MoneyAni.ts 17 KB

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  1. import { _decorator, Component, Node, Vec3, tween, instantiate, Prefab, math, Label, director } from 'cc';
  2. import { SaveDataManager } from '../LevelSystem/SaveDataManager';
  3. import { TopBarController } from '../FourUI/TopBarController';
  4. import EventBus, { GameEvents } from '../Core/EventBus';
  5. import { Audio } from '../AudioManager/AudioManager';
  6. const { ccclass, property } = _decorator;
  7. /**
  8. * 奖励动画系统
  9. * 负责在关卡结束后播放钞票和钻石的奖励动画
  10. */
  11. @ccclass('MoneyAni')
  12. export class MoneyAni extends Component {
  13. @property({
  14. type: Prefab,
  15. tooltip: '钞票预制体'
  16. })
  17. public coinPrefab: Prefab = null;
  18. @property({
  19. type: Prefab,
  20. tooltip: '钻石预制体'
  21. })
  22. public diamondPrefab: Prefab = null;
  23. @property({
  24. type: Node,
  25. tooltip: '奖励生成起始位置节点(MainUI中的奖励显示区域)'
  26. })
  27. public rewardStartNode: Node = null;
  28. @property({
  29. type: Node,
  30. tooltip: '钞票动画起始位置节点(Canvas/ShopUI/ScrollView/view/content/bill/Sprite/Sprite)'
  31. })
  32. public coinStartNode: Node = null;
  33. @property({
  34. type: Node,
  35. tooltip: '钻石动画起始位置节点(Canvas/ShopUI/ScrollView/view/content/diamond/Sprite/Sprite)'
  36. })
  37. public diamondStartNode: Node = null;
  38. @property({
  39. type: Node,
  40. tooltip: 'Canvas节点,用于添加动画元素'
  41. })
  42. public canvasNode: Node = null;
  43. @property({
  44. type: Node,
  45. tooltip: '钞票目标节点(TopBar中的钞票标签)'
  46. })
  47. public coinTargetNode: Node = null;
  48. @property({
  49. type: Node,
  50. tooltip: '钻石目标节点(TopBar中的钻石标签)'
  51. })
  52. public diamondTargetNode: Node = null;
  53. private saveDataManager: SaveDataManager = null;
  54. // 新增:统一派发奖励动画完成事件
  55. private emitRewardCompleted(money: number, diamonds: number): void {
  56. EventBus.getInstance().emit(GameEvents.REWARD_ANIMATION_COMPLETED, { money, diamonds });
  57. }
  58. onLoad() {
  59. this.saveDataManager = SaveDataManager.getInstance();
  60. // 监听奖励动画事件
  61. EventBus.getInstance().on('PLAY_REWARD_ANIMATION', this.onPlayRewardAnimation, this);
  62. }
  63. /**
  64. * 处理奖励动画事件
  65. */
  66. private onPlayRewardAnimation(data: {money: number, diamonds: number}) {
  67. console.log('[MoneyAni] 接收到奖励动画事件:', data);
  68. this.playRewardAnimation(data.money, data.diamonds);
  69. }
  70. onDestroy() {
  71. // 移除事件监听器
  72. EventBus.getInstance().off('PLAY_REWARD_ANIMATION', this.onPlayRewardAnimation, this);
  73. }
  74. /**
  75. * 播放奖励动画
  76. * @param coinAmount 钞票数量
  77. * @param diamondAmount 钻石数量
  78. * @param onComplete 动画完成回调
  79. */
  80. public playRewardAnimation(coinAmount: number, diamondAmount: number, onComplete?: () => void) {
  81. console.log(`[MoneyAni] 开始播放奖励动画 - 钞票: ${coinAmount}, 钻石: ${diamondAmount}`);
  82. // 如果奖励为0,直接返回不播放动画
  83. if (coinAmount <= 0 && diamondAmount <= 0) {
  84. console.log('[MoneyAni] 奖励为0,跳过动画播放');
  85. this.emitRewardCompleted(coinAmount, diamondAmount);
  86. if (onComplete) onComplete();
  87. return;
  88. }
  89. if (!this.canvasNode) {
  90. console.error('[MoneyAni] Canvas节点未设置,请在编辑器中拖拽Canvas节点到canvasNode属性');
  91. this.emitRewardCompleted(coinAmount, diamondAmount);
  92. if (onComplete) onComplete();
  93. return;
  94. }
  95. let animationsCompleted = 0;
