EnemyController.ts 42 KB

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  1. import { _decorator, Node, Label, Vec3, Prefab, find, UITransform, resources, RigidBody2D, instantiate } from 'cc';
  2. import { sp } from 'cc';
  3. import { ConfigManager, EnemyConfig } from '../Core/ConfigManager';
  4. import { EnemyComponent } from '../CombatSystem/EnemyComponent';
  5. import { EnemyInstance } from './EnemyInstance';
  6. import { BaseSingleton } from '../Core/BaseSingleton';
  7. import { SaveDataManager } from '../LevelSystem/SaveDataManager';
  8. import { LevelConfigManager } from '../LevelSystem/LevelConfigManager';
  9. import EventBus, { GameEvents } from '../Core/EventBus';
  10. import { Wall } from './Wall';
  11. const { ccclass, property } = _decorator;
  12. @ccclass('EnemyController')
  13. export class EnemyController extends BaseSingleton {
  14. // 仅类型声明,实例由 BaseSingleton 维护
  15. public static _instance: EnemyController;
  16. // 敌人预制体
  17. @property({
  18. type: Prefab,
  19. tooltip: '拖拽Enemy预制体到这里'
  20. })
  21. public enemyPrefab: Prefab = null;
  22. // 敌人容器节点
  23. @property({
  24. type: Node,
  25. tooltip: '拖拽enemyContainer节点到这里(Canvas/GameLevelUI/enemyContainer)'
  26. })
  27. public enemyContainer: Node = null;
  28. // 金币预制体
  29. @property({ type: Prefab, tooltip: '金币预制体 CoinDrop' })
  30. public coinPrefab: Prefab = null;
  31. // 移除Toast预制体属性,改用事件机制
  32. // @property({
  33. // type: Prefab,
  34. // tooltip: 'Toast预制体,用于显示波次提示'
  35. // })
  36. // public toastPrefab: Prefab = null;
  37. // === 生成 & 属性参数(保留需要可在内部自行设定,Inspector 不再显示) ===
  38. private spawnInterval: number = 3;
  39. // === 默认数值(当配置文件尚未加载时使用) ===
  40. private defaultEnemySpeed: number = 50;
  41. private defaultAttackPower: number = 10;
  42. private defaultHealth: number = 30;
  43. @property({ type: Node, tooltip: '拖拽 TopFence 节点到这里' })
  44. public topFenceNode: Node = null;
  45. @property({ type: Node, tooltip: '拖拽 BottomFence 节点到这里' })
  46. public bottomFenceNode: Node = null;
  47. // 关卡配置管理器节点
  48. @property({
  49. type: Node,
  50. tooltip: '拖拽Canvas/LevelConfigManager节点到这里,用于获取LevelConfigManager组件'
  51. })
  52. public levelConfigManagerNode: Node = null;
  53. // 主墙体组件
  54. private wallComponent: Wall = null;
  55. // 游戏区域边界 - 改为public,让敌人实例可以访问
  56. public gameBounds = {
  57. left: 0,
  58. right: 0,
  59. top: 0,
  60. bottom: 0
  61. };
  62. // 活跃的敌人列表
  63. private activeEnemies: Node[] = [];
  64. // 游戏是否已开始
  65. private gameStarted: boolean = false;
  66. // 墙体节点
  67. private wallNodes: Node[] = [];
  68. // 是否正在清理敌人(用于阻止清理时触发游戏胜利判断)
  69. private isClearing: boolean = false;
  70. // 配置管理器
  71. private configManager: ConfigManager = null;
  72. // 关卡配置管理器
  73. private levelConfigManager: LevelConfigManager = null;
  74. // 当前关卡血量倍率
  75. private currentHealthMultiplier: number = 1.0;
  76. @property({
  77. type: Node,
  78. tooltip: '敌人数量显示节点 (EnemyNumber)'
  79. })
  80. public enemyCountLabelNode: Node = null;
  81. @property({
  82. type: Node,
  83. tooltip: '波数显示Label (WaveNumber)'
  84. })
  85. public waveNumberLabelNode: Node = null;
  86. // 当前波次敌人数据
  87. private totalWaves: number = 1;
  88. private currentWave: number = 1;
  89. private currentWaveTotalEnemies: number = 0;
  90. private currentWaveEnemiesKilled: number = 0;
  91. private currentWaveEnemiesSpawned: number = 0; // 当前波次已生成的敌人数量
  92. private currentWaveEnemyConfigs: any[] = []; // 当前波次的敌人配置列表
  93. // 暂停前保存的敌人状态
  94. private pausedEnemyStates: Map<Node, {
  95. velocity: any,
  96. angularVelocity: number,
  97. isMoving: boolean,
  98. attackTimer: number
  99. }> = new Map();
  100. /**
