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- import { _decorator, Component, Node, Label, ProgressBar, find } from 'cc';
- import EventBus, { GameEvents } from '../Core/EventBus';
- import { GameBlockSelection } from '../CombatSystem/BlockSelection/GameBlockSelection';
- import { Wall } from '../CombatSystem/Wall';
- import { GameStartMove } from '../Animations/GameStartMove';
- import { LevelSessionManager } from '../Core/LevelSessionManager';
- import { SaveDataManager } from './SaveDataManager';
- import { SkillManager } from '../CombatSystem/SkillSelection/SkillManager';
- import { ReStartGame } from './ReStartGame';
- const { ccclass, property } = _decorator;
- /**
- * 游戏内状态枚举
- * 仅在 AppState.IN_GAME 时使用
- */
- export enum GameState {
- PLAYING = 'playing',
- SUCCESS = 'success',
- DEFEAT = 'defeat',
- PAUSED = 'paused',
- BLOCK_SELECTION = 'block_selection'
- }
- /**
- * 游戏内状态管理器
- * 负责管理游戏进行中的所有状态和逻辑
- */
- @ccclass('InGameManager')
- export class InGameManager extends Component {
-
- // === 游戏内UI节点引用 ===
- @property({
- type: Node,
- tooltip: '拖拽BallController节点到这里'
- })
- public ballController: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽GameBlockSelection节点到这里'
- })
- public gameBlockSelection: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽GameArea节点到这里'
- })
- public gameArea: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽EnemyController节点到这里'
- })
- public enemyManager: Node = null;
- @property({
- type: Node,
- tooltip: '摄像机节点,用于获取GameStartMove组件'
- })
- public cameraNode: Node = null;
- @property({
- type: Node,
- tooltip: '墙体节点,用于获取Wall组件'
- })
- public wallNode: Node = null;
- @property({
- type: Node,
- tooltip: '上围栏墙体节点 (TopFence)'
- })
- public topFenceNode: Node = null;
- @property({
- type: Node,
- tooltip: '下围栏墙体节点 (BottomFence)'
- })
- public bottomFenceNode: Node = null;
- // === 游戏配置属性 ===
- @property({
- tooltip: '状态检查间隔(秒)'
- })
- public checkInterval: number = 1.0;
- // === 私有属性 ===
- private gameStarted: boolean = false;
- private currentState: GameState = GameState.PLAYING;
- private checkTimer: number = 0;
- // EnemyController现在通过事件系统通信,不再直接引用
- private enemySpawningStarted: boolean = false;
- private totalEnemiesSpawned: number = 0;
- private currentWave: number = 1;
- private currentWaveEnemyCount: number = 0;
- private currentWaveTotalEnemies: number = 0;
- public levelWaves: any[] = [];
- private levelTotalEnemies: number = 0;
- private enemiesKilled: number = 0;
-
- // 游戏计时器
- private gameStartTime: number = 0;
- private gameEndTime: number = 0;
- // 游戏区域的边界
- private gameBounds = {
- left: 0,
- right: 0,
- top: 0,
- bottom: 0
- };
- private preparingNextWave = false;
- // 能量系统
- private energyPoints: number = 0;
- private energyMax: number = 5;
- private energyBar: ProgressBar = null;
- private selectSkillUI: Node = null;
- // 能量条UI节点
- @property({
- type: Node,
- tooltip: '拖拽能量条节点到这里 (Canvas/GameLevelUI/EnergyBar)'
- })
- public energyBarNode: Node = null;
- // 技能选择UI节点
- @property({
- type: Node,
- tooltip: '拖拽技能选择UI节点到这里 (Canvas/GameLevelUI/SelectSkillUI)'
