UpgradeController.ts 45 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 { PopUPAni } from '../../Animations/PopUPAni';
  5. import { UpgradeAni } from './UpgradeAni';
  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. };
  25. upgradeConfig?: {
  26. maxLevel: number;
  27. levels: {
  28. [level: string]: {
  29. cost: number;
  30. damage?: number;
  31. };
  32. };
  33. };
  34. }
  35. /**
  36. * 武器升级系统控制器
  37. * 负责管理武器升级UI和逻辑
  38. */
  39. @ccclass('UpgradeController')
  40. export class UpgradeController extends Component {
  41. // UI节点引用
  42. @property(Node) upgradeUI: Node = null; // Canvas/UpgradeUI
  43. @property(ScrollView) weaponScrollView: ScrollView = null; // Canvas/UpgradeUI/ScrollView
  44. @property(Layout) weaponLayout: Layout = null; // Canvas/UpgradeUI/ScrollView/view/content/Layout
  45. @property(Node) upgradePanel: Node = null; // Canvas/UpgradeUI/UpgradePanel
  46. @property(Button) closePanelBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/CloseBtn
  47. // 升级面板UI组件
  48. @property(Sprite) panelWeaponSprite: Sprite = null; // Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  49. @property(Label) panelLevelLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/LevelLabel
  50. @property(Label) panelCurrentDamage: Label = null; // Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  51. @property(Label) panelCostLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  52. @property(Button) panelUpgradeBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn
  53. @property(Node) upIcon: Node = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/UP图标
  54. // 武器节点预制体
  55. @property(Prefab) lockedWeaponPrefab: Prefab = null; // Lock.prefab
  56. @property(Prefab) unlockedWeaponPrefab: Prefab = null; // Unlock.prefab
  57. // 动画控制器
  58. @property(PopUPAni) panelAni: PopUPAni = null; // Canvas/UpgradeUI/UpgradePanel上的PopUPAni组件
  59. @property(UpgradeAni) upgradeAni: UpgradeAni = null; // Canvas/UpgradeUI/UpgradePanel上的UpgradeAni组件
  60. // 数据管理
  61. private saveDataManager: SaveDataManager = null;
  62. private weaponsConfig: { weapons: WeaponConfig[] } = null;
  63. private currentSelectedWeapon: string = null;
  64. private levelConfigs: any[] = [];
  65. // 武器节点列表
  66. private weaponNodes: Node[] = [];
  67. onLoad() {
  68. this.saveDataManager = SaveDataManager.getInstance();
  69. this.bindEvents();
  70. }
  71. async start() {
  72. // 先加载武器配置
  73. await this.loadWeaponsConfig();
  74. // 加载关卡配置
  75. await this.loadLevelConfigs();
  76. // 初始化武器数据
  77. this.initializeWeapons();
  78. // 初始化时检查武器解锁状态
  79. this.checkInitialWeaponUnlocks();
  80. // 刷新UI
  81. this.refreshWeaponList();
  82. console.log('[UpgradeController] 初始化完成');
  83. }
  84. /**
  85. * 绑定事件
  86. */
  87. private bindEvents() {
  88. // 关闭升级面板
  89. this.closePanelBtn?.node.on(Button.EventType.CLICK, this.closeUpgradePanel, this);
  90. // 升级按钮
  91. this.panelUpgradeBtn?.node.on(Button.EventType.CLICK, this.onUpgradeWeapon, this);
  92. // 监听关卡完成事件,自动解锁武器
  93. EventBus.getInstance().on(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  94. }
  95. /**
  96. * 加载武器配置
  97. */
  98. private async loadWeaponsConfig() {
  99. try {
  100. const jsonAsset = await new Promise<any>((resolve, reject) => {
  101. resources.load('data/weapons', (err, asset) => {
  102. if (err) reject(err);
  103. else resolve(asset);
  104. });
  105. });
  106. this.weaponsConfig = jsonAsset.json;
  107. console.log('[UpgradeController] 武器配置加载成功:', this.weaponsConfig);
  108. } catch (error) {
  109. console.error('[UpgradeController] 加载武器配置失败:', error);
  110. }
  111. }
  112. /**
  113. * 加载关卡配置
  114. */
  115. private async loadLevelConfigs() {
  116. try {
  117. this.levelConfigs = [];
  118. // 加载Level1到Level5的配置
  119. for (let i = 1; i <= 5; i++) {
  120. try {
  121. const levelData = await new Promise<any>((resolve, reject) => {
  122. resources.load(`data/levels/Level${i}`, (err, asset) => {
  123. if (err) reject(err);
  124. else resolve(asset);
  125. });
  126. });
  127. this.levelConfigs.push({
  128. level: i,
  129. ...levelData
  130. });
  131. } catch (error) {
  132. console.warn(`加载Level${i}配置失败:`, error);
  133. }
  134. }
  135. console.log('关卡配置加载成功:', this.levelConfigs);
  136. } catch (error) {
  137. console.error('加载关卡配置失败:', error);
  138. this.levelConfigs = [];
  139. }
