UpgradeController.ts 47 KB

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  1. import { _decorator, Component, Node, Button, Label, Sprite, SpriteFrame, Texture2D, resources, ScrollView, Layout, Prefab, instantiate, find, UIOpacity, Color } from 'cc';
  2. import { SaveDataManager, WeaponData } from '../../LevelSystem/SaveDataManager';
  3. import EventBus, { GameEvents } from '../../Core/EventBus';
  4. import { UpgradeAni } from './UpgradeAni';
  5. import { PopUPAni } from '../../Animations/PopUPAni';
  6. const { ccclass, property } = _decorator;
  7. /**
  8. * 武器配置接口(从weapons.json加载)
  9. */
  10. interface WeaponConfig {
  11. id: string;
  12. name: string;
  13. type: string;
  14. rarity: string;
  15. weight: number;
  16. stats: {
  17. damage: number;
  18. fireRate: number;
  19. range: number;
  20. bulletSpeed: number;
  21. };
  22. visualConfig: {
  23. weaponSprites: string | {
  24. "I": string;
  25. "H-I": string;
  26. "L": string;
  27. "S": string;
  28. "D-T": string;
  29. };
  30. };
  31. upgradeConfig?: {
  32. maxLevel: number;
  33. levels: {
  34. [level: string]: {
  35. cost: number;
  36. damage?: number;
  37. };
  38. };
  39. };
  40. }
  41. /**
  42. * 武器升级系统控制器
  43. * 负责管理武器升级UI和逻辑
  44. */
  45. @ccclass('UpgradeController')
  46. export class UpgradeController extends Component {
  47. // UI节点引用
  48. @property(Node) upgradeUI: Node = null; // Canvas/UpgradeUI
  49. @property(ScrollView) weaponScrollView: ScrollView = null; // Canvas/UpgradeUI/ScrollView
  50. @property(Layout) weaponLayout: Layout = null; // Canvas/UpgradeUI/ScrollView/view/content/Layout
  51. @property(Node) upgradePanel: Node = null; // Canvas/UpgradeUI/UpgradePanel
  52. @property(Button) closePanelBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/CloseBtn
  53. // 升级面板UI组件
  54. @property(Sprite) panelWeaponSprite: Sprite = null; // Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  55. @property(Label) panelLevelLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/LevelLabel
  56. @property(Label) panelCurrentDamage: Label = null; // Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  57. @property(Label) panelCostLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  58. @property(Button) panelUpgradeBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn
  59. // 武器节点预制体
  60. @property(Prefab) lockedWeaponPrefab: Prefab = null; // Lock.prefab
  61. @property(Prefab) unlockedWeaponPrefab: Prefab = null; // Unlock.prefab
  62. // 动画控制器
  63. @property(PopUPAni) upgradeAni: PopUPAni = null; // Canvas/UpgradeUI/UpgradePanel上的PopUPAni组件
  64. @property(UpgradeAni) weaponUpgradeAni: UpgradeAni = null; // 武器升级动画组件
  65. // 数据管理
  66. private saveDataManager: SaveDataManager = null;
  67. private weaponsConfig: { weapons: WeaponConfig[] } = null;
  68. private currentSelectedWeapon: string = null;
  69. private levelConfigs: any[] = [];
  70. // 武器节点列表
  71. private weaponNodes: Node[] = [];
  72. onLoad() {
  73. this.saveDataManager = SaveDataManager.getInstance();
  74. this.bindEvents();
  75. }
  76. async start() {
  77. // 先加载武器配置
  78. await this.loadWeaponsConfig();
  79. // 为UpgradeAni组件加载武器配置
  80. if (this.weaponUpgradeAni) {
  81. try {
  82. await this.weaponUpgradeAni.loadWeaponsConfig();
  83. console.log('[UpgradeController] UpgradeAni武器配置加载完成');
  84. } catch (error) {
  85. console.error('[UpgradeController] UpgradeAni武器配置加载失败:', error);
  86. }
  87. }
  88. // 加载关卡配置
  89. await this.loadLevelConfigs();
  90. // 初始化武器数据
  91. this.initializeWeapons();
  92. // 初始化时检查武器解锁状态
  93. this.checkInitialWeaponUnlocks();
  94. // 刷新UI
  95. this.refreshWeaponList();
  96. // 初始化升级面板状态
  97. if (this.upgradeAni) {
  98. this.upgradeAni.hidePanelImmediate();
  99. } else {
  100. this.upgradePanel.active = false;
  101. }
  102. console.log('[UpgradeController] 初始化完成');
  103. }
  104. /**
  105. * 绑定事件
  106. */
  107. private bindEvents() {
  108. // 关闭升级面板
  109. this.closePanelBtn?.node.on(Button.EventType.CLICK, this.closeUpgradePanel, this);
  110. // 升级按钮
  111. this.panelUpgradeBtn?.node.on(Button.EventType.CLICK, this.onUpgradeWeapon, this);
  112. // 监听关卡完成事件,自动解锁武器
  113. EventBus.getInstance().on(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  114. // 监听货币变化事件,更新升级按钮闪烁状态
  115. EventBus.getInstance().on(GameEvents.CURRENCY_CHANGED, this.onCurrencyChanged, this);
  116. }
  117. /**
  118. * 加载武器配置
  119. */
  120. private async loadWeaponsConfig() {
  121. try {
  122. const jsonAsset = await new Promise<any>((resolve, reject) => {
  123. resources.load('data/weapons', (err, asset) => {
  124. if (err) reject(err);
  125. else resolve(asset);
  126. });
  127. });
  128. this.weaponsConfig = jsonAsset.json;
