UpgradeController.ts 43 KB

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  1. import { _decorator, Component, Node, Button, Label, Sprite, SpriteFrame, Texture2D, resources, ScrollView, Layout, Prefab, instantiate, find, UIOpacity, Color } from 'cc';
  2. import { SaveDataManager, WeaponData } from '../../LevelSystem/SaveDataManager';
  3. import EventBus, { GameEvents } from '../../Core/EventBus';
  4. import { UpgradeAni } from './UpgradeAni';
  5. const { ccclass, property } = _decorator;
  6. /**
  7. * 武器配置接口(从weapons.json加载)
  8. */
  9. interface WeaponConfig {
  10. id: string;
  11. name: string;
  12. type: string;
  13. rarity: string;
  14. weight: number;
  15. stats: {
  16. damage: number;
  17. fireRate: number;
  18. range: number;
  19. bulletSpeed: number;
  20. };
  21. visualConfig: {
  22. weaponSprites: {
  23. "I": string;
  24. "H-I": string;
  25. "L": string;
  26. "S": string;
  27. "D-T": string;
  28. };
  29. };
  30. }
  31. /**
  32. * 武器升级系统控制器
  33. * 负责管理武器升级UI和逻辑
  34. */
  35. @ccclass('UpgradeController')
  36. export class UpgradeController extends Component {
  37. // UI节点引用
  38. @property(Node) upgradeUI: Node = null; // Canvas/UpgradeUI
  39. @property(ScrollView) weaponScrollView: ScrollView = null; // Canvas/UpgradeUI/ScrollView
  40. @property(Layout) weaponLayout: Layout = null; // Canvas/UpgradeUI/ScrollView/view/content/Layout
  41. @property(Node) upgradePanel: Node = null; // Canvas/UpgradeUI/UpgradePanel
  42. @property(Button) closePanelBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/CloseBtn
  43. // 升级面板UI组件
  44. @property(Sprite) panelWeaponSprite: Sprite = null; // Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  45. @property(Label) panelLevelLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/LevelLabel
  46. @property(Label) panelCurrentDamage: Label = null; // Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  47. @property(Label) panelCostLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  48. @property(Button) panelUpgradeBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn
  49. // 武器节点预制体
  50. @property(Prefab) weaponNodePrefab: Prefab = null;
  51. @property(Prefab) lockedWeaponPrefab: Prefab = null; // Lock.prefab
  52. @property(Prefab) unlockedWeaponPrefab: Prefab = null; // Unlock.prefab
  53. // 动画控制器
  54. @property(UpgradeAni) upgradeAni: UpgradeAni = null; // Canvas/UpgradeUI/UpgradePanel上的UpgradeAni组件
  55. // 数据管理
  56. private saveDataManager: SaveDataManager = null;
  57. private weaponsConfig: { weapons: WeaponConfig[] } = null;
  58. private currentSelectedWeapon: string = null;
  59. private levelConfigs: any[] = [];
  60. // 武器节点列表
  61. private weaponNodes: Node[] = [];
  62. onLoad() {
  63. this.saveDataManager = SaveDataManager.getInstance();
  64. this.bindEvents();
  65. }
  66. async start() {
  67. // 先加载武器配置
  68. await this.loadWeaponsConfig();
  69. // 加载关卡配置
  70. await this.loadLevelConfigs();
  71. // 初始化武器数据
  72. this.initializeWeapons();
  73. // 初始化时检查武器解锁状态
  74. this.checkInitialWeaponUnlocks();
  75. // 刷新UI
  76. this.refreshWeaponList();
  77. // 初始化升级面板状态
  78. if (this.upgradeAni) {
  79. this.upgradeAni.hidePanelImmediate();
  80. } else {
  81. this.upgradePanel.active = false;
  82. }
  83. console.log('[UpgradeController] 初始化完成');
  84. }
  85. /**
  86. * 绑定事件
  87. */
  88. private bindEvents() {
  89. // 关闭升级面板
  90. this.closePanelBtn?.node.on(Button.EventType.CLICK, this.closeUpgradePanel, this);
  91. // 升级按钮
  92. this.panelUpgradeBtn?.node.on(Button.EventType.CLICK, this.onUpgradeWeapon, this);
  93. // 监听关卡完成事件,自动解锁武器
  94. EventBus.getInstance().on(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  95. }
  96. /**
  97. * 加载武器配置
  98. */
  99. private async loadWeaponsConfig() {
  100. try {
  101. const jsonAsset = await new Promise<any>((resolve, reject) => {
  102. resources.load('data/weapons', (err, asset) => {
  103. if (err) reject(err);
  104. else resolve(asset);
  105. });
  106. });
  107. this.weaponsConfig = jsonAsset.json;
  108. console.log('[UpgradeController] 武器配置加载成功:', this.weaponsConfig);
  109. } catch (error) {
  110. console.error('[UpgradeController] 加载武器配置失败:', error);
  111. }
  112. }
  113. /**
  114. * 加载关卡配置
  115. */
  116. private async loadLevelConfigs() {
  117. try {
  118. this.levelConfigs = [];
  119. // 加载Level1到Level5的配置
