PersistentSkillManager.ts 12 KB

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  1. import { _decorator, Component, sys } from 'cc';
  2. const { ccclass, property } = _decorator;
  3. /**
  4. * 技能类型枚举
  5. */
  6. export enum PersistentSkillType {
  7. BALL_SPEED = 'ball_speed',
  8. DAMAGE = 'damage',
  9. CRIT_DAMAGE = 'crit_damage'
  10. }
  11. /**
  12. * 技能点亮数据接口
  13. */
  14. export interface SkillUnlockData {
  15. skillType: string; // 'damage', 'ball_speed', 'crit_damage'
  16. effectPercent: number; // 该节点的效果百分比
  17. group: number; // 技能组别
  18. unlocked: boolean; // 是否已点亮
  19. }
  20. /**
  21. * 持久化技能管理器 - 单例模式
  22. * 负责接收技能点亮数据,计算累积效果,并保存到本地存储
  23. */
  24. @ccclass('PersistentSkillManager')
  25. export class PersistentSkillManager extends Component {
  26. private static _instance: PersistentSkillManager | null = null;
  27. private _unlockedSkills: Map<string, SkillUnlockData[]> = new Map();
  28. private _saveKey = 'persistent_skills_unlocked_data';
  29. public static getInstance(): PersistentSkillManager | null {
  30. return PersistentSkillManager._instance;
  31. }
  32. onLoad() {
  33. if (PersistentSkillManager._instance === null) {
  34. PersistentSkillManager._instance = this;
  35. this.initSkillData();
  36. this.loadSkillData();
  37. } else {
  38. this.destroy();
  39. return;
  40. }
  41. }
  42. onDestroy() {
  43. if (PersistentSkillManager._instance === this) {
  44. PersistentSkillManager._instance = null;
  45. }
  46. }
  47. /**
  48. * 初始化技能数据结构
  49. */
  50. private initSkillData() {
  51. this._unlockedSkills.set('damage', []);
  52. this._unlockedSkills.set('ball_speed', []);
  53. this._unlockedSkills.set('crit_damage', []);
  54. }
  55. /**
  56. * 报告技能点亮
  57. * @param skillType 技能类型
  58. * @param effectPercent 效果百分比
  59. * @param group 技能组别
  60. */
  61. public reportSkillUnlocked(skillType: string, effectPercent: number, group: number) {
  62. const skillArray = this._unlockedSkills.get(skillType);
  63. if (!skillArray) {
  64. console.error(`未知的技能类型: ${skillType}`);
  65. return;
  66. }
  67. // 检查是否已经存在相同的技能节点
  68. const existingSkill = skillArray.find(skill => skill.group === group);
  69. if (existingSkill) {
  70. console.log(`技能节点已存在: ${skillType} Group ${group}`);
  71. return;
  72. }
  73. // 添加新的技能点亮数据
  74. const skillData: SkillUnlockData = {
  75. skillType,
  76. effectPercent,
  77. group,
  78. unlocked: true
  79. };
  80. skillArray.push(skillData);
  81. // 按组别排序
  82. skillArray.sort((a, b) => a.group - b.group);
  83. // 保存数据
  84. this.saveSkillData();
  85. const displayName = this.getSkillTypeDisplayName(skillType);
  86. console.log(`技能点亮成功: ${displayName} +${effectPercent}% (Group ${group})`);
  87. console.log(`当前${displayName}总加成: ${this.calculateTotalEffect(skillType)}%`);
  88. }
  89. /**
  90. * 计算指定技能类型的总效果
  91. * @param skillType 技能类型
  92. * @returns 总效果百分比
  93. */
  94. private calculateTotalEffect(skillType: string): number {
  95. const skillArray = this._unlockedSkills.get(skillType);
  96. if (!skillArray) {
  97. return 0;
  98. }
  99. return skillArray.reduce((total, skill) => {
  100. return total + (skill.unlocked ? skill.effectPercent : 0);
  101. }, 0);
  102. }
  103. /**
  104. * 获取技能加成信息
  105. * @returns 技能加成信息
  106. */
  107. public getSkillBonuses() {
  108. return {
  109. ballSpeedBonus: this.calculateTotalEffect('ball_speed'),
  110. damageBonus: this.calculateTotalEffect('damage'),
  111. critDamageBonus: this.calculateTotalEffect('crit_damage')
  112. };
  113. }
  114. /**
  115. * 应用技能加成到数值