  129. console.log('[UpgradeController] 武器配置加载成功:', this.weaponsConfig);
  130. } catch (error) {
  131. console.error('[UpgradeController] 加载武器配置失败:', error);
  132. }
  133. }
  134. /**
  135. * 加载关卡配置
  136. */
  137. private async loadLevelConfigs() {
  138. try {
  139. this.levelConfigs = [];
  140. // 加载Level1到Level5的配置
  141. for (let i = 1; i <= 5; i++) {
  142. try {
  143. const levelData = await new Promise<any>((resolve, reject) => {
  144. resources.load(`data/levels/Level${i}`, (err, asset) => {
  145. if (err) reject(err);
  146. else resolve(asset);
  147. });
  148. });
  149. this.levelConfigs.push({
  150. level: i,
  151. ...levelData
  152. });
  153. } catch (error) {
  154. console.warn(`加载Level${i}配置失败:`, error);
  155. }
  156. }
  157. console.log('关卡配置加载成功:', this.levelConfigs);
  158. } catch (error) {
  159. console.error('加载关卡配置失败:', error);
  160. this.levelConfigs = [];
  161. }
  162. }
  163. /**
  164. * 初始化武器数据(确保所有武器都在存档中)
  165. */
  166. private initializeWeapons() {
  167. if (!this.weaponsConfig) return;
  168. // 为每个武器创建初始数据(如果不存在)
  169. this.weaponsConfig.weapons.forEach(weaponConfig => {
  170. const existingWeapon = this.saveDataManager.getWeapon(weaponConfig.id);
  171. if (!existingWeapon) {
  172. this.saveDataManager.addWeapon(weaponConfig.id, weaponConfig.rarity);
  173. }
  174. });
  175. }
  176. /**
  177. * 初始化时检查武器解锁状态
  178. */
  179. private checkInitialWeaponUnlocks() {
  180. if (!this.saveDataManager || !this.weaponsConfig) return;
  181. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  182. console.log(`[UpgradeController] 初始化检查武器解锁状态,当前最大解锁关卡: ${maxUnlockedLevel}`);
  183. let hasUpdates = false;
  184. for (const weaponConfig of this.weaponsConfig.weapons) {
  185. const weaponId = weaponConfig.id;
  186. const weaponData = this.saveDataManager.getWeapon(weaponId);
  187. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  188. // 检查武器是否应该根据关卡进度解锁
  189. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  190. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  191. // 如果武器应该解锁但还未解锁,则自动解锁
  192. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  193. weaponData.level = 1;
  194. // 由于WeaponData类型中没有unlockTime属性,这里先注释掉
  195. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  196. console.log(`[UpgradeController] 初始化时自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  197. hasUpdates = true;
  198. }
  199. }
  200. // 如果有更新,保存数据
  201. if (hasUpdates) {
  202. this.saveDataManager.savePlayerData();
  203. console.log(`[UpgradeController] 初始化武器解锁状态更新完成`);
  204. }
  205. }
  206. /**
  207. * 刷新武器列表UI
  208. */
  209. private refreshWeaponList() {
  210. if (!this.weaponsConfig || !this.weaponLayout) {
  211. console.warn('武器配置或武器布局未初始化');
  212. return;
  213. }
  214. // 清除现有节点
  215. this.clearWeaponNodes();
  216. // 为每个武器创建UI节点
  217. this.weaponsConfig.weapons.forEach((weaponConfig, index) => {
  218. this.createWeaponNode(weaponConfig, index);
  219. });
  220. }
  221. /**
  222. * 切换武器节点状态(从锁定到解锁或反之)
  223. */
  224. private switchWeaponNodeState(weaponId: string) {
  225. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  226. if (!weaponConfig) {
  227. console.warn(`未找到武器配置: ${weaponId}`);
  228. return;
  229. }
  230. // 找到对应的武器节点
  231. const weaponNodeIndex = this.weaponNodes.findIndex(node => node.name === `WeaponNode_${weaponId}`);
  232. if (weaponNodeIndex === -1) {
  233. console.warn(`未找到武器节点: ${weaponId}`);
  234. return;
  235. }
  236. const oldNode = this.weaponNodes[weaponNodeIndex];
  237. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponId);
  238. const weaponData = this.saveDataManager.getWeapon(weaponId);
  239. // 创建新节点
  240. let newNode: Node = null;
  241. if (isUnlocked) {
  242. if (this.unlockedWeaponPrefab) {
  243. newNode = instantiate(this.unlockedWeaponPrefab);
  244. this.setupUnlockedWeaponNode(newNode, weaponConfig, weaponData);
  245. }
  246. } else {
  247. if (this.lockedWeaponPrefab) {
  248. newNode = instantiate(this.lockedWeaponPrefab);
  249. this.setupLockedWeaponNode(newNode, weaponConfig);
  250. }
  251. }
  252. if (newNode) {
  253. newNode.name = `WeaponNode_${weaponId}`;
  254. // 获取旧节点的位置
  255. const siblingIndex = oldNode.getSiblingIndex();
  256. // 移除旧节点
  257. oldNode.removeFromParent();
  258. // 添加新节点到相同位置
  259. this.weaponLayout.node.insertChild(newNode, siblingIndex);
  260. // 更新节点数组
  261. this.weaponNodes[weaponNodeIndex] = newNode;
  262. console.log(`武器 ${weaponId} 状态切换完成: ${isUnlocked ? '解锁' : '锁定'}`);
  263. }
  264. }
  265. /**
  266. * 清除武器节点
  267. */
  268. private clearWeaponNodes() {
  269. this.weaponNodes.forEach(node => {
  270. if (node && node.isValid) {
