WeaponBullet.ts 35 KB

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  1. import { _decorator, Component, Node, Vec2, Vec3, RigidBody2D, Collider2D, Contact2DType, IPhysics2DContact, find, Prefab, instantiate, UITransform, resources, sp, JsonAsset, Sprite, SpriteFrame, math } from 'cc';
  2. import { JsonConfigLoader } from '../Core/JsonConfigLoader';
  3. import { BundleLoader } from '../Core/BundleLoader';
  4. import { BulletCount, BulletSpawnInfo } from './BulletEffects/BulletCount';
  5. import { BulletTrajectory } from './BulletEffects/BulletTrajectory';
  6. import { BulletHitEffect, HitResult } from './BulletEffects/BulletHitEffect';
  7. import { BulletLifecycle } from './BulletEffects/BulletLifecycle';
  8. import { BulletTrailController } from './BulletTrailController';
  9. import { ConfigManager, WeaponConfig, BulletCountConfig, BulletTrajectoryConfig, HitEffectConfig, BulletLifecycleConfig } from '../Core/ConfigManager';
  10. import EventBus,{ GameEvents } from '../Core/EventBus';
  11. import { PersistentSkillManager } from '../FourUI/SkillSystem/PersistentSkillManager';
  12. import { SkillManager } from './SkillSelection/SkillManager';
  13. import { SaveDataManager } from '../LevelSystem/SaveDataManager';
  14. import { WeaponInfo } from './BlockSelection/WeaponInfo';
  15. import { BlockInfo } from './BlockSelection/BlockInfo';
  16. const { ccclass, property } = _decorator;
  17. /**
  18. * WeaponBullet - 重构后的统一子弹控制器
  19. *
  20. * 整合四个子模块:
  21. * 1. BulletCount - 子弹数量控制
  22. * 2. BulletTrajectory - 弹道控制
  23. * 3. BulletHitEffect - 命中效果(可叠加)
  24. * 4. BulletLifecycle - 生命周期控制
  25. *
  26. * 从weapons.json读取配置并分发给各模块
  27. */
  28. export interface BulletInitData {
  29. weaponId: string; // 武器ID,用于查找配置
  30. firePosition: Vec3; // 发射位置
  31. direction?: Vec3; // 发射方向(可选)
  32. autoTarget?: boolean; // 是否自动瞄准
  33. weaponConfig?: WeaponConfig; // 直接传入的武器配置(优先级更高)
  34. weaponInfo?: WeaponInfo; // WeaponInfo组件实例(用于冷却管理等)
  35. blockInfo?: BlockInfo; // BlockInfo组件实例(用于获取稀有度等级)
  36. sourceBlock?: Node; // 发射源方块节点(用于回旋镖返回)
  37. }
  38. @ccclass('WeaponBullet')
  39. export class WeaponBullet extends Component {
  40. /* ========= 全局开关:是否允许生成子弹 ========= */
  41. private static shootingEnabled: boolean = true;
  42. public static setShootingEnabled(enable: boolean) {
  43. WeaponBullet.shootingEnabled = enable;
  44. }
  45. // 子弹组件
  46. private bulletTrajectory: BulletTrajectory = null;
  47. private bulletHitEffect: BulletHitEffect = null;
  48. private bulletLifecycle: BulletLifecycle = null;
  49. private bulletTrailController: BulletTrailController = null;
  50. // 武器配置和状态
  51. private weaponConfig: WeaponConfig = null;
  52. private weaponId: string = null; // 存储武器ID用于获取升级数据
  53. private weaponInfo: WeaponInfo = null; // WeaponInfo组件实例
  54. private blockInfo: BlockInfo = null; // BlockInfo组件实例
  55. private sourceBlock: Node = null; // 发射源方块节点(用于回旋镖返回)
  56. private isInitialized: boolean = false;
  57. // === 静态武器配置缓存 ===
  58. private static weaponsData: any = null;
  59. // === 自动旋转相关 ===
  60. private readonly _rotationSpeedDeg: number = 720; // 每秒旋转 720° (度)
  61. private readonly _rotationSpeedRad: number = 720 * Math.PI / 180; // 转换为弧度,用于物理角速度
  62. /**
  63. * 加载武器配置数据
  64. */
  65. public static async loadWeaponsData(): Promise<void> {
  66. if (WeaponBullet.weaponsData) {
  67. return;
  68. }
  69. try {
  70. const jsonConfigLoader = JsonConfigLoader.getInstance();
  71. const weaponData = await jsonConfigLoader.loadConfig('weapons');
  72. if (!weaponData) {
