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- import { _decorator, Component, Node, Button, Label, find, EventTouch, Vec2, Vec3, UITransform, Rect, Collider2D, Graphics, Color, JsonAsset } from 'cc';
- import { LevelSessionManager } from '../../Core/LevelSessionManager';
- import { BallController } from '../BallController';
- import { BlockManager } from '../BlockManager';
- import { ConfigManager } from '../../Core/ConfigManager';
- import { BlockTag } from './BlockTag';
- import { WeaponInfo } from './WeaponInfo';
- import { SkillManager } from '../SkillSelection/SkillManager';
- import { Audio } from '../../AudioManager/AudioManager';
- import EventBus, { GameEvents } from '../../Core/EventBus';
- const { ccclass, property } = _decorator;
- @ccclass('GameBlockSelection')
- export class GameBlockSelection extends Component {
-
- @property({
- type: Node,
- tooltip: '拖拽diban/ann001按钮节点到这里'
- })
- public addBallButton: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽diban/ann002按钮节点到这里'
- })
- public addCoinButton: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽diban/ann003按钮节点到这里'
- })
- public refreshButton: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽Canvas-001/TopArea/CoinNode/CoinLabel节点到这里'
- })
- public coinLabelNode: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽Canvas/GameLevelUI/BallController节点到这里'
- })
- public ballControllerNode: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽Canvas/GameLevelUI/BlockController节点到这里'
- })
- public blockManagerNode: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽Canvas/GameLevelUI/GameArea/GridContainer节点到这里'
- })
- public gridContainer: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽confirm按钮节点到这里'
- })
- public confirmButton: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽Canvas/GameLevelUI/InGameManager节点到这里'
- })
- public inGameManagerNode: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽Canvas/Camera节点到这里'
- })
- public cameraNode: Node = null;
- // 武器配置JsonAsset - 通过装饰器预加载
- @property({
- type: JsonAsset,
- tooltip: '拖拽weapons.json文件到这里,实现配置预加载'
- })
- public weaponsConfig: JsonAsset = null;
- // 常量定义
- private readonly ADD_BALL_COST = 80;
- private readonly ADD_COIN_AMOUNT = 80;
- private readonly REFRESH_COST = 5;
- private session: LevelSessionManager = null;
- private ballController: BallController = null;
- private blockManager: BlockManager = null;
- // 回调函数,用于通知GameManager
- public onConfirmCallback: () => void = null;
-
- // 标记是否已初始化
- private isInitialized: boolean = false;
-
- // 标记是否应该生成方块(只有在onBattle触发后才为true)
- private shouldGenerateBlocks: boolean = false;
-
- // 用户操作方块相关属性
- private currentDragBlock: Node | null = null;
- private startPos = new Vec2();
- private blockStartPos: Vec3 = new Vec3();
-
- // 调试绘制相关属性
- @property({
- tooltip: '是否启用吸附检测范围调试绘制'
- })
- public debugDrawSnapRange: boolean = false;
-
- private debugDrawNode: Node = null;
- private debugGraphics: Graphics = null;
- onEnable() {
- // 如果还未初始化,则进行初始化
- if (!this.isInitialized) {
- this.initializeComponent();
- } else {
- // 如果已经初始化,重新设置事件监听器(因为onDisable时会移除)
- this.setupEventListeners();
- }
- // this.initDebugDraw();
- }
- start() {
- // 如果还未初始化,则进行初始化
- if (!this.isInitialized) {
- this.initializeComponent();
- }
- }
-
- private initializeComponent() {
- // 获取管理器实例
- this.session = LevelSessionManager.inst;
- // 获取BallController
- if (this.ballControllerNode) {
- this.ballController = this.ballControllerNode.getComponent(BallController);
- } else {
- console.warn('BallController节点未绑定,请在Inspector中拖拽Canvas/GameLevelUI/BallController节点');
- }
- // 获取BlockManager
- if (this.blockManagerNode) {
- this.blockManager = this.blockManagerNode.getComponent(BlockManager);
-
- // 如果武器配置已通过装饰器预加载,直接传递给BlockManager
