UpgradeController.ts 49 KB

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  1. import { _decorator, Component, Node, Button, Label, Sprite, SpriteFrame, Texture2D, resources, ScrollView, Layout, Prefab, instantiate, find, UIOpacity, Color } from 'cc';
  2. import { JsonConfigLoader } from '../../Core/JsonConfigLoader';
  3. import { BundleLoader } from '../../Core/BundleLoader';
  4. import { SaveDataManager, WeaponData } from '../../LevelSystem/SaveDataManager';
  5. import EventBus, { GameEvents } from '../../Core/EventBus';
  6. import { UpgradeAni } from './UpgradeAni';
  7. import { PopUPAni } from '../../Animations/PopUPAni';
  8. const { ccclass, property } = _decorator;
  9. /**
  10. * 武器配置接口(从weapons.json加载)
  11. */
  12. interface WeaponConfig {
  13. id: string;
  14. name: string;
  15. type: string;
  16. rarity: string;
  17. weight: number;
  18. stats: {
  19. damage: number;
  20. fireRate: number;
  21. range: number;
  22. bulletSpeed: number;
  23. };
  24. visualConfig: {
  25. weaponSprites: string | {
  26. "I": string;
  27. "H-I": string;
  28. "L": string;
  29. "S": string;
  30. "D-T": string;
  31. };
  32. };
  33. upgradeConfig?: {
  34. maxLevel: number;
  35. levels: {
  36. [level: string]: {
  37. cost: number;
  38. damage?: number;
  39. };
  40. };
  41. };
  42. }
  43. /**
  44. * 武器升级系统控制器
  45. * 负责管理武器升级UI和逻辑
  46. */
  47. @ccclass('UpgradeController')
  48. export class UpgradeController extends Component {
  49. // UI节点引用
  50. @property(Node) upgradeUI: Node = null; // Canvas/UpgradeUI
  51. @property(ScrollView) weaponScrollView: ScrollView = null; // Canvas/UpgradeUI/ScrollView
  52. @property(Layout) weaponLayout: Layout = null; // Canvas/UpgradeUI/ScrollView/view/content/Layout
  53. @property(Node) upgradePanel: Node = null; // Canvas/UpgradeUI/UpgradePanel
  54. @property(Button) closePanelBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/CloseBtn
  55. // 升级面板UI组件
  56. @property(Sprite) panelWeaponSprite: Sprite = null; // Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  57. @property(Label) panelLevelLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/LevelLabel
  58. @property(Label) panelCurrentDamage: Label = null; // Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  59. @property(Label) panelCostLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  60. @property(Button) panelUpgradeBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn
  61. // 武器节点预制体
  62. @property(Prefab) lockedWeaponPrefab: Prefab = null; // Lock.prefab
  63. @property(Prefab) unlockedWeaponPrefab: Prefab = null; // Unlock.prefab
  64. // 动画控制器
  65. @property(PopUPAni) upgradeAni: PopUPAni = null; // Canvas/UpgradeUI/UpgradePanel上的PopUPAni组件
  66. @property(UpgradeAni) weaponUpgradeAni: UpgradeAni = null; // 武器升级动画组件
  67. // 满级按钮图片
  68. @property(SpriteFrame) maxLevelBtnSprite: SpriteFrame = null; // 武器满级时的灰色按钮图片
  69. @property(SpriteFrame) normalUpgradeBtnSprite: SpriteFrame = null; // 正常升级按钮图片
  70. // 数据管理
  71. private saveDataManager: SaveDataManager = null;
  72. private weaponsConfig: any = null;
  73. private currentSelectedWeapon: string = null;
  74. private levelConfigs: any[] = [];
  75. private bundleLoader: BundleLoader = null;
  76. // 武器节点列表
  77. private weaponNodes: Node[] = [];
  78. onLoad() {
  79. this.saveDataManager = SaveDataManager.getInstance();
  80. this.bundleLoader = BundleLoader.getInstance();
  81. this.bindEvents();
  82. }
  83. async start() {
  84. // 先加载武器配置
  85. await this.loadWeaponsConfig();
  86. // 为UpgradeAni组件加载武器配置
  87. if (this.weaponUpgradeAni) {
  88. try {
  89. await this.weaponUpgradeAni.loadWeaponsConfig();
  90. console.log('[UpgradeController] UpgradeAni武器配置加载完成');
  91. } catch (error) {
  92. console.error('[UpgradeController] UpgradeAni武器配置加载失败:', error);
  93. }
  94. }
  95. // 加载关卡配置
  96. await this.loadLevelConfigs();
  97. // 初始化武器数据
  98. this.initializeWeapons();
  99. // 初始化时检查武器解锁状态
  100. this.checkInitialWeaponUnlocks();
  101. // 刷新UI
  102. await this.refreshWeaponList();
  103. // 初始化升级面板状态
  104. if (this.upgradeAni) {
  105. this.upgradeAni.hidePanelImmediate();
  106. } else {
  107. this.upgradePanel.active = false;
  108. }
  109. console.log('[UpgradeController] 初始化完成');
  110. }
  111. /**
  112. * 绑定事件
  113. */
  114. private bindEvents() {
  115. // 关闭升级面板
  116. this.closePanelBtn?.node.on(Button.EventType.CLICK, this.closeUpgradePanel, this);
  117. // 升级按钮
  118. this.panelUpgradeBtn?.node.on(Button.EventType.CLICK, this.onUpgradeWeapon, this);
  119. // 监听关卡完成事件,自动解锁武器
  120. EventBus.getInstance().on(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  121. // 监听货币变化事件,更新升级按钮闪烁状态
  122. EventBus.getInstance().on(GameEvents.CURRENCY_CHANGED, this.onCurrencyChanged, this);
  123. }
  124. /**
  125. * 加载武器配置
  126. */
