WeaponBullet.ts 32 KB

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  1. import { _decorator, Component, Node, Vec2, Vec3, RigidBody2D, Collider2D, Contact2DType, IPhysics2DContact, find, Prefab, instantiate, UITransform, resources, sp, JsonAsset, Sprite, SpriteFrame, math } from 'cc';
  2. import { BulletCount, BulletSpawnInfo } from './BulletEffects/BulletCount';
  3. import { BulletTrajectory } from './BulletEffects/BulletTrajectory';
  4. import { BulletHitEffect, HitResult } from './BulletEffects/BulletHitEffect';
  5. import { BulletLifecycle } from './BulletEffects/BulletLifecycle';
  6. import { BulletTrailController } from './BulletTrailController';
  7. import { ConfigManager, WeaponConfig, BulletCountConfig, BulletTrajectoryConfig, HitEffectConfig, BulletLifecycleConfig } from '../Core/ConfigManager';
  8. import EventBus,{ GameEvents } from '../Core/EventBus';
  9. import { PersistentSkillManager } from '../FourUI/SkillSystem/PersistentSkillManager';
  10. import { SkillManager } from './SkillSelection/SkillManager';
  11. import { SaveDataManager } from '../LevelSystem/SaveDataManager';
  12. import { WeaponInfo } from './BlockSelection/WeaponInfo';
  13. import { BlockInfo } from './BlockSelection/BlockInfo';
  14. const { ccclass, property } = _decorator;
  15. /**
  16. * WeaponBullet - 重构后的统一子弹控制器
  17. *
  18. * 整合四个子模块:
  19. * 1. BulletCount - 子弹数量控制
  20. * 2. BulletTrajectory - 弹道控制
  21. * 3. BulletHitEffect - 命中效果(可叠加)
  22. * 4. BulletLifecycle - 生命周期控制
  23. *
  24. * 从weapons.json读取配置并分发给各模块
  25. */
  26. export interface BulletInitData {
  27. weaponId: string; // 武器ID,用于查找配置
  28. firePosition: Vec3; // 发射位置
  29. direction?: Vec3; // 发射方向(可选)
  30. autoTarget?: boolean; // 是否自动瞄准
  31. weaponConfig?: WeaponConfig; // 直接传入的武器配置(优先级更高)
  32. weaponInfo?: WeaponInfo; // WeaponInfo组件实例(用于冷却管理等)
  33. blockInfo?: BlockInfo; // BlockInfo组件实例(用于获取稀有度等级)
  34. }
  35. @ccclass('WeaponBullet')
  36. export class WeaponBullet extends Component {
  37. /* ========= 全局开关:是否允许生成子弹 ========= */
  38. private static shootingEnabled: boolean = true;
  39. public static setShootingEnabled(enable: boolean) {
  40. WeaponBullet.shootingEnabled = enable;
  41. }
  42. // 子弹组件
  43. private bulletTrajectory: BulletTrajectory = null;
  44. private bulletHitEffect: BulletHitEffect = null;
  45. private bulletLifecycle: BulletLifecycle = null;
  46. private bulletTrailController: BulletTrailController = null;
  47. // 武器配置和状态
  48. private weaponConfig: WeaponConfig = null;
  49. private weaponId: string = null; // 存储武器ID用于获取升级数据
  50. private weaponInfo: WeaponInfo = null; // WeaponInfo组件实例
  51. private blockInfo: BlockInfo = null; // BlockInfo组件实例
  52. private isInitialized: boolean = false;
  53. // === 静态武器配置缓存 ===
  54. private static weaponsData: any = null;
  55. // === 自动旋转相关 ===
  56. private readonly _rotationSpeedDeg: number = 720; // 每秒旋转 720° (度)
  57. private readonly _rotationSpeedRad: number = 720 * Math.PI / 180; // 转换为弧度,用于物理角速度
  58. /**
  59. * 加载武器配置数据
  60. */
  61. public static loadWeaponsData(): Promise<void> {
  62. return new Promise((resolve, reject) => {
  63. if (WeaponBullet.weaponsData) {
  64. resolve();
  65. return;
  66. }
