import { _decorator, Component, Node, Prefab, instantiate, Vec3, EventTouch, Vec2, UITransform, find, Rect, Label, Color, Size, Sprite, SpriteFrame, resources, Button, Collider2D } from 'cc'; import { ConfigManager, WeaponConfig } from '../Core/ConfigManager'; import { SaveDataManager } from '../LevelSystem/SaveDataManager'; import { LevelSessionManager } from '../Core/LevelSessionManager'; import { LevelConfigManager } from '../LevelSystem/LevelConfigManager'; import { BlockTag } from './BlockSelection/BlockTag'; import { SkillManager } from './SkillSelection/SkillManager'; import EventBus, { GameEvents } from '../Core/EventBus'; import { sp } from 'cc'; const { ccclass, property } = _decorator; @ccclass('BlockManager') export class BlockManager extends Component { // 预制体数组,存储5个预制体 @property([Prefab]) public blockPrefabs: Prefab[] = []; // 网格容器节点 @property({ type: Node, tooltip: '拖拽GridContainer节点到这里' }) public gridContainer: Node = null; // 方块容器节点(kuang) @property({ type: Node, tooltip: '拖拽kuang节点到这里' }) public kuangContainer: Node = null; // 金币标签节点 @property({ type: Node, tooltip: '拖拽CoinLabel节点到这里' }) public coinLabelNode: Node = null; // 已放置方块容器节点 @property({ type: Node, tooltip: '拖拽PlacedBlocks节点到这里(Canvas/GameLevelUI/PlacedBlocks)' }) public placedBlocksContainer: Node = null; // 游戏是否已开始 public gameStarted: boolean = false; // 移除移动冷却:相关属性/逻辑已废弃 // SaveDataManager 单例 private saveDataManager: SaveDataManager = null; // 仅用于局外数据 private session: LevelSessionManager = null; // 方块价格标签映射 private blockPriceMap: Map = new Map(); // 已经生成的块 private blocks: Node[] = []; // 当前拖拽的块 private currentDragBlock: Node | null = null; // 拖拽起始位置 private startPos = new Vec2(); // 块的起始位置 private blockStartPos: Vec3 = new Vec3(); // 网格占用情况,用于控制台输出 private gridOccupationMap: number[][] = []; // 网格行数和列数 private readonly GRID_ROWS = 6; private readonly GRID_COLS = 11; // 是否已初始化网格信息 private gridInitialized = false; // 存储网格节点信息 private gridNodes: Node[][] = []; // 网格间距 private gridSpacing = 54; // 不参与占用的节点名称列表 private readonly NON_BLOCK_NODES: string[] = ['Weapon', 'Price']; // 临时保存方块的原始占用格子 private tempRemovedOccupiedGrids: { block: Node, occupiedGrids: { row: number, col: number }[] }[] = []; // 方块原始位置(在kuang中的位置) private originalPositions: Map = new Map(); // 方块当前所在的区域 private blockLocations: Map = new Map(); // 配置管理器 private configManager: ConfigManager = null; // 关卡配置管理器 private levelConfigManager: LevelConfigManager = null; // 方块武器配置映射 private blockWeaponConfigs: Map = new Map(); /** 冷却机制已废弃,方块随时可移动 */ private canMoveBlock(block: Node): boolean { return true; } // 清除所有冷却(游戏重置时调用) public clearAllCooldowns() { /* no-op */ } // 获取当前关卡的武器配置列表 private async getCurrentLevelWeapons(): Promise { if (!this.levelConfigManager || !this.saveDataManager) { console.warn('关卡配置管理器或存档管理器未初始化,使用默认武器列表'); return []; } try { const currentLevel = this.saveDataManager.getCurrentLevel(); const levelConfig = await this.levelConfigManager.getLevelConfig(currentLevel); if (levelConfig && levelConfig.weapons && Array.isArray(levelConfig.weapons)) { console.log(`关卡 ${currentLevel} 配置的武器:`, levelConfig.weapons); return levelConfig.weapons; } else { console.warn(`关卡 ${currentLevel} 没有配置武器列表`); return []; } } catch (error) { console.error('获取当前关卡武器配置失败:', error); return []; } } // 根据武器名称获取武器配置 private getWeaponConfigByName(weaponName: string): WeaponConfig | null { if (!this.configManager) return null; const allWeapons = this.configManager.getAllWeapons(); return allWeapons.find(weapon => weapon.name === weaponName) || null; } // 设置事件监听器 private setupEventListeners() { const eventBus = EventBus.getInstance(); // 监听重置方块管理器事件 eventBus.on(GameEvents.RESET_BLOCK_MANAGER, this.onResetBlockManagerEvent, this); // 监听方块生成事件 eventBus.on(GameEvents.GENERATE_BLOCKS, this.onGenerateBlocksEvent, this); // 移除GAME_START事件监听,避免与GameBlockSelection重复生成方块 // eventBus.on(GameEvents.GAME_START, this.onGameStartEvent, this); // 监听波次完成事件(每波结束后生成新方块) eventBus.on(GameEvents.WAVE_COMPLETED, this.onWaveCompletedEvent, this); } // 处理重置方块管理器事件 private onResetBlockManagerEvent() { console.log('[BlockManager] 接收到重置方块管理器事件'); this.onGameReset(); } // 处理方块生成事件 private onGenerateBlocksEvent() { console.log('[BlockManager] 接收到方块生成事件'); this.generateRandomBlocksInKuang(); } // 处理游戏开始事件 - 已废弃,避免与GameBlockSelection重复生成方块 // private onGameStartEvent() { // console.log('[BlockManager] 接收到游戏开始事件,生成初始方块'); // this.generateRandomBlocksInKuang(); // } // 处理波次完成事件 private onWaveCompletedEvent() { console.log('[BlockManager] 接收到波次完成事件,生成新方块'); this.generateRandomBlocksInKuang(); } start() { // 获取配置管理器 this.configManager = ConfigManager.getInstance(); if (!this.configManager) { console.error('无法获取ConfigManager实例'); } // 获取关卡配置管理器 this.levelConfigManager = LevelConfigManager.getInstance(); if (!this.levelConfigManager) { console.error('无法获取LevelConfigManager实例'); } // 如果没有指定GridContainer,尝试找到它 if (!this.gridContainer) { this.gridContainer = find('Canvas/GameLevelUI/GameArea/GridContainer'); if (!this.gridContainer) { console.error('找不到GridContainer节点'); return; } } // 如果没有指定kuangContainer,尝试找到它 if (!this.kuangContainer) { this.kuangContainer = find('Canvas/GameLevelUI/BlockSelectionUI/diban/kuang'); if (!this.kuangContainer) { console.error('找不到kuang节点'); return; } } // 如果没有指定coinLabelNode,尝试找到它 if (!this.coinLabelNode) { this.coinLabelNode = find('Canvas/GameLevelUI/CoinNode/CoinLabel'); if (!this.coinLabelNode) { console.error('找不到CoinLabel节点'); return; } } // 如果没有指定placedBlocksContainer,尝试找到它 if (!this.placedBlocksContainer) { this.placedBlocksContainer = find('Canvas/GameLevelUI/PlacedBlocks'); } // 确保有PlacedBlocks节点用于存放已放置的方块 this.ensurePlacedBlocksNode(); // 获取数据管理器 this.saveDataManager = SaveDataManager.getInstance(); this.session = LevelSessionManager.inst; // 