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- import { _decorator, Component, Node, Vec3, find, instantiate, Prefab, UITransform, resources, sp, CircleCollider2D, Contact2DType, Collider2D, IPhysics2DContact, Animation } from 'cc';
- import { BulletTrajectory } from './BulletTrajectory';
- import { HitEffectConfig } from '../../Core/ConfigManager';
- import { PersistentSkillManager } from '../../FourUI/SkillSystem/PersistentSkillManager';
- import { BurnEffect } from './BurnEffect';
- import { GroundBurnArea } from './GroundBurnArea';
- import { GroundBurnAreaManager } from './GroundBurnAreaManager';
- import { WeaponBullet } from '../WeaponBullet';
- import EventBus, { GameEvents } from '../../Core/EventBus';
- import { Audio } from '../../AudioManager/AudioManager';
- import { BundleLoader } from '../../Core/BundleLoader';
- const { ccclass, property } = _decorator;
- /**
- * 命中效果控制器
- * 负责处理可叠加的命中效果
- */
- // 接口定义已移至ConfigManager.ts中的HitEffectConfig
- export interface HitResult {
- shouldDestroy: boolean; // 是否应该销毁子弹
- shouldContinue: boolean; // 是否应该继续飞行
- shouldRicochet: boolean; // 是否应该弹射
- damageDealt: number; // 造成的伤害
- }
- @ccclass('BulletHitEffect')
- export class BulletHitEffect extends Component {
- private hitEffects: HitEffectConfig[] = [];
- private hitCount: number = 0;
- private pierceCount: number = 0;
- private ricochetCount: number = 0;
- private activeBurnAreas: Node[] = [];
- // 爆炸一次性保护,防止同一子弹重复结算范围伤害
- private hasExploded: boolean = false;
-
- // 检测范围相关
- private detectionCollider: CircleCollider2D | null = null;
- private detectedEnemies: Set<Node> = new Set();
-
- // 锯齿草子弹状态管理
- private hasFirstHit: boolean = false; // 是否已经首次击中敌人
- private currentTargetEnemy: Node | null = null; // 当前击中的目标敌人
-
- // 默认特效路径(从WeaponBullet传入)
- private defaultHitEffectPath: string = '';
- private defaultTrailEffectPath: string = '';
- private defaultBurnEffectPath: string = '';
- public setDefaultEffects(hit: string | null, trail?: string | null, burn?: string | null) {
- if (hit) this.defaultHitEffectPath = hit;
- if (trail) this.defaultTrailEffectPath = trail;
- if (burn) this.defaultBurnEffectPath = burn;
- }
-
- /**
- * 初始化命中效果
- */
- public init(effects: HitEffectConfig[]) {
- // 按优先级排序
- this.hitEffects = [...effects].sort((a, b) => a.priority - b.priority);
-
- // 重置锯齿草状态
- this.resetSawGrassState();
- // 重置爆炸状态
- this.hasExploded = false;
-
- // 检查是否有手动添加的检测范围碰撞器
- this.setupDetectionColliderEvents();
- }
- /**
- * 是否包含爆炸效果
- */
- public hasExplosionEffect(): boolean {
- return Array.isArray(this.hitEffects) && this.hitEffects.some(e => e.type === 'explosion');
- }
-
- /**
- * 处理命中事件
- */
- public processHit(hitNode: Node, contactPos: Vec3): HitResult {
- // 检查是否是弹射后的命中
- const isRicochetHit = this.ricochetCount > 0;
- const hitType = isRicochetHit ? '弹射命中' : '直接命中';
-
- // 锯齿草子弹首次击中逻辑
- const weaponBullet = this.getComponent(WeaponBullet);
- const weaponInfo = weaponBullet ? weaponBullet.getWeaponInfo() : null;