  67. resources.load('data/weapons', JsonAsset, (err, jsonAsset: JsonAsset) => {
  68. if (err) {
  69. reject(err);
  70. return;
  71. }
  72. WeaponBullet.weaponsData = jsonAsset.json;
  73. resolve();
  74. });
  75. });
  76. }
  77. /**
  78. * 根据武器ID获取配置
  79. */
  80. public static getWeaponConfig(weaponId: string): WeaponConfig | null {
  81. if (!WeaponBullet.weaponsData) {
  82. return null;
  83. }
  84. const weapons = WeaponBullet.weaponsData.weapons;
  85. const weapon = weapons.find((w: any) => w.id === weaponId);
  86. if (!weapon) {
  87. return null;
  88. }
  89. return weapon as WeaponConfig;
  90. }
  91. /**
  92. * 创建多发子弹
  93. */
  94. public static createBullets(initData: BulletInitData, bulletPrefab: Node): Node[] {
  95. // 关卡备战或其他情况下可关闭生成
  96. if (!WeaponBullet.shootingEnabled) return [];
  97. // 触发子弹创建请求事件
  98. const eventBus = EventBus.getInstance();
  99. eventBus.emit(GameEvents.BULLET_CREATE_REQUEST, { weaponId: initData.weaponId, position: initData.firePosition });
  100. // 通过事件系统检查是否可以发射子弹
  101. let canFire = true;
  102. eventBus.emit(GameEvents.BALL_FIRE_BULLET, { canFire: (result: boolean) => { canFire = result; } });
  103. if (!canFire) {
  104. return [];
  105. }
  106. // 获取武器配置
  107. const originalConfig = initData.weaponConfig || WeaponBullet.getWeaponConfig(initData.weaponId);
  108. if (!originalConfig) {
  109. return [];
  110. }
  111. // === 应用多重射击技能 ===
  112. const config = BulletCount.applyMultiShotSkill(originalConfig);
  113. // === 计算基础发射方向 ===
  114. let direction: Vec3;
  115. if (initData.direction) {
  116. direction = initData.direction.clone();
  117. } else if (initData.autoTarget) {
  118. // 通过事件系统获取最近敌人
  119. let nearestEnemy: Node = null;
  120. eventBus.emit(GameEvents.ENEMY_GET_NEAREST, {
  121. position: initData.firePosition,
  122. callback: (enemy: Node) => { nearestEnemy = enemy; }
  123. });
  124. if (nearestEnemy) {
  125. direction = nearestEnemy.worldPosition.clone().subtract(initData.firePosition).normalize();
  126. }
  127. // 如果没有敌人或计算失败,则回退为随机方向
  128. if (!direction) {
  129. const angleRand = Math.random() * Math.PI * 2;
  130. direction = new Vec3(Math.cos(angleRand), Math.sin(angleRand), 0);
  131. }
  132. } else {
  133. direction = new Vec3(1, 0, 0);
  134. }
  135. const spawnInfos = BulletCount.calculateBulletSpawns(
  136. config.bulletConfig.count,
  137. initData.firePosition,
  138. direction
  139. );
  140. const bullets: Node[] = [];
  141. // 为每个子弹创建实例
  142. for (const spawnInfo of spawnInfos) {
  143. const createBullet = () => {
  144. try {
  145. const bullet = instantiate(bulletPrefab);
  146. console.log(`[WeaponBullet] 子弹实例化成功 - 节点: ${bullet ? bullet.name : 'null'}, 是否有效: ${bullet ? bullet.isValid : 'false'}`);
  147. const weaponBullet = bullet.getComponent(WeaponBullet) || bullet.addComponent(WeaponBullet);
  148. // 初始化子弹
  149. weaponBullet.init({
  150. ...initData,
  151. firePosition: spawnInfo.position,
  152. direction: spawnInfo.direction,
  153. weaponConfig: config
  154. });
  155. bullets.push(bullet);
  156. } catch (error) {
  157. console.error(`[WeaponBullet] 子弹创建失败:`, error);
  158. }
  159. };
  160. // 处理延迟发射
  161. if (spawnInfo.delay > 0) {
  162. // 这里需要一个全局的调度器来处理延迟,暂时直接创建
  163. setTimeout(createBullet, spawnInfo.delay * 1000);