  271. node.destroy();
  272. }
  273. });
  274. this.weaponNodes = [];
  275. }
  276. /**
  277. * 创建武器节点
  278. */
  279. private createWeaponNode(weaponConfig: WeaponConfig, index: number) {
  280. // 获取武器数据
  281. const weaponData = this.saveDataManager.getWeapon(weaponConfig.id);
  282. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponConfig.id);
  283. console.log(`设置武器节点 ${index}: ${weaponConfig.name}, 等级: ${weaponData?.level || 0}, 已解锁: ${isUnlocked}`);
  284. // 根据解锁状态选择合适的预制体
  285. let weaponNode: Node = null;
  286. if (isUnlocked) {
  287. if (this.unlockedWeaponPrefab) {
  288. weaponNode = instantiate(this.unlockedWeaponPrefab);
  289. this.setupUnlockedWeaponNode(weaponNode, weaponConfig, weaponData);
  290. }
  291. } else {
  292. if (this.lockedWeaponPrefab) {
  293. weaponNode = instantiate(this.lockedWeaponPrefab);
  294. this.setupLockedWeaponNode(weaponNode, weaponConfig);
  295. }
  296. }
  297. // 如果没有预制体,记录警告
  298. if (!weaponNode) {
  299. console.warn(`无法创建武器节点 ${weaponConfig.name}: 缺少对应的预制体`);
  300. return;
  301. }
  302. // 设置节点名称
  303. weaponNode.name = `WeaponNode_${weaponConfig.id}`;
  304. // 添加到布局中
  305. this.weaponLayout.node.addChild(weaponNode);
  306. this.weaponNodes.push(weaponNode);
  307. }
  308. /**
  309. * 加载武器图标
  310. */
  311. private loadWeaponSprite(sprite: Sprite, spritePath: string) {
  312. // 参考WeaponBullet.ts的正确加载方式,在路径后添加'/spriteFrame'
  313. const framePath = `${spritePath}/spriteFrame`;
  314. resources.load(framePath, SpriteFrame, (err, spriteFrame) => {
  315. if (!err && spriteFrame && sprite && sprite.isValid) {
  316. sprite.spriteFrame = spriteFrame;
  317. console.log(`武器图标加载成功: ${spritePath}`);
  318. } else if (err) {
  319. console.warn(`加载武器图标失败: ${spritePath}`, err);
  320. }
  321. });
  322. }
  323. /**
  324. * 设置已解锁武器节点(适配Unlock.prefab)
  325. */
  326. private setupUnlockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig, weaponData: any) {
  327. // 获取公共的Sprite节点,避免重复查找
  328. const spriteNode = weaponNode.getChildByName('Sprite');
  329. if (!spriteNode) {
  330. console.warn('未找到Sprite节点:', weaponConfig.id);
  331. return;
  332. }
  333. // 设置武器图标 - 查找专门的武器图标Sprite节点,避免影响背景
  334. const weaponSprite = spriteNode.getChildByName('WeaponSprite')?.getComponent(Sprite);
  335. if (weaponSprite && weaponConfig.visualConfig.weaponSprites) {
  336. let spritePath: string;
  337. // 检查weaponSprites是字符串还是对象
  338. if (typeof weaponConfig.visualConfig.weaponSprites === 'string') {
  339. spritePath = weaponConfig.visualConfig.weaponSprites;
  340. } else {
  341. // 如果是对象,按优先级选择路径
  342. spritePath = weaponConfig.visualConfig.weaponSprites['I'] ||
  343. weaponConfig.visualConfig.weaponSprites['H-I'] ||
  344. weaponConfig.visualConfig.weaponSprites['L'] ||
  345. weaponConfig.visualConfig.weaponSprites['S'] ||
  346. weaponConfig.visualConfig.weaponSprites['D-T'];
  347. }
  348. if (spritePath) {
  349. this.loadWeaponSprite(weaponSprite, spritePath);
  350. }
  351. }
  352. // 设置武器名称 - Unlock.prefab中的Name节点下的Label(只显示武器名称)
  353. const nameLabel = spriteNode.getChildByName('Name')?.getComponent(Label);
  354. if (nameLabel) {
  355. nameLabel.string = weaponConfig.name;
  356. }
  357. // 设置武器等级 - should_hide_in_hierarchy/Unlock/Sprite/Level/Label节点(显示等级)
  358. const levelNode = spriteNode.getChildByName('Level');
  359. console.log(`[PreviewInEditor] 处理武器等级显示: ${weaponConfig.name}, weaponData:`, weaponData);
  360. if (levelNode) {
  361. // 先尝试Level节点本身的Label组件
  362. let levelLabel = levelNode.getComponent(Label);
  363. if (!levelLabel) {
  364. // 如果Level节点本身没有Label,尝试查找子节点Label
  365. const labelNode = levelNode.getChildByName('Label');
  366. if (labelNode) {
  367. levelLabel = labelNode.getComponent(Label);
  368. }
  369. }
  370. if (levelLabel) {
  371. const actualLevel = weaponData ? weaponData.level : 0;
  372. levelLabel.string = `${actualLevel}`;
  373. } else {
  374. console.warn(`[PreviewInEditor] 未找到Level Label组件: ${weaponConfig.name}`);
  375. }
  376. } else {
  377. console.warn(`[PreviewInEditor] 未找到Level节点: ${weaponConfig.name}`);
  378. }
  379. // 设置升级按钮 - Unlock.prefab中的Button节点
  380. const upgradeButton = weaponNode.getChildByName('Upgrade')?.getComponent(Button);
  381. if (upgradeButton) {
  382. // 清除之前的事件监听
  383. upgradeButton.node.off(Button.EventType.CLICK);
  384. // 添加升级事件
  385. upgradeButton.node.on(Button.EventType.CLICK, () => {
  386. this.openUpgradePanel(weaponConfig.id);
  387. }, this);
  388. // 设置按钮文本和状态
  389. const buttonLabel = upgradeButton.node.getChildByName('Label')?.getComponent(Label);
  390. if (buttonLabel) {
  391. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  392. if (weaponData && weaponData.level >= maxLevel) {
