ConfigManager.ts 18 KB

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  1. import { _decorator, resources, JsonAsset } from 'cc';
  2. import { BaseSingleton } from './BaseSingleton';
  3. import { JsonConfigLoader } from './JsonConfigLoader';
  4. import { BundleLoader } from './BundleLoader';
  5. const { ccclass, property } = _decorator;
  6. // 局内金币花费配置接口
  7. export interface InGameCostConfig {
  8. baseCost: number;
  9. shapeCosts: {
  10. [shapeId: string]: number;
  11. };
  12. }
  13. // 弹道配置接口
  14. export interface BulletTrajectoryConfig {
  15. type: string;
  16. speed: number;
  17. gravity: number;
  18. arcHeight: number;
  19. homingStrength: number;
  20. homingDelay: number;
  21. rotateSpeed?: number; // 旋转速率 (0~1),仅在 arc 弹道中使用
  22. }
  23. // 弹药数量配置接口
  24. export interface BulletCountConfig {
  25. type: string;
  26. amount: number;
  27. spreadAngle: number;
  28. burstCount: number;
  29. burstDelay: number;
  30. }
  31. // 命中效果配置接口
  32. export interface HitEffectConfig {
  33. type: string;
  34. priority: number;
  35. damage?: number;
  36. pierceCount?: number;
  37. radius?: number;
  38. delay?: number;
  39. duration?: number;
  40. tickInterval?: number;
  41. ricochetCount?: number;
  42. ricochetAngle?: number;
  43. [key: string]: any;
  44. }
  45. // 弹药生命周期配置接口
  46. export interface BulletLifecycleConfig {
  47. type: string;
  48. maxLifetime: number;
  49. penetration: number;
  50. ricochetCount: number;
  51. returnToOrigin: boolean;
  52. returnDelay?: number; // 返回延迟(秒)
  53. maxRange?: number; // 最大射程
  54. effectDuration?: number; // 效果持续时间(用于地面效果)
  55. }
  56. // 武器配置接口
  57. export interface WeaponConfig {
  58. id: string;
  59. name: string;
  60. type: string;
  61. rarity?: string; // 可选字段,支持动态稀有度(合成时可变)
  62. stats: {
  63. damage: number;
  64. fireRate: number;
  65. range: number;
  66. bulletSpeed: number;
  67. accuracy?: number;
  68. };
  69. bulletConfig: {
  70. count: BulletCountConfig;
  71. trajectory: BulletTrajectoryConfig;
  72. hitEffects: HitEffectConfig[];
  73. lifecycle: BulletLifecycleConfig;
  74. visual: {
  75. bulletImages: string;
  76. hitEffect: string;
  77. trailEffect?: string;
  78. explosionEffect?: string;
  79. };
  80. shouldRotate?: boolean; // 是否旋转,默认为true
  81. };
  82. visualConfig: {
  83. weaponSprites: {
  84. [shapeId: string]: string;
  85. };
  86. attackSound: string;
  87. };
  88. upgradeConfig: {
  89. maxLevel: number;
  90. levels: {
  91. [level: string]: {
  92. cost: number;
  93. damage?: number;
  94. };
  95. };
  96. };
  97. rarityDamageMultipliers?: number[]; // 稀有度伤害倍率数组
  98. // 运行时计算的实际数值(应用技能加成后)
  99. runtimeStats?: {
  100. finalDamage: number;
  101. finalCritDamage: number;
  102. critChance: number;
  103. };
  104. inGameCostConfig?: InGameCostConfig;
  105. }
  106. // 球控制器配置接口
  107. export interface BallControllerConfig {
  108. baseSpeed: number;
  109. maxReflectionRandomness: number;
  110. antiTrapTimeWindow: number;
  111. antiTrapHitThreshold: number;
  112. deflectionAttemptThreshold: number;
  113. antiTrapDeflectionMultiplier: number;
