ConfigManager.ts 18 KB

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  1. import { _decorator, resources, JsonAsset } from 'cc';
  2. import { BaseSingleton } from './BaseSingleton';
  3. const { ccclass, property } = _decorator;
  4. // 局内金币花费配置接口
  5. export interface InGameCostConfig {
  6. baseCost: number;
  7. shapeCosts: {
  8. [shapeId: string]: number;
  9. };
  10. }
  11. // 弹道配置接口
  12. export interface BulletTrajectoryConfig {
  13. type: string;
  14. speed: number;
  15. gravity: number;
  16. arcHeight: number;
  17. homingStrength: number;
  18. homingDelay: number;
  19. rotateSpeed?: number; // 旋转速率 (0~1),仅在 arc 弹道中使用
  20. }
  21. // 弹药数量配置接口
  22. export interface BulletCountConfig {
  23. type: string;
  24. amount: number;
  25. spreadAngle: number;
  26. burstCount: number;
  27. burstDelay: number;
  28. }
  29. // 命中效果配置接口
  30. export interface HitEffectConfig {
  31. type: string;
  32. priority: number;
  33. damage?: number;
  34. pierceCount?: number;
  35. radius?: number;
  36. delay?: number;
  37. duration?: number;
  38. tickInterval?: number;
  39. ricochetCount?: number;
  40. ricochetAngle?: number;
  41. [key: string]: any;
  42. }
  43. // 弹药生命周期配置接口
  44. export interface BulletLifecycleConfig {
  45. type: string;
  46. maxLifetime: number;
  47. penetration: number;
  48. ricochetCount: number;
  49. returnToOrigin: boolean;
  50. returnDelay?: number; // 返回延迟(秒)
  51. maxRange?: number; // 最大射程
  52. effectDuration?: number; // 效果持续时间(用于地面效果)
  53. }
  54. // 武器配置接口
  55. export interface WeaponConfig {
  56. id: string;
  57. name: string;
  58. type: string;
  59. rarity?: string; // 可选字段,支持动态稀有度(合成时可变)
  60. stats: {
  61. damage: number;
  62. fireRate: number;
  63. range: number;
  64. bulletSpeed: number;
  65. accuracy?: number;
  66. };
  67. bulletConfig: {
  68. count: BulletCountConfig;
  69. trajectory: BulletTrajectoryConfig;
  70. hitEffects: HitEffectConfig[];
  71. lifecycle: BulletLifecycleConfig;
  72. visual: {
  73. bulletImages: string;
  74. hitEffect: string;
  75. trailEffect?: string;
  76. explosionEffect?: string;
  77. };
  78. };
  79. visualConfig: {
  80. weaponSprites: {
  81. [shapeId: string]: string;
  82. };
  83. fireSound: string;
  84. };
  85. upgradeConfig: {
  86. maxLevel: number;
  87. levels: {
  88. [level: string]: {
  89. cost: number;
  90. };
  91. };
  92. };
  93. // 运行时计算的实际数值(应用技能加成后)
  94. runtimeStats?: {
  95. finalDamage: number;
  96. finalCritDamage: number;
  97. critChance: number;
  98. };
  99. inGameCostConfig?: InGameCostConfig;
  100. }
  101. // 球控制器配置接口
  102. export interface BallControllerConfig {
  103. baseSpeed: number;
  104. maxReflectionRandomness: number;
  105. antiTrapTimeWindow: number;
  106. antiTrapHitThreshold: number;
  107. deflectionAttemptThreshold: number;
  108. antiTrapDeflectionMultiplier: number;
  109. FIRE_COOLDOWN: number;
  110. ballRadius: number;
  111. gravityScale: number;
  112. linearDamping: number;
  113. angularDamping: number;
  114. colliderGroup: number;
  115. colliderTag: number;
  116. friction: number;
  117. restitution: number;
  118. safeDistance: number;
