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- import { _decorator, Component, Node, Button, Label, Sprite, SpriteFrame, Texture2D, resources, ScrollView, Layout, Prefab, instantiate, find, UIOpacity, Color } from 'cc';
- import { SaveDataManager, WeaponData } from '../../LevelSystem/SaveDataManager';
- import EventBus, { GameEvents } from '../../Core/EventBus';
- import { UpgradeAni } from './UpgradeAni';
- import { PopUPAni } from '../../Animations/PopUPAni';
- const { ccclass, property } = _decorator;
- /**
- * 武器配置接口(从weapons.json加载)
- */
- interface WeaponConfig {
- id: string;
- name: string;
- type: string;
- rarity: string;
- weight: number;
- stats: {
- damage: number;
- fireRate: number;
- range: number;
- bulletSpeed: number;
- };
- visualConfig: {
- weaponSprites: string | {
- "I": string;
- "H-I": string;
- "L": string;
- "S": string;
- "D-T": string;
- };
- };
- upgradeConfig?: {
- maxLevel: number;
- levels: {
- [level: string]: {
- cost: number;
- damage?: number;
- };
- };
- };
- }
- /**
- * 武器升级系统控制器
- * 负责管理武器升级UI和逻辑
- */
- @ccclass('UpgradeController')
- export class UpgradeController extends Component {
- // UI节点引用
- @property(Node) upgradeUI: Node = null; // Canvas/UpgradeUI
- @property(ScrollView) weaponScrollView: ScrollView = null; // Canvas/UpgradeUI/ScrollView
- @property(Layout) weaponLayout: Layout = null; // Canvas/UpgradeUI/ScrollView/view/content/Layout
- @property(Node) upgradePanel: Node = null; // Canvas/UpgradeUI/UpgradePanel
- @property(Button) closePanelBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/CloseBtn
-
- // 升级面板UI组件
- @property(Sprite) panelWeaponSprite: Sprite = null; // Canvas/UpgradeUI/UpgradePanel/WeaponSprite
- @property(Label) panelLevelLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/LevelLabel
- @property(Label) panelCurrentDamage: Label = null; // Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
- @property(Label) panelCostLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
- @property(Button) panelUpgradeBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn
-
- // 武器节点预制体
- @property(Prefab) lockedWeaponPrefab: Prefab = null; // Lock.prefab
- @property(Prefab) unlockedWeaponPrefab: Prefab = null; // Unlock.prefab
-
- // 动画控制器
- @property(PopUPAni) upgradeAni: PopUPAni = null; // Canvas/UpgradeUI/UpgradePanel上的PopUPAni组件
- @property(UpgradeAni) weaponUpgradeAni: UpgradeAni = null; // 武器升级动画组件
-
- // 数据管理
- private saveDataManager: SaveDataManager = null;
- private weaponsConfig: { weapons: WeaponConfig[] } = null;
- private currentSelectedWeapon: string = null;
- private levelConfigs: any[] = [];
-
- // 武器节点列表
- private weaponNodes: Node[] = [];
-
- onLoad() {
- this.saveDataManager = SaveDataManager.getInstance();
- this.bindEvents();
- }
-
- async start() {
- // 先加载武器配置
- await this.loadWeaponsConfig();
-
- // 为UpgradeAni组件加载武器配置
- if (this.weaponUpgradeAni) {
- try {
- await this.weaponUpgradeAni.loadWeaponsConfig();
- console.log('[UpgradeController] UpgradeAni武器配置加载完成');
- } catch (error) {
- console.error('[UpgradeController] UpgradeAni武器配置加载失败:', error);
- }
- }
-
- // 加载关卡配置
- await this.loadLevelConfigs();
-
- // 初始化武器数据
- this.initializeWeapons();
-
- // 初始化时检查武器解锁状态
- this.checkInitialWeaponUnlocks();
-
- // 刷新UI
- this.refreshWeaponList();
-
- // 初始化升级面板状态
- if (this.upgradeAni) {
- this.upgradeAni.hidePanelImmediate();
- } else {
- this.upgradePanel.active = false;
- }
-
- console.log('[UpgradeController] 初始化完成');
- }
-
- /**
- * 绑定事件
- */
- private bindEvents() {
- // 关闭升级面板
- this.closePanelBtn?.node.on(Button.EventType.CLICK, this.closeUpgradePanel, this);
-
- // 升级按钮
- this.panelUpgradeBtn?.node.on(Button.EventType.CLICK, this.onUpgradeWeapon, this);
-
- // 监听关卡完成事件,自动解锁武器
- EventBus.getInstance().on(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
-
- // 监听货币变化事件,更新升级按钮闪烁状态
- EventBus.getInstance().on(GameEvents.CURRENCY_CHANGED, this.onCurrencyChanged, this);
- }
-
- /**
- * 加载武器配置
- */
- private async loadWeaponsConfig() {
- try {
- const jsonAsset = await new Promise<any>((resolve, reject) => {
- resources.load('data/weapons', (err, asset) => {
- if (err) reject(err);
- else resolve(asset);
- });
- });
-
- this.weaponsConfig = jsonAsset.json;
