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- import { _decorator, Component, Node } from 'cc';
- const { ccclass, property } = _decorator;
- /**
- * 技能等级效果配置接口
- */
- export interface SkillLevelEffects {
- descriptions: string[];
- [effectName: string]: number[] | string[];
- }
- /**
- * 技能数据接口
- */
- export interface SkillData {
- id: string;
- name: string;
- description: string;
- iconPath: string;
- maxLevel: number;
- currentLevel: number;
- levelEffects: SkillLevelEffects;
- }
- /**
- * 技能效果事件
- */
- export interface SkillEffectEvent {
- skillId: string;
- skillLevel: number;
- effectType: string;
- value: number;
- }
- /**
- * 技能管理器 - 单例模式
- * 负责技能数据管理和效果计算
- */
- @ccclass('SkillManager')
- export class SkillManager extends Component {
- private static _instance: SkillManager | null = null;
- private _skills: Map<string, SkillData> = new Map();
- private _eventCallbacks: Map<string, Function[]> = new Map();
- public static getInstance(): SkillManager | null {
- return SkillManager._instance;
- }
- onLoad() {
- if (SkillManager._instance === null) {
- SkillManager._instance = this;
- } else {
- this.destroy();
- return;
- }
- }
- onDestroy() {
- if (SkillManager._instance === this) {
- SkillManager._instance = null;
- }
- }
- /**
- * 初始化技能数据
- */
- public initSkills(skillsData: SkillData[]) {
- this._skills.clear();
- skillsData.forEach(skill => {
- this._skills.set(skill.id, { ...skill });
- });
- }
- /**
- * 获取技能等级
- */
- public getSkillLevel(skillId: string): number {
- const skill = this._skills.get(skillId);
- return skill ? skill.currentLevel : 0;
- }
- /**
- * 设置技能等级
- */
- public setSkillLevel(skillId: string, level: number): void {
- const skill = this._skills.get(skillId);
- if (skill) {
- skill.currentLevel = Math.max(0, Math.min(skill.maxLevel, level));
- this.notifySkillChanged(skillId);
- }
- }
- /**
- * 升级技能
- */
- public upgradeSkill(skillId: string): boolean {
- const skill = this._skills.get(skillId);
- if (skill && skill.currentLevel < skill.maxLevel) {
- skill.currentLevel++;
- this.notifySkillChanged(skillId);
- return true;
- }
- return false;
- }
- // ==================== 技能效果计算方法 ====================
-
- /**
- * 便宜单位技能效果 - 计算降价后的价格
- */
- public static calculateCheaperUnitsPrice(originalPrice: number, skillLevel: number): number {
- if (skillLevel <= 0) return originalPrice;
- const skillManager = SkillManager.getInstance();
- if (!skillManager) return originalPrice;
-
- const reductionRate = skillManager.getSkillEffectValue('cheaper_units', 'priceReduction', skillLevel);
- return originalPrice * (1 - reductionRate);
- }
- /**
- * 暴击几率技能效果 - 计算新的暴击率
- */
- public static calculateCritChance(baseCritChance: number, skillLevel: number): number {
- if (skillLevel <= 0) return baseCritChance;
- const skillManager = SkillManager.getInstance();
- if (!skillManager) return baseCritChance;
-
- const bonusCritChance = skillManager.getSkillEffectValue('crit_chance', 'critChanceIncrease', skillLevel);
- return Math.min(1.0, baseCritChance + bonusCritChance);
- }
- /**
- * 暴击伤害计算
- */
- public static calculateCritDamage(baseDamage: number, skillLevel: number): number {
- if (skillLevel <= 0) return baseDamage;
- const skillManager = SkillManager.getInstance();
- if (!skillManager) return baseDamage;
-
- const critDamageBonus = skillManager.getSkillEffectValue('crit_chance', 'critChanceIncrease', skillLevel);
- const critMultiplier = 1 + critDamageBonus;
- return baseDamage * critMultiplier;
- }
- /**
- * 治疗技能效果 - 计算增加后的生命值
- */
- public static calculateHealBonus(baseHealth: number, skillLevel: number): number {
- if (skillLevel <= 0) return baseHealth;
- const skillManager = SkillManager.getInstance();
- if (!skillManager) return baseHealth;
-
- const healthBonus = skillManager.getSkillEffectValue('heal', 'healthIncrease', skillLevel);
- return Math.floor(baseHealth * (1 + healthBonus));
- }
-
- /**
- * 计算治疗技能的即时治疗量
- */
- public static calculateInstantHeal(maxHealth: number, skillLevel: number): number {
- if (skillLevel <= 0) return 0;
- const skillManager = SkillManager.getInstance();
- if (!skillManager) return 0;
-
- const healthBonus = skillManager.getSkillEffectValue('heal', 'healthIncrease', skillLevel);
- return Math.floor(maxHealth * healthBonus);
- }
-
- /**
- * 获取治疗技能的最大血量加成
- */
- public static getHealSkillHealthBonus(skillLevel: number): number {
- if (skillLevel <= 0) return 0;
- const skillManager = SkillManager.getInstance();
- if (!skillManager) return 0;
-
- return skillManager.getSkillEffectValue('heal', 'healthIncrease', skillLevel);
- }
- /**
- * 多重射击技能效果 - 计算多射几率
