EnemyInstance.ts 24 KB

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  1. import { _decorator, Component, Node, ProgressBar, Label, Vec3, find, UITransform, Collider2D, Contact2DType, IPhysics2DContact, instantiate, resources, Prefab, JsonAsset, RigidBody2D, ERigidBody2DType, BoxCollider2D, CircleCollider2D } from 'cc';
  2. import { sp } from 'cc';
  3. import { DamageNumberAni } from '../Animations/DamageNumberAni';
  4. import { HPBarAnimation } from '../Animations/HPBarAnimation';
  5. import { EnemyComponent } from './EnemyComponent';
  6. import { EnemyAudio } from '../AudioManager/EnemyAudios';
  7. const { ccclass, property } = _decorator;
  8. // 前向声明EnemyController接口,避免循环引用
  9. interface EnemyControllerType {
  10. gameBounds: {
  11. left: number;
  12. right: number;
  13. top: number;
  14. bottom: number;
  15. };
  16. damageWall: (damage: number) => void;
  17. getComponent: (componentType: any) => any;
  18. }
  19. // 敌人状态枚举
  20. enum EnemyState {
  21. MOVING, // 移动中
  22. ATTACKING, // 攻击中
  23. DEAD // 死亡
  24. }
  25. // 单个敌人实例的组件
  26. @ccclass('EnemyInstance')
  27. export class EnemyInstance extends Component {
  28. // 敌人属性(从配置文件读取)
  29. public health: number = 0;
  30. public maxHealth: number = 0;
  31. public speed: number = 0;
  32. public attackPower: number = 0;
  33. // 敌人配置ID
  34. public enemyId: string = '';
  35. // 敌人配置数据
  36. private enemyConfig: any = null;
  37. // 敌人配置数据库
  38. private static enemyDatabase: any = null;
  39. // === 新增属性 ===
  40. /** 是否从上方生成 */
  41. public spawnFromTop: boolean = true;
  42. /** 目标 Fence 节点(TopFence / BottomFence) */
  43. public targetFence: Node | null = null;
  44. // 移动属性
  45. public movingDirection: number = 1; // 1: 向右, -1: 向左
  46. public targetY: number = 0; // 目标Y位置
  47. public changeDirectionTime: number = 0; // 下次改变方向的时间
  48. // 攻击属性
  49. public attackInterval: number = 0; // 攻击间隔(秒),从配置文件读取
  50. private attackTimer: number = 0;
  51. // 对控制器的引用
  52. public controller: EnemyControllerType = null;
  53. // 敌人当前状态
  54. private state: EnemyState = EnemyState.MOVING;
  55. // 游戏区域中心
  56. private gameAreaCenter: Vec3 = new Vec3();
  57. // 碰撞的墙体
  58. private collidedWall: Node = null;
  59. // 骨骼动画组件
  60. private skeleton: sp.Skeleton | null = null;
  61. // 血条动画组件
  62. private hpBarAnimation: HPBarAnimation | null = null;
  63. // 暂停状态标记
  64. private isPaused: boolean = false;
  65. start() {
  66. // 初始化敌人
  67. this.initializeEnemy();
  68. }
  69. // 静态方法:加载敌人配置数据库
  70. public static async loadEnemyDatabase(): Promise<void> {
  71. if (EnemyInstance.enemyDatabase) return;
  72. return new Promise((resolve, reject) => {
  73. resources.load('data/enemies', JsonAsset, (err, jsonAsset) => {
  74. if (err) {
  75. console.error('[EnemyInstance] 加载敌人配置失败:', err);
  76. reject(err);
  77. return;
  78. }
  79. EnemyInstance.enemyDatabase = jsonAsset.json;
  80. resolve();
  81. });
  82. });
  83. }
  84. // 设置敌人配置
  85. public setEnemyConfig(enemyId: string): void {
  86. this.enemyId = enemyId;
  87. if (!EnemyInstance.enemyDatabase) {
  88. console.error('[EnemyInstance] 敌人配置数据库未加载');
  89. return;
  90. }
  91. // 从数据库中查找敌人配置
  92. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  93. const enemies = EnemyInstance.enemyDatabase;
