import { _decorator, Component, Node, Vec3, find, instantiate, Prefab, UITransform, resources, sp, CircleCollider2D } from 'cc'; import { BulletTrajectory } from './BulletTrajectory'; const { ccclass, property } = _decorator; /** * 命中效果控制器 * 负责处理可叠加的命中效果 */ export interface HitEffectConfig { type: 'normal_damage' | 'pierce_damage' | 'explosion' | 'ground_burn' | 'ricochet_damage'; priority: number; // 优先级,数字越小优先级越高 params: any; // 效果参数 } export interface ExplosionParams { damage: number; radius: number; delay: number; } export interface PierceParams { damage: number; pierceCount: number; } export interface BurnParams { damage: number; duration: number; radius: number; tickInterval: number; } export interface RicochetParams { damage: number; ricochetCount: number; ricochetAngle: number; } export interface HitResult { shouldDestroy: boolean; // 是否应该销毁子弹 shouldContinue: boolean; // 是否应该继续飞行 shouldRicochet: boolean; // 是否应该弹射 damageDealt: number; // 造成的伤害 } @ccclass('BulletHitEffect') export class BulletHitEffect extends Component { private hitEffects: HitEffectConfig[] = []; private hitCount: number = 0; private pierceCount: number = 0; private ricochetCount: number = 0; private activeBurnAreas: Node[] = []; // 默认特效路径(从WeaponBullet传入) private defaultHitEffectPath: string = ''; private defaultTrailEffectPath: string = ''; private defaultBurnEffectPath: string = ''; public setDefaultEffects(hit: string | null, trail?: string | null, burn?: string | null) { if (hit) this.defaultHitEffectPath = hit; if (trail) this.defaultTrailEffectPath = trail; if (burn) this.defaultBurnEffectPath = burn; } /** * 初始化命中效果 */ public init(effects: HitEffectConfig[]) { // 按优先级排序 this.hitEffects = [...effects].sort((a, b) => a.priority - b.priority); } /** * 处理命中事件 */ public processHit(hitNode: Node, contactPos: Vec3): HitResult { this.hitCount++; const result: HitResult = { shouldDestroy: false, shouldContinue: false, shouldRicochet: false, damageDealt: 0 }; // 按优先级处理所有效果 for (const effect of this.hitEffects) { const effectResult = this.processEffect(effect, hitNode, contactPos); // 累积伤害 result.damageDealt += effectResult.damageDealt; // 处理控制逻辑(OR逻辑,任何一个效果要求的行为都会执行) if (effectResult.shouldDestroy) result.shouldDestroy = true; if (effectResult.shouldContinue) result.shouldContinue = true; if (effectResult.shouldRicochet) result.shouldRicochet = true; } // 逻辑优先级:销毁 > 弹射 > 继续 if (result.shouldDestroy) { result.shouldContinue = false; result.shouldRicochet = false; } else if (result.shouldRicochet) { result.shouldContinue = false; } return result; } /** * 处理单个效果 */ private processEffect(effect: HitEffectConfig, hitNode: Node, contactPos: Vec3): HitResult { const result: HitResult = { shouldDestroy: false, shouldContinue: false, shouldRicochet: false, damageDealt: 0 }; switch (effect.type) { case 'normal_damage': result.damageDealt = this.processNormalDamage(effect.params, hitNode); result.shouldDestroy = true; break; case 'pierce_damage': result.damageDealt = this.processPierceDamage(effect.params as PierceParams, hitNode); break; case 'explosion': result.damageDealt = this.processExplosion(effect.params as ExplosionParams, contactPos); result.shouldDestroy = true; break; case 'ground_burn': this.processGroundBurn(effect.params as BurnParams, contactPos); break; case 'ricochet_damage': result.damageDealt = this.processRicochetDamage(effect.params as RicochetParams, hitNode); result.shouldRicochet = this.ricochetCount < (effect.params as RicochetParams).ricochetCount; break; } return result; } /** * 处理普通伤害 */ private processNormalDamage(params: any, hitNode: Node): number { // 使用WeaponBullet的最终伤害值而不是配置中的基础伤害 const weaponBullet = this.getComponent('WeaponBullet') as any; const damage = weaponBullet ? weaponBullet.getFinalDamage() : (params.damage || 0); console.log(`[BulletHitEffect] 普通伤害处理 - 配置伤害: ${params.damage || 0}, 最终伤害: ${damage}`); this.damageEnemy(hitNode, damage); this.spawnHitEffect(hitNode.worldPosition); return damage; } /** * 处理穿透伤害 */ private processPierceDamage(params: PierceParams, hitNode: Node): number { // 使用WeaponBullet的最终伤害值而不是配置中的基础伤害 const weaponBullet = this.getComponent('WeaponBullet') as any; const damage = weaponBullet ? weaponBullet.getFinalDamage() : (params.damage || 0); console.log(`[BulletHitEffect] 穿透伤害处理 - 配置伤害: ${params.damage || 0}, 最终伤害: ${damage}`); this.damageEnemy(hitNode, damage); this.spawnHitEffect(hitNode.worldPosition); this.pierceCount++; return damage; } /** * 处理爆炸效果 */ private processExplosion(params: ExplosionParams, position: Vec3): number { // 使用WeaponBullet的最终伤害值而不是配置中的基础伤害 const weaponBullet = this.getComponent('WeaponBullet') as any; const finalDamage = weaponBullet ? weaponBullet.getFinalDamage() : (params.damage || 0); console.log(`[BulletHitEffect] 爆炸伤害处理 - 配置伤害: ${params.damage || 0}, 最终伤害: ${finalDamage}`); const scheduleExplosion = () => { // 生成爆炸特效 this.spawnExplosionEffect(position); // 对范围内敌人造成伤害 const damage = this.damageEnemiesInRadius(position, params.radius, finalDamage); return damage; }; if (params.delay > 0) { this.scheduleOnce(scheduleExplosion, params.delay); return 0; // 延迟爆炸,当前不造成伤害 } else { return scheduleExplosion(); } } /** * 处理地面灼烧效果 */ private processGroundBurn(params: BurnParams, position: Vec3) { // 创建灼烧区域节点 const burnArea = new Node('BurnArea'); const gameArea = find('Canvas/GameLevelUI/GameArea'); if (gameArea) { gameArea.addChild(burnArea); // 设置位置 const localPos = gameArea.getComponent(UITransform)?.convertToNodeSpaceAR(position) || new Vec3(); burnArea.position = localPos; // 添加碰撞体用于检测范围 const collider = burnArea.addComponent(CircleCollider2D); collider.radius = params.radius; collider.sensor = true; // 设为传感器 // 生成灼烧特效 this.spawnBurnEffect(burnArea); // 定时造成伤害 let remainingTime = params.duration; const damageTimer = () => { if (remainingTime <= 0 || !burnArea.isValid) { burnArea.destroy(); return; } // 对范围内敌人造成伤害 this.damageEnemiesInRadius(position, params.radius, params.damage); remainingTime -= params.tickInterval; this.scheduleOnce(damageTimer, params.tickInterval); }; this.scheduleOnce(damageTimer, params.tickInterval); this.activeBurnAreas.push(burnArea); } } /** * 处理弹射伤害 */ private processRicochetDamage(params: RicochetParams, hitNode: Node): number { // 使用WeaponBullet的最终伤害值而不是配置中的基础伤害 const weaponBullet = this.getComponent('WeaponBullet') as any; const damage = weaponBullet ? weaponBullet.getFinalDamage() : (params.damage || 0); console.log(`[BulletHitEffect] 弹射伤害处理 - 配置伤害: ${params.damage || 0}, 最终伤害: ${damage}`); this.damageEnemy(hitNode, damage); if (this.ricochetCount < params.ricochetCount) { this.ricochetCount++; // 计算弹射方向 this.calculateRicochetDirection(params.ricochetAngle); } return