ConfigManager.ts 17 KB

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  1. import { _decorator, resources, JsonAsset } from 'cc';
  2. import { BaseSingleton } from './BaseSingleton';
  3. import { JsonConfigLoader } from './JsonConfigLoader';
  4. const { ccclass, property } = _decorator;
  5. // 局内金币花费配置接口
  6. export interface InGameCostConfig {
  7. baseCost: number;
  8. shapeCosts: {
  9. [shapeId: string]: number;
  10. };
  11. }
  12. // 弹道配置接口
  13. export interface BulletTrajectoryConfig {
  14. type: string;
  15. speed: number;
  16. gravity: number;
  17. arcHeight: number;
  18. homingStrength: number;
  19. homingDelay: number;
  20. rotateSpeed?: number; // 旋转速率 (0~1),仅在 arc 弹道中使用
  21. }
  22. // 弹药数量配置接口
  23. export interface BulletCountConfig {
  24. type: string;
  25. amount: number;
  26. spreadAngle: number;
  27. burstCount: number;
  28. burstDelay: number;
  29. }
  30. // 命中效果配置接口
  31. export interface HitEffectConfig {
  32. type: string;
  33. priority: number;
  34. damage?: number;
  35. pierceCount?: number;
  36. radius?: number;
  37. delay?: number;
  38. duration?: number;
  39. tickInterval?: number;
  40. ricochetCount?: number;
  41. ricochetAngle?: number;
  42. [key: string]: any;
  43. }
  44. // 弹药生命周期配置接口
  45. export interface BulletLifecycleConfig {
  46. type: string;
  47. maxLifetime: number;
  48. penetration: number;
  49. ricochetCount: number;
  50. returnToOrigin: boolean;
  51. returnDelay?: number; // 返回延迟(秒)
  52. maxRange?: number; // 最大射程
  53. effectDuration?: number; // 效果持续时间(用于地面效果)
  54. }
  55. // 武器配置接口
  56. export interface WeaponConfig {
  57. id: string;
  58. name: string;
  59. type: string;
  60. rarity?: string; // 可选字段,支持动态稀有度(合成时可变)
  61. stats: {
  62. damage: number;
  63. fireRate: number;
  64. range: number;
  65. bulletSpeed: number;
  66. accuracy?: number;
  67. };
  68. bulletConfig: {
  69. count: BulletCountConfig;
  70. trajectory: BulletTrajectoryConfig;
  71. hitEffects: HitEffectConfig[];
  72. lifecycle: BulletLifecycleConfig;
  73. visual: {
  74. bulletImages: string;
  75. hitEffect: string;
  76. trailEffect?: string;
  77. explosionEffect?: string;
  78. };
  79. shouldRotate?: boolean; // 是否旋转,默认为true
  80. };
  81. visualConfig: {
  82. weaponSprites: {
  83. [shapeId: string]: string;
  84. };
  85. attackSound: string;
  86. };
  87. upgradeConfig: {
  88. maxLevel: number;
  89. levels: {
  90. [level: string]: {
  91. cost: number;
  92. damage?: number;
  93. };
  94. };
  95. };
  96. // 运行时计算的实际数值(应用技能加成后)
  97. runtimeStats?: {
  98. finalDamage: number;
  99. finalCritDamage: number;
  100. critChance: number;
  101. };
  102. inGameCostConfig?: InGameCostConfig;
  103. }
  104. // 球控制器配置接口
  105. export interface BallControllerConfig {
  106. baseSpeed: number;
  107. maxReflectionRandomness: number;
  108. antiTrapTimeWindow: number;
  109. antiTrapHitThreshold: number;
  110. deflectionAttemptThreshold: number;
  111. antiTrapDeflectionMultiplier: number;
  112. FIRE_COOLDOWN: number;
  113. ballRadius: number;
  114. gravityScale: number;
  115. linearDamping: number;
  116. angularDamping: number;
  117. colliderGroup: number;
  118. colliderTag: number;
  119. friction: number;
  120. restitution: number;
  121. safeDistance: number;
  122. edgeOffset: number;
  123. sensor: boolean;
  124. maxAttempts: number;
  125. }
  126. // 敌人配置接口
  127. export interface EnemyConfig {
  128. id: string;
  129. name: string;
  130. type: string;
  131. stats: {
  132. health: number;
  133. maxHealth: number;
  134. defense: number;
  135. speed: number;
  136. dropEnergy: number;
  137. };
  138. movement: {
  139. pattern: string;
  140. speed: number;