  94. this.enemyConfig = enemies.find((enemy: any) => enemy.id === enemyId);
  95. if (!this.enemyConfig) {
  96. console.error(`[EnemyInstance] 未找到敌人配置: ${enemyId}`);
  97. return;
  98. }
  99. // 应用配置到敌人属性
  100. this.applyEnemyConfig();
  101. }
  102. // 应用敌人配置到属性
  103. private applyEnemyConfig(): void {
  104. if (!this.enemyConfig) return;
  105. // 从stats节点读取基础属性
  106. const stats = this.enemyConfig.stats || {};
  107. this.health = stats.health || 30;
  108. this.maxHealth = stats.maxHealth || this.health;
  109. // 从movement节点读取移动速度
  110. const movement = this.enemyConfig.movement || {};
  111. this.speed = movement.speed || 50;
  112. // 从combat节点读取攻击力
  113. const combat = this.enemyConfig.combat || {};
  114. this.attackPower = combat.attackDamage || 10;
  115. // 设置攻击间隔
  116. this.attackInterval = combat.attackCooldown || 2.0;
  117. }
  118. // 获取敌人配置信息
  119. public getEnemyConfig(): any {
  120. return this.enemyConfig;
  121. }
  122. // 获取敌人名称
  123. public getEnemyName(): string {
  124. return this.enemyConfig?.name || '未知敌人';
  125. }
  126. // 获取敌人类型
  127. public getEnemyType(): string {
  128. return this.enemyConfig?.type || 'basic';
  129. }
  130. // 获取敌人稀有度
  131. public getEnemyRarity(): string {
  132. return this.enemyConfig?.rarity || 'common';
  133. }
  134. // 获取金币奖励
  135. public getGoldReward(): number {
  136. return this.enemyConfig?.goldReward || 1;
  137. }
  138. // 初始化敌人
  139. private initializeEnemy() {
  140. // 确保血量正确设置
  141. if (this.maxHealth > 0) {
  142. this.health = this.maxHealth;
  143. }
  144. this.state = EnemyState.MOVING;
  145. // 只有在攻击间隔未设置时才使用默认值
  146. if (this.attackInterval <= 0) {
  147. this.attackInterval = 2.0; // 默认攻击间隔
  148. }
  149. this.attackTimer = 0;
  150. // 初始化血条动画组件
  151. this.initializeHPBarAnimation();
  152. // 获取骨骼动画组件
  153. this.skeleton = this.getComponent(sp.Skeleton);
  154. this.playWalkAnimation();
  155. // 计算游戏区域中心
  156. this.calculateGameAreaCenter();
  157. // 初始化碰撞检测
  158. this.setupCollider();
  159. }
  160. // 设置碰撞器
  161. setupCollider() {
  162. // 检查节点是否有碰撞器
  163. let collider = this.node.getComponent(Collider2D);
  164. if (!collider) {
  165. console.warn(`[EnemyInstance] 敌人节点 ${this.node.name} 没有碰撞器组件`);
  166. return;
  167. }
  168. // 确保有RigidBody2D组件,这对于碰撞检测是必需的
  169. let rigidBody = this.node.getComponent(RigidBody2D);
  170. if (!rigidBody) {
  171. console.log(`[EnemyInstance] 为敌人节点 ${this.node.name} 添加RigidBody2D组件`);
  172. rigidBody = this.node.addComponent(RigidBody2D);
  173. }
  174. // 设置刚体属性
  175. if (rigidBody) {
  176. rigidBody.type = ERigidBody2DType.Dynamic; // 动态刚体
  177. rigidBody.enabledContactListener = true; // 启用碰撞监听
  178. rigidBody.gravityScale = 0; // 不受重力影响
  179. rigidBody.linearDamping = 0; // 无线性阻尼
  180. rigidBody.angularDamping = 0; // 无角阻尼
  181. rigidBody.allowSleep = false; // 不允许休眠
  182. rigidBody.fixedRotation = true; // 固定旋转
  183. }
  184. // 根据ContentSize自适应碰撞体大小
  185. this.adaptColliderToContentSize(collider);
  186. // 设置碰撞事件监听
  187. collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
  188. console.log(`[EnemyInstance] 敌人 ${this.node.name} 碰撞器设置完成,碰撞器启用: ${collider.enabled}, 刚体启用: ${rigidBody?.enabled}`);
  189. }
  190. /**
  191. * 根据ContentSize自适应碰撞体大小
  192. */
