import { _decorator, Component, Node, Vec2, Vec3, RigidBody2D, Collider2D, Contact2DType, IPhysics2DContact, find, Prefab, instantiate, UITransform, resources, sp, JsonAsset, Sprite, SpriteFrame, math } from 'cc'; import { BulletCount, BulletCountConfig, BulletSpawnInfo } from './BulletEffects/BulletCount'; import { BulletTrajectory, BulletTrajectoryConfig } from './BulletEffects/BulletTrajectory'; import { BulletHitEffect, HitEffectConfig, HitResult } from './BulletEffects/BulletHitEffect'; import { BulletLifecycle, BulletLifecycleConfig } from './BulletEffects/BulletLifecycle'; import { ConfigManager } from '../Core/ConfigManager'; const { ccclass, property } = _decorator; /** * WeaponBullet - 重构后的统一子弹控制器 * * 整合四个子模块: * 1. BulletCount - 子弹数量控制 * 2. BulletTrajectory - 弹道控制 * 3. BulletHitEffect - 命中效果(可叠加) * 4. BulletLifecycle - 生命周期控制 * * 从weapons.json读取配置并分发给各模块 */ export interface WeaponConfig { id: string; name: string; bulletConfig: { count: BulletCountConfig; trajectory: BulletTrajectoryConfig; hitEffects: HitEffectConfig[]; lifecycle: BulletLifecycleConfig; visual: { bulletPrefab: string; hitEffect: string; trailEffect?: string; muzzleFlash: string; }; }; stats: { damage: number; fireRate: number; range: number; bulletSpeed: number; accuracy: number; }; } export interface BulletInitData { weaponId: string; // 武器ID,用于查找配置 firePosition: Vec3; // 发射位置 direction?: Vec3; // 发射方向(可选) autoTarget?: boolean; // 是否自动瞄准 weaponConfig?: WeaponConfig; // 直接传入的武器配置(优先级更高) } @ccclass('WeaponBullet') export class WeaponBullet extends Component { /* ========= 全局开关:是否允许生成子弹 ========= */ private static shootingEnabled: boolean = true; public static setShootingEnabled(enable: boolean) { WeaponBullet.shootingEnabled = enable; } // === 子模块组件 === private bulletTrajectory: BulletTrajectory = null; private bulletHitEffect: BulletHitEffect = null; private bulletLifecycle: BulletLifecycle = null; // === 配置数据 === private weaponConfig: WeaponConfig = null; private isInitialized: boolean = false; // === 静态武器配置缓存 === private static weaponsData: any = null; // === 自动旋转相关 === private readonly _rotationSpeedDeg: number = 720; // 每秒旋转 720° (度) private readonly _rotationSpeedRad: number = 720 * Math.PI / 180; // 转换为弧度,用于物理角速度 /** * 加载武器配置数据 */ public static loadWeaponsData(): Promise { return new Promise((resolve, reject) => { if (WeaponBullet.weaponsData) { resolve(); return; } resources.load('data/weapons', JsonAsset, (err, jsonAsset: JsonAsset) => { if (err) { reject(err); return; } WeaponBullet.weaponsData = jsonAsset.json; resolve(); }); }); } /** * 根据武器ID获取配置 */ public static getWeaponConfig(weaponId: string): WeaponConfig | null { if (!WeaponBullet.weaponsData) { return null; } const weapons = WeaponBullet.weaponsData.weapons; const weapon = weapons.find((w: any) => w.id === weaponId); if (!weapon) { return null; } return weapon as WeaponConfig; } /** * 创建多发子弹 */ public static createBullets(initData: BulletInitData, bulletPrefab: Node): Node[] { // 关卡备战或其他情况下可关闭生成 if (!WeaponBullet.shootingEnabled) return []; // 获取武器配置 const config = initData.weaponConfig || WeaponBullet.getWeaponConfig(initData.weaponId); if (!config) { return []; } // === 计算基础发射方向 === let direction: Vec3; if (initData.direction) { direction = initData.direction.clone(); } else if (initData.autoTarget) { // 使用 EnemyController 单例获取最近敌人,避免频繁 find const enemyController = (globalThis as any).EnemyController?.getInstance?.