- if (this.weaponsConfig && this.weaponsConfig.json) {
- // 通过公共方法将预加载的配置传递给BlockManager
- if (this.blockManager && typeof this.blockManager.setPreloadedWeaponsConfig === 'function') {
- this.blockManager.setPreloadedWeaponsConfig(this.weaponsConfig.json);
- } else {
- console.warn('[GameBlockSelection] BlockManager不支持setPreloadedWeaponsConfig方法');
- }
- } else {
- console.warn('[GameBlockSelection] 武器配置未预加载,请在Inspector中拖拽weapons.json文件到weaponsConfig属性');
- }
- } else {
- console.warn('BlockManager节点未绑定,请在Inspector中拖拽Canvas/GameLevelUI/BlockController节点');
- }
- // 如果没有指定coinLabelNode,尝试找到它
- if (!this.coinLabelNode) {
- this.coinLabelNode = find('Canvas-001/TopArea/CoinNode/CoinLabel');
- }
- // 初始化金币显示
- this.updateCoinDisplay();
- // 绑定按钮事件
- this.bindButtonEvents();
-
- // 设置事件监听器
- this.setupEventListeners();
-
- // 标记为已初始化
- this.isInitialized = true;
-
- // 初始化完成
- }
- // 设置事件监听器
- private setupEventListeners() {
- const eventBus = EventBus.getInstance();
-
- // 监听重置方块选择事件
- eventBus.on(GameEvents.RESET_BLOCK_SELECTION, this.onResetBlockSelectionEvent, this);
- // 监听游戏开始事件,用于标记可以开始生成方块
- eventBus.on(GameEvents.GAME_START, this.onGameStartEvent, this);
-
- // 监听方块拖拽事件设置请求
- eventBus.on(GameEvents.SETUP_BLOCK_DRAG_EVENTS, this.onSetupBlockDragEventsEvent, this);
- }
-
- // 处理重置方块选择事件
- private onResetBlockSelectionEvent() {
- this.resetSelection();
- }
- // 处理游戏开始事件
- private onGameStartEvent() {
- // 接收到游戏开始事件,允许生成方块
- this.shouldGenerateBlocks = true;
- }
-
- // 处理方块拖拽事件设置请求
- private onSetupBlockDragEventsEvent(blocks: Node[]) {
- // 确保组件仍然有效
- if (!this.node || !this.node.isValid) {
- console.warn('[GameBlockSelection] 组件节点无效,跳过拖拽事件设置');
- return;
- }
-
- for (const block of blocks) {
- if (block && block.isValid) {
- // 先移除可能存在的旧事件监听器
- block.off(Node.EventType.TOUCH_START);
- block.off(Node.EventType.TOUCH_MOVE);
- block.off(Node.EventType.TOUCH_END);
- block.off(Node.EventType.TOUCH_CANCEL);
-
- // 重新设置拖拽事件
- this.setupBlockDragEvents(block);
- } else {
- // 跳过无效方块的拖拽事件设置
- }
- }
- }
-
- // 绑定按钮事件
- private bindButtonEvents() {
- // 绑定新增小球按钮
- if (this.addBallButton) {
- const btn = this.addBallButton.getComponent(Button);
- if (btn) {
- this.addBallButton.on(Button.EventType.CLICK, this.onAddBallClicked, this);
- } else {
- this.addBallButton.on(Node.EventType.TOUCH_END, this.onAddBallClicked, this);
- }
- }
- // 绑定增加金币按钮
- if (this.addCoinButton) {
- const btn = this.addCoinButton.getComponent(Button);
- if (btn) {
- this.addCoinButton.on(Button.EventType.CLICK, this.onAddCoinClicked, this);
- } else {
- this.addCoinButton.on(Node.EventType.TOUCH_END, this.onAddCoinClicked, this);
- }
- }
- // 绑定刷新方块按钮
- if (this.refreshButton) {
- const btn = this.refreshButton.getComponent(Button);
- if (btn) {
- this.refreshButton.on(Button.EventType.CLICK, this.onRefreshClicked, this);
- } else {
- this.refreshButton.on(Node.EventType.TOUCH_END, this.onRefreshClicked, this);
- }
- }
- // 绑定确认按钮
- if (this.confirmButton) {
- const btn = this.confirmButton.getComponent(Button);
- if (btn) {
- this.confirmButton.on(Button.EventType.CLICK, this.onConfirmButtonClicked, this);
- } else {
- this.confirmButton.on(Node.EventType.TOUCH_END, this.onConfirmButtonClicked, this);
- }
- }
- }
- // 新增小球按钮点击
- private onAddBallClicked() {
- // 播放UI点击音效
- Audio.playUISound('data/弹球音效/ui play');
- // 应用便宜技能效果计算实际费用
- const actualCost = this.getActualCost(this.ADD_BALL_COST);
-
- if (!this.canSpendCoins(actualCost)) {
- this.showInsufficientCoinsUI();
- return;
- }
- // 扣除金币
- if (this.session.spendCoins(actualCost)) {
- this.updateCoinDisplay();
-
- // 通过事件系统创建新的小球
- const eventBus = EventBus.getInstance();
- eventBus.emit(GameEvents.BALL_CREATE_ADDITIONAL);
- // 新增小球成功
- }
- }