  116. * @param baseBallSpeed 基础球速
  117. * @param baseDamage 基础伤害
  118. * @param baseCritDamage 基础暴击伤害
  119. * @returns 加成后的数值
  120. */
  121. public applySkillBonuses(baseBallSpeed: number, baseDamage: number, baseCritDamage: number) {
  122. const bonuses = this.getSkillBonuses();
  123. return {
  124. ballSpeed: baseBallSpeed * (1 + bonuses.ballSpeedBonus / 100),
  125. damage: baseDamage * (1 + bonuses.damageBonus / 100),
  126. critDamage: baseCritDamage * (1 + bonuses.critDamageBonus / 100)
  127. };
  128. }
  129. /**
  130. * 应用球速加成
  131. * @param baseBallSpeed 基础球速
  132. * @returns 加成后的球速
  133. */
  134. public applyBallSpeedBonus(baseBallSpeed: number): number {
  135. const bonus = this.calculateTotalEffect('ball_speed');
  136. return baseBallSpeed * (1 + bonus / 100);
  137. }
  138. /**
  139. * 应用伤害加成
  140. * @param baseDamage 基础伤害
  141. * @returns 加成后的伤害
  142. */
  143. public applyDamageBonus(baseDamage: number): number {
  144. const bonus = this.calculateTotalEffect('damage');
  145. return baseDamage * (1 + bonus / 100);
  146. }
  147. /**
  148. * 应用暴击伤害加成
  149. * @param baseCritDamage 基础暴击伤害
  150. * @returns 加成后的暴击伤害
  151. */
  152. public applyCritDamageBonus(baseCritDamage: number): number {
  153. const bonus = this.calculateTotalEffect('crit_damage');
  154. return baseCritDamage * (1 + bonus / 100);
  155. }
  156. /**
  157. * 获取指定技能类型的所有点亮数据
  158. * @param skillType 技能类型
  159. * @returns 技能点亮数据数组
  160. */
  161. public getUnlockedSkills(skillType: string): SkillUnlockData[] {
  162. return this._unlockedSkills.get(skillType) || [];
  163. }
  164. /**
  165. * 获取所有技能的点亮数据
  166. * @returns 所有技能数据
  167. */
  168. public getAllUnlockedSkills(): Map<string, SkillUnlockData[]> {
  169. return this._unlockedSkills;
  170. }
  171. /**
  172. * 保存技能数据到本地存储
  173. */
  174. private saveSkillData() {
  175. const saveData = {
  176. damage: this._unlockedSkills.get('damage') || [],
  177. ball_speed: this._unlockedSkills.get('ball_speed') || [],
  178. crit_damage: this._unlockedSkills.get('crit_damage') || []
  179. };
  180. const jsonData = JSON.stringify(saveData);
  181. sys.localStorage.setItem(this._saveKey, jsonData);
  182. console.log('技能数据已保存到本地存储');
  183. }
  184. /**
  185. * 从本地存储加载技能数据
  186. */
  187. private loadSkillData() {
  188. const saveData = sys.localStorage.getItem(this._saveKey);
  189. if (saveData) {
  190. try {
  191. const parsedData = JSON.parse(saveData);
  192. this._unlockedSkills.set('damage', parsedData.damage || []);
  193. this._unlockedSkills.set('ball_speed', parsedData.ball_speed || []);
  194. this._unlockedSkills.set('crit_damage', parsedData.crit_damage || []);
  195. console.log('技能数据加载成功');
  196. console.log('当前技能加成:', this.getSkillBonuses());
  197. } catch (error) {
  198. console.error('加载技能数据失败:', error);
  199. this.initSkillData();
  200. }
  201. } else {
  202. console.log('未找到保存的技能数据,使用默认数据');
  203. }
  204. }
  205. /**
  206. * 重置所有技能数据(调试用)
  207. */
  208. public resetAllSkills() {
  209. this.initSkillData();
  210. this.saveSkillData();
  211. console.log('所有技能数据已重置');
  212. }
  213. /**
  214. * 获取技能统计信息
  215. * @returns 技能统计信息
  216. */
  217. public getSkillStats() {
  218. const stats = {
  219. damage: {
  220. unlockedCount: this.getUnlockedSkills('damage').length,
  221. totalEffect: this.calculateTotalEffect('damage')
  222. },
  223. ballSpeed: {
  224. unlockedCount: this.getUnlockedSkills('ball_speed').length,
  225. totalEffect: this.calculateTotalEffect('ball_speed')
  226. },
  227. critDamage: {