(); if (enemyController) { const nearestEnemy = enemyController.getNearestEnemy(initData.firePosition); if (nearestEnemy) { direction = nearestEnemy.worldPosition.clone().subtract(initData.firePosition).normalize(); } } // 如果没有敌人或计算失败,则回退为随机方向 if (!direction) { const angleRand = Math.random() * Math.PI * 2; direction = new Vec3(Math.cos(angleRand), Math.sin(angleRand), 0); } } else { direction = new Vec3(1, 0, 0); } const spawnInfos = BulletCount.calculateBulletSpawns( config.bulletConfig.count, initData.firePosition, direction ); const bullets: Node[] = []; // 为每个子弹创建实例 for (const spawnInfo of spawnInfos) { const createBullet = () => { const bullet = instantiate(bulletPrefab); const weaponBullet = bullet.getComponent(WeaponBullet) || bullet.addComponent(WeaponBullet); // 初始化子弹 weaponBullet.init({ ...initData, firePosition: spawnInfo.position, direction: spawnInfo.direction, weaponConfig: config }); bullets.push(bullet); }; // 处理延迟发射 if (spawnInfo.delay > 0) { // 这里需要一个全局的调度器来处理延迟,暂时直接创建 setTimeout(createBullet, spawnInfo.delay * 1000); } else { createBullet(); } } return bullets; } /** * 初始化子弹 */ public init(initData: BulletInitData) { // 获取武器配置 this.weaponConfig = initData.weaponConfig || WeaponBullet.getWeaponConfig(initData.weaponId); if (!this.weaponConfig) { console.error('❌ 无法获取武器配置,初始化失败'); return; } // 设置位置 this.setPositionInGameArea(initData.firePosition); // 延迟初始化物理组件,确保位置设置完成 this.scheduleOnce(() => { this.initializeComponents(initData); }, 0.05); } /** * 在GameArea中设置位置 */ private setPositionInGameArea(worldPos: Vec3) { const gameArea = find('Canvas/GameLevelUI/GameArea'); if (gameArea) { const gameAreaTransform = gameArea.getComponent(UITransform); if (gameAreaTransform) { const localPos = gameAreaTransform.convertToNodeSpaceAR(worldPos); this.node.position = localPos; } } } /** * 初始化各个组件 */ private initializeComponents(initData: BulletInitData) { const config = this.weaponConfig.bulletConfig; // 确保物理组件存在 this.setupPhysics(); // 设置物理角速度,实现持续旋转 this.applyAutoRotation(); // 初始化弹道组件 this.bulletTrajectory = this.getComponent(BulletTrajectory) || this.addComponent(BulletTrajectory); const trajCfg: BulletTrajectoryConfig = { ...config.trajectory, speed: this.weaponConfig.stats.bulletSpeed }; // 计算方向 const direction = initData.direction || this.calculateDirection(initData.autoTarget); // === 根据发射方向调整容器朝向(仅首次,后续不再旋转) === if (direction) { // 角度 = atan2(y,x),转成度数 const deg = math.toDegree(Math.atan2(direction.y, direction.x)); this.node.angle = deg; } this.bulletTrajectory.init( trajCfg, direction, initData.firePosition ); // 设置子弹的外观(SpriteFrame 与武器方块一致) this.setupBulletSprite(); // --- 额外偏移 --- // 若子弹在生成时与发射方块碰撞(位置重叠), 会立刻触发碰撞事件导致被销毁。 // 因此在初始化完弹道后, 将子弹沿发射方向平移一小段距离(默认 30 像素左右)。 const dir = direction.clone().normalize(); const spawnOffset = 30; // 可根据子弹半径或方块大小调整 if (!Number.isNaN(dir.x) && !Number.isNaN(dir.y)) { const newLocalPos = this.node.position.clone().add(new Vec3(dir.x * spawnOffset, dir.y * spawnOffset, 0)); this.node.setPosition(newLocalPos); } // 初始化命中效果组件 this.bulletHitEffect = this.getComponent(BulletHitEffect) || this.addComponent(BulletHitEffect); this.bulletHitEffect.init(config.hitEffects); // 传递默认特效路径 if (this.bulletHitEffect && config.visual) { (this.bulletHitEffect as any).setDefaultEffects?.