  127. private async loadWeaponsConfig() {
  128. try {
  129. this.weaponsConfig = await JsonConfigLoader.getInstance().loadConfig('weapons');
  130. console.log('[UpgradeController] 武器配置加载成功:', this.weaponsConfig);
  131. } catch (error) {
  132. console.error('[UpgradeController] 加载武器配置失败:', error);
  133. }
  134. }
  135. /**
  136. * 加载关卡配置
  137. */
  138. private async loadLevelConfigs() {
  139. try {
  140. this.levelConfigs = [];
  141. // 加载Level1到Level5的配置
  142. for (let i = 1; i <= 5; i++) {
  143. try {
  144. const levelData = await BundleLoader.getInstance().loadDataJson(`levels/Level${i}`);
  145. this.levelConfigs.push({
  146. level: i,
  147. ...levelData
  148. });
  149. } catch (error) {
  150. console.warn(`加载Level${i}配置失败:`, error);
  151. }
  152. }
  153. console.log('关卡配置加载成功:', this.levelConfigs);
  154. } catch (error) {
  155. console.error('加载关卡配置失败:', error);
  156. this.levelConfigs = [];
  157. }
  158. }
  159. /**
  160. * 初始化武器数据(确保所有武器都在存档中)
  161. */
  162. private initializeWeapons() {
  163. if (!this.weaponsConfig) return;
  164. // 为每个武器创建初始数据(如果不存在)
  165. this.weaponsConfig.weapons.forEach(weaponConfig => {
  166. const existingWeapon = this.saveDataManager.getWeapon(weaponConfig.id);
  167. if (!existingWeapon) {
  168. this.saveDataManager.addWeapon(weaponConfig.id, weaponConfig.rarity);
  169. }
  170. });
  171. }
  172. /**
  173. * 初始化时检查武器解锁状态
  174. */
  175. private checkInitialWeaponUnlocks() {
  176. if (!this.saveDataManager || !this.weaponsConfig) return;
  177. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  178. console.log(`[UpgradeController] 初始化检查武器解锁状态,当前最大解锁关卡: ${maxUnlockedLevel}`);
  179. let hasUpdates = false;
  180. for (const weaponConfig of this.weaponsConfig.weapons) {
  181. const weaponId = weaponConfig.id;
  182. const weaponData = this.saveDataManager.getWeapon(weaponId);
  183. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  184. // 检查武器是否应该根据关卡进度解锁
  185. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  186. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  187. // 如果武器应该解锁但还未解锁,则自动解锁
  188. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  189. weaponData.level = 1;
  190. // 由于WeaponData类型中没有unlockTime属性,这里先注释掉
  191. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  192. console.log(`[UpgradeController] 初始化时自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  193. hasUpdates = true;
  194. }
  195. }
  196. // 如果有更新,保存数据
  197. if (hasUpdates) {
  198. this.saveDataManager.savePlayerData();
  199. console.log(`[UpgradeController] 初始化武器解锁状态更新完成`);
  200. }
  201. }
  202. /**
  203. * 刷新武器列表UI
  204. */
  205. private async refreshWeaponList() {
  206. if (!this.weaponsConfig || !this.weaponLayout) {
  207. console.warn('武器配置或武器布局未初始化');
  208. return;
  209. }
  210. // 清除现有节点
  211. this.clearWeaponNodes();
  212. // 为每个武器创建UI节点
  213. for (let index = 0; index < this.weaponsConfig.weapons.length; index++) {
  214. const weaponConfig = this.weaponsConfig.weapons[index];
  215. await this.createWeaponNode(weaponConfig, index);
  216. }
  217. }
  218. /**
  219. * 切换武器节点状态(从锁定到解锁或反之)
  220. */
  221. private async switchWeaponNodeState(weaponId: string) {
  222. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  223. if (!weaponConfig) {
  224. console.warn(`未找到武器配置: ${weaponId}`);
  225. return;
  226. }
  227. // 找到对应的武器节点
  228. const weaponNodeIndex = this.weaponNodes.findIndex(node => node.name === `WeaponNode_${weaponId}`);
  229. if (weaponNodeIndex === -1) {
  230. console.warn(`未找到武器节点: ${weaponId}`);
  231. return;
  232. }
  233. const oldNode = this.weaponNodes[weaponNodeIndex];
  234. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponId);
  235. const weaponData = this.saveDataManager.getWeapon(weaponId);
  236. // 创建新节点
  237. let newNode: Node = null;
  238. if (isUnlocked) {
  239. if (this.unlockedWeaponPrefab) {
  240. newNode = instantiate(this.unlockedWeaponPrefab);
  241. await this.setupUnlockedWeaponNode(newNode, weaponConfig, weaponData);
  242. }
  243. } else {
  244. if (this.lockedWeaponPrefab) {
  245. newNode = instantiate(this.lockedWeaponPrefab);
  246. this.setupLockedWeaponNode(newNode, weaponConfig);
  247. }
  248. }
  249. if (newNode) {
  250. newNode.name = `WeaponNode_${weaponId}`;
  251. // 获取旧节点的位置
  252. const siblingIndex = oldNode.getSiblingIndex();
  253. // 移除旧节点
  254. oldNode.removeFromParent();
  255. // 添加新节点到相同位置
  256. this.weaponLayout.node.insertChild(newNode, siblingIndex);
  257. // 更新节点数组
  258. this.weaponNodes[weaponNodeIndex] = newNode;
  259. console.log(`武器 ${weaponId} 状态切换完成: ${isUnlocked ? '解锁' : '锁定'}`);
  260. }
  261. }
  262. /**
  263. * 清除武器节点
  264. */
  265. private clearWeaponNodes() {
  266. this.weaponNodes.forEach(node => {
  267. if (node && node.isValid) {
  268. node.destroy();
  269. }
  270. });