  120. for (let i = 1; i <= 5; i++) {
  121. try {
  122. const levelData = await new Promise<any>((resolve, reject) => {
  123. resources.load(`data/levels/Level${i}`, (err, asset) => {
  124. if (err) reject(err);
  125. else resolve(asset);
  126. });
  127. });
  128. this.levelConfigs.push({
  129. level: i,
  130. ...levelData
  131. });
  132. } catch (error) {
  133. console.warn(`加载Level${i}配置失败:`, error);
  134. }
  135. }
  136. console.log('关卡配置加载成功:', this.levelConfigs);
  137. } catch (error) {
  138. console.error('加载关卡配置失败:', error);
  139. this.levelConfigs = [];
  140. }
  141. }
  142. /**
  143. * 初始化武器数据(确保所有武器都在存档中)
  144. */
  145. private initializeWeapons() {
  146. if (!this.weaponsConfig) return;
  147. // 为每个武器创建初始数据(如果不存在)
  148. this.weaponsConfig.weapons.forEach(weaponConfig => {
  149. const existingWeapon = this.saveDataManager.getWeapon(weaponConfig.id);
  150. if (!existingWeapon) {
  151. this.saveDataManager.addWeapon(weaponConfig.id, weaponConfig.rarity);
  152. }
  153. });
  154. }
  155. /**
  156. * 初始化时检查武器解锁状态
  157. */
  158. private checkInitialWeaponUnlocks() {
  159. if (!this.saveDataManager || !this.weaponsConfig) return;
  160. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  161. console.log(`[UpgradeController] 初始化检查武器解锁状态,当前最大解锁关卡: ${maxUnlockedLevel}`);
  162. let hasUpdates = false;
  163. for (const weaponConfig of this.weaponsConfig.weapons) {
  164. const weaponId = weaponConfig.id;
  165. const weaponData = this.saveDataManager.getWeapon(weaponId);
  166. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  167. // 检查武器是否应该根据关卡进度解锁
  168. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  169. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  170. // 如果武器应该解锁但还未解锁,则自动解锁
  171. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  172. weaponData.level = 1;
  173. // 由于WeaponData类型中没有unlockTime属性,这里先注释掉
  174. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  175. console.log(`[UpgradeController] 初始化时自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  176. hasUpdates = true;
  177. }
  178. }
  179. // 如果有更新,保存数据
  180. if (hasUpdates) {
  181. this.saveDataManager.savePlayerData();
  182. console.log(`[UpgradeController] 初始化武器解锁状态更新完成`);
  183. }
  184. }
  185. /**
  186. * 刷新武器列表UI
  187. */
  188. private refreshWeaponList() {
  189. if (!this.weaponsConfig || !this.weaponLayout) {
  190. console.warn('武器配置或武器布局未初始化');
  191. return;
  192. }
  193. // 清除现有节点
  194. this.clearWeaponNodes();
  195. // 为每个武器创建UI节点
  196. this.weaponsConfig.weapons.forEach((weaponConfig, index) => {
  197. this.createWeaponNode(weaponConfig, index);
  198. });
  199. }
  200. /**
  201. * 切换武器节点状态(从锁定到解锁或反之)
  202. */
  203. private switchWeaponNodeState(weaponId: string) {
  204. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  205. if (!weaponConfig) {
  206. console.warn(`未找到武器配置: ${weaponId}`);
  207. return;
  208. }
  209. // 找到对应的武器节点
  210. const weaponNodeIndex = this.weaponNodes.findIndex(node => node.name === `WeaponNode_${weaponId}`);
  211. if (weaponNodeIndex === -1) {
  212. console.warn(`未找到武器节点: ${weaponId}`);
  213. return;
  214. }
  215. const oldNode = this.weaponNodes[weaponNodeIndex];
  216. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponId);
  217. const weaponData = this.saveDataManager.getWeapon(weaponId);
  218. // 创建新节点
  219. let newNode: Node = null;
  220. if (isUnlocked) {
  221. if (this.unlockedWeaponPrefab) {
  222. newNode = instantiate(this.unlockedWeaponPrefab);
  223. this.setupUnlockedWeaponNode(newNode, weaponConfig, weaponData);
  224. }
  225. } else {
  226. if (this.lockedWeaponPrefab) {
  227. newNode = instantiate(this.lockedWeaponPrefab);
  228. this.setupLockedWeaponNode(newNode, weaponConfig);
  229. }
  230. }
  231. if (newNode) {
  232. newNode.name = `WeaponNode_${weaponId}`;
  233. // 获取旧节点的位置
  234. const siblingIndex = oldNode.getSiblingIndex();
  235. // 移除旧节点
  236. oldNode.removeFromParent();
  237. // 添加新节点到相同位置
  238. this.weaponLayout.node.insertChild(newNode, siblingIndex);
  239. // 更新节点数组
  240. this.weaponNodes[weaponNodeIndex] = newNode;
  241. console.log(`武器 ${weaponId} 状态切换完成: ${isUnlocked ? '解锁' : '锁定'}`);
  242. }
  243. }
  244. /**
  245. * 清除武器节点
  246. */
  247. private clearWeaponNodes() {
  248. this.weaponNodes.forEach(node => {
  249. if (node && node.isValid) {