  114. FIRE_COOLDOWN: number;
  115. ballRadius: number;
  116. gravityScale: number;
  117. linearDamping: number;
  118. angularDamping: number;
  119. colliderGroup: number;
  120. colliderTag: number;
  121. friction: number;
  122. restitution: number;
  123. safeDistance: number;
  124. edgeOffset: number;
  125. sensor: boolean;
  126. maxAttempts: number;
  127. }
  128. // 敌人配置接口
  129. export interface EnemyConfig {
  130. id: string;
  131. name: string;
  132. type: string;
  133. stats: {
  134. health: number;
  135. maxHealth: number;
  136. defense: number;
  137. speed: number;
  138. dropEnergy: number;
  139. };
  140. movement: {
  141. pattern: string;
  142. speed: number;
  143. patrolRange: number;
  144. chaseRange: number;
  145. rotationSpeed: number;
  146. moveType: string;
  147. swingAmplitude: number;
  148. swingFrequency: number;
  149. speedVariation: number;
  150. };
  151. combat: {
  152. attackDamage: number;
  153. attackRange: number;
  154. attackSpeed: number;
  155. canBlock: boolean;
  156. blockChance: number;
  157. blockDamageReduction: number;
  158. attackCooldown: number;
  159. attackType: string;
  160. attackDelay: number;
  161. weaponType: string;
  162. projectileType: string;
  163. projectileSpeed: number;
  164. };
  165. visualConfig: {
  166. spritePath: string;
  167. scale: number;
  168. animationSpeed: number;
  169. flipX: boolean;
  170. tint: string;
  171. animations: {
  172. [state: string]: string;
  173. };
  174. weaponProp: string;
  175. };
  176. audioConfig: {
  177. attackSound: string;
  178. deathSound: string;
  179. hitSound: string;
  180. walkSound: string;
  181. blockSound: string;
  182. stealthSound: string;
  183. armorBreakSound: string;
  184. fuseSound: string;
  185. volume: number;
  186. };
  187. visual?: {
  188. sprite_path: string;
  189. scale: number;
  190. animation_speed: number;
  191. flip_horizontal: boolean;
  192. animations: {
  193. [state: string]: string;
  194. };
  195. weapon_prop: string;
  196. };
  197. audio?: {
  198. attack_sound: string;
  199. death_sound: string;
  200. hit_sound: string;
  201. walk_sound: string;
  202. block_sound: string;
  203. stealth_sound: string;
  204. armor_break_sound: string;
  205. fuse_sound: string;
  206. };
  207. boss: {
  208. is_boss: boolean;
  209. phases: number;
  210. rage_threshold: number;
  211. rage_damage_multiplier: number;
  212. rage_speed_multiplier: number;
  213. };
  214. special_abilities: Array<{
  215. type: string;
  216. damage: number;
  217. range: number;
  218. cooldown: number;
  219. }>
  220. }
  221. @ccclass('ConfigManager')
  222. export class ConfigManager extends BaseSingleton {
  223. // 仅用于类型声明,实例由 BaseSingleton 在运行时动态维护
  224. public static _instance: ConfigManager;
  225. private weaponsConfig: any = null;
  226. private enemiesConfig: any = null;
  227. private configLoaded: boolean = false;
  228. /**
  229. * BaseSingleton 首次实例化回调
  230. */
  231. protected init() {
  232. console.log('[ConfigManager] 开始初始化配置管理器');
  233. this.loadConfigs();
  234. }
  235. // 加载所有配置文件