  271. this.weaponNodes = [];
  272. }
  273. /**
  274. * 创建武器节点
  275. */
  276. private async createWeaponNode(weaponConfig: WeaponConfig, index: number) {
  277. // 获取武器数据
  278. const weaponData = this.saveDataManager.getWeapon(weaponConfig.id);
  279. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponConfig.id);
  280. console.log(`设置武器节点 ${index}: ${weaponConfig.name}, 等级: ${weaponData?.level || 0}, 已解锁: ${isUnlocked}`);
  281. // 根据解锁状态选择合适的预制体
  282. let weaponNode: Node = null;
  283. if (isUnlocked) {
  284. if (this.unlockedWeaponPrefab) {
  285. weaponNode = instantiate(this.unlockedWeaponPrefab);
  286. await this.setupUnlockedWeaponNode(weaponNode, weaponConfig, weaponData);
  287. }
  288. } else {
  289. if (this.lockedWeaponPrefab) {
  290. weaponNode = instantiate(this.lockedWeaponPrefab);
  291. this.setupLockedWeaponNode(weaponNode, weaponConfig);
  292. }
  293. }
  294. // 如果没有预制体,记录警告
  295. if (!weaponNode) {
  296. console.warn(`无法创建武器节点 ${weaponConfig.name}: 缺少对应的预制体`);
  297. return;
  298. }
  299. // 设置节点名称
  300. weaponNode.name = `WeaponNode_${weaponConfig.id}`;
  301. // 添加到布局中
  302. this.weaponLayout.node.addChild(weaponNode);
  303. this.weaponNodes.push(weaponNode);
  304. }
  305. /**
  306. * 加载武器图标
  307. */
  308. private async loadWeaponSprite(sprite: Sprite, spritePath: string) {
  309. // 转换路径格式,去除"images/"前缀
  310. const bundlePath = spritePath.replace(/^images\//, '');
  311. try {
  312. // 使用BundleLoader从images Bundle加载SpriteFrame,需要添加/spriteFrame后缀
  313. const spriteFrame = await this.bundleLoader.loadSpriteFrame(bundlePath + '/spriteFrame');
  314. if (spriteFrame && sprite && sprite.isValid) {
  315. sprite.spriteFrame = spriteFrame;
  316. console.log(`武器图标加载成功: ${spritePath}`);
  317. }
  318. } catch (err) {
  319. console.warn(`加载武器图标失败: ${spritePath}`, err);
  320. }
  321. }
  322. /**
  323. * 设置已解锁武器节点(适配Unlock.prefab)
  324. */
  325. private async setupUnlockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig, weaponData: any) {
  326. // 获取公共的Sprite节点,避免重复查找
  327. const spriteNode = weaponNode.getChildByName('Sprite');
  328. if (!spriteNode) {
  329. console.warn('未找到Sprite节点:', weaponConfig.id);
  330. return;
  331. }
  332. // 设置武器图标 - 查找专门的武器图标Sprite节点,避免影响背景
  333. const weaponSprite = spriteNode.getChildByName('WeaponSprite')?.getComponent(Sprite);
  334. if (weaponSprite && weaponConfig.visualConfig.weaponSprites) {
  335. let spritePath: string;
  336. // 检查weaponSprites是字符串还是对象
  337. if (typeof weaponConfig.visualConfig.weaponSprites === 'string') {
  338. spritePath = weaponConfig.visualConfig.weaponSprites;
  339. } else {
  340. // 如果是对象,按优先级选择路径
  341. spritePath = weaponConfig.visualConfig.weaponSprites['I'] ||
  342. weaponConfig.visualConfig.weaponSprites['H-I'] ||
  343. weaponConfig.visualConfig.weaponSprites['L'] ||
  344. weaponConfig.visualConfig.weaponSprites['S'] ||
  345. weaponConfig.visualConfig.weaponSprites['D-T'];
  346. }
  347. if (spritePath) {
  348. await this.loadWeaponSprite(weaponSprite, spritePath);
  349. }
  350. }
  351. // 设置武器名称 - Unlock.prefab中的Name节点下的Label(只显示武器名称)
  352. const nameLabel = spriteNode.getChildByName('Name')?.getComponent(Label);
  353. if (nameLabel) {
  354. nameLabel.string = weaponConfig.name;
  355. }
  356. // 设置武器等级 - should_hide_in_hierarchy/Unlock/Sprite/Level/Label节点(显示等级)
  357. const levelNode = spriteNode.getChildByName('Level');
  358. console.log(`[PreviewInEditor] 处理武器等级显示: ${weaponConfig.name}, weaponData:`, weaponData);
  359. if (levelNode) {
  360. // 先尝试Level节点本身的Label组件
  361. let levelLabel = levelNode.getComponent(Label);
  362. if (!levelLabel) {
  363. // 如果Level节点本身没有Label,尝试查找子节点Label
  364. const labelNode = levelNode.getChildByName('Label');
  365. if (labelNode) {
  366. levelLabel = labelNode.getComponent(Label);
  367. }
  368. }
  369. if (levelLabel) {
  370. const actualLevel = weaponData ? weaponData.level : 0;
  371. levelLabel.string = `${actualLevel}`;
  372. } else {
  373. console.warn(`[PreviewInEditor] 未找到Level Label组件: ${weaponConfig.name}`);
  374. }
  375. } else {
  376. console.warn(`[PreviewInEditor] 未找到Level节点: ${weaponConfig.name}`);
  377. }
  378. // 设置升级按钮 - Unlock.prefab中的Button节点
  379. const upgradeButton = weaponNode.getChildByName('Upgrade')?.getComponent(Button);
  380. if (upgradeButton) {
  381. // 清除之前的事件监听
  382. upgradeButton.node.off(Button.EventType.CLICK);
  383. // 添加升级事件
  384. upgradeButton.node.on(Button.EventType.CLICK, () => {
  385. this.openUpgradePanel(weaponConfig.id);
  386. }, this);
  387. // 设置按钮文本和状态
  388. const buttonLabel = upgradeButton.node.getChildByName('Label')?.getComponent(Label);
  389. if (buttonLabel) {
  390. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  391. if (weaponData && weaponData.level >= maxLevel) {
  392. buttonLabel.string = '已满级';
  393. } else {