- console.log('[UpgradeController] 武器配置加载成功:', this.weaponsConfig);
- } catch (error) {
- console.error('[UpgradeController] 加载武器配置失败:', error);
- }
- }
-
- /**
- * 加载关卡配置
- */
- private async loadLevelConfigs() {
- try {
- this.levelConfigs = [];
- // 加载Level1到Level5的配置
- for (let i = 1; i <= 5; i++) {
- try {
- const levelData = await new Promise<any>((resolve, reject) => {
- resources.load(`data/levels/Level${i}`, (err, asset) => {
- if (err) reject(err);
- else resolve(asset);
- });
- });
-
- this.levelConfigs.push({
- level: i,
- ...levelData
- });
- } catch (error) {
- console.warn(`加载Level${i}配置失败:`, error);
- }
- }
-
- console.log('关卡配置加载成功:', this.levelConfigs);
- } catch (error) {
- console.error('加载关卡配置失败:', error);
- this.levelConfigs = [];
- }
- }
-
- /**
- * 初始化武器数据(确保所有武器都在存档中)
- */
- private initializeWeapons() {
- if (!this.weaponsConfig) return;
-
- // 为每个武器创建初始数据(如果不存在)
- this.weaponsConfig.weapons.forEach(weaponConfig => {
- const existingWeapon = this.saveDataManager.getWeapon(weaponConfig.id);
- if (!existingWeapon) {
- this.saveDataManager.addWeapon(weaponConfig.id, weaponConfig.rarity);
- }
- });
- }
-
- /**
- * 初始化时检查武器解锁状态
- */
- private checkInitialWeaponUnlocks() {
- if (!this.saveDataManager || !this.weaponsConfig) return;
-
- const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
- console.log(`[UpgradeController] 初始化检查武器解锁状态,当前最大解锁关卡: ${maxUnlockedLevel}`);
-
- let hasUpdates = false;
-
- for (const weaponConfig of this.weaponsConfig.weapons) {
- const weaponId = weaponConfig.id;
- const weaponData = this.saveDataManager.getWeapon(weaponId);
- const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
-
- // 检查武器是否应该根据关卡进度解锁
- const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
- const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
-
- // 如果武器应该解锁但还未解锁,则自动解锁
- if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
- weaponData.level = 1;
- // 由于WeaponData类型中没有unlockTime属性,这里先注释掉
- // weaponData.unlockTime = weaponData.unlockTime || Date.now();
-
- console.log(`[UpgradeController] 初始化时自动解锁武器: ${weaponConfig.name} (${weaponId})`);
- hasUpdates = true;
- }
- }
-
- // 如果有更新,保存数据
- if (hasUpdates) {
- this.saveDataManager.savePlayerData();
- console.log(`[UpgradeController] 初始化武器解锁状态更新完成`);
- }
- }
-
- /**
- * 刷新武器列表UI
- */
- private refreshWeaponList() {
- if (!this.weaponsConfig || !this.weaponLayout) {
- console.warn('武器配置或武器布局未初始化');
- return;
- }
-
- // 清除现有节点
- this.clearWeaponNodes();
-
- // 为每个武器创建UI节点
- this.weaponsConfig.weapons.forEach((weaponConfig, index) => {
- this.createWeaponNode(weaponConfig, index);
- });
- }
-
- /**
- * 切换武器节点状态(从锁定到解锁或反之)
- */
- private switchWeaponNodeState(weaponId: string) {
- const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
- if (!weaponConfig) {
- console.warn(`未找到武器配置: ${weaponId}`);
- return;
- }
-
- // 找到对应的武器节点
- const weaponNodeIndex = this.weaponNodes.findIndex(node => node.name === `WeaponNode_${weaponId}`);
- if (weaponNodeIndex === -1) {
- console.warn(`未找到武器节点: ${weaponId}`);
- return;
- }
-
- const oldNode = this.weaponNodes[weaponNodeIndex];
- const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponId);
- const weaponData = this.saveDataManager.getWeapon(weaponId);
-
- // 创建新节点
- let newNode: Node = null;
- if (isUnlocked) {
- if (this.unlockedWeaponPrefab) {
- newNode = instantiate(this.unlockedWeaponPrefab);
- this.setupUnlockedWeaponNode(newNode, weaponConfig, weaponData);
- }
- } else {
- if (this.lockedWeaponPrefab) {
- newNode = instantiate(this.lockedWeaponPrefab);
- this.setupLockedWeaponNode(newNode, weaponConfig);
- }
- }
-
- if (newNode) {
- newNode.name = `WeaponNode_${weaponId}`;
-
- // 获取旧节点的位置
- const siblingIndex = oldNode.getSiblingIndex();
-
- // 移除旧节点
- oldNode.removeFromParent();
-
- // 添加新节点到相同位置
- this.weaponLayout.node.insertChild(newNode, siblingIndex);
-
- // 更新节点数组
- this.weaponNodes[weaponNodeIndex] = newNode;
-
- console.log(`武器 ${weaponId} 状态切换完成: ${isUnlocked ? '解锁' : '锁定'}`);
- }
- }
-
- /**
- * 清除武器节点
- */
- private clearWeaponNodes() {
- this.weaponNodes.forEach(node => {
- if (node && node.isValid) {
- node.destroy();
- }
- });
- this.weaponNodes = [];
- }
-
- /**