  193. private adaptColliderToContentSize(collider: Collider2D): void {
  194. const uiTransform = this.node.getComponent(UITransform);
  195. if (!uiTransform) {
  196. console.warn(`[EnemyInstance] 敌人节点 ${this.node.name} 没有UITransform组件,无法自适应碰撞体大小`);
  197. return;
  198. }
  199. const contentSize = uiTransform.contentSize;
  200. console.log(`[EnemyInstance] 敌人 ${this.node.name} ContentSize: ${contentSize.width} x ${contentSize.height}`);
  201. // 根据碰撞器类型设置大小
  202. if (collider instanceof BoxCollider2D) {
  203. // 方形碰撞器:直接使用ContentSize
  204. const boxCollider = collider as BoxCollider2D;
  205. boxCollider.size.width = contentSize.width;
  206. boxCollider.size.height = contentSize.height;
  207. // 调整偏移量,使碰撞器居中
  208. const anchorPoint = uiTransform.anchorPoint;
  209. boxCollider.offset.x = (0.5 - anchorPoint.x) * contentSize.width;
  210. boxCollider.offset.y = (0.5 - anchorPoint.y) * contentSize.height;
  211. console.log(`[EnemyInstance] BoxCollider2D 已自适应: size(${boxCollider.size.width}, ${boxCollider.size.height}), offset(${boxCollider.offset.x.toFixed(2)}, ${boxCollider.offset.y.toFixed(2)})`);
  212. } else if (collider instanceof CircleCollider2D) {
  213. // 圆形碰撞器:使用ContentSize的较小值作为直径
  214. const circleCollider = collider as CircleCollider2D;
  215. const radius = Math.min(contentSize.width, contentSize.height) / 2;
  216. circleCollider.radius = radius;
  217. // 调整偏移量,使碰撞器居中
  218. const anchorPoint = uiTransform.anchorPoint;
  219. circleCollider.offset.x = (0.5 - anchorPoint.x) * contentSize.width;
  220. circleCollider.offset.y = (0.5 - anchorPoint.y) * contentSize.height;
  221. console.log(`[EnemyInstance] CircleCollider2D 已自适应: radius(${radius.toFixed(2)}), offset(${circleCollider.offset.x.toFixed(2)}, ${circleCollider.offset.y.toFixed(2)})`);
  222. } else {
  223. console.warn(`[EnemyInstance] 不支持的碰撞器类型: ${collider.constructor.name}`);
  224. }
  225. }
  226. // 碰撞开始事件
  227. onBeginContact(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
  228. const nodeName = otherCollider.node.name;
  229. // 如果碰到墙体,停止移动并开始攻击
  230. if (nodeName.includes('Wall') || nodeName.includes('wall') || nodeName.includes('Fence') || nodeName.includes('Jiguang')) {
  231. this.state = EnemyState.ATTACKING;
  232. this.attackTimer = 0; // 立即开始攻击
  233. // 切换攻击动画
  234. this.playAttackAnimation();
  235. }
  236. }
  237. // 获取节点路径
  238. getNodePath(node: Node): string {
  239. let path = node.name;
  240. let current = node;
  241. while (current.parent) {
  242. current = current.parent;
  243. path = current.name + '/' + path;
  244. }
  245. return path;
  246. }
  247. // 计算游戏区域中心
  248. private calculateGameAreaCenter() {
  249. const gameArea = find('Canvas/GameLevelUI/GameArea');
  250. if (gameArea) {
  251. this.gameAreaCenter = gameArea.worldPosition;
  252. }
  253. }
  254. /**
  255. * 初始化血条动画组件
  256. */
  257. private initializeHPBarAnimation() {
  258. const hpBar = this.node.getChildByName('HPBar');
  259. if (hpBar) {
  260. // 查找红色和黄色血条节点
  261. const redBarNode = hpBar.getChildByName('RedBar');
  262. const yellowBarNode = hpBar.getChildByName('YellowBar');
  263. if (redBarNode && yellowBarNode) {
  264. // 添加血条动画组件
  265. this.hpBarAnimation = this.node.addComponent(HPBarAnimation);
  266. if (this.hpBarAnimation) {