  73. throw new Error('武器配置文件内容为空');
  74. }
  75. WeaponBullet.weaponsData = weaponData;
  76. } catch (error) {
  77. console.error('[WeaponBullet] 武器配置文件加载失败:', error);
  78. throw error;
  79. }
  80. }
  81. /**
  82. * 根据武器ID获取配置
  83. */
  84. public static getWeaponConfig(weaponId: string): WeaponConfig | null {
  85. if (!WeaponBullet.weaponsData) {
  86. return null;
  87. }
  88. const weapons = WeaponBullet.weaponsData.weapons;
  89. const weapon = weapons.find((w: any) => w.id === weaponId);
  90. if (!weapon) {
  91. return null;
  92. }
  93. return weapon as WeaponConfig;
  94. }
  95. /**
  96. * 创建多发子弹
  97. */
  98. public static createBullets(initData: BulletInitData, bulletPrefab: Node): Node[] {
  99. // 关卡备战或其他情况下可关闭生成
  100. if (!WeaponBullet.shootingEnabled) return [];
  101. // 触发子弹创建请求事件
  102. const eventBus = EventBus.getInstance();
  103. eventBus.emit(GameEvents.BULLET_CREATE_REQUEST, { weaponId: initData.weaponId, position: initData.firePosition });
  104. // 通过事件系统检查是否可以发射子弹
  105. let canFire = true;
  106. eventBus.emit(GameEvents.BALL_FIRE_BULLET, { canFire: (result: boolean) => { canFire = result; } });
  107. if (!canFire) {
  108. return [];
  109. }
  110. // 获取武器配置
  111. const originalConfig = initData.weaponConfig || WeaponBullet.getWeaponConfig(initData.weaponId);
  112. if (!originalConfig) {
  113. return [];
  114. }
  115. // === 应用多重射击技能 ===
  116. const config = BulletCount.applyMultiShotSkill(originalConfig);
  117. // === 计算基础发射方向 ===
  118. let direction: Vec3;
  119. if (initData.direction) {
  120. direction = initData.direction.clone();
  121. } else if (initData.autoTarget) {
  122. // 通过事件系统获取最近敌人
  123. let nearestEnemy: Node = null;
  124. eventBus.emit(GameEvents.ENEMY_GET_NEAREST, {
  125. position: initData.firePosition,
  126. callback: (enemy: Node) => { nearestEnemy = enemy; }
  127. });
  128. if (nearestEnemy) {
  129. direction = nearestEnemy.worldPosition.clone().subtract(initData.firePosition).normalize();
  130. }
  131. // 如果没有敌人或计算失败,则回退为随机方向
  132. if (!direction) {
  133. const angleRand = Math.random() * Math.PI * 2;
  134. direction = new Vec3(Math.cos(angleRand), Math.sin(angleRand), 0);
  135. }
  136. } else {
  137. direction = new Vec3(1, 0, 0);
  138. }
  139. const spawnInfos = BulletCount.calculateBulletSpawns(
  140. config.bulletConfig.count,
  141. initData.firePosition,
  142. direction
  143. );
  144. const bullets: Node[] = [];
  145. // 为每个子弹创建实例
  146. for (const spawnInfo of spawnInfos) {
  147. const createBullet = () => {
  148. try {
  149. const bullet = instantiate(bulletPrefab);
  150. const weaponBullet = bullet.getComponent(WeaponBullet) || bullet.addComponent(WeaponBullet);
  151. // 初始化子弹
  152. weaponBullet.init({
  153. ...initData,
  154. firePosition: spawnInfo.position,
  155. direction: spawnInfo.direction,
  156. weaponConfig: config
  157. });
  158. return bullet;
  159. } catch (error) {
  160. console.error(`[WeaponBullet] 子弹创建失败:`, error);
  161. return null;
  162. }
  163. };
  164. // 处理延迟发射 - 对于burst模式,所有子弹都应该被创建并返回
  165. if (spawnInfo.delay > 0) {
  166. // 延迟发射:先创建子弹,然后延迟激活
  167. const bullet = createBullet();
  168. if (bullet) {
  169. // 先禁用子弹,延迟后再激活
  170. bullet.active = false;
  171. bullets.push(bullet);
  172. setTimeout(() => {
  173. if (bullet && bullet.isValid) {
  174. bullet.active = true;
  175. //console.log(`[WeaponBullet] 延迟子弹激活 - 延迟: ${spawnInfo.delay}ms`);
  176. }
  177. }, spawnInfo.delay);
  178. }
  179. } else {
  180. const bullet = createBullet();
  181. if (bullet) {