- * 创建武器节点
- */
- private createWeaponNode(weaponConfig: WeaponConfig, index: number) {
- // 获取武器数据
- const weaponData = this.saveDataManager.getWeapon(weaponConfig.id);
- const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponConfig.id);
-
- console.log(`设置武器节点 ${index}: ${weaponConfig.name}, 等级: ${weaponData?.level || 0}, 已解锁: ${isUnlocked}`);
-
- // 根据解锁状态选择合适的预制体
- let weaponNode: Node = null;
- if (isUnlocked) {
- if (this.unlockedWeaponPrefab) {
- weaponNode = instantiate(this.unlockedWeaponPrefab);
- this.setupUnlockedWeaponNode(weaponNode, weaponConfig, weaponData);
- }
- } else {
- if (this.lockedWeaponPrefab) {
- weaponNode = instantiate(this.lockedWeaponPrefab);
- this.setupLockedWeaponNode(weaponNode, weaponConfig);
- }
- }
-
- // 如果没有预制体,记录警告
- if (!weaponNode) {
- console.warn(`无法创建武器节点 ${weaponConfig.name}: 缺少对应的预制体`);
- return;
- }
-
- // 设置节点名称
- weaponNode.name = `WeaponNode_${weaponConfig.id}`;
-
- // 添加到布局中
- this.weaponLayout.node.addChild(weaponNode);
- this.weaponNodes.push(weaponNode);
- }
-
- /**
- * 加载武器图标
- */
- private loadWeaponSprite(sprite: Sprite, spritePath: string) {
- // 参考WeaponBullet.ts的正确加载方式,在路径后添加'/spriteFrame'
- const framePath = `${spritePath}/spriteFrame`;
- resources.load(framePath, SpriteFrame, (err, spriteFrame) => {
- if (!err && spriteFrame && sprite && sprite.isValid) {
- sprite.spriteFrame = spriteFrame;
- console.log(`武器图标加载成功: ${spritePath}`);
- } else if (err) {
- console.warn(`加载武器图标失败: ${spritePath}`, err);
- }
- });
- }
-
-
- /**
- * 设置已解锁武器节点(适配Unlock.prefab)
- */
- private setupUnlockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig, weaponData: any) {
- // 获取公共的Sprite节点,避免重复查找
- const spriteNode = weaponNode.getChildByName('Sprite');
- if (!spriteNode) {
- console.warn('未找到Sprite节点:', weaponConfig.id);
- return;
- }
-
- // 设置武器图标 - 查找专门的武器图标Sprite节点,避免影响背景
- const weaponSprite = spriteNode.getChildByName('WeaponSprite')?.getComponent(Sprite);
- if (weaponSprite && weaponConfig.visualConfig.weaponSprites) {
- let spritePath: string;
- // 检查weaponSprites是字符串还是对象
- if (typeof weaponConfig.visualConfig.weaponSprites === 'string') {
- spritePath = weaponConfig.visualConfig.weaponSprites;
- } else {
- // 如果是对象,按优先级选择路径
- spritePath = weaponConfig.visualConfig.weaponSprites['I'] ||
- weaponConfig.visualConfig.weaponSprites['H-I'] ||
- weaponConfig.visualConfig.weaponSprites['L'] ||
- weaponConfig.visualConfig.weaponSprites['S'] ||
- weaponConfig.visualConfig.weaponSprites['D-T'];
- }
- if (spritePath) {
- this.loadWeaponSprite(weaponSprite, spritePath);
- }
- }
-
- // 设置武器名称 - Unlock.prefab中的Name节点下的Label(只显示武器名称)
- const nameLabel = spriteNode.getChildByName('Name')?.getComponent(Label);
- if (nameLabel) {
- nameLabel.string = weaponConfig.name;
- }
-
- // 设置武器等级 - should_hide_in_hierarchy/Unlock/Sprite/Level/Label节点(显示等级)
- const levelNode = spriteNode.getChildByName('Level');
- console.log(`[PreviewInEditor] 处理武器等级显示: ${weaponConfig.name}, weaponData:`, weaponData);
- if (levelNode) {
- // 先尝试Level节点本身的Label组件
- let levelLabel = levelNode.getComponent(Label);
- if (!levelLabel) {
- // 如果Level节点本身没有Label,尝试查找子节点Label
- const labelNode = levelNode.getChildByName('Label');
- if (labelNode) {
- levelLabel = labelNode.getComponent(Label);
- }
- }
- if (levelLabel) {
- const actualLevel = weaponData ? weaponData.level : 0;
- levelLabel.string = `${actualLevel}`;
- } else {
- console.warn(`[PreviewInEditor] 未找到Level Label组件: ${weaponConfig.name}`);
- }
- } else {
- console.warn(`[PreviewInEditor] 未找到Level节点: ${weaponConfig.name}`);
- }
-
- // 设置升级按钮 - Unlock.prefab中的Button节点
- const upgradeButton = weaponNode.getChildByName('Upgrade')?.getComponent(Button);
- if (upgradeButton) {
- // 清除之前的事件监听
- upgradeButton.node.off(Button.EventType.CLICK);
-
- // 添加升级事件
- upgradeButton.node.on(Button.EventType.CLICK, () => {
- this.openUpgradePanel(weaponConfig.id);
- }, this);
-
- // 设置按钮文本和状态
- const buttonLabel = upgradeButton.node.getChildByName('Label')?.getComponent(Label);
- if (buttonLabel) {
- const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
-
- if (weaponData && weaponData.level >= maxLevel) {
- buttonLabel.string = '已满级';
- } else {
- // 只显示"升级",不显示费用,费用在升级面板中显示