  250. node.destroy();
  251. }
  252. });
  253. this.weaponNodes = [];
  254. }
  255. /**
  256. * 创建武器节点
  257. */
  258. private createWeaponNode(weaponConfig: WeaponConfig, index: number) {
  259. // 获取武器数据
  260. const weaponData = this.saveDataManager.getWeapon(weaponConfig.id);
  261. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponConfig.id);
  262. console.log(`设置武器节点 ${index}: ${weaponConfig.name}, 等级: ${weaponData?.level || 0}, 已解锁: ${isUnlocked}`);
  263. // 根据解锁状态选择合适的预制体
  264. let weaponNode: Node = null;
  265. if (isUnlocked) {
  266. if (this.unlockedWeaponPrefab) {
  267. weaponNode = instantiate(this.unlockedWeaponPrefab);
  268. this.setupUnlockedWeaponNode(weaponNode, weaponConfig, weaponData);
  269. } else if (this.weaponNodePrefab) {
  270. weaponNode = instantiate(this.weaponNodePrefab);
  271. this.convertToUnlockedNode(weaponNode, weaponConfig, weaponData, index);
  272. }
  273. } else {
  274. if (this.lockedWeaponPrefab) {
  275. weaponNode = instantiate(this.lockedWeaponPrefab);
  276. this.setupLockedWeaponNode(weaponNode, weaponConfig);
  277. } else if (this.weaponNodePrefab) {
  278. weaponNode = instantiate(this.weaponNodePrefab);
  279. this.convertToLockedNode(weaponNode, weaponConfig, index);
  280. }
  281. }
  282. // 如果没有任何预制体,创建基本节点
  283. if (!weaponNode) {
  284. weaponNode = new Node(`WeaponNode_${index}`);
  285. weaponNode.addComponent(UIOpacity);
  286. if (isUnlocked) {
  287. this.convertToUnlockedNode(weaponNode, weaponConfig, weaponData, index);
  288. } else {
  289. this.convertToLockedNode(weaponNode, weaponConfig, index);
  290. }
  291. }
  292. // 设置节点名称
  293. weaponNode.name = `WeaponNode_${weaponConfig.id}`;
  294. // 添加到布局中
  295. this.weaponLayout.node.addChild(weaponNode);
  296. this.weaponNodes.push(weaponNode);
  297. }
  298. /**
  299. * 加载武器图标
  300. */
  301. private loadWeaponSprite(sprite: Sprite, spritePath: string) {
  302. // 参考WeaponBullet.ts的正确加载方式,在路径后添加'/spriteFrame'
  303. const framePath = `${spritePath}/spriteFrame`;
  304. resources.load(framePath, SpriteFrame, (err, spriteFrame) => {
  305. if (!err && spriteFrame && sprite && sprite.isValid) {
  306. sprite.spriteFrame = spriteFrame;
  307. console.log(`武器图标加载成功: ${spritePath}`);
  308. } else if (err) {
  309. console.warn(`加载武器图标失败: ${spritePath}`, err);
  310. }
  311. });
  312. }
  313. /**
  314. * 设置已解锁武器节点(适配Unlock.prefab)
  315. */
  316. private setupUnlockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig, weaponData: any) {
  317. // 获取公共的Sprite节点,避免重复查找
  318. const spriteNode = weaponNode.getChildByName('Sprite');
  319. if (!spriteNode) {
  320. console.warn('未找到Sprite节点:', weaponConfig.id);
  321. return;
  322. }
  323. // 设置武器图标 - 查找专门的武器图标Sprite节点,避免影响背景
  324. const weaponSprite = spriteNode.getChildByName('WeaponSprite')?.getComponent(Sprite);
  325. if (weaponSprite && weaponConfig.visualConfig.weaponSprites) {
  326. const spritePath = weaponConfig.visualConfig.weaponSprites['I'] || weaponConfig.visualConfig.weaponSprites['H-I'] || weaponConfig.visualConfig.weaponSprites['L'] || weaponConfig.visualConfig.weaponSprites['S'] || weaponConfig.visualConfig.weaponSprites['D-T'];
  327. this.loadWeaponSprite(weaponSprite, spritePath);
  328. }
  329. // 设置武器名称 - Unlock.prefab中的Name节点下的Label(只显示武器名称)
  330. const nameLabel = spriteNode.getChildByName('Name')?.getComponent(Label);
  331. if (nameLabel) {
  332. nameLabel.string = weaponConfig.name;
  333. }
  334. // 设置武器等级 - should_hide_in_hierarchy/Unlock/Sprite/Level/Label节点(显示等级)
  335. const levelNode = spriteNode.getChildByName('Level');
  336. console.log(`[PreviewInEditor] 处理武器等级显示: ${weaponConfig.name}, weaponData:`, weaponData);
  337. if (levelNode) {
  338. // 先尝试Level节点本身的Label组件
  339. let levelLabel = levelNode.getComponent(Label);
  340. if (!levelLabel) {
  341. // 如果Level节点本身没有Label,尝试查找子节点Label
  342. const labelNode = levelNode.getChildByName('Label');
  343. if (labelNode) {
  344. levelLabel = labelNode.getComponent(Label);
  345. }
  346. }
  347. if (levelLabel) {
  348. const actualLevel = weaponData ? weaponData.level : 0;
  349. levelLabel.string = `${actualLevel}`;
  350. } else {
  351. console.warn(`[PreviewInEditor] 未找到Level Label组件: ${weaponConfig.name}`);
  352. }
  353. } else {
  354. console.warn(`[PreviewInEditor] 未找到Level节点: ${weaponConfig.name}`);
  355. }
  356. // 设置升级按钮 - Unlock.prefab中的Button节点