  182. bullets.push(bullet);
  183. }
  184. }
  185. }
  186. return bullets;
  187. }
  188. /**
  189. * 初始化子弹
  190. */
  191. public init(initData: BulletInitData) {
  192. // 通过事件系统检查游戏是否暂停,暂停时不初始化子弹
  193. let bulletFireEnabled = true;
  194. EventBus.getInstance().emit(GameEvents.BALL_FIRE_BULLET, { canFire: (result: boolean) => { bulletFireEnabled = result; } });
  195. if (!bulletFireEnabled) {
  196. // 立即销毁自己
  197. this.node.destroy();
  198. return;
  199. }
  200. // 验证初始化数据
  201. if (!WeaponBullet.validateInitData(initData)) {
  202. console.error('WeaponBullet.init: 初始化数据无效');
  203. this.node.destroy();
  204. return;
  205. }
  206. // 存储武器ID、WeaponInfo、BlockInfo和SourceBlock
  207. this.weaponId = initData.weaponId;
  208. this.weaponInfo = initData.weaponInfo || null;
  209. this.blockInfo = initData.blockInfo || null;
  210. this.sourceBlock = initData.sourceBlock || null;
  211. // 获取武器配置
  212. this.weaponConfig = initData.weaponConfig || WeaponBullet.getWeaponConfig(initData.weaponId);
  213. if (!this.weaponConfig) {
  214. console.error(`WeaponBullet.init: 无法找到武器配置 ${initData.weaponId}`);
  215. this.node.destroy();
  216. return;
  217. }
  218. // 应用技能加成计算运行时数值
  219. this.calculateRuntimeStats();
  220. // 使用世界坐标设置位置
  221. this.setPositionInGameArea(initData.firePosition);
  222. // 初始化各个组件
  223. this.initializeComponents(initData);
  224. // 设置子弹外观
  225. this.setupBulletSprite();
  226. // 设置子弹效果节点激活状态
  227. this.setupBulletEffectNodes();
  228. // 设置碰撞监听
  229. this.setupCollisionListener();
  230. this.isInitialized = true;
  231. }
  232. /**
  233. * 在GameArea中设置位置
  234. */
  235. private setPositionInGameArea(worldPos: Vec3) {
  236. const gameArea = find('Canvas/GameLevelUI/GameArea');
  237. if (gameArea) {
  238. const gameAreaTransform = gameArea.getComponent(UITransform);
  239. if (gameAreaTransform) {
  240. const localPos = gameAreaTransform.convertToNodeSpaceAR(worldPos);
  241. this.node.position = localPos;
  242. }
  243. }
  244. }
  245. /**
  246. * 初始化各个组件
  247. */
  248. private initializeComponents(initData: BulletInitData) {
  249. const config = this.weaponConfig.bulletConfig;
  250. // 确保物理组件存在
  251. this.setupPhysics();
  252. // 初始化弹道组件
  253. this.bulletTrajectory = this.getComponent(BulletTrajectory) || this.addComponent(BulletTrajectory);
  254. const trajCfg: BulletTrajectoryConfig = { ...config.trajectory, speed: this.weaponConfig.stats.bulletSpeed };
  255. // 计算方向
  256. const direction = initData.direction || this.calculateDirection(initData.autoTarget);
  257. // === 根据发射方向调整朝向 ===
  258. // 说明:
  259. // - 当 shouldRotate !== false 时,保持父节点按发射方向旋转,并启用持续自旋转(原逻辑)。
  260. // - 当 shouldRotate === false 时,仅旋转 Pellet 子节点,避免父子叠加导致角度加倍。
  261. // - 对尖胡萝卜(sharp_carrot)应用图片朝向校正:以图片上方为正方向,发射时上方朝向发射方向,尖头沿轨迹。
  262. if (direction) {
  263. const deg = math.toDegree(Math.atan2(direction.y, direction.x));
  264. if (config.shouldRotate !== false) {
  265. // 父节点按发射方向对齐
  266. this.node.angle = deg;
  267. // 启用持续自旋转
  268. this.applyAutoRotation();
  269. } else {
  270. const pelletNode = this.node.getChildByName('Pellet');
  271. // 针对尖胡萝卜图片的朝向校正:图片默认“上”为正,需减去90度使“上”对齐发射方向
  272. const carrotOffset = (this.weaponConfig?.id === 'sharp_carrot') ? -90 : 0;
  273. const finalDeg = deg + carrotOffset;
  274. if (pelletNode) {
  275. pelletNode.angle = finalDeg;
  276. } else {
  277. // 若无Pellet子节点,退化为旋转父节点
  278. this.node.angle = finalDeg;
  279. }
  280. }
  281. }
  282. this.bulletTrajectory.init(
  283. trajCfg,
  284. direction,