  140. }
  141. /**
  142. * 初始化武器数据(确保所有武器都在存档中)
  143. */
  144. private initializeWeapons() {
  145. if (!this.weaponsConfig) return;
  146. // 为每个武器创建初始数据(如果不存在)
  147. this.weaponsConfig.weapons.forEach(weaponConfig => {
  148. const existingWeapon = this.saveDataManager.getWeapon(weaponConfig.id);
  149. if (!existingWeapon) {
  150. this.saveDataManager.addWeapon(weaponConfig.id, weaponConfig.rarity);
  151. }
  152. });
  153. }
  154. /**
  155. * 初始化时检查武器解锁状态
  156. */
  157. private checkInitialWeaponUnlocks() {
  158. if (!this.saveDataManager || !this.weaponsConfig) return;
  159. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  160. console.log(`[UpgradeController] 初始化检查武器解锁状态,当前最大解锁关卡: ${maxUnlockedLevel}`);
  161. let hasUpdates = false;
  162. for (const weaponConfig of this.weaponsConfig.weapons) {
  163. const weaponId = weaponConfig.id;
  164. const weaponData = this.saveDataManager.getWeapon(weaponId);
  165. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  166. // 检查武器是否应该根据关卡进度解锁
  167. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  168. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  169. // 如果武器应该解锁但还未解锁,则自动解锁
  170. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  171. weaponData.level = 1;
  172. // 由于WeaponData类型中没有unlockTime属性,这里先注释掉
  173. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  174. console.log(`[UpgradeController] 初始化时自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  175. hasUpdates = true;
  176. }
  177. }
  178. // 如果有更新,保存数据
  179. if (hasUpdates) {
  180. this.saveDataManager.savePlayerData();
  181. console.log(`[UpgradeController] 初始化武器解锁状态更新完成`);
  182. }
  183. }
  184. /**
  185. * 刷新武器列表UI
  186. */
  187. private refreshWeaponList() {
  188. if (!this.weaponsConfig || !this.weaponLayout) {
  189. console.warn('武器配置或武器布局未初始化');
  190. return;
  191. }
  192. // 清除现有节点
  193. this.clearWeaponNodes();
  194. // 为每个武器创建UI节点
  195. this.weaponsConfig.weapons.forEach((weaponConfig, index) => {
  196. this.createWeaponNode(weaponConfig, index);
  197. });
  198. }
  199. /**
  200. * 切换武器节点状态(从锁定到解锁或反之)
  201. */
  202. private switchWeaponNodeState(weaponId: string) {
  203. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  204. if (!weaponConfig) {
  205. console.warn(`未找到武器配置: ${weaponId}`);
  206. return;
  207. }
  208. // 找到对应的武器节点
  209. const weaponNodeIndex = this.weaponNodes.findIndex(node => node.name === `WeaponNode_${weaponId}`);
  210. if (weaponNodeIndex === -1) {
  211. console.warn(`未找到武器节点: ${weaponId}`);
  212. return;
  213. }
  214. const oldNode = this.weaponNodes[weaponNodeIndex];
  215. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponId);
  216. const weaponData = this.saveDataManager.getWeapon(weaponId);
  217. // 创建新节点
  218. let newNode: Node = null;
  219. if (isUnlocked) {
  220. if (this.unlockedWeaponPrefab) {
  221. newNode = instantiate(this.unlockedWeaponPrefab);
  222. this.setupUnlockedWeaponNode(newNode, weaponConfig, weaponData);
  223. }
  224. } else {
  225. if (this.lockedWeaponPrefab) {
  226. newNode = instantiate(this.lockedWeaponPrefab);
  227. this.setupLockedWeaponNode(newNode, weaponConfig);
  228. }
  229. }
  230. if (newNode) {
  231. newNode.name = `WeaponNode_${weaponId}`;
  232. // 获取旧节点的位置
  233. const siblingIndex = oldNode.getSiblingIndex();
  234. // 移除旧节点
  235. oldNode.removeFromParent();
  236. // 添加新节点到相同位置
  237. this.weaponLayout.node.insertChild(newNode, siblingIndex);
  238. // 更新节点数组
  239. this.weaponNodes[weaponNodeIndex] = newNode;
  240. console.log(`武器 ${weaponId} 状态切换完成: ${isUnlocked ? '解锁' : '锁定'}`);
  241. }
  242. }
  243. /**
  244. * 清除武器节点
  245. */
  246. private clearWeaponNodes() {
  247. this.weaponNodes.forEach(node => {
  248. if (node && node.isValid) {
  249. node.destroy();
  250. }
  251. });
  252. this.weaponNodes = [];
  253. }
  254. /**
  255. * 创建武器节点
  256. */
  257. private createWeaponNode(weaponConfig: WeaponConfig, index: number) {
  258. // 获取武器数据
  259. const weaponData = this.saveDataManager.getWeapon(weaponConfig.id);
  260. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponConfig.id);
  261. console.log(`设置武器节点 ${index}: ${weaponConfig.name}, 等级: ${weaponData?.level || 0}, 已解锁: ${isUnlocked}`);
  262. // 根据解锁状态选择合适的预制体
  263. let weaponNode: Node = null;
  264. if (isUnlocked) {
  265. if (this.unlockedWeaponPrefab) {