  357. const upgradeButton = weaponNode.getChildByName('Upgrade')?.getComponent(Button);
  358. if (upgradeButton) {
  359. // 清除之前的事件监听
  360. upgradeButton.node.off(Button.EventType.CLICK);
  361. // 添加升级事件
  362. upgradeButton.node.on(Button.EventType.CLICK, () => {
  363. this.openUpgradePanel(weaponConfig.id);
  364. }, this);
  365. // 设置按钮文本和状态
  366. const buttonLabel = upgradeButton.node.getChildByName('Label')?.getComponent(Label);
  367. if (buttonLabel) {
  368. const maxLevel = 10; // 假设最大等级为10
  369. if (weaponData && weaponData.level >= maxLevel) {
  370. buttonLabel.string = '已满级';
  371. } else {
  372. // 只显示"升级",不显示费用,费用在升级面板中显示
  373. buttonLabel.string = '升级';
  374. }
  375. }
  376. }
  377. // Unlock.prefab已经有正常的视觉效果,确保节点激活
  378. weaponNode.active = true;
  379. }
  380. /**
  381. * 设置未解锁武器节点(适配Lock.prefab)
  382. */
  383. private setupLockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig) {
  384. // 设置解锁信息文本 - Lock.prefab中的Label节点
  385. const unlockLabel = weaponNode.getChildByName('Label')?.getComponent(Label);
  386. if (unlockLabel) {
  387. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  388. unlockLabel.string = `通关第${unlockLevel}关解锁`;
  389. }
  390. // Lock.prefab已经有合适的视觉效果,不需要额外设置透明度
  391. weaponNode.active = true;
  392. // 锁定武器节点保持可点击状态以显示解锁提示
  393. // 添加点击事件监听(显示解锁提示)
  394. weaponNode.on(Node.EventType.TOUCH_END, () => {
  395. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  396. console.log(`${weaponConfig.name} 需要通关第${unlockLevel}关才能解锁`);
  397. }, this);
  398. }
  399. /**
  400. * 转换为锁定节点
  401. */
  402. private convertToLockedNode(weaponNode: Node, weaponConfig: WeaponConfig, index: number) {
  403. // 隐藏正常武器节点的所有子节点
  404. const spriteNode = weaponNode.getChildByName('WeaponIcon') ||
  405. weaponNode.getChildByName('Icon') ||
  406. weaponNode.getChildByName('WeaponSprite') ||
  407. weaponNode.getChildByName('Sprite');
  408. if (spriteNode) {
  409. spriteNode.active = false;
  410. }
  411. const upgradeBtn = weaponNode.getChildByName('Upgrade');
  412. if (upgradeBtn) {
  413. upgradeBtn.active = false;
  414. }
  415. // 创建或显示锁定状态的Label
  416. let lockLabel = weaponNode.getChildByName('LockLabel');
  417. if (!lockLabel) {
  418. lockLabel = new Node('LockLabel');
  419. const labelComp = lockLabel.addComponent(Label);
  420. labelComp.fontSize = 24;
  421. labelComp.color = Color.WHITE;
  422. weaponNode.addChild(lockLabel);
  423. }
  424. const labelComp = lockLabel.getComponent(Label);
  425. if (labelComp) {
  426. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  427. labelComp.string = `通关第${unlockLevel}关解锁`;
  428. }
  429. lockLabel.active = true;
  430. // 设置节点为锁定状态
  431. let uiOpacity = weaponNode.getComponent(UIOpacity);
  432. if (!uiOpacity) {
  433. uiOpacity = weaponNode.addComponent(UIOpacity);
  434. }
  435. uiOpacity.opacity = 180;
  436. weaponNode.active = true;
  437. // 锁定武器节点保持可点击状态以显示解锁提示
  438. }
  439. /**
  440. * 转换为解锁节点
  441. */
  442. private convertToUnlockedNode(weaponNode: Node, weaponConfig: WeaponConfig, weaponData: any, index: number) {
  443. // 隐藏锁定状态的Label
  444. const lockLabel = weaponNode.getChildByName('LockLabel');
  445. if (lockLabel) {
  446. lockLabel.active = false;
  447. }
  448. // 显示正常武器节点的所有子节点
  449. const spriteNode = weaponNode.getChildByName('WeaponIcon') ||
  450. weaponNode.getChildByName('Icon') ||
  451. weaponNode.getChildByName('WeaponSprite') ||
  452. weaponNode.getChildByName('Sprite');
  453. if (spriteNode) {
  454. spriteNode.active = true;
  455. }
  456. const upgradeBtn = weaponNode.getChildByName('Upgrade');
  457. if (upgradeBtn) {
  458. upgradeBtn.active = true;
  459. }
  460. // 恢复透明度
  461. let uiOpacity = weaponNode.getComponent(UIOpacity);
  462. if (uiOpacity) {
  463. uiOpacity.opacity = 255;
  464. }
  465. // 设置为解锁状态
  466. this.setupUnlockedWeaponNode(weaponNode, weaponConfig, weaponData);
  467. // 解锁武器节点保持可点击状态
  468. }
  469. /**
  470. * 打开升级面板
  471. */
  472. private async openUpgradePanel(weaponId: string) {
  473. const weaponConfig = this.weaponsConfig.weapons.find(config => config.id === weaponId);
  474. if (!weaponConfig) {
  475. console.error(`未找到武器配置: ${weaponId}`);
  476. return;
  477. }
  478. const weaponData = this.saveDataManager.getWeapon(weaponId);
  479. if (!weaponData) {
  480. console.error(`未找到武器数据: ${weaponId}`);
