ConfigManager.ts 17 KB

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  1. import { _decorator, resources, JsonAsset } from 'cc';
  2. import { BaseSingleton } from './BaseSingleton';
  3. const { ccclass, property } = _decorator;
  4. // 武器配置接口
  5. export interface WeaponConfig {
  6. id: string;
  7. name: string;
  8. type: string;
  9. rarity: string;
  10. weight: number;
  11. stats: {
  12. damage: number;
  13. fireRate: number;
  14. range: number;
  15. bulletSpeed: number;
  16. penetration: number;
  17. accuracy: number;
  18. explosionRadius?: number;
  19. explosionDamage?: number;
  20. burnDuration?: number;
  21. burnDamage?: number;
  22. returnSpeed?: number;
  23. homingStrength?: number;
  24. };
  25. bulletConfig: {
  26. bulletType: string;
  27. bulletPrefab: string;
  28. hitEffect: string;
  29. trailEffect?: string;
  30. ricochetCount?: number;
  31. ricochetAngle?: number;
  32. explosionDelay?: number;
  33. burnEffect?: string;
  34. arcHeight?: number;
  35. returnDelay?: number;
  36. homingDelay?: number;
  37. };
  38. attackPattern: {
  39. type: string;
  40. projectileCount: number;
  41. spreadAngle: number;
  42. burstCount: number;
  43. burstDelay: number;
  44. };
  45. visualConfig: {
  46. weaponSprites: {
  47. [size: string]: string;
  48. };
  49. muzzleFlash: string;
  50. fireSound: string;
  51. };
  52. }
  53. // 球控制器配置接口
  54. export interface BallControllerConfig {
  55. baseSpeed: number;
  56. maxReflectionRandomness: number;
  57. antiTrapTimeWindow: number;
  58. antiTrapHitThreshold: number;
  59. deflectionAttemptThreshold: number;
  60. antiTrapDeflectionMultiplier: number;
  61. FIRE_COOLDOWN: number;
  62. ballRadius: number;
  63. gravityScale: number;
  64. linearDamping: number;
  65. angularDamping: number;
  66. colliderGroup: number;
  67. colliderTag: number;
  68. friction: number;
  69. restitution: number;
  70. safeDistance: number;
  71. edgeOffset: number;
  72. sensor: boolean;
  73. maxAttempts: number;
  74. }
  75. // 敌人配置接口
  76. export interface EnemyConfig {
  77. id: string;
  78. name: string;
  79. type: string;
  80. rarity: string;
  81. weight: number;
  82. health: number;
  83. speed: number;
  84. attack: number;
  85. range: number;
  86. attackSpeed: number;
  87. defense: number;
  88. goldReward: number;
  89. explosionDamage?: number;
  90. explosionRadius?: number;
  91. movement: {
  92. type: string;
  93. pattern: string;
  94. speedVariation: number;
  95. swayAmplitude?: number;
  96. swayFrequency?: number;
  97. };
  98. combat: {
  99. attackType: string;
  100. attackDelay: number;
  101. attackCooldown: number;
  102. weaponType?: string;
  103. projectileType?: string;
  104. projectileSpeed?: number;
  105. canBlock: boolean;
  106. blockChance: number;
  107. };
  108. visualConfig: {
  109. spritePrefab: string;
  110. animations: {
  111. [state: string]: string;
  112. };
  113. scale: number;
  114. flipX: boolean;
  115. weapon?: string;
  116. armor?: string;
  117. prop?: string;
  118. };
  119. audioConfig: {
  120. [sound: string]: string;
  121. };
  122. specialAbilities: string[];
  123. stealthConfig?: {
  124. stealthDuration: number;
  125. stealthCooldown: number;
  126. revealOnAttack: boolean;
  127. visibilityAlpha: number;
  128. };
  129. armorConfig?: {
  130. armorHealth: number;
  131. armorReduction: number;
  132. breakThreshold: number;
  133. };
  134. explosionConfig?: {
  135. explosionDelay: number;
  136. explosionEffect: string;
  137. damageRadius: number;
  138. knockbackForce: number;
  139. };
  140. bossConfig?: {