  266. weaponNode = instantiate(this.unlockedWeaponPrefab);
  267. this.setupUnlockedWeaponNode(weaponNode, weaponConfig, weaponData);
  268. }
  269. } else {
  270. if (this.lockedWeaponPrefab) {
  271. weaponNode = instantiate(this.lockedWeaponPrefab);
  272. this.setupLockedWeaponNode(weaponNode, weaponConfig);
  273. }
  274. }
  275. // 如果没有预制体,记录警告
  276. if (!weaponNode) {
  277. console.warn(`无法创建武器节点 ${weaponConfig.name}: 缺少对应的预制体`);
  278. return;
  279. }
  280. // 设置节点名称
  281. weaponNode.name = `WeaponNode_${weaponConfig.id}`;
  282. // 添加到布局中
  283. this.weaponLayout.node.addChild(weaponNode);
  284. this.weaponNodes.push(weaponNode);
  285. }
  286. /**
  287. * 加载武器图标
  288. */
  289. private loadWeaponSprite(sprite: Sprite, spritePath: string) {
  290. // 参考WeaponBullet.ts的正确加载方式,在路径后添加'/spriteFrame'
  291. const framePath = `${spritePath}/spriteFrame`;
  292. resources.load(framePath, SpriteFrame, (err, spriteFrame) => {
  293. if (!err && spriteFrame && sprite && sprite.isValid) {
  294. sprite.spriteFrame = spriteFrame;
  295. console.log(`武器图标加载成功: ${spritePath}`);
  296. } else if (err) {
  297. console.warn(`加载武器图标失败: ${spritePath}`, err);
  298. }
  299. });
  300. }
  301. /**
  302. * 设置已解锁武器节点(适配Unlock.prefab)
  303. */
  304. private setupUnlockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig, weaponData: any) {
  305. // 获取公共的Sprite节点,避免重复查找
  306. const spriteNode = weaponNode.getChildByName('Sprite');
  307. if (!spriteNode) {
  308. console.warn('未找到Sprite节点:', weaponConfig.id);
  309. return;
  310. }
  311. // 设置武器图标 - 查找专门的武器图标Sprite节点,避免影响背景
  312. const weaponSprite = spriteNode.getChildByName('WeaponSprite')?.getComponent(Sprite);
  313. if (weaponSprite && weaponConfig.visualConfig.weaponSprites) {
  314. const spritePath = weaponConfig.visualConfig.weaponSprites;
  315. this.loadWeaponSprite(weaponSprite, spritePath);
  316. }
  317. // 设置武器名称 - Unlock.prefab中的Name节点下的Label(只显示武器名称)
  318. const nameLabel = spriteNode.getChildByName('Name')?.getComponent(Label);
  319. if (nameLabel) {
  320. nameLabel.string = weaponConfig.name;
  321. }
  322. // 设置武器等级 - should_hide_in_hierarchy/Unlock/Sprite/Level/Label节点(显示等级)
  323. const levelNode = spriteNode.getChildByName('Level');
  324. console.log(`[PreviewInEditor] 处理武器等级显示: ${weaponConfig.name}, weaponData:`, weaponData);
  325. if (levelNode) {
  326. // 先尝试Level节点本身的Label组件
  327. let levelLabel = levelNode.getComponent(Label);
  328. if (!levelLabel) {
  329. // 如果Level节点本身没有Label,尝试查找子节点Label
  330. const labelNode = levelNode.getChildByName('Label');
  331. if (labelNode) {
  332. levelLabel = labelNode.getComponent(Label);
  333. }
  334. }
  335. if (levelLabel) {
  336. const actualLevel = weaponData ? weaponData.level : 0;
  337. levelLabel.string = `${actualLevel}`;
  338. } else {
  339. console.warn(`[PreviewInEditor] 未找到Level Label组件: ${weaponConfig.name}`);
  340. }
  341. } else {
  342. console.warn(`[PreviewInEditor] 未找到Level节点: ${weaponConfig.name}`);
  343. }
  344. // 设置升级按钮 - Unlock.prefab中的Button节点
  345. const upgradeButton = weaponNode.getChildByName('Upgrade')?.getComponent(Button);
  346. if (upgradeButton) {
  347. // 清除之前的事件监听
  348. upgradeButton.node.off(Button.EventType.CLICK);
  349. // 添加升级事件
  350. upgradeButton.node.on(Button.EventType.CLICK, () => {
  351. this.openUpgradePanel(weaponConfig.id);
  352. }, this);
  353. // 设置按钮文本和状态
  354. const buttonLabel = upgradeButton.node.getChildByName('Label')?.getComponent(Label);
  355. if (buttonLabel) {
  356. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  357. if (weaponData && weaponData.level >= maxLevel) {
  358. buttonLabel.string = '已满级';
  359. } else {
  360. // 只显示"升级",不显示费用,费用在升级面板中显示
  361. buttonLabel.string = '升级';
  362. }
  363. }
  364. }
  365. // Unlock.prefab已经有正常的视觉效果,确保节点激活
  366. weaponNode.active = true;
  367. }
  368. /**
  369. * 设置未解锁武器节点(适配Lock.prefab)
  370. */
  371. private setupLockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig) {
  372. // 设置解锁信息文本 - Lock.prefab中的Label节点
  373. const unlockLabel = weaponNode.getChildByName('Label')?.getComponent(Label);
  374. if (unlockLabel) {
  375. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  376. unlockLabel.string = `通关第${unlockLevel}关解锁`;
  377. }
  378. // Lock.prefab已经有合适的视觉效果,不需要额外设置透明度
  379. weaponNode.active = true;
  380. // 锁定武器节点保持可点击状态以显示解锁提示