  96. const totalAnimations = (coinAmount > 0 ? 1 : 0) + (diamondAmount > 0 ? 1 : 0);
  97. const onAnimationComplete = () => {
  98. animationsCompleted++;
  99. if (animationsCompleted >= totalAnimations) {
  100. console.log('[MoneyAni] 所有奖励动画播放完成');
  101. this.emitRewardCompleted(coinAmount, diamondAmount);
  102. if (onComplete) onComplete();
  103. }
  104. };
  105. // 播放钞票动画
  106. if (coinAmount > 0) {
  107. this.playCoinAnimation(coinAmount, onAnimationComplete);
  108. }
  109. // 播放钻石动画(延迟0.2秒开始)
  110. if (diamondAmount > 0) {
  111. this.scheduleOnce(() => {
  112. this.playDiamondAnimation(diamondAmount, onAnimationComplete);
  113. }, 0.2);
  114. }
  115. // 如果没有奖励,直接调用完成回调
  116. if (totalAnimations === 0) {
  117. this.emitRewardCompleted(coinAmount, diamondAmount);
  118. if (onComplete) onComplete();
  119. }
  120. }
  121. /**
  122. * 播放钞票动画
  123. */
  124. private playCoinAnimation(amount: number, onComplete?: () => void) {
  125. if (!this.coinPrefab) {
  126. console.error('[MoneyAni] 钞票预制体未设置');
  127. if (onComplete) onComplete();
  128. return;
  129. }
  130. // 如果钞票数量为0或负数,直接返回不播放动画和音效
  131. if (amount <= 0) {
  132. console.log('[MoneyAni] 钞票数量为0,跳过钞票动画');
  133. if (onComplete) onComplete();
  134. return;
  135. }
  136. // 使用装饰器引用的钞票目标节点
  137. if (!this.coinTargetNode) {
  138. console.error('[MoneyAni] 钞票目标节点未设置,请在编辑器中拖拽TopBar中的钞票标签节点');
  139. if (onComplete) onComplete();
  140. return;
  141. }
  142. const targetNode = this.coinTargetNode;
  143. // 生成钞票数量(最多10个,超过则按比例显示)
  144. const coinCount = Math.min(amount, 10);
  145. const startPos = this.getCoinStartPosition();
  146. console.log(`[MoneyAni] 生成${coinCount}个钞票动画`);
  147. let coinsCompleted = 0;
  148. for (let i = 0; i < coinCount; i++) {
  149. // 延迟生成,创造连续效果
  150. this.scheduleOnce(() => {
  151. this.createAndAnimateCoin(startPos, targetNode, () => {
  152. coinsCompleted++;
  153. if (coinsCompleted >= coinCount) {
  154. // 所有钞票动画完成,更新数据
  155. this.saveDataManager.addMoney(amount, 'level_reward');
  156. // 通过事件系统通知UI更新
  157. EventBus.getInstance().emit(GameEvents.CURRENCY_CHANGED);
  158. if (onComplete) onComplete();
  159. }
  160. });
  161. }, i * 0.1);
  162. }
  163. }
  164. /**
  165. * 播放钻石动画
  166. */
  167. private playDiamondAnimation(amount: number, onComplete?: () => void) {
  168. if (!this.diamondPrefab) {
  169. console.error('[MoneyAni] 钻石预制体未设置');
  170. if (onComplete) onComplete();
  171. return;
  172. }
  173. // 如果钻石数量为0或负数,直接返回不播放动画和音效
  174. if (amount <= 0) {
  175. console.log('[MoneyAni] 钻石数量为0,跳过钻石动画');
  176. if (onComplete) onComplete();
  177. return;
  178. }
  179. // 使用装饰器引用的钻石目标节点
  180. if (!this.diamondTargetNode) {
  181. console.error('[MoneyAni] 钻石目标节点未设置,请在编辑器中拖拽TopBar中的钻石标签节点');
  182. if (onComplete) onComplete();
  183. return;
  184. }
  185. const targetNode = this.diamondTargetNode;
  186. // 生成钻石数量(最多5个)
  187. const diamondCount = Math.min(amount, 5);
  188. const startPos = this.getDiamondStartPosition();
  189. console.log(`[MoneyAni] 生成${diamondCount}个钻石动画`);
  190. let diamondsCompleted = 0;
  191. for (let i = 0; i < diamondCount; i++) {
  192. // 延迟生成
  193. this.scheduleOnce(() => {
  194. this.createAndAnimateDiamond(startPos, targetNode, () => {
  195. diamondsCompleted++;
  196. if (diamondsCompleted >= diamondCount) {
  197. // 所有钻石动画完成,更新数据