  228. unlockedCount: this.getUnlockedSkills('crit_damage').length,
  229. totalEffect: this.calculateTotalEffect('crit_damage')
  230. }
  231. };
  232. return stats;
  233. }
  234. /**
  235. * 检查技能是否已点亮
  236. * @param skillType 技能类型
  237. * @param group 技能组别
  238. * @returns 是否已点亮
  239. */
  240. /**
  241. * 检查技能是否已点亮
  242. * @param skillType 技能类型
  243. * @param group 技能组别
  244. * @returns 是否已点亮
  245. */
  246. public checkSkillUnlocked(skillType: string, group: number): boolean {
  247. const skillArray = this._unlockedSkills.get(skillType);
  248. if (!skillArray) {
  249. return false;
  250. }
  251. return skillArray.some(skill => skill.group === group && skill.unlocked);
  252. }
  253. /**
  254. * 检查技能是否可以解锁
  255. * 该方法仅供参考,实际解锁逻辑由 SkillNodeGenerator 负责
  256. * @param skillType 技能类型
  257. * @param group 技能组别
  258. * @returns 是否可以解锁
  259. */
  260. public canUnlockSkill(skillType: string, group: number): boolean {
  261. // 该方法不再负责解锁验证,始终返回 true
  262. // 实际解锁逻辑由 SkillNodeGenerator 负责
  263. return true;
  264. }
  265. /**
  266. * 接收技能解锁数据
  267. * @param skillType 技能类型
  268. * @param group 技能组别
  269. * @param effectPercent 效果百分比
  270. * @returns 解锁结果 {success: boolean, message: string}
  271. */
  272. public unlockSkill(skillType: string, group: number, effectPercent: number): {success: boolean, message: string} {
  273. // 检查技能类型是否有效
  274. const skillArray = this._unlockedSkills.get(skillType);
  275. if (!skillArray) {
  276. return {success: false, message: `未知的技能类型: ${skillType}`};
  277. }
  278. // 检查是否已经解锁(避免重复解锁)
  279. if (this.isSkillUnlocked(skillType, group)) {
  280. return {success: false, message: `技能已解锁: ${this.getSkillTypeDisplayName(skillType)} Group ${group}`};
  281. }
  282. // 直接接收解锁数据,不进行验证
  283. // 解锁验证逻辑由 SkillNodeGenerator 负责
  284. this.reportSkillUnlocked(skillType, effectPercent, group);
  285. return {success: true, message: `技能解锁成功: ${this.getSkillTypeDisplayName(skillType)} +${effectPercent}% (Group ${group})`};
  286. }
  287. /**
  288. * 获取技能解锁所需的钻石数量
  289. * @param group 技能组别
  290. * @returns 所需钻石数量
  291. */
  292. public getSkillCost(group: number): number {
  293. // 根据组别计算钻石消耗,这里使用简单的递增公式
  294. // 可以根据游戏平衡需求调整
  295. return group * 10;
  296. }
  297. /**
  298. * 获取技能效果百分比
  299. * @param skillType 技能类型
  300. * @returns 效果百分比
  301. */
  302. public getSkillEffectPercent(skillType: PersistentSkillType): number {
  303. return this.calculateTotalEffect(skillType);
  304. }
  305. /**
  306. * 获取技能等级(点亮的节点数量)
  307. * @param skillType 技能类型
  308. * @returns 技能等级
  309. */
  310. public getSkillLevel(skillType: PersistentSkillType): number {
  311. const skillArray = this._unlockedSkills.get(skillType);
  312. if (!skillArray) {
  313. return 0;
  314. }
  315. return skillArray.filter(skill => skill.unlocked).length;
  316. }
  317. // 已删除重复的 getSkillTypeDisplayName 方法,使用下方的中文版本
  318. /**
  319. * 检查技能是否已解锁
  320. */
  321. public isSkillUnlocked(skillType: string, group: number): boolean {
  322. const skillArray = this._unlockedSkills.get(skillType);
  323. if (!skillArray) {
  324. return false;
  325. }
  326. return skillArray.some(skill => skill.group === group && skill.unlocked);
  327. }
  328. /**
  329. * 获取技能类型的显示名称
  330. */
  331. private getSkillTypeDisplayName(skillType: string): string {
  332. switch (skillType) {
  333. case 'damage':
  334. return '伤害';
  335. case 'ball_speed':
  336. return '球速';
  337. case 'crit_damage':
  338. return '暴击伤害';
  339. default:
  340. return skillType;
  341. }
  342. }
  343. }