  267. // 正确设置红色和黄色血条节点引用
  268. this.hpBarAnimation.redBarNode = redBarNode;
  269. this.hpBarAnimation.yellowBarNode = yellowBarNode;
  270. this.hpBarAnimation.hpBarRootNode = hpBar; // 设置HPBar根节点
  271. console.log(`[EnemyInstance] 血条动画组件已初始化`);
  272. }
  273. } else {
  274. console.warn(`[EnemyInstance] HPBar下未找到RedBar或YellowBar节点,RedBar: ${!!redBarNode}, YellowBar: ${!!yellowBarNode}`);
  275. }
  276. } else {
  277. console.warn(`[EnemyInstance] 未找到HPBar节点,无法初始化血条动画`);
  278. }
  279. }
  280. // 更新血量显示
  281. updateHealthDisplay(showBar: boolean = false) {
  282. // 确保血量值在有效范围内
  283. this.health = Math.max(0, Math.min(this.maxHealth, this.health));
  284. const healthProgress = this.maxHealth > 0 ? this.health / this.maxHealth : 0;
  285. console.log(`[EnemyInstance] 更新血量显示: ${this.health}/${this.maxHealth} (${(healthProgress * 100).toFixed(1)}%)`);
  286. // 使用血条动画组件更新血条
  287. if (this.hpBarAnimation) {
  288. this.hpBarAnimation.updateProgress(healthProgress, showBar);
  289. } else {
  290. // 备用方案:直接更新血条
  291. const hpBar = this.node.getChildByName('HPBar');
  292. if (hpBar) {
  293. const progressBar = hpBar.getComponent(ProgressBar);
  294. if (progressBar) {
  295. progressBar.progress = healthProgress;
  296. }
  297. // 根据showBar参数控制血条显示
  298. hpBar.active = showBar;
  299. }
  300. }
  301. // 更新血量数字
  302. const hpLabel = this.node.getChildByName('HPLabel');
  303. if (hpLabel) {
  304. const label = hpLabel.getComponent(Label);
  305. if (label) {
  306. // 显示整数血量值
  307. label.string = Math.ceil(this.health).toString();
  308. }
  309. }
  310. }
  311. // 受到伤害
  312. takeDamage(damage: number, isCritical: boolean = false) {
  313. // 如果已经死亡,不再处理伤害
  314. if (this.state === EnemyState.DEAD) {
  315. return;
  316. }
  317. // 确保伤害值为正数
  318. if (damage <= 0) {
  319. console.warn(`[EnemyInstance] 无效的伤害值: ${damage}`);
  320. return;
  321. }
  322. // 计算新的血量,确保不会低于0
  323. const oldHealth = this.health;
  324. const newHealth = Math.max(0, this.health - damage);
  325. const actualHealthLoss = oldHealth - newHealth; // 实际血量损失
  326. this.health = newHealth;
  327. // 日志显示武器的真实伤害值,而不是血量差值
  328. console.log(`[EnemyInstance] 敌人受到伤害: ${damage} (武器伤害), 实际血量损失: ${actualHealthLoss}, 剩余血量: ${this.health}/${this.maxHealth}`);
  329. // 受击音效已移除
  330. // 显示伤害数字动画(在敌人头顶)- 显示武器的真实伤害
  331. // 优先使用EnemyController节点上的DamageNumberAni组件实例
  332. if (this.controller) {
  333. const damageAni = this.controller.getComponent(DamageNumberAni);
  334. if (damageAni) {
  335. damageAni.showDamageNumber(damage, this.node.worldPosition, isCritical);
  336. } else {
  337. // 如果没有找到组件实例,使用静态方法作为备用
  338. DamageNumberAni.showDamageNumber(damage, this.node.worldPosition, isCritical);
  339. }
  340. } else {
  341. // 如果没有controller引用,使用静态方法
  342. DamageNumberAni.showDamageNumber(damage, this.node.worldPosition, isCritical);
  343. }
  344. // 更新血量显示和动画,受伤时显示血条
  345. this.updateHealthDisplay(true);
  346. // 如果血量低于等于0,销毁敌人
  347. if (this.health <= 0) {
  348. console.log(`[EnemyInstance] 敌人死亡,开始销毁流程`);
  349. this.state = EnemyState.DEAD;
  350. this.spawnCoin();
  351. // 进入死亡流程,禁用碰撞避免重复命中
  352. const col = this.getComponent(Collider2D);
  353. if (col) col.enabled = false;
  354. this.playDeathAnimationAndDestroy();
  355. }