- })
- public selectSkillUINode: Node = null;
- // GameBlockSelection组件
- private blockSelectionComponent: GameBlockSelection = null;
- private pendingSkillSelection: boolean = false;
- private pendingBlockSelection: boolean = false;
- private shouldShowNextWavePrompt: boolean = false;
- // 墙体组件引用
- private wallComponent: Wall = null;
- private topFenceComponent: Wall = null;
- private bottomFenceComponent: Wall = null;
- // GameStartMove组件引用
- private gameStartMoveComponent: GameStartMove = null;
- start() {
- this.initializeGameState();
- this.setupEventListeners();
- this.initGameBlockSelection();
- this.initGameStartMove();
- this.initWallComponent();
- this.initUINodes();
- }
- update(deltaTime: number) {
- if (this.currentState !== GameState.PLAYING) {
- return;
- }
- this.checkTimer += deltaTime;
-
- if (this.checkTimer >= this.checkInterval) {
- this.checkTimer = 0;
- this.checkGameState();
- }
- }
- /**
- * 初始化游戏状态
- */
- private initializeGameState() {
- this.currentState = GameState.PLAYING;
- this.checkTimer = 0;
- this.enemySpawningStarted = false;
- this.totalEnemiesSpawned = 0;
- this.currentWave = 1;
- this.currentWaveEnemyCount = 0;
- this.currentWaveTotalEnemies = 0;
- this.energyPoints = 0;
- this.pendingSkillSelection = false;
- }
- /**
- * 设置事件监听器
- */
- private setupEventListeners() {
- const eventBus = EventBus.getInstance();
-
- eventBus.on(GameEvents.GAME_SUCCESS, this.onGameSuccessEvent, this);
- eventBus.on(GameEvents.GAME_DEFEAT, this.onGameDefeatEvent, this);
- eventBus.on(GameEvents.GAME_RESUME, this.onGameResumeEvent, this);
- eventBus.on('ENEMY_KILLED', this.onEnemyKilledEvent, this);
- eventBus.on(GameEvents.RESET_ENERGY_SYSTEM, this.resetEnergySystem, this);
- }
- /**
- * 初始化GameBlockSelection组件
- */
- private initGameBlockSelection() {
- if (this.gameBlockSelection) {
- this.blockSelectionComponent = this.gameBlockSelection.getComponent(GameBlockSelection);
- }
- }
- /**
- * 初始化GameStartMove组件
- */
- private initGameStartMove() {
- if (this.cameraNode) {
- this.gameStartMoveComponent = this.cameraNode.getComponent(GameStartMove);
- }
- }
-
- /**
- * EnemyController现在通过事件系统通信,不再需要直接初始化
- */
-
- /**
- * 初始化墙体组件
- */
- private initWallComponent() {
- // 初始化主墙体
- if (this.wallNode) {
- this.wallComponent = this.wallNode.getComponent(Wall);
- if (this.wallComponent) {
- console.log('[InGameManager] 主墙体组件初始化成功');
- } else {
- console.warn('[InGameManager] 未找到主墙体Wall组件');
- }
- } else {
- console.warn('[InGameManager] 主墙体节点未通过装饰器挂载');
- }
- // 初始化上围栏
- if (this.topFenceNode) {
- this.topFenceComponent = this.topFenceNode.getComponent(Wall);
- if (this.topFenceComponent) {
- console.log('[InGameManager] 上围栏墙体组件初始化成功');
- } else {
- console.warn('[InGameManager] 未找到上围栏Wall组件');
- }
- } else {
- console.warn('[InGameManager] 上围栏节点未通过装饰器挂载');
- }
- // 初始化下围栏
- if (this.bottomFenceNode) {
- this.bottomFenceComponent = this.bottomFenceNode.getComponent(Wall);
- if (this.bottomFenceComponent) {
- console.log('[InGameManager] 下围栏墙体组件初始化成功');
- } else {
- console.warn('[InGameManager] 未找到下围栏Wall组件');
- }
- } else {