  101. * BaseSingleton 首次实例化回调
  102. */
  103. protected init() {
  104. // 获取配置管理器实例
  105. this.configManager = ConfigManager.getInstance();
  106. // 获取关卡配置管理器实例
  107. if (this.levelConfigManagerNode) {
  108. this.levelConfigManager = this.levelConfigManagerNode.getComponent(LevelConfigManager) || null;
  109. if (this.levelConfigManager) {
  110. console.log('[EnemyController] LevelConfigManager组件已通过装饰器绑定');
  111. } else {
  112. console.warn('[EnemyController] LevelConfigManager节点上未找到LevelConfigManager组件');
  113. }
  114. } else {
  115. console.warn('[EnemyController] levelConfigManagerNode未通过装饰器绑定,请在编辑器中拖拽Canvas/LevelConfigManager节点');
  116. this.levelConfigManager = null;
  117. }
  118. // 如果没有指定enemyContainer,尝试找到它
  119. if (!this.enemyContainer) {
  120. this.enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  121. if (!this.enemyContainer) {
  122. console.warn('找不到enemyContainer节点,将尝试创建');
  123. }
  124. }
  125. // 获取游戏区域边界
  126. this.calculateGameBounds();
  127. // 查找墙体节点和组件
  128. this.findWallNodes();
  129. // 直接通过拖拽节点获取 Wall 组件
  130. if (this.topFenceNode && this.topFenceNode.getComponent(Wall)) {
  131. this.wallComponent = this.topFenceNode.getComponent(Wall);
  132. } else if (this.bottomFenceNode && this.bottomFenceNode.getComponent(Wall)) {
  133. this.wallComponent = this.bottomFenceNode.getComponent(Wall);
  134. } else {
  135. console.warn('[EnemyController] 未找到墙体组件,将无法处理墙体伤害');
  136. }
  137. // 确保enemyContainer节点存在
  138. this.ensureEnemyContainer();
  139. // UI节点已通过装饰器拖拽绑定,无需find查找
  140. if (!this.enemyCountLabelNode) {
  141. console.warn('[EnemyController] enemyCountLabelNode 未通过装饰器绑定,请在编辑器中拖拽 Canvas-001/TopArea/EnemyNode/EnemyNumber 节点');
  142. } else {
  143. console.log('[EnemyController] enemyCountLabelNode 已通过装饰器绑定');
  144. }
  145. if (!this.waveNumberLabelNode) {
  146. console.warn('[EnemyController] waveNumberLabelNode 未通过装饰器绑定,请在编辑器中拖拽 Canvas-001/TopArea/WaveInfo/WaveNumber 节点');
  147. } else {
  148. console.log('[EnemyController] waveNumberLabelNode 已通过装饰器绑定');
  149. }
  150. // 初始化敌人数量显示
  151. this.updateEnemyCountLabel();
  152. // 监听游戏事件
  153. this.setupEventListeners();
  154. }
  155. /**
  156. * 设置事件监听器
  157. */
  158. private setupEventListeners() {
  159. const eventBus = EventBus.getInstance();
  160. // 监听暂停事件
  161. eventBus.on(GameEvents.GAME_PAUSE, this.onGamePauseEvent, this);
  162. // 监听恢复事件
  163. eventBus.on(GameEvents.GAME_RESUME, this.onGameResumeEvent, this);
  164. // 监听游戏成功/失败事件
  165. eventBus.on(GameEvents.GAME_SUCCESS, this.onGameEndEvent, this);
  166. eventBus.on(GameEvents.GAME_DEFEAT, this.onGameDefeatEvent, this);
  167. // 监听敌人相关事件
  168. eventBus.on(GameEvents.ENEMY_UPDATE_COUNT, this.onUpdateEnemyCountEvent, this);
  169. eventBus.on(GameEvents.ENEMY_START_WAVE, this.onStartWaveEvent, this);
  170. eventBus.on(GameEvents.ENEMY_START_GAME, this.onStartGameEvent, this);
  171. eventBus.on(GameEvents.ENEMY_SHOW_START_WAVE_PROMPT, this.onShowStartWavePromptEvent, this);
  172. // 监听子弹发射检查事件
  173. eventBus.on(GameEvents.BALL_FIRE_BULLET, this.onBallFireBulletEvent, this);
  174. // 监听获取最近敌人事件
  175. eventBus.on(GameEvents.ENEMY_GET_NEAREST, this.onGetNearestEnemyEvent, this);
  176. // 监听重置敌人控制器事件
  177. eventBus.on(GameEvents.RESET_ENEMY_CONTROLLER, this.onResetEnemyControllerEvent, this);
  178. // 监听重置相关事件
  179. eventBus.on(GameEvents.CLEAR_ALL_GAME_OBJECTS, this.onClearAllGameObjectsEvent, this);
  180. eventBus.on(GameEvents.RESET_ENEMY_CONTROLLER, this.onResetEnemyControllerEvent, this);
  181. }
  182. /**
  183. * 获取当前关卡的血量倍率
  184. */
  185. private async getCurrentHealthMultiplier(): Promise<number> {