- buttonLabel.string = '升级';
- }
- }
- }
-
- // Unlock.prefab已经有正常的视觉效果,确保节点激活
- weaponNode.active = true;
- }
-
- /**
- * 设置未解锁武器节点(适配Lock.prefab)
- */
- private setupLockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig) {
- // 设置解锁信息文本 - Lock.prefab中的Label节点
- const unlockLabel = weaponNode.getChildByName('Label')?.getComponent(Label);
- if (unlockLabel) {
- const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
- unlockLabel.string = `通关第${unlockLevel}关解锁`;
- }
-
- // Lock.prefab已经有合适的视觉效果,不需要额外设置透明度
- weaponNode.active = true;
-
- // 锁定武器节点保持可点击状态以显示解锁提示
-
- // 添加点击事件监听(显示解锁提示)
- weaponNode.on(Node.EventType.TOUCH_END, () => {
- const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
- console.log(`${weaponConfig.name} 需要通关第${unlockLevel}关才能解锁`);
- }, this);
- }
-
-
-
- /**
- * 打开升级面板
- */
- private async openUpgradePanel(weaponId: string) {
- const weaponConfig = this.weaponsConfig.weapons.find(config => config.id === weaponId);
- if (!weaponConfig) {
- console.error(`未找到武器配置: ${weaponId}`);
- return;
- }
-
- const weaponData = this.saveDataManager.getWeapon(weaponId);
- if (!weaponData) {
- console.error(`未找到武器数据: ${weaponId}`);
- return;
- }
-
- this.currentSelectedWeapon = weaponId;
-
- console.log(`打开升级面板: ${weaponConfig.name}, 当前等级: ${weaponData.level}`);
-
- // 刷新面板内容
- this.refreshUpgradePanel();
-
- // 使用动画显示升级面板
- if (this.upgradeAni) {
- await this.upgradeAni.showPanel();
- } else {
- // 如果没有动画组件,直接显示
- this.upgradePanel.active = true;
- }
- }
-
- /**
- * 关闭升级面板
- */
- private async closeUpgradePanel() {
- // 使用动画隐藏升级面板
- if (this.upgradeAni) {
- await this.upgradeAni.hidePanel();
- } else {
- // 如果没有动画组件,直接隐藏
- this.upgradePanel.active = false;
- }
- this.currentSelectedWeapon = null;
- }
-
- /**
- * 刷新升级面板
- */
- private refreshUpgradePanel() {
- if (!this.currentSelectedWeapon || !this.weaponsConfig) return;
-
- const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
- const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
-
- if (!weaponConfig || !weaponData) {
- console.error(`刷新升级面板失败: 武器配置或数据不存在 ${this.currentSelectedWeapon}`);
- return;
- }
-
- console.log(`刷新升级面板: ${weaponConfig.name}, 等级: ${weaponData.level}`);
-
- // 设置武器图标 - Canvas/UpgradeUI/UpgradePanel/WeaponSprite
- if (this.panelWeaponSprite && weaponConfig.visualConfig.weaponSprites) {
- let spritePath: string;
- // 检查weaponSprites是字符串还是对象
- if (typeof weaponConfig.visualConfig.weaponSprites === 'string') {
- spritePath = weaponConfig.visualConfig.weaponSprites;
- } else {
- // 如果是对象,按优先级选择路径
- spritePath = weaponConfig.visualConfig.weaponSprites['I'] ||
- weaponConfig.visualConfig.weaponSprites['H-I'] ||
- weaponConfig.visualConfig.weaponSprites['L'] ||
- weaponConfig.visualConfig.weaponSprites['S'] ||
- weaponConfig.visualConfig.weaponSprites['D-T'];
- }
- if (spritePath) {
- this.loadWeaponSprite(this.panelWeaponSprite, spritePath);
- }
- }
-
- // 设置武器名称和等级 - Canvas/UpgradeUI/UpgradePanel/LevelLabel
- if (this.panelLevelLabel) {
- this.panelLevelLabel.string = `${weaponConfig.name} 等级 ${weaponData.level}`;
- }
-
- // 计算当前伤害(基础伤害 + 等级加成)- Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
- const baseDamage = weaponConfig.stats.damage;
- const currentDamage = this.calculateWeaponDamage(baseDamage, weaponData.level, this.currentSelectedWeapon);
- const nextLevelDamage = this.calculateWeaponDamage(baseDamage, weaponData.level + 1, this.currentSelectedWeapon);
- const damageIncrease = nextLevelDamage - currentDamage;
-
- if (this.panelCurrentDamage) {
- // 只显示当前伤害数值,不显示增量
- this.panelCurrentDamage.string = currentDamage.toString();
- }
-
- // 同时更新UpgradeAni组件中的伤害显示
- if (this.weaponUpgradeAni && this.weaponUpgradeAni.currentDamageLabel) {
- this.weaponUpgradeAni.updateCurrentDamageDisplay(this.currentSelectedWeapon, weaponData.level);
- }
-
- // 设置升级费用 - Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
- // 优先从武器配置的upgradeConfig字段获取升级费用
- let upgradeCost = 0;
- const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
-
- if (weaponData.level >= maxLevel) {
- // 已达到最大等级,显示"已满级"
- if (this.panelCostLabel) {
- this.panelCostLabel.string = "已满级";
- }
- } else {
- // 从upgradeConfig获取升级费用
- if (weaponConfig.upgradeConfig?.levels) {