  394. // 只显示"升级",不显示费用,费用在升级面板中显示
  395. buttonLabel.string = '升 级';
  396. }
  397. }
  398. }
  399. // Unlock.prefab已经有正常的视觉效果,确保节点激活
  400. weaponNode.active = true;
  401. }
  402. /**
  403. * 设置未解锁武器节点(适配Lock.prefab)
  404. */
  405. private setupLockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig) {
  406. // 设置解锁信息文本 - Lock.prefab中的Label节点
  407. const unlockLabel = weaponNode.getChildByName('Label')?.getComponent(Label);
  408. if (unlockLabel) {
  409. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  410. unlockLabel.string = `通关第${unlockLevel}关解锁`;
  411. }
  412. // Lock.prefab已经有合适的视觉效果,不需要额外设置透明度
  413. weaponNode.active = true;
  414. // 锁定武器节点保持可点击状态以显示解锁提示
  415. // 添加点击事件监听(显示解锁提示)
  416. weaponNode.on(Node.EventType.TOUCH_END, () => {
  417. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  418. console.log(`${weaponConfig.name} 需要通关第${unlockLevel}关才能解锁`);
  419. }, this);
  420. }
  421. /**
  422. * 打开升级面板
  423. */
  424. private async openUpgradePanel(weaponId: string) {
  425. const weaponConfig = this.weaponsConfig.weapons.find(config => config.id === weaponId);
  426. if (!weaponConfig) {
  427. console.error(`未找到武器配置: ${weaponId}`);
  428. return;
  429. }
  430. const weaponData = this.saveDataManager.getWeapon(weaponId);
  431. if (!weaponData) {
  432. console.error(`未找到武器数据: ${weaponId}`);
  433. return;
  434. }
  435. this.currentSelectedWeapon = weaponId;
  436. console.log(`打开升级面板: ${weaponConfig.name}, 当前等级: ${weaponData.level}`);
  437. // 刷新面板内容
  438. this.refreshUpgradePanel();
  439. // 使用动画显示升级面板
  440. if (this.upgradeAni) {
  441. await this.upgradeAni.showPanel();
  442. } else {
  443. // 如果没有动画组件,直接显示
  444. this.upgradePanel.active = true;
  445. }
  446. }
  447. /**
  448. * 关闭升级面板
  449. */
  450. private async closeUpgradePanel() {
  451. // 使用动画隐藏升级面板
  452. if (this.upgradeAni) {
  453. await this.upgradeAni.hidePanel();
  454. } else {
  455. // 如果没有动画组件,直接隐藏
  456. this.upgradePanel.active = false;
  457. }
  458. this.currentSelectedWeapon = null;
  459. }
  460. /**
  461. * 刷新升级面板
  462. */
  463. private refreshUpgradePanel() {
  464. if (!this.currentSelectedWeapon || !this.weaponsConfig) return;
  465. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  466. const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  467. if (!weaponConfig || !weaponData) {
  468. console.error(`刷新升级面板失败: 武器配置或数据不存在 ${this.currentSelectedWeapon}`);
  469. return;
  470. }
  471. console.log(`刷新升级面板: ${weaponConfig.name}, 等级: ${weaponData.level}`);
  472. // 设置武器图标 - Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  473. if (this.panelWeaponSprite && weaponConfig.visualConfig.weaponSprites) {
  474. let spritePath: string;
  475. // 检查weaponSprites是字符串还是对象
  476. if (typeof weaponConfig.visualConfig.weaponSprites === 'string') {
  477. spritePath = weaponConfig.visualConfig.weaponSprites;
  478. } else {
  479. // 如果是对象,按优先级选择路径
  480. spritePath = weaponConfig.visualConfig.weaponSprites['I'] ||
  481. weaponConfig.visualConfig.weaponSprites['H-I'] ||
  482. weaponConfig.visualConfig.weaponSprites['L'] ||
  483. weaponConfig.visualConfig.weaponSprites['S'] ||
  484. weaponConfig.visualConfig.weaponSprites['D-T'];
  485. }
  486. if (spritePath) {
  487. this.loadWeaponSprite(this.panelWeaponSprite, spritePath);
  488. }
  489. }
  490. // 设置武器名称和等级 - Canvas/UpgradeUI/UpgradePanel/LevelLabel
  491. if (this.panelLevelLabel) {
  492. this.panelLevelLabel.string = `${weaponConfig.name} 等级 ${weaponData.level}`;
  493. }
  494. // 计算当前伤害(基础伤害 + 等级加成)- Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  495. const baseDamage = weaponConfig.stats.damage;
  496. const currentDamage = this.calculateWeaponDamage(baseDamage, weaponData.level, this.currentSelectedWeapon);
  497. const nextLevelDamage = this.calculateWeaponDamage(baseDamage, weaponData.level + 1, this.currentSelectedWeapon);
  498. const damageIncrease = nextLevelDamage - currentDamage;
  499. if (this.panelCurrentDamage) {
  500. // 只显示当前伤害数值,不显示增量
  501. this.panelCurrentDamage.string = currentDamage.toString();
  502. }
  503. // 同时更新UpgradeAni组件中的伤害显示
  504. if (this.weaponUpgradeAni && this.weaponUpgradeAni.currentDamageLabel) {
  505. this.weaponUpgradeAni.updateCurrentDamageDisplay(this.currentSelectedWeapon, weaponData.level);
  506. }
  507. // 设置升级费用 - Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  508. // 优先从武器配置的upgradeConfig字段获取升级费用
  509. let upgradeCost = 0;
  510. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  511. if (weaponData.level >= maxLevel) {
  512. // 已达到最大等级,显示"已满级"
  513. if (this.panelCostLabel) {
  514. this.panelCostLabel.string = "已满级";
  515. }
  516. // 替换升级按钮为灰色图片
  517. if (this.panelUpgradeBtn && this.maxLevelBtnSprite) {
  518. const btnSprite = this.panelUpgradeBtn.getComponent(Sprite);
  519. if (btnSprite) {