  164. } else {
  165. createBullet();
  166. }
  167. }
  168. return bullets;
  169. }
  170. /**
  171. * 初始化子弹
  172. */
  173. public init(initData: BulletInitData) {
  174. // 通过事件系统检查游戏是否暂停,暂停时不初始化子弹
  175. let bulletFireEnabled = true;
  176. EventBus.getInstance().emit(GameEvents.BALL_FIRE_BULLET, { canFire: (result: boolean) => { bulletFireEnabled = result; } });
  177. if (!bulletFireEnabled) {
  178. // 立即销毁自己
  179. this.node.destroy();
  180. return;
  181. }
  182. // 验证初始化数据
  183. if (!WeaponBullet.validateInitData(initData)) {
  184. console.error('WeaponBullet.init: 初始化数据无效');
  185. this.node.destroy();
  186. return;
  187. }
  188. // 存储武器ID、WeaponInfo和BlockInfo
  189. this.weaponId = initData.weaponId;
  190. this.weaponInfo = initData.weaponInfo || null;
  191. this.blockInfo = initData.blockInfo || null;
  192. // 获取武器配置
  193. this.weaponConfig = initData.weaponConfig || WeaponBullet.getWeaponConfig(initData.weaponId);
  194. if (!this.weaponConfig) {
  195. console.error(`WeaponBullet.init: 无法找到武器配置 ${initData.weaponId}`);
  196. this.node.destroy();
  197. return;
  198. }
  199. // 应用技能加成计算运行时数值
  200. this.calculateRuntimeStats();
  201. // 使用世界坐标设置位置
  202. this.setPositionInGameArea(initData.firePosition);
  203. // 初始化各个组件
  204. this.initializeComponents(initData);
  205. // 设置子弹外观
  206. this.setupBulletSprite();
  207. // 设置子弹效果节点激活状态
  208. this.setupBulletEffectNodes();
  209. // 设置碰撞监听
  210. this.setupCollisionListener();
  211. this.isInitialized = true;
  212. }
  213. /**
  214. * 在GameArea中设置位置
  215. */
  216. private setPositionInGameArea(worldPos: Vec3) {
  217. const gameArea = find('Canvas/GameLevelUI/GameArea');
  218. if (gameArea) {
  219. const gameAreaTransform = gameArea.getComponent(UITransform);
  220. if (gameAreaTransform) {
  221. const localPos = gameAreaTransform.convertToNodeSpaceAR(worldPos);
  222. this.node.position = localPos;
  223. }
  224. }
  225. }
  226. /**
  227. * 初始化各个组件
  228. */
  229. private initializeComponents(initData: BulletInitData) {
  230. const config = this.weaponConfig.bulletConfig;
  231. // 确保物理组件存在
  232. this.setupPhysics();
  233. // 设置物理角速度,实现持续旋转
  234. this.applyAutoRotation();
  235. // 初始化弹道组件
  236. this.bulletTrajectory = this.getComponent(BulletTrajectory) || this.addComponent(BulletTrajectory);
  237. const trajCfg: BulletTrajectoryConfig = { ...config.trajectory, speed: this.weaponConfig.stats.bulletSpeed };
  238. // 计算方向
  239. const direction = initData.direction || this.calculateDirection(initData.autoTarget);
  240. // === 根据发射方向调整容器朝向(仅首次,后续不再旋转) ===
  241. if (direction) {
  242. // 角度 = atan2(y,x),转成度数
  243. const deg = math.toDegree(Math.atan2(direction.y, direction.x));
  244. this.node.angle = deg;
  245. }
  246. this.bulletTrajectory.init(
  247. trajCfg,
  248. direction,
  249. initData.firePosition
  250. );
  251. // --- 额外偏移 ---
  252. // 若子弹在生成时与发射方块碰撞(位置重叠), 会立刻触发碰撞事件导致被销毁。
  253. // 因此在初始化完弹道后, 将子弹沿发射方向平移一小段距离(默认 30 像素左右)。
  254. const dir = direction.clone().normalize();
  255. const spawnOffset = 30; // 可根据子弹半径或方块大小调整
  256. if (!Number.isNaN(dir.x) && !Number.isNaN(dir.y)) {
  257. const newLocalPos = this.node.position.clone().add(new Vec3(dir.x * spawnOffset, dir.y * spawnOffset, 0));