damage; } /** * 计算弹射方向 */ private calculateRicochetDirection(maxAngle: number) { const trajectory = this.getComponent(BulletTrajectory); if (!trajectory) return; // 获取当前速度方向 const currentVel = trajectory.getCurrentVelocity(); // 随机弹射角度 const angleRad = (Math.random() - 0.5) * maxAngle * Math.PI / 180; const cos = Math.cos(angleRad); const sin = Math.sin(angleRad); // 应用旋转 const newDirection = new Vec3( currentVel.x * cos - currentVel.y * sin, currentVel.x * sin + currentVel.y * cos, 0 ).normalize(); // 使用弹道组件的changeDirection方法 trajectory.changeDirection(newDirection); } /** * 对单个敌人造成伤害 */ private damageEnemy(enemyNode: Node, damage: number) { if (!this.isEnemyNode(enemyNode)) return; // 计算暴击伤害和暴击状态 const damageResult = this.calculateCriticalDamage(damage); // 尝试调用敌人的受伤方法 const enemyInstance = enemyNode.getComponent('EnemyInstance') as any; if (enemyInstance) { if (typeof enemyInstance.takeDamage === 'function') { enemyInstance.takeDamage(damageResult.damage, damageResult.isCritical); return; } if (typeof enemyInstance.health === 'number') { enemyInstance.health -= damageResult.damage; if (enemyInstance.health <= 0) { enemyNode.destroy(); } return; } } // 备用方案:通过EnemyController const enemyController = find('Canvas/GameLevelUI/EnemyController')?.getComponent('EnemyController') as any; if (enemyController && typeof enemyController.damageEnemy === 'function') { enemyController.damageEnemy(enemyNode, damageResult.damage, damageResult.isCritical); } } /** * 计算暴击伤害 */ private calculateCriticalDamage(baseDamage: number): { damage: number, isCritical: boolean } { // 从WeaponBullet获取暴击相关数值 const weaponBullet = this.getComponent('WeaponBullet') as any; if (!weaponBullet) { // 如果没有WeaponBullet组件,使用基础暴击率10% const critChance = 0.1; const isCritical = Math.random() < critChance; if (isCritical) { const critDamage = baseDamage * 2; // 默认暴击倍数2倍 this.showCriticalHitEffect(); console.log(`[BulletHitEffect] 暴击!基础伤害: ${baseDamage}, 暴击伤害: ${critDamage}, 暴击率: ${(critChance * 100).toFixed(1)}%`); return { damage: critDamage, isCritical: true }; } return { damage: baseDamage, isCritical: false }; } // 获取暴击率和暴击伤害 const critChance = weaponBullet.getCritChance(); const critDamage = weaponBullet.getFinalCritDamage(); // 检查是否触发暴击 const isCritical = Math.random() < critChance; if (isCritical) { // 显示暴击特效 this.showCriticalHitEffect(); console.log(`[BulletHitEffect] 暴击!基础伤害: ${baseDamage}, 暴击伤害: ${critDamage}, 暴击率: ${(critChance * 100).toFixed(1)}%`); return { damage: critDamage, isCritical: true }; } return { damage: baseDamage, isCritical: false }; } /** * 显示暴击特效 */ private showCriticalHitEffect() { // 这里可以添加暴击特效,比如特殊的粒子效果或音效 // 暂时只在控制台输出,后续可以扩展 console.log('[BulletHitEffect] 暴击特效触发!'); } /** * 对范围内敌人造成伤害 */ private damageEnemiesInRadius(center: Vec3, radius: number, damage: number): number { const enemyContainer = find('Canvas/GameLevelUI/enemyContainer'); if (!enemyContainer) return 0; let totalDamage = 0; const enemies = enemyContainer.children.filter(child => child.active && this.isEnemyNode(child) ); // 获取WeaponBullet组件以使用最终伤害值 const weaponBullet = this.getComponent('WeaponBullet') as any; const baseDamage = weaponBullet ? weaponBullet.getFinalDamage() : damage; for (const enemy of enemies) { const distance = Vec3.distance(center, enemy.worldPosition); if (distance <= radius) { // 每个敌人独立计算暴击 const