  520. btnSprite.spriteFrame = this.maxLevelBtnSprite;
  521. }
  522. }
  523. } else {
  524. // 恢复正常升级按钮图片
  525. if (this.panelUpgradeBtn && this.normalUpgradeBtnSprite) {
  526. const btnSprite = this.panelUpgradeBtn.getComponent(Sprite);
  527. if (btnSprite) {
  528. btnSprite.spriteFrame = this.normalUpgradeBtnSprite;
  529. }
  530. }
  531. // 从upgradeConfig获取升级费用
  532. if (weaponConfig.upgradeConfig?.levels) {
  533. const levelConfig = weaponConfig.upgradeConfig.levels[weaponData.level.toString()];
  534. if (levelConfig && levelConfig.cost) {
  535. upgradeCost = levelConfig.cost;
  536. } else {
  537. // 如果upgradeConfig中没有对应等级的费用,使用SaveDataManager的计算方法作为后备
  538. upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  539. }
  540. } else {
  541. // 如果没有upgradeConfig,使用SaveDataManager的计算方法
  542. upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  543. }
  544. if (this.panelCostLabel) {
  545. // 将数字转换为字符串,并在每个数字之间添加空格
  546. const costString = upgradeCost.toString();
  547. const spacedCostString = costString.split('').join(' ');
  548. this.panelCostLabel.string = spacedCostString;
  549. }
  550. }
  551. // 升级按钮始终保持可点击状态,通过Toast显示各种提示
  552. console.log(`[UpgradeController] 升级按钮保持可交互状态`);
  553. // 检查并更新升级按钮闪烁状态
  554. this.updateUpgradeBtnBlinkState();
  555. }
  556. /**
  557. * 计算武器伤害
  558. */
  559. private calculateWeaponDamage(baseDamage: number, level: number, weaponId?: string): number {
  560. if (level === 0) return 0; // 未解锁武器伤害为0
  561. // 优先从武器配置的upgradeConfig中获取伤害值
  562. if (weaponId && this.weaponsConfig && this.weaponsConfig.weapons) {
  563. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  564. if (weaponConfig && weaponConfig.upgradeConfig && weaponConfig.upgradeConfig.levels) {
  565. const levelConfig = weaponConfig.upgradeConfig.levels[level.toString()];
  566. if (levelConfig && typeof levelConfig.damage === 'number') {
  567. console.log(`[UpgradeController] 从upgradeConfig获取伤害: ${weaponId} 等级${level} 伤害${levelConfig.damage}`);
  568. return levelConfig.damage;
  569. }
  570. }
  571. // 如果upgradeConfig中没有伤害值,使用基础伤害 + 等级加成作为后备
  572. if (weaponConfig && weaponConfig.stats && weaponConfig.stats.damage) {
  573. const damage = baseDamage + (level - 1);
  574. console.log(`[UpgradeController] 使用基础伤害计算: ${weaponId} 等级${level} 伤害${damage}`);
  575. return damage;
  576. }
  577. }
  578. // 如果配置不存在,使用默认公式作为最后后备
  579. return baseDamage + (level - 1);
  580. }
  581. /**
  582. * 根据武器名称查找解锁关卡
  583. */
  584. private getWeaponUnlockLevel(weaponName: string): number {
  585. // 武器名称到解锁关卡的映射
  586. const weaponUnlockMap: { [key: string]: number } = {
  587. "毛豆射手": 1,
  588. "尖胡萝卜": 2,
  589. "锯齿草": 3,
  590. "西瓜炸弹": 4,
  591. "回旋镖盆栽": 5,
  592. "炙热辣椒": 6,
  593. "仙人散弹": 7,
  594. "秋葵导弹": 8,
  595. "狼牙棒": 9
  596. };
  597. return weaponUnlockMap[weaponName] || 1;
  598. }
  599. /**
  600. * 根据武器ID查找解锁关卡
  601. */
  602. private getWeaponUnlockLevelById(weaponId: string): number {
  603. // 武器ID到解锁关卡的映射
  604. const weaponUnlockMap: { [key: string]: number } = {
  605. "pea_shooter": 1,
  606. "sharp_carrot": 2,
  607. "saw_grass": 3,
  608. "watermelon_bomb": 4,
  609. "boomerang_plant": 5,
  610. "hot_pepper": 6,
  611. "cactus_shotgun": 7,
  612. "okra_missile": 8,
  613. "mace_club": 9
  614. };
  615. return weaponUnlockMap[weaponId] || 1;
  616. }
  617. /**
  618. * 升级武器
  619. */
  620. private async onUpgradeWeapon() {
  621. console.log(`[UpgradeController] onUpgradeWeapon方法被调用`);
  622. if (!this.currentSelectedWeapon) {
  623. console.log(`[UpgradeController] currentSelectedWeapon为空,退出`);
  624. return;
  625. }
  626. console.log(`[UpgradeController] 开始升级武器: ${this.currentSelectedWeapon}`);
  627. // 检查升级条件并显示相应提示
  628. const weapon = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  629. console.log(`[UpgradeController] 获取到的武器数据:`, weapon);
  630. if (!weapon) {
  631. console.log(`[UpgradeController] 武器不存在: ${this.currentSelectedWeapon}`);
  632. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器不存在", duration: 2.0 });
  633. return;
  634. }
  635. console.log(`[UpgradeController] 武器等级: ${weapon.level}`);
  636. if (weapon.level === 0) {
  637. console.log(`[UpgradeController] 武器未解锁: ${this.currentSelectedWeapon}`);
  638. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "请先解锁武器", duration: 2.0 });
  639. return;
  640. }
  641. // 检查是否已达到最大等级
  642. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  643. const maxLevel = weaponConfig?.upgradeConfig?.maxLevel || 10;
  644. if (weapon.level >= maxLevel) {
  645. console.log(`[UpgradeController] 武器已达到最大等级: ${this.currentSelectedWeapon}`);
  646. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器已达到最大等级", duration: 2.0 });
  647. return;
  648. }
  649. const cost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  650. const playerMoney = this.saveDataManager.getMoney();