  481. return;
  482. }
  483. this.currentSelectedWeapon = weaponId;
  484. console.log(`打开升级面板: ${weaponConfig.name}, 当前等级: ${weaponData.level}`);
  485. // 刷新面板内容
  486. this.refreshUpgradePanel();
  487. // 使用动画显示升级面板
  488. if (this.upgradeAni) {
  489. await this.upgradeAni.showPanel();
  490. } else {
  491. // 如果没有动画组件,直接显示
  492. this.upgradePanel.active = true;
  493. }
  494. }
  495. /**
  496. * 关闭升级面板
  497. */
  498. private async closeUpgradePanel() {
  499. // 使用动画隐藏升级面板
  500. if (this.upgradeAni) {
  501. await this.upgradeAni.hidePanel();
  502. } else {
  503. // 如果没有动画组件,直接隐藏
  504. this.upgradePanel.active = false;
  505. }
  506. this.currentSelectedWeapon = null;
  507. }
  508. /**
  509. * 刷新升级面板
  510. */
  511. private refreshUpgradePanel() {
  512. if (!this.currentSelectedWeapon || !this.weaponsConfig) return;
  513. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  514. const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  515. if (!weaponConfig || !weaponData) {
  516. console.error(`刷新升级面板失败: 武器配置或数据不存在 ${this.currentSelectedWeapon}`);
  517. return;
  518. }
  519. console.log(`刷新升级面板: ${weaponConfig.name}, 等级: ${weaponData.level}`);
  520. // 设置武器图标 - Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  521. if (this.panelWeaponSprite && weaponConfig.visualConfig.weaponSprites) {
  522. const spritePath = weaponConfig.visualConfig.weaponSprites['I'] || weaponConfig.visualConfig.weaponSprites['H-I'] || weaponConfig.visualConfig.weaponSprites['L'] || weaponConfig.visualConfig.weaponSprites['S'] || weaponConfig.visualConfig.weaponSprites['D-T'];
  523. this.loadWeaponSprite(this.panelWeaponSprite, spritePath);
  524. }
  525. // 设置武器名称和等级 - Canvas/UpgradeUI/UpgradePanel/LevelLabel
  526. if (this.panelLevelLabel) {
  527. this.panelLevelLabel.string = `${weaponConfig.name} 等级 ${weaponData.level}`;
  528. }
  529. // 计算当前伤害(基础伤害 + 等级加成)- Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  530. const baseDamage = weaponConfig.stats.damage;
  531. const currentDamage = this.calculateWeaponDamage(baseDamage, weaponData.level);
  532. const nextLevelDamage = this.calculateWeaponDamage(baseDamage, weaponData.level + 1);
  533. const damageIncrease = nextLevelDamage - currentDamage;
  534. if (this.panelCurrentDamage) {
  535. // 只显示当前伤害数值,不显示增量
  536. this.panelCurrentDamage.string = currentDamage.toString();
  537. }
  538. // 设置升级费用 - Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  539. const upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  540. if (this.panelCostLabel) {
  541. this.panelCostLabel.string = upgradeCost.toString();
  542. }
  543. // 升级按钮始终保持可点击状态,通过Toast显示各种提示
  544. console.log(`[UpgradeController] 升级按钮保持可交互状态`);
  545. }
  546. /**
  547. * 计算武器伤害
  548. */
  549. private calculateWeaponDamage(baseDamage: number, level: number): number {
  550. if (level === 0) return 0; // 未解锁武器伤害为0
  551. // 伤害增加:升级后伤害 = 升级前伤害 + 1(固定 + 1)
  552. // 1级武器 = 基础伤害,每升1级增加1点伤害
  553. return baseDamage + (level - 1);
  554. }
  555. /**
  556. * 根据武器名称查找解锁关卡
  557. */
  558. private getWeaponUnlockLevel(weaponName: string): number {
  559. // 武器名称到解锁关卡的映射
  560. const weaponUnlockMap: { [key: string]: number } = {
  561. "毛豆射手": 1,
  562. "尖胡萝卜": 2,
  563. "锯齿草": 3,
  564. "西瓜炸弹": 4,
  565. "回旋镖盆栽": 5,
  566. "炙热辣椒": 6,
  567. "仙人散弹": 7,
  568. "秋葵导弹": 8,
  569. "狼牙棒": 9
  570. };
  571. return weaponUnlockMap[weaponName] || 1;
  572. }
  573. /**
  574. * 根据武器ID查找解锁关卡
  575. */
  576. private getWeaponUnlockLevelById(weaponId: string): number {
  577. // 武器ID到解锁关卡的映射
  578. const weaponUnlockMap: { [key: string]: number } = {
  579. "pea_shooter": 1,
  580. "sharp_carrot": 2,
  581. "saw_grass": 3,
  582. "watermelon_bomb": 4,
  583. "boomerang_plant": 5,
  584. "hot_pepper": 6,
  585. "cactus_shotgun": 7,
  586. "okra_missile": 8,
  587. "mace_club": 9
  588. };
  589. return weaponUnlockMap[weaponId] || 1;
  590. }
  591. /**
  592. * 升级武器
  593. */
  594. private onUpgradeWeapon() {
  595. console.log(`[UpgradeController] onUpgradeWeapon方法被调用`);
  596. if (!this.currentSelectedWeapon) {
  597. console.log(`[UpgradeController] currentSelectedWeapon为空,退出`);
  598. return;
  599. }
  600. console.log(`[UpgradeController] 开始升级武器: ${this.currentSelectedWeapon}`);
  601. // 检查升级条件并显示相应提示
  602. const weapon = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  603. console.log(`[UpgradeController] 获取到的武器数据:`, weapon);