  141. patrolRange: number;
  142. chaseRange: number;
  143. rotationSpeed: number;
  144. moveType: string;
  145. swingAmplitude: number;
  146. swingFrequency: number;
  147. speedVariation: number;
  148. };
  149. combat: {
  150. attackDamage: number;
  151. attackRange: number;
  152. attackSpeed: number;
  153. canBlock: boolean;
  154. blockChance: number;
  155. blockDamageReduction: number;
  156. attackCooldown: number;
  157. attackType: string;
  158. attackDelay: number;
  159. weaponType: string;
  160. projectileType: string;
  161. projectileSpeed: number;
  162. };
  163. visualConfig: {
  164. spritePath: string;
  165. scale: number;
  166. animationSpeed: number;
  167. flipX: boolean;
  168. tint: string;
  169. animations: {
  170. [state: string]: string;
  171. };
  172. weaponProp: string;
  173. };
  174. audioConfig: {
  175. attackSound: string;
  176. deathSound: string;
  177. hitSound: string;
  178. walkSound: string;
  179. blockSound: string;
  180. stealthSound: string;
  181. armorBreakSound: string;
  182. fuseSound: string;
  183. volume: number;
  184. };
  185. visual?: {
  186. sprite_path: string;
  187. scale: number;
  188. animation_speed: number;
  189. flip_horizontal: boolean;
  190. animations: {
  191. [state: string]: string;
  192. };
  193. weapon_prop: string;
  194. };
  195. audio?: {
  196. attack_sound: string;
  197. death_sound: string;
  198. hit_sound: string;
  199. walk_sound: string;
  200. block_sound: string;
  201. stealth_sound: string;
  202. armor_break_sound: string;
  203. fuse_sound: string;
  204. };
  205. boss: {
  206. is_boss: boolean;
  207. phases: number;
  208. rage_threshold: number;
  209. rage_damage_multiplier: number;
  210. rage_speed_multiplier: number;
  211. };
  212. special_abilities: Array<{
  213. type: string;
  214. damage: number;
  215. range: number;
  216. cooldown: number;
  217. }>
  218. }
  219. @ccclass('ConfigManager')
  220. export class ConfigManager extends BaseSingleton {
  221. // 仅用于类型声明,实例由 BaseSingleton 在运行时动态维护
  222. public static _instance: ConfigManager;
  223. private weaponsConfig: any = null;
  224. private enemiesConfig: any = null;
  225. private configLoaded: boolean = false;
  226. /**
  227. * BaseSingleton 首次实例化回调
  228. */
  229. protected init() {
  230. console.log('[ConfigManager] 开始初始化配置管理器');
  231. this.loadConfigs();
  232. }
  233. // 加载所有配置文件
  234. private async loadConfigs() {
  235. console.log('[ConfigManager] 开始加载配置文件');
  236. this.configLoaded = false;
  237. try {
  238. // 确保resources bundle已经准备好
  239. await this.ensureResourcesBundle();
  240. // 加载武器配置
  241. console.log('[ConfigManager] 开始加载武器配置');
  242. await this.loadWeaponsConfig();
  243. console.log('[ConfigManager] 武器配置加载完成');
  244. // 加载敌人配置
  245. console.log('[ConfigManager] 开始加载敌人配置');
  246. await this.loadEnemiesConfig();
  247. console.log('[ConfigManager] 敌人配置加载完成');
  248. // 注意:球控制器配置现在通过BallController组件的装饰器直接加载
  249. console.log('[ConfigManager] 球控制器配置通过装饰器加载,跳过ConfigManager加载');
  250. this.configLoaded = true;
  251. console.log('[ConfigManager] ✅ 所有配置文件加载成功,配置管理器初始化完成');
  252. } catch (error) {
  253. console.error('[ConfigManager] ❌ 配置文件加载失败:', error);
  254. this.configLoaded = false;
  255. // 延迟重试加载
  256. console.log('[ConfigManager] 将在3秒后重试加载配置');
  257. setTimeout(() => {
  258. console.log('[ConfigManager] 开始重试加载配置');
  259. this.loadConfigs();
  260. }, 3000);
  261. }
  262. }
  263. // 确保resources bundle已经准备好
  264. private ensureResourcesBundle(): Promise<void> {
  265. return new Promise((resolve) => {
  266. console.log('[ConfigManager] 检查resources bundle状态...');
  267. // 增加延迟时间,确保Cocos Creator资源系统完全初始化
  268. setTimeout(() => {