- console.warn('[InGameManager] 下围栏节点未通过装饰器挂载');
- }
- }
- /**
- * 获取指定波次的敌人配置
- */
- private getWaveEnemyConfigs(wave: number): any[] {
- if (!this.levelWaves || wave < 1 || wave > this.levelWaves.length) {
- return [];
- }
-
- const waveConfig = this.levelWaves[wave - 1];
- return waveConfig?.enemies || [];
- }
- /**
- * 检查是否应该显示方块选择UI
- */
- public shouldShowBlockSelection(): boolean {
- return this.preparingNextWave && this.currentState === GameState.BLOCK_SELECTION;
- }
- /**
- * 在技能选择后显示方块选择UI
- */
- public showBlockSelectionAfterSkill() {
- if (this.pendingBlockSelection) {
- console.log('[InGameManager] 技能选择完成,现在显示方块选择UI');
- this.pendingBlockSelection = false;
-
- if (this.currentWave < (this.levelWaves?.length || 1)) {
- this.showBlockSelectionForNextWave();
- } else {
- console.log('[InGameManager] 最后一波结束,触发游戏胜利');
- this.triggerGameSuccess();
- }
- } else if (this.shouldShowBlockSelection()) {
- this.showBlockSelectionForNextWave();
- }
- }
- /**
- * 显示下一波方块选择UI
- */
- private showBlockSelectionForNextWave() {
- // 如果游戏已经结束,不显示方块选择UI
- if (this.isGameOver()) {
- console.warn('[InGameManager] 游戏已经结束(胜利或失败),不显示下一波方块选择UI!');
- return;
- }
-
- console.log('[InGameManager] 显示方块选择UI,准备播放进入动画');
-
- if (this.blockSelectionComponent) {
- this.blockSelectionComponent.showBlockSelection(true);
-
- // 通过事件系统暂停游戏
- EventBus.getInstance().emit(GameEvents.GAME_PAUSE);
- }
-
- // 注意:不在这里直接调用动画,showBlockSelection()内部的playShowAnimation()会处理动画
- // 避免重复调用enterBlockSelectionMode导致摄像头偏移两倍
- }
- /**
- * 处理游戏成功事件
- */
- private onGameSuccessEvent() {
- console.log('[InGameManager] 接收到游戏成功事件');
- this.currentState = GameState.SUCCESS;
- }
- /**
- * 处理游戏失败事件
- */
- private onGameDefeatEvent() {
- console.log('[InGameManager] 接收到游戏失败事件');
- this.currentState = GameState.DEFEAT;
- }
- /**
- * 处理游戏恢复事件
- */
- private onGameResumeEvent() {
- console.log('[InGameManager] 接收到游戏恢复事件');
- }
- /**
- * 处理敌人被击杀事件
- */
- private onEnemyKilledEvent() {
- // 游戏状态检查现在通过事件系统处理
- if (this.isGameOver()) {
- console.warn('[InGameManager] 游戏已结束状态下onEnemyKilledEvent被调用!');
- return;
- }
-
- // 如果游戏状态已经是成功或失败,不处理敌人击杀事件
- if (this.currentState === GameState.SUCCESS || this.currentState === GameState.DEFEAT) {
- console.warn(`[InGameManager] 游戏已结束(${this.currentState}),跳过敌人击杀事件处理`);
- return;
- }
-
- this.enemiesKilled++;
- this.currentWaveEnemyCount++;
- const remaining = this.currentWaveTotalEnemies - this.currentWaveEnemyCount;
- console.log(`[InGameManager] 敌人被消灭,当前波剩余敌人: ${remaining}/${this.currentWaveTotalEnemies}`);
-
- // 每死一个敌人就立即增加能量
- const energyBeforeIncrement = this.energyPoints;
- this.incrementEnergy();
-
- // 通过事件系统更新敌人计数标签
- EventBus.getInstance().emit(GameEvents.ENEMY_UPDATE_COUNT, this.currentWaveEnemyCount);
-
- // 检查能量是否已满,如果满了需要触发技能选择
- const energyWillBeFull = energyBeforeIncrement + 1 >= this.energyMax;
-
- // 通过事件系统检查是否有活跃敌人
- let hasActiveEnemies = false;
- EventBus.getInstance().emit(GameEvents.ENEMY_CHECK_ACTIVE, (active: boolean) => {
- hasActiveEnemies = active;
-
- // 在回调中检查波次是否结束
- const isWaveEnd = remaining <= 0 && !hasActiveEnemies;