  604. if (!weapon) {
  605. console.log(`[UpgradeController] 武器不存在: ${this.currentSelectedWeapon}`);
  606. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器不存在", duration: 2.0 });
  607. return;
  608. }
  609. console.log(`[UpgradeController] 武器等级: ${weapon.level}`);
  610. if (weapon.level === 0) {
  611. console.log(`[UpgradeController] 武器未解锁: ${this.currentSelectedWeapon}`);
  612. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "请先解锁武器", duration: 2.0 });
  613. return;
  614. }
  615. // 检查是否已达到最大等级
  616. const maxLevel = 10; // 假设最大等级为10
  617. if (weapon.level >= maxLevel) {
  618. console.log(`[UpgradeController] 武器已达到最大等级: ${this.currentSelectedWeapon}`);
  619. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器已达到最大等级", duration: 2.0 });
  620. return;
  621. }
  622. const cost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  623. const playerMoney = this.saveDataManager.getMoney();
  624. console.log(`[UpgradeController] 升级检查 - 武器: ${this.currentSelectedWeapon}, 费用: ${cost}, 当前金币: ${playerMoney}`);
  625. console.log(`[UpgradeController] 费用类型: ${typeof cost}, 金币类型: ${typeof playerMoney}`);
  626. console.log(`[UpgradeController] 条件判断: ${playerMoney} < ${cost} = ${playerMoney < cost}`);
  627. if (playerMoney < cost) {
  628. console.log(`[UpgradeController] 金币不足 - 需要: ${cost}, 当前: ${playerMoney}`);
  629. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: `金币不足,需要${cost}金币`, duration: 2.0 });
  630. return;
  631. }
  632. console.log(`[UpgradeController] 金币充足,继续升级流程`);
  633. // 记录升级前的金币数量
  634. const coinsBeforeUpgrade = this.saveDataManager.getMoney();
  635. console.log(`[UpgradeController] 升级前金币: ${coinsBeforeUpgrade}`);
  636. const success = this.saveDataManager.upgradeWeapon(this.currentSelectedWeapon);
  637. if (success) {
  638. const coinsAfterUpgrade = this.saveDataManager.getMoney();
  639. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级成功`);
  640. console.log(`[UpgradeController] 升级后金币: ${coinsAfterUpgrade}, 消耗: ${coinsBeforeUpgrade - coinsAfterUpgrade}`);
  641. // 播放武器升级成功动画
  642. this.playWeaponUpgradeSuccessAnimation();
  643. // 刷新升级面板
  644. this.refreshUpgradePanel();
  645. // 使用新的状态切换方法更新武器节点
  646. this.switchWeaponNodeState(this.currentSelectedWeapon);
  647. // 保存数据
  648. this.saveDataManager.savePlayerData();
  649. } else {
  650. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级失败`);
  651. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "升级失败,请重试", duration: 1.0 });
  652. // 升级失败时不更新UI
  653. }
  654. }
  655. /**
  656. * 播放武器升级成功动画
  657. */
  658. private async playWeaponUpgradeSuccessAnimation(): Promise<void> {
  659. if (!this.upgradeAni || !this.panelWeaponSprite) {
  660. console.warn('[UpgradeController] upgradeAni 或 panelWeaponSprite 未设置,跳过升级动画');
  661. return;
  662. }
  663. try {
  664. // 获取武器图标节点
  665. const weaponIconNode = this.panelWeaponSprite.node;
  666. // 播放升级动画
  667. await this.upgradeAni.playWeaponUpgradeAnimation(weaponIconNode);
  668. console.log('[UpgradeController] 武器升级动画播放完成');
  669. } catch (error) {
  670. console.error('[UpgradeController] 播放武器升级动画时出错:', error);
  671. }
  672. }
  673. /**
  674. * 解锁武器
  675. */
  676. public unlockWeapon(weaponId: string): boolean {
  677. const success = this.saveDataManager.unlockWeapon(weaponId);
  678. if (success) {
  679. console.log(`武器 ${weaponId} 解锁成功`);
  680. // 使用新的状态切换方法更新武器节点
  681. this.switchWeaponNodeState(weaponId);
  682. // 保存数据
  683. this.saveDataManager.savePlayerData();
  684. }
  685. return success;
  686. }
  687. /**
  688. * 获取武器当前伤害
  689. */
  690. public getWeaponDamage(weaponId: string): number {
  691. if (!this.weaponsConfig) return 0;
  692. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  693. const weaponData = this.saveDataManager.getWeapon(weaponId);
  694. if (!weaponConfig || !weaponData) return 0;
  695. return this.calculateWeaponDamage(weaponConfig.stats.damage, weaponData.level);
  696. }
  697. /**
  698. * 刷新UI
  699. */
  700. public refreshUI() {
  701. this.refreshWeaponList();
  702. }
  703. /**
  704. * 处理关卡完成事件,自动解锁相应武器
  705. */
  706. private onLevelComplete() {
  707. if (!this.saveDataManager || !this.weaponsConfig) return;
  708. // 获取当前关卡数据
  709. const currentLevel = this.saveDataManager.getCurrentLevel();