- // 增加金币按钮点击
- private onAddCoinClicked() {
- // 播放UI点击音效
- Audio.playUISound('data/弹球音效/ui play');
- // 免费增加金币(模拟看广告获得奖励)
- const coinsToAdd = 80; // 免费获得的金币数量
- this.session.addCoins(coinsToAdd);
- // 更新显示
- this.updateCoinDisplay();
- }
- // 刷新方块按钮点击
- private onRefreshClicked() {
- // 播放UI点击音效
- Audio.playUISound('data/弹球音效/ui play');
- // 应用便宜技能效果计算实际费用
- const actualCost = this.getActualCost(this.REFRESH_COST);
-
- if (!this.canSpendCoins(actualCost)) {
- this.showInsufficientCoinsUI();
- return;
- }
- // 扣除金币
- if (this.session.spendCoins(actualCost)) {
- // 成功扣除金币
- this.updateCoinDisplay();
-
- // 刷新方块
- if (this.blockManager) {
- console.log('[GameBlockSelection] 开始刷新方块流程');
-
- // 找到PlacedBlocks容器
- const placedBlocksContainer = find('Canvas/GameLevelUI/GameArea/PlacedBlocks');
- if (placedBlocksContainer) {
- // 移除已放置方块的标签
- // 移除已放置方块的标签
- BlockTag.removeTagsInContainer(placedBlocksContainer);
- }
-
- // 刷新方块
- // 调用 blockManager.refreshBlocks()
- this.blockManager.refreshBlocks();
-
- // 等待一帧确保方块生成完成
- this.scheduleOnce(() => {
- }, 0.1);
- } else {
- console.error('[GameBlockSelection] 找不到BlockManager,无法刷新方块');
- }
- } else {
- console.error('[GameBlockSelection] 扣除金币失败');
- }
- }
- // 确认按钮点击
- public onConfirmButtonClicked() {
- // 检查是否有上阵方块
- const hasBlocks = this.hasPlacedBlocks();
- if (!hasBlocks) {
- this.showNoPlacedBlocksToast();
- return;
- }
-
- // 播放UI音效
- Audio.playUISound('data/弹球音效/ui play');
-
- // 保存已放置的方块
- this.preservePlacedBlocks();
-
- // 清理kuang区域的方块(用户期望的行为)
- if (this.blockManager) {
- this.blockManager.clearBlocks();
- console.log('[GameBlockSelection] 已清理kuang区域的方块');
- }
- // 先回调通知GameManager,让它处理波次逻辑
- if (this.onConfirmCallback) {
- this.onConfirmCallback();
- }
-
- // 播放下滑diban动画,结束备战进入playing状态
- this.playDibanSlideDownAnimation();
- }
-
- // 播放diban下滑动画
- private playDibanSlideDownAnimation() {
- // 开始播放diban下滑动画
-
- // 使用装饰器属性获取Camera节点上的GameStartMove组件
- if (!this.cameraNode) {
- console.warn('[GameBlockSelection] Camera节点未设置,请在Inspector中拖拽Canvas/Camera节点');
- return;
- }
-
- const gameStartMove = this.cameraNode.getComponent('GameStartMove');
- if (!gameStartMove) {
- console.warn('[GameBlockSelection] GameStartMove组件未找到');
- return;
- }
-
- // 调用GameStartMove的下滑动画方法
- (gameStartMove as any).slideDibanDownAndHide(0.3);
-
- // 已调用GameStartMove的diban下滑动画
- }
- // 保存已放置的方块(从GameManager迁移)
- private preservePlacedBlocks() {
- if (this.blockManager) {
- this.blockManager.onGameStart();
- }
- }
- // 检查是否有足够金币
- private canSpendCoins(amount: number): boolean {
- return this.session.getCoins() >= amount;
- }
- // 计算应用便宜技能效果后的实际费用
- private getActualCost(baseCost: number): number {
- const skillManager = SkillManager.getInstance();
- if (skillManager) {
- const cheaperSkillLevel = skillManager.getSkillLevel('cheaper_units');
- return Math.ceil(SkillManager.calculateCheaperUnitsPrice(baseCost, cheaperSkillLevel));
- }
- return baseCost;
- }
- // 更新金币显示
- private updateCoinDisplay() {
- if (this.coinLabelNode) {
- const label = this.coinLabelNode.getComponent(Label);
- if (label) {
- const coins = this.session.getCoins();
- label.string = coins.toString();
- // 更新金币显示
- } else {
- console.warn('[GameBlockSelection] coinLabelNode缺少Label组件');
- }
- } else {
- console.warn('[GameBlockSelection] coinLabelNode未找到');
- }
- }
- // 显示金币不足UI
- private showInsufficientCoinsUI() {
- // 使用事件机制显示资源不足Toast
- EventBus.getInstance().emit(GameEvents.SHOW_RESOURCE_TOAST, {
- message: '金币不足!',
- duration: 3.0
- });
-
- // 金币不足
- }
- // === 公共方法:供GameManager调用 ===
- // 生成方块选择(不再控制UI显示,只负责生成方块)
- public generateBlockSelection() {
- // 直接生成方块,不再依赖shouldGenerateBlocks标志
- if (this.blockManager) {
- this.blockManager.refreshBlocks();
- } else {