  186. if (!this.levelConfigManager) {
  187. return 1.0;
  188. }
  189. try {
  190. const saveDataManager = SaveDataManager.getInstance();
  191. const currentLevel = saveDataManager ? saveDataManager.getCurrentLevel() : 1;
  192. const levelConfig = await this.levelConfigManager.getLevelConfig(currentLevel);
  193. if (levelConfig && levelConfig.levelSettings && levelConfig.levelSettings.healthMultiplier) {
  194. return levelConfig.levelSettings.healthMultiplier;
  195. }
  196. } catch (error) {
  197. console.warn('[EnemyController] 获取关卡血量倍率失败:', error);
  198. }
  199. return 1.0;
  200. }
  201. /**
  202. * 处理游戏暂停事件
  203. */
  204. private onGamePauseEvent() {
  205. console.log('[EnemyController] 接收到游戏暂停事件,暂停所有敌人');
  206. this.pauseAllEnemies();
  207. this.pauseSpawning();
  208. }
  209. /**
  210. * 处理游戏恢复事件
  211. */
  212. private onGameResumeEvent() {
  213. console.log('[EnemyController] 接收到游戏恢复事件,恢复所有敌人');
  214. this.resumeAllEnemies();
  215. // 通过事件检查游戏状态,决定是否恢复敌人生成
  216. this.resumeSpawning();
  217. }
  218. /**
  219. * 处理游戏结束事件
  220. */
  221. private onGameEndEvent() {
  222. console.log('[EnemyController] 接收到游戏结束事件,停止敌人生成');
  223. this.stopGame(false); // 停止游戏但不清除敌人
  224. }
  225. /**
  226. * 处理游戏失败事件
  227. */
  228. private onGameDefeatEvent() {
  229. console.log('[EnemyController] 接收到游戏失败事件,直接删除所有敌人');
  230. this.stopGame(true); // 停止游戏并清除所有敌人
  231. }
  232. /**
  233. * 处理清除所有游戏对象事件
  234. */
  235. private onClearAllGameObjectsEvent() {
  236. console.log('[EnemyController] 接收到清除所有游戏对象事件,清除所有敌人');
  237. this.clearAllEnemies(false); // 清除敌人但不触发事件
  238. }
  239. /**
  240. * 处理重置敌人控制器事件
  241. */
  242. private onResetEnemyControllerEvent() {
  243. console.log('[EnemyController] 接收到重置敌人控制器事件,重置到初始状态');
  244. this.resetToInitialState();
  245. }
  246. /**
  247. * 处理子弹发射检查事件
  248. */
  249. private onBallFireBulletEvent(data: { canFire: (value: boolean) => void }) {
  250. // 检查是否有活跃敌人
  251. const hasActiveEnemies = this.hasActiveEnemies();
  252. data.canFire(hasActiveEnemies);
  253. }
  254. /**
  255. * 处理获取最近敌人事件
  256. */
  257. private onGetNearestEnemyEvent(data: { position: Vec3, callback: (enemy: Node | null) => void }) {
  258. const { position, callback } = data;
  259. if (callback && typeof callback === 'function') {
  260. const nearestEnemy = this.getNearestEnemy(position);
  261. callback(nearestEnemy);
  262. }
  263. }
  264. /**
  265. * 暂停所有敌人
  266. */
  267. private pauseAllEnemies(): void {
  268. const activeEnemies = this.getActiveEnemies();
  269. for (const enemy of activeEnemies) {
  270. if (!enemy || !enemy.isValid) continue;
  271. // 保存敌人状态
  272. const rigidBody = enemy.getComponent(RigidBody2D);
  273. if (rigidBody) {
  274. this.pausedEnemyStates.set(enemy, {
  275. velocity: rigidBody.linearVelocity.clone(),
  276. angularVelocity: rigidBody.angularVelocity,
  277. isMoving: true,
  278. attackTimer: 0 // 可以扩展保存攻击计时器
  279. });
  280. // 停止敌人运动
  281. rigidBody.linearVelocity.set(0, 0);
  282. rigidBody.angularVelocity = 0;
  283. rigidBody.sleep();
  284. }
  285. // 暂停敌人AI组件(如果有的话)
  286. const enemyAI = enemy.getComponent('EnemyAI');
  287. if (enemyAI && typeof (enemyAI as any).pause === 'function') {
  288. (enemyAI as any).pause();
  289. }
  290. // 暂停敌人动画(如果有的话)
  291. const animation = enemy.getComponent('Animation');
  292. if (animation && typeof (animation as any).pause === 'function') {
  293. (animation as any).pause();
  294. }
  295. }
  296. }
  297. /**
  298. * 恢复所有敌人
  299. */
  300. private resumeAllEnemies(): void {
  301. const activeEnemies = this.getActiveEnemies();