  710. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  711. const playerData = this.saveDataManager.getPlayerData();
  712. console.log(`[UpgradeController] 关卡完成事件触发`);
  713. console.log(`[UpgradeController] 当前关卡: ${currentLevel}, 最大解锁关卡: ${maxUnlockedLevel}`);
  714. console.log(`[UpgradeController] 玩家数据:`, {
  715. coins: playerData?.money || 0,
  716. currentLevel: playerData?.currentLevel || 1,
  717. maxUnlockedLevel: playerData?.maxUnlockedLevel || 1
  718. });
  719. // 遍历所有武器,检查是否有新解锁的武器
  720. let hasNewUnlocks = false;
  721. const newlyUnlockedWeapons: string[] = [];
  722. for (const weaponConfig of this.weaponsConfig.weapons) {
  723. const weaponId = weaponConfig.id;
  724. const weaponData = this.saveDataManager.getWeapon(weaponId);
  725. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  726. // 检查武器是否应该根据关卡进度解锁
  727. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  728. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  729. console.log(`[UpgradeController] 武器检查: ${weaponConfig.name} (${weaponId})`);
  730. console.log(` - 需要关卡: ${requiredLevel}, 当前最大解锁: ${maxUnlockedLevel}`);
  731. console.log(` - 应该解锁: ${shouldBeUnlocked}, 当前已解锁: ${isCurrentlyUnlocked}`);
  732. console.log(` - 武器数据:`, weaponData);
  733. // 如果武器应该解锁但还未解锁,则自动解锁
  734. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  735. // 确保武器数据存在
  736. if (!weaponData) {
  737. this.saveDataManager.addWeapon(weaponId, weaponConfig.rarity);
  738. }
  739. // 自动解锁武器(设置为level 1,免费解锁)
  740. const updatedWeaponData = this.saveDataManager.getWeapon(weaponId);
  741. if (updatedWeaponData) {
  742. updatedWeaponData.level = 1;
  743. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行
  744. // updatedWeaponData.unlockTime = Date.now();
  745. console.log(`[UpgradeController] 自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  746. newlyUnlockedWeapons.push(weaponConfig.name);
  747. hasNewUnlocks = true;
  748. }
  749. }
  750. }
  751. // 如果有新解锁的武器,刷新UI并保存数据
  752. if (hasNewUnlocks) {
  753. this.refreshWeaponList();
  754. this.saveDataManager.savePlayerData();
  755. console.log(`[UpgradeController] 关卡完成后解锁了 ${newlyUnlockedWeapons.length} 个武器:`, newlyUnlockedWeapons);
  756. // 可以在这里添加解锁提示UI
  757. this.showWeaponUnlockNotification(newlyUnlockedWeapons);
  758. } else {
  759. console.log(`[UpgradeController] 关卡完成后没有新武器解锁`);
  760. }
  761. }
  762. /**
  763. * 显示武器解锁通知
  764. */
  765. private showWeaponUnlockNotification(weaponNames: string[]) {
  766. if (weaponNames.length === 0) return;
  767. // 这里可以实现解锁通知UI
  768. // 目前先用console输出
  769. console.log(`🎉 恭喜解锁新武器: ${weaponNames.join(', ')}!`);
  770. // TODO: 实现实际的UI通知
  771. // 可以显示一个弹窗或者顶部通知条
  772. }
  773. /**
  774. * 获取当前关卡数据(用于调试和UI显示)
  775. */
  776. public getCurrentLevelData() {
  777. if (!this.saveDataManager) return null;
  778. return {
  779. currentLevel: this.saveDataManager.getCurrentLevel(),
  780. maxUnlockedLevel: this.saveDataManager.getMaxUnlockedLevel(),
  781. coins: this.saveDataManager.getMoney(),
  782. diamonds: this.saveDataManager.getDiamonds(),
  783. wallLevel: this.saveDataManager.getWallLevel()
  784. };
  785. }
  786. /**
  787. * 手动检查并解锁武器(用于调试或特殊情况)
  788. */
  789. public checkAndUnlockWeapons() {
  790. console.log('[UpgradeController] 手动检查武器解锁状态');
  791. this.onLevelComplete();
  792. }
  793. /**
  794. * 获取所有武器的解锁状态信息(用于调试和UI显示)
  795. */
  796. public getWeaponUnlockStatus() {
  797. if (!this.saveDataManager || !this.weaponsConfig) {
  798. return { error: '数据管理器或武器配置未初始化' };
  799. }
  800. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  801. const weaponStatus = [];
  802. for (const weaponConfig of this.weaponsConfig.weapons) {
  803. const weaponId = weaponConfig.id;
  804. const weaponData = this.saveDataManager.getWeapon(weaponId);
  805. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  806. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  807. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  808. weaponStatus.push({
  809. id: weaponId,
  810. name: weaponConfig.name,
  811. requiredLevel: requiredLevel,
  812. shouldBeUnlocked: shouldBeUnlocked,
  813. isCurrentlyUnlocked: isCurrentlyUnlocked,
  814. currentLevel: weaponData?.level || 0,
  815. // 由于WeaponData类型中没有unlockTime属性,暂时移除该字段
  816. unlocked: weaponData?.level > 0,
  817. needsUpdate: shouldBeUnlocked && !isCurrentlyUnlocked
  818. });
  819. }
  820. return {