  393. buttonLabel.string = '已满级';
  394. } else {
  395. // 只显示"升级",不显示费用,费用在升级面板中显示
  396. buttonLabel.string = '升级';
  397. }
  398. }
  399. }
  400. // Unlock.prefab已经有正常的视觉效果,确保节点激活
  401. weaponNode.active = true;
  402. }
  403. /**
  404. * 设置未解锁武器节点(适配Lock.prefab)
  405. */
  406. private setupLockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig) {
  407. // 设置解锁信息文本 - Lock.prefab中的Label节点
  408. const unlockLabel = weaponNode.getChildByName('Label')?.getComponent(Label);
  409. if (unlockLabel) {
  410. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  411. unlockLabel.string = `通关第${unlockLevel}关解锁`;
  412. }
  413. // Lock.prefab已经有合适的视觉效果,不需要额外设置透明度
  414. weaponNode.active = true;
  415. // 锁定武器节点保持可点击状态以显示解锁提示
  416. // 添加点击事件监听(显示解锁提示)
  417. weaponNode.on(Node.EventType.TOUCH_END, () => {
  418. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  419. console.log(`${weaponConfig.name} 需要通关第${unlockLevel}关才能解锁`);
  420. }, this);
  421. }
  422. /**
  423. * 打开升级面板
  424. */
  425. private async openUpgradePanel(weaponId: string) {
  426. const weaponConfig = this.weaponsConfig.weapons.find(config => config.id === weaponId);
  427. if (!weaponConfig) {
  428. console.error(`未找到武器配置: ${weaponId}`);
  429. return;
  430. }
  431. const weaponData = this.saveDataManager.getWeapon(weaponId);
  432. if (!weaponData) {
  433. console.error(`未找到武器数据: ${weaponId}`);
  434. return;
  435. }
  436. this.currentSelectedWeapon = weaponId;
  437. console.log(`打开升级面板: ${weaponConfig.name}, 当前等级: ${weaponData.level}`);
  438. // 刷新面板内容
  439. this.refreshUpgradePanel();
  440. // 使用动画显示升级面板
  441. if (this.upgradeAni) {
  442. await this.upgradeAni.showPanel();
  443. } else {
  444. // 如果没有动画组件,直接显示
  445. this.upgradePanel.active = true;
  446. }
  447. }
  448. /**
  449. * 关闭升级面板
  450. */
  451. private async closeUpgradePanel() {
  452. // 使用动画隐藏升级面板
  453. if (this.upgradeAni) {
  454. await this.upgradeAni.hidePanel();
  455. } else {
  456. // 如果没有动画组件,直接隐藏
  457. this.upgradePanel.active = false;
  458. }
  459. this.currentSelectedWeapon = null;
  460. }
  461. /**
  462. * 刷新升级面板
  463. */
  464. private refreshUpgradePanel() {
  465. if (!this.currentSelectedWeapon || !this.weaponsConfig) return;
  466. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  467. const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  468. if (!weaponConfig || !weaponData) {
  469. console.error(`刷新升级面板失败: 武器配置或数据不存在 ${this.currentSelectedWeapon}`);
  470. return;
  471. }
  472. console.log(`刷新升级面板: ${weaponConfig.name}, 等级: ${weaponData.level}`);
  473. // 设置武器图标 - Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  474. if (this.panelWeaponSprite && weaponConfig.visualConfig.weaponSprites) {
  475. let spritePath: string;
  476. // 检查weaponSprites是字符串还是对象
  477. if (typeof weaponConfig.visualConfig.weaponSprites === 'string') {
  478. spritePath = weaponConfig.visualConfig.weaponSprites;
  479. } else {
  480. // 如果是对象,按优先级选择路径
  481. spritePath = weaponConfig.visualConfig.weaponSprites['I'] ||
  482. weaponConfig.visualConfig.weaponSprites['H-I'] ||
  483. weaponConfig.visualConfig.weaponSprites['L'] ||
  484. weaponConfig.visualConfig.weaponSprites['S'] ||
  485. weaponConfig.visualConfig.weaponSprites['D-T'];
  486. }
  487. if (spritePath) {
  488. this.loadWeaponSprite(this.panelWeaponSprite, spritePath);
  489. }
  490. }
  491. // 设置武器名称和等级 - Canvas/UpgradeUI/UpgradePanel/LevelLabel
  492. if (this.panelLevelLabel) {
  493. this.panelLevelLabel.string = `${weaponConfig.name} 等级 ${weaponData.level}`;
  494. }
  495. // 计算当前伤害(基础伤害 + 等级加成)- Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  496. const baseDamage = weaponConfig.stats.damage;
  497. const currentDamage = this.calculateWeaponDamage(baseDamage, weaponData.level, this.currentSelectedWeapon);
  498. const nextLevelDamage = this.calculateWeaponDamage(baseDamage, weaponData.level + 1, this.currentSelectedWeapon);
  499. const damageIncrease = nextLevelDamage - currentDamage;
  500. if (this.panelCurrentDamage) {
  501. // 只显示当前伤害数值,不显示增量
  502. this.panelCurrentDamage.string = currentDamage.toString();
  503. }
  504. // 同时更新UpgradeAni组件中的伤害显示
  505. if (this.weaponUpgradeAni && this.weaponUpgradeAni.currentDamageLabel) {
  506. this.weaponUpgradeAni.updateCurrentDamageDisplay(this.currentSelectedWeapon, weaponData.level);
  507. }
  508. // 设置升级费用 - Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  509. // 优先从武器配置的upgradeConfig字段获取升级费用
  510. let upgradeCost = 0;
  511. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  512. if (weaponData.level >= maxLevel) {
  513. // 已达到最大等级,显示"已满级"
  514. if (this.panelCostLabel) {