  258. this.node.setPosition(newLocalPos);
  259. }
  260. // 初始化命中效果组件
  261. this.bulletHitEffect = this.getComponent(BulletHitEffect) || this.addComponent(BulletHitEffect);
  262. this.bulletHitEffect.init(config.hitEffects);
  263. // 传递默认特效路径
  264. if (this.bulletHitEffect && config.visual) {
  265. (this.bulletHitEffect as any).setDefaultEffects?.(config.visual.hitEffect, config.visual.trailEffect, (config.visual as any).burnEffect);
  266. }
  267. // 初始化生命周期组件
  268. this.bulletLifecycle = this.getComponent(BulletLifecycle) || this.addComponent(BulletLifecycle);
  269. // 为回旋镖类型的武器设置maxRange,如果配置中没有设置的话
  270. const lifecycleConfig = { ...config.lifecycle };
  271. if (lifecycleConfig.type === 'return_trip' && !lifecycleConfig.maxRange && this.weaponConfig.stats.range) {
  272. lifecycleConfig.maxRange = this.weaponConfig.stats.range;
  273. }
  274. this.bulletLifecycle.init(lifecycleConfig, initData.firePosition);
  275. // 设置碰撞监听
  276. this.setupCollisionListener();
  277. this.isInitialized = true;
  278. }
  279. /**
  280. * 设置物理组件
  281. */
  282. private setupPhysics() {
  283. const rigidBody = this.getComponent(RigidBody2D);
  284. if (rigidBody) {
  285. rigidBody.enabledContactListener = true;
  286. rigidBody.gravityScale = 0; // 由弹道组件控制重力
  287. rigidBody.linearDamping = 0;
  288. rigidBody.angularDamping = 0;
  289. rigidBody.allowSleep = false;
  290. // 如果节点包含子节点 'Pellet',表示这是带容器的子弹;锁定容器旋转
  291. if (this.node.getChildByName('Pellet')) {
  292. rigidBody.fixedRotation = true;
  293. }
  294. }
  295. const collider = this.getComponent(Collider2D);
  296. if (collider) {
  297. collider.sensor = false;
  298. collider.on(Contact2DType.BEGIN_CONTACT, this.onHit, this);
  299. }
  300. }
  301. /**
  302. * 计算子弹方向
  303. */
  304. private calculateDirection(autoTarget: boolean = false): Vec3 {
  305. if (!autoTarget) {
  306. // 随机方向
  307. const angle = Math.random() * Math.PI * 2;
  308. return new Vec3(Math.cos(angle), Math.sin(angle), 0);
  309. }
  310. // 寻找最近敌人(使用静态工具函数)
  311. const nearestEnemy = WeaponBullet.findNearestEnemyGlobal(this.node.worldPosition);
  312. if (nearestEnemy) {
  313. const direction = nearestEnemy.worldPosition.clone()
  314. .subtract(this.node.worldPosition)
  315. .normalize();
  316. return direction;
  317. }
  318. // 若没有敌人则随机方向发射
  319. const angle = Math.random() * Math.PI * 2;
  320. return new Vec3(Math.cos(angle), Math.sin(angle), 0);
  321. }
  322. /**
  323. * 设置碰撞监听
  324. */
  325. private setupCollisionListener() {
  326. // 碰撞监听已在setupPhysics中设置
  327. }
  328. /**
  329. * 碰撞处理
  330. */
  331. private onHit(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
  332. if (!this.isInitialized) return;
  333. const otherNode = otherCollider.node;
  334. // Ignore collisions with other bullets (prevent friendly-fire between shotgun pellets)
  335. if (otherNode.getComponent(WeaponBullet)) {
  336. return; // Skip further processing if the collider is another bullet
  337. }
  338. // 检查是否命中敌人并触发事件
  339. const isEnemy = otherNode.name.toLowerCase().includes('enemy') ||
  340. otherNode.name.toLowerCase().includes('敌人') ||
  341. otherNode.getComponent('EnemyInstance');
  342. if (isEnemy) {
  343. // 触发子弹命中敌人事件