  381. // 添加点击事件监听(显示解锁提示)
  382. weaponNode.on(Node.EventType.TOUCH_END, () => {
  383. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  384. console.log(`${weaponConfig.name} 需要通关第${unlockLevel}关才能解锁`);
  385. }, this);
  386. }
  387. /**
  388. * 打开升级面板
  389. */
  390. private async openUpgradePanel(weaponId: string) {
  391. const weaponConfig = this.weaponsConfig.weapons.find(config => config.id === weaponId);
  392. if (!weaponConfig) {
  393. console.error(`未找到武器配置: ${weaponId}`);
  394. return;
  395. }
  396. const weaponData = this.saveDataManager.getWeapon(weaponId);
  397. if (!weaponData) {
  398. console.error(`未找到武器数据: ${weaponId}`);
  399. return;
  400. }
  401. this.currentSelectedWeapon = weaponId;
  402. console.log(`打开升级面板: ${weaponConfig.name}, 当前等级: ${weaponData.level}`);
  403. // 刷新面板内容
  404. this.refreshUpgradePanel();
  405. // 使用动画显示升级面板
  406. if (this.panelAni) {
  407. await this.panelAni.showPanel();
  408. } else {
  409. // 如果没有动画组件,直接显示
  410. this.upgradePanel.active = true;
  411. }
  412. }
  413. /**
  414. * 关闭升级面板
  415. */
  416. private async closeUpgradePanel() {
  417. // 停止UP图标动画
  418. if (this.upIcon && this.panelAni) {
  419. this.panelAni.stopIconTipAnimation(this.upIcon);
  420. }
  421. // 使用动画隐藏升级面板
  422. if (this.panelAni) {
  423. await this.panelAni.hidePanel();
  424. } else {
  425. // 如果没有动画组件,直接隐藏
  426. this.upgradePanel.active = false;
  427. }
  428. this.currentSelectedWeapon = null;
  429. }
  430. /**
  431. * 刷新升级面板
  432. */
  433. private refreshUpgradePanel() {
  434. if (!this.currentSelectedWeapon || !this.weaponsConfig) return;
  435. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  436. const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  437. if (!weaponConfig || !weaponData) {
  438. console.error(`刷新升级面板失败: 武器配置或数据不存在 ${this.currentSelectedWeapon}`);
  439. return;
  440. }
  441. console.log(`刷新升级面板: ${weaponConfig.name}, 等级: ${weaponData.level}`);
  442. // 设置武器图标 - Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  443. if (this.panelWeaponSprite && weaponConfig.visualConfig.weaponSprites) {
  444. const spritePath = weaponConfig.visualConfig.weaponSprites;
  445. this.loadWeaponSprite(this.panelWeaponSprite, spritePath);
  446. }
  447. // 设置武器名称和等级 - Canvas/UpgradeUI/UpgradePanel/LevelLabel
  448. if (this.panelLevelLabel) {
  449. this.panelLevelLabel.string = `${weaponConfig.name} 等级 ${weaponData.level}`;
  450. }
  451. // 计算当前伤害(基础伤害 + 等级加成)- Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  452. const baseDamage = weaponConfig.stats.damage;
  453. const currentDamage = this.calculateWeaponDamage(baseDamage, weaponData.level, this.currentSelectedWeapon);
  454. const nextLevelDamage = this.calculateWeaponDamage(baseDamage, weaponData.level + 1, this.currentSelectedWeapon);
  455. const damageIncrease = nextLevelDamage - currentDamage;
  456. if (this.panelCurrentDamage) {
  457. // 只显示当前伤害数值,不显示增量
  458. this.panelCurrentDamage.string = currentDamage.toString();
  459. }
  460. // 设置升级费用 - Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  461. // 优先从武器配置的upgradeConfig字段获取升级费用
  462. let upgradeCost = 0;
  463. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  464. if (weaponData.level >= maxLevel) {
  465. // 已达到最大等级,显示"已满级"
  466. if (this.panelCostLabel) {
  467. this.panelCostLabel.string = "已满级";
  468. }
  469. } else {
  470. // 从upgradeConfig获取升级费用
  471. if (weaponConfig.upgradeConfig?.levels) {
  472. const levelConfig = weaponConfig.upgradeConfig.levels[weaponData.level.toString()];
  473. if (levelConfig && levelConfig.cost) {
  474. upgradeCost = levelConfig.cost;
  475. } else {
  476. // 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
  477. upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  478. }
  479. } else {
  480. // 如果没有upgradeConfig,使用SaveDataManager的计算方法
  481. upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  482. }
  483. if (this.panelCostLabel) {
  484. this.panelCostLabel.string = upgradeCost.toString();
  485. }
  486. }
  487. // 检查钞票是否足够,控制UP图标显示和动画
  488. const playerMoney = this.saveDataManager.getMoney();
  489. if (weaponData.level < maxLevel && playerMoney >= upgradeCost) {
  490. // 钞票足够,显示UP图标并播放动画
  491. if (this.upIcon) {
  492. this.upIcon.active = true;
  493. if (this.panelAni) {
  494. // 传入检查条件:钞票是否足够且未达到最大等级
  495. const checkCondition = () => {