  651. console.log(`[UpgradeController] 升级检查 - 武器: ${this.currentSelectedWeapon}, 费用: ${cost}, 当前金币: ${playerMoney}`);
  652. console.log(`[UpgradeController] 费用类型: ${typeof cost}, 金币类型: ${typeof playerMoney}`);
  653. console.log(`[UpgradeController] 条件判断: ${playerMoney} < ${cost} = ${playerMoney < cost}`);
  654. if (playerMoney < cost) {
  655. console.log(`[UpgradeController] 金币不足 - 需要: ${cost}, 当前: ${playerMoney}`);
  656. EventBus.getInstance().emit(GameEvents.SHOW_RESOURCE_TOAST, { message: `金币不足,需要${cost}金币`, duration: 2.0 });
  657. return;
  658. }
  659. console.log(`[UpgradeController] 金币充足,继续升级流程`);
  660. // 记录升级前的金币数量
  661. const coinsBeforeUpgrade = this.saveDataManager.getMoney();
  662. console.log(`[UpgradeController] 升级前金币: ${coinsBeforeUpgrade}`);
  663. const success = this.saveDataManager.upgradeWeapon(this.currentSelectedWeapon);
  664. if (success) {
  665. const coinsAfterUpgrade = this.saveDataManager.getMoney();
  666. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级成功`);
  667. console.log(`[UpgradeController] 升级后金币: ${coinsAfterUpgrade}, 消耗: ${coinsBeforeUpgrade - coinsAfterUpgrade}`);
  668. // 播放武器升级成功动画
  669. this.playWeaponUpgradeSuccessAnimation();
  670. // 刷新升级面板
  671. this.refreshUpgradePanel();
  672. // 更新UpgradeAni组件中的伤害显示
  673. if (this.weaponUpgradeAni && this.weaponUpgradeAni.currentDamageLabel) {
  674. const upgradedWeapon = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  675. if (upgradedWeapon) {
  676. this.weaponUpgradeAni.updateCurrentDamageDisplay(this.currentSelectedWeapon, upgradedWeapon.level);
  677. console.log(`[UpgradeController] 升级后更新UpgradeAni伤害显示: ${this.currentSelectedWeapon} 等级${upgradedWeapon.level}`);
  678. }
  679. }
  680. // 使用新的状态切换方法更新武器节点
  681. await this.switchWeaponNodeState(this.currentSelectedWeapon);
  682. // 更新升级按钮闪烁状态(升级后钞票可能不足继续升级)
  683. this.updateUpgradeBtnBlinkState();
  684. // 保存数据
  685. this.saveDataManager.savePlayerData();
  686. } else {
  687. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级失败`);
  688. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "升级失败,请重试", duration: 1.0 });
  689. // 升级失败时不更新UI
  690. }
  691. }
  692. /**
  693. * 播放武器升级成功动画
  694. */
  695. private async playWeaponUpgradeSuccessAnimation(): Promise<void> {
  696. if (!this.weaponUpgradeAni || !this.panelWeaponSprite) {
  697. console.warn('[UpgradeController] weaponUpgradeAni 或 panelWeaponSprite 未设置,跳过升级动画');
  698. return;
  699. }
  700. try {
  701. // 获取武器图标节点
  702. const weaponIconNode = this.panelWeaponSprite.node;
  703. // 播放升级动画
  704. await this.weaponUpgradeAni.playWeaponUpgradeAnimation(weaponIconNode);
  705. console.log('[UpgradeController] 武器升级动画播放完成');
  706. } catch (error) {
  707. console.error('[UpgradeController] 播放武器升级动画时出错:', error);
  708. }
  709. }
  710. /**
  711. * 解锁武器
  712. */
  713. public async unlockWeapon(weaponId: string): Promise<boolean> {
  714. const success = this.saveDataManager.unlockWeapon(weaponId);
  715. if (success) {
  716. console.log(`武器 ${weaponId} 解锁成功`);
  717. // 使用新的状态切换方法更新武器节点
  718. await this.switchWeaponNodeState(weaponId);
  719. // 保存数据
  720. this.saveDataManager.savePlayerData();
  721. }
  722. return success;
  723. }
  724. /**
  725. * 获取武器当前伤害
  726. */
  727. public getWeaponDamage(weaponId: string): number {
  728. if (!this.weaponsConfig) return 0;
  729. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  730. const weaponData = this.saveDataManager.getWeapon(weaponId);
  731. if (!weaponConfig || !weaponData) return 0;
  732. return this.calculateWeaponDamage(weaponConfig.stats.damage, weaponData.level, weaponId);
  733. }
  734. /**
  735. * 刷新UI
  736. */
  737. public async refreshUI() {
  738. await this.refreshWeaponList();
  739. }
  740. /**
  741. * 处理关卡完成事件,自动解锁相应武器
  742. */
  743. private async onLevelComplete() {
  744. if (!this.saveDataManager || !this.weaponsConfig) return;
  745. // 获取当前关卡数据
  746. const currentLevel = this.saveDataManager.getCurrentLevel();
  747. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  748. const playerData = this.saveDataManager.getPlayerData();
  749. console.log(`[UpgradeController] 关卡完成事件触发`);
  750. console.log(`[UpgradeController] 当前关卡: ${currentLevel}, 最大解锁关卡: ${maxUnlockedLevel}`);
  751. console.log(`[UpgradeController] 玩家数据:`, {
  752. coins: playerData?.money || 0,
  753. currentLevel: playerData?.currentLevel || 1,
  754. maxUnlockedLevel: playerData?.maxUnlockedLevel || 1
  755. });
  756. // 遍历所有武器,检查是否有新解锁的武器
  757. let hasNewUnlocks = false;
  758. const newlyUnlockedWeapons: string[] = [];
  759. for (const weaponConfig of this.weaponsConfig.weapons) {
  760. const weaponId = weaponConfig.id;
  761. const weaponData = this.saveDataManager.getWeapon(weaponId);
  762. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  763. // 检查武器是否应该根据关卡进度解锁