- const levelConfig = weaponConfig.upgradeConfig.levels[weaponData.level.toString()];
- if (levelConfig && levelConfig.cost) {
- upgradeCost = levelConfig.cost;
- } else {
- // 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
- upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
- }
- } else {
- // 如果没有upgradeConfig,使用SaveDataManager的计算方法
- upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
- }
-
- if (this.panelCostLabel) {
- this.panelCostLabel.string = upgradeCost.toString();
- }
- }
-
- // 升级按钮始终保持可点击状态,通过Toast显示各种提示
- console.log(`[UpgradeController] 升级按钮保持可交互状态`);
-
- // 检查并更新升级按钮闪烁状态
- this.updateUpgradeBtnBlinkState();
- }
-
- /**
- * 计算武器伤害
- */
- private calculateWeaponDamage(baseDamage: number, level: number, weaponId?: string): number {
- if (level === 0) return 0; // 未解锁武器伤害为0
-
- // 优先从武器配置的upgradeConfig中获取伤害值
- if (weaponId && this.weaponsConfig && this.weaponsConfig.weapons) {
- const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
- if (weaponConfig && weaponConfig.upgradeConfig && weaponConfig.upgradeConfig.levels) {
- const levelConfig = weaponConfig.upgradeConfig.levels[level.toString()];
- if (levelConfig && typeof levelConfig.damage === 'number') {
- console.log(`[UpgradeController] 从upgradeConfig获取伤害: ${weaponId} 等级${level} 伤害${levelConfig.damage}`);
- return levelConfig.damage;
- }
- }
-
- // 如果upgradeConfig中没有伤害值,使用基础伤害 + 等级加成作为后备
- if (weaponConfig && weaponConfig.stats && weaponConfig.stats.damage) {
- const damage = baseDamage + (level - 1);
- console.log(`[UpgradeController] 使用基础伤害计算: ${weaponId} 等级${level} 伤害${damage}`);
- return damage;
- }
- }
-
- // 如果配置不存在,使用默认公式作为最后后备
- return baseDamage + (level - 1);
- }
-
- /**
- * 根据武器名称查找解锁关卡
- */
- private getWeaponUnlockLevel(weaponName: string): number {
- // 武器名称到解锁关卡的映射
- const weaponUnlockMap: { [key: string]: number } = {
- "毛豆射手": 1,
- "尖胡萝卜": 2,
- "锯齿草": 3,
- "西瓜炸弹": 4,
- "回旋镖盆栽": 5,
- "炙热辣椒": 6,
- "仙人散弹": 7,
- "秋葵导弹": 8,
- "狼牙棒": 9
- };
-
- return weaponUnlockMap[weaponName] || 1;
- }
-
- /**
- * 根据武器ID查找解锁关卡
- */
- private getWeaponUnlockLevelById(weaponId: string): number {
- // 武器ID到解锁关卡的映射
- const weaponUnlockMap: { [key: string]: number } = {
- "pea_shooter": 1,
- "sharp_carrot": 2,
- "saw_grass": 3,
- "watermelon_bomb": 4,
- "boomerang_plant": 5,
- "hot_pepper": 6,
- "cactus_shotgun": 7,
- "okra_missile": 8,
- "mace_club": 9
- };
-
- return weaponUnlockMap[weaponId] || 1;
- }
-
- /**
- * 升级武器
- */
- private onUpgradeWeapon() {
- console.log(`[UpgradeController] onUpgradeWeapon方法被调用`);
-
- if (!this.currentSelectedWeapon) {
- console.log(`[UpgradeController] currentSelectedWeapon为空,退出`);
- return;
- }
-
- console.log(`[UpgradeController] 开始升级武器: ${this.currentSelectedWeapon}`);
-
- // 检查升级条件并显示相应提示
- const weapon = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
- console.log(`[UpgradeController] 获取到的武器数据:`, weapon);
-
- if (!weapon) {
- console.log(`[UpgradeController] 武器不存在: ${this.currentSelectedWeapon}`);
- EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器不存在", duration: 2.0 });
- return;
- }
-
- console.log(`[UpgradeController] 武器等级: ${weapon.level}`);
- if (weapon.level === 0) {
- console.log(`[UpgradeController] 武器未解锁: ${this.currentSelectedWeapon}`);
- EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "请先解锁武器", duration: 2.0 });
- return;
- }
-
- // 检查是否已达到最大等级
- const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
- const maxLevel = weaponConfig?.upgradeConfig?.maxLevel || 10;
- if (weapon.level >= maxLevel) {
- console.log(`[UpgradeController] 武器已达到最大等级: ${this.currentSelectedWeapon}`);
- EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器已达到最大等级", duration: 2.0 });
- return;
- }
-
- const cost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
- const playerMoney = this.saveDataManager.getMoney();
-
- console.log(`[UpgradeController] 升级检查 - 武器: ${this.currentSelectedWeapon}, 费用: ${cost}, 当前金币: ${playerMoney}`);
- console.log(`[UpgradeController] 费用类型: ${typeof cost}, 金币类型: ${typeof playerMoney}`);
- console.log(`[UpgradeController] 条件判断: ${playerMoney} < ${cost} = ${playerMoney < cost}`);
-
- if (playerMoney < cost) {
- console.log(`[UpgradeController] 金币不足 - 需要: ${cost}, 当前: ${playerMoney}`);