  269. console.log('[ConfigManager] resources bundle初始化等待完成');
  270. resolve();
  271. }, 2000); // 增加到2秒
  272. });
  273. }
  274. // 加载武器配置
  275. private async loadWeaponsConfig(): Promise<void> {
  276. console.log('[ConfigManager] 开始加载武器配置...');
  277. try {
  278. this.weaponsConfig = await JsonConfigLoader.getInstance().loadConfig('weapons');
  279. // 验证配置完整性
  280. console.log('[ConfigManager] 验证武器配置完整性...');
  281. if (!this.weaponsConfig.weapons || !Array.isArray(this.weaponsConfig.weapons)) {
  282. throw new Error('武器配置格式错误:缺少weapons数组');
  283. }
  284. console.log(`[ConfigManager] 武器配置加载成功,共${this.weaponsConfig.weapons.length}个武器`);
  285. // 检查blockSizes配置
  286. if (this.weaponsConfig.blockSizes && Array.isArray(this.weaponsConfig.blockSizes)) {
  287. console.log(`[ConfigManager] ✅ blockSizes配置加载成功,共${this.weaponsConfig.blockSizes.length}个形状`);
  288. this.weaponsConfig.blockSizes.forEach(shape => {
  289. console.log(`[ConfigManager] - 形状: ${shape.id} (${shape.name})`);
  290. });
  291. } else {
  292. console.warn('[ConfigManager] ⚠️ blockSizes配置缺失或格式错误');
  293. }
  294. } catch (error) {
  295. console.error('[ConfigManager] 武器配置文件加载失败:', error);
  296. throw error;
  297. }
  298. }
  299. // 加载敌人配置
  300. private async loadEnemiesConfig(): Promise<void> {
  301. console.log('[ConfigManager] 开始加载敌人配置...');
  302. try {
  303. this.enemiesConfig = await JsonConfigLoader.getInstance().loadConfig('enemies');
  304. console.log('[ConfigManager] ✅ 敌人配置加载成功');
  305. } catch (error) {
  306. console.error('[ConfigManager] 敌人配置文件加载失败:', error);
  307. throw error;
  308. }
  309. }
  310. // 随机获取武器配置
  311. public getRandomWeapon(rarity?: string): WeaponConfig | null {
  312. if (!this.weaponsConfig || !this.weaponsConfig.weapons || this.weaponsConfig.weapons.length === 0) {
  313. console.warn('武器配置未加载或为空');
  314. return null;
  315. }
  316. if (rarity) {
  317. // 按稀有度筛选
  318. const filteredWeapons = this.weaponsConfig.weapons.filter(weapon => weapon.rarity === rarity);
  319. if (filteredWeapons.length === 0) {
  320. console.warn(`没有找到稀有度为 ${rarity} 的武器`);
  321. return null;
  322. }
  323. const randomIndex = Math.floor(Math.random() * filteredWeapons.length);
  324. return filteredWeapons[randomIndex];
  325. }
  326. // 使用稀有度权重系统进行随机选择
  327. const rarityWeights = this.weaponsConfig.rarityWeights;
  328. if (!rarityWeights) {
  329. console.warn('稀有度权重配置未找到,使用随机选择');
  330. const randomIndex = Math.floor(Math.random() * this.weaponsConfig.weapons.length);
  331. return this.weaponsConfig.weapons[randomIndex];
  332. }
  333. // 计算总权重
  334. // 计算总权重(兼容ES5)
  335. const totalWeight = Object.keys(rarityWeights).reduce((sum: number, key: string) => sum + (rarityWeights[key] as number), 0);
  336. const randomValue = Math.random() * totalWeight;
  337. // 根据权重选择稀有度
  338. let currentWeight = 0;
  339. let selectedRarity = 'common';
  340. // 兼容ES5的写法遍历对象
  341. for (let rarity in rarityWeights) {
  342. if (rarityWeights.hasOwnProperty(rarity)) {
  343. const weight = rarityWeights[rarity];
  344. currentWeight += weight as number;
  345. if (randomValue <= currentWeight) {
  346. selectedRarity = rarity;
  347. break;
  348. }
  349. }
  350. // 从选中的稀有度中随机选择武器
  351. const weaponsOfRarity = this.weaponsConfig.weapons.filter(weapon => weapon.rarity === selectedRarity);
  352. if (weaponsOfRarity.length === 0) {
  353. console.warn(`稀有度 ${selectedRarity} 没有可用武器,使用随机选择`);
  354. const randomIndex = Math.floor(Math.random() * this.weaponsConfig.weapons.length);
  355. return this.weaponsConfig.weapons[randomIndex];
  356. }
  357. const randomIndex = Math.floor(Math.random() * weaponsOfRarity.length);
  358. const selectedWeapon = weaponsOfRarity[randomIndex];