  764. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  765. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  766. console.log(`[UpgradeController] 武器检查: ${weaponConfig.name} (${weaponId})`);
  767. console.log(` - 需要关卡: ${requiredLevel}, 当前最大解锁: ${maxUnlockedLevel}`);
  768. console.log(` - 应该解锁: ${shouldBeUnlocked}, 当前已解锁: ${isCurrentlyUnlocked}`);
  769. console.log(` - 武器数据:`, weaponData);
  770. // 如果武器应该解锁但还未解锁,则自动解锁
  771. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  772. // 确保武器数据存在
  773. if (!weaponData) {
  774. this.saveDataManager.addWeapon(weaponId, weaponConfig.rarity);
  775. }
  776. // 自动解锁武器(设置为level 1,免费解锁)
  777. const updatedWeaponData = this.saveDataManager.getWeapon(weaponId);
  778. if (updatedWeaponData) {
  779. updatedWeaponData.level = 1;
  780. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行
  781. // updatedWeaponData.unlockTime = Date.now();
  782. console.log(`[UpgradeController] 自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  783. newlyUnlockedWeapons.push(weaponConfig.name);
  784. hasNewUnlocks = true;
  785. }
  786. }
  787. }
  788. // 如果有新解锁的武器,刷新UI并保存数据
  789. if (hasNewUnlocks) {
  790. await this.refreshWeaponList();
  791. this.saveDataManager.savePlayerData();
  792. console.log(`[UpgradeController] 关卡完成后解锁了 ${newlyUnlockedWeapons.length} 个武器:`, newlyUnlockedWeapons);
  793. // 可以在这里添加解锁提示UI
  794. this.showWeaponUnlockNotification(newlyUnlockedWeapons);
  795. } else {
  796. console.log(`[UpgradeController] 关卡完成后没有新武器解锁`);
  797. }
  798. }
  799. /**
  800. * 显示武器解锁通知
  801. */
  802. private showWeaponUnlockNotification(weaponNames: string[]) {
  803. if (weaponNames.length === 0) return;
  804. // 这里可以实现解锁通知UI
  805. // 目前先用console输出
  806. console.log(`🎉 恭喜解锁新武器: ${weaponNames.join(', ')}!`);
  807. // TODO: 实现实际的UI通知
  808. // 可以显示一个弹窗或者顶部通知条
  809. }
  810. /**
  811. * 获取当前关卡数据(用于调试和UI显示)
  812. */
  813. public getCurrentLevelData() {
  814. if (!this.saveDataManager) return null;
  815. return {
  816. currentLevel: this.saveDataManager.getCurrentLevel(),
  817. maxUnlockedLevel: this.saveDataManager.getMaxUnlockedLevel(),
  818. coins: this.saveDataManager.getMoney(),
  819. diamonds: this.saveDataManager.getDiamonds(),
  820. wallLevel: this.saveDataManager.getWallLevel()
  821. };
  822. }
  823. /**
  824. * 手动检查并解锁武器(用于调试或特殊情况)
  825. */
  826. public async checkAndUnlockWeapons() {
  827. console.log('[UpgradeController] 手动检查武器解锁状态');
  828. await this.onLevelComplete();
  829. }
  830. /**
  831. * 获取所有武器的解锁状态信息(用于调试和UI显示)
  832. */
  833. public getWeaponUnlockStatus() {
  834. if (!this.saveDataManager || !this.weaponsConfig) {
  835. return { error: '数据管理器或武器配置未初始化' };
  836. }
  837. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  838. const weaponStatus = [];
  839. for (const weaponConfig of this.weaponsConfig.weapons) {
  840. const weaponId = weaponConfig.id;
  841. const weaponData = this.saveDataManager.getWeapon(weaponId);
  842. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  843. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  844. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  845. weaponStatus.push({
  846. id: weaponId,
  847. name: weaponConfig.name,
  848. requiredLevel: requiredLevel,
  849. shouldBeUnlocked: shouldBeUnlocked,
  850. isCurrentlyUnlocked: isCurrentlyUnlocked,
  851. currentLevel: weaponData?.level || 0,
  852. // 由于WeaponData类型中没有unlockTime属性,暂时移除该字段
  853. unlocked: weaponData?.level > 0,
  854. needsUpdate: shouldBeUnlocked && !isCurrentlyUnlocked
  855. });
  856. }
  857. return {
  858. maxUnlockedLevel: maxUnlockedLevel,
  859. weapons: weaponStatus,
  860. summary: {
  861. total: weaponStatus.length,
  862. unlocked: weaponStatus.filter(w => w.isCurrentlyUnlocked).length,
  863. shouldBeUnlocked: weaponStatus.filter(w => w.shouldBeUnlocked).length,
  864. needsUpdate: weaponStatus.filter(w => w.needsUpdate).length
  865. }
  866. };
  867. }
  868. /**
  869. * 强制同步所有武器解锁状态(用于修复数据不一致问题)
  870. */
  871. public async forceSyncWeaponUnlocks() {
  872. if (!this.saveDataManager || !this.weaponsConfig) {
  873. console.error('[UpgradeController] 无法强制同步:数据管理器或武器配置未初始化');
  874. return false;
  875. }
  876. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  877. let syncCount = 0;
  878. console.log(`[UpgradeController] 开始强制同步武器解锁状态,基于最大解锁关卡: ${maxUnlockedLevel}`);
  879. for (const weaponConfig of this.weaponsConfig.weapons) {
  880. const weaponId = weaponConfig.id;
  881. const weaponData = this.saveDataManager.getWeapon(weaponId);
  882. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  883. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  884. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  885. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  886. weaponData.level = 1;