- console.warn('[GameBlockSelection] BlockManager未找到,无法生成随机方块');
- }
- // 触发进入备战状态事件
- EventBus.getInstance().emit(GameEvents.ENTER_BATTLE_PREPARATION);
- }
-
- // 设置确认回调
- public setConfirmCallback(callback: () => void) {
- this.onConfirmCallback = callback;
- }
- // 统一的方块占用情况刷新方法
- public refreshGridOccupation() {
- if (this.blockManager) {
- this.blockManager.resetGridOccupation();
-
- // 重新计算所有已放置方块的占用情况
- const placedBlocksContainer = find('Canvas/GameLevelUI/GameArea/PlacedBlocks');
- if (placedBlocksContainer) {
- for (let i = 0; i < placedBlocksContainer.children.length; i++) {
- const block = placedBlocksContainer.children[i];
-
- // 按照BlockManager.tryPlaceBlockToGrid的正确方法获取位置
- let b1Node = block;
- if (block.name !== 'B1') {
- b1Node = block.getChildByName('B1');
- if (!b1Node) {
- console.warn(`[GameBlockSelection] 方块 ${block.name} 没有B1子节点`);
- continue;
- }
- }
-
- // 获取B1节点的世界坐标,然后转换为网格本地坐标
- const b1WorldPos = b1Node.parent.getComponent(UITransform).convertToWorldSpaceAR(b1Node.position);
- const gridPos = this.blockManager.gridContainer.getComponent(UITransform).convertToNodeSpaceAR(b1WorldPos);
-
- // 重新标记方块占用的网格位置
- const gridNode = this.blockManager.findNearestGridNode(gridPos);
- if (gridNode) {
- this.blockManager.markOccupiedPositions(block, gridNode);
- } else {
- console.warn(`[GameBlockSelection] 方块 ${block.name} 未找到对应的网格节点`);
- }
- }
- }
- } else {
- console.warn('[GameBlockSelection] BlockManager未找到,无法刷新占用情况');
- }
-
- this.blockManager.printGridOccupationMatrix();
- }
- // 重置方块选择状态
- public resetSelection() {
- // 重置方块生成标志,等待下次onBattle触发
- this.shouldGenerateBlocks = false;
-
- // 注意:不再直接调用blockManager.onGameReset(),因为StartGame.clearGameStates()
- // 已经通过RESET_BLOCK_MANAGER事件触发了BlockManager的重置,避免重复生成方块
-
- // 清理所有方块标签
- BlockTag.clearAllTags();
-
- // 更新金币显示
- this.updateCoinDisplay();
- }
- // 检查是否有上阵方块
- private hasPlacedBlocks(): boolean {
- // 优先使用BlockManager的方法检查
- if (this.blockManager) {
- return this.blockManager.hasPlacedBlocks();
- }
-
- // 备用方案:直接检查PlacedBlocks容器
- const placedBlocksContainer = find('Canvas/GameLevelUI/GameArea/PlacedBlocks');
- if (!placedBlocksContainer) {
- console.warn('找不到PlacedBlocks容器');
- return false;
- }
-
- // 检查容器中是否有子节点(方块)
- return placedBlocksContainer.children.length > 0;
- }
- // 显示没有上阵方块的Toast提示
- private showNoPlacedBlocksToast() {
- // 使用事件机制显示Toast
- EventBus.getInstance().emit(GameEvents.SHOW_RESOURCE_TOAST, {
- message: '请至少上阵一个植物!',
- duration: 3.0
- });
- }
-
- // 设置方块拖拽事件
- public setupBlockDragEvents(block: Node) {
- block.on(Node.EventType.TOUCH_START, (event: EventTouch) => {
- // 检查游戏是否已开始
- if (!this.blockManager.gameStarted) {
- return;
- }
-
- // 只对grid区域的方块检查移动限制,kuang区域的方块可以自由拖拽
- const blockLocation = this.blockManager.blockLocations.get(block);
-
- // grid区域的方块目前允许自由移动
-
- this.currentDragBlock = block;
- this.startPos = event.getUILocation();
- this.blockStartPos.set(block.position);
- this.currentDragBlock['startLocation'] = blockLocation;
-
- // 如果方块在grid区域,拿起时清除其占用状态
- if (blockLocation === 'grid') {
- this.blockManager.clearOccupiedPositions(block);
- // 输出更新后的占用情况
- this.blockManager.printGridOccupationMatrix();
- }
-
- // 设置拖动状态,隐藏价格标签
- block['isDragging'] = true;
-
- block.setSiblingIndex(block.parent.children.length - 1);
- // 拖拽开始时禁用碰撞体
- const collider = block.getComponent(Collider2D);
- if (collider) collider.enabled = false;
-
- // 通知BallController有方块开始拖拽
- EventBus.getInstance().emit(GameEvents.BLOCK_DRAG_START, { block: block });
- }, this);
-
- block.on(Node.EventType.TOUCH_MOVE, (event: EventTouch) => {
- // 检查游戏是否已开始
- if (!this.blockManager.gameStarted) {
- return;
- }
-
- // 只对grid区域的方块检查移动限制,kuang区域的方块可以自由拖拽
- const blockLocation = this.blockManager.blockLocations.get(block);
-