  496. const currentMoney = this.saveDataManager.getMoney();
  497. const currentWeaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  498. const currentUpgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  499. return currentWeaponData &&
  500. currentWeaponData.level < maxLevel &&
  501. currentMoney >= currentUpgradeCost;
  502. };
  503. this.panelAni.playIconTipAnimation(this.upIcon, checkCondition);
  504. }
  505. }
  506. } else {
  507. // 钞票不足或已满级,隐藏UP图标并停止动画
  508. if (this.upIcon) {
  509. this.upIcon.active = false;
  510. if (this.panelAni) {
  511. this.panelAni.stopIconTipAnimation(this.upIcon);
  512. }
  513. }
  514. }
  515. // 升级按钮始终保持可点击状态,通过Toast显示各种提示
  516. console.log(`[UpgradeController] 升级按钮保持可交互状态`);
  517. }
  518. /**
  519. * 计算武器伤害
  520. */
  521. private calculateWeaponDamage(baseDamage: number, level: number, weaponId?: string): number {
  522. if (level === 0) return 0; // 未解锁武器伤害为0
  523. // 优先使用手动配置的伤害值
  524. if (weaponId && this.weaponsConfig && this.weaponsConfig.weapons) {
  525. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  526. if (weaponConfig && weaponConfig.upgradeConfig && weaponConfig.upgradeConfig.levels) {
  527. const levelConfig = weaponConfig.upgradeConfig.levels[level.toString()];
  528. if (levelConfig && levelConfig.damage !== undefined) {
  529. console.log(`[UpgradeController] 使用手动配置伤害 - ${weaponId}: 等级=${level}, 伤害=${levelConfig.damage}`);
  530. return levelConfig.damage;
  531. }
  532. }
  533. }
  534. // 如果没有手动配置,使用基于武器稀有度的伤害增长公式作为后备
  535. if (weaponId && this.weaponsConfig && this.weaponsConfig.weapons) {
  536. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  537. if (weaponConfig && weaponConfig.stats && weaponConfig.stats.damage) {
  538. // 根据武器稀有度确定每级伤害增长
  539. let damagePerLevel = 0;
  540. switch (weaponConfig.rarity) {
  541. case 'common':
  542. damagePerLevel = Math.floor(baseDamage * 0.15); // 普通武器每级增加15%基础伤害
  543. break;
  544. case 'uncommon':
  545. damagePerLevel = Math.floor(baseDamage * 0.18); // 不常见武器每级增加18%基础伤害
  546. break;
  547. case 'rare':
  548. damagePerLevel = Math.floor(baseDamage * 0.20); // 稀有武器每级增加20%基础伤害
  549. break;
  550. case 'epic':
  551. damagePerLevel = Math.floor(baseDamage * 0.25); // 史诗武器每级增加25%基础伤害
  552. break;
  553. default:
  554. damagePerLevel = Math.floor(baseDamage * 0.15); // 默认15%
  555. break;
  556. }
  557. // 确保每级至少增加1点伤害
  558. damagePerLevel = Math.max(1, damagePerLevel);
  559. // 计算总伤害:基础伤害 + (等级-1) * 每级伤害增长
  560. const totalDamage = baseDamage + (level - 1) * damagePerLevel;
  561. console.log(`[UpgradeController] 使用自动计算伤害 - ${weaponId}: 基础=${baseDamage}, 等级=${level}, 每级增长=${damagePerLevel}, 总伤害=${totalDamage}`);
  562. return totalDamage;
  563. }
  564. }
  565. // 如果配置不存在,使用默认公式作为后备
  566. console.log(`[UpgradeController] 使用默认伤害计算 - ${weaponId}: 基础=${baseDamage}, 等级=${level}`);
  567. return baseDamage + (level - 1);
  568. }
  569. /**
  570. * 根据武器名称查找解锁关卡
  571. */
  572. private getWeaponUnlockLevel(weaponName: string): number {
  573. // 武器名称到解锁关卡的映射
  574. const weaponUnlockMap: { [key: string]: number } = {
  575. "毛豆射手": 1,
  576. "尖胡萝卜": 2,
  577. "锯齿草": 3,
  578. "西瓜炸弹": 4,
  579. "回旋镖盆栽": 5,
  580. "炙热辣椒": 6,
  581. "仙人散弹": 7,
  582. "秋葵导弹": 8,
  583. "狼牙棒": 9
  584. };
  585. return weaponUnlockMap[weaponName] || 1;
  586. }
  587. /**
  588. * 根据武器ID查找解锁关卡
  589. */
  590. private getWeaponUnlockLevelById(weaponId: string): number {
  591. // 武器ID到解锁关卡的映射
  592. const weaponUnlockMap: { [key: string]: number } = {
  593. "pea_shooter": 1,
  594. "sharp_carrot": 2,
  595. "saw_grass": 3,
  596. "watermelon_bomb": 4,
  597. "boomerang_plant": 5,
  598. "hot_pepper": 6,
  599. "cactus_shotgun": 7,
  600. "okra_missile": 8,
  601. "mace_club": 9
  602. };
  603. return weaponUnlockMap[weaponId] || 1;
  604. }
  605. /**
  606. * 升级武器
  607. */
  608. private onUpgradeWeapon() {
  609. console.log(`[UpgradeController] onUpgradeWeapon方法被调用`);
  610. if (!this.currentSelectedWeapon) {
  611. console.log(`[UpgradeController] currentSelectedWeapon为空,退出`);
  612. return;
  613. }
  614. console.log(`[UpgradeController] 开始升级武器: ${this.currentSelectedWeapon}`);
  615. // 检查升级条件并显示相应提示
  616. const weapon = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  617. console.log(`[UpgradeController] 获取到的武器数据:`, weapon);
  618. if (!weapon) {