  344. EventBus.getInstance().emit(GameEvents.BULLET_HIT_ENEMY, {
  345. bullet: this.node,
  346. enemy: otherNode,
  347. damage: this.getFinalDamage(),
  348. weaponId: this.weaponConfig?.id
  349. });
  350. }
  351. // 获取碰撞世界坐标
  352. let contactWorldPos: Vec3 = null;
  353. if (contact && (contact as any).getWorldManifold) {
  354. const wm = (contact as any).getWorldManifold();
  355. if (wm && wm.points && wm.points.length > 0) {
  356. contactWorldPos = new Vec3(wm.points[0].x, wm.points[0].y, 0);
  357. }
  358. }
  359. if (!contactWorldPos) {
  360. contactWorldPos = otherNode.worldPosition.clone();
  361. }
  362. // 处理命中效果
  363. const hitResult: HitResult = this.bulletHitEffect.processHit(otherNode, contactWorldPos);
  364. // 通知生命周期组件发生命中(可能影响内部计数或阶段)
  365. if (this.bulletLifecycle) {
  366. this.bulletLifecycle.onHit(otherNode);
  367. }
  368. // 不直接销毁,交由 BulletLifecycle 自行处理
  369. // 生命周期和命中效果自行决定是否销毁;此处不再直接销毁,由 BulletLifecycle.update() 完成
  370. if (hitResult.shouldRicochet) {
  371. // 执行弹射逻辑:BulletHitEffect已经在processHit中处理了弹射方向改变
  372. // 这里不需要额外操作,弹射方向已经通过calculateRicochetDirection更新
  373. } else if (hitResult.shouldContinue) {
  374. // 这里需要实现子弹继续飞行的逻辑
  375. }
  376. }
  377. /**
  378. * 为子弹设置持续旋转(通过刚体角速度,避免被物理系统覆盖)
  379. */
  380. private applyAutoRotation() {
  381. // 若存在子节点 Pellet,则只旋转 Pellet,容器保持角度不变
  382. const pelletNode = this.node.getChildByName('Pellet');
  383. if (pelletNode) {
  384. this.schedule((dt: number) => {
  385. pelletNode.angle += this._rotationSpeedDeg * dt;
  386. }, 0);
  387. return;
  388. }
  389. const rigidBody = this.getComponent(RigidBody2D);
  390. if (rigidBody) {
  391. rigidBody.angularVelocity = this._rotationSpeedRad; // 弧度/秒
  392. rigidBody.angularDamping = 0; // 无角阻尼,保持恒定旋转
  393. } else {
  394. // 如果没有刚体,退化为在 update 中手动旋转
  395. this.schedule((dt: number) => {
  396. this.node.angle += this._rotationSpeedDeg * dt;
  397. }, 0);
  398. }
  399. }
  400. /**
  401. * 获取武器配置
  402. */
  403. public getWeaponConfig(): WeaponConfig {
  404. return this.weaponConfig;
  405. }
  406. /**
  407. * 获取WeaponInfo组件实例
  408. */
  409. public getWeaponInfo(): WeaponInfo | null {
  410. return this.weaponInfo;
  411. }
  412. /**
  413. * 获取子弹状态信息
  414. */
  415. public getBulletStatus() {
  416. return {
  417. isInitialized: this.isInitialized,
  418. weaponName: this.weaponConfig?.name,
  419. trajectoryState: this.bulletTrajectory?.getState(),
  420. lifecycleState: this.bulletLifecycle?.getState(),
  421. hitStats: this.bulletHitEffect?.getHitStats()
  422. };
  423. }
  424. /**
  425. * 强制销毁子弹
  426. */
  427. public forceDestroy() {
  428. if (this.bulletLifecycle) {
  429. this.bulletLifecycle.forceDestroy();
  430. }
  431. }
  432. /**
  433. * 清理所有活跃的子弹 - 游戏重置时使用
  434. */
  435. public static clearAllBullets() {
  436. console.log('[WeaponBullet] 开始清理所有活跃子弹');
  437. // 查找GameArea节点,子弹都添加在这里
  438. const gameArea = find('Canvas/GameLevelUI/GameArea');
  439. if (!gameArea) {
  440. console.log('[WeaponBullet] 未找到GameArea节点');
  441. return;
  442. }
  443. let bulletCount = 0;
  444. const bulletsToDestroy: Node[] = [];
  445. // 遍历GameArea的所有子节点,查找WeaponBullet组件
  446. for (const child of gameArea.children) {
  447. if (child && child.isValid) {