damageResult = this.calculateCriticalDamage(baseDamage); // 直接处理伤害,避免重复计算暴击 this.applyDamageToEnemy(enemy, damageResult.damage, damageResult.isCritical); totalDamage += damageResult.damage; } } return totalDamage; } /** * 直接对敌人应用伤害(不进行暴击计算) */ private applyDamageToEnemy(enemyNode: Node, damage: number, isCritical: boolean = false) { if (!this.isEnemyNode(enemyNode)) return; // 尝试调用敌人的受伤方法 const enemyInstance = enemyNode.getComponent('EnemyInstance') as any; if (enemyInstance) { if (typeof enemyInstance.takeDamage === 'function') { enemyInstance.takeDamage(damage, isCritical); return; } if (typeof enemyInstance.health === 'number') { enemyInstance.health -= damage; if (enemyInstance.health <= 0) { enemyNode.destroy(); } return; } } // 备用方案:通过EnemyController const enemyController = find('Canvas/GameLevelUI/EnemyController')?.getComponent('EnemyController') as any; if (enemyController && typeof enemyController.damageEnemy === 'function') { enemyController.damageEnemy(enemyNode, damage, isCritical); } } /** * 判断是否为敌人节点 */ private isEnemyNode(node: Node): boolean { const name = node.name.toLowerCase(); return name.includes('enemy') || name.includes('敌人') || node.getComponent('EnemyInstance') !== null; } /** * 生成爆炸特效 */ private spawnExplosionEffect(position: Vec3) { const path = this.defaultHitEffectPath || 'Animation/tx/tx0004'; this.spawnEffect(path, position, false); } /** * 生成灼烧特效 */ private spawnBurnEffect(parent: Node) { const path = this.defaultBurnEffectPath || this.defaultTrailEffectPath || 'Animation/tx/tx0006'; this.spawnEffect(path, new Vec3(), true, parent); } /** * 生成特效 */ private spawnEffect(path: string, worldPos: Vec3, loop = false, parent?: Node) { if (!path) return; const spawnWithData = (skData: sp.SkeletonData) => { const effectNode = new Node('Effect'); const skeletonComp: sp.Skeleton = effectNode.addComponent(sp.Skeleton); skeletonComp.skeletonData = skData; skeletonComp.setAnimation(0, 'animation', loop); const targetParent = parent || find('Canvas/GameLevelUI/GameArea') || find('Canvas'); if (targetParent) { targetParent.addChild(effectNode); if (parent) { effectNode.setPosition(0, 0, 0); } else { const parentTrans = targetParent.getComponent(UITransform); if (parentTrans) { const localPos = parentTrans.convertToNodeSpaceAR(worldPos); effectNode.position = localPos; } } } if (!loop) { skeletonComp.setCompleteListener(() => { effectNode.destroy(); }); } }; // 先尝试直接加载给定路径 resources.load(path, sp.SkeletonData, (err, skData: sp.SkeletonData) => { if (err) { console.warn('加载特效失败:', path, err); return; } spawnWithData(skData); }); } /** * 清理资源 */ onDestroy() { // 清理激活的灼烧区域 for (const burnArea of this.activeBurnAreas) { if (burnArea && burnArea.isValid) { burnArea.destroy(); } } this.activeBurnAreas = []; } /** * 获取命中统计 */ public getHitStats() { return { hitCount: this.hitCount, pierceCount: this.pierceCount, ricochetCount: this.ricochetCount }; } /** * 验证配置 */ public static validateConfig(effects: HitEffectConfig[]): boolean { if (!Array.isArray(effects) || effects.length === 0) return false; for (const effect of effects) { if (!effect.type || effect.priority < 0) return false; if (!effect.params) return false; } return true; } private spawnHitEffect(worldPos: Vec3) { const path = this.defaultHitEffectPath; if (path) { this.spawnEffect(path, worldPos, false); } } }