  236. private async loadConfigs() {
  237. console.log('[ConfigManager] 开始加载配置文件');
  238. this.configLoaded = false;
  239. try {
  240. // 确保resources bundle已经准备好
  241. await this.ensureResourcesBundle();
  242. // 加载武器配置
  243. console.log('[ConfigManager] 开始加载武器配置');
  244. await this.loadWeaponsConfig();
  245. console.log('[ConfigManager] 武器配置加载完成');
  246. // 加载敌人配置
  247. console.log('[ConfigManager] 开始加载敌人配置');
  248. await this.loadEnemiesConfig();
  249. console.log('[ConfigManager] 敌人配置加载完成');
  250. // 注意:球控制器配置现在通过BallController组件的装饰器直接加载
  251. console.log('[ConfigManager] 球控制器配置通过装饰器加载,跳过ConfigManager加载');
  252. this.configLoaded = true;
  253. console.log('[ConfigManager] ✅ 所有配置文件加载成功,配置管理器初始化完成');
  254. } catch (error) {
  255. console.error('[ConfigManager] ❌ 配置文件加载失败:', error);
  256. this.configLoaded = false;
  257. // 延迟重试加载
  258. console.log('[ConfigManager] 将在3秒后重试加载配置');
  259. setTimeout(() => {
  260. console.log('[ConfigManager] 开始重试加载配置');
  261. this.loadConfigs();
  262. }, 3000);
  263. }
  264. }
  265. // 确保data bundle已经准备好
  266. private async ensureResourcesBundle(): Promise<void> {
  267. console.log('[ConfigManager] 检查data bundle状态...');
  268. try {
  269. // 确保BundleLoader已经加载了data bundle
  270. const bundleLoader = BundleLoader.getInstance();
  271. await bundleLoader.loadBundle('data');
  272. console.log('[ConfigManager] data bundle加载完成');
  273. } catch (error) {
  274. console.error('[ConfigManager] data bundle加载失败:', error);
  275. throw error;
  276. }
  277. }
  278. // 加载武器配置
  279. private async loadWeaponsConfig(): Promise<void> {
  280. console.log('[ConfigManager] 开始加载武器配置...');
  281. try {
  282. this.weaponsConfig = await JsonConfigLoader.getInstance().loadConfig('weapons');
  283. // 验证配置完整性
  284. console.log('[ConfigManager] 验证武器配置完整性...');
  285. if (!this.weaponsConfig.weapons || !Array.isArray(this.weaponsConfig.weapons)) {
  286. throw new Error('武器配置格式错误:缺少weapons数组');
  287. }
  288. console.log(`[ConfigManager] 武器配置加载成功,共${this.weaponsConfig.weapons.length}个武器`);
  289. // 检查blockSizes配置
  290. if (this.weaponsConfig.blockSizes && Array.isArray(this.weaponsConfig.blockSizes)) {
  291. console.log(`[ConfigManager] ✅ blockSizes配置加载成功,共${this.weaponsConfig.blockSizes.length}个形状`);
  292. this.weaponsConfig.blockSizes.forEach(shape => {
  293. console.log(`[ConfigManager] - 形状: ${shape.id} (${shape.name})`);
  294. });
  295. } else {
  296. console.warn('[ConfigManager] ⚠️ blockSizes配置缺失或格式错误');
  297. }
  298. } catch (error) {
  299. console.error('[ConfigManager] 武器配置文件加载失败:', error);
  300. throw error;
  301. }
  302. }
  303. // 加载敌人配置
  304. private async loadEnemiesConfig(): Promise<void> {
  305. console.log('[ConfigManager] 开始加载敌人配置...');
  306. try {
  307. this.enemiesConfig = await JsonConfigLoader.getInstance().loadConfig('enemies');
  308. // 验证配置完整性
  309. console.log('[ConfigManager] 验证敌人配置完整性...');
  310. if (!Array.isArray(this.enemiesConfig)) {
  311. throw new Error('敌人配置格式错误:应该是数组结构');
  312. }
  313. console.log(`[ConfigManager] ✅ 敌人配置加载成功,共${this.enemiesConfig.length}个敌人`);
  314. // 打印前几个敌人的ID用于调试