- const weaponId = weaponInfo ? weaponInfo.getWeaponId() : null;
-
- if (weaponId === 'saw_grass' && !this.hasFirstHit && this.isEnemyNode(hitNode)) {
- this.hasFirstHit = true;
- this.currentTargetEnemy = hitNode;
- }
-
- this.hitCount++;
-
- const result: HitResult = {
- shouldDestroy: false,
- shouldContinue: false,
- shouldRicochet: false,
- damageDealt: 0
- };
-
- // 按优先级处理所有效果
- for (const effect of this.hitEffects) {
- const effectResult = this.processEffect(effect, hitNode, contactPos);
-
- // 累积伤害
- result.damageDealt += effectResult.damageDealt;
-
- // 处理控制逻辑(OR逻辑,任何一个效果要求的行为都会执行)
- if (effectResult.shouldDestroy) result.shouldDestroy = true;
- if (effectResult.shouldContinue) result.shouldContinue = true;
- if (effectResult.shouldRicochet) result.shouldRicochet = true;
- }
-
- // 逻辑优先级:销毁 > 弹射 > 继续
- if (result.shouldDestroy) {
- result.shouldContinue = false;
- result.shouldRicochet = false;
- } else if (result.shouldRicochet) {
- result.shouldContinue = false;
- }
- return result;
- }
-
- /**
- * 处理单个效果
- */
- private processEffect(effect: HitEffectConfig, hitNode: Node, contactPos: Vec3): HitResult {
- const result: HitResult = {
- shouldDestroy: false,
- shouldContinue: false,
- shouldRicochet: false,
- damageDealt: 0
- };
-
- switch (effect.type) {
- case 'normal_damage':
- result.damageDealt = this.processNormalDamage(effect, hitNode);
- result.shouldDestroy = true;
- break;
-
- case 'pierce_damage':
- result.damageDealt = this.processPierceDamage(effect, hitNode);
- break;
-
- case 'explosion':
- // 若已爆炸则不再重复结算伤害,只标记销毁
- if (!this.hasExploded) {
- result.damageDealt = this.processExplosion(effect, contactPos);
- this.hasExploded = true;
- }
- result.shouldDestroy = true;
- break;
-
- case 'ground_burn':
- this.processGroundBurn(effect, hitNode);
- break;
-
- case 'ricochet_damage':
- // 先判断是否可以弹射(在递增ricochetCount之前)
- const canRicochet = this.ricochetCount < (effect.ricochetCount || 0);
- result.damageDealt = this.processRicochetDamage(effect, hitNode);
- result.shouldRicochet = canRicochet;
- break;
- }
-
- return result;
- }
-
- /**
- * 处理普通伤害
- */
- private processNormalDamage(effect: any, hitNode: Node): number {
- // 使用WeaponBullet的最终伤害值而不是配置中的基础伤害
- const weaponBullet = this.getComponent(WeaponBullet);
- const damage = weaponBullet ? weaponBullet.getFinalDamage() : (effect.damage || 0);
-
- this.damageEnemy(hitNode, damage);
- this.spawnHitEffect(hitNode.worldPosition);
- return damage;
- }
-
- /**
- * 处理穿透伤害
- */
- private processPierceDamage(effect: HitEffectConfig, hitNode: Node): number {
- // 使用WeaponBullet的最终伤害值而不是配置中的基础伤害
- const weaponBullet = this.getComponent(WeaponBullet);
- const damage = weaponBullet ? weaponBullet.getFinalDamage() : (effect.damage || 0);
-
- this.damageEnemy(hitNode, damage);
- this.spawnHitEffect(hitNode.worldPosition);
- this.pierceCount++;
- return damage;
- }
-
- /**
- * 处理爆炸效果
- */
- private processExplosion(effect: HitEffectConfig, position: Vec3): number {
- // 使用WeaponBullet的最终伤害值而不是配置中的基础伤害