  821. maxUnlockedLevel: maxUnlockedLevel,
  822. weapons: weaponStatus,
  823. summary: {
  824. total: weaponStatus.length,
  825. unlocked: weaponStatus.filter(w => w.isCurrentlyUnlocked).length,
  826. shouldBeUnlocked: weaponStatus.filter(w => w.shouldBeUnlocked).length,
  827. needsUpdate: weaponStatus.filter(w => w.needsUpdate).length
  828. }
  829. };
  830. }
  831. /**
  832. * 强制同步所有武器解锁状态(用于修复数据不一致问题)
  833. */
  834. public forceSyncWeaponUnlocks() {
  835. if (!this.saveDataManager || !this.weaponsConfig) {
  836. console.error('[UpgradeController] 无法强制同步:数据管理器或武器配置未初始化');
  837. return false;
  838. }
  839. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  840. let syncCount = 0;
  841. console.log(`[UpgradeController] 开始强制同步武器解锁状态,基于最大解锁关卡: ${maxUnlockedLevel}`);
  842. for (const weaponConfig of this.weaponsConfig.weapons) {
  843. const weaponId = weaponConfig.id;
  844. const weaponData = this.saveDataManager.getWeapon(weaponId);
  845. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  846. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  847. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  848. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  849. weaponData.level = 1;
  850. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行代码
  851. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  852. syncCount++;
  853. console.log(`[UpgradeController] 强制解锁武器: ${weaponConfig.name} (${weaponId})`);
  854. }
  855. }
  856. if (syncCount > 0) {
  857. this.saveDataManager.savePlayerData();
  858. this.refreshWeaponList();
  859. console.log(`[UpgradeController] 强制同步完成,解锁了 ${syncCount} 个武器`);
  860. } else {
  861. console.log(`[UpgradeController] 强制同步完成,没有需要更新的武器`);
  862. }
  863. return syncCount > 0;
  864. }
  865. /**
  866. * 诊断武器解锁问题(用于调试)
  867. */
  868. public diagnoseWeaponUnlockIssue() {
  869. console.log('=== 武器解锁问题诊断 ===');
  870. if (!this.saveDataManager) {
  871. console.error('SaveDataManager未初始化');
  872. return;
  873. }
  874. if (!this.weaponsConfig) {
  875. console.error('武器配置未加载');
  876. return;
  877. }
  878. const currentLevel = this.saveDataManager.getCurrentLevel();
  879. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  880. const playerData = this.saveDataManager.getPlayerData();
  881. console.log(`当前关卡: ${currentLevel}`);
  882. console.log(`最大解锁关卡: ${maxUnlockedLevel}`);
  883. console.log(`金钱: ${playerData?.money || 0}`);
  884. console.log('\n=== 关卡完成状态 ===');
  885. for (let i = 1; i <= 5; i++) {
  886. const progress = this.saveDataManager.getLevelProgress(i);
  887. const isCompleted = this.saveDataManager.isLevelCompleted(i);
  888. console.log(`关卡${i}: 完成=${isCompleted}, 尝试次数=${progress?.attempts || 0}`);
  889. }
  890. console.log('\n=== 武器解锁状态 ===');
  891. const weaponUnlockMap = {
  892. 'pea_shooter': 1,
  893. 'sharp_carrot': 2,
  894. 'saw_grass': 3,
  895. 'watermelon_bomb': 4,
  896. 'boomerang_plant': 5,
  897. 'hot_pepper': 6,
  898. 'cactus_shotgun': 7,
  899. 'okra_missile': 8,
  900. 'mace_club': 9
  901. };
  902. for (const weaponConfig of this.weaponsConfig.weapons) {
  903. const weaponId = weaponConfig.id;
  904. const weaponData = this.saveDataManager.getWeapon(weaponId);
  905. const requiredLevel = weaponUnlockMap[weaponId] || 1;
  906. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  907. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  908. console.log(`${weaponConfig.name} (${weaponId}):`);
  909. console.log(` 需要关卡: ${requiredLevel}`);
  910. console.log(` 应该解锁: ${shouldBeUnlocked}`);
  911. console.log(` 当前状态: ${isCurrentlyUnlocked ? '已解锁' : '未解锁'}`);
  912. console.log(` 武器等级: ${weaponData?.level || 0}`);
  913. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  914. console.log(` ❌ 问题:应该解锁但未解锁`);
  915. } else if (shouldBeUnlocked && isCurrentlyUnlocked) {
  916. console.log(` ✅ 正常:已正确解锁`);
  917. } else {
  918. console.log(` ⏳ 等待:尚未达到解锁条件`);
  919. }
  920. }
  921. console.log('\n=== 修复建议 ===');
  922. console.log('如果发现武器解锁状态不正确,请运行以下命令:');
  923. console.log('1. 在控制台运行: window.upgradeController.forceSyncWeaponUnlocks()');
  924. console.log('2. 或者刷新页面重新初始化');
  925. // 将实例暴露到全局,方便调试
  926. (window as any).upgradeController = this;
  927. }
  928. /**
  929. * 组件销毁时清理事件监听
  930. */
  931. onDestroy() {
  932. EventBus.getInstance().off(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  933. }
  934. }