = 0; i < gameArea.children.length; i++) { const child = gameArea.children[i]; if (child.name.includes('Wall') || child.name.includes('wall') || child.name.includes('墙')) { this.wallNodes.push(child); } } } } /** * 查找墙体组件 */ private findWallComponent() { // 查找墙体节点上的Wall组件 for (const wallNode of this.wallNodes) { this.wallComponent = wallNode.getComponent(Wall); if (this.wallComponent) { break; } } } // 移除 initWallHealthDisplay 和 updateWallHealthDisplay 方法,这些现在由Wall组件处理 // 确保enemyContainer节点存在 ensureEnemyContainer() { // 如果已经通过拖拽设置了节点,直接使用 if (this.enemyContainer && this.enemyContainer.isValid) { return; } // 尝试查找节点 this.enemyContainer = find('Canvas/GameLevelUI/enemyContainer'); if (this.enemyContainer) { return; } // 如果找不到,创建新节点 const gameLevelUI = find('Canvas/GameLevelUI'); if (!gameLevelUI) { console.error('找不到GameLevelUI节点,无法创建enemyContainer'); return; } this.enemyContainer = new Node('enemyContainer'); gameLevelUI.addChild(this.enemyContainer); if (!this.enemyContainer.getComponent(UITransform)) { this.enemyContainer.addComponent(UITransform); } } // 游戏开始 startGame() { // 游戏状态检查现在通过事件系统处理 this.gameStarted = true; // 确保enemyContainer节点存在 this.ensureEnemyContainer(); // 确保先取消之前的定时器,避免重复调度 this.unschedule(this.spawnEnemy); // 播放游戏开始音效 Audio.playUISound('data/弹球音效/start zombie'); // 立即生成第一个敌人,与音效同步 this.spawnEnemy(); // 然后按间隔生成后续敌人 this.schedule(this.spawnEnemy, this.spawnInterval); // 触发敌人生成开始事件 const eventBus = EventBus.getInstance(); eventBus.emit(GameEvents.ENEMY_SPAWNING_STARTED); } // 游戏结束 stopGame(clearEnemies: boolean = true) { this.gameStarted = false; // 停止生成敌人 this.unschedule(this.spawnEnemy); // 触发敌人生成停止事件 const eventBus = EventBus.getInstance(); eventBus.emit(GameEvents.ENEMY_SPAWNING_STOPPED); // 只有在指定时才清除所有敌人 if (clearEnemies) { // 清除敌人,在重置状态时不触发事件,避免错误的游戏成功判定 this.clearAllEnemies(false); } } // 生成敌人 async spawnEnemy() { if (!this.gameStarted || !this.enemyPrefab) { return; } // 游戏状态检查现在通过事件系统处理 // 检查是否已达到当前波次的敌人生成上限 if (this.currentWaveEnemiesSpawned >= this.currentWaveTotalEnemies) { this.unschedule(this.spawnEnemy); // 停止定时生成 return; } // 随机决定从上方还是下方生成 const fromTop = Math.random() > 0.5; // 实例化敌人 const enemy = instantiate(this.enemyPrefab) as Node; enemy.name = 'Enemy'; // 确保敌人节点名称为Enemy // 添加到场景中 const enemyContainer = find('Canvas/GameLevelUI/enemyContainer'); if (!enemyContainer) { return; } enemyContainer.addChild(enemy); // 生成在对应线(Line1 / Line2)上的随机位置 const lineName = fromTop ? 'Line1' : 'Line2'; const lineNode = enemyContainer.getChildByName(lineName); if (!lineNode) { console.warn(`[EnemyController] 未找到 ${lineName} 节点,取消本次敌人生成`); enemy.destroy(); return; } // 在对应 line 上随机 X 坐标 const spawnWorldX = this.gameBounds.left + Math.random() * (this.gameBounds.right - this.gameBounds.left); const spawnWorldY = lineNode.worldPosition.y; const worldPos = new Vec3(spawnWorldX, spawnWorldY, 0); const localPos = enemyContainer.getComponent(UITransform).convertToNodeSpaceAR(worldPos); enemy.position = localPos; // === 