- const weaponBullet = this.getComponent(WeaponBullet);
- const explosionDamage = weaponBullet ? weaponBullet.getFinalDamage() : (effect.damage || 0);
-
- const scheduleExplosion = () => {
- // 播放爆炸音效
- this.playAttackSound();
-
- // 生成爆炸特效
- this.spawnExplosionEffect(position);
-
- // 对范围内敌人造成伤害
- const damage = this.damageEnemiesInRadius(position, effect.radius, explosionDamage);
- return damage;
- };
-
- // 立即爆炸,不使用任何延迟
- return scheduleExplosion();
- }
-
- /**
- * 处理地面燃烧区域效果
- */
- private processGroundBurn(effect: HitEffectConfig, hitNode: Node) {
- // 获取地面燃烧区域管理器
- const burnAreaManager = GroundBurnAreaManager.getInstance();
- if (!burnAreaManager) {
- console.error('[BulletHitEffect] 无法获取GroundBurnAreaManager实例');
- return;
- }
-
- // 获取子弹的世界位置作为燃烧区域中心
- const burnPosition = this.node.worldPosition.clone();
-
- // 如果命中的是敌人,使用敌人的位置
- if (this.isEnemyNode(hitNode)) {
- burnPosition.set(hitNode.worldPosition);
- }
-
- try {
- // 获取武器子弹组件
- const weaponBullet = this.getComponent(WeaponBullet);
-
- // 通过管理器创建燃烧区域
- const burnAreaNode = burnAreaManager.createGroundBurnArea(
- burnPosition,
- effect,
- weaponBullet,
- this.defaultBurnEffectPath || this.defaultTrailEffectPath
- );
-
- if (burnAreaNode) {
- // 将燃烧区域添加到活跃列表中
- this.activeBurnAreas.push(burnAreaNode);
- }
- } catch (error) {
- console.error('[BulletHitEffect] 通过管理器创建地面燃烧区域失败:', error);
- }
- }
-
-
- /**
- * 处理弹射伤害
- */
- private processRicochetDamage(effect: HitEffectConfig, hitNode: Node): number {
- // 使用WeaponBullet的最终伤害值而不是配置中的基础伤害
- const weaponBullet = this.getComponent(WeaponBullet);
- const damage = weaponBullet ? weaponBullet.getFinalDamage() : (effect.damage || 0);
-
- this.damageEnemy(hitNode, damage);
-
- // 检查是否还能继续弹射
- if (this.ricochetCount < effect.ricochetCount) {
- this.ricochetCount++;
-
- // 计算弹射方向
- this.calculateRicochetDirection(effect.ricochetAngle);
- } else {
- //console.log(`[BulletHitEffect] 弹射次数已达上限,不再弹射`);
- }
-
- return damage;
- }
-
- /**
- * 计算弹射方向
- */
- private calculateRicochetDirection(maxAngle: number) {
- const trajectory = this.getComponent(BulletTrajectory);
- if (!trajectory) return;
-
- // 获取武器子弹组件来确定检测范围
- const weaponBullet = this.getComponent(WeaponBullet);
- const weaponInfo = weaponBullet ? weaponBullet.getWeaponInfo() : null;
- const weaponId = weaponInfo ? weaponInfo.getWeaponId() : null;
- const detectionRange = weaponId ? this.getDetectionRange(weaponId) : 500;
-
- let nearestEnemy: Node | null = null;
-
- // 锯齿草武器使用专门的CircleCollider2D实时追踪逻辑
- if (weaponId === 'saw_grass') {
- nearestEnemy = this.findNearestEnemyForSawGrass(detectionRange);
- } else {
- // 其他武器使用原有的实时计算方法
- nearestEnemy = this.findNearestEnemy(detectionRange);
- }
-
- let newDirection: Vec3;
-
- if (nearestEnemy) {
- // 如果找到敌人,计算朝向敌人的方向
- const bulletPos = this.node.worldPosition;
- const enemyPos = nearestEnemy.worldPosition;
-
- // 计算基础方向(朝向敌人)
- const baseDirection = enemyPos.clone().subtract(bulletPos).normalize();
-
- // 添加随机偏移角度,让弹射不那么精确