- */
- public static calculateMultiShotChance(baseMultiShotChance: number, skillLevel: number): number {
- if (skillLevel <= 0) return baseMultiShotChance;
- const skillManager = SkillManager.getInstance();
- if (!skillManager) return baseMultiShotChance;
-
- const bonusChance = skillManager.getSkillEffectValue('multi_shots', 'multiShotChance', skillLevel);
- return Math.min(1.0, baseMultiShotChance + bonusChance);
- }
- /**
- * 多重射击子弹数量计算
- */
- public static calculateMultiShotBulletCount(baseBulletCount: number, skillLevel: number): number {
- if (skillLevel <= 0) return baseBulletCount;
- // 多重射击固定为两发子弹
- return 2;
- }
- /**
- * 能量猎手技能效果 - 计算能量值加成
- */
- public static calculateEnergyBonus(baseEnergy: number, skillLevel: number): number {
- if (skillLevel <= 0) return baseEnergy;
- const skillManager = SkillManager.getInstance();
- if (!skillManager) return baseEnergy;
-
- const energyBonus = skillManager.getSkillEffectValue('energy_hunter', 'energyBonus', skillLevel);
- const energyMultiplier = 1 + energyBonus;
- return baseEnergy * energyMultiplier;
- }
- /**
- * 球速提升技能效果 - 计算新的球速
- */
- public static calculateBallSpeed(baseBallSpeed: number, skillLevel: number): number {
- if (skillLevel <= 0) return baseBallSpeed;
- const skillManager = SkillManager.getInstance();
- if (!skillManager) return baseBallSpeed;
-
- const speedBonus = skillManager.getSkillEffectValue('ball_speed', 'ballSpeedIncrease', skillLevel);
- const speedMultiplier = 1 + speedBonus;
- return baseBallSpeed * speedMultiplier;
- }
- /**
- * 检查是否触发暴击
- */
- public static rollCriticalHit(critChance: number): boolean {
- return Math.random() < critChance;
- }
- /**
- * 检查是否触发多重射击
- */
- public static rollMultiShot(multiShotChance: number): boolean {
- console.log("触发概率",multiShotChance);
- return Math.random() < multiShotChance;
- }
- // ==================== 事件系统 ====================
-
- /**
- * 注册技能变化监听
- */
- public onSkillChanged(skillId: string, callback: (skillId: string, level: number) => void): void {
- if (!this._eventCallbacks.has(skillId)) {
- this._eventCallbacks.set(skillId, []);
- }
- this._eventCallbacks.get(skillId)!.push(callback);
- }
- /**
- * 移除技能变化监听
- */
- public offSkillChanged(skillId: string, callback: Function): void {
- const callbacks = this._eventCallbacks.get(skillId);
- if (callbacks) {
- const index = callbacks.indexOf(callback);
- if (index > -1) {
- callbacks.splice(index, 1);
- }
- }
- }
- /**
- * 通知技能变化
- */
- private notifySkillChanged(skillId: string): void {
- const callbacks = this._eventCallbacks.get(skillId);
- const skill = this._skills.get(skillId);
- if (callbacks && skill) {
- callbacks.forEach(callback => {
- callback(skillId, skill.currentLevel);
- });
- }
- }
- /**
- * 获取技能在指定等级的效果值
- */
- public getSkillEffectValue(skillId: string, effectName: string, level: number): number {
- const skill = this._skills.get(skillId);
- if (!skill || !skill.levelEffects || !skill.levelEffects[effectName]) {
- console.warn(`[SkillManager] 技能 ${skillId} 的效果 ${effectName} 不存在`);
- return 0;
- }
-
- const effectArray = skill.levelEffects[effectName] as number[];
- if (level < 0 || level >= effectArray.length) {
- console.warn(`[SkillManager] 技能 ${skillId} 等级 ${level} 超出范围`);
- return 0;
- }
-
- return effectArray[level];
- }
-
- /**
- * 获取技能在指定等级的描述
- */
- public getSkillDescription(skillId: string, level: number): string {
- const skill = this._skills.get(skillId);
- if (!skill || !skill.levelEffects || !skill.levelEffects.descriptions) {
- return skill?.description || '';
- }
-
- const descriptions = skill.levelEffects.descriptions;
- if (level < 0 || level >= descriptions.length) {
- return skill.description;
- }
-
- return descriptions[level];
- }
-
- /**
- * 获取技能当前等级的描述
- */
- public getCurrentSkillDescription(skillId: string): string {
- const skill = this._skills.get(skillId);
- if (!skill) return '';
-
- return this.getSkillDescription(skillId, skill.currentLevel);
- }
- /**
- * 检查技能是否已满级
- */
- public isSkillMaxLevel(skillId: string): boolean {
- const skill = this._skills.get(skillId);
- if (!skill) return false;
- return skill.currentLevel >= skill.maxLevel;
- }
- /**
- * 获取所有技能数据(用于保存)
- */
- public getAllSkillsData(): SkillData[] {
- return Array.from(this._skills.values());
- }
- /**
- * 重置所有技能等级为0(关卡切换时调用)
- */
- public resetAllSkillLevels(): void {
- this._skills.forEach((skill, skillId) => {
- if (skill.currentLevel > 0) {
- skill.currentLevel = 0;
- this.notifySkillChanged(skillId);
- }
- });
- console.log('[SkillManager] 所有技能等级已重置为0');
- }
- }
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