  285. initData.firePosition,
  286. this.sourceBlock // 传递发射源方块节点
  287. );
  288. // --- 额外偏移 ---
  289. // 若子弹在生成时与发射方块碰撞(位置重叠), 会立刻触发碰撞事件导致被销毁。
  290. // 因此在初始化完弹道后, 将子弹沿发射方向平移一小段距离(默认 30 像素左右)。
  291. const dir = direction.clone().normalize();
  292. const spawnOffset = 30; // 可根据子弹半径或方块大小调整
  293. if (!Number.isNaN(dir.x) && !Number.isNaN(dir.y)) {
  294. const newLocalPos = this.node.position.clone().add(new Vec3(dir.x * spawnOffset, dir.y * spawnOffset, 0));
  295. this.node.setPosition(newLocalPos);
  296. }
  297. // 初始化命中效果组件
  298. this.bulletHitEffect = this.getComponent(BulletHitEffect) || this.addComponent(BulletHitEffect);
  299. this.bulletHitEffect.init(config.hitEffects);
  300. // 传递默认特效路径
  301. if (this.bulletHitEffect && config.visual) {
  302. (this.bulletHitEffect as any).setDefaultEffects?.(config.visual.hitEffect, config.visual.trailEffect, (config.visual as any).burnEffect);
  303. }
  304. // 初始化生命周期组件
  305. this.bulletLifecycle = this.getComponent(BulletLifecycle) || this.addComponent(BulletLifecycle);
  306. // 为回旋镖类型的武器设置maxRange,如果配置中没有设置的话
  307. const lifecycleConfig = { ...config.lifecycle };
  308. if (lifecycleConfig.type === 'return_trip' && !lifecycleConfig.maxRange && this.weaponConfig.stats.range) {
  309. lifecycleConfig.maxRange = this.weaponConfig.stats.range;
  310. }
  311. this.bulletLifecycle.init(lifecycleConfig, initData.firePosition);
  312. // 设置碰撞监听
  313. this.setupCollisionListener();
  314. this.isInitialized = true;
  315. }
  316. /**
  317. * 设置物理组件
  318. */
  319. private setupPhysics() {
  320. const rigidBody = this.getComponent(RigidBody2D);
  321. if (rigidBody) {
  322. rigidBody.enabledContactListener = true;
  323. rigidBody.gravityScale = 0; // 由弹道组件控制重力
  324. rigidBody.linearDamping = 0;
  325. rigidBody.angularDamping = 0;
  326. rigidBody.allowSleep = false;
  327. // 如果节点包含子节点 'Pellet',表示这是带容器的子弹;锁定容器旋转
  328. if (this.node.getChildByName('Pellet')) {
  329. rigidBody.fixedRotation = true;
  330. }
  331. }
  332. const collider = this.getComponent(Collider2D);
  333. if (collider) {
  334. collider.sensor = false;
  335. collider.on(Contact2DType.BEGIN_CONTACT, this.onHit, this);
  336. }
  337. }
  338. /**
  339. * 计算子弹方向
  340. */
  341. private calculateDirection(autoTarget: boolean = false): Vec3 {
  342. if (!autoTarget) {
  343. // 随机方向
  344. const angle = Math.random() * Math.PI * 2;
  345. return new Vec3(Math.cos(angle), Math.sin(angle), 0);
  346. }
  347. // 寻找最近敌人(使用静态工具函数)
  348. const nearestEnemy = WeaponBullet.findNearestEnemyGlobal(this.node.worldPosition);
  349. if (nearestEnemy) {
  350. const direction = nearestEnemy.worldPosition.clone()
  351. .subtract(this.node.worldPosition)
  352. .normalize();
  353. return direction;
  354. }
  355. // 若没有敌人则随机方向发射
  356. const angle = Math.random() * Math.PI * 2;
  357. return new Vec3(Math.cos(angle), Math.sin(angle), 0);
  358. }
  359. /**
  360. * 设置碰撞监听
  361. */
  362. private setupCollisionListener() {
  363. // 碰撞监听已在setupPhysics中设置
  364. }
  365. /**
  366. * 碰撞处理
  367. */
  368. private onHit(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
  369. if (!this.isInitialized) return;
  370. const otherNode = otherCollider.node;
  371. // Ignore collisions with other bullets (prevent friendly-fire between shotgun pellets)
  372. if (otherNode.getComponent(WeaponBullet)) {
  373. return; // Skip further processing if the collider is another bullet
  374. }
  375. // 检查是否命中敌人并触发事件
  376. let enemyRootNode: Node = null;
  377. // 检查是否碰撞到EnemySprite子节点