初始化玩家金币显示 this.updateCoinDisplay(); // 初始化网格信息 this.initGridInfo(); // 初始化网格占用情况 this.initGridOccupationMap(); // 设置事件监听器 this.setupEventListeners(); // 移除自动生成方块逻辑,改为事件触发 // 方块生成现在通过以下事件触发: // - GAME_START: 游戏开始时 // - WAVE_COMPLETED: 每波敌人消灭后 // - GENERATE_BLOCKS: 手动触发生成 } // 确保有PlacedBlocks节点 ensurePlacedBlocksNode() { // 如果已经通过拖拽设置了节点,直接使用 if (this.placedBlocksContainer && this.placedBlocksContainer.isValid) { return; } // 尝试查找节点 this.placedBlocksContainer = find('Canvas/GameLevelUI/PlacedBlocks'); if (this.placedBlocksContainer) { 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PlacedBlocks'); return; } this.placedBlocksContainer = new Node('PlacedBlocks'); gameLevelUI.addChild(this.placedBlocksContainer); if (!this.placedBlocksContainer.getComponent(UITransform)) { this.placedBlocksContainer.addComponent(UITransform); } console.log('已在GameLevelUI下创建PlacedBlocks节点'); } // 初始化网格信息 initGridInfo() { if (!this.gridContainer || this.gridInitialized) return; this.gridNodes = []; for (let row = 0; row < this.GRID_ROWS; row++) { this.gridNodes[row] = []; } for (let i = 0; i < this.gridContainer.children.length; i++) { const grid = this.gridContainer.children[i]; if (grid.name.startsWith('Grid_')) { const parts = grid.name.split('_'); if (parts.length === 3) { const row = parseInt(parts[1]); const col = parseInt(parts[2]); if (row >= 0 && row < this.GRID_ROWS && col >= 0 && col < this.GRID_COLS) { this.gridNodes[row][col] = grid; } } } } if (this.GRID_ROWS > 1 && this.GRID_COLS > 0) { if (this.gridNodes[0][0] && this.gridNodes[1][0]) { const pos1 = this.gridNodes[0][0].position; const pos2 = this.gridNodes[1][0].position; this.gridSpacing = Math.abs(pos2.y - pos1.y); } } this.gridInitialized = true; } // 初始化网格占用情况 initGridOccupationMap() { this.gridOccupationMap = []; for (let row = 0; row < this.GRID_ROWS; row++) { const rowArray: number[] = []; for (let col = 0; col < this.GRID_COLS; col++) { rowArray.push(0); } this.gridOccupationMap.push(rowArray); } } // 在kuang下生成三个方块(基于关卡配置) private async generateRandomBlocksInKuang() { // 清除kuang区域中的旧方块,但不清除已放置在网格中的方块的标签 this.clearBlocks(); // 检查配置管理器是否可用 if (!this.configManager || !this.configManager.isConfigLoaded()) { console.warn('配置管理器未初始化或配置未加载完成,延迟生成方块'); this.scheduleOnce(() => { this.generateRandomBlocksInKuang(); }, 1.0); return; } if (this.blockPrefabs.length === 0) { console.error('没有可用的预制体'); return; } const kuangNode = this.kuangContainer; if (!kuangNode) { console.error('找不到kuang节点'); return; } const offsets = [ new Vec3(-200, 0, 0), new Vec3(0, 0, 0), new Vec3(200, 0, 0) ]; const dbNodes = [ kuangNode.getChildByName('db01'), kuangNode.getChildByName('db02'), kuangNode.getChildByName('db03') ]; // 获取当前关卡的武器配置列表 const levelWeapons = await this.getCurrentLevelWeapons(); for (let i = 0; i < 3; i++) { let weaponConfig: WeaponConfig | null = null; // 如果关卡配置了武器列表,从中随机选择 if (levelWeapons.length > 0) { const randomWeaponName = levelWeapons[Math.floor(Math.random() * levelWeapons.length)]; weaponConfig = this.getWeaponConfigByName(randomWeaponName); if (!weaponConfig) { console.warn(`关卡配置的武器 "${randomWeaponName}" 在武器配置文件中未找到,使用随机武器`); weaponConfig = this.configManager.getRandomWeapon(); } } else { // 如果关卡没有配置武器列表,使用随机武器 console.warn('关卡未配置武器列表,使用随机武器'); weaponConfig = this.configManager.getRandomWeapon(); } if (!weaponConfig) { console.error(`无法获取第 ${i + 1} 个武器配置`); continue; } // 基于武器配置选择合适的预制体 const prefab = this.selectPrefabForWeapon(weaponConfig); if (!prefab) { console.error(`无法为武器 ${weaponConfig.name} 选择合适的预制体`); continue; } const block = instantiate(prefab); kuangNode.addChild(block); block.position = offsets[i]; // 设置方块名称 block.name = `WeaponBlock_${weaponConfig.id}`; // 保存武器配置到方块 this.blockWeaponConfigs.set(block, weaponConfig); block['weaponConfig'] = weaponConfig; block['weaponId'] = weaponConfig.id; this.originalPositions.set(block, offsets[i].clone()); this.blockLocations.set(block, 'kuang'); this.blocks.push(block); if (dbNodes[i]) { const priceNode = dbNodes[i].getChildByName('Price'); if (priceNode) { this.blockPriceMap.set(block, priceNode); priceNode.active = true; // 根据武器稀有度设置价格 this.setBlockPriceByRarity(priceNode, weaponConfig.rarity); } this.associateDbNodeWithBlock(block, dbNodes[i]); } // 设置方块的武器外观 this.setupBlockWeaponVisual(block, weaponConfig); this.setupDragEvents(block); // 为新生成的方块添加标签 BlockTag.addTag(block); console.log(`[BlockManager] 为方块 ${block.name} 添加标签,UUID: ${block.uuid}`); } this.updateCoinDisplay(); } // 将db节点与方块关联 associateDbNodeWithBlock(block: Node, dbNode: Node) { block['dbNode'] = dbNode; block.on(Node.EventType.TRANSFORM_CHANGED, () => { if (dbNode && block.parent) { const location = this.blockLocations.get(block); if (location === 'grid') { dbNode.active = false; return; } dbNode.active = true; const worldPos = block.parent.getComponent(UITransform).convertToWorldSpaceAR(block.position); const localPos = dbNode.parent.getComponent(UITransform).convertToNodeSpaceAR(worldPos); dbNode.position = new Vec3(localPos.x, localPos.y - 80, localPos.z); } }); } // 更新金币显示 updateCoinDisplay() { if (this.coinLabelNode) { const label = this.coinLabelNode.getComponent(Label); if (label) { const coins = this.session.getCoins(); label.string = coins.toString(); } } } // 获取方块价格 getBlockPrice(block: Node): number { const priceNode = this.blockPriceMap.get(block); if (priceNode) { const label = priceNode.getComponent(Label); if (label) { const price = parseInt(label.string); if (!isNaN(price)) { return price; } } } return 50; } // 隐藏价格标签 hidePriceLabel(block: Node) { const priceNode = this.blockPriceMap.get(block); if (priceNode) { priceNode.active = false; } } // 显示价格标签 showPriceLabel(block: Node) { const priceNode = this.blockPriceMap.get(block); if (priceNode) { priceNode.active = true; } } // 扣除玩家金币 deductPlayerCoins(amount: number): boolean { const success = this.session.spendCoins(amount); if (success) { this.updateCoinDisplay(); } return success; } // 归还玩家金币 refundPlayerCoins(amount: number) { this.session.addCoins(amount); this.updateCoinDisplay(); } // 设置拖拽事件 setupDragEvents(block: Node) { block.on(Node.EventType.TOUCH_START, (event: EventTouch) => { if (this.gameStarted && this.blockLocations.get(block) === 'grid') { if (!this.canMoveBlock(block)) { return; } } this.currentDragBlock = block; this.startPos = event.getUILocation(); this.blockStartPos.set(block.position); this.currentDragBlock['startLocation'] = this.blockLocations.get(block); block.setSiblingIndex(block.parent.children.length - 1); this.tempStoreBlockOccupiedGrids(block); // 拖拽开始时禁用碰撞体 const collider = block.getComponent(Collider2D); if (collider) collider.enabled = false; }, this); block.on(Node.EventType.TOUCH_MOVE, (event: EventTouch) => { if (this.gameStarted && this.blockLocations.get(block) === 'grid') { if (!this.canMoveBlock(block)) { return; } } if (!this.currentDragBlock) return; const location = event.getUILocation(); const deltaX = location.x - this.startPos.x; const deltaY = location.y - this.startPos.y; this.currentDragBlock.position = new Vec3( this.blockStartPos.x + deltaX, this.blockStartPos.y + deltaY, this.blockStartPos.z ); }, this); block.on(Node.EventType.TOUCH_END, (event: EventTouch) => { if (this.gameStarted && this.blockLocations.get(block) === 'grid') { if (!this.canMoveBlock(block)) { return; } } if (this.currentDragBlock) { this.handleBlockDrop(event); this.currentDragBlock = null; // 拖拽结束时恢复碰撞体 const collider = block.getComponent(Collider2D); if (collider) collider.enabled = true; } }, this); block.on(Node.EventType.TOUCH_CANCEL, () => { if (this.currentDragBlock) { this.returnBlockToOriginalPosition(); this.currentDragBlock = null; // 拖拽取消时恢复碰撞体 const collider = block.getComponent(Collider2D); if (collider) collider.enabled = true; } }, this); } // 处理方块放下 handleBlockDrop(event: EventTouch) { const touchPos = event.getLocation(); const startLocation = this.currentDragBlock['startLocation']; if (this.isInKuangArea(touchPos)) { // 检查是否有标签,只有有标签的方块才能放回kuang if (BlockTag.hasTag(this.currentDragBlock)) { this.returnBlockToKuang(startLocation); } else { // 没有标签的方块不能放回kuang,返回原位置 console.log(`[BlockManager] 方块 ${this.currentDragBlock.name} 没有标签,不能放回kuang区域`); this.returnBlockToOriginalPosition(); } } else if (this.tryPlaceBlockToGrid(this.currentDragBlock)) { this.handleSuccessfulPlacement(startLocation); } else { console.log(`[BlockManager] 方块 ${this.currentDragBlock.name} 放置到网格失败`); console.log(`[BlockManager] 方块标签状态:`, BlockTag.hasTag(this.currentDragBlock)); console.log(`[BlockManager] 方块UUID:`, this.currentDragBlock.uuid); // 放置失败,尝试直接与重叠方块合成 if (this.tryMergeOnOverlap(this.currentDragBlock)) { // 合成成功时,若来自 kuang 则扣费 if (startLocation !== 'grid') { const price = this.getBlockPrice(this.currentDragBlock); this.deductPlayerCoins(price); } // 当前拖拽块已被销毁(合并时),无需复位 } else { console.log(`[BlockManager] 方块 ${this.currentDragBlock.name} 合成也失败,返回原位置`); this.returnBlockToOriginalPosition(); } } } // 返回方块到kuang区域 returnBlockToKuang(startLocation: string) { const originalPos = this.originalPositions.get(this.currentDragBlock); if (originalPos) { const kuangNode = this.kuangContainer; if (kuangNode && this.currentDragBlock.parent !== kuangNode) { this.currentDragBlock.removeFromParent(); kuangNode.addChild(this.currentDragBlock); } this.currentDragBlock.position = originalPos.clone(); } this.restoreBlockOccupiedGrids(this.currentDragBlock); this.blockLocations.set(this.currentDragBlock, 'kuang'); this.showPriceLabel(this.currentDragBlock); if (startLocation === 'grid') { const price = this.getBlockPrice(this.currentDragBlock); this.refundPlayerCoins(price); this.currentDragBlock['placedBefore'] = false; } const dbNode = this.currentDragBlock['dbNode']; if (dbNode) { dbNode.active = true; this.currentDragBlock.emit(Node.EventType.TRANSFORM_CHANGED); } } // 处理成功放置 handleSuccessfulPlacement(startLocation: string) { const price = this.getBlockPrice(this.currentDragBlock); if (startLocation === 'grid') { this.clearTempStoredOccupiedGrids(this.currentDragBlock); this.blockLocations.set(this.currentDragBlock, 'grid'); this.hidePriceLabel(this.currentDragBlock); const dbNode = this.currentDragBlock['dbNode']; if (dbNode) { dbNode.active = false; } // 立即将方块移动到PlacedBlocks节点下,不等游戏开始 this.moveBlockToPlacedBlocks(this.currentDragBlock); // 如果游戏已开始,添加锁定视觉提示 if (this.gameStarted) { this.addLockedVisualHint(this.currentDragBlock); // 游戏开始后放置的方块移除标签,不能再放回kuang BlockTag.removeTag(this.currentDragBlock); } // 检查并执行合成 this.tryMergeBlock(this.currentDragBlock); } else { if (this.deductPlayerCoins(price)) { this.clearTempStoredOccupiedGrids(this.currentDragBlock); this.blockLocations.set(this.currentDragBlock, 'grid'); this.hidePriceLabel(this.currentDragBlock); const dbNode = this.currentDragBlock['dbNode']; if (dbNode) { dbNode.active = false; } this.currentDragBlock['placedBefore'] = true; // 立即将方块移动到PlacedBlocks节点下,不等游戏开始 this.moveBlockToPlacedBlocks(this.currentDragBlock); // 如果游戏已开始,添加锁定视觉提示 if (this.gameStarted) { this.addLockedVisualHint(this.currentDragBlock); // 游戏开始后放置的方块移除标签,不能再放回kuang BlockTag.removeTag(this.currentDragBlock); } // 检查并执行合成 this.tryMergeBlock(this.currentDragBlock); } else { this.returnBlockToOriginalPosition(); } } } // 返回方块到原位置 returnBlockToOriginalPosition() { const currentLocation = this.blockLocations.get(this.currentDragBlock); if (currentLocation === 'kuang') { const originalPos = this.originalPositions.get(this.currentDragBlock); if (originalPos) { this.currentDragBlock.position = originalPos.clone(); } } else { this.currentDragBlock.position = this.blockStartPos.clone(); } this.restoreBlockOccupiedGrids(this.currentDragBlock); this.showPriceLabel(this.currentDragBlock); const dbNode = this.currentDragBlock['dbNode']; if (dbNode) { dbNode.active = true; this.currentDragBlock.emit(Node.EventType.TRANSFORM_CHANGED); } } // 检查是否在kuang区域内 isInKuangArea(touchPos: Vec2): boolean { if (!this.kuangContainer) return false; const kuangTransform = this.kuangContainer.getComponent(UITransform); if (!kuangTransform) return false; const kuangBoundingBox = new Rect( this.kuangContainer.worldPosition.x - kuangTransform.width * kuangTransform.anchorX, this.kuangContainer.worldPosition.y - kuangTransform.height * kuangTransform.anchorY, kuangTransform.width, kuangTransform.height ); return kuangBoundingBox.contains(new Vec2(touchPos.x, touchPos.y)); } // 临时保存方块占用的网格 tempStoreBlockOccupiedGrids(block: Node) { const occupiedGrids = block['occupiedGrids']; if (!occupiedGrids || occupiedGrids.length === 0) return; this.tempRemovedOccupiedGrids.push({ block: block, occupiedGrids: [...occupiedGrids] }); for (const grid of occupiedGrids) { if (grid.row >= 0 && grid.row < this.GRID_ROWS && grid.col >= 0 && grid.col < this.GRID_COLS) { this.gridOccupationMap[grid.row][grid.col] = 0; } } block['occupiedGrids'] = []; } // 恢复方块原来的占用状态 restoreBlockOccupiedGrids(block: Node) { const index = this.tempRemovedOccupiedGrids.findIndex(item => item.block === block); if (index === -1) return; const savedItem = this.tempRemovedOccupiedGrids[index]; for (const grid of savedItem.occupiedGrids) { if (grid.row >= 0 && grid.row < this.GRID_ROWS && grid.col >= 0 && grid.col < this.GRID_COLS) { this.gridOccupationMap[grid.row][grid.col] = 1; } } block['occupiedGrids'] = [...savedItem.occupiedGrids]; this.tempRemovedOccupiedGrids.splice(index, 1); } // 清除临时保存的占用状态 clearTempStoredOccupiedGrids(block: Node) { const index = this.tempRemovedOccupiedGrids.findIndex(item => item.block === block); if (index === -1) return; this.tempRemovedOccupiedGrids.splice(index, 1); } // 尝试将方块放置到网格中 tryPlaceBlockToGrid(block: Node): boolean { console.log(`[BlockManager] 尝试放置方块 ${block.name} 到网格`); if (!this.gridContainer || !this.gridInitialized) { console.log(`[BlockManager] 网格容器或网格未初始化`); return false; } let b1Node = block; if (block.name !== 'B1') { b1Node = block.getChildByName('B1'); if (!b1Node) { console.log(`[BlockManager] 方块 ${block.name} 没有B1子节点`); return false; } } const b1WorldPos = b1Node.parent.getComponent(UITransform).convertToWorldSpaceAR(b1Node.position); const gridPos = this.gridContainer.getComponent(UITransform).convertToNodeSpaceAR(b1WorldPos); console.log(`[BlockManager] B1世界坐标:`, b1WorldPos); console.log(`[BlockManager] 网格本地坐标:`, gridPos); const gridSize = this.gridContainer.getComponent(UITransform).contentSize; const halfWidth = gridSize.width / 2; const halfHeight = gridSize.height / 2; const tolerance = this.gridSpacing * 0.5; if (gridPos.x < -halfWidth - tolerance || gridPos.x > halfWidth + tolerance || gridPos.y < -halfHeight - tolerance || gridPos.y > halfHeight + tolerance) { console.log(`[BlockManager] 方块超出网格边界`); return false; } const nearestGrid = this.findNearestGridNode(gridPos); if (!nearestGrid) { console.log(`[BlockManager] 找不到最近的网格节点`); return false; } console.log(`[BlockManager] 找到最近的网格节点: ${nearestGrid.name}`); return this.tryPlaceBlockToSpecificGrid(block, nearestGrid); } // 找到最近的网格节点 findNearestGridNode(position: Vec3): Node { if (!this.gridContainer || !this.gridInitialized) return null; let nearestNode: Node = null; let minDistance = Number.MAX_VALUE; for (let row = 0; row < this.GRID_ROWS; row++) { for (let col = 0; col < this.GRID_COLS; col++) { const grid = this.gridNodes[row][col]; if (grid) { const distance = Vec3.distance(position, grid.position); if (distance < minDistance) { minDistance = distance; nearestNode = grid; } } } } if (minDistance > this.gridSpacing * 2) { return null; } return nearestNode; } // 尝试将方块放置到指定的网格节点 tryPlaceBlockToSpecificGrid(block: Node, targetGrid: Node): boolean { let b1Node = block; if (block.name !== 'B1') { b1Node = block.getChildByName('B1'); if (!b1Node) { return false; } } if (!this.canPlaceBlockAt(block, targetGrid)) { return false; } const gridCenterWorldPos = this.gridContainer.getComponent(UITransform).convertToWorldSpaceAR(targetGrid.position); const targetWorldPos = gridCenterWorldPos.clone(); const b1LocalPos = b1Node.position.clone(); let rootTargetWorldPos; if (b1Node === block) { rootTargetWorldPos = targetWorldPos.clone(); } else { rootTargetWorldPos = new Vec3( targetWorldPos.x - b1LocalPos.x, targetWorldPos.y - b1LocalPos.y, targetWorldPos.z ); } const rootTargetLocalPos = block.parent.getComponent(UITransform).convertToNodeSpaceAR(rootTargetWorldPos); block.position = rootTargetLocalPos; this.markOccupiedPositions(block, targetGrid); return true; } // 检查方块是否可以放置在指定位置 canPlaceBlockAt(block: Node, targetGrid: Node): boolean { if (!this.gridInitialized) { console.log(`[BlockManager] 网格未初始化`); return false; } const targetRowCol = this.getGridRowCol(targetGrid); if (!targetRowCol) { console.log(`[BlockManager] 无法获取目标网格的行列信息`); return false; } const parts = this.getBlockParts(block); for (let i = 0; i < parts.length; i++) { const part = parts[i]; const row = targetRowCol.row - part.y; const col = targetRowCol.col + part.x; if (row < 0 || row >= this.GRID_ROWS || col < 0 || col >= this.GRID_COLS) { console.log(`[BlockManager] 部件${i} 超出网格边界: row=${row}, col=${col}, 网格大小=${this.GRID_ROWS}x${this.GRID_COLS}`); return false; } if (this.gridOccupationMap[row][col] === 1) { console.log(`[BlockManager] 部件${i} 位置已被占用: row=${row}, col=${col}`); return false; } } return true; } // 获取网格行列索引 getGridRowCol(gridNode: Node): { row: number, col: number } | null { if (!gridNode || !gridNode.name.startsWith('Grid_')) return null; const parts = gridNode.name.split('_'); if (parts.length === 3) { const row = parseInt(parts[1]); const col = parseInt(parts[2]); if (row >= 0 && row < this.GRID_ROWS && col >= 0 && col < this.GRID_COLS) { return { row, col }; } } return null; } // 获取方块的所有部分节点及其相对坐标 getBlockParts(block: Node): { node: Node, x: number, y: number }[] { const parts: { node: Node, x: number, y: number }[] = []; // 检查根节点是否有B1子节点,如果有,则B1是实际的形状根节点 const b1Node = block.getChildByName('B1'); if (b1Node) { // B1节点作为(0,0)位置 parts.push({ node: b1Node, x: 0, y: 0 }); this.findBlockParts(b1Node, parts, 0, 0); } else { // 没有B1节点,使用根节点 parts.push({ node: block, x: 0, y: 0 }); this.findBlockParts(block, parts, 0, 0); } return parts; } // 递归查找方块的所有部分 findBlockParts(node: Node, result: { node: Node, x: number, y: number }[], parentX: number, parentY: number) { for (let i = 0; i < node.children.length; i++) { const child = node.children[i]; if (this.NON_BLOCK_NODES.indexOf(child.name) !== -1) { continue; } let x = parentX; let y = parentY; const match = child.name.match(/^\((-?\d+),(-?\d+)\)$/); if (match) { x = parseInt(match[1]); y = parseInt(match[2]); result.push({ node: child, x, y }); } else if (child.name.startsWith('B')) { const relativeX = Math.round(child.position.x / this.gridSpacing); const relativeY = -Math.round(child.position.y / this.gridSpacing); x = parentX + relativeX; y = parentY + relativeY; result.push({ node: child, x, y }); } this.findBlockParts(child, result, x, y); } } // 标记方块占用的格子 markOccupiedPositions(block: Node, targetGrid: Node) { if (!this.gridInitialized) return; const targetRowCol = this.getGridRowCol(targetGrid); if (!targetRowCol) return; const parts = this.getBlockParts(block); block['occupiedGrids'] = []; for (const part of parts) { const row = targetRowCol.row - part.y; const col = targetRowCol.col + part.x; if (row >= 0 && row < this.GRID_ROWS && col >= 0 && col < this.GRID_COLS) { this.gridOccupationMap[row][col] = 1; block['occupiedGrids'] = block['occupiedGrids'] || []; block['occupiedGrids'].push({ row, col }); } } } // 清除方块 clearBlocks() { console.log('[BlockManager] clearBlocks开始,当前方块总数:', this.blocks.length); const blocksToRemove = []; for (const block of this.blocks) { if (block.isValid) { const location = this.blockLocations.get(block); if (location === 'kuang') { blocksToRemove.push(block); } } } console.log('[BlockManager] 找到需要清理的kuang区域方块数量:', blocksToRemove.length); for (const block of blocksToRemove) { const dbNode = block['dbNode']; if (dbNode && dbNode.isValid) { block.off(Node.EventType.TRANSFORM_CHANGED); const kuangNode = this.kuangContainer; if (kuangNode) { const dbName = dbNode.name; if (!kuangNode.getChildByName(dbName)) { dbNode.parent = kuangNode; } } } const index = this.blocks.indexOf(block); if (index !== -1) { this.blocks.splice(index, 1); } this.originalPositions.delete(block); this.blockLocations.delete(block); this.blockPriceMap.delete(block); // 清理武器配置映射 this.blockWeaponConfigs.delete(block); console.log('[BlockManager] 销毁kuang区域方块:', block.name); block.destroy(); } console.log('[BlockManager] clearBlocks完成,剩余方块总数:', this.blocks.length); } // 游戏开始时调用 onGameStart() { this.gameStarted = true; for (const block of this.blocks) { if (block.isValid) { const location = this.blockLocations.get(block); if (location === 'grid') { this.hidePriceLabel(block); const dbNode = block['dbNode']; if (dbNode) { dbNode.active = false; } this.moveBlockToPlacedBlocks(block); this.addLockedVisualHint(block); // 游戏开始后放置的方块移除标签,不能再放回kuang BlockTag.removeTag(block); } } } } // 游戏重置时调用 onGameReset() { console.log('[BlockManager] 游戏重置,清理所有状态'); console.log('[BlockManager] 重置前方块总数:', this.blocks.length); this.gameStarted = false; this.clearAllCooldowns(); // 清理已放置的方块 console.log('[BlockManager] 开始清理已放置的方块'); this.clearPlacedBlocks(); // 重置网格占用状态 console.log('[BlockManager] 开始重置网格占用状态'); this.resetGridOccupation(); // 清理kuang区域的方块 console.log('[BlockManager] 开始清理kuang区域的方块'); this.clearBlocks(); // 清理所有方块标签 console.log('[BlockManager] 开始清理所有方块标签'); BlockTag.clearAllTags(); console.log('[BlockManager] 清理后方块总数:', this.blocks.length); // 重新生成方块 console.log('[BlockManager] 开始重新生成方块'); this.generateRandomBlocksInKuang(); console.log('[BlockManager] 游戏重置完成'); } // 清理已放置的方块 private clearPlacedBlocks() { if (!this.placedBlocksContainer || !this.placedBlocksContainer.isValid) { console.log('[BlockManager] PlacedBlocks容器无效,跳过清理'); return; } console.log(`[BlockManager] 清理已放置方块,当前数量: ${this.placedBlocksContainer.children.length}`); // 清理PlacedBlocks容器中的所有方块 const placedBlocks = [...this.placedBlocksContainer.children]; let clearedCount = 0; for (const block of placedBlocks) { if (block && block.isValid) { // 从blocks数组中移除 const index = this.blocks.indexOf(block); if (index !== -1) { this.blocks.splice(index, 1); } // 清理相关映射 this.originalPositions.delete(block); this.blockLocations.delete(block); this.blockPriceMap.delete(block); this.blockWeaponConfigs.delete(block); console.log('[BlockManager] 销毁已放置方块:', block.name); // 销毁方块 block.destroy(); clearedCount++; } } console.log(`[BlockManager] 已清理 ${clearedCount} 个已放置方块`); } // 重置网格占用状态 private resetGridOccupation() { console.log('[BlockManager] 重置网格占用状态'); // 重新初始化网格占用地图 this.gridOccupationMap = []; for (let row = 0; row < this.GRID_ROWS; row++) { this.gridOccupationMap[row] = []; for (let col = 0; col < this.GRID_COLS; col++) { this.gridOccupationMap[row][col] = 0; } } // 清理临时存储的占用状态 this.tempRemovedOccupiedGrids = []; } // 添加视觉提示,表明方块已锁定 addLockedVisualHint(block: Node) { const children = block.children; for (let i = 0; i < children.length; i++) { const child = children[i]; if (this.NON_BLOCK_NODES.indexOf(child.name) !