  119. edgeOffset: number;
  120. sensor: boolean;
  121. maxAttempts: number;
  122. }
  123. // 敌人配置接口
  124. export interface EnemyConfig {
  125. id: string;
  126. name: string;
  127. type: string;
  128. rarity: string;
  129. health: number;
  130. speed: number;
  131. attack: number;
  132. range: number;
  133. attackSpeed: number;
  134. defense: number;
  135. goldReward: number;
  136. explosionDamage?: number;
  137. explosionRadius?: number;
  138. movement: {
  139. type: string;
  140. pattern: string;
  141. speedVariation: number;
  142. swayAmplitude?: number;
  143. swayFrequency?: number;
  144. };
  145. combat: {
  146. attackType: string;
  147. attackDelay: number;
  148. attackCooldown: number;
  149. weaponType?: string;
  150. projectileType?: string;
  151. projectileSpeed?: number;
  152. canBlock: boolean;
  153. blockChance: number;
  154. };
  155. visualConfig: {
  156. spritePath: string;
  157. animations: {
  158. [state: string]: string;
  159. };
  160. scale: number;
  161. flipX: boolean;
  162. weapon?: string;
  163. armor?: string;
  164. prop?: string;
  165. };
  166. audioConfig: {
  167. [sound: string]: string;
  168. };
  169. specialAbilities: string[];
  170. stealthConfig?: {
  171. stealthDuration: number;
  172. stealthCooldown: number;
  173. revealOnAttack: boolean;
  174. visibilityAlpha: number;
  175. };
  176. armorConfig?: {
  177. armorHealth: number;
  178. armorReduction: number;
  179. breakThreshold: number;
  180. };
  181. explosionConfig?: {
  182. explosionDelay: number;
  183. explosionEffect: string;
  184. damageRadius: number;
  185. knockbackForce: number;
  186. };
  187. bossConfig?: {
  188. phases: number;
  189. phaseHealthThreshold: number;
  190. enrageBonus?: {
  191. speed: number;
  192. damage: number;
  193. attackSpeed: number;
  194. };
  195. summonAbility?: {
  196. minionType: string;
  197. summonCount: number;
  198. summonCooldown: number;
  199. };
  200. laserAbility?: {
  201. damage: number;
  202. range: number;
  203. chargeTime: number;
  204. cooldown: number;
  205. };
  206. };
  207. projectileConfig?: {
  208. bulletImages: string;
  209. hitEffect: string;
  210. trailEffect?: string;
  211. };
  212. }
  213. @ccclass('ConfigManager')
  214. export class ConfigManager extends BaseSingleton {
  215. // 仅用于类型声明,实例由 BaseSingleton 在运行时动态维护
  216. public static _instance: ConfigManager;
  217. private weaponsConfig: any = null;
  218. private enemiesConfig: any = null;
  219. private configLoaded: boolean = false;
  220. /**
  221. * BaseSingleton 首次实例化回调
  222. */
  223. protected init() {
  224. console.log('[ConfigManager] 开始初始化配置管理器');
  225. this.loadConfigs();
  226. }
  227. // 加载所有配置文件
  228. private async loadConfigs() {
  229. console.log('[ConfigManager] 开始加载配置文件');
  230. this.configLoaded = false;
  231. try {
  232. // 确保resources bundle已经准备好
  233. await this.ensureResourcesBundle();
  234. // 加载武器配置
  235. console.log('[ConfigManager] 开始加载武器配置');
  236. await this.loadWeaponsConfig();
  237. console.log('[ConfigManager] 武器配置加载完成');
  238. // 加载敌人配置
  239. console.log('[ConfigManager] 开始加载敌人配置');