  356. }
  357. onDestroy() {
  358. console.log(`[EnemyInstance] onDestroy 被调用,准备通知控制器`);
  359. // 通知控制器 & GameManager
  360. if (this.controller && typeof (this.controller as any).notifyEnemyDead === 'function') {
  361. // 检查控制器是否处于清理状态,避免在清理过程中触发游戏事件
  362. const isClearing = (this.controller as any).isClearing;
  363. if (isClearing) {
  364. console.log(`[EnemyInstance] 控制器处于清理状态,跳过死亡通知`);
  365. return;
  366. }
  367. console.log(`[EnemyInstance] 调用 notifyEnemyDead`);
  368. (this.controller as any).notifyEnemyDead(this.node);
  369. } else {
  370. console.warn(`[EnemyInstance] 无法调用 notifyEnemyDead: controller=${!!this.controller}`);
  371. }
  372. }
  373. update(deltaTime: number) {
  374. // 如果敌人被暂停,则不执行任何更新逻辑
  375. if (this.isPaused) {
  376. return;
  377. }
  378. if (this.state === EnemyState.MOVING) {
  379. this.updateMovement(deltaTime);
  380. } else if (this.state === EnemyState.ATTACKING) {
  381. this.updateAttack(deltaTime);
  382. }
  383. // 不再每帧播放攻击动画,避免日志刷屏
  384. }
  385. // 更新移动逻辑
  386. private updateMovement(deltaTime: number) {
  387. // 继续移动到目标墙体
  388. this.moveTowardsTarget(deltaTime);
  389. }
  390. // 移动到目标位置
  391. private moveTowardsTarget(deltaTime: number) {
  392. // 使用世界坐标进行移动计算,确保不受父节点坐标系影响
  393. const currentWorldPos = this.node.worldPosition.clone();
  394. // 目标世界坐标:优先使用指定的 Fence,其次退化到游戏区域中心
  395. let targetWorldPos: Vec3;
  396. if (this.targetFence && this.targetFence.isValid) {
  397. targetWorldPos = this.targetFence.worldPosition.clone();
  398. } else {
  399. targetWorldPos = this.gameAreaCenter.clone();
  400. }
  401. const dir = targetWorldPos.subtract(currentWorldPos);
  402. if (dir.length() === 0) return;
  403. dir.normalize();
  404. const moveDistance = this.speed * deltaTime;
  405. const newWorldPos = currentWorldPos.add(dir.multiplyScalar(moveDistance));
  406. // 直接设置世界坐标
  407. this.node.setWorldPosition(newWorldPos);
  408. }
  409. // 更新攻击逻辑
  410. private updateAttack(deltaTime: number) {
  411. this.attackTimer -= deltaTime;
  412. if (this.attackTimer <= 0) {
  413. // 执行攻击
  414. this.performAttack();
  415. // 重置攻击计时器
  416. this.attackTimer = this.attackInterval;
  417. }
  418. }
  419. // 执行攻击
  420. private performAttack() {
  421. if (!this.controller) {
  422. return;
  423. }
  424. // 播放攻击音效
  425. EnemyAudio.playAttackSound(this.enemyConfig);
  426. // 播放攻击动画,动画结束后造成伤害
  427. this.playAttackAnimationWithDamage();
  428. }
  429. // 播放行走动画
  430. private playWalkAnimation() {
  431. if (!this.skeleton) return;
  432. const enemyComp = this.getComponent('EnemyComponent') as any;
  433. const anims = enemyComp?.getAnimations ? enemyComp.getAnimations() : {};
  434. const walkName = anims.walk ?? 'walk';
  435. const idleName = anims.idle ?? 'idle';
  436. if (this.skeleton.findAnimation(walkName)) {
  437. this.skeleton.setAnimation(0, walkName, true);
  438. // 行走音效已移除
  439. } else if (this.skeleton.findAnimation(idleName)) {
  440. this.skeleton.setAnimation(0, idleName, true);
  441. }
  442. }
  443. // 播放攻击动画
  444. private playAttackAnimation() {
  445. if (!this.skeleton) return;
  446. const enemyComp2 = this.getComponent('EnemyComponent') as any;
  447. const anims2 = enemyComp2?.getAnimations ? enemyComp2.getAnimations() : {};
