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