  619. console.log(`[UpgradeController] 武器不存在: ${this.currentSelectedWeapon}`);
  620. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器不存在", duration: 2.0 });
  621. return;
  622. }
  623. console.log(`[UpgradeController] 武器等级: ${weapon.level}`);
  624. if (weapon.level === 0) {
  625. console.log(`[UpgradeController] 武器未解锁: ${this.currentSelectedWeapon}`);
  626. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "请先解锁武器", duration: 2.0 });
  627. return;
  628. }
  629. // 检查是否已达到最大等级
  630. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  631. const maxLevel = weaponConfig?.upgradeConfig?.maxLevel || 10;
  632. if (weapon.level >= maxLevel) {
  633. console.log(`[UpgradeController] 武器已达到最大等级: ${this.currentSelectedWeapon}`);
  634. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器已达到最大等级", duration: 2.0 });
  635. return;
  636. }
  637. const cost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  638. const playerMoney = this.saveDataManager.getMoney();
  639. console.log(`[UpgradeController] 升级检查 - 武器: ${this.currentSelectedWeapon}, 费用: ${cost}, 当前钞票: ${playerMoney}`);
  640. console.log(`[UpgradeController] 费用类型: ${typeof cost}, 钞票类型: ${typeof playerMoney}`);
  641. console.log(`[UpgradeController] 条件判断: ${playerMoney} < ${cost} = ${playerMoney < cost}`);
  642. if (playerMoney < cost) {
  643. console.log(`[UpgradeController] 钞票不足 - 需要: ${cost}, 当前: ${playerMoney}`);
  644. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: `钞票不足,需要${cost}钞票`, duration: 2.0 });
  645. return;
  646. }
  647. console.log(`[UpgradeController] 钞票充足,继续升级流程`);
  648. // 记录升级前的钞票数量
  649. const coinsBeforeUpgrade = this.saveDataManager.getMoney();
  650. console.log(`[UpgradeController] 升级前钞票: ${coinsBeforeUpgrade}`);
  651. const success = this.saveDataManager.upgradeWeapon(this.currentSelectedWeapon);
  652. if (success) {
  653. const coinsAfterUpgrade = this.saveDataManager.getMoney();
  654. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级成功`);
  655. console.log(`[UpgradeController] 升级后钞票: ${coinsAfterUpgrade}, 消耗: ${coinsBeforeUpgrade - coinsAfterUpgrade}`);
  656. // 播放武器升级成功动画
  657. this.playWeaponUpgradeSuccessAnimation();
  658. // 刷新升级面板
  659. this.refreshUpgradePanel();
  660. // 使用新的状态切换方法更新武器节点
  661. this.switchWeaponNodeState(this.currentSelectedWeapon);
  662. // 保存数据
  663. this.saveDataManager.savePlayerData();
  664. } else {
  665. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级失败`);
  666. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "升级失败,请重试", duration: 1.0 });
  667. // 升级失败时不更新UI
  668. }
  669. }
  670. /**
  671. * 播放武器升级成功动画
  672. */
  673. private async playWeaponUpgradeSuccessAnimation(): Promise<void> {
  674. if (!this.upgradeAni || !this.panelWeaponSprite) {
  675. console.warn('[UpgradeController] upgradeAni 或 panelWeaponSprite 未设置,跳过升级动画');
  676. return;
  677. }
  678. try {
  679. // 获取武器图标节点
  680. const weaponIconNode = this.panelWeaponSprite.node;
  681. // 播放升级动画
  682. await this.upgradeAni.playWeaponUpgradeAnimation(weaponIconNode);
  683. console.log('[UpgradeController] 武器升级动画播放完成');
  684. } catch (error) {
  685. console.error('[UpgradeController] 播放武器升级动画时出错:', error);
  686. }
  687. }
  688. /**
  689. * 解锁武器
  690. */
  691. public unlockWeapon(weaponId: string): boolean {
  692. const success = this.saveDataManager.unlockWeapon(weaponId);
  693. if (success) {
  694. console.log(`武器 ${weaponId} 解锁成功`);
  695. // 使用新的状态切换方法更新武器节点
  696. this.switchWeaponNodeState(weaponId);
  697. // 保存数据
  698. this.saveDataManager.savePlayerData();
  699. }
  700. return success;
  701. }
  702. /**
  703. * 获取武器当前伤害
  704. */
  705. public getWeaponDamage(weaponId: string): number {
  706. if (!this.weaponsConfig) return 0;
  707. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  708. const weaponData = this.saveDataManager.getWeapon(weaponId);
  709. if (!weaponConfig || !weaponData) return 0;
  710. return this.calculateWeaponDamage(weaponConfig.stats.damage, weaponData.level, weaponId);
  711. }
  712. /**
  713. * 刷新UI
  714. */
  715. public refreshUI() {
  716. this.refreshWeaponList();
  717. }
  718. /**
  719. * 处理关卡完成事件,自动解锁相应武器
  720. */
  721. private onLevelComplete() {
  722. if (!this.saveDataManager || !this.weaponsConfig) return;
  723. // 获取当前关卡数据
  724. const currentLevel = this.saveDataManager.getCurrentLevel();