  141. phases: number;
  142. phaseHealthThreshold: number;
  143. enrageBonus?: {
  144. speed: number;
  145. damage: number;
  146. attackSpeed: number;
  147. };
  148. summonAbility?: {
  149. minionType: string;
  150. summonCount: number;
  151. summonCooldown: number;
  152. };
  153. laserAbility?: {
  154. damage: number;
  155. range: number;
  156. chargeTime: number;
  157. cooldown: number;
  158. };
  159. };
  160. projectileConfig?: {
  161. bulletPrefab: string;
  162. hitEffect: string;
  163. trailEffect?: string;
  164. };
  165. }
  166. @ccclass('ConfigManager')
  167. export class ConfigManager extends BaseSingleton {
  168. // 仅用于类型声明,实例由 BaseSingleton 在运行时动态维护
  169. public static _instance: ConfigManager;
  170. private weaponsConfig: any = null;
  171. private enemiesConfig: any = null;
  172. private configLoaded: boolean = false;
  173. // 武器权重缓存
  174. private weaponWeightedList: WeaponConfig[] = [];
  175. // 敌人权重缓存
  176. private enemyWeightedList: EnemyConfig[] = [];
  177. /**
  178. * BaseSingleton 首次实例化回调
  179. */
  180. protected init() {
  181. console.log('[ConfigManager] 开始初始化配置管理器');
  182. this.loadConfigs();
  183. }
  184. // 加载所有配置文件
  185. private async loadConfigs() {
  186. console.log('[ConfigManager] 开始加载配置文件');
  187. this.configLoaded = false;
  188. try {
  189. // 确保resources bundle已经准备好
  190. await this.ensureResourcesBundle();
  191. // 加载武器配置
  192. console.log('[ConfigManager] 开始加载武器配置');
  193. await this.loadWeaponsConfig();
  194. console.log('[ConfigManager] 武器配置加载完成');
  195. // 加载敌人配置
  196. console.log('[ConfigManager] 开始加载敌人配置');
  197. await this.loadEnemiesConfig();
  198. console.log('[ConfigManager] 敌人配置加载完成');
  199. // 注意:球控制器配置现在通过BallController组件的装饰器直接加载
  200. console.log('[ConfigManager] 球控制器配置通过装饰器加载,跳过ConfigManager加载');
  201. this.configLoaded = true;
  202. console.log('[ConfigManager] ✅ 所有配置文件加载成功,配置管理器初始化完成');
  203. } catch (error) {
  204. console.error('[ConfigManager] ❌ 配置文件加载失败:', error);
  205. this.configLoaded = false;
  206. // 延迟重试加载
  207. console.log('[ConfigManager] 将在3秒后重试加载配置');
  208. setTimeout(() => {
  209. console.log('[ConfigManager] 开始重试加载配置');
  210. this.loadConfigs();
  211. }, 3000);
  212. }
  213. }
  214. // 确保resources bundle已经准备好
  215. private ensureResourcesBundle(): Promise<void> {
  216. return new Promise((resolve) => {
  217. console.log('[ConfigManager] 检查resources bundle状态...');
  218. // 简单延迟确保Cocos Creator资源系统已经初始化
  219. setTimeout(() => {
  220. console.log('[ConfigManager] resources bundle初始化等待完成');
  221. resolve();
  222. }, 1000);
  223. });
  224. }
  225. // 加载武器配置
  226. private loadWeaponsConfig(): Promise<void> {
  227. return new Promise((resolve, reject) => {
  228. console.log('加载武器配置...');
  229. resources.load('data/weapons', JsonAsset, (err, asset) => {
  230. if (err) {
  231. console.error('武器配置文件加载失败:', err);
  232. reject(err);
  233. return;
  234. }
  235. if (!asset || !asset.json) {
  236. console.error('武器配置文件内容为空');
  237. reject(new Error('武器配置文件内容为空'));
  238. return;
  239. }
  240. this.weaponsConfig = asset.json as any;
  241. console.log('✅ 武器配置加载成功');
  242. this.buildWeaponWeightedList();
  243. resolve();
  244. });
  245. });
  246. }
  247. // 加载敌人配置
  248. private loadEnemiesConfig(): Promise<void> {
  249. return new Promise((resolve, reject) => {
  250. console.log('加载敌人配置...');
  251. resources.load('data/enemies', JsonAsset, (err, asset) => {
  252. if (err) {
  253. console.error('敌人配置文件加载失败:', err);
  254. reject(err);
  255. return;
  256. }
  257. if (!asset || !asset.json) {
  258. console.error('敌人配置文件内容为空');