- const angleRad = (Math.random() - 0.5) * maxAngle * Math.PI / 180;
- const cos = Math.cos(angleRad);
- const sin = Math.sin(angleRad);
-
- // 应用旋转偏移
- newDirection = new Vec3(
- baseDirection.x * cos - baseDirection.y * sin,
- baseDirection.x * sin + baseDirection.y * cos,
- 0
- ).normalize();
-
- const weaponType = weaponId === 'saw_grass' ? '锯齿草CircleCollider2D' : '实时计算';
- } else {
- // 如果没有找到敌人,使用随机方向(保持原有逻辑)
- const currentVel = trajectory.getCurrentVelocity();
- const angleRad = (Math.random() - 0.5) * maxAngle * Math.PI / 180;
- const cos = Math.cos(angleRad);
- const sin = Math.sin(angleRad);
-
- newDirection = new Vec3(
- currentVel.x * cos - currentVel.y * sin,
- currentVel.x * sin + currentVel.y * cos,
- 0
- ).normalize();
-
- const weaponType = weaponId === 'saw_grass' ? '锯齿草CircleCollider2D' : '实时计算';
- }
-
- // 使用弹道组件的changeDirection方法
- trajectory.changeDirection(newDirection);
- }
-
- /**
- * 对单个敌人造成伤害
- */
- private damageEnemy(enemyNode: Node, damage: number) {
- if (!this.isEnemyNode(enemyNode)) return;
-
- // 检查敌人是否处于漂移状态,如果是则跳过伤害
- const enemyInstance = enemyNode.getComponent('EnemyInstance') as any;
- if (enemyInstance && enemyInstance.isDrifting()) {
- console.log(`[BulletHitEffect] 敌人 ${enemyNode.name} 正在漂移中,跳过伤害处理`);
- return; // 漂移状态下不受到伤害
- }
-
- // 播放攻击音效
- this.playAttackSound();
-
- // 计算暴击伤害和暴击状态
- const damageResult = this.calculateCriticalDamage(damage);
-
- // 使用applyDamageToEnemy方法,通过EventBus发送伤害事件
- this.applyDamageToEnemy(enemyNode, damageResult.damage, damageResult.isCritical);
- }
-
- /**
- * 计算暴击伤害
- */
- private calculateCriticalDamage(baseDamage: number): { damage: number, isCritical: boolean } {
- // 获取武器子弹组件来计算暴击
- const weaponBullet = this.getComponent(WeaponBullet);
- if (!weaponBullet) {
- // 如果没有WeaponBullet组件,使用基础暴击率0%
- const critChance = 0;
- const isCritical = Math.random() < critChance;
-
- if (isCritical) {
- // 暴击伤害 = 基础伤害 × (1 + 暴击伤害倍率),默认暴击倍率100%
- const critDamage = Math.round(baseDamage * (1 + 1.0)); // 四舍五入为整数
- this.showCriticalHitEffect();
- return { damage: critDamage, isCritical: true };
- }
- return { damage: baseDamage, isCritical: false };
- }
-
- // 获取暴击率
- const critChance = weaponBullet.getCritChance();
-
- // 检查是否触发暴击
- const isCritical = Math.random() < critChance;
-
- if (isCritical) {
- // 获取暴击伤害倍率(从技能系统)
- const critDamageMultiplier = this.getCritDamageMultiplier();
-
- // 暴击伤害 = 基础伤害 × (1 + 暴击伤害倍率)
- const critDamage = Math.round(baseDamage * (1 + critDamageMultiplier)); // 四舍五入为整数
-
- // 显示暴击特效
- this.showCriticalHitEffect();
-
- return { damage: critDamage, isCritical: true };
- }
-
- return { damage: baseDamage, isCritical: false };
- }
-
- /**
- * 获取暴击伤害倍率
- */
- private getCritDamageMultiplier(): number {
- // 从局外技能系统获取暴击伤害加成
- const persistentSkillManager = PersistentSkillManager.getInstance();
- if (persistentSkillManager) {
- const bonuses = persistentSkillManager.getSkillBonuses();
- // critDamageBonus是百分比值,需要转换为倍率
- // 暴击伤害倍率 = 基础100% + 技能加成百分比