根据配置设置敌人 === const enemyComp = enemy.addComponent(EnemyInstance); // 确保敌人数据库已加载 await EnemyInstance.loadEnemyDatabase(); let enemyConfig: EnemyConfig = null; let enemyId: string = null; if (this.configManager && this.configManager.isConfigLoaded()) { // 优先使用当前波次配置中的敌人类型 if (this.currentWaveEnemyConfigs.length > 0) { const configIndex = this.currentWaveEnemiesSpawned % this.currentWaveEnemyConfigs.length; const enemyTypeConfig = this.currentWaveEnemyConfigs[configIndex]; const enemyType = enemyTypeConfig.enemyType || enemyTypeConfig; // enemyType本身就是敌人ID,直接使用 enemyId = enemyType; console.log(`[EnemyController] 使用敌人类型: ${enemyType} 作为敌人ID`); enemyConfig = this.configManager.getEnemyById(enemyId) || this.configManager.getRandomEnemy(); } else { enemyConfig = this.configManager.getRandomEnemy(); enemyId = enemyConfig?.id || 'normal_zombie'; } } // 获取当前关卡的血量倍率 const healthMultiplier = await this.getCurrentHealthMultiplier(); if (enemyConfig && enemyId) { try { const cfgComp = enemy.addComponent(EnemyComponent); cfgComp.enemyConfig = enemyConfig; cfgComp.spawner = this; } catch (error) { console.error(`[EnemyController] 添加EnemyComponent失败:`, error); } // 使用EnemyInstance的新配置系统 try { // 设置敌人配置 enemyComp.setEnemyConfig(enemyId); // 应用血量倍率 const baseHealth = enemyComp.health || this.defaultHealth; const finalHealth = Math.round(baseHealth * healthMultiplier); enemyComp.health = finalHealth; enemyComp.maxHealth = finalHealth; console.log(`[EnemyController] 敌人 ${enemyId} 配置已应用,血量: ${finalHealth}`); } catch (error) { console.error(`[EnemyController] 应用敌人配置时出错:`, error); // 使用默认值 const finalHealth = Math.round(this.defaultHealth * healthMultiplier); enemyComp.health = finalHealth; enemyComp.maxHealth = finalHealth; enemyComp.speed = this.defaultEnemySpeed; enemyComp.attackPower = this.defaultAttackPower; } // 加载动画 this.loadEnemyAnimation(enemy, enemyConfig); } else { // 使用默认配置 try { enemyComp.setEnemyConfig('normal_zombie'); // 默认敌人类型 const baseHealth = enemyComp.health || this.defaultHealth; const finalHealth = Math.round(baseHealth * healthMultiplier); enemyComp.health = finalHealth; enemyComp.maxHealth = finalHealth; } catch (error) { console.error(`[EnemyController] 应用默认敌人配置时出错:`, error); // 使用硬编码默认值 const finalHealth = Math.round(this.defaultHealth * healthMultiplier); enemyComp.health = finalHealth; enemyComp.maxHealth = finalHealth; enemyComp.speed = this.defaultEnemySpeed; enemyComp.attackPower = this.defaultAttackPower; } } // 额外的属性设置 enemyComp.spawnFromTop = fromTop; enemyComp.targetFence = find(fromTop ? 'Canvas/GameLevelUI/GameArea/TopFence' : 'Canvas/GameLevelUI/GameArea/BottomFence'); enemyComp.movingDirection = Math.random() > 0.5 ? 