- // grid区域的方块目前允许自由移动
-
- if (!this.currentDragBlock) return;
-
- const location = event.getUILocation();
- const deltaX = location.x - this.startPos.x;
- const deltaY = location.y - this.startPos.y;
-
- this.currentDragBlock.position = new Vec3(
- this.blockStartPos.x + deltaX,
- this.blockStartPos.y + deltaY,
- this.blockStartPos.z
- );
- }, this);
-
- block.on(Node.EventType.TOUCH_END, async (event: EventTouch) => {
- // 检查游戏是否已开始
- if (!this.blockManager.gameStarted) {
- return;
- }
-
- // 只对grid区域的方块检查移动限制,kuang区域的方块可以自由拖拽
- const blockLocation = this.blockManager.blockLocations.get(block);
-
- // grid区域的方块目前允许自由移动
-
- if (this.currentDragBlock) {
- try {
- await this.handleBlockDrop(event);
- } catch (error) {
- console.error('[GameBlockSelection] 处理方块拖拽放置时发生错误:', error);
- // 发生错误时,将方块返回原位置
- this.returnBlockToOriginalPosition();
- }
-
- // 清除拖动状态,恢复价格标签显示
- block['isDragging'] = false;
-
- this.currentDragBlock = null;
- // 拖拽结束时恢复碰撞体
- const collider = block.getComponent(Collider2D);
- if (collider) collider.enabled = true;
-
- // 通知BallController方块拖拽结束
- EventBus.getInstance().emit(GameEvents.BLOCK_DRAG_END, { block: block });
- }
- }, this);
-
- block.on(Node.EventType.TOUCH_CANCEL, () => {
- if (this.currentDragBlock) {
- this.returnBlockToOriginalPosition();
-
- // 清除拖动状态,恢复价格标签显示
- block['isDragging'] = false;
-
- this.currentDragBlock = null;
- // 拖拽取消时恢复碰撞体
- const collider = block.getComponent(Collider2D);
- if (collider) collider.enabled = true;
-
- // 通知BallController方块拖拽结束
- EventBus.getInstance().emit(GameEvents.BLOCK_DRAG_END, { block: block });
- }
- }, this);
- }
-
- // 处理方块放下
- private async handleBlockDrop(event: EventTouch) {
- try {
- const touchPos = event.getLocation();
- const startLocation = this.currentDragBlock['startLocation'];
-
- if (this.isInKuangArea(touchPos)) {
- // 检查是否有标签,只有有标签的方块才能放回kuang
- if (BlockTag.hasTag(this.currentDragBlock)) {
- this.returnBlockToKuang(startLocation);
- } else {
- // 没有标签的方块不能放回kuang,返回原位置
- this.returnBlockToOriginalPosition();
- }
- } else if (this.blockManager.tryPlaceBlockToGrid(this.currentDragBlock)) {
- await this.handleSuccessfulPlacement(startLocation);
- } else {
- // 放置失败,尝试直接与重叠方块合成
- if (this.blockManager.tryMergeOnOverlap(this.currentDragBlock)) {
- // 合成成功时,若来自 kuang 则扣费
- if (startLocation !== 'grid') {
- const price = this.blockManager.getBlockPrice(this.currentDragBlock);
- this.blockManager.deductPlayerCoins(price);
- }
- // 当前拖拽块已被销毁(合并时),无需复位
- } else {
- this.returnBlockToOriginalPosition();
- }
- }
- } catch (error) {
- console.error('[GameBlockSelection] handleBlockDrop 发生错误:', error);
- // 发生错误时,将方块返回原位置
- this.returnBlockToOriginalPosition();
- throw error; // 重新抛出错误,让上层处理
- } finally {
- // 无论成功还是失败,都要清理拖拽状态
- if (this.currentDragBlock && this.currentDragBlock.isValid) {
- // 重新启用碰撞器
- const collider = this.currentDragBlock.getComponent(Collider2D);
- if (collider) {
- collider.enabled = true;
- console.log('[GameBlockSelection] 拖拽结束,重新启用碰撞器:', this.currentDragBlock.name);
- }
-
- // 发射拖拽结束事件
- console.log('[GameBlockSelection] 发射 BLOCK_DRAG_END 事件:', this.currentDragBlock.name);
- EventBus.getInstance().emit(GameEvents.BLOCK_DRAG_END, { block: this.currentDragBlock });
- }
-
- // 清理拖拽状态
- this.currentDragBlock = null;
- }
-
- // 刷新方块占用情况
- this.refreshGridOccupation();
- }
-
- // 检查是否在kuang区域内
- private isInKuangArea(touchPos: Vec2): boolean {
- // 检查是否在任何一个Block容器区域内
- const blockContainers = [
- this.blockManager.block1Container,
- this.blockManager.block2Container,
- this.blockManager.block3Container
- ];
-
- for (const container of blockContainers) {
- if (container) {
- const transform = container.getComponent(UITransform);
- if (transform) {
- const boundingBox = new Rect(