  259. reject(new Error('敌人配置文件内容为空'));
  260. return;
  261. }
  262. this.enemiesConfig = asset.json as any;
  263. console.log('✅ 敌人配置加载成功');
  264. this.buildEnemyWeightedList();
  265. resolve();
  266. });
  267. });
  268. }
  269. // 加载球控制器配置
  270. // 球控制器配置现在通过BallController组件的装饰器直接加载,不再需要在ConfigManager中处理
  271. // 构建武器权重列表
  272. private buildWeaponWeightedList() {
  273. if (!this.weaponsConfig) return;
  274. this.weaponWeightedList = [];
  275. this.weaponsConfig.weapons.forEach(weapon => {
  276. // 根据权重添加多次到列表中
  277. for (let i = 0; i < weapon.weight; i++) {
  278. this.weaponWeightedList.push(weapon);
  279. }
  280. });
  281. console.log('武器权重列表构建完成,总权重:', this.weaponWeightedList.length);
  282. }
  283. // 构建敌人权重列表
  284. private buildEnemyWeightedList() {
  285. if (!this.enemiesConfig) return;
  286. this.enemyWeightedList = [];
  287. this.enemiesConfig.enemies.forEach(enemy => {
  288. // 根据权重添加多次到列表中
  289. for (let i = 0; i < enemy.weight; i++) {
  290. this.enemyWeightedList.push(enemy);
  291. }
  292. });
  293. console.log('敌人权重列表构建完成,总权重:', this.enemyWeightedList.length);
  294. }
  295. // 随机获取武器配置
  296. public getRandomWeapon(rarity?: string): WeaponConfig | null {
  297. if (!this.weaponsConfig || this.weaponWeightedList.length === 0) {
  298. console.warn('武器配置未加载或为空');
  299. return null;
  300. }
  301. if (rarity) {
  302. // 按稀有度筛选
  303. const filteredWeapons = this.weaponsConfig.weapons.filter(weapon => weapon.rarity === rarity);
  304. if (filteredWeapons.length === 0) {
  305. console.warn(`没有找到稀有度为 ${rarity} 的武器`);
  306. return null;
  307. }
  308. const randomIndex = Math.floor(Math.random() * filteredWeapons.length);
  309. return filteredWeapons[randomIndex];
  310. }
  311. // 使用稀有度权重系统进行随机选择
  312. const rarityWeights = this.weaponsConfig.rarityWeights;
  313. if (!rarityWeights) {
  314. console.warn('稀有度权重配置未找到,使用武器权重列表');
  315. const randomIndex = Math.floor(Math.random() * this.weaponWeightedList.length);
  316. return this.weaponWeightedList[randomIndex];
  317. }
  318. // 计算总权重
  319. // 计算总权重(兼容ES5)
  320. const totalWeight = Object.keys(rarityWeights).reduce((sum: number, key: string) => sum + (rarityWeights[key] as number), 0);
  321. const randomValue = Math.random() * totalWeight;
  322. // 根据权重选择稀有度
  323. let currentWeight = 0;
  324. let selectedRarity = 'common';
  325. // 兼容ES5的写法遍历对象
  326. for (let rarity in rarityWeights) {
  327. if (rarityWeights.hasOwnProperty(rarity)) {
  328. const weight = rarityWeights[rarity];
  329. currentWeight += weight as number;
  330. if (randomValue <= currentWeight) {
  331. selectedRarity = rarity;
  332. break;
  333. }
  334. }
  335. // 从选中的稀有度中随机选择武器
  336. const weaponsOfRarity = this.weaponsConfig.weapons.filter(weapon => weapon.rarity === selectedRarity);
  337. if (weaponsOfRarity.length === 0) {
  338. console.warn(`稀有度 ${selectedRarity} 没有可用武器,使用武器权重列表`);
  339. const randomIndex = Math.floor(Math.random() * this.weaponWeightedList.length);
  340. return this.weaponWeightedList[randomIndex];
  341. }
  342. const randomIndex = Math.floor(Math.random() * weaponsOfRarity.length);
  343. const selectedWeapon = weaponsOfRarity[randomIndex];
  344. console.log(`随机选择武器: ${selectedWeapon.name} (${selectedRarity})`);
  345. return selectedWeapon;
  346. }
  347. }
  348. // 随机获取敌人配置
  349. public getRandomEnemy(rarity?: string): EnemyConfig | null {
  350. if (!this.enemiesConfig || this.enemyWeightedList.length === 0) {
  351. console.warn('敌人配置未加载或为空');
  352. return null;
  353. }
  354. if (rarity) {
  355. // 按稀有度筛选