  515. this.panelCostLabel.string = "已满级";
  516. }
  517. } else {
  518. // 从upgradeConfig获取升级费用
  519. if (weaponConfig.upgradeConfig?.levels) {
  520. const levelConfig = weaponConfig.upgradeConfig.levels[weaponData.level.toString()];
  521. if (levelConfig && levelConfig.cost) {
  522. upgradeCost = levelConfig.cost;
  523. } else {
  524. // 如果upgradeConfig中没有对应等级的费用,使用SaveDataManager的计算方法作为后备
  525. upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  526. }
  527. } else {
  528. // 如果没有upgradeConfig,使用SaveDataManager的计算方法
  529. upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  530. }
  531. if (this.panelCostLabel) {
  532. this.panelCostLabel.string = upgradeCost.toString();
  533. }
  534. }
  535. // 升级按钮始终保持可点击状态,通过Toast显示各种提示
  536. console.log(`[UpgradeController] 升级按钮保持可交互状态`);
  537. // 检查并更新升级按钮闪烁状态
  538. this.updateUpgradeBtnBlinkState();
  539. }
  540. /**
  541. * 计算武器伤害
  542. */
  543. private calculateWeaponDamage(baseDamage: number, level: number, weaponId?: string): number {
  544. if (level === 0) return 0; // 未解锁武器伤害为0
  545. // 优先从武器配置的upgradeConfig中获取伤害值
  546. if (weaponId && this.weaponsConfig && this.weaponsConfig.weapons) {
  547. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  548. if (weaponConfig && weaponConfig.upgradeConfig && weaponConfig.upgradeConfig.levels) {
  549. const levelConfig = weaponConfig.upgradeConfig.levels[level.toString()];
  550. if (levelConfig && typeof levelConfig.damage === 'number') {
  551. console.log(`[UpgradeController] 从upgradeConfig获取伤害: ${weaponId} 等级${level} 伤害${levelConfig.damage}`);
  552. return levelConfig.damage;
  553. }
  554. }
  555. // 如果upgradeConfig中没有伤害值,使用基础伤害 + 等级加成作为后备
  556. if (weaponConfig && weaponConfig.stats && weaponConfig.stats.damage) {
  557. const damage = baseDamage + (level - 1);
  558. console.log(`[UpgradeController] 使用基础伤害计算: ${weaponId} 等级${level} 伤害${damage}`);
  559. return damage;
  560. }
  561. }
  562. // 如果配置不存在,使用默认公式作为最后后备
  563. return baseDamage + (level - 1);
  564. }
  565. /**
  566. * 根据武器名称查找解锁关卡
  567. */
  568. private getWeaponUnlockLevel(weaponName: string): number {
  569. // 武器名称到解锁关卡的映射
  570. const weaponUnlockMap: { [key: string]: number } = {
  571. "毛豆射手": 1,
  572. "尖胡萝卜": 2,
  573. "锯齿草": 3,
  574. "西瓜炸弹": 4,
  575. "回旋镖盆栽": 5,
  576. "炙热辣椒": 6,
  577. "仙人散弹": 7,
  578. "秋葵导弹": 8,
  579. "狼牙棒": 9
  580. };
  581. return weaponUnlockMap[weaponName] || 1;
  582. }
  583. /**
  584. * 根据武器ID查找解锁关卡
  585. */
  586. private getWeaponUnlockLevelById(weaponId: string): number {
  587. // 武器ID到解锁关卡的映射
  588. const weaponUnlockMap: { [key: string]: number } = {
  589. "pea_shooter": 1,
  590. "sharp_carrot": 2,
  591. "saw_grass": 3,
  592. "watermelon_bomb": 4,
  593. "boomerang_plant": 5,
  594. "hot_pepper": 6,
  595. "cactus_shotgun": 7,
  596. "okra_missile": 8,
  597. "mace_club": 9
  598. };
  599. return weaponUnlockMap[weaponId] || 1;
  600. }
  601. /**
  602. * 升级武器
  603. */
  604. private onUpgradeWeapon() {
  605. console.log(`[UpgradeController] onUpgradeWeapon方法被调用`);
  606. if (!this.currentSelectedWeapon) {
  607. console.log(`[UpgradeController] currentSelectedWeapon为空,退出`);
  608. return;
  609. }
  610. console.log(`[UpgradeController] 开始升级武器: ${this.currentSelectedWeapon}`);
  611. // 检查升级条件并显示相应提示
  612. const weapon = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  613. console.log(`[UpgradeController] 获取到的武器数据:`, weapon);
  614. if (!weapon) {
  615. console.log(`[UpgradeController] 武器不存在: ${this.currentSelectedWeapon}`);
  616. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器不存在", duration: 2.0 });
  617. return;
  618. }
  619. console.log(`[UpgradeController] 武器等级: ${weapon.level}`);
  620. if (weapon.level === 0) {
  621. console.log(`[UpgradeController] 武器未解锁: ${this.currentSelectedWeapon}`);
  622. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "请先解锁武器", duration: 2.0 });
  623. return;
  624. }
  625. // 检查是否已达到最大等级
  626. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  627. const maxLevel = weaponConfig?.upgradeConfig?.maxLevel || 10;
  628. if (weapon.level >= maxLevel) {
  629. console.log(`[UpgradeController] 武器已达到最大等级: ${this.currentSelectedWeapon}`);
  630. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器已达到最大等级", duration: 2.0 });
  631. return;
  632. }
  633. const cost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  634. const playerMoney = this.saveDataManager.getMoney();
  635. console.log(`[UpgradeController] 升级检查 - 武器: ${this.currentSelectedWeapon}, 费用: ${cost}, 当前金币: ${playerMoney}`);
  636. console.log(`[UpgradeController] 费用类型: ${typeof cost}, 金币类型: ${typeof playerMoney}`);
  637. console.log(`[UpgradeController] 条件判断: ${playerMoney} < ${cost} = ${playerMoney < cost}`);