  448. const weaponBullet = child.getComponent(WeaponBullet);
  449. if (weaponBullet) {
  450. bulletsToDestroy.push(child);
  451. bulletCount++;
  452. }
  453. }
  454. }
  455. // 销毁所有找到的子弹
  456. for (const bullet of bulletsToDestroy) {
  457. if (bullet && bullet.isValid) {
  458. bullet.destroy();
  459. }
  460. }
  461. console.log(`[WeaponBullet] 清理完成,共销毁 ${bulletCount} 个子弹`);
  462. }
  463. /**
  464. * 验证初始化数据
  465. */
  466. public static validateInitData(initData: BulletInitData): boolean {
  467. if (!initData) return false;
  468. if (!initData.weaponId && !initData.weaponConfig) return false;
  469. if (!initData.firePosition) return false;
  470. return true;
  471. }
  472. onDestroy() {
  473. // 清理事件监听
  474. const collider = this.getComponent(Collider2D);
  475. if (collider) {
  476. collider.off(Contact2DType.BEGIN_CONTACT, this.onHit, this);
  477. }
  478. // 清理拖尾控制器
  479. if (this.bulletTrailController) {
  480. this.bulletTrailController.resetTrail();
  481. this.bulletTrailController = null;
  482. }
  483. }
  484. /**
  485. * 设置子弹的SpriteFrame,使其与方块武器 (WeaponBlock/B1/Weapon) 节点上的SpriteFrame 一致
  486. */
  487. private setupBulletSprite() {
  488. // 先尝试获取当前节点上的 Sprite 组件,若不存在则在子节点中查找
  489. const sprite: Sprite | null = this.getComponent(Sprite) || this.node.getComponentInChildren(Sprite);
  490. if (!sprite) {
  491. console.log("未找到Sprite组件");
  492. // 子弹预制体可能没有Sprite组件,直接返回
  493. return;
  494. }
  495. // 使用武器配置中的bulletConfig.visual.bulletImages字段获取子弹图像路径
  496. const bulletImagePath = this.weaponConfig?.bulletConfig?.visual?.bulletImages;
  497. if (!bulletImagePath) {
  498. console.log("未找到子弹图像配置 (bulletConfig.visual.bulletImages)");
  499. return;
  500. }
  501. const framePath = `${bulletImagePath}/spriteFrame`;
  502. resources.load(framePath, SpriteFrame, (err, spriteFrame) => {
  503. if (err) {
  504. console.error(`加载子弹SpriteFrame失败: ${err}`);
  505. return;
  506. }
  507. console.log("设置子弹外观");
  508. // Add comprehensive null safety checks before setting spriteFrame
  509. if (sprite && sprite.isValid &&
  510. this.node && this.node.isValid &&
  511. spriteFrame && spriteFrame.isValid) {
  512. sprite.spriteFrame = spriteFrame;
  513. console.log("设置子弹SpriteFrame成功");
  514. // === 子弹大小控制:保持prefab预设的大小 ===
  515. sprite.node.setScale(sprite.node.scale.x * 0.45, sprite.node.scale.y * 0.45, sprite.node.scale.z);
  516. }
  517. }
  518. );
  519. }
  520. /**
  521. * 设置子弹效果节点激活状态
  522. */
  523. private setupBulletEffectNodes() {
  524. // 尖胡萝卜特殊处理:使用Spine动画而不是拖尾效果
  525. const isSharpCarrot = this.weaponId === 'sharp_carrot';
  526. // 查找Spine节点
  527. const spineNode = this.node.getChildByName('Spine');
  528. if (spineNode) {
  529. spineNode.active = isSharpCarrot;
  530. }
  531. // 查找TrailEffect节点
  532. const trailEffectNode = this.node.getChildByName('TrailEffect');
  533. if (trailEffectNode) {
  534. trailEffectNode.active = !isSharpCarrot;
  535. // 为拖尾效果设置白色颜色
  536. if (!isSharpCarrot) {
  537. const trailController = trailEffectNode.getComponent(BulletTrailController);
  538. if (trailController) {
  539. trailController.setTrailColor('white');
  540. }
  541. }
  542. }
  543. }
  544. /**
  545. * 静态:根据给定世界坐标,寻找最近的敌人节点
  546. */