- container.worldPosition.x - transform.width * transform.anchorX,
- container.worldPosition.y - transform.height * transform.anchorY,
- transform.width,
- transform.height
- );
-
- if (boundingBox.contains(new Vec2(touchPos.x, touchPos.y))) {
- return true;
- }
- }
- }
- }
-
- // 如果Block容器都不可用,回退到检查kuang容器
- if (this.blockManager.kuangContainer) {
- const kuangTransform = this.blockManager.kuangContainer.getComponent(UITransform);
- if (kuangTransform) {
- const kuangBoundingBox = new Rect(
- this.blockManager.kuangContainer.worldPosition.x - kuangTransform.width * kuangTransform.anchorX,
- this.blockManager.kuangContainer.worldPosition.y - kuangTransform.height * kuangTransform.anchorY,
- kuangTransform.width,
- kuangTransform.height
- );
-
- return kuangBoundingBox.contains(new Vec2(touchPos.x, touchPos.y));
- }
- }
-
- return false;
- }
-
- // 返回方块到对应的Block容器区域
- private returnBlockToKuang(startLocation: string) {
- const originalPos = this.blockManager.originalPositions.get(this.currentDragBlock);
- const blockLocation = this.blockManager.blockLocations.get(this.currentDragBlock);
-
- if (originalPos) {
- // 根据方块的原始位置确定应该返回到哪个Block容器
- let targetContainer: Node = null;
- let targetLocation = 'kuang'; // 默认位置
-
- if (blockLocation && blockLocation.startsWith('block')) {
- // 如果方块原本在Block容器中,返回到对应的容器
- if (blockLocation === 'block1') {
- targetContainer = this.blockManager.block1Container;
- targetLocation = 'block1';
- } else if (blockLocation === 'block2') {
- targetContainer = this.blockManager.block2Container;
- targetLocation = 'block2';
- } else if (blockLocation === 'block3') {
- targetContainer = this.blockManager.block3Container;
- targetLocation = 'block3';
- }
- }
-
- // 如果没有找到对应的Block容器,回退到kuang容器
- if (!targetContainer) {
- targetContainer = this.blockManager.kuangContainer;
- targetLocation = 'kuang';
- }
-
- if (targetContainer && this.currentDragBlock.parent !== targetContainer) {
- this.currentDragBlock.removeFromParent();
- targetContainer.addChild(this.currentDragBlock);
- }
-
- this.currentDragBlock.position = originalPos.clone();
- this.blockManager.blockLocations.set(this.currentDragBlock, targetLocation);
- }
-
- this.blockManager.showPriceLabel(this.currentDragBlock);
-
- // 当方块返回kuang区域时,重新设置植物图标缩放至0.4倍
- const weaponNode = this.findWeaponNodeInBlock(this.currentDragBlock);
- if (weaponNode) {
- weaponNode.setScale(0.4, 0.4, 1);
- // 方块返回kuang区域,设置植物图标缩放: 0.4倍
- }
-
- if (startLocation === 'grid') {
- const price = this.blockManager.getBlockPrice(this.currentDragBlock);
- this.blockManager.refundPlayerCoins(price);
- this.currentDragBlock['placedBefore'] = false;
- }
-
- // 显示对应的db标签节点
- this.showDbNodeByBlockLocation(this.currentDragBlock);
- }
-
- /**
- * 为方块的武器节点添加武器信息组件
- * @param block 方块节点
- */
- private attachWeaponInfoToBlock(block: Node): void {
- try {
- // 查找方块中的Weapon节点
- const weaponNode = this.findWeaponNodeInBlock(block);
- if (!weaponNode) {
- console.warn(`[GameBlockSelection] 方块 ${block.name} 中未找到Weapon节点,无法添加武器信息组件`);
- return;
- }
-
- // 检查是否已经有WeaponInfo组件
- let weaponInfo = weaponNode.getComponent(WeaponInfo);
- if (weaponInfo) {
- return;
- }
-
- // 添加WeaponInfo组件
- weaponInfo = weaponNode.addComponent(WeaponInfo);
-
- // 获取方块的武器配置
- const weaponConfig = this.blockManager.getBlockWeaponConfig(block);
- if (weaponConfig) {
- // 设置武器配置到WeaponInfo组件
- weaponInfo.setWeaponConfig(weaponConfig);
- } else {
- console.warn(`[GameBlockSelection] 方块 ${block.name} 没有武器配置,无法设置武器信息`);
- // 移除刚添加的组件
- weaponNode.removeComponent(WeaponInfo);
- }
- } catch (error) {
- console.error(`[GameBlockSelection] 为方块 ${block.name} 添加武器信息组件时发生错误:`, error);
- }
- }
-
- /**
- * 在方块中查找Weapon节点
- * @param block 方块节点
- * @returns Weapon节点,如果未找到返回null
- */