  638. if (playerMoney < cost) {
  639. console.log(`[UpgradeController] 金币不足 - 需要: ${cost}, 当前: ${playerMoney}`);
  640. EventBus.getInstance().emit(GameEvents.SHOW_RESOURCE_TOAST, { message: `金币不足,需要${cost}金币`, duration: 2.0 });
  641. return;
  642. }
  643. console.log(`[UpgradeController] 金币充足,继续升级流程`);
  644. // 记录升级前的金币数量
  645. const coinsBeforeUpgrade = this.saveDataManager.getMoney();
  646. console.log(`[UpgradeController] 升级前金币: ${coinsBeforeUpgrade}`);
  647. const success = this.saveDataManager.upgradeWeapon(this.currentSelectedWeapon);
  648. if (success) {
  649. const coinsAfterUpgrade = this.saveDataManager.getMoney();
  650. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级成功`);
  651. console.log(`[UpgradeController] 升级后金币: ${coinsAfterUpgrade}, 消耗: ${coinsBeforeUpgrade - coinsAfterUpgrade}`);
  652. // 播放武器升级成功动画
  653. this.playWeaponUpgradeSuccessAnimation();
  654. // 刷新升级面板
  655. this.refreshUpgradePanel();
  656. // 更新UpgradeAni组件中的伤害显示
  657. if (this.weaponUpgradeAni && this.weaponUpgradeAni.currentDamageLabel) {
  658. const upgradedWeapon = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  659. if (upgradedWeapon) {
  660. this.weaponUpgradeAni.updateCurrentDamageDisplay(this.currentSelectedWeapon, upgradedWeapon.level);
  661. console.log(`[UpgradeController] 升级后更新UpgradeAni伤害显示: ${this.currentSelectedWeapon} 等级${upgradedWeapon.level}`);
  662. }
  663. }
  664. // 使用新的状态切换方法更新武器节点
  665. this.switchWeaponNodeState(this.currentSelectedWeapon);
  666. // 更新升级按钮闪烁状态(升级后钞票可能不足继续升级)
  667. this.updateUpgradeBtnBlinkState();
  668. // 保存数据
  669. this.saveDataManager.savePlayerData();
  670. } else {
  671. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级失败`);
  672. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "升级失败,请重试", duration: 1.0 });
  673. // 升级失败时不更新UI
  674. }
  675. }
  676. /**
  677. * 播放武器升级成功动画
  678. */
  679. private async playWeaponUpgradeSuccessAnimation(): Promise<void> {
  680. if (!this.weaponUpgradeAni || !this.panelWeaponSprite) {
  681. console.warn('[UpgradeController] weaponUpgradeAni 或 panelWeaponSprite 未设置,跳过升级动画');
  682. return;
  683. }
  684. try {
  685. // 获取武器图标节点
  686. const weaponIconNode = this.panelWeaponSprite.node;
  687. // 播放升级动画
  688. await this.weaponUpgradeAni.playWeaponUpgradeAnimation(weaponIconNode);
  689. console.log('[UpgradeController] 武器升级动画播放完成');
  690. } catch (error) {
  691. console.error('[UpgradeController] 播放武器升级动画时出错:', error);
  692. }
  693. }
  694. /**
  695. * 解锁武器
  696. */
  697. public unlockWeapon(weaponId: string): boolean {
  698. const success = this.saveDataManager.unlockWeapon(weaponId);
  699. if (success) {
  700. console.log(`武器 ${weaponId} 解锁成功`);
  701. // 使用新的状态切换方法更新武器节点
  702. this.switchWeaponNodeState(weaponId);
  703. // 保存数据
  704. this.saveDataManager.savePlayerData();
  705. }
  706. return success;
  707. }
  708. /**
  709. * 获取武器当前伤害
  710. */
  711. public getWeaponDamage(weaponId: string): number {
  712. if (!this.weaponsConfig) return 0;
  713. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  714. const weaponData = this.saveDataManager.getWeapon(weaponId);
  715. if (!weaponConfig || !weaponData) return 0;
  716. return this.calculateWeaponDamage(weaponConfig.stats.damage, weaponData.level, weaponId);
  717. }
  718. /**
  719. * 刷新UI
  720. */
  721. public refreshUI() {
  722. this.refreshWeaponList();
  723. }
  724. /**
  725. * 处理关卡完成事件,自动解锁相应武器
  726. */
  727. private onLevelComplete() {
  728. if (!this.saveDataManager || !this.weaponsConfig) return;
  729. // 获取当前关卡数据
  730. const currentLevel = this.saveDataManager.getCurrentLevel();
  731. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  732. const playerData = this.saveDataManager.getPlayerData();
  733. console.log(`[UpgradeController] 关卡完成事件触发`);
  734. console.log(`[UpgradeController] 当前关卡: ${currentLevel}, 最大解锁关卡: ${maxUnlockedLevel}`);
  735. console.log(`[UpgradeController] 玩家数据:`, {
  736. coins: playerData?.money || 0,
  737. currentLevel: playerData?.currentLevel || 1,
  738. maxUnlockedLevel: playerData?.maxUnlockedLevel || 1
  739. });
  740. // 遍历所有武器,检查是否有新解锁的武器
  741. let hasNewUnlocks = false;
  742. const newlyUnlockedWeapons: string[] = [];
  743. for (const weaponConfig of this.weaponsConfig.weapons) {
  744. const weaponId = weaponConfig.id;
  745. const weaponData = this.saveDataManager.getWeapon(weaponId);
  746. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  747. // 检查武器是否应该根据关卡进度解锁
  748. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  749. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  750. console.log(`[UpgradeController] 武器检查: ${weaponConfig.name} (${weaponId})`);