1 : -1; enemyComp.targetY = fromTop ? this.gameBounds.top - 50 : this.gameBounds.bottom + 50; enemyComp.changeDirectionTime = 0; enemyComp.controller = this; // 更新敌人血量显示 enemyComp.updateHealthDisplay(); // 添加到活跃敌人列表 this.activeEnemies.push(enemy); // 增加已生成敌人计数 this.currentWaveEnemiesSpawned++; // 生成敌人时不更新敌人数量显示,避免重置计数 } // 清除所有敌人 clearAllEnemies(triggerEvents: boolean = true) { // 设置清理标志,阻止清理过程中触发游戏胜利判断 if (!triggerEvents) { this.isClearing = true; } // 如果不触发事件,先暂时禁用 notifyEnemyDead 方法 const originalNotifyMethod = this.notifyEnemyDead; if (!triggerEvents) { // 临时替换为空函数 this.notifyEnemyDead = () => {}; } for (const enemy of this.activeEnemies) { if (enemy && enemy.isValid) { enemy.destroy(); } } // 恢复原来的方法 if (!triggerEvents) { this.notifyEnemyDead = originalNotifyMethod; } this.activeEnemies = []; // 重置清理标志 if (!triggerEvents) { this.isClearing = false; } // 清除敌人时不更新敌人数量显示,避免重置计数 } // 获取所有活跃的敌人 getActiveEnemies(): Node[] { // 过滤掉已经无效的敌人 this.activeEnemies = this.activeEnemies.filter(enemy => enemy && enemy.isValid); return this.activeEnemies; } // 获取当前敌人数量 getCurrentEnemyCount(): number { return this.getActiveEnemies().length; } // 获取最近的敌人节点 public getNearestEnemy(fromPosition: Vec3): Node | null { const enemies = this.getActiveEnemies(); if (enemies.length === 0) return null; let nearestEnemy: Node = null; let nearestDistance = Infinity; for (const enemy of enemies) { const distance = Vec3.distance(fromPosition, enemy.worldPosition); if (distance < nearestDistance) { nearestDistance = distance; nearestEnemy = enemy; } } return nearestEnemy; } // 检查是否有活跃敌人 public hasActiveEnemies(): boolean { const activeCount = this.getActiveEnemies().length; return activeCount > 0; } // 调试方法:检查enemyContainer中的实际敌人节点 private debugEnemyContainer() { const enemyContainer = find('Canvas/GameLevelUI/enemyContainer'); if (!enemyContainer) { return; } let enemyNodeCount = 0; enemyContainer.children.forEach((child, index) => { if (child.name === 'Enemy' || child.name.includes('Enemy')) { enemyNodeCount++; } }); } // 调试方法:强制清理无效敌人引用 public debugCleanupEnemies() { const beforeCount = this.activeEnemies.length; this.activeEnemies = this.activeEnemies.filter(enemy => enemy && enemy.isValid); const afterCount = this.activeEnemies.length; return afterCount; } // 获取游戏是否已开始状态 public isGameStarted(): boolean { return this.gameStarted; } // 暂停生成敌人 public pauseSpawning(): void { if (this.gameStarted) { this.unschedule(this.spawnEnemy); // 触发敌人生成停止事件 const eventBus = EventBus.getInstance(); eventBus.emit(GameEvents.ENEMY_SPAWNING_STOPPED); } } // 恢复生成敌人 public resumeSpawning(): void { // 游戏状态检查现在通过事件系统处理 if (!this.gameStarted) { return; } // 检查是否已达到当前波次的敌人生成上限 if (this.currentWaveEnemiesSpawned >= this.currentWaveTotalEnemies) { return; } // 确保先取消之前的定时器,避免重复调度 this.unschedule(this.spawnEnemy); this.schedule(this.spawnEnemy, this.spawnInterval); // 触发敌人生成开始事件 const eventBus = EventBus.getInstance(); eventBus.emit(GameEvents.ENEMY_SPAWNING_STARTED); } // 敌人受到伤害 damageEnemy(enemy: Node, damage: number, isCritical: boolean = false) { if (!enemy || !enemy.isValid) return; // 游戏状态检查现在通过事件系统处理 // 获取敌人组件 const enemyComp = enemy.getComponent(EnemyInstance); if (!enemyComp) return; // 减少敌人血量 enemyComp.takeDamage(damage, isCritical); // 检查敌人是否死亡 if (enemyComp.health <= 0) { // 从活跃敌人列表中移除 const index = this.activeEnemies.indexOf(enemy); if (index !