== -1) { continue; } child.setScale(new Vec3(0.95, 0.95, 1)); } } // 将方块移动到PlacedBlocks节点下 moveBlockToPlacedBlocks(block: Node) { if (!this.placedBlocksContainer) { console.error('PlacedBlocks容器未设置'); return; } if (!this.placedBlocksContainer.isValid) { console.error('PlacedBlocks容器已失效'); return; } const worldPosition = new Vec3(); block.getWorldPosition(worldPosition); // 移除旧的触摸事件监听器 block.off(Node.EventType.TOUCH_START); block.off(Node.EventType.TOUCH_MOVE); block.off(Node.EventType.TOUCH_END); block.off(Node.EventType.TOUCH_CANCEL); block.removeFromParent(); this.placedBlocksContainer.addChild(block); block.setWorldPosition(worldPosition); // 重新设置触摸事件监听器 this.setupDragEvents(block); } // 根据武器配置选择合适的预制体 private selectPrefabForWeapon(weaponConfig: WeaponConfig): Prefab | null { if (this.blockPrefabs.length === 0) { return null; } // 获取所有可用的方块形状配置 const blockShapes = this.configManager.getBlockShapes(); if (!blockShapes || blockShapes.length === 0) { console.warn('没有可用的方块形状配置,使用随机预制体'); const randomIndex = Math.floor(Math.random() * this.blockPrefabs.length); return this.blockPrefabs[randomIndex]; } // 随机选择一个方块形状 const randomShapeIndex = Math.floor(Math.random() * blockShapes.length); const targetShape = blockShapes[randomShapeIndex]; // 寻找与目标形状匹配的预制体 const matchingPrefab = this.findMatchingPrefab(targetShape); if (matchingPrefab) { console.log(`为武器 ${weaponConfig.name} 选择了匹配的预制体,形状: ${targetShape.name}`); return matchingPrefab; } // 如果没有找到匹配的预制体,使用随机预制体 console.warn(`没有找到匹配形状 ${targetShape.name} 的预制体,使用随机预制体`); const randomIndex = Math.floor(Math.random() * this.blockPrefabs.length); return this.blockPrefabs[randomIndex]; } // 根据稀有度设置方块价格 private setBlockPriceByRarity(priceNode: Node, rarity: string) { const label = priceNode.getComponent(Label); if (!label) { return; } let basePrice: number; switch (rarity) { case 'common': basePrice = 10; break; case 'uncommon': basePrice = 20; break; case 'rare': basePrice = 50; break; case 'epic': basePrice = 100; break; case 'legendary': basePrice = 150; break; default: basePrice = 200; } // 应用便宜技能效果 const skillManager = SkillManager.getInstance(); let finalPrice = basePrice; if (skillManager) { const cheaperSkillLevel = skillManager.getSkillLevel('cheaper_units'); finalPrice = Math.ceil(SkillManager.calculateCheaperUnitsPrice(basePrice, cheaperSkillLevel)); } label.string = finalPrice.toString(); } // 设置方块的武器外观 private setupBlockWeaponVisual(block: Node, weaponConfig: WeaponConfig) { // 设置方块的稀有度颜色 this.setBlockRarityColor(block, weaponConfig.rarity); // 加载武器图标 this.loadWeaponIcon(block, weaponConfig); } // 设置方块稀有度颜色 private setBlockRarityColor(block: Node, rarity: string) { // Add null safety check for block if (!block || !block.isValid) { return; } const sprite = block.getComponent(Sprite); if (!sprite || !sprite.isValid) { return; } // 根据稀有度设置颜色 let color: Color; switch (rarity) { case 'common': color = new Color(255, 255, 255); // 白色 break; case 'uncommon': color = new Color(0, 255, 0); // 绿色 break; case 'rare': color = new Color(0, 100, 255); // 蓝色 break; case 'epic': color = new Color(160, 32, 240); // 紫色 break; case 'legendary': color = new Color(255, 165, 0); // 橙色 break; default: color = new Color(255, 255, 255); // 默认白色 } sprite.color = color; } // 加载武器图标 private loadWeaponIcon(block: Node, weaponConfig: WeaponConfig) { // 根据预制体结构:WeaponBlock -> B1 -> Weapon const b1Node = block.getChildByName('B1'); if (!b1Node) { console.warn('找不到B1节点'); return; } const weaponNode = b1Node.getChildByName('Weapon'); if (!weaponNode) { console.warn('找不到Weapon节点'); return; } const weaponSprite = weaponNode.getComponent(Sprite); if (!weaponSprite) { console.warn('Weapon节点上没有Sprite组件'); return; } // 获取武器配置中的图片路径 const spriteConfig = weaponConfig.visualConfig?.weaponSprites; if (!spriteConfig) { console.warn(`武器 ${weaponConfig.name} 没有配置图片信息`); return; } // 获取方块的形状ID const blockShapeId = this.getBlockShape(block); // 根据方块形状选择合适的图片路径 let spritePath = null; if (blockShapeId && spriteConfig[blockShapeId]) { spritePath = spriteConfig[blockShapeId]; } else { // 如果没有找到对应形状的图片,使用备用顺序 spritePath = spriteConfig['I'] || spriteConfig['H-I'] || spriteConfig['L'] || spriteConfig['S'] || spriteConfig['D-T']; } if (!spritePath) { console.warn(`武器 ${weaponConfig.name} 没有可用的图片路径`); return; } // 正确的SpriteFrame子资源路径 const spriteFramePath = `${spritePath}/spriteFrame`; // 加载SpriteFrame子资源 resources.load(spriteFramePath, SpriteFrame, (err, spriteFrame) => { if (err) { console.warn(`加载武器图片失败: ${spriteFramePath}`, err); return; } // Add comprehensive null safety checks before setting spriteFrame if (weaponSprite && weaponSprite.isValid && weaponNode && weaponNode.isValid && block && block.isValid && spriteFrame && spriteFrame.isValid) { weaponSprite.spriteFrame = spriteFrame; // 根据武器类型和方块形状旋转图片 this.rotateWeaponIconByShape(weaponNode, blockShapeId, weaponConfig.id); } }); } // 武器类型和方块形状组合的旋转角度配置 private readonly WEAPON_SHAPE_ROTATION_ANGLES: { [weaponId: string]: { [shapeId: string]: number } } = { 'pea_shooter': { 'I': 0, // 毛豆射手竖条形状 'H-I': 90, // 毛豆射手横条形状 'L': 0, // 毛豆射手L型 'S': 0, // 毛豆射手S型 'D-T': 0 // 毛豆射手倒T型 }, 'sharp_carrot': { 'I': 0, // 尖胡萝卜竖条形状 'H-I': 90, // 尖胡萝卜横条形状,旋转适配水平方向 'L': -15, // 尖胡萝卜L型,轻微调整 'S': 15, // 尖胡萝卜S型,轻微调整 'D-T': 0 // 尖胡萝卜倒T型 }, 'saw_grass': { 'I': 0, // 锯齿草竖条形状 'H-I': 90, // 锯齿草横条形状 'L': -45, // 锯齿草L型,更大角度适配锯齿形状 'S': 30, // 锯齿草S型,适配锯齿弯曲 'D-T': 0 // 锯齿草倒T型 }, 'watermelon_bomb': { 'I': 0, // 西瓜炸弹竖条形状 'H-I': 0, // 西瓜炸弹横条形状,圆形炸弹不需要旋转 'L': 0, // 西瓜炸弹L型 'S': 0, // 西瓜炸弹S型 'D-T': 0 // 西瓜炸弹倒T型 }, 'boomerang_plant': { 'I': 0, // 回旋镖植物竖条形状 'H-I': 90, // 回旋镖植物横条形状,旋转适配飞行方向 'L': -30, // 回旋镖植物L型 'S': 45, // 回旋镖植物S型,适配回旋轨迹 'D-T': 0 // 回旋镖植物倒T型 }, 'hot_pepper': { 'I': 0, // 辣椒竖条形状 'H-I': 90, // 辣椒横条形状 'L': 0, // 辣椒L型 'S': 0, // 辣椒S型 'D-T': 0 // 辣椒倒T型 }, 'cactus_shotgun': { 'I': 0, // 仙人掌霰弹枪竖条形状 'H-I': 90, // 