- return 1.0 + (bonuses.critDamageBonus || 0) / 100;
- }
-
- // 默认暴击倍率100%(即2倍伤害)
- return 1.0;
- }
-
- /**
- * 播放攻击音效
- */
- private playAttackSound() {
- try {
- // 获取武器子弹组件
- const weaponBullet = this.getComponent(WeaponBullet);
- if (!weaponBullet) {
- console.log('[BulletHitEffect] 未找到WeaponBullet组件,无法播放攻击音效');
- return;
- }
-
- // 获取武器配置
- const weaponConfig = weaponBullet.getWeaponConfig();
- if (!weaponConfig || !weaponConfig.visualConfig || !weaponConfig.visualConfig.attackSound) {
- console.log('[BulletHitEffect] 武器配置中未找到attackSound,跳过音效播放');
- return;
- }
-
- // 播放攻击音效
- const attackSoundPath = weaponConfig.visualConfig.attackSound;
- Audio.playWeaponSound(attackSoundPath);
-
- } catch (error) {
- console.error('[BulletHitEffect] 播放攻击音效时出错:', error);
- }
- }
-
- /**
- * 显示暴击特效
- */
- private showCriticalHitEffect() {
- // 这里可以添加暴击特效,比如特殊的粒子效果或音效
- // 暂时只在控制台输出,后续可以扩展
- console.log('[BulletHitEffect] 暴击特效触发!');
- }
-
- /**
- * 对范围内敌人造成伤害
- */
- private damageEnemiesInRadius(center: Vec3, radius: number, damage: number): number {
- const enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
- if (!enemyContainer) return 0;
-
- let totalDamage = 0;
- const enemies = enemyContainer.children.filter(child =>
- child.active && this.isEnemyNode(child)
- );
-
- // 对于持续伤害(如地面灼烧),直接使用传入的伤害值
- // 对于爆炸伤害,使用WeaponBullet的最终伤害值
- const baseDamage = damage;
-
- console.log(`[BulletHitEffect] 范围伤害 - 中心位置: (${center.x.toFixed(1)}, ${center.y.toFixed(1)}), 半径: ${radius}, 基础伤害: ${baseDamage}`);
-
- for (const enemy of enemies) {
- const distance = Vec3.distance(center, enemy.worldPosition);
- if (distance <= radius) {
- // 检查敌人是否处于漂移状态,如果是则跳过范围伤害
- const enemyInstance = enemy.getComponent('EnemyInstance') as any;
- if (enemyInstance && enemyInstance.isDrifting()) {
- console.log(`[BulletHitEffect] 敌人 ${enemy.name} 正在漂移中,跳过范围伤害`);
- continue; // 漂移状态下不受到范围伤害
- }
-
- // 每个敌人独立计算暴击
- const damageResult = this.calculateCriticalDamage(baseDamage);
-
- console.log(`[BulletHitEffect] 敌人受到范围伤害 - 距离: ${distance.toFixed(1)}, 伤害: ${damageResult.damage}, 暴击: ${damageResult.isCritical}`);
-
- // 直接处理伤害,避免重复计算暴击
- this.applyDamageToEnemy(enemy, damageResult.damage, damageResult.isCritical);
- totalDamage += damageResult.damage;
- }
- }
-
- return totalDamage;
- }
-
- /**
- * 直接对敌人应用伤害(不进行暴击计算)
- */
- private applyDamageToEnemy(enemyNode: Node, damage: number, isCritical: boolean = false) {
- console.log(`[BulletHitEffect] 通过EventBus发送伤害事件: ${damage}, 暴击: ${isCritical}, 敌人节点: ${enemyNode.name}`);
-
- if (!this.isEnemyNode(enemyNode)) {
- console.log(`[BulletHitEffect] 节点不是敌人,跳过伤害`);
- return;
- }
-
- // 通过EventBus发送伤害事件
- const eventBus = EventBus.getInstance();
- const damageData = {
- enemyNode: enemyNode,
- damage: damage,
- isCritical: isCritical,
- source: 'BulletHitEffect'
- };
-
- console.log(`[BulletHitEffect] 发送APPLY_DAMAGE_TO_ENEMY事件`, damageData);
- eventBus.emit(GameEvents.APPLY_DAMAGE_TO_ENEMY, damageData);
- }
-
- /**
- * 判断是否为敌人节点
- */
