ConfigManager.ts 16 KB

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  1. import { _decorator, resources, JsonAsset } from 'cc';
  2. import { BaseSingleton } from './BaseSingleton';
  3. import { JsonConfigLoader } from './JsonConfigLoader';
  4. import { BundleLoader } from './BundleLoader';
  5. const { ccclass, property } = _decorator;
  6. // 局内金币花费配置接口
  7. export interface InGameCostConfig {
  8. baseCost: number;
  9. shapeCosts: {
  10. [shapeId: string]: number;
  11. };
  12. }
  13. // 弹道配置接口
  14. export interface BulletTrajectoryConfig {
  15. type: string;
  16. speed: number;
  17. gravity: number;
  18. arcHeight: number;
  19. homingStrength: number;
  20. homingDelay: number;
  21. rotateSpeed?: number; // 旋转速率 (0~1),仅在 arc 弹道中使用
  22. }
  23. // 弹药数量配置接口
  24. export interface BulletCountConfig {
  25. type: string;
  26. amount: number;
  27. spreadAngle: number;
  28. burstCount: number;
  29. burstDelay: number;
  30. }
  31. // 命中效果配置接口
  32. export interface HitEffectConfig {
  33. type: string;
  34. priority: number;
  35. damage?: number;
  36. pierceCount?: number;
  37. radius?: number;
  38. delay?: number;
  39. duration?: number;
  40. tickInterval?: number;
  41. ricochetCount?: number;
  42. ricochetAngle?: number;
  43. [key: string]: any;
  44. }
  45. // 弹药生命周期配置接口
  46. export interface BulletLifecycleConfig {
  47. type: string;
  48. maxLifetime: number;
  49. penetration: number;
  50. ricochetCount: number;
  51. returnToOrigin: boolean;
  52. returnDelay?: number; // 返回延迟(秒)
  53. maxRange?: number; // 最大射程
  54. effectDuration?: number; // 效果持续时间(用于地面效果)
  55. }
  56. // 武器配置接口
  57. export interface WeaponConfig {
  58. id: string;
  59. name: string;
  60. type: string;
  61. rarity?: string; // 可选字段,支持动态稀有度(合成时可变)
  62. stats: {
  63. damage: number;
  64. fireRate: number;
  65. range: number;
  66. bulletSpeed: number;
  67. accuracy?: number;
  68. };
  69. bulletConfig: {
  70. count: BulletCountConfig;
  71. trajectory: BulletTrajectoryConfig;
  72. hitEffects: HitEffectConfig[];
  73. lifecycle: BulletLifecycleConfig;
  74. visual: {
  75. bulletImages: string;
  76. hitEffect: string;
  77. trailEffect?: string;
  78. explosionEffect?: string;
  79. };
  80. shouldRotate?: boolean; // 是否旋转,默认为true
  81. };
  82. visualConfig: {
  83. weaponSprites: {
  84. [shapeId: string]: string;
  85. };
  86. attackSound: string;
  87. };
  88. upgradeConfig: {
  89. maxLevel: number;
  90. levels: {
  91. [level: string]: {
  92. cost: number;
  93. damage?: number;
  94. };
  95. };
  96. };
  97. rarityDamageMultipliers?: number[]; // 稀有度伤害倍率数组
  98. // 运行时计算的实际数值(应用技能加成后)
  99. runtimeStats?: {
  100. finalDamage: number;
  101. finalCritDamage: number;
  102. critChance: number;
  103. };
  104. inGameCostConfig?: InGameCostConfig;
  105. }
  106. // 球控制器配置接口
  107. export interface BallControllerConfig {
  108. baseSpeed: number;
  109. maxReflectionRandomness: number;
  110. antiTrapTimeWindow: number;
  111. antiTrapHitThreshold: number;
  112. deflectionAttemptThreshold: number;
  113. antiTrapDeflectionMultiplier: number;
  114. FIRE_COOLDOWN: number;
  115. ballRadius: number;
  116. gravityScale: number;
  117. linearDamping: number;
  118. angularDamping: number;
  119. colliderGroup: number;
  120. colliderTag: number;
  121. friction: number;
  122. restitution: number;
  123. safeDistance: number;
  124. edgeOffset: number;
  125. sensor: boolean;
  126. maxAttempts: number;
  127. }