  198. this.saveDataManager.addDiamonds(amount, 'level_reward');
  199. // 通过事件系统通知UI更新
  200. EventBus.getInstance().emit(GameEvents.CURRENCY_CHANGED);
  201. if (onComplete) onComplete();
  202. }
  203. });
  204. }, i * 0.15);
  205. }
  206. }
  207. /**
  208. * 创建并播放单个钞票动画
  209. */
  210. private createAndAnimateCoin(startPos: Vec3, targetNode: Node, onComplete?: () => void) {
  211. const coinNode = instantiate(this.coinPrefab);
  212. this.canvasNode.addChild(coinNode);
  213. // 设置初始位置
  214. coinNode.setWorldPosition(startPos);
  215. // 生成随机散开位置
  216. const scatterPos = this.getScatterPosition(startPos);
  217. // 获取目标世界位置
  218. const targetWorldPos = new Vec3();
  219. targetNode.getWorldPosition(targetWorldPos);
  220. // 动画序列:散开 -> 飞向目标
  221. tween(coinNode)
  222. // 第一阶段:散开(带旋转和缩放)
  223. .parallel(
  224. tween().to(0.3, { worldPosition: scatterPos }, { easing: 'quadOut' }),
  225. tween().to(0.3, { scale: new Vec3(1.2, 1.2, 1.2) }, { easing: 'quadOut' }),
  226. tween().by(0.3, { eulerAngles: new Vec3(0, 0, 180) })
  227. )
  228. // 短暂停留
  229. .delay(0.1)
  230. // 播放音效并开始第二阶段:飞向目标(带缩小和旋转)
  231. .call(() => {
  232. Audio.playUISound('data/弹球音效/get money');
  233. })
  234. .parallel(
  235. tween().to(0.5, { worldPosition: targetWorldPos }, { easing: 'quadIn' }),
  236. tween().to(0.5, { scale: new Vec3(0.3, 0.3, 0.3) }, { easing: 'quadIn' }),
  237. tween().by(0.5, { eulerAngles: new Vec3(0, 0, 360) })
  238. )
  239. .call(() => {
  240. // 动画完成,销毁节点
  241. coinNode.destroy();
  242. if (onComplete) onComplete();
  243. })
  244. .start();
  245. }
  246. /**
  247. * 创建并播放单个钻石动画
  248. */
  249. private createAndAnimateDiamond(startPos: Vec3, targetNode: Node, onComplete?: () => void) {
  250. const diamondNode = instantiate(this.diamondPrefab);
  251. this.canvasNode.addChild(diamondNode);
  252. // 设置初始位置
  253. diamondNode.setWorldPosition(startPos);
  254. // 生成随机散开位置
  255. const scatterPos = this.getScatterPosition(startPos);
  256. // 获取目标世界位置
  257. const targetWorldPos = new Vec3();
  258. targetNode.getWorldPosition(targetWorldPos);
  259. // 动画序列:散开 -> 飞向目标
  260. tween(diamondNode)
  261. // 第一阶段:散开(带旋转和缩放)
  262. .parallel(
  263. tween().to(0.4, { worldPosition: scatterPos }, { easing: 'quadOut' }),
  264. tween().to(0.4, { scale: new Vec3(1.3, 1.3, 1.3) }, { easing: 'quadOut' }),
  265. tween().by(0.4, { eulerAngles: new Vec3(0, 0, -180) })
  266. )
  267. // 短暂停留
  268. .delay(0.15)
  269. // 播放音效并开始第二阶段:飞向目标(带缩小和旋转)
  270. .call(() => {
  271. Audio.playUISound('data/弹球音效/get money');
  272. })
  273. .parallel(
  274. tween().to(0.6, { worldPosition: targetWorldPos }, { easing: 'quadIn' }),
  275. tween().to(0.6, { scale: new Vec3(0.4, 0.4, 0.4) }, { easing: 'quadIn' }),
  276. tween().by(0.6, { eulerAngles: new Vec3(0, 0, -360) })
  277. )
  278. .call(() => {
  279. // 动画完成,销毁节点
  280. diamondNode.destroy();
  281. if (onComplete) onComplete();
  282. })
  283. .start();
  284. }
  285. /**
  286. * 获取奖励生成起始位置
  287. */
  288. private getRewardStartPosition(): Vec3 {
  289. if (this.rewardStartNode) {
  290. const worldPos = new Vec3();
  291. this.rewardStartNode.getWorldPosition(worldPos);
  292. return worldPos;
  293. }
  294. // 默认位置(屏幕中央偏下)
  295. return new Vec3(0, -200, 0);
  296. }
  297. /**
  298. * 获取钞票动画起始位置
  299. */
  300. private getCoinStartPosition(): Vec3 {