== -1) { this.activeEnemies.splice(index, 1); } // 清理敌人身上的所有灼烧效果,防止定时器继续运行 try { const burnEffect = enemy.getComponent(BurnEffect); if (burnEffect) { console.log(`[EnemyController] 清理敌人身上的灼烧效果`); // 先停止灼烧效果,再移除组件 burnEffect.stopBurnEffect(); enemy.removeComponent(BurnEffect); } } catch (error) { console.warn(`[EnemyController] 清理灼烧效果时出错:`, error); } // 敌人死亡时不在这里更新数量显示,由GameManager统一管理 // 延迟销毁敌人,避免在物理碰撞监听器中直接销毁导致的刚体激活错误 this.scheduleOnce(() => { if (enemy && enemy.isValid) { enemy.destroy(); } }, 0); } } // 墙体受到伤害 - 现在委托给Wall组件 damageWall(damage: number) { if (this.wallComponent) { this.wallComponent.takeDamage(damage); } else { console.warn('[EnemyController] 墙体组件未找到,无法处理伤害'); } } // 游戏结束 gameOver() { // 停止游戏,但不清除敌人 this.stopGame(false); // 通过事件系统触发游戏失败 const eventBus = EventBus.getInstance(); eventBus.emit(GameEvents.GAME_DEFEAT); } update(dt: number) { if (!this.gameStarted) return; // 更新所有敌人 for (let i = this.activeEnemies.length - 1; i >= 0; i--) { const enemy = this.activeEnemies[i]; if (!enemy || !enemy.isValid) { this.activeEnemies.splice(i, 1); continue; } // 敌人更新由各自的组件处理 // 不再需要检查敌人是否到达墙体,因为敌人到达游戏区域后会自动攻击 // 敌人的攻击逻辑已经在EnemyInstance中处理 } } public getCurrentWallHealth(): number { return this.wallComponent ? this.wallComponent.getCurrentHealth() : 0; } public forceEnemyAttack() { const activeEnemies = this.getActiveEnemies(); for (const enemy of activeEnemies) { const enemyComp = enemy.getComponent(EnemyInstance); if (enemyComp) { // 直接调用damageWall方法进行测试 this.damageWall(enemyComp.attackPower); } } } /** 供 EnemyInstance 在 onDestroy 中调用 */ public notifyEnemyDead(enemyNode?: Node) { // 如果正在清理敌人,不触发任何游戏事件 if (this.isClearing) { if (enemyNode) { const idx = this.activeEnemies.indexOf(enemyNode); if (idx !== -1) { this.activeEnemies.splice(idx, 1); } } return; } if (enemyNode) { const idx = this.activeEnemies.indexOf(enemyNode); if (idx !== -1) { this.activeEnemies.splice(idx, 1); } else { console.log(`[EnemyController] 警告:尝试移除的敌人不在activeEnemies数组中!`); } // 移除EnemyController内部的击杀计数,统一由GameManager管理 // this.currentWaveEnemiesKilled++; // 敌人死亡通知时不更新数量显示,由GameManager统一管理 } // 直接通过事件总线发送ENEMY_KILLED事件,避免通过GamePause的双重调用 const eventBus = EventBus.getInstance(); eventBus.emit('ENEMY_KILLED'); } /** * 加载敌人骨骼动画 */ private loadEnemyAnimation(enemyNode: Node, enemyConfig: EnemyConfig) { console.log(`[EnemyController] 开始加载敌人动画,敌人ID: ${enemyConfig?.id}, 敌人名称: ${enemyConfig?.name}`); if (!enemyConfig || !enemyConfig.visualConfig) { console.warn('[EnemyController] 敌人配置或视觉配置缺失,使用默认动画'); return; } let spinePath: string | undefined = enemyConfig.visualConfig?.spritePath; console.log(`[EnemyController] 敌人 ${enemyConfig.id} 的spritePath: ${spinePath}`); if (!spinePath) { console.warn('[EnemyController] 敌人精灵路径缺失'); return; } if (spinePath.startsWith('@EnemyAni')) { spinePath = spinePath.replace('@EnemyAni', 'Animation/EnemyAni'); } if (spinePath.startsWith('@')) { spinePath = spinePath.substring(1); } // 对于Animation/EnemyAni路径,需要添加子目录和文件名 // 例如:Animation/EnemyAni/007 -> Animation/EnemyAni/007/007 if (spinePath.startsWith('Animation/EnemyAni/')) { const parts = spinePath.split('/'); if (parts.length === 3) { const animId = parts[2]; spinePath = `${spinePath}/${animId}`; } } console.log(`[EnemyController] 最终加载路径: ${spinePath}`); resources.load(spinePath, sp.SkeletonData, (err, skeletonData) => { if (err) { console.warn(`加载敌人Spine动画失败: ${spinePath}`, err); return; } let skeleton = enemyNode.getComponent(sp.Skeleton); if (!skeleton) { skeleton = enemyNode.addComponent(sp.Skeleton); } skeleton.skeletonData = skeletonData; const anims = enemyConfig.visualConfig.animations; const walkName = anims?.walk ?? 'walk'; const idleName = anims?.idle ?? 'idle'; if (skeleton.findAnimation(walkName)) { skeleton.setAnimation(0, walkName, true); } else if (skeleton.findAnimation(idleName)) { skeleton.setAnimation(0, idleName, true); } else { console.warn(`[EnemyController] 未找到合适的动画,walk: ${walkName}, idle: ${idleName}`); } }); } // 更新敌人数量显示 public updateEnemyCountLabel(killedCount?: number) { if (!this.enemyCountLabelNode) { console.warn('[EnemyController] enemyCountLabelNode 未找到,无法更新敌人数量显示'); return; } const label = this.enemyCountLabelNode.getComponent(Label); if (label) { // 计算剩余敌人数量:总数 - 击杀数量 let remaining: number; if (killedCount !== undefined) { // 使用传入的击杀数量计算剩余数量 remaining = Math.max(0, this.currentWaveTotalEnemies - killedCount); } else { // 如果没有传入击杀数量,则显示当前波次总敌人数(初始状态) remaining = this.currentWaveTotalEnemies; } label.string = remaining.toString(); } else { console.warn('[EnemyController] enemyCountLabelNode 上未找到 Label 组件'); } } public startWave(waveNum: number, totalWaves: number, totalEnemies: number, waveEnemyConfigs?: any[]) { this.currentWave = waveNum; this.totalWaves = totalWaves; this.currentWaveTotalEnemies = totalEnemies; this.currentWaveEnemiesSpawned = 0; // 重置已生成敌人计数器 this.currentWaveEnemyConfigs = waveEnemyConfigs || []; // 存储当前波次的敌人配置 // 移除EnemyController内部的击杀计数重置,统一由GameManager管理 // this.currentWaveEnemiesKilled = 0; // 修复问题1:根据波次配置设置生成间隔 if (this.currentWaveEnemyConfigs.length > 0) { // 使用第一个敌人配置的spawnInterval,如果有多个配置可以取平均值或最小值 const firstEnemyConfig = this.currentWaveEnemyConfigs[0]; if (firstEnemyConfig && typeof firstEnemyConfig.spawnInterval === 'number') { this.spawnInterval = firstEnemyConfig.spawnInterval; console.log(`[EnemyController] 设置生成间隔为: ${this.spawnInterval}`); } } console.log(`[EnemyController] 开始波次 ${waveNum}/${totalWaves},需要生成 ${totalEnemies} 个敌人`); console.log(`[EnemyController] 波次敌人配置:`, this.currentWaveEnemyConfigs); console.log(`[EnemyController] 当前生成间隔: ${this.spawnInterval}`); this.updateWaveLabel(); this.updateEnemyCountLabel(); // 移除startWaveUI的隐藏,因为现在使用Toast预制体 // if (this.startWaveUI) this.startWaveUI.active = false; } private updateWaveLabel() { if (!this.waveNumberLabelNode) { console.warn('[EnemyController] waveNumberLabelNode 