  725. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  726. const playerData = this.saveDataManager.getPlayerData();
  727. console.log(`[UpgradeController] 关卡完成事件触发`);
  728. console.log(`[UpgradeController] 当前关卡: ${currentLevel}, 最大解锁关卡: ${maxUnlockedLevel}`);
  729. console.log(`[UpgradeController] 玩家数据:`, {
  730. coins: playerData?.money || 0,
  731. currentLevel: playerData?.currentLevel || 1,
  732. maxUnlockedLevel: playerData?.maxUnlockedLevel || 1
  733. });
  734. // 遍历所有武器,检查是否有新解锁的武器
  735. let hasNewUnlocks = false;
  736. const newlyUnlockedWeapons: string[] = [];
  737. for (const weaponConfig of this.weaponsConfig.weapons) {
  738. const weaponId = weaponConfig.id;
  739. const weaponData = this.saveDataManager.getWeapon(weaponId);
  740. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  741. // 检查武器是否应该根据关卡进度解锁
  742. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  743. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  744. console.log(`[UpgradeController] 武器检查: ${weaponConfig.name} (${weaponId})`);
  745. console.log(` - 需要关卡: ${requiredLevel}, 当前最大解锁: ${maxUnlockedLevel}`);
  746. console.log(` - 应该解锁: ${shouldBeUnlocked}, 当前已解锁: ${isCurrentlyUnlocked}`);
  747. console.log(` - 武器数据:`, weaponData);
  748. // 如果武器应该解锁但还未解锁,则自动解锁
  749. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  750. // 确保武器数据存在
  751. if (!weaponData) {
  752. this.saveDataManager.addWeapon(weaponId, weaponConfig.rarity);
  753. }
  754. // 自动解锁武器(设置为level 1,免费解锁)
  755. const updatedWeaponData = this.saveDataManager.getWeapon(weaponId);
  756. if (updatedWeaponData) {
  757. updatedWeaponData.level = 1;
  758. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行
  759. // updatedWeaponData.unlockTime = Date.now();
  760. console.log(`[UpgradeController] 自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  761. newlyUnlockedWeapons.push(weaponConfig.name);
  762. hasNewUnlocks = true;
  763. }
  764. }
  765. }
  766. // 如果有新解锁的武器,刷新UI并保存数据
  767. if (hasNewUnlocks) {
  768. this.refreshWeaponList();
  769. this.saveDataManager.savePlayerData();
  770. console.log(`[UpgradeController] 关卡完成后解锁了 ${newlyUnlockedWeapons.length} 个武器:`, newlyUnlockedWeapons);
  771. // 可以在这里添加解锁提示UI
  772. this.showWeaponUnlockNotification(newlyUnlockedWeapons);
  773. } else {
  774. console.log(`[UpgradeController] 关卡完成后没有新武器解锁`);
  775. }
  776. }
  777. /**
  778. * 显示武器解锁通知
  779. */
  780. private showWeaponUnlockNotification(weaponNames: string[]) {
  781. if (weaponNames.length === 0) return;
  782. // 这里可以实现解锁通知UI
  783. // 目前先用console输出
  784. console.log(`🎉 恭喜解锁新武器: ${weaponNames.join(', ')}!`);
  785. // TODO: 实现实际的UI通知
  786. // 可以显示一个弹窗或者顶部通知条
  787. }
  788. /**
  789. * 获取当前关卡数据(用于调试和UI显示)
  790. */
  791. public getCurrentLevelData() {
  792. if (!this.saveDataManager) return null;
  793. return {
  794. currentLevel: this.saveDataManager.getCurrentLevel(),
  795. maxUnlockedLevel: this.saveDataManager.getMaxUnlockedLevel(),
  796. coins: this.saveDataManager.getMoney(),
  797. diamonds: this.saveDataManager.getDiamonds(),
  798. wallLevel: this.saveDataManager.getWallLevel()
  799. };
  800. }
  801. /**
  802. * 手动检查并解锁武器(用于调试或特殊情况)
  803. */
  804. public checkAndUnlockWeapons() {
  805. console.log('[UpgradeController] 手动检查武器解锁状态');
  806. this.onLevelComplete();
  807. }
  808. /**
  809. * 获取所有武器的解锁状态信息(用于调试和UI显示)
  810. */
  811. public getWeaponUnlockStatus() {
  812. if (!this.saveDataManager || !this.weaponsConfig) {
  813. return { error: '数据管理器或武器配置未初始化' };
  814. }
  815. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  816. const weaponStatus = [];
  817. for (const weaponConfig of this.weaponsConfig.weapons) {
  818. const weaponId = weaponConfig.id;
  819. const weaponData = this.saveDataManager.getWeapon(weaponId);
  820. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  821. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  822. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  823. weaponStatus.push({
  824. id: weaponId,
  825. name: weaponConfig.name,
  826. requiredLevel: requiredLevel,
  827. shouldBeUnlocked: shouldBeUnlocked,
  828. isCurrentlyUnlocked: isCurrentlyUnlocked,
  829. currentLevel: weaponData?.level || 0,
  830. // 由于WeaponData类型中没有unlockTime属性,暂时移除该字段
  831. unlocked: weaponData?.level > 0,
  832. needsUpdate: shouldBeUnlocked && !isCurrentlyUnlocked
  833. });
  834. }
  835. return {