  378. if (otherNode.name === 'EnemySprite' && otherNode.parent) {
  379. // 如果碰撞到EnemySprite,获取其父节点(敌人根节点)
  380. const parentNode = otherNode.parent;
  381. if (parentNode.getComponent('EnemyInstance')) {
  382. enemyRootNode = parentNode;
  383. }
  384. }
  385. // 兼容旧的敌人检测逻辑(直接碰撞到敌人根节点)
  386. else if (otherNode.name.toLowerCase().includes('enemy') ||
  387. otherNode.name.toLowerCase().includes('敌人') ||
  388. otherNode.getComponent('EnemyInstance')) {
  389. enemyRootNode = otherNode;
  390. }
  391. if (enemyRootNode) {
  392. // 检查敌人是否处于漂移状态,如果是则不触发攻击
  393. const enemyInstance = enemyRootNode.getComponent('EnemyInstance') as any;
  394. if (enemyInstance && enemyInstance.isDrifting()) {
  395. console.log(`[WeaponBullet] 敌人 ${enemyRootNode.name} 正在漂移中,跳过子弹攻击`);
  396. return; // 漂移状态下不受到子弹攻击
  397. }
  398. // 计算是否暴击
  399. const isCritical = Math.random() < this.getCritChance();
  400. const finalDamage = isCritical ? this.getFinalCritDamage() : this.getFinalDamage();
  401. // 若为爆炸类型子弹,则不在碰撞处直接结算一次伤害,避免与范围爆炸重复
  402. if (!this.bulletHitEffect || !this.bulletHitEffect.hasExplosionEffect()) {
  403. // 触发子弹命中敌人事件(非爆炸型)
  404. EventBus.getInstance().emit(GameEvents.BULLET_HIT_ENEMY, {
  405. enemyNode: enemyRootNode,
  406. damage: finalDamage,
  407. isCritical: isCritical,
  408. source: `WeaponBullet-${this.weaponConfig?.id || 'unknown'}`
  409. });
  410. }
  411. }
  412. // 获取碰撞世界坐标
  413. let contactWorldPos: Vec3 = null;
  414. if (contact && (contact as any).getWorldManifold) {
  415. const wm = (contact as any).getWorldManifold();
  416. if (wm && wm.points && wm.points.length > 0) {
  417. contactWorldPos = new Vec3(wm.points[0].x, wm.points[0].y, 0);
  418. }
  419. }
  420. if (!contactWorldPos) {
  421. contactWorldPos = otherNode.worldPosition.clone();
  422. }
  423. // 处理命中效果
  424. const hitResult: HitResult = this.bulletHitEffect.processHit(otherNode, contactWorldPos);
  425. // 通知生命周期组件发生命中(可能影响内部计数或阶段)
  426. if (this.bulletLifecycle) {
  427. this.bulletLifecycle.onHit(otherNode);
  428. }
  429. // 不直接销毁,交由 BulletLifecycle 自行处理
  430. // 生命周期和命中效果自行决定是否销毁;此处不再直接销毁,由 BulletLifecycle.update() 完成
  431. if (hitResult.shouldRicochet) {
  432. // 执行弹射逻辑:BulletHitEffect已经在processHit中处理了弹射方向改变
  433. // 这里不需要额外操作,弹射方向已经通过calculateRicochetDirection更新
  434. } else if (hitResult.shouldContinue) {
  435. // 这里需要实现子弹继续飞行的逻辑
  436. }
  437. }
  438. /**
  439. * 为子弹设置持续旋转(通过刚体角速度,避免被物理系统覆盖)
  440. */
  441. private applyAutoRotation() {
  442. // 若存在子节点 Pellet,则只旋转 Pellet,容器保持角度不变
  443. const pelletNode = this.node.getChildByName('Pellet');
  444. if (pelletNode) {
  445. this.schedule((dt: number) => {
  446. pelletNode.angle += this._rotationSpeedDeg * dt;
  447. }, 0);
  448. return;
  449. }
  450. const rigidBody = this.getComponent(RigidBody2D);
  451. if (rigidBody) {
  452. rigidBody.angularVelocity = this._rotationSpeedRad; // 弧度/秒
  453. rigidBody.angularDamping = 0; // 无角阻尼,保持恒定旋转
  454. } else {
  455. // 如果没有刚体,退化为在 update 中手动旋转
  456. this.schedule((dt: number) => {
  457. this.node.angle += this._rotationSpeedDeg * dt;
  458. }, 0);
  459. }
  460. }
  461. /**
  462. * 获取武器配置
  463. */
  464. public getWeaponConfig(): WeaponConfig {
  465. return this.weaponConfig;
  466. }
  467. /**
  468. * 获取WeaponInfo组件实例
  469. */
  470. public getWeaponInfo(): WeaponInfo | null {
  471. return this.weaponInfo;
  472. }
  473. /**
  474. * 获取子弹状态信息
  475. */
  476. public getBulletStatus() {
  477. return {
  478. isInitialized: this.isInitialized,
  479. weaponName: this.weaponConfig?.name,