  128. // 敌人配置接口
  129. export interface EnemyConfig {
  130. id: string;
  131. name: string;
  132. type: string;
  133. stats: {
  134. health: number;
  135. maxHealth: number;
  136. defense: number;
  137. speed: number;
  138. dropEnergy: number;
  139. };
  140. movement: {
  141. pattern: string;
  142. speed: number;
  143. patrolRange: number;
  144. rotationSpeed: number;
  145. moveType: string;
  146. swingAmplitude: number;
  147. swingFrequency: number;
  148. speedVariation: number;
  149. };
  150. combat: {
  151. attackDamage: number;
  152. attackRange: number;
  153. attackSpeed: number;
  154. canBlock: boolean;
  155. blockChance: number;
  156. blockDamageReduction: number;
  157. attackCooldown: number;
  158. attackType: string;
  159. attackDelay: number;
  160. weaponType: string;
  161. projectileType: string;
  162. projectileSpeed: number;
  163. };
  164. visualConfig: {
  165. spritePath: string;
  166. scale: number;
  167. animationSpeed: number;
  168. flipX: boolean;
  169. tint: string;
  170. animations: {
  171. [state: string]: string;
  172. };
  173. weaponProp: string;
  174. };
  175. audioConfig: {
  176. attackSound: string;
  177. deathSound: string;
  178. hitSound: string;
  179. walkSound: string;
  180. blockSound: string;
  181. stealthSound: string;
  182. armorBreakSound: string;
  183. fuseSound: string;
  184. volume: number;
  185. };
  186. visual?: {
  187. sprite_path: string;
  188. scale: number;
  189. animation_speed: number;
  190. flip_horizontal: boolean;
  191. animations: {
  192. [state: string]: string;
  193. };
  194. weapon_prop: string;
  195. };
  196. audio?: {
  197. attack_sound: string;
  198. death_sound: string;
  199. hit_sound: string;
  200. walk_sound: string;
  201. block_sound: string;
  202. stealth_sound: string;
  203. armor_break_sound: string;
  204. fuse_sound: string;
  205. };
  206. boss: {
  207. is_boss: boolean;
  208. phases: number;
  209. rage_threshold: number;
  210. rage_damage_multiplier: number;
  211. rage_speed_multiplier: number;
  212. };
  213. special_abilities: Array<{
  214. type: string;
  215. damage: number;
  216. range: number;
  217. cooldown: number;
  218. }>
  219. }
  220. @ccclass('ConfigManager')
  221. export class ConfigManager extends BaseSingleton {
  222. // 仅用于类型声明,实例由 BaseSingleton 在运行时动态维护
  223. public static _instance: ConfigManager;
  224. private weaponsConfig: any = null;
  225. private enemiesConfig: any = null;
  226. private configLoaded: boolean = false;
  227. /**
  228. * BaseSingleton 首次实例化回调
  229. */
  230. protected init() {
  231. console.log('[ConfigManager] 开始初始化配置管理器');
  232. this.loadConfigs();
  233. }
  234. // 加载所有配置文件
  235. private async loadConfigs() {
  236. console.log('[ConfigManager] 开始加载配置文件');
  237. this.configLoaded = false;
  238. try {
  239. // 确保resources bundle已经准备好
  240. await this.ensureResourcesBundle();
  241. // 加载武器配置
  242. console.log('[ConfigManager] 开始加载武器配置');
  243. await this.loadWeaponsConfig();
  244. console.log('[ConfigManager] 武器配置加载完成');
  245. // 加载敌人配置
  246. console.log('[ConfigManager] 开始加载敌人配置');
  247. await this.loadEnemiesConfig();
  248. console.log('[ConfigManager] 敌人配置加载完成');
  249. // 注意:球控制器配置现在通过BallController组件的装饰器直接加载
  250. console.log('[ConfigManager] 球控制器配置通过装饰器加载,跳过ConfigManager加载');
  251. this.configLoaded = true;
  252. console.log('[ConfigManager] ✅ 所有配置文件加载成功,配置管理器初始化完成');
  253. } catch (error) {