  240. await this.loadEnemiesConfig();
  241. console.log('[ConfigManager] 敌人配置加载完成');
  242. // 注意:球控制器配置现在通过BallController组件的装饰器直接加载
  243. console.log('[ConfigManager] 球控制器配置通过装饰器加载,跳过ConfigManager加载');
  244. this.configLoaded = true;
  245. console.log('[ConfigManager] ✅ 所有配置文件加载成功,配置管理器初始化完成');
  246. } catch (error) {
  247. console.error('[ConfigManager] ❌ 配置文件加载失败:', error);
  248. this.configLoaded = false;
  249. // 延迟重试加载
  250. console.log('[ConfigManager] 将在3秒后重试加载配置');
  251. setTimeout(() => {
  252. console.log('[ConfigManager] 开始重试加载配置');
  253. this.loadConfigs();
  254. }, 3000);
  255. }
  256. }
  257. // 确保resources bundle已经准备好
  258. private ensureResourcesBundle(): Promise<void> {
  259. return new Promise((resolve) => {
  260. console.log('[ConfigManager] 检查resources bundle状态...');
  261. // 增加延迟时间,确保Cocos Creator资源系统完全初始化
  262. setTimeout(() => {
  263. console.log('[ConfigManager] resources bundle初始化等待完成');
  264. resolve();
  265. }, 2000); // 增加到2秒
  266. });
  267. }
  268. // 加载武器配置
  269. private loadWeaponsConfig(): Promise<void> {
  270. return new Promise((resolve, reject) => {
  271. console.log('[ConfigManager] 开始加载武器配置...');
  272. resources.load('data/weapons', JsonAsset, (err, asset) => {
  273. if (err) {
  274. console.error('[ConfigManager] 武器配置文件加载失败:', err);
  275. reject(err);
  276. return;
  277. }
  278. if (!asset || !asset.json) {
  279. console.error('[ConfigManager] 武器配置文件内容为空');
  280. reject(new Error('武器配置文件内容为空'));
  281. return;
  282. }
  283. this.weaponsConfig = asset.json as any;
  284. // 验证配置完整性
  285. console.log('[ConfigManager] 验证武器配置完整性...');
  286. if (!this.weaponsConfig.weapons || !Array.isArray(this.weaponsConfig.weapons)) {
  287. console.error('[ConfigManager] 武器配置格式错误:缺少weapons数组');
  288. reject(new Error('武器配置格式错误'));
  289. return;
  290. }
  291. console.log(`[ConfigManager] 武器配置加载成功,共${this.weaponsConfig.weapons.length}个武器`);
  292. // 检查blockSizes配置
  293. if (this.weaponsConfig.blockSizes && Array.isArray(this.weaponsConfig.blockSizes)) {
  294. console.log(`[ConfigManager] ✅ blockSizes配置加载成功,共${this.weaponsConfig.blockSizes.length}个形状`);
  295. this.weaponsConfig.blockSizes.forEach(shape => {
  296. console.log(`[ConfigManager] - 形状: ${shape.id} (${shape.name})`);
  297. });
  298. } else {
  299. console.warn('[ConfigManager] ⚠️ blockSizes配置缺失或格式错误');
  300. }
  301. resolve();
  302. });
  303. });
  304. }
  305. // 加载敌人配置
  306. private loadEnemiesConfig(): Promise<void> {
  307. return new Promise((resolve, reject) => {
  308. console.log('加载敌人配置...');
  309. resources.load('data/enemies', JsonAsset, (err, asset) => {
  310. if (err) {
  311. console.error('敌人配置文件加载失败:', err);
  312. reject(err);
  313. return;
  314. }
  315. if (!asset || !asset.json) {
  316. console.error('敌人配置文件内容为空');
  317. reject(new Error('敌人配置文件内容为空'));
  318. return;
  319. }
  320. this.enemiesConfig = asset.json as any;
  321. console.log('✅ 敌人配置加载成功');
  322. resolve();
  323. });
  324. });
  325. }
  326. // 随机获取武器配置
  327. public getRandomWeapon(rarity?: string): WeaponConfig | null {
  328. if (!this.weaponsConfig || !this.weaponsConfig.weapons || this.weaponsConfig.weapons.length === 0) {