-
- if (isWaveEnd) {
- console.log(`[InGameManager] 波次结束检测: remaining=${remaining}, hasActiveEnemies=${hasActiveEnemies}`);
-
- // 如果能量已满,设置等待方块选择状态
- if (energyWillBeFull) {
- this.pendingBlockSelection = true;
- this.preparingNextWave = true;
- this.currentState = GameState.BLOCK_SELECTION;
- } else {
- if (this.currentWave < (this.levelWaves?.length || 1)) {
- this.showNextWavePrompt();
- } else {
- this.triggerGameSuccess();
- }
- }
- } else if (energyWillBeFull) {
- // 如果波次未结束但能量已满,也需要触发技能选择
- console.log('[InGameManager] 能量已满但波次未结束,触发技能选择');
- this.currentState = GameState.BLOCK_SELECTION;
- }
- });
- }
- /**
- * 增加能量值
- */
- private incrementEnergy() {
- // 获取技能等级
- const energyHunterLevel = SkillManager.getInstance() ? SkillManager.getInstance().getSkillLevel('energy_hunter') : 0;
- const baseEnergy = 1;
- const bonusEnergy = SkillManager.calculateEnergyBonus ? SkillManager.calculateEnergyBonus(baseEnergy, energyHunterLevel) : baseEnergy;
- this.energyPoints = Math.min(this.energyPoints + bonusEnergy, this.energyMax);
- this.updateEnergyBar();
- console.log(`[InGameManager] 能量值增加: +${bonusEnergy}, 当前: ${this.energyPoints}/${this.energyMax}`);
- if (this.energyPoints >= this.energyMax) {
- this.onEnergyFull();
- }
- }
- /**
- * 显示下一波提示
- */
- private showNextWavePrompt() {
- // 设置准备下一波的状态
- this.preparingNextWave = true;
- this.pendingBlockSelection = true;
- this.currentState = GameState.BLOCK_SELECTION;
-
- console.log('[InGameManager] 设置准备下一波状态,准备显示方块选择UI');
-
- // 如果当前没有技能选择UI显示,立即显示方块选择UI
- if (!this.selectSkillUI || !this.selectSkillUI.active) {
- this.showBlockSelectionForNextWave();
- }
- // 如果技能选择UI正在显示,则等待技能选择完成后再显示方块选择UI
- // 这种情况下,pendingBlockSelection已经在onEnemyKilledEvent中设置为true
- }
- /**
- * 游戏状态检查
- */
- private checkGameState() {
- // 检查所有墙体是否存活
- const isAnyWallDestroyed =
- (this.wallComponent && !this.wallComponent.isAlive()) ||
- (this.topFenceComponent && !this.topFenceComponent.isAlive()) ||
- (this.bottomFenceComponent && !this.bottomFenceComponent.isAlive());
-
- if (isAnyWallDestroyed) {
- this.triggerGameDefeat();
- return;
- }
- if (this.checkAllEnemiesDefeated()) {
- this.triggerGameSuccess();
- return;
- }
- }
- /**
- * 检查所有敌人是否被击败
- */
- private checkAllEnemiesDefeated(): boolean {
- // 通过事件系统检查游戏是否开始
- let gameStarted = false;
- EventBus.getInstance().emit(GameEvents.ENEMY_CHECK_GAME_STARTED, (started: boolean) => {
- gameStarted = started;
- });
- if (!this.enemySpawningStarted) {
- if (gameStarted) {
- this.enemySpawningStarted = true;
- } else {
- return false;
- }
- }
- // 通过事件系统获取当前敌人数量
- let currentEnemyCount = 0;
- EventBus.getInstance().emit(GameEvents.ENEMY_GET_COUNT, (count: number) => {
- currentEnemyCount = count;
- });
- if (this.levelTotalEnemies > 0) {
- return this.enemiesKilled >= this.levelTotalEnemies && currentEnemyCount === 0;
- }
- if (currentEnemyCount > this.totalEnemiesSpawned) {
- this.totalEnemiesSpawned = currentEnemyCount;
- }
- const shouldCheckVictory = this.enemySpawningStarted &&
- currentEnemyCount === 0 &&
- this.totalEnemiesSpawned > 0;