未找到,无法更新波次标签'); return; } const label = this.waveNumberLabelNode.getComponent(Label); if (label) { const newText = `${this.currentWave}/${this.totalWaves}`; label.string = newText; } else { console.warn('[EnemyController] waveNumberLabelNode 上未找到 Label 组件'); } } /** 显示每波开始提示,随后开启敌人生成 */ public showStartWavePromptUI(duration: number = 2) { // 通过事件系统检查游戏是否已经结束 let gameOver = false; EventBus.getInstance().emit(GameEvents.GAME_CHECK_OVER, (isOver: boolean) => { gameOver = isOver; }); if (gameOver) { return; } // 暂停敌人生成,确保在Toast显示期间不会生成敌人 this.pauseSpawning(); // 使用事件机制显示Toast const toastText = `第${this.currentWave}波敌人来袭!`; EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: toastText, duration: duration }); // 等待Toast消息播放结束后再开始生成敌人 if (duration > 0) { this.scheduleOnce(() => { // 再次检查游戏状态,确保游戏未结束 let gameOverCheck = false; EventBus.getInstance().emit(GameEvents.GAME_CHECK_OVER, (isOver: boolean) => { gameOverCheck = isOver; }); if (gameOverCheck) { return; } // Toast播放完毕,开始生成敌人 this.startGame(); }, duration); } else { // 如果duration为0,立即开始游戏 this.startGame(); } } /** * 重置到初始状态 * 用于游戏重新开始时重置所有敌人相关状态 */ public resetToInitialState(): void { // 停止游戏并清理所有敌人 this.stopGame(true); // 重置波次信息 this.currentWave = 1; this.totalWaves = 1; this.currentWaveTotalEnemies = 0; this.currentWaveEnemiesKilled = 0; this.currentWaveEnemiesSpawned = 0; this.currentWaveEnemyConfigs = []; // 重置血量倍率 this.currentHealthMultiplier = 1.0; // 清空暂停状态 this.pausedEnemyStates.clear(); // 重置UI显示 this.updateEnemyCountLabel(); this.updateWaveLabel(); } /** * 处理更新敌人计数事件 */ private onUpdateEnemyCountEvent(killedCount: number) { this.updateEnemyCountLabel(killedCount); } /** * 处理启动波次事件 */ private onStartWaveEvent(data: { wave: number; totalWaves: number; enemyCount: number; waveEnemyConfigs: any[] }) { this.startWave(data.wave, data.totalWaves, data.enemyCount, data.waveEnemyConfigs); } /** * 处理启动游戏事件 */ private onStartGameEvent() { this.startGame(); } /** * 处理显示波次提示事件 */ private onShowStartWavePromptEvent() { this.showStartWavePromptUI(); } onDestroy() { // 清理事件监听 const eventBus = EventBus.getInstance(); eventBus.off(GameEvents.GAME_PAUSE, this.onGamePauseEvent, this); eventBus.off(GameEvents.GAME_RESUME, this.onGameResumeEvent, this); eventBus.off(GameEvents.GAME_SUCCESS, this.onGameEndEvent, this); eventBus.off(GameEvents.GAME_DEFEAT, this.onGameEndEvent, this); eventBus.off(GameEvents.CLEAR_ALL_GAME_OBJECTS, this.onClearAllGameObjectsEvent, this); eventBus.off(GameEvents.CLEAR_ALL_ENEMIES, this.onClearAllEnemiesEvent, this); eventBus.off(GameEvents.RESET_ENEMY_CONTROLLER, this.onResetEnemyControllerEvent, this); // 清理新增的事件监听 eventBus.off(GameEvents.ENEMY_UPDATE_COUNT, this.onUpdateEnemyCountEvent, this); eventBus.off(GameEvents.ENEMY_START_WAVE, this.onStartWaveEvent, this); eventBus.off(GameEvents.ENEMY_START_GAME, this.onStartGameEvent, this); eventBus.off(GameEvents.ENEMY_SHOW_START_WAVE_PROMPT, this.onShowStartWavePromptEvent, this); // 清空状态 this.pausedEnemyStates.clear(); } }