  751. console.log(` - 需要关卡: ${requiredLevel}, 当前最大解锁: ${maxUnlockedLevel}`);
  752. console.log(` - 应该解锁: ${shouldBeUnlocked}, 当前已解锁: ${isCurrentlyUnlocked}`);
  753. console.log(` - 武器数据:`, weaponData);
  754. // 如果武器应该解锁但还未解锁,则自动解锁
  755. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  756. // 确保武器数据存在
  757. if (!weaponData) {
  758. this.saveDataManager.addWeapon(weaponId, weaponConfig.rarity);
  759. }
  760. // 自动解锁武器(设置为level 1,免费解锁)
  761. const updatedWeaponData = this.saveDataManager.getWeapon(weaponId);
  762. if (updatedWeaponData) {
  763. updatedWeaponData.level = 1;
  764. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行
  765. // updatedWeaponData.unlockTime = Date.now();
  766. console.log(`[UpgradeController] 自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  767. newlyUnlockedWeapons.push(weaponConfig.name);
  768. hasNewUnlocks = true;
  769. }
  770. }
  771. }
  772. // 如果有新解锁的武器,刷新UI并保存数据
  773. if (hasNewUnlocks) {
  774. this.refreshWeaponList();
  775. this.saveDataManager.savePlayerData();
  776. console.log(`[UpgradeController] 关卡完成后解锁了 ${newlyUnlockedWeapons.length} 个武器:`, newlyUnlockedWeapons);
  777. // 可以在这里添加解锁提示UI
  778. this.showWeaponUnlockNotification(newlyUnlockedWeapons);
  779. } else {
  780. console.log(`[UpgradeController] 关卡完成后没有新武器解锁`);
  781. }
  782. }
  783. /**
  784. * 显示武器解锁通知
  785. */
  786. private showWeaponUnlockNotification(weaponNames: string[]) {
  787. if (weaponNames.length === 0) return;
  788. // 这里可以实现解锁通知UI
  789. // 目前先用console输出
  790. console.log(`🎉 恭喜解锁新武器: ${weaponNames.join(', ')}!`);
  791. // TODO: 实现实际的UI通知
  792. // 可以显示一个弹窗或者顶部通知条
  793. }
  794. /**
  795. * 获取当前关卡数据(用于调试和UI显示)
  796. */
  797. public getCurrentLevelData() {
  798. if (!this.saveDataManager) return null;
  799. return {
  800. currentLevel: this.saveDataManager.getCurrentLevel(),
  801. maxUnlockedLevel: this.saveDataManager.getMaxUnlockedLevel(),
  802. coins: this.saveDataManager.getMoney(),
  803. diamonds: this.saveDataManager.getDiamonds(),
  804. wallLevel: this.saveDataManager.getWallLevel()
  805. };
  806. }
  807. /**
  808. * 手动检查并解锁武器(用于调试或特殊情况)
  809. */
  810. public checkAndUnlockWeapons() {
  811. console.log('[UpgradeController] 手动检查武器解锁状态');
  812. this.onLevelComplete();
  813. }
  814. /**
  815. * 获取所有武器的解锁状态信息(用于调试和UI显示)
  816. */
  817. public getWeaponUnlockStatus() {
  818. if (!this.saveDataManager || !this.weaponsConfig) {
  819. return { error: '数据管理器或武器配置未初始化' };
  820. }
  821. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  822. const weaponStatus = [];
  823. for (const weaponConfig of this.weaponsConfig.weapons) {
  824. const weaponId = weaponConfig.id;
  825. const weaponData = this.saveDataManager.getWeapon(weaponId);
  826. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  827. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  828. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  829. weaponStatus.push({
  830. id: weaponId,
  831. name: weaponConfig.name,
  832. requiredLevel: requiredLevel,
  833. shouldBeUnlocked: shouldBeUnlocked,
  834. isCurrentlyUnlocked: isCurrentlyUnlocked,
  835. currentLevel: weaponData?.level || 0,
  836. // 由于WeaponData类型中没有unlockTime属性,暂时移除该字段
  837. unlocked: weaponData?.level > 0,
  838. needsUpdate: shouldBeUnlocked && !isCurrentlyUnlocked
  839. });
  840. }
  841. return {
  842. maxUnlockedLevel: maxUnlockedLevel,
  843. weapons: weaponStatus,
  844. summary: {
  845. total: weaponStatus.length,
  846. unlocked: weaponStatus.filter(w => w.isCurrentlyUnlocked).length,
  847. shouldBeUnlocked: weaponStatus.filter(w => w.shouldBeUnlocked).length,
  848. needsUpdate: weaponStatus.filter(w => w.needsUpdate).length
  849. }
  850. };
  851. }
  852. /**
  853. * 强制同步所有武器解锁状态(用于修复数据不一致问题)
  854. */
  855. public forceSyncWeaponUnlocks() {
  856. if (!this.saveDataManager || !this.weaponsConfig) {
  857. console.error('[UpgradeController] 无法强制同步:数据管理器或武器配置未初始化');
  858. return false;
  859. }
  860. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  861. let syncCount = 0;
  862. console.log(`[UpgradeController] 开始强制同步武器解锁状态,基于最大解锁关卡: ${maxUnlockedLevel}`);
  863. for (const weaponConfig of this.weaponsConfig.weapons) {
  864. const weaponId = weaponConfig.id;
  865. const weaponData = this.saveDataManager.getWeapon(weaponId);
  866. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  867. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  868. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  869. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  870. weaponData.level = 1;
  871. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行代码
  872. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  873. syncCount++;