- EventBus.getInstance().emit(GameEvents.SHOW_RESOURCE_TOAST, { message: `金币不足,需要${cost}金币`, duration: 2.0 });
- return;
- }
-
- console.log(`[UpgradeController] 金币充足,继续升级流程`);
-
- // 记录升级前的金币数量
- const coinsBeforeUpgrade = this.saveDataManager.getMoney();
- console.log(`[UpgradeController] 升级前金币: ${coinsBeforeUpgrade}`);
-
- const success = this.saveDataManager.upgradeWeapon(this.currentSelectedWeapon);
-
- if (success) {
- const coinsAfterUpgrade = this.saveDataManager.getMoney();
- console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级成功`);
- console.log(`[UpgradeController] 升级后金币: ${coinsAfterUpgrade}, 消耗: ${coinsBeforeUpgrade - coinsAfterUpgrade}`);
-
- // 播放武器升级成功动画
- this.playWeaponUpgradeSuccessAnimation();
-
- // 刷新升级面板
- this.refreshUpgradePanel();
-
- // 更新UpgradeAni组件中的伤害显示
- if (this.weaponUpgradeAni && this.weaponUpgradeAni.currentDamageLabel) {
- const upgradedWeapon = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
- if (upgradedWeapon) {
- this.weaponUpgradeAni.updateCurrentDamageDisplay(this.currentSelectedWeapon, upgradedWeapon.level);
- console.log(`[UpgradeController] 升级后更新UpgradeAni伤害显示: ${this.currentSelectedWeapon} 等级${upgradedWeapon.level}`);
- }
- }
-
- // 使用新的状态切换方法更新武器节点
- this.switchWeaponNodeState(this.currentSelectedWeapon);
-
- // 更新升级按钮闪烁状态(升级后钞票可能不足继续升级)
- this.updateUpgradeBtnBlinkState();
-
- // 保存数据
- this.saveDataManager.savePlayerData();
- } else {
- console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级失败`);
- EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "升级失败,请重试", duration: 1.0 });
- // 升级失败时不更新UI
- }
- }
-
- /**
- * 播放武器升级成功动画
- */
- private async playWeaponUpgradeSuccessAnimation(): Promise<void> {
- if (!this.weaponUpgradeAni || !this.panelWeaponSprite) {
- console.warn('[UpgradeController] weaponUpgradeAni 或 panelWeaponSprite 未设置,跳过升级动画');
- return;
- }
-
- try {
- // 获取武器图标节点
- const weaponIconNode = this.panelWeaponSprite.node;
-
- // 播放升级动画
- await this.weaponUpgradeAni.playWeaponUpgradeAnimation(weaponIconNode);
-
- console.log('[UpgradeController] 武器升级动画播放完成');
- } catch (error) {
- console.error('[UpgradeController] 播放武器升级动画时出错:', error);
- }
- }
-
- /**
- * 解锁武器
- */
- public unlockWeapon(weaponId: string): boolean {
- const success = this.saveDataManager.unlockWeapon(weaponId);
-
- if (success) {
- console.log(`武器 ${weaponId} 解锁成功`);
-
- // 使用新的状态切换方法更新武器节点
- this.switchWeaponNodeState(weaponId);
-
- // 保存数据
- this.saveDataManager.savePlayerData();
- }
-
- return success;
- }
-
- /**
- * 获取武器当前伤害
- */
- public getWeaponDamage(weaponId: string): number {
- if (!this.weaponsConfig) return 0;
-
- const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
- const weaponData = this.saveDataManager.getWeapon(weaponId);
-
- if (!weaponConfig || !weaponData) return 0;
-
- return this.calculateWeaponDamage(weaponConfig.stats.damage, weaponData.level, weaponId);
- }
-
- /**
- * 刷新UI
- */
- public refreshUI() {
- this.refreshWeaponList();
- }
-
- /**
- * 处理关卡完成事件,自动解锁相应武器
- */
- private onLevelComplete() {
- if (!this.saveDataManager || !this.weaponsConfig) return;
-
- // 获取当前关卡数据
- const currentLevel = this.saveDataManager.getCurrentLevel();
- const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
- const playerData = this.saveDataManager.getPlayerData();
-
- console.log(`[UpgradeController] 关卡完成事件触发`);
- console.log(`[UpgradeController] 当前关卡: ${currentLevel}, 最大解锁关卡: ${maxUnlockedLevel}`);
- console.log(`[UpgradeController] 玩家数据:`, {
- coins: playerData?.money || 0,
- currentLevel: playerData?.currentLevel || 1,
- maxUnlockedLevel: playerData?.maxUnlockedLevel || 1
- });
-
- // 遍历所有武器,检查是否有新解锁的武器
- let hasNewUnlocks = false;
- const newlyUnlockedWeapons: string[] = [];
-
- for (const weaponConfig of this.weaponsConfig.weapons) {
- const weaponId = weaponConfig.id;
- const weaponData = this.saveDataManager.getWeapon(weaponId);
- const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
-
- // 检查武器是否应该根据关卡进度解锁
- const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
- const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
-
- console.log(`[UpgradeController] 武器检查: ${weaponConfig.name} (${weaponId})`);
- console.log(` - 需要关卡: ${requiredLevel}, 当前最大解锁: ${maxUnlockedLevel}`);