- private findWeaponNodeInBlock(block: Node): Node | null {
- if (!block || !block.isValid) {
- return null;
- }
-
- // 根据新的预制体结构,武器节点直接位于方块根节点下
- const weaponNode = block.getChildByName('Weapon');
- if (weaponNode) {
- return weaponNode;
- }
-
- // 兼容旧结构:如果直接查找失败,尝试B1/Weapon路径
- const b1Node = block.getChildByName('B1');
- if (b1Node) {
- const b1WeaponNode = b1Node.getChildByName('Weapon');
- if (b1WeaponNode) {
- return b1WeaponNode;
- }
- }
-
- // 最后使用递归方式查找(兼容其他可能的结构)
- const findWeaponRecursive = (node: Node): Node | null => {
- if (node.name === 'Weapon') {
- return node;
- }
-
- for (let i = 0; i < node.children.length; i++) {
- const result = findWeaponRecursive(node.children[i]);
- if (result) {
- return result;
- }
- }
-
- return null;
- };
-
- return findWeaponRecursive(block);
- }
-
- // 根据方块位置隐藏对应的db标签节点
- private hideDbNodeByBlockLocation(block: Node) {
- const originalLocation = this.getBlockOriginalLocation(block);
-
- if (originalLocation === 'block1' && this.blockManager.block1DbNode) {
- this.blockManager.block1DbNode.active = false;
- } else if (originalLocation === 'block2' && this.blockManager.block2DbNode) {
- this.blockManager.block2DbNode.active = false;
- } else if (originalLocation === 'block3' && this.blockManager.block3DbNode) {
- this.blockManager.block3DbNode.active = false;
- }
- }
-
- // 根据方块位置显示对应的db标签节点
- private showDbNodeByBlockLocation(block: Node) {
- const originalLocation = this.getBlockOriginalLocation(block);
-
- if (originalLocation === 'block1' && this.blockManager.block1DbNode) {
- this.blockManager.block1DbNode.active = true;
- } else if (originalLocation === 'block2' && this.blockManager.block2DbNode) {
- this.blockManager.block2DbNode.active = true;
- } else if (originalLocation === 'block3' && this.blockManager.block3DbNode) {
- this.blockManager.block3DbNode.active = true;
- }
- }
-
- // 处理成功放置
- private async handleSuccessfulPlacement(startLocation: string) {
- try {
- const price = this.blockManager.getBlockPrice(this.currentDragBlock);
-
- if (startLocation === 'grid') {
- this.blockManager.clearTempStoredOccupiedGrids(this.currentDragBlock);
- this.blockManager.blockLocations.set(this.currentDragBlock, 'grid');
-
- // 隐藏对应的db标签节点
- this.hideDbNodeByBlockLocation(this.currentDragBlock);
-
- // 立即将方块移动到PlacedBlocks节点下,不等游戏开始
- this.blockManager.moveBlockToPlacedBlocks(this.currentDragBlock);
-
- // 为武器节点添加武器信息组件
- this.attachWeaponInfoToBlock(this.currentDragBlock);
-
- // 如果游戏已开始,添加锁定视觉提示
- if (this.blockManager.gameStarted) {
- this.blockManager.addLockedVisualHint(this.currentDragBlock);
- BlockTag.removeTag(this.currentDragBlock);
- }
- // 检查并执行合成
- try {
- await this.blockManager.tryMergeBlock(this.currentDragBlock);
- } catch (mergeError) {
- console.error('[GameBlockSelection] 方块合成时发生错误:', mergeError);
- }
- } else {
- if (this.blockManager.deductPlayerCoins(price)) {
- this.blockManager.clearTempStoredOccupiedGrids(this.currentDragBlock);
- this.blockManager.blockLocations.set(this.currentDragBlock, 'grid');
-
- // 隐藏对应的db标签节点
- this.hideDbNodeByBlockLocation(this.currentDragBlock);
-
- this.currentDragBlock['placedBefore'] = true;
-
- // 立即将方块移动到PlacedBlocks节点下,不等游戏开始
- this.blockManager.moveBlockToPlacedBlocks(this.currentDragBlock);
-
- // 为武器节点添加武器信息组件
- this.attachWeaponInfoToBlock(this.currentDragBlock);
-
- // 如果游戏已开始,添加锁定视觉提示
- if (this.blockManager.gameStarted) {
- this.blockManager.addLockedVisualHint(this.currentDragBlock);
-
- // 游戏开始后放置的方块移除标签,不能再放回kuang
- BlockTag.removeTag(this.currentDragBlock);
- }
- // 检查并执行合成
- try {
- await this.blockManager.tryMergeBlock(this.currentDragBlock);
- } catch (mergeError) {
- console.error('[GameBlockSelection] 方块合成时发生错误:', mergeError);
- // 合成失败不影响方块放置,只记录错误
- }
- } else {