- return shouldCheckVictory;
- }
- /**
- * 触发游戏失败
- */
- private triggerGameDefeat() {
- // 立即设置游戏状态为失败,防止后续敌人击杀事件被处理
- this.currentState = GameState.DEFEAT;
- console.log('[InGameManager] 设置游戏状态为失败,发送GAME_DEFEAT事件');
- EventBus.getInstance().emit(GameEvents.GAME_DEFEAT);
- }
- /**
- * 触发游戏成功
- */
- private triggerGameSuccess() {
- // 立即设置游戏状态为成功,防止后续敌人击杀事件被处理
- this.currentState = GameState.SUCCESS;
- console.log('[InGameManager] 设置游戏状态为成功,发送GAME_SUCCESS事件');
- EventBus.getInstance().emit(GameEvents.GAME_SUCCESS);
- }
- /**
- * 获取游戏持续时间
- */
- public getGameDuration(): number {
- const endTime = this.gameEndTime || Date.now();
- return Math.max(0, endTime - this.gameStartTime);
- }
- /**
- * 获取当前游戏状态
- */
- public getCurrentState(): GameState {
- return this.currentState;
- }
- /**
- * 设置游戏状态
- */
- public setCurrentState(state: GameState) {
- this.currentState = state;
- }
- /**
- * 初始化UI节点
- */
- private initUINodes() {
- // 初始化能量条
- if (this.energyBarNode) {
- this.energyBar = this.energyBarNode.getComponent(ProgressBar);
- if (this.energyBar) {
- console.log('[InGameManager] 能量条组件初始化成功');
- // 初始化能量条显示
- this.updateEnergyBar();
- } else {
- console.error('[InGameManager] 能量条节点存在但ProgressBar组件未找到');
- }
- } else {
- console.error('[InGameManager] 能量条节点未通过装饰器挂载,请在Inspector中拖拽EnergyBar节点');
- }
-
- // 初始化技能选择UI
- if (this.selectSkillUINode) {
- this.selectSkillUI = this.selectSkillUINode;
- console.log('[InGameManager] 技能选择UI节点初始化成功');
- } else {
- console.error('[InGameManager] 技能选择UI节点未通过装饰器挂载,请在Inspector中拖拽SelectSkillUI节点');
- }
- }
-
- /**
- * 更新能量条显示
- */
- private updateEnergyBar() {
- if (this.energyBar) {
- const progress = this.energyPoints / this.energyMax;
- this.energyBar.progress = progress;
- console.log(`[InGameManager] 能量条更新: ${this.energyPoints}/${this.energyMax} (${Math.round(progress * 100)}%)`);
- } else {
- console.warn('[InGameManager] 能量条组件未初始化,无法更新显示');
- }
- }
-
- /**
- * 能量满时的处理
- */
- private onEnergyFull() {
- console.log('[InGameManager] 能量已满,显示技能选择UI');
- // 直接显示技能选择UI
- this.showSkillSelection();
- }
-
- /**
- * 显示技能选择UI
- */
- private showSkillSelection() {
- if (this.selectSkillUI) {
- this.selectSkillUI.active = true;
- this.pauseGame();
- // 重置能量
- ReStartGame.resetEnergy();
- }
- }
-
- /**
- * 暂停游戏
- */
- private pauseGame() {
- EventBus.getInstance().emit(GameEvents.GAME_PAUSE);
- }
-
- /**
- * 检查游戏是否结束
- */
- private isGameOver(): boolean {
- let gameOver = false;
- EventBus.getInstance().emit(GameEvents.GAME_CHECK_OVER, (isOver: boolean) => {
- gameOver = isOver;
- });
- return gameOver;
- }
-
- /**
- * 设置当前波次
- */
- public setCurrentWave(wave: number, enemyCount: number = 0) {
- this.currentWave = wave;
- this.currentWaveEnemyCount = 0; // 重置当前击杀数
- this.currentWaveTotalEnemies = enemyCount; // 设置该波次总敌人数
-
- const totalWaves = this.levelWaves?.length || 1;
- // 获取波次敌人配置
- const waveEnemyConfigs = this.getWaveEnemyConfigs(wave);
-
- // 通过事件系统启动波次
- EventBus.getInstance().emit(GameEvents.ENEMY_START_WAVE, {
- wave: wave,
- totalWaves: totalWaves,
- enemyCount: enemyCount,
- waveEnemyConfigs: waveEnemyConfigs