  448. const attackName = anims2.attack ?? 'attack';
  449. // 移除频繁打印
  450. if (this.skeleton.findAnimation(attackName)) {
  451. this.skeleton.setAnimation(0, attackName, true);
  452. }
  453. }
  454. // 播放攻击动画并在动画结束时造成伤害
  455. private playAttackAnimationWithDamage() {
  456. if (!this.skeleton) {
  457. // 如果没有骨骼动画,直接造成伤害
  458. this.dealDamageToWall();
  459. return;
  460. }
  461. const enemyComp = this.getComponent('EnemyComponent') as any;
  462. const anims = enemyComp?.getAnimations ? enemyComp.getAnimations() : {};
  463. const attackName = anims.attack ?? 'attack';
  464. const animation = this.skeleton.findAnimation(attackName);
  465. if (animation) {
  466. // 播放攻击动画(不循环)
  467. this.skeleton.setAnimation(0, attackName, false);
  468. // 获取动画时长并在动画结束时造成伤害
  469. const animationDuration = animation.duration;
  470. console.log(`[EnemyInstance] 攻击动画时长: ${animationDuration}秒`);
  471. // 使用定时器在动画结束时造成伤害
  472. this.scheduleOnce(() => {
  473. this.dealDamageToWall();
  474. // 动画完成后切换回行走动画
  475. this.playWalkAnimation();
  476. }, animationDuration);
  477. } else {
  478. // 如果找不到攻击动画,直接造成伤害
  479. this.dealDamageToWall();
  480. }
  481. }
  482. // 对墙体造成伤害
  483. private dealDamageToWall() {
  484. if (this.controller) {
  485. this.controller.damageWall(this.attackPower);
  486. }
  487. }
  488. private playDeathAnimationAndDestroy() {
  489. console.log(`[EnemyInstance] 开始播放死亡动画并销毁`);
  490. // 播放死亡音效
  491. EnemyAudio.playDeathSound(this.enemyConfig);
  492. if (this.skeleton) {
  493. const enemyComp = this.getComponent('EnemyComponent') as any;
  494. const anims = enemyComp?.getAnimations ? enemyComp.getAnimations() : {};
  495. const deathName = anims.dead ?? 'dead';
  496. if (this.skeleton.findAnimation(deathName)) {
  497. this.skeleton.setAnimation(0, deathName, false);
  498. // 销毁节点在动画完毕后
  499. this.skeleton.setCompleteListener(() => {
  500. this.node.destroy();
  501. });
  502. return;
  503. }
  504. }
  505. this.node.destroy();
  506. }
  507. private spawnCoin() {
  508. const ctrl = this.controller as any; // EnemyController
  509. if (!ctrl?.coinPrefab) return;
  510. const coin = instantiate(ctrl.coinPrefab);
  511. find('Canvas')!.addChild(coin); // 放到 UI 层
  512. const pos = new Vec3();
  513. this.node.getWorldPosition(pos); // 取死亡敌人的世界坐标
  514. coin.worldPosition = pos; // 金币就在敌人身上出现
  515. }
  516. /**
  517. * 暂停敌人
  518. */
  519. public pause(): void {
  520. this.isPaused = true;
  521. console.log(`[EnemyInstance] 敌人 ${this.getEnemyName()} 已暂停`);
  522. }
  523. /**
  524. * 恢复敌人
  525. */
  526. public resume(): void {
  527. this.isPaused = false;
  528. console.log(`[EnemyInstance] 敌人 ${this.getEnemyName()} 已恢复`);
  529. }
  530. /**
  531. * 检查是否暂停
  532. */
  533. public isPausedState(): boolean {
  534. return this.isPaused;
  535. }
  536. /**
  537. * 重置血条状态(满血并隐藏)
  538. */
  539. public resetHealthBar(): void {
  540. if (this.hpBarAnimation) {
  541. this.hpBarAnimation.resetToFullAndHide();
  542. } else {
  543. // 备用方案:直接隐藏血条
  544. const hpBar = this.node.getChildByName('HPBar');
  545. if (hpBar) {
  546. hpBar.active = false;
  547. const progressBar = hpBar.getComponent(ProgressBar);
  548. if (progressBar) {
  549. progressBar.progress = 1.0;
  550. }
  551. }
  552. }
  553. }
  554. }