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