- });
- }
-
- /**
- * 更新当前波次敌人数量
- */
- public updateCurrentWaveEnemyCount(count: number) {
- this.currentWaveEnemyCount = count;
- }
-
- /**
- * 获取当前波次
- */
- public getCurrentWave(): number {
- return this.currentWave;
- }
-
- /**
- * 获取当前波次敌人数量
- */
- public getCurrentWaveEnemyCount(): number {
- return this.currentWaveEnemyCount;
- }
-
- /**
- * 获取当前波次总敌人数量
- */
- public getCurrentWaveTotalEnemies(): number {
- return this.currentWaveTotalEnemies;
- }
-
- /**
- * 进入下一波
- */
- public nextWave() {
- this.currentWave++;
- // 根据关卡配置获取下一波敌人数
- let enemyTotal = 0;
- if (this.levelWaves && this.levelWaves.length >= this.currentWave) {
- const waveCfg = this.levelWaves[this.currentWave - 1];
- if (waveCfg && waveCfg.enemies) {
- enemyTotal = waveCfg.enemies.reduce((t: number, g: any) => t + (g.count || 0), 0);
- }
- }
- this.setCurrentWave(this.currentWave, enemyTotal);
- }
-
- /**
- * 获取当前能量值
- */
- public getCurrentEnergy(): number {
- return this.energyPoints;
- }
-
- /**
- * 获取最大能量值
- */
- public getMaxEnergy(): number {
- return this.energyMax;
- }
-
- /**
- * 获取墙体健康度(返回主墙体健康度)
- */
- public getWallHealth(): number {
- if (this.wallComponent) {
- return this.wallComponent.getCurrentHealth();
- }
- return 0;
- }
- /**
- * 获取所有墙体的健康度
- */
- public getAllWallsHealth(): { main: number; topFence: number; bottomFence: number } {
- return {
- main: this.wallComponent ? this.wallComponent.getCurrentHealth() : 0,
- topFence: this.topFenceComponent ? this.topFenceComponent.getCurrentHealth() : 0,
- bottomFence: this.bottomFenceComponent ? this.bottomFenceComponent.getCurrentHealth() : 0
- };
- }
-
- /**
- * 升级墙体等级(升级主墙体)
- */
- public upgradeWallLevel(): { currentLevel: number; currentHp: number; nextLevel: number; nextHp: number } | null {
- if (this.wallComponent) {
- return this.wallComponent.upgradeWallLevel();
- }
- return null;
- }
- /**
- * 升级所有墙体等级
- */
- public upgradeAllWallsLevel(): {
- main: { currentLevel: number; currentHp: number; nextLevel: number; nextHp: number } | null;
- topFence: { currentLevel: number; currentHp: number; nextLevel: number; nextHp: number } | null;
- bottomFence: { currentLevel: number; currentHp: number; nextLevel: number; nextHp: number } | null;
- } {
- return {
- main: this.wallComponent ? this.wallComponent.upgradeWallLevel() : null,
- topFence: this.topFenceComponent ? this.topFenceComponent.upgradeWallLevel() : null,
- bottomFence: this.bottomFenceComponent ? this.bottomFenceComponent.upgradeWallLevel() : null
- };
- }
-
- /**
- * 根据等级获取墙体健康度
- */
- public getWallHealthByLevel(level: number): number {
- if (this.wallComponent) {
- return this.wallComponent.getWallHealthByLevel(level);
- }
- return 100;
- }
-
- /**
- * 获取当前墙体等级(返回主墙体等级)
- */
- public getCurrentWallLevel(): number {
- if (this.wallComponent) {
- return this.wallComponent.getCurrentWallLevel();
- }
- return 1;
- }
-
- /**
- * 获取当前墙体健康度(返回主墙体健康度)
- */
- public getCurrentWallHealth(): number {
- if (this.wallComponent) {
- return this.wallComponent.getCurrentHealth();
- }
- return 100;
- }
- /**
- * 获取所有墙体的等级
- */