  480. trajectoryState: this.bulletTrajectory?.getState(),
  481. lifecycleState: this.bulletLifecycle?.getState(),
  482. hitStats: this.bulletHitEffect?.getHitStats()
  483. };
  484. }
  485. /**
  486. * 强制销毁子弹
  487. */
  488. public forceDestroy() {
  489. if (this.bulletLifecycle) {
  490. this.bulletLifecycle.forceDestroy();
  491. }
  492. }
  493. /**
  494. * 清理所有活跃的子弹 - 游戏重置时使用
  495. */
  496. public static clearAllBullets() {
  497. console.log('[WeaponBullet] 开始清理所有活跃子弹');
  498. // 查找GameArea节点,子弹都添加在这里
  499. const gameArea = find('Canvas/GameLevelUI/GameArea');
  500. if (!gameArea) {
  501. console.log('[WeaponBullet] 未找到GameArea节点');
  502. return;
  503. }
  504. let bulletCount = 0;
  505. const bulletsToDestroy: Node[] = [];
  506. // 遍历GameArea的所有子节点,查找WeaponBullet组件
  507. for (const child of gameArea.children) {
  508. if (child && child.isValid) {
  509. const weaponBullet = child.getComponent(WeaponBullet);
  510. if (weaponBullet) {
  511. bulletsToDestroy.push(child);
  512. bulletCount++;
  513. }
  514. }
  515. }
  516. // 销毁所有找到的子弹
  517. for (const bullet of bulletsToDestroy) {
  518. if (bullet && bullet.isValid) {
  519. bullet.destroy();
  520. }
  521. }
  522. console.log(`[WeaponBullet] 清理完成,共销毁 ${bulletCount} 个子弹`);
  523. }
  524. /**
  525. * 验证初始化数据
  526. */
  527. public static validateInitData(initData: BulletInitData): boolean {
  528. if (!initData) return false;
  529. if (!initData.weaponId && !initData.weaponConfig) return false;
  530. if (!initData.firePosition) return false;
  531. return true;
  532. }
  533. onDestroy() {
  534. // 清理事件监听
  535. const collider = this.getComponent(Collider2D);
  536. if (collider) {
  537. collider.off(Contact2DType.BEGIN_CONTACT, this.onHit, this);
  538. }
  539. // 清理拖尾控制器
  540. if (this.bulletTrailController) {
  541. this.bulletTrailController.resetTrail();
  542. this.bulletTrailController = null;
  543. }
  544. }
  545. /**
  546. * 设置子弹的SpriteFrame,使其与方块武器 (WeaponBlock/B1/Weapon) 节点上的SpriteFrame 一致
  547. */
  548. private setupBulletSprite() {
  549. // 先尝试获取当前节点上的 Sprite 组件,若不存在则在子节点中查找
  550. const sprite: Sprite | null = this.getComponent(Sprite) || this.node.getComponentInChildren(Sprite);
  551. if (!sprite) {
  552. console.log("未找到Sprite组件");
  553. // 子弹预制体可能没有Sprite组件,直接返回
  554. return;
  555. }
  556. // 使用武器配置中的bulletConfig.visual.bulletImages字段获取子弹图像路径
  557. const bulletImagePath = this.weaponConfig?.bulletConfig?.visual?.bulletImages;
  558. if (!bulletImagePath) {
  559. console.log("未找到子弹图像配置 (bulletConfig.visual.bulletImages)");
  560. return;
  561. }
  562. // 转换路径格式,去除"images/"前缀
  563. const bundlePath = bulletImagePath.replace(/^images\//, '');
  564. const framePath = `${bundlePath}/spriteFrame`;
  565. // 使用BundleLoader从images Bundle加载SpriteFrame
  566. const bundleLoader = BundleLoader.getInstance();
  567. bundleLoader.loadSpriteFrame(framePath).then((spriteFrame) => {
  568. console.log("设置子弹外观");
  569. // Add comprehensive null safety checks before setting spriteFrame
  570. if (sprite && sprite.isValid &&
  571. this.node && this.node.isValid &&
  572. spriteFrame && spriteFrame.isValid) {
  573. sprite.spriteFrame = spriteFrame;
  574. console.log("设置子弹SpriteFrame成功");
  575. // === 子弹大小控制:保持prefab预设的大小 ===
  576. sprite.node.setScale(sprite.node.scale.x * 0.45, sprite.node.scale.y * 0.45, sprite.node.scale.z);
  577. }
  578. }).catch((err) => {
  579. console.error(`加载子弹SpriteFrame失败: ${err}`);
  580. });
  581. }
  582. /**
  583. * 设置子弹效果节点激活状态
  584. */
  585. private setupBulletEffectNodes() {
