LevelConfigManager.ts 9.7 KB

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  1. import { _decorator, Component, JsonAsset, resources } from 'cc';
  2. const { ccclass, property } = _decorator;
  3. /**
  4. * 关卡配置数据结构
  5. */
  6. interface LevelConfig {
  7. levelId: number;
  8. name: string;
  9. scene: string;
  10. description?: string;
  11. weapons: string[];
  12. waves: WaveConfig[];
  13. levelSettings?: {
  14. initialHealth?: number;
  15. timeLimit?: number;
  16. difficulty?: string;
  17. energyMax?: number;
  18. healthMultiplier?: number;
  19. };
  20. }
  21. /**
  22. * 波次配置数据结构
  23. */
  24. interface WaveConfig {
  25. waveId: number;
  26. enemies: EnemyWaveConfig[];
  27. }
  28. /**
  29. * 敌人波次配置
  30. */
  31. interface EnemyWaveConfig {
  32. enemyType: string;
  33. count: number;
  34. spawnInterval: number;
  35. characteristics: string[];
  36. }
  37. /**
  38. * 关卡JSON文件配置项
  39. */
  40. @ccclass('LevelJsonConfig')
  41. export class LevelJsonConfig {
  42. @property({
  43. tooltip: '关卡ID'
  44. })
  45. public levelId: number = 1;
  46. @property({
  47. tooltip: '关卡名称'
  48. })
  49. public levelName: string = '';
  50. @property({
  51. type: JsonAsset,
  52. tooltip: '关卡配置JSON文件'
  53. })
  54. public configFile: JsonAsset = null;
  55. }
  56. /**
  57. * 关卡配置管理器
  58. * 让策划在编辑器中配置所有关卡的JSON文件
  59. */
  60. @ccclass('LevelConfigManager')
  61. export class LevelConfigManager extends Component {
  62. private static instance: LevelConfigManager = null;
  63. @property({
  64. tooltip: '总关卡数量'
  65. })
  66. public totalLevels: number = 5;
  67. @property({
  68. type: [LevelJsonConfig],
  69. tooltip: '关卡配置列表(拖入对应的JSON文件)'
  70. })
  71. public levelConfigs: LevelJsonConfig[] = [];
  72. // 缓存已加载的关卡配置
  73. private loadedConfigs: Map<number, LevelConfig> = new Map();
  74. onLoad() {
  75. if (LevelConfigManager.instance === null) {
  76. LevelConfigManager.instance = this;
  77. this.validateConfigs();
  78. } else if (LevelConfigManager.instance !== this) {
  79. this.destroy();
  80. return;
  81. }
  82. }
  83. onDestroy() {
  84. if (LevelConfigManager.instance === this) {
  85. LevelConfigManager.instance = null;
  86. }
  87. }
  88. public static getInstance(): LevelConfigManager {
  89. return LevelConfigManager.instance;
  90. }
  91. /**
  92. * 验证关卡配置的完整性
  93. */
  94. private validateConfigs() {
  95. // 检查是否所有关卡都有配置
  96. for (let i = 1; i <= this.totalLevels; i++) {
  97. const config = this.levelConfigs.find(c => c.levelId === i);
  98. if (!config) {
  99. console.warn(`关卡 ${i} 缺少配置`);
  100. } else if (!config.configFile) {
  101. console.warn(`关卡 ${i} 缺少JSON文件`);
  102. }
  103. }
  104. // 检查是否有重复的关卡ID
  105. const levelIds = this.levelConfigs.map(c => c.levelId);
  106. const duplicates = levelIds.filter((id, index) => levelIds.indexOf(id) !== index);
  107. if (duplicates.length > 0) {
  108. console.error(`发现重复的关卡ID: ${duplicates.join(', ')}`);
  109. }
  110. }
  111. /**
  112. * 获取关卡配置
  113. */
  114. public async getLevelConfig(levelId: number): Promise<LevelConfig | null> {
  115. // 先从缓存中查找
  116. if (this.loadedConfigs.has(levelId)) {
  117. return this.loadedConfigs.get(levelId);
  118. }
  119. // 查找对应的配置项
  120. const configItem = this.levelConfigs.find(c => c.levelId === levelId);
  121. if (!configItem || !configItem.configFile) {
  122. console.error(`关卡 ${levelId} 配置不存在或缺少JSON文件`);
  123. return null;
  124. }
  125. try {
  126. // 解析JSON数据
  127. const jsonData = configItem.configFile.json;
  128. if (!jsonData) {
  129. console.error(`关卡 ${levelId} JSON文件解析失败`);
  130. return null;
  131. }
  132. // 验证JSON数据结构
  133. const levelConfig = this.validateLevelConfigData(jsonData, levelId);
  134. if (levelConfig) {
  135. // 缓存配置
  136. this.loadedConfigs.set(levelId, levelConfig);
  137. return levelConfig;
  138. }
  139. } catch (error) {
  140. console.error(`关卡 ${levelId} 配置加载失败:`, error);
  141. }
  142. return null;
  143. }
  144. /**
  145. * 验证关卡配置数据结构
  146. */
