EventBus.ts 3.5 KB

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  1. import { EventTarget } from 'cc';
  2. /**
  3. * 全局事件总线,用于模块间解耦通信。
  4. */
  5. export enum GameEvents {
  6. // 游戏状态事件
  7. GAME_START = 'GAME_START',
  8. GAME_PAUSE = 'GAME_PAUSE',
  9. GAME_RESUME = 'GAME_RESUME',
  10. GAME_SUCCESS = 'GAME_SUCCESS',
  11. GAME_DEFEAT = 'GAME_DEFEAT',
  12. // 游戏重置事件
  13. GAME_RESTART = 'GAME_RESTART',
  14. GAME_RESET_REQUEST = 'GAME_RESET_REQUEST',
  15. GAME_RESET_COMPLETE = 'GAME_RESET_COMPLETE',
  16. // 组件重置事件
  17. RESET_GAME_MANAGER = 'RESET_GAME_MANAGER',
  18. RESET_ENEMY_CONTROLLER = 'RESET_ENEMY_CONTROLLER',
  19. RESET_BALL_CONTROLLER = 'RESET_BALL_CONTROLLER',
  20. RESET_BLOCK_MANAGER = 'RESET_BLOCK_MANAGER',
  21. RESET_BLOCK_SELECTION = 'RESET_BLOCK_SELECTION',
  22. RESET_WALL_HEALTH = 'RESET_WALL_HEALTH',
  23. RESET_GAME_PAUSE = 'RESET_GAME_PAUSE',
  24. RESET_UI_STATES = 'RESET_UI_STATES',
  25. RESET_ENERGY_SYSTEM = 'RESET_ENERGY_SYSTEM',
  26. // 游戏对象清理事件
  27. CLEAR_ALL_BULLETS = 'CLEAR_ALL_BULLETS',
  28. CLEAR_ALL_ENEMIES = 'CLEAR_ALL_ENEMIES',
  29. CLEAR_ALL_GAME_OBJECTS = 'CLEAR_ALL_GAME_OBJECTS',
  30. // UI事件
  31. UPGRADE_UPDATED = 'UPGRADE_UPDATED',
  32. RETURN_TO_MAIN_MENU = 'RETURN_TO_MAIN_MENU',
  33. CURRENCY_CHANGED = 'CURRENCY_CHANGED',
  34. UI_PANEL_SWITCHED = 'UI_PANEL_SWITCHED',
  35. // UI状态切换事件(根据游戏管理文档)
  36. ENTER_BATTLE_PREPARATION = 'ENTER_BATTLE_PREPARATION', // 进入备战阶段
  37. ENTER_PLAYING_STATE = 'ENTER_PLAYING_STATE', // 进入游玩状态
  38. ENTER_GAME_END_STATE = 'ENTER_GAME_END_STATE', // 进入游戏结束状态
  39. // 敌人控制事件(保留实际使用的事件)
  40. // 墙体事件
  41. WALL_HEALTH_CHANGED = 'WALL_HEALTH_CHANGED',
  42. WALL_DESTROYED = 'WALL_DESTROYED',
  43. WALL_TAKE_DAMAGE = 'WALL_TAKE_DAMAGE',
  44. // 球控制事件
  45. BALL_CREATE = 'BALL_CREATE',
  46. BALL_START = 'BALL_START',
  47. BALL_CREATE_ADDITIONAL = 'BALL_CREATE_ADDITIONAL',
  48. BALL_FIRE_BULLET = 'BALL_FIRE_BULLET',
  49. // 敌人控制事件
  50. ENEMY_GET_NEAREST = 'ENEMY_GET_NEAREST',
  51. ENEMY_UPDATE_COUNT = 'ENEMY_UPDATE_COUNT',
  52. ENEMY_SPAWNING_STARTED = 'ENEMY_SPAWNING_STARTED',
  53. ENEMY_SPAWNING_STOPPED = 'ENEMY_SPAWNING_STOPPED',
  54. // 伤害事件
  55. APPLY_DAMAGE_TO_ENEMY = 'APPLY_DAMAGE_TO_ENEMY',
  56. BURN_EFFECT_ENDED = 'BURN_EFFECT_ENDED',
  57. ENEMY_START_WAVE = 'ENEMY_START_WAVE',
  58. ENEMY_START_GAME = 'ENEMY_START_GAME',
  59. ENEMY_SHOW_START_WAVE_PROMPT = 'ENEMY_SHOW_START_WAVE_PROMPT',
  60. // 游戏状态检查事件
  61. GAME_CHECK_OVER = 'GAME_CHECK_OVER',
  62. // 方块生成事件
  63. GENERATE_BLOCKS = 'GENERATE_BLOCKS',
  64. WAVE_COMPLETED = 'WAVE_COMPLETED',
  65. SETUP_BLOCK_DRAG_EVENTS = 'SETUP_BLOCK_DRAG_EVENTS',
  66. // 子弹事件
  67. BULLET_CREATE_REQUEST = 'BULLET_CREATE_REQUEST',
  68. BULLET_HIT_ENEMY = 'BULLET_HIT_ENEMY',
  69. // 方块拖拽事件
  70. BLOCK_DRAG_START = 'BLOCK_DRAG_START',
  71. BLOCK_DRAG_END = 'BLOCK_DRAG_END',
  72. // Toast提示事件
  73. SHOW_TOAST = 'SHOW_TOAST',
  74. HIDE_TOAST = 'HIDE_TOAST',
  75. // 资源不足Toast事件
  76. SHOW_RESOURCE_TOAST = 'SHOW_RESOURCE_TOAST',
  77. HIDE_RESOURCE_TOAST = 'HIDE_RESOURCE_TOAST'
  78. }
  79. export default class EventBus extends EventTarget {
  80. private static _instance: EventBus;
  81. private constructor() {
  82. super();
  83. }
  84. public static getInstance(): EventBus {
  85. if (!this._instance) {
  86. this._instance = new EventBus();
  87. }
  88. return this._instance;
  89. }
  90. }