- console.log(` - 应该解锁: ${shouldBeUnlocked}, 当前已解锁: ${isCurrentlyUnlocked}`);
- console.log(` - 武器数据:`, weaponData);
-
- // 如果武器应该解锁但还未解锁,则自动解锁
- if (shouldBeUnlocked && !isCurrentlyUnlocked) {
- // 确保武器数据存在
- if (!weaponData) {
- this.saveDataManager.addWeapon(weaponId, weaponConfig.rarity);
- }
-
- // 自动解锁武器(设置为level 1,免费解锁)
- const updatedWeaponData = this.saveDataManager.getWeapon(weaponId);
- if (updatedWeaponData) {
- updatedWeaponData.level = 1;
- // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行
- // updatedWeaponData.unlockTime = Date.now();
-
- console.log(`[UpgradeController] 自动解锁武器: ${weaponConfig.name} (${weaponId})`);
- newlyUnlockedWeapons.push(weaponConfig.name);
- hasNewUnlocks = true;
- }
- }
- }
-
- // 如果有新解锁的武器,刷新UI并保存数据
- if (hasNewUnlocks) {
- this.refreshWeaponList();
- this.saveDataManager.savePlayerData();
-
- console.log(`[UpgradeController] 关卡完成后解锁了 ${newlyUnlockedWeapons.length} 个武器:`, newlyUnlockedWeapons);
-
- // 可以在这里添加解锁提示UI
- this.showWeaponUnlockNotification(newlyUnlockedWeapons);
- } else {
- console.log(`[UpgradeController] 关卡完成后没有新武器解锁`);
- }
- }
-
- /**
- * 显示武器解锁通知
- */
- private showWeaponUnlockNotification(weaponNames: string[]) {
- if (weaponNames.length === 0) return;
-
- // 这里可以实现解锁通知UI
- // 目前先用console输出
- console.log(`🎉 恭喜解锁新武器: ${weaponNames.join(', ')}!`);
-
- // TODO: 实现实际的UI通知
- // 可以显示一个弹窗或者顶部通知条
- }
-
- /**
- * 获取当前关卡数据(用于调试和UI显示)
- */
- public getCurrentLevelData() {
- if (!this.saveDataManager) return null;
-
- return {
- currentLevel: this.saveDataManager.getCurrentLevel(),
- maxUnlockedLevel: this.saveDataManager.getMaxUnlockedLevel(),
- coins: this.saveDataManager.getMoney(),
- diamonds: this.saveDataManager.getDiamonds(),
- wallLevel: this.saveDataManager.getWallLevel()
- };
- }
-
- /**
- * 手动检查并解锁武器(用于调试或特殊情况)
- */
- public checkAndUnlockWeapons() {
- console.log('[UpgradeController] 手动检查武器解锁状态');
- this.onLevelComplete();
- }
-
- /**
- * 获取所有武器的解锁状态信息(用于调试和UI显示)
- */
- public getWeaponUnlockStatus() {
- if (!this.saveDataManager || !this.weaponsConfig) {
- return { error: '数据管理器或武器配置未初始化' };
- }
-
- const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
- const weaponStatus = [];
-
- for (const weaponConfig of this.weaponsConfig.weapons) {
- const weaponId = weaponConfig.id;
- const weaponData = this.saveDataManager.getWeapon(weaponId);
- const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
- const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
- const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
-
- weaponStatus.push({
- id: weaponId,
- name: weaponConfig.name,
- requiredLevel: requiredLevel,
- shouldBeUnlocked: shouldBeUnlocked,
- isCurrentlyUnlocked: isCurrentlyUnlocked,
- currentLevel: weaponData?.level || 0,
- // 由于WeaponData类型中没有unlockTime属性,暂时移除该字段
- unlocked: weaponData?.level > 0,
- needsUpdate: shouldBeUnlocked && !isCurrentlyUnlocked
- });
- }
-
- return {
- maxUnlockedLevel: maxUnlockedLevel,
- weapons: weaponStatus,
- summary: {
- total: weaponStatus.length,
- unlocked: weaponStatus.filter(w => w.isCurrentlyUnlocked).length,
- shouldBeUnlocked: weaponStatus.filter(w => w.shouldBeUnlocked).length,
- needsUpdate: weaponStatus.filter(w => w.needsUpdate).length
- }
- };
- }
-
- /**
- * 强制同步所有武器解锁状态(用于修复数据不一致问题)
- */
- public forceSyncWeaponUnlocks() {
- if (!this.saveDataManager || !this.weaponsConfig) {
- console.error('[UpgradeController] 无法强制同步:数据管理器或武器配置未初始化');
- return false;
- }
-
- const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
- let syncCount = 0;
-
- console.log(`[UpgradeController] 开始强制同步武器解锁状态,基于最大解锁关卡: ${maxUnlockedLevel}`);
-
- for (const weaponConfig of this.weaponsConfig.weapons) {
- const weaponId = weaponConfig.id;
- const weaponData = this.saveDataManager.getWeapon(weaponId);
- const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
- const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
- const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
-
- if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
- weaponData.level = 1;
- // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行代码
- // weaponData.unlockTime = weaponData.unlockTime || Date.now();
- syncCount++;