  547. private static findNearestEnemyGlobal(worldPos: Vec3): Node | null {
  548. const enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  549. if (!enemyContainer) return null;
  550. const enemies = enemyContainer.children.filter(child => {
  551. if (!child.active) return false;
  552. const nameLower = child.name.toLowerCase();
  553. if (nameLower.includes('enemy') || nameLower.includes('敌人')) return true;
  554. if (child.getComponent('EnemyInstance')) return true;
  555. return false;
  556. });
  557. if (enemies.length === 0) return null;
  558. let nearest: Node = null;
  559. let nearestDist = Infinity;
  560. for (const enemy of enemies) {
  561. const dist = Vec3.distance(worldPos, enemy.worldPosition);
  562. if (dist < nearestDist) {
  563. nearestDist = dist;
  564. nearest = enemy;
  565. }
  566. }
  567. return nearest;
  568. }
  569. /**
  570. * 计算运行时数值(应用武器升级和技能加成)
  571. */
  572. private calculateRuntimeStats() {
  573. // 获取基础伤害
  574. let baseDamage = this.weaponConfig.stats.damage;
  575. // 应用武器升级加成 - 使用UpgradeController的伤害计算逻辑
  576. const saveDataManager = SaveDataManager.getInstance();
  577. if (saveDataManager && this.weaponId) {
  578. const weaponData = saveDataManager.getWeapon(this.weaponId);
  579. if (weaponData && weaponData.level > 0) {
  580. // 优先从武器配置的upgradeConfig中获取伤害值
  581. if (this.weaponConfig.upgradeConfig && this.weaponConfig.upgradeConfig.levels) {
  582. const levelConfig = this.weaponConfig.upgradeConfig.levels[weaponData.level.toString()];
  583. if (levelConfig && typeof levelConfig.damage === 'number') {
  584. baseDamage = levelConfig.damage;
  585. console.log(`[WeaponBullet] 从upgradeConfig获取伤害 - 武器ID: ${this.weaponId}, 等级: ${weaponData.level}, 伤害: ${baseDamage}`);
  586. } else {
  587. // 如果upgradeConfig中没有伤害值,使用基础伤害 + 等级加成作为后备
  588. baseDamage = this.weaponConfig.stats.damage + (weaponData.level - 1);
  589. console.log(`[WeaponBullet] 使用基础伤害计算 - 武器ID: ${this.weaponId}, 等级: ${weaponData.level}, 基础伤害: ${this.weaponConfig.stats.damage}, 升级后伤害: ${baseDamage}`);
  590. }
  591. } else {
  592. // 如果没有upgradeConfig,使用默认公式
  593. baseDamage = this.weaponConfig.stats.damage + (weaponData.level - 1);
  594. console.log(`[WeaponBullet] 无upgradeConfig,使用默认公式 - 武器ID: ${this.weaponId}, 等级: ${weaponData.level}, 升级后伤害: ${baseDamage}`);
  595. }
  596. }
  597. }
  598. // 应用稀有度伤害倍数(合成升级效果)
  599. // 优先从BlockInfo中获取稀有度等级,如果不存在则从武器配置中获取
  600. let rarityLevel = 0; // 默认为common(0)
  601. let rarityName = 'common';
  602. if (this.blockInfo) {
  603. rarityLevel = this.blockInfo.rarity;
  604. rarityName = this.blockInfo.getRarityName();
  605. } else if (this.weaponConfig && this.weaponConfig.rarity) {
  606. // 兼容旧的JSON配置方式
  607. rarityName = this.weaponConfig.rarity;
  608. }
  609. const rarityMultiplier = this.getRarityDamageMultiplierByLevel(rarityLevel);
  610. if (rarityMultiplier > 1) {
  611. baseDamage = baseDamage * rarityMultiplier;
  612. console.log(`[WeaponBullet] 稀有度伤害倍数应用 - 稀有度等级: ${rarityLevel}(${rarityName}), 倍数: ${rarityMultiplier}, 最终基础伤害: ${baseDamage}`);
  613. }
  614. const skillManager = PersistentSkillManager.getInstance();
  615. if (!skillManager) {
  616. // 如果没有技能管理器,使用升级后的基础数值
  617. this.weaponConfig.runtimeStats = {