  329. console.warn('武器配置未加载或为空');
  330. return null;
  331. }
  332. if (rarity) {
  333. // 按稀有度筛选
  334. const filteredWeapons = this.weaponsConfig.weapons.filter(weapon => weapon.rarity === rarity);
  335. if (filteredWeapons.length === 0) {
  336. console.warn(`没有找到稀有度为 ${rarity} 的武器`);
  337. return null;
  338. }
  339. const randomIndex = Math.floor(Math.random() * filteredWeapons.length);
  340. return filteredWeapons[randomIndex];
  341. }
  342. // 使用稀有度权重系统进行随机选择
  343. const rarityWeights = this.weaponsConfig.rarityWeights;
  344. if (!rarityWeights) {
  345. console.warn('稀有度权重配置未找到,使用随机选择');
  346. const randomIndex = Math.floor(Math.random() * this.weaponsConfig.weapons.length);
  347. return this.weaponsConfig.weapons[randomIndex];
  348. }
  349. // 计算总权重
  350. // 计算总权重(兼容ES5)
  351. const totalWeight = Object.keys(rarityWeights).reduce((sum: number, key: string) => sum + (rarityWeights[key] as number), 0);
  352. const randomValue = Math.random() * totalWeight;
  353. // 根据权重选择稀有度
  354. let currentWeight = 0;
  355. let selectedRarity = 'common';
  356. // 兼容ES5的写法遍历对象
  357. for (let rarity in rarityWeights) {
  358. if (rarityWeights.hasOwnProperty(rarity)) {
  359. const weight = rarityWeights[rarity];
  360. currentWeight += weight as number;
  361. if (randomValue <= currentWeight) {
  362. selectedRarity = rarity;
  363. break;
  364. }
  365. }
  366. // 从选中的稀有度中随机选择武器
  367. const weaponsOfRarity = this.weaponsConfig.weapons.filter(weapon => weapon.rarity === selectedRarity);
  368. if (weaponsOfRarity.length === 0) {
  369. console.warn(`稀有度 ${selectedRarity} 没有可用武器,使用随机选择`);
  370. const randomIndex = Math.floor(Math.random() * this.weaponsConfig.weapons.length);
  371. return this.weaponsConfig.weapons[randomIndex];
  372. }
  373. const randomIndex = Math.floor(Math.random() * weaponsOfRarity.length);
  374. const selectedWeapon = weaponsOfRarity[randomIndex];
  375. console.log(`随机选择武器: ${selectedWeapon.name} (${selectedRarity})`);
  376. return selectedWeapon;
  377. }
  378. }
  379. // 随机获取敌人配置
  380. public getRandomEnemy(rarity?: string): EnemyConfig | null {
  381. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  382. if (!this.enemiesConfig || !Array.isArray(this.enemiesConfig) || this.enemiesConfig.length === 0) {
  383. console.warn('敌人配置未加载或为空');
  384. return null;
  385. }
  386. if (rarity) {
  387. // 按稀有度筛选
  388. const filteredEnemies = this.enemiesConfig.filter(enemy => enemy.rarity === rarity);
  389. if (filteredEnemies.length === 0) {
  390. console.warn(`没有找到稀有度为 ${rarity} 的敌人`);
  391. return null;
  392. }
  393. const randomIndex = Math.floor(Math.random() * filteredEnemies.length);
  394. return filteredEnemies[randomIndex];
  395. }
  396. // 直接从敌人列表中随机选择
  397. const randomIndex = Math.floor(Math.random() * this.enemiesConfig.length);
  398. return this.enemiesConfig[randomIndex];
  399. }
  400. // 根据ID获取武器配置
  401. public getWeaponById(id: string): WeaponConfig | null {
  402. if (!this.weaponsConfig) return null;
  403. return this.weaponsConfig.weapons.find(weapon => weapon.id === id) || null;
  404. }
  405. // 根据ID获取敌人配置