  147. private validateLevelConfigData(jsonData: any, levelId: number): LevelConfig | null {
  148. try {
  149. // 基本字段验证
  150. if (!jsonData.name || !jsonData.scene || !jsonData.weapons || !jsonData.waves) {
  151. console.error(`关卡 ${levelId} JSON数据缺少必要字段`);
  152. return null;
  153. }
  154. // 构建关卡配置对象
  155. const levelConfig: LevelConfig = {
  156. levelId: levelId,
  157. name: jsonData.name,
  158. scene: jsonData.scene,
  159. description: jsonData.description,
  160. weapons: jsonData.weapons || [],
  161. waves: [],
  162. levelSettings: jsonData.levelSettings
  163. };
  164. // 验证波次配置
  165. if (Array.isArray(jsonData.waves)) {
  166. for (const waveData of jsonData.waves) {
  167. const wave: WaveConfig = {
  168. waveId: waveData.waveId || 0,
  169. enemies: []
  170. };
  171. if (Array.isArray(waveData.enemies)) {
  172. for (const enemyData of waveData.enemies) {
  173. const enemy: EnemyWaveConfig = {
  174. enemyType: enemyData.enemyType || '',
  175. count: enemyData.count || 1,
  176. spawnInterval: enemyData.spawnInterval || 5,
  177. characteristics: enemyData.characteristics || []
  178. };
  179. wave.enemies.push(enemy);
  180. }
  181. }
  182. levelConfig.waves.push(wave);
  183. }
  184. }
  185. return levelConfig;
  186. } catch (error) {
  187. console.error(`关卡 ${levelId} 数据验证失败:`, error);
  188. return null;
  189. }
  190. }
  191. /**
  192. * 获取所有可用关卡ID列表
  193. */
  194. public getAvailableLevels(): number[] {
  195. return this.levelConfigs
  196. .filter(config => config.configFile !== null)
  197. .map(config => config.levelId)
  198. .sort((a, b) => a - b);
  199. }
  200. /**
  201. * 获取关卡名称
  202. */
  203. public getLevelName(levelId: number): string {
  204. const config = this.levelConfigs.find(c => c.levelId === levelId);
  205. return config ? config.levelName : `关卡 ${levelId}`;
  206. }
  207. /**
  208. * 检查关卡是否已配置
  209. */
  210. public isLevelConfigured(levelId: number): boolean {
  211. const config = this.levelConfigs.find(c => c.levelId === levelId);
  212. return config !== undefined && config.configFile !== null;
  213. }
  214. /**
  215. * 获取总关卡数
  216. */
  217. public getTotalLevels(): number {
  218. return this.totalLevels;
  219. }
  220. /**
  221. * 重新加载所有关卡配置(开发调试用)
  222. */
  223. public reloadAllConfigs() {
  224. this.loadedConfigs.clear();
  225. this.validateConfigs();
  226. }
  227. /**
  228. * 创建示例关卡配置(开发辅助)
  229. */
  230. public generateSampleConfig(levelId: number): LevelConfig {
  231. const samples = {
  232. 1: {
  233. name: '新手引导(草地平原)',
  234. scene: 'grassland',
  235. weapons: ['毛豆射手', '尖胡萝卜'],
  236. waves: [
  237. {
  238. waveId: 1,
  239. enemies: [
  240. { enemyType: '普通僵尸', count: 8, spawnInterval: 5, characteristics: ['中速移动', '无技能'] }
  241. ]
  242. },
  243. {
  244. waveId: 2,
  245. enemies: [
  246. { enemyType: '普通僵尸', count: 10, spawnInterval: 5, characteristics: ['中速移动', '无技能'] }
  247. ]
  248. },
  249. {
  250. waveId: 3,
  251. enemies: [
  252. { enemyType: '路障僵尸', count: 5, spawnInterval: 6, characteristics: ['高生命', '慢速移动'] }
  253. ]
  254. }
  255. ]
  256. },
  257. 2: {
  258. name: '丛林探险(森林场景)',
  259. scene: 'forest',
  260. weapons: ['锯齿草', '西瓜炸弹', '毛豆射手'],
  261. waves: [
  262. {
  263. waveId: 1,
  264. enemies: [
  265. { enemyType: '普通僵尸', count: 10, spawnInterval: 4, characteristics: ['中速移动', '无技能'] }
  266. ]
  267. },
  268. {
  269. waveId: 2,
  270. enemies: [
  271. { enemyType: '漫步僵尸', count: 6, spawnInterval: 5, characteristics: ['左右摇摆', '近战范围大'] }
  272. ]
  273. }
  274. ]
  275. }
  276. };
  277. return samples[levelId] || samples[1];
  278. }
  279. /**
  280. * 调试:打印所有关卡配置信息
  281. */
  282. public debugPrintAllConfigs() {
  283. console.log(`=== 所有关卡配置信息 ===`);
  284. console.log(`总关卡数: ${this.totalLevels}`);
  285. for (const config of this.levelConfigs) {
  286. console.log(`关卡 ${config.levelId}: ${config.levelName}`);
  287. console.log(` JSON文件: ${config.configFile ? config.configFile.name : '未设置'}`);
  288. }
  289. }
  290. }