仙人掌霰弹枪横条形状 'L': -20, // 仙人掌霰弹枪L型 'S': 20, // 仙人掌霰弹枪S型 'D-T': 0 // 仙人掌霰弹枪倒T型 }, 'okra_missile': { 'I': 0, // 秋葵导弹竖条形状 'H-I': 90, // 秋葵导弹横条形状,旋转适配发射方向 'L': -10, // 秋葵导弹L型 'S': 10, // 秋葵导弹S型 'D-T': 0 // 秋葵导弹倒T型 }, 'mace_club': { 'I': 0, // 狼牙棒竖条形状 'H-I': 90, // 狼牙棒横条形状 'L': -25, // 狼牙棒L型,适配棒状武器 'S': 25, // 狼牙棒S型 'D-T': 0 // 狼牙棒倒T型 } }; // 默认旋转角度配置(当武器类型未配置时使用) private readonly DEFAULT_SHAPE_ROTATION_ANGLES: { [key: string]: number } = { 'I': 0, // 竖条形状,保持原始方向 'H-I': 90, // 横I型,旋转90度适配水平方向 'L': -15, // L型,轻微左倾适配L形状的转角 'S': 15, // S型,轻微右倾适配S形状的弯曲 'D-T': 0 // 倒T型,保持原始方向 }; // 根据武器类型和方块形状旋转武器图标 private rotateWeaponIconByShape(weaponNode: Node, shapeId: string | null, weaponId?: string) { if (!weaponNode || !shapeId) return; let rotationAngle = 0; // 如果提供了武器ID,尝试获取特定武器的旋转角度 if (weaponId && this.WEAPON_SHAPE_ROTATION_ANGLES[weaponId]) { rotationAngle = this.WEAPON_SHAPE_ROTATION_ANGLES[weaponId][shapeId] || 0; console.log(`为武器 ${weaponId} 形状 ${shapeId} 设置特定旋转角度: ${rotationAngle}度`); } else { // 使用默认旋转角度配置 rotationAngle = this.DEFAULT_SHAPE_ROTATION_ANGLES[shapeId] || 0; console.log(`为形状 ${shapeId} 设置默认旋转角度: ${rotationAngle}度`); } // 应用旋转 weaponNode.setRotationFromEuler(0, 0, rotationAngle); } // 设置特定武器和形状的旋转角度 public setWeaponShapeRotationAngle(weaponId: string, shapeId: string, angle: number) { if (!this.WEAPON_SHAPE_ROTATION_ANGLES[weaponId]) { this.WEAPON_SHAPE_ROTATION_ANGLES[weaponId] = {}; } this.WEAPON_SHAPE_ROTATION_ANGLES[weaponId][shapeId] = angle; console.log(`已更新武器 ${weaponId} 形状 ${shapeId} 的旋转角度为: ${angle}度`); } // 设置默认形状的旋转角度 public setDefaultShapeRotationAngle(shapeId: string, angle: number) { this.DEFAULT_SHAPE_ROTATION_ANGLES[shapeId] = angle; console.log(`已更新默认形状 ${shapeId} 的旋转角度为: ${angle}度`); } // 获取特定武器和形状的旋转角度 public getWeaponShapeRotationAngle(weaponId: string, shapeId: string): number { if (this.WEAPON_SHAPE_ROTATION_ANGLES[weaponId]) { return this.WEAPON_SHAPE_ROTATION_ANGLES[weaponId][shapeId] || 0; } return 0; } // 获取默认形状的旋转角度 public getDefaultShapeRotationAngle(shapeId: string): number { return this.DEFAULT_SHAPE_ROTATION_ANGLES[shapeId] || 0; } // 重新应用所有已放置方块的武器图标旋转 public refreshAllWeaponIconRotations() { // 遍历所有已放置的方块 if (this.placedBlocksContainer) { this.placedBlocksContainer.children.forEach(block => { const weaponConfig = this.getBlockWeaponConfig(block); if (weaponConfig) { const b1Node = block.getChildByName('B1'); if (b1Node) { const weaponNode = b1Node.getChildByName('Weapon'); if (weaponNode) { const shapeId = this.getBlockShape(block); this.rotateWeaponIconByShape(weaponNode, shapeId, weaponConfig.id); } } } }); } // 遍历kuang区域的方块 this.blocks.forEach(block => { const weaponConfig = this.getBlockWeaponConfig(block); if (weaponConfig) { const b1Node = block.getChildByName('B1'); if (b1Node) { const weaponNode = b1Node.getChildByName('Weapon'); if (weaponNode) { const shapeId = this.getBlockShape(block); this.rotateWeaponIconByShape(weaponNode, shapeId, weaponConfig.id); } } } }); } // 根据方块获取武器配置 public getBlockWeaponConfig(block: Node): WeaponConfig | null { return this.blockWeaponConfigs.get(block) || block['weaponConfig'] || null; } // 获取方块的武器ID public getBlockWeaponId(block: Node): string | null { const weaponConfig = this.getBlockWeaponConfig(block); return weaponConfig ? weaponConfig.id : null; } // 获取方块的形状 public getBlockShape(block: Node): string | null { const weaponConfig = this.getBlockWeaponConfig(block); if (!weaponConfig) return null; // 从方块结构推断形状 return this.inferBlockShapeFromStructure(block); } // 获取方块的详细形状信息(包括形状ID和名称) public getBlockShapeInfo(block: Node): { id: string, name: string, shape: number[][] } | null { const actualShape = this.extractShapeFromBlock(block); const blockShapes = this.configManager.getBlockShapes(); if (!blockShapes) return null; // 寻找匹配的形状配置 for (const shapeConfig of blockShapes) { if (this.compareShapeMatrices(actualShape, shapeConfig.shape)) { return { id: shapeConfig.id, name: shapeConfig.name, shape: shapeConfig.shape }; } } return null; } // 从方块结构推断形状 private inferBlockShapeFromStructure(block: Node): string { const actualShape = this.extractShapeFromBlock(block); const blockShapes = this.configManager.getBlockShapes(); if (!blockShapes) { console.warn('无法获取方块形状配置,使用默认形状'); return 'I'; } // 寻找匹配的形状配置 for (const shapeConfig of blockShapes) { if (this.compareShapeMatrices(actualShape, shapeConfig.shape)) { console.log(`[BlockManager] 识别方块形状: ${shapeConfig.id} (${shapeConfig.name})`); return shapeConfig.id; } } console.warn('[BlockManager] 未找到匹配的形状配置,使用默认形状I'); return 'I'; } // 寻找与目标形状匹配的预制体 private findMatchingPrefab(targetShape: any): Prefab | null { for (const prefab of this.blockPrefabs) { if (this.doesPrefabMatchShape(prefab, targetShape)) { return prefab; } } return null; } // 检查预制体是否匹配指定形状 private doesPrefabMatchShape(prefab: Prefab, targetShape: any): boolean { // 创建临时实例来检查形状 const tempBlock = instantiate(prefab); const parts = this.getBlockParts(tempBlock); const actualShape = this.extractShapeFromBlock(tempBlock); tempBlock.destroy(); // 比较形状矩阵 const matches = this.compareShapeMatrices(actualShape, targetShape.shape); return matches; } // 从方块实例中提取形状矩阵 private extractShapeFromBlock(block: Node): number[][] { const parts = this.getBlockParts(block); // 创建4x4矩阵 const matrix: number[][] = []; for (let i = 0; i < 4; i++) { matrix[i] = [0, 0, 0, 0]; } // 找到最小坐标作为偏移基准 let minX = 0, minY = 0; for (const part of parts) { minX = Math.min(minX, part.x); minY = Math.min(minY, part.y); } // 填充矩阵,将坐标标准化到从(0,0)开始 for (const part of parts) { const matrixX = part.x - minX; const matrixY = (part.y - minY); // 不需要Y轴翻转,直接使用相对坐标 if (matrixX >= 0 && matrixX < 4 && matrixY >= 0 && matrixY < 4) { matrix[matrixY][matrixX] = 1; } } // 对矩阵进行上下翻转(交换第0行和第1行) const temp = matrix[0]; matrix[0] = matrix[1]; matrix[1] = temp; return matrix; } // 比较两个形状矩阵是否相同 private compareShapeMatrices(matrix1: number[][], matrix2: number[][]): boolean { if (matrix1.length !