  874. console.log(`[UpgradeController] 强制解锁武器: ${weaponConfig.name} (${weaponId})`);
  875. }
  876. }
  877. if (syncCount > 0) {
  878. this.saveDataManager.savePlayerData();
  879. this.refreshWeaponList();
  880. console.log(`[UpgradeController] 强制同步完成,解锁了 ${syncCount} 个武器`);
  881. } else {
  882. console.log(`[UpgradeController] 强制同步完成,没有需要更新的武器`);
  883. }
  884. return syncCount > 0;
  885. }
  886. /**
  887. * 诊断武器解锁问题(用于调试)
  888. */
  889. public diagnoseWeaponUnlockIssue() {
  890. console.log('=== 武器解锁问题诊断 ===');
  891. if (!this.saveDataManager) {
  892. console.error('SaveDataManager未初始化');
  893. return;
  894. }
  895. if (!this.weaponsConfig) {
  896. console.error('武器配置未加载');
  897. return;
  898. }
  899. const currentLevel = this.saveDataManager.getCurrentLevel();
  900. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  901. const playerData = this.saveDataManager.getPlayerData();
  902. console.log(`当前关卡: ${currentLevel}`);
  903. console.log(`最大解锁关卡: ${maxUnlockedLevel}`);
  904. console.log(`金钱: ${playerData?.money || 0}`);
  905. console.log('\n=== 关卡完成状态 ===');
  906. for (let i = 1; i <= 5; i++) {
  907. const progress = this.saveDataManager.getLevelProgress(i);
  908. const isCompleted = this.saveDataManager.isLevelCompleted(i);
  909. console.log(`关卡${i}: 完成=${isCompleted}, 尝试次数=${progress?.attempts || 0}`);
  910. }
  911. console.log('\n=== 武器解锁状态 ===');
  912. const weaponUnlockMap = {
  913. 'pea_shooter': 1,
  914. 'sharp_carrot': 2,
  915. 'saw_grass': 3,
  916. 'watermelon_bomb': 4,
  917. 'boomerang_plant': 5,
  918. 'hot_pepper': 6,
  919. 'cactus_shotgun': 7,
  920. 'okra_missile': 8,
  921. 'mace_club': 9
  922. };
  923. for (const weaponConfig of this.weaponsConfig.weapons) {
  924. const weaponId = weaponConfig.id;
  925. const weaponData = this.saveDataManager.getWeapon(weaponId);
  926. const requiredLevel = weaponUnlockMap[weaponId] || 1;
  927. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  928. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  929. console.log(`${weaponConfig.name} (${weaponId}):`);
  930. console.log(` 需要关卡: ${requiredLevel}`);
  931. console.log(` 应该解锁: ${shouldBeUnlocked}`);
  932. console.log(` 当前状态: ${isCurrentlyUnlocked ? '已解锁' : '未解锁'}`);
  933. console.log(` 武器等级: ${weaponData?.level || 0}`);
  934. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  935. console.log(` ❌ 问题:应该解锁但未解锁`);
  936. } else if (shouldBeUnlocked && isCurrentlyUnlocked) {
  937. console.log(` ✅ 正常:已正确解锁`);
  938. } else {
  939. console.log(` ⏳ 等待:尚未达到解锁条件`);
  940. }
  941. }
  942. console.log('\n=== 修复建议 ===');
  943. console.log('如果发现武器解锁状态不正确,请运行以下命令:');
  944. console.log('1. 在控制台运行: window.upgradeController.forceSyncWeaponUnlocks()');
  945. console.log('2. 或者刷新页面重新初始化');
  946. // 将实例暴露到全局,方便调试
  947. (window as any).upgradeController = this;
  948. }
  949. /**
  950. * 货币变化事件处理
  951. */
  952. private onCurrencyChanged() {
  953. console.log('[UpgradeController] 货币发生变化,检查升级按钮闪烁状态');
  954. // 如果升级面板打开,更新闪烁状态
  955. if (this.upgradePanel && this.upgradePanel.active && this.currentSelectedWeapon) {
  956. this.updateUpgradeBtnBlinkState();
  957. }
  958. }
  959. /**
  960. * 更新升级按钮闪烁状态
  961. */
  962. private updateUpgradeBtnBlinkState() {
  963. if (!this.weaponUpgradeAni || !this.currentSelectedWeapon) {
  964. return;
  965. }
  966. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  967. const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  968. if (!weaponConfig || !weaponData) {
  969. return;
  970. }
  971. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  972. // 如果武器已达到最大等级,停止闪烁
  973. if (weaponData.level >= maxLevel) {
  974. this.weaponUpgradeAni.stopUpgradeBtnBlink();
  975. console.log(`[UpgradeController] 武器已满级,停止闪烁: ${this.currentSelectedWeapon}`);
  976. return;
  977. }
  978. // 检查钞票是否足够升级
  979. const canUpgrade = this.saveDataManager.canUpgradeWeapon(this.currentSelectedWeapon);
  980. if (canUpgrade) {
  981. // 钞票足够,开始闪烁
  982. if (!this.weaponUpgradeAni.isUpgradeBtnBlinking()) {
  983. this.weaponUpgradeAni.startUpgradeBtnBlink();
  984. console.log(`[UpgradeController] 钞票足够,开始闪烁: ${this.currentSelectedWeapon}`);
  985. }
  986. } else {
  987. // 钞票不够,停止闪烁
  988. if (this.weaponUpgradeAni.isUpgradeBtnBlinking()) {
  989. this.weaponUpgradeAni.stopUpgradeBtnBlink();
  990. console.log(`[UpgradeController] 钞票不足,停止闪烁: ${this.currentSelectedWeapon}`);
  991. }
  992. }
  993. }
  994. /**
  995. * 组件销毁时清理事件监听
  996. */
  997. onDestroy() {
  998. EventBus.getInstance().off(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  999. EventBus.getInstance().off(GameEvents.CURRENCY_CHANGED, this.onCurrencyChanged, this);
  1000. }
  1001. }