  315. if (this.enemiesConfig.length > 0) {
  316. const enemyIds = this.enemiesConfig.slice(0, 5).map(enemy => enemy.id);
  317. console.log(`[ConfigManager] 敌人ID示例: ${enemyIds.join(', ')}${this.enemiesConfig.length > 5 ? '...' : ''}`);
  318. }
  319. } catch (error) {
  320. console.error('[ConfigManager] 敌人配置文件加载失败:', error);
  321. throw error;
  322. }
  323. }
  324. // 随机获取武器配置
  325. public getRandomWeapon(rarity?: string): WeaponConfig | null {
  326. if (!this.weaponsConfig || !this.weaponsConfig.weapons || this.weaponsConfig.weapons.length === 0) {
  327. console.warn('武器配置未加载或为空');
  328. return null;
  329. }
  330. if (rarity) {
  331. // 按稀有度筛选
  332. const filteredWeapons = this.weaponsConfig.weapons.filter(weapon => weapon.rarity === rarity);
  333. if (filteredWeapons.length === 0) {
  334. console.warn(`没有找到稀有度为 ${rarity} 的武器`);
  335. return null;
  336. }
  337. const randomIndex = Math.floor(Math.random() * filteredWeapons.length);
  338. return filteredWeapons[randomIndex];
  339. }
  340. // 使用稀有度权重系统进行随机选择
  341. const rarityWeights = this.weaponsConfig.rarityWeights;
  342. if (!rarityWeights) {
  343. console.warn('稀有度权重配置未找到,使用随机选择');
  344. const randomIndex = Math.floor(Math.random() * this.weaponsConfig.weapons.length);
  345. return this.weaponsConfig.weapons[randomIndex];
  346. }
  347. // 计算总权重
  348. // 计算总权重(兼容ES5)
  349. const totalWeight = Object.keys(rarityWeights).reduce((sum: number, key: string) => sum + (rarityWeights[key] as number), 0);
  350. const randomValue = Math.random() * totalWeight;
  351. // 根据权重选择稀有度
  352. let currentWeight = 0;
  353. let selectedRarity = 'common';
  354. // 兼容ES5的写法遍历对象
  355. for (let rarity in rarityWeights) {
  356. if (rarityWeights.hasOwnProperty(rarity)) {
  357. const weight = rarityWeights[rarity];
  358. currentWeight += weight as number;
  359. if (randomValue <= currentWeight) {
  360. selectedRarity = rarity;
  361. break;
  362. }
  363. }
  364. // 从选中的稀有度中随机选择武器
  365. const weaponsOfRarity = this.weaponsConfig.weapons.filter(weapon => weapon.rarity === selectedRarity);
  366. if (weaponsOfRarity.length === 0) {
  367. console.warn(`稀有度 ${selectedRarity} 没有可用武器,使用随机选择`);
  368. const randomIndex = Math.floor(Math.random() * this.weaponsConfig.weapons.length);
  369. return this.weaponsConfig.weapons[randomIndex];
  370. }
  371. const randomIndex = Math.floor(Math.random() * weaponsOfRarity.length);
  372. const selectedWeapon = weaponsOfRarity[randomIndex];
  373. console.log(`随机选择武器: ${selectedWeapon.name} (${selectedRarity})`);
  374. return selectedWeapon;
  375. }
  376. }
  377. // 随机获取敌人配置
  378. public getRandomEnemy(): EnemyConfig | null {
  379. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  380. if (!this.enemiesConfig || !Array.isArray(this.enemiesConfig) || this.enemiesConfig.length === 0) {
  381. console.warn('敌人配置未加载或为空');
  382. return null;
  383. }
  384. // 直接从敌人列表中随机选择
  385. const randomIndex = Math.floor(Math.random() * this.enemiesConfig.length);
  386. return this.enemiesConfig[randomIndex];
  387. }
  388. // 根据ID获取武器配置
  389. public getWeaponById(id: string): WeaponConfig | null {