  836. maxUnlockedLevel: maxUnlockedLevel,
  837. weapons: weaponStatus,
  838. summary: {
  839. total: weaponStatus.length,
  840. unlocked: weaponStatus.filter(w => w.isCurrentlyUnlocked).length,
  841. shouldBeUnlocked: weaponStatus.filter(w => w.shouldBeUnlocked).length,
  842. needsUpdate: weaponStatus.filter(w => w.needsUpdate).length
  843. }
  844. };
  845. }
  846. /**
  847. * 强制同步所有武器解锁状态(用于修复数据不一致问题)
  848. */
  849. public forceSyncWeaponUnlocks() {
  850. if (!this.saveDataManager || !this.weaponsConfig) {
  851. console.error('[UpgradeController] 无法强制同步:数据管理器或武器配置未初始化');
  852. return false;
  853. }
  854. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  855. let syncCount = 0;
  856. console.log(`[UpgradeController] 开始强制同步武器解锁状态,基于最大解锁关卡: ${maxUnlockedLevel}`);
  857. for (const weaponConfig of this.weaponsConfig.weapons) {
  858. const weaponId = weaponConfig.id;
  859. const weaponData = this.saveDataManager.getWeapon(weaponId);
  860. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  861. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  862. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  863. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  864. weaponData.level = 1;
  865. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行代码
  866. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  867. syncCount++;
  868. console.log(`[UpgradeController] 强制解锁武器: ${weaponConfig.name} (${weaponId})`);
  869. }
  870. }
  871. if (syncCount > 0) {
  872. this.saveDataManager.savePlayerData();
  873. this.refreshWeaponList();
  874. console.log(`[UpgradeController] 强制同步完成,解锁了 ${syncCount} 个武器`);
  875. } else {
  876. console.log(`[UpgradeController] 强制同步完成,没有需要更新的武器`);
  877. }
  878. return syncCount > 0;
  879. }
  880. /**
  881. * 诊断武器解锁问题(用于调试)
  882. */
  883. public diagnoseWeaponUnlockIssue() {
  884. console.log('=== 武器解锁问题诊断 ===');
  885. if (!this.saveDataManager) {
  886. console.error('SaveDataManager未初始化');
  887. return;
  888. }
  889. if (!this.weaponsConfig) {
  890. console.error('武器配置未加载');
  891. return;
  892. }
  893. const currentLevel = this.saveDataManager.getCurrentLevel();
  894. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  895. const playerData = this.saveDataManager.getPlayerData();
  896. console.log(`当前关卡: ${currentLevel}`);
  897. console.log(`最大解锁关卡: ${maxUnlockedLevel}`);
  898. console.log(`金钱: ${playerData?.money || 0}`);
  899. console.log('\n=== 关卡完成状态 ===');
  900. for (let i = 1; i <= 5; i++) {
  901. const progress = this.saveDataManager.getLevelProgress(i);
  902. const isCompleted = this.saveDataManager.isLevelCompleted(i);
  903. console.log(`关卡${i}: 完成=${isCompleted}, 尝试次数=${progress?.attempts || 0}`);
  904. }
  905. console.log('\n=== 武器解锁状态 ===');
  906. const weaponUnlockMap = {
  907. 'pea_shooter': 1,
  908. 'sharp_carrot': 2,
  909. 'saw_grass': 3,
  910. 'watermelon_bomb': 4,
  911. 'boomerang_plant': 5,
  912. 'hot_pepper': 6,
  913. 'cactus_shotgun': 7,
  914. 'okra_missile': 8,
  915. 'mace_club': 9
  916. };
  917. for (const weaponConfig of this.weaponsConfig.weapons) {
  918. const weaponId = weaponConfig.id;
  919. const weaponData = this.saveDataManager.getWeapon(weaponId);
  920. const requiredLevel = weaponUnlockMap[weaponId] || 1;
  921. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  922. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  923. console.log(`${weaponConfig.name} (${weaponId}):`);
  924. console.log(` 需要关卡: ${requiredLevel}`);
  925. console.log(` 应该解锁: ${shouldBeUnlocked}`);
  926. console.log(` 当前状态: ${isCurrentlyUnlocked ? '已解锁' : '未解锁'}`);
  927. console.log(` 武器等级: ${weaponData?.level || 0}`);
  928. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  929. console.log(` ❌ 问题:应该解锁但未解锁`);
  930. } else if (shouldBeUnlocked && isCurrentlyUnlocked) {
  931. console.log(` ✅ 正常:已正确解锁`);
  932. } else {
  933. console.log(` ⏳ 等待:尚未达到解锁条件`);
  934. }
  935. }
  936. console.log('\n=== 修复建议 ===');
  937. console.log('如果发现武器解锁状态不正确,请运行以下命令:');
  938. console.log('1. 在控制台运行: window.upgradeController.forceSyncWeaponUnlocks()');
  939. console.log('2. 或者刷新页面重新初始化');
  940. // 将实例暴露到全局,方便调试
  941. (window as any).upgradeController = this;
  942. }
  943. /**
  944. * 组件销毁时清理事件监听
  945. */
  946. onDestroy() {
  947. EventBus.getInstance().off(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  948. }
  949. }