  254. console.error('[ConfigManager] ❌ 配置文件加载失败:', error);
  255. this.configLoaded = false;
  256. // 延迟重试加载
  257. console.log('[ConfigManager] 将在3秒后重试加载配置');
  258. setTimeout(() => {
  259. console.log('[ConfigManager] 开始重试加载配置');
  260. this.loadConfigs();
  261. }, 3000);
  262. }
  263. }
  264. // 确保data bundle已经准备好
  265. private async ensureResourcesBundle(): Promise<void> {
  266. console.log('[ConfigManager] 检查data bundle状态...');
  267. try {
  268. // 确保BundleLoader已经加载了data bundle
  269. const bundleLoader = BundleLoader.getInstance();
  270. await bundleLoader.loadBundle('data');
  271. console.log('[ConfigManager] data bundle加载完成');
  272. } catch (error) {
  273. console.error('[ConfigManager] data bundle加载失败:', error);
  274. throw error;
  275. }
  276. }
  277. // 加载武器配置
  278. private async loadWeaponsConfig(): Promise<void> {
  279. console.log('[ConfigManager] 开始加载武器配置...');
  280. try {
  281. this.weaponsConfig = await JsonConfigLoader.getInstance().loadConfig('weapons');
  282. // 验证配置完整性
  283. console.log('[ConfigManager] 验证武器配置完整性...');
  284. if (!this.weaponsConfig.weapons || !Array.isArray(this.weaponsConfig.weapons)) {
  285. throw new Error('武器配置格式错误:缺少weapons数组');
  286. }
  287. console.log(`[ConfigManager] 武器配置加载成功,共${this.weaponsConfig.weapons.length}个武器`);
  288. // 检查blockSizes配置
  289. if (this.weaponsConfig.blockSizes && Array.isArray(this.weaponsConfig.blockSizes)) {
  290. console.log(`[ConfigManager] ✅ blockSizes配置加载成功,共${this.weaponsConfig.blockSizes.length}个形状`);
  291. this.weaponsConfig.blockSizes.forEach(shape => {
  292. console.log(`[ConfigManager] - 形状: ${shape.id} (${shape.name})`);
  293. });
  294. } else {
  295. console.warn('[ConfigManager] ⚠️ blockSizes配置缺失或格式错误');
  296. }
  297. } catch (error) {
  298. console.error('[ConfigManager] 武器配置文件加载失败:', error);
  299. throw error;
  300. }
  301. }
  302. // 加载敌人配置
  303. private async loadEnemiesConfig(): Promise<void> {
  304. console.log('[ConfigManager] 开始加载敌人配置...');
  305. try {
  306. this.enemiesConfig = await JsonConfigLoader.getInstance().loadConfig('enemies');
  307. // 验证配置完整性
  308. console.log('[ConfigManager] 验证敌人配置完整性...');
  309. if (!Array.isArray(this.enemiesConfig)) {
  310. throw new Error('敌人配置格式错误:应该是数组结构');
  311. }
  312. console.log(`[ConfigManager] ✅ 敌人配置加载成功,共${this.enemiesConfig.length}个敌人`);
  313. // 打印前几个敌人的ID用于调试
  314. if (this.enemiesConfig.length > 0) {
  315. const enemyIds = this.enemiesConfig.slice(0, 5).map(enemy => enemy.id);
  316. console.log(`[ConfigManager] 敌人ID示例: ${enemyIds.join(', ')}${this.enemiesConfig.length > 5 ? '...' : ''}`);
  317. }
  318. } catch (error) {
  319. console.error('[ConfigManager] 敌人配置文件加载失败:', error);
  320. throw error;
  321. }
  322. }
  323. // 随机获取武器配置
  324. public getRandomWeapon(): WeaponConfig | null {
  325. if (!this.weaponsConfig || !this.weaponsConfig.weapons || this.weaponsConfig.weapons.length === 0) {
  326. console.warn('武器配置未加载或为空');
  327. return null;
  328. }
  329. // 直接从武器列表中随机选择
  330. const randomIndex = Math.floor(Math.random() * this.weaponsConfig.weapons.length);
  331. const selectedWeapon = this.weaponsConfig.weapons[randomIndex];
  332. console.log(`随机选择武器: ${selectedWeapon.name}`);
  333. return selectedWeapon;
  334. }
  335. // 随机获取敌人配置(仅作为备用机制,正常情况下敌人类型和数量由关卡JSON配置决定)
  336. public getRandomEnemy(): EnemyConfig | null {
  337. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  338. if (!this.enemiesConfig || !Array.isArray(this.enemiesConfig) || this.enemiesConfig.length === 0) {