  356. const filteredEnemies = this.enemiesConfig.enemies.filter(enemy => enemy.rarity === rarity);
  357. if (filteredEnemies.length === 0) {
  358. console.warn(`没有找到稀有度为 ${rarity} 的敌人`);
  359. return null;
  360. }
  361. const randomIndex = Math.floor(Math.random() * filteredEnemies.length);
  362. return filteredEnemies[randomIndex];
  363. }
  364. // 从权重列表中随机选择
  365. const randomIndex = Math.floor(Math.random() * this.enemyWeightedList.length);
  366. return this.enemyWeightedList[randomIndex];
  367. }
  368. // 根据ID获取武器配置
  369. public getWeaponById(id: string): WeaponConfig | null {
  370. if (!this.weaponsConfig) return null;
  371. return this.weaponsConfig.weapons.find(weapon => weapon.id === id) || null;
  372. }
  373. // 根据ID获取敌人配置
  374. public getEnemyById(id: string): EnemyConfig | null {
  375. if (!this.enemiesConfig) return null;
  376. return this.enemiesConfig.enemies.find(enemy => enemy.id === id) || null;
  377. }
  378. /**
  379. * 获取敌人名称到ID的映射
  380. */
  381. public getNameToIdMapping(): { [key: string]: string } | null {
  382. if (!this.enemiesConfig) return null;
  383. return this.enemiesConfig.nameToIdMapping || null;
  384. }
  385. // 获取所有武器配置
  386. public getAllWeapons(): WeaponConfig[] {
  387. return this.weaponsConfig?.weapons || [];
  388. }
  389. // 获取所有敌人配置
  390. public getAllEnemies(): EnemyConfig[] {
  391. return this.enemiesConfig?.enemies || [];
  392. }
  393. // 根据稀有度获取武器列表
  394. public getWeaponsByRarity(rarity: string): WeaponConfig[] {
  395. if (!this.weaponsConfig) return [];
  396. return this.weaponsConfig.weapons.filter(weapon => weapon.rarity === rarity);
  397. }
  398. // 根据稀有度获取敌人列表
  399. public getEnemiesByRarity(rarity: string): EnemyConfig[] {
  400. if (!this.enemiesConfig) return [];
  401. return this.enemiesConfig.enemies.filter(enemy => enemy.rarity === rarity);
  402. }
  403. // 获取方块尺寸列表(已更新为形状ID)
  404. public getBlockSizes(): string[] {
  405. if (!this.weaponsConfig || !this.weaponsConfig.blockSizes) {
  406. return ['I', 'H-I', 'L', 'S', 'D-T'];
  407. }
  408. // 从blockSizes配置中提取形状ID
  409. return this.weaponsConfig.blockSizes.map((shape: any) => shape.id);
  410. }
  411. // 获取方块形状配置列表
  412. public getBlockShapes(): any[] {
  413. if (!this.weaponsConfig || !this.weaponsConfig.blockSizes) {
  414. console.warn('武器配置或方块形状配置未加载');
  415. return [];
  416. }
  417. return this.weaponsConfig.blockSizes;
  418. }
  419. // 获取波次进展配置
  420. public getWaveProgression(): any {
  421. return this.enemiesConfig?.waveProgression || {};
  422. }
  423. // 根据波次获取合适的敌人
  424. public getEnemyForWave(waveNumber: number): EnemyConfig | null {
  425. if (!this.enemiesConfig) return null;
  426. const progression = this.enemiesConfig.waveProgression;
  427. let enemyPool: string[] = [];
  428. if (waveNumber <= 5) {
  429. enemyPool = progression.earlyWaves || [];
  430. } else if (waveNumber <= 15) {
  431. enemyPool = [...(progression.earlyWaves || []), ...(progression.midWaves || [])];
  432. } else if (waveNumber <= 25) {
  433. enemyPool = [...(progression.midWaves || []), ...(progression.lateWaves || [])];
  434. } else {
  435. enemyPool = [...(progression.lateWaves || []), ...(progression.bossWaves || [])];
  436. }
  437. if (enemyPool.length === 0) {
  438. return this.getRandomEnemy();
  439. }
  440. const randomId = enemyPool[Math.floor(Math.random() * enemyPool.length)];
  441. return this.getEnemyById(randomId);
  442. }
  443. // 检查配置是否已加载
  444. public isConfigLoaded(): boolean {
  445. return this.configLoaded;
  446. }
  447. // 获取球控制器配置
  448. // 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
  449. }