  406. public getEnemyById(id: string): EnemyConfig | null {
  407. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  408. if (!this.enemiesConfig || !Array.isArray(this.enemiesConfig)) return null;
  409. return this.enemiesConfig.find(enemy => enemy.id === id) || null;
  410. }
  411. /**
  412. * 获取敌人名称到ID的映射
  413. */
  414. public getNameToIdMapping(): { [key: string]: string } | null {
  415. if (!this.enemiesConfig) return null;
  416. return this.enemiesConfig.nameToIdMapping || null;
  417. }
  418. // 获取所有武器配置
  419. public getAllWeapons(): WeaponConfig[] {
  420. return this.weaponsConfig?.weapons || [];
  421. }
  422. // 获取所有敌人配置
  423. public getAllEnemies(): EnemyConfig[] {
  424. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  425. return Array.isArray(this.enemiesConfig) ? this.enemiesConfig : [];
  426. }
  427. // 根据稀有度获取武器列表
  428. public getWeaponsByRarity(rarity: string): WeaponConfig[] {
  429. if (!this.weaponsConfig) return [];
  430. return this.weaponsConfig.weapons.filter(weapon => weapon.rarity === rarity);
  431. }
  432. // 根据稀有度获取敌人列表
  433. public getEnemiesByRarity(rarity: string): EnemyConfig[] {
  434. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  435. if (!this.enemiesConfig || !Array.isArray(this.enemiesConfig)) return [];
  436. return this.enemiesConfig.filter(enemy => enemy.rarity === rarity);
  437. }
  438. // 获取方块尺寸列表(已更新为形状ID)
  439. public getBlockSizes(): string[] {
  440. if (!this.weaponsConfig || !this.weaponsConfig.blockSizes) {
  441. return ['I', 'H-I', 'L', 'S', 'D-T'];
  442. }
  443. // 从blockSizes配置中提取形状ID
  444. return this.weaponsConfig.blockSizes.map((shape: any) => shape.id);
  445. }
  446. // 获取方块形状配置列表
  447. public getBlockShapes(): any[] {
  448. if (!this.weaponsConfig) {
  449. console.warn('[ConfigManager] 武器配置未加载,无法获取方块形状配置');
  450. console.warn('[ConfigManager] 配置加载状态:', this.configLoaded);
  451. return [];
  452. }
  453. if (!this.weaponsConfig.blockSizes) {
  454. console.warn('[ConfigManager] 方块形状配置(blockSizes)未找到');
  455. console.warn('[ConfigManager] 可用的配置字段:', Object.keys(this.weaponsConfig));
  456. return [];
  457. }
  458. if (!Array.isArray(this.weaponsConfig.blockSizes)) {
  459. console.error('[ConfigManager] blockSizes不是数组格式:', typeof this.weaponsConfig.blockSizes);
  460. return [];
  461. }
  462. console.log(`[ConfigManager] 成功获取${this.weaponsConfig.blockSizes.length}个方块形状配置`);
  463. return this.weaponsConfig.blockSizes;
  464. }
  465. // 获取波次进展配置(已废弃,波次配置现在通过关卡系统管理)
  466. public getWaveProgression(): any {
  467. console.warn('[ConfigManager] getWaveProgression已废弃,波次配置现在通过关卡系统管理');
  468. return {};
  469. }
  470. // 根据波次获取合适的敌人(简化版本,直接返回随机敌人)
  471. public getEnemyForWave(waveNumber: number): EnemyConfig | null {
  472. // 修复:波次配置现在通过关卡系统管理,这里简化为返回随机敌人
  473. // 具体的波次敌人配置由EnemyController通过关卡配置处理
  474. console.log(`[ConfigManager] 为波次 ${waveNumber} 获取随机敌人`);
  475. return this.getRandomEnemy();
  476. }
  477. // 检查配置是否已加载
  478. public isConfigLoaded(): boolean {
  479. return this.configLoaded;
  480. }
  481. // 获取球控制器配置
  482. // getBallControllerConfig方法已移除,球控制器配置现在通过装饰器直接在BallController中加载
  483. }