- private isEnemyNode(node: Node): boolean {
- if (!node || !node.isValid) {
- return false;
- }
-
- // 检查是否为EnemySprite子节点
- if (node.name === 'EnemySprite' && node.parent) {
- return node.parent.getComponent('EnemyInstance') !== null;
- }
-
- // 兼容旧的敌人检测逻辑
- const name = node.name.toLowerCase();
- return name.includes('enemy') ||
- name.includes('敌人');
- }
-
- /**
- * 获取武器的敌人检测范围
- */
- private getDetectionRange(weaponId: string): number {
- // 根据武器类型设置不同的检测范围
- const detectionRanges: { [key: string]: number } = {
- 'saw_grass': 500, // 锯齿草:500范围智能弹射
- 'sharp_carrot': 300, // 尖胡萝卜:较短范围
- 'pea_shooter': 200, // 毛豆射手:基础范围
- // 可以根据需要添加更多武器的检测范围
- };
-
- return detectionRanges[weaponId] || 300; // 默认300范围
- }
-
- /**
- * 寻找最近的敌人(在指定范围内)
- */
- /**
- * 锯齿草武器专用的敌人查找方法 - 基于CircleCollider2D检测并实时追踪
- */
- private findNearestEnemyForSawGrass(maxRange: number = 500): Node | null {
- // 如果还没有首次击中敌人,不使用CircleCollider检测到的敌人
- if (!this.hasFirstHit) {
- console.log(`⏳ [锯齿草弹射] 尚未首次击中敌人,暂不启用CircleCollider追踪`);
- return null;
- }
-
- // 清理无效的敌人节点
- const invalidEnemies = new Set<Node>();
- for (const enemy of this.detectedEnemies) {
- if (!enemy || !enemy.isValid || !enemy.active) {
- invalidEnemies.add(enemy);
- }
- }
-
- // 移除无效敌人
- for (const invalidEnemy of invalidEnemies) {
- this.detectedEnemies.delete(invalidEnemy);
- }
-
- if (this.detectedEnemies.size === 0) {
- return null;
- }
-
- const currentPos = this.node.worldPosition;
- let nearestEnemy: Node | null = null;
- let nearestDistance = Infinity;
-
- // 实时计算每个检测到敌人的当前位置,排除当前目标敌人
- for (const enemy of this.detectedEnemies) {
- if (enemy && enemy.isValid && enemy.active) {
- // 排除当前击中的目标敌人
- if (this.currentTargetEnemy && enemy === this.currentTargetEnemy) {
- continue;
- }
-
- // 获取敌人的实时位置
- const enemyCurrentPos = enemy.worldPosition;
- const distance = Vec3.distance(currentPos, enemyCurrentPos);
-
- // 检查是否在范围内且是最近的
- if (distance <= maxRange && distance < nearestDistance) {
- nearestDistance = distance;
- nearestEnemy = enemy;
- }
- }
- }
-
- if (nearestEnemy) {
- } else {
- console.log(`❌ [锯齿草弹射] 检测到的敌人都超出范围或无效,或都是当前目标敌人`);
- }
-
- return nearestEnemy;
- }
-
- /**
- * 通用的敌人查找方法 - 用于非锯齿草武器
- */
- private findNearestEnemy(maxRange: number = 500): Node | null {
- // 回退到原有的实时计算方法(用于非锯齿草武器)
- const enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
- if (!enemyContainer) return null;
- const enemies = enemyContainer.children.filter(child => {
- if (!child.active) return false;
- const nameLower = child.name.toLowerCase();
- if (nameLower.includes('enemy') || nameLower.includes('敌人')) return true;
- if (child.getComponent('EnemyInstance')) return true;
- return false;
- });
- if (enemies.length === 0) return null;
- let nearest: Node = null;
- let nearestDist = Infinity;
- const bulletPos = this.node.worldPosition;
-
- for (const enemy of enemies) {
- const dist = Vec3.distance(bulletPos, enemy.worldPosition);
- // 只考虑在检测范围内的敌人
- if (dist <= maxRange && dist < nearestDist) {
- nearestDist = dist;