- console.log(`[UpgradeController] 强制解锁武器: ${weaponConfig.name} (${weaponId})`);
- }
- }
-
- if (syncCount > 0) {
- this.saveDataManager.savePlayerData();
- this.refreshWeaponList();
- console.log(`[UpgradeController] 强制同步完成,解锁了 ${syncCount} 个武器`);
- } else {
- console.log(`[UpgradeController] 强制同步完成,没有需要更新的武器`);
- }
-
- return syncCount > 0;
- }
-
- /**
- * 诊断武器解锁问题(用于调试)
- */
- public diagnoseWeaponUnlockIssue() {
- console.log('=== 武器解锁问题诊断 ===');
-
- if (!this.saveDataManager) {
- console.error('SaveDataManager未初始化');
- return;
- }
-
- if (!this.weaponsConfig) {
- console.error('武器配置未加载');
- return;
- }
-
- const currentLevel = this.saveDataManager.getCurrentLevel();
- const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
- const playerData = this.saveDataManager.getPlayerData();
-
- console.log(`当前关卡: ${currentLevel}`);
- console.log(`最大解锁关卡: ${maxUnlockedLevel}`);
- console.log(`金钱: ${playerData?.money || 0}`);
-
- console.log('\n=== 关卡完成状态 ===');
- for (let i = 1; i <= 5; i++) {
- const progress = this.saveDataManager.getLevelProgress(i);
- const isCompleted = this.saveDataManager.isLevelCompleted(i);
- console.log(`关卡${i}: 完成=${isCompleted}, 尝试次数=${progress?.attempts || 0}`);
- }
-
- console.log('\n=== 武器解锁状态 ===');
- const weaponUnlockMap = {
- 'pea_shooter': 1,
- 'sharp_carrot': 2,
- 'saw_grass': 3,
- 'watermelon_bomb': 4,
- 'boomerang_plant': 5,
- 'hot_pepper': 6,
- 'cactus_shotgun': 7,
- 'okra_missile': 8,
- 'mace_club': 9
- };
-
- for (const weaponConfig of this.weaponsConfig.weapons) {
- const weaponId = weaponConfig.id;
- const weaponData = this.saveDataManager.getWeapon(weaponId);
- const requiredLevel = weaponUnlockMap[weaponId] || 1;
- const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
- const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
-
- console.log(`${weaponConfig.name} (${weaponId}):`);
- console.log(` 需要关卡: ${requiredLevel}`);
- console.log(` 应该解锁: ${shouldBeUnlocked}`);
- console.log(` 当前状态: ${isCurrentlyUnlocked ? '已解锁' : '未解锁'}`);
- console.log(` 武器等级: ${weaponData?.level || 0}`);
-
- if (shouldBeUnlocked && !isCurrentlyUnlocked) {
- console.log(` ❌ 问题:应该解锁但未解锁`);
- } else if (shouldBeUnlocked && isCurrentlyUnlocked) {
- console.log(` ✅ 正常:已正确解锁`);
- } else {
- console.log(` ⏳ 等待:尚未达到解锁条件`);
- }
- }
-
- console.log('\n=== 修复建议 ===');
- console.log('如果发现武器解锁状态不正确,请运行以下命令:');
- console.log('1. 在控制台运行: window.upgradeController.forceSyncWeaponUnlocks()');
- console.log('2. 或者刷新页面重新初始化');
-
- // 将实例暴露到全局,方便调试
- (window as any).upgradeController = this;
- }
-
- /**
- * 货币变化事件处理
- */
- private onCurrencyChanged() {
- console.log('[UpgradeController] 货币发生变化,检查升级按钮闪烁状态');
- // 如果升级面板打开,更新闪烁状态
- if (this.upgradePanel && this.upgradePanel.active && this.currentSelectedWeapon) {
- this.updateUpgradeBtnBlinkState();
- }
- }
-
- /**
- * 更新升级按钮闪烁状态
- */
- private updateUpgradeBtnBlinkState() {
- if (!this.weaponUpgradeAni || !this.currentSelectedWeapon) {
- return;
- }
-
- const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
- const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
-
- if (!weaponConfig || !weaponData) {
- return;
- }
-
- const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
-
- // 如果武器已达到最大等级,停止闪烁
- if (weaponData.level >= maxLevel) {
- this.weaponUpgradeAni.stopUpgradeBtnBlink();
- console.log(`[UpgradeController] 武器已满级,停止闪烁: ${this.currentSelectedWeapon}`);
- return;
- }
-
- // 检查钞票是否足够升级
- const canUpgrade = this.saveDataManager.canUpgradeWeapon(this.currentSelectedWeapon);
-
- if (canUpgrade) {
- // 钞票足够,开始闪烁
- if (!this.weaponUpgradeAni.isUpgradeBtnBlinking()) {
- this.weaponUpgradeAni.startUpgradeBtnBlink();
- console.log(`[UpgradeController] 钞票足够,开始闪烁: ${this.currentSelectedWeapon}`);
- }
- } else {
- // 钞票不够,停止闪烁
- if (this.weaponUpgradeAni.isUpgradeBtnBlinking()) {
- this.weaponUpgradeAni.stopUpgradeBtnBlink();
- console.log(`[UpgradeController] 钞票不足,停止闪烁: ${this.currentSelectedWeapon}`);
- }
- }
- }
-
- /**
- * 组件销毁时清理事件监听
- */
- onDestroy() {
- EventBus.getInstance().off(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
- EventBus.getInstance().off(GameEvents.CURRENCY_CHANGED, this.onCurrencyChanged, this);
- }
- }
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