  339. console.warn('敌人配置未加载或为空');
  340. return null;
  341. }
  342. // 直接从敌人列表中随机选择(仅在关卡配置缺失时使用)
  343. const randomIndex = Math.floor(Math.random() * this.enemiesConfig.length);
  344. console.warn('[ConfigManager] 使用随机敌人选择,这通常表示关卡配置存在问题');
  345. return this.enemiesConfig[randomIndex];
  346. }
  347. // 根据ID获取武器配置
  348. public getWeaponById(id: string): WeaponConfig | null {
  349. if (!this.weaponsConfig) return null;
  350. return this.weaponsConfig.weapons.find(weapon => weapon.id === id) || null;
  351. }
  352. // 根据ID获取敌人配置
  353. public getEnemyById(id: string): EnemyConfig | null {
  354. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  355. if (!this.enemiesConfig || !Array.isArray(this.enemiesConfig)) return null;
  356. return this.enemiesConfig.find(enemy => enemy.id === id) || null;
  357. }
  358. /**
  359. * 获取敌人名称到ID的映射
  360. */
  361. public getNameToIdMapping(): { [key: string]: string } | null {
  362. if (!this.enemiesConfig) return null;
  363. return this.enemiesConfig.nameToIdMapping || null;
  364. }
  365. // 获取所有武器配置
  366. public getAllWeapons(): WeaponConfig[] {
  367. return this.weaponsConfig?.weapons || [];
  368. }
  369. // 获取所有敌人配置
  370. public getAllEnemies(): EnemyConfig[] {
  371. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  372. return Array.isArray(this.enemiesConfig) ? this.enemiesConfig : [];
  373. }
  374. // 根据稀有度获取武器列表(已废弃,武器稀有度现在通过方块合成系统管理)
  375. public getWeaponsByRarity(rarity: string): WeaponConfig[] {
  376. console.warn('[ConfigManager] getWeaponsByRarity已废弃,武器稀有度现在通过方块合成系统管理');
  377. return [];
  378. }
  379. // 获取完整的武器配置对象
  380. public getWeaponsConfig(): any {
  381. return this.weaponsConfig;
  382. }
  383. // 获取方块尺寸列表(已更新为形状ID)
  384. public getBlockSizes(): string[] {
  385. if (!this.weaponsConfig || !this.weaponsConfig.blockSizes) {
  386. return ['I', 'H-I', 'L', 'S', 'D-T'];
  387. }
  388. // 从blockSizes配置中提取形状ID
  389. return this.weaponsConfig.blockSizes.map((shape: any) => shape.id);
  390. }
  391. // 获取方块形状配置列表
  392. public getBlockShapes(): any[] {
  393. if (!this.weaponsConfig) {
  394. console.warn('[ConfigManager] 武器配置未加载,无法获取方块形状配置');
  395. console.warn('[ConfigManager] 配置加载状态:', this.configLoaded);
  396. return [];
  397. }
  398. if (!this.weaponsConfig.blockSizes) {
  399. console.warn('[ConfigManager] 方块形状配置(blockSizes)未找到');
  400. console.warn('[ConfigManager] 可用的配置字段:', Object.keys(this.weaponsConfig));
  401. return [];
  402. }
  403. if (!Array.isArray(this.weaponsConfig.blockSizes)) {
  404. console.error('[ConfigManager] blockSizes不是数组格式:', typeof this.weaponsConfig.blockSizes);
  405. return [];
  406. }
  407. console.log(`[ConfigManager] 成功获取${this.weaponsConfig.blockSizes.length}个方块形状配置`);
  408. return this.weaponsConfig.blockSizes;
  409. }
  410. // 获取波次进展配置(已废弃,波次配置现在通过关卡系统管理)
  411. public getWaveProgression(): any {
  412. console.warn('[ConfigManager] getWaveProgression已废弃,波次配置现在通过关卡系统管理');
  413. return {};
  414. }
  415. // 根据波次获取合适的敌人(简化版本,直接返回随机敌人)
  416. public getEnemyForWave(waveNumber: number): EnemyConfig | null {
  417. // 修复:波次配置现在通过关卡系统管理,这里简化为返回随机敌人
  418. // 具体的波次敌人配置由EnemyController通过关卡配置处理
  419. console.log(`[ConfigManager] 为波次 ${waveNumber} 获取随机敌人`);
  420. return this.getRandomEnemy();
  421. }
  422. // 检查配置是否已加载
  423. public isConfigLoaded(): boolean {
  424. return this.configLoaded;
  425. }
  426. // 获取球控制器配置
  427. // 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
  428. }