  390. if (!this.weaponsConfig) return null;
  391. return this.weaponsConfig.weapons.find(weapon => weapon.id === id) || null;
  392. }
  393. // 根据ID获取敌人配置
  394. public getEnemyById(id: string): EnemyConfig | null {
  395. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  396. if (!this.enemiesConfig || !Array.isArray(this.enemiesConfig)) return null;
  397. return this.enemiesConfig.find(enemy => enemy.id === id) || null;
  398. }
  399. /**
  400. * 获取敌人名称到ID的映射
  401. */
  402. public getNameToIdMapping(): { [key: string]: string } | null {
  403. if (!this.enemiesConfig) return null;
  404. return this.enemiesConfig.nameToIdMapping || null;
  405. }
  406. // 获取所有武器配置
  407. public getAllWeapons(): WeaponConfig[] {
  408. return this.weaponsConfig?.weapons || [];
  409. }
  410. // 获取所有敌人配置
  411. public getAllEnemies(): EnemyConfig[] {
  412. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  413. return Array.isArray(this.enemiesConfig) ? this.enemiesConfig : [];
  414. }
  415. // 根据稀有度获取武器列表
  416. public getWeaponsByRarity(rarity: string): WeaponConfig[] {
  417. if (!this.weaponsConfig) return [];
  418. return this.weaponsConfig.weapons.filter(weapon => weapon.rarity === rarity);
  419. }
  420. // 获取完整的武器配置对象
  421. public getWeaponsConfig(): any {
  422. return this.weaponsConfig;
  423. }
  424. // 获取方块尺寸列表(已更新为形状ID)
  425. public getBlockSizes(): string[] {
  426. if (!this.weaponsConfig || !this.weaponsConfig.blockSizes) {
  427. return ['I', 'H-I', 'L', 'S', 'D-T'];
  428. }
  429. // 从blockSizes配置中提取形状ID
  430. return this.weaponsConfig.blockSizes.map((shape: any) => shape.id);
  431. }
  432. // 获取方块形状配置列表
  433. public getBlockShapes(): any[] {
  434. if (!this.weaponsConfig) {
  435. console.warn('[ConfigManager] 武器配置未加载,无法获取方块形状配置');
  436. console.warn('[ConfigManager] 配置加载状态:', this.configLoaded);
  437. return [];
  438. }
  439. if (!this.weaponsConfig.blockSizes) {
  440. console.warn('[ConfigManager] 方块形状配置(blockSizes)未找到');
  441. console.warn('[ConfigManager] 可用的配置字段:', Object.keys(this.weaponsConfig));
  442. return [];
  443. }
  444. if (!Array.isArray(this.weaponsConfig.blockSizes)) {
  445. console.error('[ConfigManager] blockSizes不是数组格式:', typeof this.weaponsConfig.blockSizes);
  446. return [];
  447. }
  448. console.log(`[ConfigManager] 成功获取${this.weaponsConfig.blockSizes.length}个方块形状配置`);
  449. return this.weaponsConfig.blockSizes;
  450. }
  451. // 获取波次进展配置(已废弃,波次配置现在通过关卡系统管理)
  452. public getWaveProgression(): any {
  453. console.warn('[ConfigManager] getWaveProgression已废弃,波次配置现在通过关卡系统管理');
  454. return {};
  455. }
  456. // 根据波次获取合适的敌人(简化版本,直接返回随机敌人)
  457. public getEnemyForWave(waveNumber: number): EnemyConfig | null {
  458. // 修复:波次配置现在通过关卡系统管理,这里简化为返回随机敌人
  459. // 具体的波次敌人配置由EnemyController通过关卡配置处理
  460. console.log(`[ConfigManager] 为波次 ${waveNumber} 获取随机敌人`);
  461. return this.getRandomEnemy();
  462. }
  463. // 检查配置是否已加载
  464. public isConfigLoaded(): boolean {
  465. return this.configLoaded;
  466. }
  467. // 获取球控制器配置
  468. // getBallControllerConfig方法已移除,球控制器配置现在通过装饰器直接在BallController中加载
  469. }