- nearest = enemy;
- }
- }
-
- return nearest;
- }
-
- /**
- * 生成爆炸特效
- */
- private spawnExplosionEffect(position: Vec3) {
- const path = this.defaultHitEffectPath || 'Animation/WeaponTx/tx0004/tx0004';
- this.spawnEffect(path, position, false);
- }
-
- /**
- * 生成灼烧特效
- */
- private spawnBurnEffect(parent: Node) {
- const path = this.defaultBurnEffectPath || this.defaultTrailEffectPath || 'Animation/WeaponTx/tx0006/tx0006';
-
- // 使用回调函数处理异步创建的特效节点
- this.spawnEffect(path, new Vec3(), true, parent, (effectNode) => {
- // 将特效节点传递给 BurnEffect 组件,以便在停止时清理
- const burnEffect = parent.getComponent(BurnEffect);
- if (burnEffect && effectNode) {
- burnEffect.setBurnEffectNode(effectNode);
- }
- });
- }
-
- /**
- * 生成地面燃烧特效
- */
- private spawnGroundBurnEffect(parent: Node) {
- const path = this.defaultBurnEffectPath || this.defaultTrailEffectPath || 'Animation/WeaponTx/tx0006/tx0006';
-
- // 使用回调函数处理异步创建的特效节点
- this.spawnEffect(path, new Vec3(), true, parent, (effectNode) => {
- // 将特效节点传递给 GroundBurnArea 组件,以便在停止时清理
- const groundBurnArea = parent.getComponent(GroundBurnArea);
- if (groundBurnArea && effectNode) {
- groundBurnArea.setBurnEffectNode(effectNode);
- }
- });
- }
-
- /**
- * 生成特效
- */
- private spawnEffect(path: string, worldPos: Vec3, loop = false, parent?: Node, onCreated?: (effectNode: Node) => void): void {
- if (!path) return;
- // 使用BundleLoader加载Animation Bundle中的特效资源
- // 转换路径格式,去除"Animation/"前缀
- const bundlePath = path.replace(/^Animation\//, '');
- const bundleLoader = BundleLoader.getInstance();
-
- // 使用loadSkeletonData加载骨骼动画资源,就像敌人动画那样
- BundleLoader.loadSkeletonData(bundlePath).then((skData) => {
- if (!skData) {
- console.warn('加载特效失败: 资源为空', path);
- return;
- }
-
- // 创建特效节点
- const effectNode = new Node('Effect');
- const skeletonComp: sp.Skeleton = effectNode.addComponent(sp.Skeleton);
- skeletonComp.skeletonData = skData;
- skeletonComp.setAnimation(0, 'animation', loop);
- // 设置父节点和位置
- const targetParent = parent || find('Canvas/GameLevelUI/enemyContainer') || find('Canvas');
- if (targetParent) {
- targetParent.addChild(effectNode);
- if (parent) {
- effectNode.setPosition(0, 0, 0);
- } else {
- const parentTrans = targetParent.getComponent(UITransform);
- if (parentTrans) {
- const localPos = parentTrans.convertToNodeSpaceAR(worldPos);
- effectNode.position = localPos;
- }
- }
- }
- // 非循环动画播放完毕后销毁节点
- if (!loop) {
- skeletonComp.setCompleteListener(() => {
- if (effectNode && effectNode.isValid) {
- effectNode.destroy();
- }
- });
- }
-
- // 调用回调函数,传递创建的特效节点
- if (onCreated) {
- onCreated(effectNode);
- }
- }).catch((err) => {
- console.warn('加载特效失败:', path, err);
- });
- }
-
- /**
- * 清理资源
- */
- onDestroy() {
- // 不再强制销毁燃烧区域,让它们按照自己的持续时间自然销毁
- // 燃烧区域现在由GroundBurnAreaManager统一管理,有自己的生命周期
- // 只清空引用,不销毁燃烧区域节点
- this.activeBurnAreas = [];
-
- // 清理检测碰撞器事件监听
- if (this.detectionCollider) {
- this.detectionCollider.off(Contact2DType.BEGIN_CONTACT, this.onDetectionEnter, this);