== matrix2.length) return false; for (let i = 0; i < matrix1.length; i++) { if (matrix1[i].length !== matrix2[i].length) return false; for (let j = 0; j < matrix1[i].length; j++) { if (matrix1[i][j] !== matrix2[i][j]) return false; } } return true; } // 检查两个方块是否可以合成(相同形状相同种类) private canMergeBlocks(block1: Node, block2: Node): boolean { // 检查稀有度 const rarity1 = this.getBlockRarity(block1); const rarity2 = this.getBlockRarity(block2); if (rarity1 !== rarity2) { console.log(`[BlockManager] 稀有度不匹配: ${rarity1} vs ${rarity2}`); return false; } // 检查武器ID(种类) const weaponId1 = this.getBlockWeaponId(block1); const weaponId2 = this.getBlockWeaponId(block2); if (weaponId1 !== weaponId2) { console.log(`[BlockManager] 武器种类不匹配: ${weaponId1} vs ${weaponId2}`); return false; } // 使用精确的形状矩阵比较 const shape1 = this.extractShapeFromBlock(block1); const shape2 = this.extractShapeFromBlock(block2); if (!this.compareShapeMatrices(shape1, shape2)) { console.log(`[BlockManager] 形状矩阵不匹配`); return false; } console.log(`[BlockManager] 方块可以合成: 稀有度=${rarity1}, 种类=${weaponId1}`); return true; } // 刷新方块 - 重新生成三个新的武器方块 public refreshBlocks() { // 移除PlacedBlocks容器中所有方块的标签 if (this.placedBlocksContainer && this.placedBlocksContainer.isValid) { BlockTag.removeTagsInContainer(this.placedBlocksContainer); } // 生成新的方块 this.generateRandomBlocksInKuang(); } // 检查是否有已放置的方块 public hasPlacedBlocks(): boolean { if (!this.placedBlocksContainer || !this.placedBlocksContainer.isValid) { console.log('[BlockManager] PlacedBlocks容器无效'); return false; } const blockCount = this.placedBlocksContainer.children.length; console.log(`[BlockManager] 已放置方块数量: ${blockCount}`); // 检查容器中是否有子节点(方块) return blockCount > 0; } /* =================== 合成逻辑 =================== */ private readonly rarityOrder: string[] = ['common','uncommon','rare','epic','legendary']; /** 检查当前放置的方块能否与相同稀有度的方块合成 */ private tryMergeBlock(block: Node) { const rarity = this.getBlockRarity(block); if (!rarity) return; // 在 placedBlocksContainer 中寻找与之重叠且可以合成的其他方块 if (!this.placedBlocksContainer) return; const blockBB = this.getWorldAABB(block); for (const other of this.placedBlocksContainer.children) { if (other === block) continue; // 使用新的合成检查方法 if (!this.canMergeBlocks(block, other)) continue; const otherBB = this.getWorldAABB(other); if (this.rectIntersects(blockBB, otherBB)) { // 找到合成目标 this.performMerge(block, other, rarity); break; } } } private performMerge(target: Node, source: Node, rarity: string) { console.log(`[BlockManager] 开始合成方块: 目标=${target.name}, 源=${source.name}, 稀有度=${rarity}`); // 隐藏价格标签并处理 db 关联 this.hidePriceLabel(source); const srcDb = source['dbNode']; if (srcDb) srcDb.active = false; // 销毁被合并方块 source.destroy(); // 升级稀有度 const nextRarity = this.getNextRarity(rarity); if (nextRarity) { console.log(`[BlockManager] 合成成功,稀有度升级: ${rarity} -> ${nextRarity}`); this.setBlockRarityColor(target, nextRarity); // 如果有武器配置,也升级 const cfg = this.blockWeaponConfigs.get(target); if (cfg) { cfg.rarity = nextRarity; this.blockWeaponConfigs.set(target, cfg); } } // 播放烟雾动画 const worldPos = new Vec3(); target.getWorldPosition(worldPos); this.spawnMergeSmoke(worldPos); // 递归检查是否还能继续合成 if (nextRarity) { this.tryMergeBlock(target); } } private getBlockRarity(block: Node): string | null { const cfg = this.blockWeaponConfigs.get(block); if (cfg) return cfg.rarity; // fallback based on sprite color maybe return null; } private getNextRarity(rarity: string): string | null { const idx = this.rarityOrder.indexOf(rarity); if (idx === -1 || idx >= this.rarityOrder.length - 1) return null; return this.rarityOrder[idx + 1]; } private getWorldAABB(node: Node): Rect { const ui = node.getComponent(UITransform); if (!ui) return new Rect(); const pos = node.worldPosition; const width = ui.width; const height = ui.height; return new Rect(pos.x - width/2, pos.y - height/2, width, height); } private rectIntersects(a: Rect, b: Rect): boolean { return a.x < b.x + b.width && a.x + a.width > b.x && a.y < b.y + b.height && a.y + a.height > b.y; } /** 生成烟雾特效 */ private spawnMergeSmoke(worldPos: Vec3) { const path = 'Animation/WeaponTx/tx0003/tx0003'; resources.load(path, sp.SkeletonData, (err, sData: sp.SkeletonData) => { if (err || !sData) { console.warn('加载合成烟雾动画失败', err); return; } const node = new Node('MergeSmoke'); const skeleton = node.addComponent(sp.Skeleton); skeleton.skeletonData = sData; skeleton.premultipliedAlpha = false; skeleton.setAnimation(0, 'animation', false); skeleton.setCompleteListener(() => node.destroy()); const canvas = find('Canvas'); if (canvas) canvas.addChild(node); node.setWorldPosition(worldPos); }); } /** 在放置失败时尝试与现有方块进行合成 */ private tryMergeOnOverlap(draggedBlock: Node): boolean { if (!this.placedBlocksContainer) return false; const rarity = this.getBlockRarity(draggedBlock); if (!rarity) return false; const dragBB = this.getWorldAABB(draggedBlock); for (const target of this.placedBlocksContainer.children) { if (target === draggedBlock) continue; // 使用新的合成检查方法 if (!this.canMergeBlocks(draggedBlock, target)) continue; const targetBB = this.getWorldAABB(target); if (this.rectIntersects(dragBB, targetBB)) { // 执行合并:目标保留,拖拽方块销毁 this.performMerge(target, draggedBlock, rarity); return true; } } return false; } onDestroy() { // 清理事件监听 const eventBus = EventBus.getInstance(); eventBus.off(GameEvents.RESET_BLOCK_MANAGER, this.onResetBlockManagerEvent, this); eventBus.off(GameEvents.GENERATE_BLOCKS, this.onGenerateBlocksEvent, this); // 移除GAME_START事件清理,因为已不再监听该事件 // eventBus.off(GameEvents.GAME_START, this.onGameStartEvent, this); eventBus.off(GameEvents.WAVE_COMPLETED, this.onWaveCompletedEvent, this); } }