  586. // 查找Spine节点 - 现在所有武器都不使用Spine动画
  587. const spineNode = this.node.getChildByName('Spine');
  588. if (spineNode) {
  589. spineNode.active = false;
  590. }
  591. // 查找TrailEffect节点 - 所有武器都使用拖尾效果
  592. const trailEffectNode = this.node.getChildByName('TrailEffect');
  593. if (trailEffectNode) {
  594. trailEffectNode.active = true;
  595. // 为拖尾效果设置白色颜色
  596. const trailController = trailEffectNode.getComponent(BulletTrailController);
  597. if (trailController) {
  598. trailController.setTrailColor('white');
  599. }
  600. }
  601. }
  602. /**
  603. * 静态:根据给定世界坐标,寻找最近的敌人节点
  604. */
  605. private static findNearestEnemyGlobal(worldPos: Vec3): Node | null {
  606. const enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  607. if (!enemyContainer) return null;
  608. const enemies = enemyContainer.children.filter(child => {
  609. if (!child.active) return false;
  610. const nameLower = child.name.toLowerCase();
  611. if (nameLower.includes('enemy') || nameLower.includes('敌人')) return true;
  612. if (child.getComponent('EnemyInstance')) return true;
  613. return false;
  614. });
  615. if (enemies.length === 0) return null;
  616. let nearest: Node = null;
  617. let nearestDist = Infinity;
  618. for (const enemy of enemies) {
  619. const dist = Vec3.distance(worldPos, enemy.worldPosition);
  620. if (dist < nearestDist) {
  621. nearestDist = dist;
  622. nearest = enemy;
  623. }
  624. }
  625. return nearest;
  626. }
  627. /**
  628. * 计算运行时数值(应用武器升级和技能加成)
  629. */
  630. private calculateRuntimeStats() {
  631. // 获取基础伤害
  632. let baseDamage = this.weaponConfig.stats.damage;
  633. // 应用武器升级加成 - 使用UpgradeController的伤害计算逻辑
  634. const saveDataManager = SaveDataManager.getInstance();
  635. if (saveDataManager && this.weaponId) {
  636. const weaponData = saveDataManager.getWeapon(this.weaponId);
  637. if (weaponData && weaponData.level > 0) {
  638. // 优先从武器配置的upgradeConfig中获取伤害值
  639. if (this.weaponConfig.upgradeConfig && this.weaponConfig.upgradeConfig.levels) {
  640. const levelConfig = this.weaponConfig.upgradeConfig.levels[weaponData.level.toString()];
  641. if (levelConfig && typeof levelConfig.damage === 'number') {
  642. baseDamage = levelConfig.damage;
  643. console.log(`[WeaponBullet] 从upgradeConfig获取伤害 - 武器ID: ${this.weaponId}, 等级: ${weaponData.level}, 伤害: ${baseDamage}`);
  644. } else {
  645. // 如果upgradeConfig中没有伤害值,使用基础伤害 + 等级加成作为后备
  646. baseDamage = this.weaponConfig.stats.damage + (weaponData.level - 1);
  647. console.log(`[WeaponBullet] 使用基础伤害计算 - 武器ID: ${this.weaponId}, 等级: ${weaponData.level}, 基础伤害: ${this.weaponConfig.stats.damage}, 升级后伤害: ${baseDamage}`);
  648. }
  649. } else {
  650. // 如果没有upgradeConfig,使用默认公式
  651. baseDamage = this.weaponConfig.stats.damage + (weaponData.level - 1);
  652. console.log(`[WeaponBullet] 无upgradeConfig,使用默认公式 - 武器ID: ${this.weaponId}, 等级: ${weaponData.level}, 升级后伤害: ${baseDamage}`);
  653. }
  654. }
  655. }
  656. // 应用稀有度伤害倍数(合成升级效果)
  657. // 优先从BlockInfo中获取稀有度等级,如果不存在则从武器配置中获取
  658. let rarityLevel = 0; // 默认为common(0)
  659. let rarityName = 'common';
  660. if (this.blockInfo) {
  661. rarityLevel = this.blockInfo.rarity;
  662. rarityName = this.blockInfo.getRarityName();
  663. } else if (this.weaponConfig && this.weaponConfig.rarity) {
  664. // 兼容旧的JSON配置方式
  665. rarityName = this.weaponConfig.rarity;
  666. }
  667. const rarityMultiplier = this.getRarityDamageMultiplierByLevel(rarityLevel);
  668. if (rarityMultiplier > 1) {
  669. baseDamage = baseDamage * rarityMultiplier;