- this.detectionCollider.off(Contact2DType.END_CONTACT, this.onDetectionExit, this);
- this.detectionCollider = null;
- }
-
- // 清理检测到的敌人集合
- this.detectedEnemies.clear();
-
- // 重置锯齿草状态
- this.resetSawGrassState();
- }
-
- /**
- * 设置检测范围碰撞器事件监听(用于手动添加的CircleCollider2D)
- */
- private setupDetectionColliderEvents() {
- // 首先在当前节点查找CircleCollider2D组件
- let colliders = this.getComponents(CircleCollider2D);
-
- // 如果当前节点没有找到,则在子节点中递归查找
- if (colliders.length === 0) {
- colliders = this.getComponentsInChildren(CircleCollider2D);
- }
-
- // 找到用作检测范围的CircleCollider2D(通常是sensor模式的)
- for (const collider of colliders) {
- if (collider.sensor) { // 只要是sensor模式的CircleCollider2D就认为是检测范围碰撞器
- this.detectionCollider = collider;
-
- // 启用碰撞监听 - Cocos Creator 3.8.6正确的事件类型
- this.detectionCollider.on(Contact2DType.BEGIN_CONTACT, this.onDetectionEnter, this);
- this.detectionCollider.on(Contact2DType.END_CONTACT, this.onDetectionExit, this);
- break;
- }
- }
-
- if (!this.detectionCollider) {
- console.log(`[BulletHitEffect] 未找到检测范围碰撞器,将使用实时计算方式`);
- }
- }
-
- /**
- * 检测范围进入事件
- */
- private onDetectionEnter(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
- const otherNode = otherCollider.node;
- if (this.isEnemyNode(otherNode)) {
- // 获取武器信息,确认是否为锯齿草武器
- const weaponBullet = this.getComponent(WeaponBullet);
- const weaponInfo = weaponBullet ? weaponBullet.getWeaponInfo() : null;
- const weaponId = weaponInfo ? weaponInfo.getWeaponId() : null;
-
- // 对于锯齿草武器,记录所有检测到的敌人,但在弹射时会根据hasFirstHit状态进行过滤
- this.detectedEnemies.add(otherNode);
-
- if (weaponId === 'saw_grass') {
- const hitStatus = this.hasFirstHit ? '已首次击中' : '尚未首次击中';
- }
- }
- }
-
- /**
- * 检测范围退出事件
- */
- private onDetectionExit(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
- const otherNode = otherCollider.node;
- if (this.isEnemyNode(otherNode)) {
- this.detectedEnemies.delete(otherNode);
-
- // 获取武器信息,确认是否为锯齿草武器
- const weaponBullet = this.getComponent(WeaponBullet);
- const weaponInfo = weaponBullet ? weaponBullet.getWeaponInfo() : null;
- const weaponId = weaponInfo ? weaponInfo.getWeaponId() : null;
-
- if (weaponId === 'saw_grass') {
- console.log(`🌿 [锯齿草检测] 锯齿草武器敌人离开: ${otherNode.name}`);
- }
- }
- }
-
- /**
- * 获取命中统计
- */
- public getHitStats() {
- return {
- hitCount: this.hitCount,
- pierceCount: this.pierceCount,
- ricochetCount: this.ricochetCount
- };
- }
-
- /**
- * 验证配置
- */
- public static validateConfig(effects: HitEffectConfig[]): boolean {
- if (!Array.isArray(effects) || effects.length === 0) return false;
-
- for (const effect of effects) {
- if (!effect.type || effect.priority < 0) return false;
- if (!effect.params) return false;
- }
-
- return true;
- }
-
- private spawnHitEffect(worldPos: Vec3) {
- const path = this.defaultHitEffectPath;
- if (path) {
- this.spawnEffect(path, worldPos, false);
- }
- }
-
- /**
- * 重置锯齿草状态
- */
- private resetSawGrassState() {
- this.hasFirstHit = false;
- this.currentTargetEnemy = null;
- }
- }
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