(config.visual.hitEffect, config.visual.trailEffect, (config.visual as any).burnEffect); } // 初始化生命周期组件 this.bulletLifecycle = this.getComponent(BulletLifecycle) || this.addComponent(BulletLifecycle); this.bulletLifecycle.init(config.lifecycle, initData.firePosition); // 设置碰撞监听 this.setupCollisionListener(); this.isInitialized = true; } /** * 设置物理组件 */ private setupPhysics() { const rigidBody = this.getComponent(RigidBody2D); if (rigidBody) { rigidBody.enabledContactListener = true; rigidBody.gravityScale = 0; // 由弹道组件控制重力 rigidBody.linearDamping = 0; rigidBody.angularDamping = 0; rigidBody.allowSleep = false; // 如果节点包含子节点 'Pellet',表示这是带容器的子弹;锁定容器旋转 if (this.node.getChildByName('Pellet')) { rigidBody.fixedRotation = true; } } const collider = this.getComponent(Collider2D); if (collider) { collider.sensor = false; collider.on(Contact2DType.BEGIN_CONTACT, this.onHit, this); } } /** * 计算子弹方向 */ private calculateDirection(autoTarget: boolean = false): Vec3 { if (!autoTarget) { // 随机方向 const angle = Math.random() * Math.PI * 2; return new Vec3(Math.cos(angle), Math.sin(angle), 0); } // 寻找最近敌人(使用静态工具函数) const nearestEnemy = WeaponBullet.findNearestEnemyGlobal(this.node.worldPosition); if (nearestEnemy) { const direction = nearestEnemy.worldPosition.clone() .subtract(this.node.worldPosition) .normalize(); return direction; } // 若没有敌人则随机方向发射 const angle = Math.random() * Math.PI * 2; return new Vec3(Math.cos(angle), Math.sin(angle), 0); } /** * 设置碰撞监听 */ private setupCollisionListener() { // 碰撞监听已在setupPhysics中设置 } /** * 碰撞处理 */ private onHit(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) { if (!this.isInitialized) return; const otherNode = otherCollider.node; // Ignore collisions with other bullets (prevent friendly-fire between shotgun pellets) if (otherNode.getComponent(WeaponBullet)) { return; // Skip further processing if the collider is another bullet } // 获取碰撞世界坐标 let contactWorldPos: Vec3 = null; if (contact && (contact as any).getWorldManifold) { const wm = (contact as any).getWorldManifold(); if (wm && wm.points && wm.points.length > 0) { contactWorldPos = new Vec3(wm.points[0].x, wm.points[0].y, 0); } } if (!contactWorldPos) { contactWorldPos = otherNode.worldPosition.clone(); } // 处理命中效果 const hitResult: HitResult = this.bulletHitEffect.processHit(otherNode, contactWorldPos); // 通知生命周期组件发生命中(可能影响内部计数或阶段) if (this.bulletLifecycle) { this.bulletLifecycle.onHit(otherNode); } // 不直接销毁,交由 BulletLifecycle 自行处理 // 生命周期和命中效果自行决定是否销毁;此处不再直接销毁,由 BulletLifecycle.update() 完成 if (hitResult.shouldRicochet) { // 这里需要实现子弹弹射的逻辑 } else if (hitResult.shouldContinue) { // 这里需要实现子弹继续飞行的逻辑 } } /** * 为子弹设置持续旋转(通过刚体角速度,避免被物理系统覆盖) */ private applyAutoRotation() { // 若存在子节点 Pellet,则只旋转 Pellet,容器保持角度不变 const pelletNode = this.node.getChildByName('Pellet'); if (pelletNode) { this.schedule((dt: number) => { pelletNode.angle += this._rotationSpeedDeg * dt; }, 0); return; } const rigidBody = this.getComponent(RigidBody2D); if (rigidBody) { rigidBody.angularVelocity = this._rotationSpeedRad; // 弧度/秒 rigidBody.angularDamping = 0; // 无角阻尼,保持恒定旋转 } else { // 如果没有刚体,退化为在 update 中手动旋转 this.schedule((dt: number) => { this.node.angle += this._rotationSpeedDeg * dt; }, 0); } } /** * 获取武器配置 */ public getWeaponConfig(): WeaponConfig { return this.weaponConfig; } /** * 获取子弹状态信息 */ public getBulletStatus() { return { isInitialized: this.isInitialized, weaponName: this.weaponConfig?.name, trajectoryState: this.bulletTrajectory?.getState(), lifecycleState: this.bulletLifecycle?.getState(), hitStats: this.bulletHitEffect?.getHitStats() }; } /** * 强制销毁子弹 */ public forceDestroy() { if (this.bulletLifecycle) { this.bulletLifecycle.forceDestroy(); } } /** * 验证初始化数据 */ public static validateInitData(initData: BulletInitData): boolean { if (!initData) return false; if (!initData.weaponId && !initData.weaponConfig) return false; if (!initData.firePosition) return false; return true; } onDestroy() { // 清理事件监听 const collider = this.getComponent(Collider2D); if (collider) { collider.off(Contact2DType.BEGIN_CONTACT, this.onHit, this); } } /** * 设置子弹的SpriteFrame,使其与方块武器 (WeaponBlock/B1/Weapon) 节点上的SpriteFrame 一致 */ private setupBulletSprite() { // 先尝试获取当前节点上的 Sprite 组件,若不存在则在子节点中查找 const sprite: Sprite | null = this.getComponent(Sprite) || this.node.getComponentInChildren(Sprite); if (!sprite) { // 子弹预制体可能没有Sprite组件,直接返回 return; } // weaponConfig.visualConfig.weaponSprites 中存储了各尺寸的SpriteFrame路径 const spriteConfig = (this.weaponConfig as any)?.visualConfig?.weaponSprites; if (!spriteConfig) { return; } // 依次尝试常用尺寸键值 const spritePath = spriteConfig['1x1'] || spriteConfig['1x2'] || spriteConfig['2x1'] || spriteConfig['2x2']; if (!spritePath) { return; } const framePath = `${spritePath}/spriteFrame`; resources.load(framePath, SpriteFrame, (err, spriteFrame) => { if (err) { return; } if (sprite && spriteFrame) { sprite.spriteFrame = spriteFrame; // === 缩小至原始尺寸的 0.5 倍 === const uiTransform = sprite.node.getComponent(UITransform); if (uiTransform) { const originalSize = spriteFrame.originalSize || null; if (originalSize) { uiTransform.setContentSize(originalSize.width * 0.5, originalSize.height * 0.5); } else { // 若无法获取原尺寸,退化为缩放节点 sprite.node.setScale(sprite.node.scale.x * 0.5, sprite.node.scale.y * 0.5, sprite.node.scale.z); } } else { // 没有 UITransform,直接缩放节点 sprite.node.setScale(sprite.node.scale.x * 0.5, sprite.node.scale.y * 0.5, sprite.node.scale.z); } } }); } /** * 静态:根据给定世界坐标,寻找最近的敌人节点 */ private static findNearestEnemyGlobal(worldPos: Vec3): Node | null { const enemyContainer = find('Canvas/GameLevelUI/enemyContainer'); if (!enemyContainer) return null; const enemies = enemyContainer.children.filter(child => { if (!child.active) return false; const nameLower = child.name.toLowerCase(); if (nameLower.includes('enemy') || nameLower.includes('敌人')) return true; if (child.getComponent('EnemyInstance')) return true; return false; }); if (enemies.length === 0) return null; let nearest: Node = null; let nearestDist = Infinity; for (const enemy of enemies) { const dist = Vec3.distance(worldPos, enemy.worldPosition); if (dist < nearestDist) { nearestDist = dist; nearest = enemy; } } return nearest; } }