  301. if (this.coinStartNode) {
  302. const worldPos = new Vec3();
  303. this.coinStartNode.getWorldPosition(worldPos);
  304. return worldPos;
  305. }
  306. // 如果没有设置专门的钞票起始节点,使用通用的奖励起始位置
  307. return this.getRewardStartPosition();
  308. }
  309. /**
  310. * 获取钻石动画起始位置
  311. */
  312. private getDiamondStartPosition(): Vec3 {
  313. if (this.diamondStartNode) {
  314. const worldPos = new Vec3();
  315. this.diamondStartNode.getWorldPosition(worldPos);
  316. return worldPos;
  317. }
  318. // 如果没有设置专门的钻石起始节点,使用通用的奖励起始位置
  319. return this.getRewardStartPosition();
  320. }
  321. /**
  322. * 获取散开位置
  323. */
  324. private getScatterPosition(startPos: Vec3): Vec3 {
  325. const scatterRadius = 150; // 散开半径
  326. const angle = math.randomRange(0, Math.PI * 2); // 随机角度
  327. const distance = math.randomRange(50, scatterRadius); // 随机距离
  328. return new Vec3(
  329. startPos.x + Math.cos(angle) * distance,
  330. startPos.y + Math.sin(angle) * distance,
  331. startPos.z
  332. );
  333. }
  334. /**
  335. * 静态方法:播放奖励动画(需要传入实例)
  336. * @param moneyAniInstance MoneyAni组件实例
  337. * @param coinAmount 钞票数量
  338. * @param diamondAmount 钻石数量
  339. * @param onComplete 完成回调
  340. */
  341. public static playRewardWithInstance(moneyAniInstance: MoneyAni, coinAmount: number, diamondAmount: number, onComplete?: () => void) {
  342. if (!moneyAniInstance) {
  343. console.error('[MoneyAni] MoneyAni实例为空,请传入有效的MoneyAni组件实例');
  344. if (onComplete) onComplete();
  345. return;
  346. }
  347. moneyAniInstance.playRewardAnimation(coinAmount, diamondAmount, onComplete);
  348. }
  349. /**
  350. * 静态方法:播放奖励动画(简化版本)
  351. * 自动查找场景中的MoneyAni组件
  352. * @param coinAmount 钞票数量
  353. * @param diamondAmount 钻石数量
  354. * @param onComplete 完成回调
  355. */
  356. public static playReward(coinAmount: number, diamondAmount: number, onComplete?: () => void) {
  357. // 尝试从director获取场景中的MoneyAni组件
  358. const scene = director.getScene();
  359. if (!scene) {
  360. console.error('[MoneyAni] 无法获取当前场景');
  361. if (onComplete) onComplete();
  362. return;
  363. }
  364. // 递归查找MoneyAni组件
  365. const findMoneyAni = (node: Node): MoneyAni | null => {
  366. const moneyAni = node.getComponent(MoneyAni);
  367. if (moneyAni) return moneyAni;
  368. for (const child of node.children) {
  369. const result = findMoneyAni(child);
  370. if (result) return result;
  371. }
  372. return null;
  373. };
  374. const moneyAni = findMoneyAni(scene);
  375. if (!moneyAni) {
  376. console.error('[MoneyAni] 场景中未找到MoneyAni组件,请确保场景中存在MoneyAni组件');
  377. if (onComplete) onComplete();
  378. return;
  379. }
  380. moneyAni.playRewardAnimation(coinAmount, diamondAmount, onComplete);
  381. }
  382. /**
  383. * 根据关卡配置播放奖励动画
  384. */
  385. public async playLevelReward(level: number, onComplete?: () => void) {
  386. try {
  387. const rewards = await this.saveDataManager.getLevelRewardsFromConfig(level);
  388. if (rewards) {
  389. this.playRewardAnimation(rewards.money, rewards.diamonds, onComplete);
  390. } else {
  391. console.warn(`[MoneyAni] 无法获取关卡${level}的奖励配置,使用默认奖励`);
  392. // 使用默认奖励
  393. this.playRewardAnimation(50, 5, onComplete);
  394. }
  395. } catch (error) {
  396. console.error('[MoneyAni] 获取关卡奖励配置时出错:', error);
  397. // 使用默认奖励
  398. this.playRewardAnimation(50, 5, onComplete);
  399. }
  400. }
  401. }