  887. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行代码
  888. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  889. syncCount++;
  890. console.log(`[UpgradeController] 强制解锁武器: ${weaponConfig.name} (${weaponId})`);
  891. }
  892. }
  893. if (syncCount > 0) {
  894. this.saveDataManager.savePlayerData();
  895. await this.refreshWeaponList();
  896. console.log(`[UpgradeController] 强制同步完成,解锁了 ${syncCount} 个武器`);
  897. } else {
  898. console.log(`[UpgradeController] 强制同步完成,没有需要更新的武器`);
  899. }
  900. return syncCount > 0;
  901. }
  902. /**
  903. * 诊断武器解锁问题(用于调试)
  904. */
  905. public diagnoseWeaponUnlockIssue() {
  906. console.log('=== 武器解锁问题诊断 ===');
  907. if (!this.saveDataManager) {
  908. console.error('SaveDataManager未初始化');
  909. return;
  910. }
  911. if (!this.weaponsConfig) {
  912. console.error('武器配置未加载');
  913. return;
  914. }
  915. const currentLevel = this.saveDataManager.getCurrentLevel();
  916. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  917. const playerData = this.saveDataManager.getPlayerData();
  918. console.log(`当前关卡: ${currentLevel}`);
  919. console.log(`最大解锁关卡: ${maxUnlockedLevel}`);
  920. console.log(`金钱: ${playerData?.money || 0}`);
  921. console.log('\n=== 关卡完成状态 ===');
  922. for (let i = 1; i <= 5; i++) {
  923. const progress = this.saveDataManager.getLevelProgress(i);
  924. const isCompleted = this.saveDataManager.isLevelCompleted(i);
  925. console.log(`关卡${i}: 完成=${isCompleted}, 尝试次数=${progress?.attempts || 0}`);
  926. }
  927. console.log('\n=== 武器解锁状态 ===');
  928. const weaponUnlockMap = {
  929. 'pea_shooter': 1,
  930. 'sharp_carrot': 2,
  931. 'saw_grass': 3,
  932. 'watermelon_bomb': 4,
  933. 'boomerang_plant': 5,
  934. 'hot_pepper': 6,
  935. 'cactus_shotgun': 7,
  936. 'okra_missile': 8,
  937. 'mace_club': 9
  938. };
  939. for (const weaponConfig of this.weaponsConfig.weapons) {
  940. const weaponId = weaponConfig.id;
  941. const weaponData = this.saveDataManager.getWeapon(weaponId);
  942. const requiredLevel = weaponUnlockMap[weaponId] || 1;
  943. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  944. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  945. console.log(`${weaponConfig.name} (${weaponId}):`);
  946. console.log(` 需要关卡: ${requiredLevel}`);
  947. console.log(` 应该解锁: ${shouldBeUnlocked}`);
  948. console.log(` 当前状态: ${isCurrentlyUnlocked ? '已解锁' : '未解锁'}`);
  949. console.log(` 武器等级: ${weaponData?.level || 0}`);
  950. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  951. console.log(` ❌ 问题:应该解锁但未解锁`);
  952. } else if (shouldBeUnlocked && isCurrentlyUnlocked) {
  953. console.log(` ✅ 正常:已正确解锁`);
  954. } else {
  955. console.log(` ⏳ 等待:尚未达到解锁条件`);
  956. }
  957. }
  958. console.log('\n=== 修复建议 ===');
  959. console.log('如果发现武器解锁状态不正确,请运行以下命令:');
  960. console.log('1. 在控制台运行: window.upgradeController.forceSyncWeaponUnlocks()');
  961. console.log('2. 或者刷新页面重新初始化');
  962. // 将实例暴露到全局,方便调试
  963. (window as any).upgradeController = this;
  964. }
  965. /**
  966. * 货币变化事件处理
  967. */
  968. private onCurrencyChanged() {
  969. console.log('[UpgradeController] 货币发生变化,检查升级按钮闪烁状态');
  970. // 如果升级面板打开,更新闪烁状态
  971. if (this.upgradePanel && this.upgradePanel.active && this.currentSelectedWeapon) {
  972. this.updateUpgradeBtnBlinkState();
  973. }
  974. }
  975. /**
  976. * 更新升级按钮闪烁状态
  977. */
  978. private updateUpgradeBtnBlinkState() {
  979. if (!this.weaponUpgradeAni || !this.currentSelectedWeapon) {
  980. return;
  981. }
  982. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  983. const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  984. if (!weaponConfig || !weaponData) {
  985. return;
  986. }
  987. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  988. // 如果武器已达到最大等级,停止闪烁
  989. if (weaponData.level >= maxLevel) {
  990. this.weaponUpgradeAni.stopUpgradeBtnBlink();
  991. console.log(`[UpgradeController] 武器已满级,停止闪烁: ${this.currentSelectedWeapon}`);
  992. return;
  993. }
  994. // 检查钞票是否足够升级
  995. const canUpgrade = this.saveDataManager.canUpgradeWeapon(this.currentSelectedWeapon);
  996. if (canUpgrade) {
  997. // 钞票足够,开始闪烁
  998. if (!this.weaponUpgradeAni.isUpgradeBtnBlinking()) {
  999. this.weaponUpgradeAni.startUpgradeBtnBlink();
  1000. console.log(`[UpgradeController] 钞票足够,开始闪烁: ${this.currentSelectedWeapon}`);
  1001. }
  1002. } else {
  1003. // 钞票不够,停止闪烁
  1004. if (this.weaponUpgradeAni.isUpgradeBtnBlinking()) {
  1005. this.weaponUpgradeAni.stopUpgradeBtnBlink();
  1006. console.log(`[UpgradeController] 钞票不足,停止闪烁: ${this.currentSelectedWeapon}`);
  1007. }
  1008. }
  1009. }
  1010. /**
  1011. * 组件销毁时清理事件监听
  1012. */
  1013. onDestroy() {
  1014. EventBus.getInstance().off(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  1015. EventBus.getInstance().off(GameEvents.CURRENCY_CHANGED, this.onCurrencyChanged, this);
  1016. }
  1017. }