- // 金币不足时显示价格标签闪烁效果和Toast提示
- this.blockManager.showInsufficientCoinsEffect(this.currentDragBlock);
- this.returnBlockToOriginalPosition();
- }
- }
- } catch (error) {
- console.error('[GameBlockSelection] handleSuccessfulPlacement 发生错误:', error);
- // 发生错误时,将方块返回原位置
- this.returnBlockToOriginalPosition();
- throw error; // 重新抛出错误,让上层处理
- }
- }
-
- // 返回方块到原位置
- private returnBlockToOriginalPosition() {
- const currentLocation = this.blockManager.blockLocations.get(this.currentDragBlock);
- const startLocation = this.currentDragBlock['startLocation'];
-
- if (currentLocation === 'kuang') {
- const originalPos = this.blockManager.originalPositions.get(this.currentDragBlock);
- if (originalPos) {
- this.currentDragBlock.position = originalPos.clone();
- }
- } else {
- this.currentDragBlock.position = this.blockStartPos.clone();
-
- // 如果方块原本在grid区域,返回原位置后需要重新标记占用状态
- if (startLocation === 'grid') {
- // 获取方块当前位置对应的网格节点
- let b1Node = this.currentDragBlock;
- if (this.currentDragBlock.name !== 'B1') {
- b1Node = this.currentDragBlock.getChildByName('B1');
- }
-
- if (b1Node) {
- const b1WorldPos = b1Node.parent.getComponent(UITransform).convertToWorldSpaceAR(b1Node.position);
- const gridPos = this.blockManager.gridContainer.getComponent(UITransform).convertToNodeSpaceAR(b1WorldPos);
- const gridNode = this.blockManager.findNearestGridNode(gridPos);
-
- if (gridNode) {
- this.blockManager.markOccupiedPositions(this.currentDragBlock, gridNode);
- // 输出更新后的占用情况
- this.blockManager.printGridOccupationMatrix();
- }
- }
- }
- }
-
- // 清除拖动状态,恢复db节点显示
- this.currentDragBlock['isDragging'] = false;
-
- this.showDbNodeByBlockLocation(this.currentDragBlock);
-
- this.currentDragBlock.emit(Node.EventType.TRANSFORM_CHANGED);
- }
- // === 调试绘制相关方法 ===
-
- private initDebugDraw() {
- // 调试绘制功能已禁用
- }
-
- private drawGridSnapRanges() {
- // 调试绘制功能已禁用
- }
-
- private drawBlockSnapRange(block: Node) {
- // 调试绘制功能已禁用
- }
-
- private updateDebugDraw() {
- // 调试绘制功能已禁用
- }
-
- // 清理调试绘制
- private cleanupDebugDraw() {
- if (this.debugDrawNode && this.debugDrawNode.isValid) {
- this.debugDrawNode.destroy();
- this.debugDrawNode = null;
- this.debugGraphics = null;
- }
- }
-
- public setDebugDrawSnapRange(enabled: boolean) {
- this.debugDrawSnapRange = enabled;
- // 调试绘制功能已禁用
- }
- onDisable() {
- this.removeEventListeners();
- this.cleanupDebugDraw();
- }
- onDestroy() {
- this.removeEventListeners();
- this.cleanupDebugDraw();
- }
- // 移除事件监听器
- private removeEventListeners() {
- const eventBus = EventBus.getInstance();
- eventBus.off(GameEvents.RESET_BLOCK_SELECTION, this.onResetBlockSelectionEvent, this);
- eventBus.off(GameEvents.GAME_START, this.onGameStartEvent, this);
- eventBus.off(GameEvents.SETUP_BLOCK_DRAG_EVENTS, this.onSetupBlockDragEventsEvent, this);
- }
-
- /**
- * 获取方块的原始位置
- * @param block 方块节点
- * @returns 原始位置标识符
- */
- private getBlockOriginalLocation(block: Node): string | null {
- // 检查方块是否在block1Container中
- if (this.blockManager.block1Container && this.isBlockInContainer(block, this.blockManager.block1Container)) {
- return 'block1';
- }
- // 检查方块是否在block2Container中
- if (this.blockManager.block2Container && this.isBlockInContainer(block, this.blockManager.block2Container)) {
- return 'block2';
- }
- // 检查方块是否在block3Container中
- if (this.blockManager.block3Container && this.isBlockInContainer(block, this.blockManager.block3Container)) {
- return 'block3';
- }
- return null;
- }
-
- /**
- * 检查方块是否在指定容器中
- * @param block 方块节点
- * @param container 容器节点
- * @returns 是否在容器中
- */
- private isBlockInContainer(block: Node, container: Node): boolean {
- let parent = block.parent;
- while (parent) {
- if (parent === container) {
- return true;
- }
- parent = parent.parent;
- }
- return false;
- }
- }
|