- public getAllWallsLevel(): { main: number; topFence: number; bottomFence: number } {
- return {
- main: this.wallComponent ? this.wallComponent.getCurrentWallLevel() : 1,
- topFence: this.topFenceComponent ? this.topFenceComponent.getCurrentWallLevel() : 1,
- bottomFence: this.bottomFenceComponent ? this.bottomFenceComponent.getCurrentWallLevel() : 1
- };
- }
-
- /**
- * 处理确认操作(方块选择确认)
- */
- public handleConfirmAction() {
- console.log('[InGameManager] 处理方块选择确认操作');
-
- // 如果是在准备下一波的状态,需要先切换到下一波
- if (this.preparingNextWave) {
- console.log('[InGameManager] 检测到准备下一波状态,切换到下一波');
- this.nextWave();
-
- // 重置状态
- this.preparingNextWave = false;
- this.pendingBlockSelection = false;
- this.currentState = GameState.PLAYING;
- }
-
- // 发送游戏开始事件,确保GamePause正确设置状态
- EventBus.getInstance().emit(GameEvents.GAME_START);
- console.log('[InGameManager] 发送GAME_START事件');
-
- // 通过事件系统启动球的移动
- EventBus.getInstance().emit(GameEvents.BALL_START);
- console.log('[InGameManager] 发送BALL_START事件,球已启动');
-
- // 通过事件系统开始当前波次的敌人生成
- EventBus.getInstance().emit(GameEvents.ENEMY_START_GAME);
- EventBus.getInstance().emit(GameEvents.ENEMY_SHOW_START_WAVE_PROMPT);
- console.log(`[InGameManager] 波次 ${this.currentWave} 敌人生成已启动`);
- }
-
- /**
- * 重置能量值(供ReStartGame调用)
- */
- public resetEnergyValue() {
- this.energyPoints = 0;
- this.updateEnergyBar();
- console.log('[InGameManager] 能量值重置完成');
- }
-
- /**
- * 重置波次信息(供ReStartGame调用)
- */
- public resetWaveInfo() {
- this.currentWave = 1;
- this.currentWaveEnemyCount = 0;
- this.currentWaveTotalEnemies = 0;
- this.enemiesKilled = 0;
- this.totalEnemiesSpawned = 0;
- this.levelTotalEnemies = 0;
- console.log('[InGameManager] 波次信息重置完成');
- }
-
- /**
- * 重置能量系统(供ReStartGame调用)
- */
- public resetEnergySystem() {
- this.energyPoints = 0;
- this.energyMax = 5;
- this.updateEnergyBar();
- console.log('[InGameManager] 能量系统重置完成');
- }
- /**
- * 清理游戏数据,为返回主页面做准备
- * 当游戏胜利或失败返回主页面时调用
- */
- private cleanupGameDataForMainMenu() {
- console.log('[InGameManager] 开始清理游戏数据,准备返回主页面');
-
- const eventBus = EventBus.getInstance();
-
- // 1. 清空场上的所有游戏对象
- console.log('[InGameManager] 清空场上敌人、方块、球');
- eventBus.emit(GameEvents.CLEAR_ALL_ENEMIES); // 清空所有敌人
- eventBus.emit(GameEvents.CLEAR_ALL_BULLETS); // 清空所有子弹
- eventBus.emit(GameEvents.CLEAR_ALL_GAME_OBJECTS); // 清空其他游戏对象
-
- // 2. 重置能量系统
- console.log('[InGameManager] 重置能量系统');
- this.energyPoints = 0;
- this.updateEnergyBar();
-
- // 3. 清空技能选择数据(重置临时技能状态)
- console.log('[InGameManager] 清空技能选择数据');
- if (SkillManager.getInstance()) {
- // 重置技能管理器中的临时技能状态
- const skillManager = SkillManager.getInstance();
- const allSkills = skillManager.getAllSkillsData();
- allSkills.forEach(skill => {
- skillManager.setSkillLevel(skill.id, 0); // 重置所有技能等级为0
- });
- }
-
- // 4. 重置关卡数据和游戏状态
- console.log('[InGameManager] 重置关卡数据和游戏状态');
- this.currentWave = 1;
- this.currentWaveEnemyCount = 0;
- this.currentWaveTotalEnemies = 0;
- this.enemiesKilled = 0;
- this.totalEnemiesSpawned = 0;
- this.levelTotalEnemies = 0;
- this.levelWaves = [];
- this.gameStarted = false;
- this.enemySpawningStarted = false;