  670. console.log(`[WeaponBullet] 稀有度伤害倍数应用 - 稀有度等级: ${rarityLevel}(${rarityName}), 倍数: ${rarityMultiplier}, 最终基础伤害: ${baseDamage}`);
  671. }
  672. const skillManager = PersistentSkillManager.getInstance();
  673. if (!skillManager) {
  674. // 如果没有技能管理器,使用升级后的基础数值
  675. this.weaponConfig.runtimeStats = {
  676. finalDamage: baseDamage,
  677. finalCritDamage: baseDamage,
  678. critChance: 0 // 基础暴击率0%
  679. };
  680. console.log(`[WeaponBullet] 无技能管理器 - 最终伤害: ${baseDamage}`);
  681. return;
  682. }
  683. // 应用技能伤害加成(基于升级后的伤害)
  684. const finalDamage = skillManager.applyDamageBonus(baseDamage);
  685. // 暴击伤害应该基于最终伤害计算,而不是基础伤害
  686. // 首先计算暴击倍数(默认2倍),然后应用技能暴击伤害加成
  687. const baseCritDamage = finalDamage * 2; // 基础暴击倍数2倍
  688. const finalCritDamage = skillManager.applyCritDamageBonus(baseCritDamage);
  689. // 应用局内技能暴击率加成
  690. const baseCritChance = 0; // 基础暴击率0%
  691. let critChance = baseCritChance;
  692. // 应用局内技能加成(SkillManager)
  693. const inGameSkillManager = SkillManager.getInstance();
  694. if (inGameSkillManager) {
  695. const critSkillLevel = inGameSkillManager.getSkillLevel('crit_chance');
  696. if (critSkillLevel > 0) {
  697. critChance = SkillManager.calculateCritChance(critChance, critSkillLevel);
  698. }
  699. }
  700. this.weaponConfig.runtimeStats = {
  701. finalDamage,
  702. finalCritDamage,
  703. critChance
  704. };
  705. // 输出详细的暴击率计算信息
  706. const inGameCritLevel = inGameSkillManager ? inGameSkillManager.getSkillLevel('crit_chance') : 0;
  707. const inGameCritBonus = inGameSkillManager && inGameCritLevel > 0 ?
  708. ((SkillManager.calculateCritChance(baseCritChance, inGameCritLevel) - baseCritChance) * 100).toFixed(1) : '0.0';
  709. console.log(`[WeaponBullet] 完整伤害计算完成 - 武器ID: ${this.weaponId}, 原始伤害: ${this.weaponConfig.stats.damage}, 稀有度: ${rarityName}, 计算后基础伤害: ${baseDamage}, 最终伤害: ${finalDamage}, 暴击伤害: ${finalCritDamage}`);
  710. console.log(`[WeaponBullet] 暴击率详情 - 基础: ${(baseCritChance * 100).toFixed(1)}%, 局内技能等级: ${inGameCritLevel}, 局内技能加成: +${inGameCritBonus}%, 最终暴击率: ${(critChance * 100).toFixed(1)}%`);
  711. }
  712. /**
  713. * 获取最终伤害值(应用技能加成后)
  714. */
  715. public getFinalDamage(): number {
  716. return this.weaponConfig?.runtimeStats?.finalDamage || this.weaponConfig?.stats?.damage || 0;
  717. }
  718. /**
  719. * 获取最终暴击伤害值(应用技能加成后)
  720. */
  721. public getFinalCritDamage(): number {
  722. return this.weaponConfig?.runtimeStats?.finalCritDamage || this.weaponConfig?.stats?.damage || 0;
  723. }
  724. /**
  725. * 获取暴击率
  726. */
  727. public getCritChance(): number {
  728. return this.weaponConfig?.runtimeStats?.critChance || 0;
  729. }
  730. /**
  731. * 根据稀有度等级获取伤害倍数
  732. * @param rarityLevel 稀有度等级 (0: common, 1: uncommon, 2: rare, 3: epic)
  733. * @returns 伤害倍数
  734. */
  735. private getRarityDamageMultiplierByLevel(rarityLevel: number): number {
  736. // 优先使用当前武器的稀有度伤害倍率配置
  737. if (this.weaponConfig && this.weaponConfig.rarityDamageMultipliers && Array.isArray(this.weaponConfig.rarityDamageMultipliers)) {
  738. const multipliers = this.weaponConfig.rarityDamageMultipliers;
  739. if (rarityLevel >= 0 && rarityLevel < multipliers.length) {
  740. return multipliers[rarityLevel];
  741. }
  742. }
  743. // 如果当前武器配置不存在,使用默认值
  744. switch (rarityLevel) {
  745. case 0: // common
  746. return 1; // 1级,无倍数
  747. case 1: // uncommon
  748. return 1.5; // 2级,1.5倍伤害
  749. case 2: // rare
  750. return 2.25; // 3级,2.25倍伤害
  751. case 3: // epic
  752. return 8; // 4级,8倍伤害
  753. default:
  754. return 1;
  755. }
  756. }
  757. }