  618. finalDamage: baseDamage,
  619. finalCritDamage: baseDamage,
  620. critChance: 0.1 // 基础暴击率10%
  621. };
  622. console.log(`[WeaponBullet] 无技能管理器 - 最终伤害: ${baseDamage}`);
  623. return;
  624. }
  625. // 应用技能伤害加成(基于升级后的伤害)
  626. const finalDamage = skillManager.applyDamageBonus(baseDamage);
  627. // 暴击伤害应该基于最终伤害计算,而不是基础伤害
  628. // 首先计算暴击倍数(默认2倍),然后应用技能暴击伤害加成
  629. const baseCritDamage = finalDamage * 2; // 基础暴击倍数2倍
  630. const finalCritDamage = skillManager.applyCritDamageBonus(baseCritDamage);
  631. // 应用局内技能暴击率加成
  632. const baseCritChance = 0.1; // 基础暴击率10%
  633. let critChance = baseCritChance;
  634. // 应用局内技能加成(SkillManager)
  635. const inGameSkillManager = SkillManager.getInstance();
  636. if (inGameSkillManager) {
  637. const critSkillLevel = inGameSkillManager.getSkillLevel('crit_chance');
  638. if (critSkillLevel > 0) {
  639. critChance = SkillManager.calculateCritChance(critChance, critSkillLevel);
  640. }
  641. }
  642. this.weaponConfig.runtimeStats = {
  643. finalDamage,
  644. finalCritDamage,
  645. critChance
  646. };
  647. // 输出详细的暴击率计算信息
  648. const inGameCritLevel = inGameSkillManager ? inGameSkillManager.getSkillLevel('crit_chance') : 0;
  649. const inGameCritBonus = inGameSkillManager && inGameCritLevel > 0 ?
  650. ((SkillManager.calculateCritChance(baseCritChance, inGameCritLevel) - baseCritChance) * 100).toFixed(1) : '0.0';
  651. console.log(`[WeaponBullet] 完整伤害计算完成 - 武器ID: ${this.weaponId}, 原始伤害: ${this.weaponConfig.stats.damage}, 稀有度: ${rarityName}, 计算后基础伤害: ${baseDamage}, 最终伤害: ${finalDamage}, 暴击伤害: ${finalCritDamage}`);
  652. console.log(`[WeaponBullet] 暴击率详情 - 基础: ${(baseCritChance * 100).toFixed(1)}%, 局内技能等级: ${inGameCritLevel}, 局内技能加成: +${inGameCritBonus}%, 最终暴击率: ${(critChance * 100).toFixed(1)}%`);
  653. }
  654. /**
  655. * 获取最终伤害值(应用技能加成后)
  656. */
  657. public getFinalDamage(): number {
  658. return this.weaponConfig?.runtimeStats?.finalDamage || this.weaponConfig?.stats?.damage || 0;
  659. }
  660. /**
  661. * 获取最终暴击伤害值(应用技能加成后)
  662. */
  663. public getFinalCritDamage(): number {
  664. return this.weaponConfig?.runtimeStats?.finalCritDamage || this.weaponConfig?.stats?.damage || 0;
  665. }
  666. /**
  667. * 获取暴击率
  668. */
  669. public getCritChance(): number {
  670. return this.weaponConfig?.runtimeStats?.critChance || 0.1;
  671. }
  672. /**
  673. * 根据稀有度获取伤害倍数
  674. */
  675. private getRarityDamageMultiplier(rarity: string): number {
  676. switch (rarity) {
  677. case 'common':
  678. return 1; // 1级,无倍数
  679. case 'uncommon':
  680. return 1.5; // 2级,1.5倍伤害
  681. case 'rare':
  682. return 2.25; // 3级,2.25倍伤害
  683. case 'epic':
  684. return 8; // 4级,8倍伤害
  685. default:
  686. return 1;
  687. }
  688. }
  689. /**
  690. * 根据稀有度等级获取伤害倍数
  691. * @param rarityLevel 稀有度等级 (0: common, 1: uncommon, 2: rare, 3: epic)
  692. * @returns 伤害倍数
  693. */
  694. private getRarityDamageMultiplierByLevel(rarityLevel: number): number {
  695. switch (rarityLevel) {
  696. case 0: // common
  697. return 1; // 1级,无倍数
  698. case 1: // uncommon
  699. return 1.5; // 2级,1.5倍伤害
  700. case 2: // rare
  701. return 2.25; // 3级,2.25倍伤害
  702. case 3: // epic
  703. return 8; // 4级,8倍伤害
  704. default:
  705. return 1;
  706. }
  707. }
  708. }