- this.preparingNextWave = false;
- this.pendingSkillSelection = false;
- this.pendingBlockSelection = false;
- this.shouldShowNextWavePrompt = false;
-
- // 5. 重置UI状态
- console.log('[InGameManager] 重置UI状态');
- if (this.selectSkillUI) {
- this.selectSkillUI.active = false;
- }
-
- // 6. 清理会话数据(金币等临时数据)
- console.log('[InGameManager] 清理会话数据');
- if (LevelSessionManager.inst) {
- LevelSessionManager.inst.clear(); // 清空局内金币等临时数据
- }
-
- // 7. 通过事件系统通知其他组件进行清理
- eventBus.emit(GameEvents.RESET_BALL_CONTROLLER); // 重置球控制器
- eventBus.emit(GameEvents.RESET_BLOCK_MANAGER); // 重置方块管理器
- eventBus.emit(GameEvents.RESET_BLOCK_SELECTION); // 重置方块选择
- eventBus.emit(GameEvents.RESET_ENEMY_CONTROLLER); // 重置敌人控制器
- eventBus.emit(GameEvents.RESET_WALL_HEALTH); // 重置墙体血量
- eventBus.emit(GameEvents.RESET_UI_STATES); // 重置UI状态
-
- console.log('[InGameManager] 游戏数据清理完成,可以安全返回主页面');
- }
-
- /**
- * 重置游戏状态(供ReStartGame调用)
- */
- public resetGameStates() {
- this.currentState = GameState.PLAYING;
- this.gameStarted = false;
- this.enemySpawningStarted = false;
- this.preparingNextWave = false;
- this.pendingSkillSelection = false;
- this.pendingBlockSelection = false;
- this.shouldShowNextWavePrompt = false;
- this.gameStartTime = 0;
- this.gameEndTime = 0;
- this.checkTimer = 0;
- console.log('[InGameManager] 游戏状态重置完成');
- }
- /**
- * 手动触发游戏数据清理(供外部调用)
- * 可以在返回主菜单按钮点击时调用
- */
- public triggerGameDataCleanup() {
- this.cleanupGameDataForMainMenu();
- }
-
- /**
- * 应用关卡配置
- */
- public applyLevelConfig(levelConfig: any) {
- console.log('[InGameManager] 应用关卡配置');
-
- // 应用能量配置
- if (levelConfig.levelSettings && levelConfig.levelSettings.energyMax) {
- this.energyMax = levelConfig.levelSettings.energyMax;
- this.updateEnergyBar();
- console.log(`[InGameManager] 应用能量配置: ${this.energyMax}`);
- }
-
- // 如果有武器配置,应用武器
- if (levelConfig.weapons && Array.isArray(levelConfig.weapons)) {
- console.log('[InGameManager] 应用武器配置');
- // TODO: 应用武器配置逻辑
- }
-
- // 如果有波次配置,设置敌人波次
- if (levelConfig.waves && Array.isArray(levelConfig.waves)) {
- this.levelWaves = levelConfig.waves;
- this.currentWave = 1;
-
- // 计算本关卡总敌人数
- this.levelTotalEnemies = 0;
- for (const wave of this.levelWaves) {
- for (const enemy of wave.enemies || []) {
- this.levelTotalEnemies += enemy.count || 0;
- }
- }
-
- console.log(`[InGameManager] 应用波次配置: ${this.levelWaves.length}波,总敌人数: ${this.levelTotalEnemies}`);
-
- // 通过事件系统通知 EnemyController 初始化第一波数据及 UI
- const firstWaveEnemies = this.levelWaves.length > 0 && this.levelWaves[0].enemies ?
- this.levelWaves[0].enemies.reduce((t: number, g: any) => t + (g.count || 0), 0) : 0;
- // 通过事件系统调用setCurrentWave
- this.setCurrentWave(1, firstWaveEnemies);
- }
- }
-
- onDestroy() {
- const eventBus = EventBus.getInstance();
- eventBus.off(GameEvents.GAME_SUCCESS, this.onGameSuccessEvent, this);
- eventBus.off(GameEvents.GAME_DEFEAT, this.onGameDefeatEvent, this);
- eventBus.off(GameEvents.GAME_RESUME, this.onGameResumeEvent, this);
- eventBus.off('ENEMY_KILLED', this.onEnemyKilledEvent, this);
- }
- }
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