  359. console.log(`随机选择武器: ${selectedWeapon.name} (${selectedRarity})`);
  360. return selectedWeapon;
  361. }
  362. }
  363. // 随机获取敌人配置
  364. public getRandomEnemy(): EnemyConfig | null {
  365. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  366. if (!this.enemiesConfig || !Array.isArray(this.enemiesConfig) || this.enemiesConfig.length === 0) {
  367. console.warn('敌人配置未加载或为空');
  368. return null;
  369. }
  370. // 直接从敌人列表中随机选择
  371. const randomIndex = Math.floor(Math.random() * this.enemiesConfig.length);
  372. return this.enemiesConfig[randomIndex];
  373. }
  374. // 根据ID获取武器配置
  375. public getWeaponById(id: string): WeaponConfig | null {
  376. if (!this.weaponsConfig) return null;
  377. return this.weaponsConfig.weapons.find(weapon => weapon.id === id) || null;
  378. }
  379. // 根据ID获取敌人配置
  380. public getEnemyById(id: string): EnemyConfig | null {
  381. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  382. if (!this.enemiesConfig || !Array.isArray(this.enemiesConfig)) return null;
  383. return this.enemiesConfig.find(enemy => enemy.id === id) || null;
  384. }
  385. /**
  386. * 获取敌人名称到ID的映射
  387. */
  388. public getNameToIdMapping(): { [key: string]: string } | null {
  389. if (!this.enemiesConfig) return null;
  390. return this.enemiesConfig.nameToIdMapping || null;
  391. }
  392. // 获取所有武器配置
  393. public getAllWeapons(): WeaponConfig[] {
  394. return this.weaponsConfig?.weapons || [];
  395. }
  396. // 获取所有敌人配置
  397. public getAllEnemies(): EnemyConfig[] {
  398. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  399. return Array.isArray(this.enemiesConfig) ? this.enemiesConfig : [];
  400. }
  401. // 根据稀有度获取武器列表
  402. public getWeaponsByRarity(rarity: string): WeaponConfig[] {
  403. if (!this.weaponsConfig) return [];
  404. return this.weaponsConfig.weapons.filter(weapon => weapon.rarity === rarity);
  405. }
  406. // 获取方块尺寸列表(已更新为形状ID)
  407. public getBlockSizes(): string[] {
  408. if (!this.weaponsConfig || !this.weaponsConfig.blockSizes) {
  409. return ['I', 'H-I', 'L', 'S', 'D-T'];
  410. }
  411. // 从blockSizes配置中提取形状ID
  412. return this.weaponsConfig.blockSizes.map((shape: any) => shape.id);
  413. }
  414. // 获取方块形状配置列表
  415. public getBlockShapes(): any[] {
  416. if (!this.weaponsConfig) {
  417. console.warn('[ConfigManager] 武器配置未加载,无法获取方块形状配置');
  418. console.warn('[ConfigManager] 配置加载状态:', this.configLoaded);
  419. return [];
  420. }
  421. if (!this.weaponsConfig.blockSizes) {
  422. console.warn('[ConfigManager] 方块形状配置(blockSizes)未找到');
  423. console.warn('[ConfigManager] 可用的配置字段:', Object.keys(this.weaponsConfig));
  424. return [];
  425. }
  426. if (!Array.isArray(this.weaponsConfig.blockSizes)) {
  427. console.error('[ConfigManager] blockSizes不是数组格式:', typeof this.weaponsConfig.blockSizes);
  428. return [];
  429. }
  430. console.log(`[ConfigManager] 成功获取${this.weaponsConfig.blockSizes.length}个方块形状配置`);
  431. return this.weaponsConfig.blockSizes;
  432. }
  433. // 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)
  434. public getWaveProgression(): any {
  435. console.warn('[ConfigManager] getWaveProgression已废弃,波次配置现在通过关卡系统管理');
  436. return {};
  437. }
  438. // 根据波次获取合适的敌人(简化版本,直接返回随机敌人)
  439. public getEnemyForWave(waveNumber: number): EnemyConfig | null {
  440. // 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
  441. // 具体的波次敌人配置由EnemyController通过关卡配置处理
  442. console.log(`[ConfigManager] 为波次 ${waveNumber} 获取随机敌人`);
  443. return this.getRandomEnemy();
  444. }
  445. // 检查配置是否已加载
  446. public isConfigLoaded(): boolean {
  447. return this.configLoaded;
  448. }
  449. // 获取球控制器配置
  450. // 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
  451. }