  302. for (const enemy of activeEnemies) {
  303. if (!enemy || !enemy.isValid) continue;
  304. const savedState = this.pausedEnemyStates.get(enemy);
  305. if (savedState) {
  306. const rigidBody = enemy.getComponent(RigidBody2D);
  307. if (rigidBody) {
  308. // 恢复敌人运动
  309. rigidBody.wakeUp();
  310. rigidBody.linearVelocity = savedState.velocity;
  311. rigidBody.angularVelocity = savedState.angularVelocity;
  312. }
  313. }
  314. // 恢复敌人AI组件
  315. const enemyAI = enemy.getComponent('EnemyAI');
  316. if (enemyAI && typeof (enemyAI as any).resume === 'function') {
  317. (enemyAI as any).resume();
  318. }
  319. // 恢复敌人动画
  320. const animation = enemy.getComponent('Animation');
  321. if (animation && typeof (animation as any).resume === 'function') {
  322. (animation as any).resume();
  323. }
  324. }
  325. // 清空保存的状态
  326. this.pausedEnemyStates.clear();
  327. }
  328. // 计算游戏区域边界
  329. private calculateGameBounds() {
  330. const gameArea = find('Canvas/GameLevelUI/GameArea');
  331. if (!gameArea) {
  332. return;
  333. }
  334. const uiTransform = gameArea.getComponent(UITransform);
  335. if (!uiTransform) {
  336. return;
  337. }
  338. const worldPos = gameArea.worldPosition;
  339. const width = uiTransform.width;
  340. const height = uiTransform.height;
  341. this.gameBounds = {
  342. left: worldPos.x - width / 2,
  343. right: worldPos.x + width / 2,
  344. top: worldPos.y + height / 2,
  345. bottom: worldPos.y - height / 2
  346. };
  347. }
  348. // 查找墙体节点
  349. private findWallNodes() {
  350. const gameArea = find('Canvas/GameLevelUI/GameArea');
  351. if (gameArea) {
  352. this.wallNodes = [];
  353. for (let i = 0; i < gameArea.children.length; i++) {
  354. const child = gameArea.children[i];
  355. if (child.name.includes('Wall') || child.name.includes('wall') || child.name.includes('墙')) {
  356. this.wallNodes.push(child);
  357. }
  358. }
  359. }
  360. }
  361. /**
  362. * 查找墙体组件
  363. */
  364. private findWallComponent() {
  365. // 查找墙体节点上的Wall组件
  366. for (const wallNode of this.wallNodes) {
  367. this.wallComponent = wallNode.getComponent(Wall);
  368. if (this.wallComponent) {
  369. console.log('[EnemyController] 找到墙体组件');
  370. break;
  371. }
  372. }
  373. }
  374. // 移除 initWallHealthDisplay 和 updateWallHealthDisplay 方法,这些现在由Wall组件处理
  375. // 确保enemyContainer节点存在
  376. ensureEnemyContainer() {
  377. // 如果已经通过拖拽设置了节点,直接使用
  378. if (this.enemyContainer && this.enemyContainer.isValid) {
  379. return;
  380. }
  381. // 尝试查找节点
  382. this.enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  383. if (this.enemyContainer) {
  384. console.log('找到已存在的enemyContainer节点');
  385. return;
  386. }
  387. // 如果找不到,创建新节点
  388. const gameLevelUI = find('Canvas/GameLevelUI');
  389. if (!gameLevelUI) {
  390. console.error('找不到GameLevelUI节点,无法创建enemyContainer');
  391. return;
  392. }
  393. this.enemyContainer = new Node('enemyContainer');
  394. gameLevelUI.addChild(this.enemyContainer);
  395. if (!this.enemyContainer.getComponent(UITransform)) {
  396. this.enemyContainer.addComponent(UITransform);
  397. }
  398. console.log('已在GameLevelUI下创建enemyContainer节点');
  399. }
  400. // 游戏开始
  401. startGame() {
  402. // 游戏状态检查现在通过事件系统处理
  403. this.gameStarted = true;
  404. // 确保enemyContainer节点存在
  405. this.ensureEnemyContainer();
  406. // 确保先取消之前的定时器,避免重复调度
  407. this.unschedule(this.spawnEnemy);
  408. console.log(`[EnemyController] 开始敌人生成定时器,间隔: ${this.spawnInterval}秒,当前已生成: ${this.currentWaveEnemiesSpawned}/${this.currentWaveTotalEnemies}`);
  409. // 开始生成敌人
  410. this.schedule(this.spawnEnemy, this.spawnInterval);
  411. console.log(`[EnemyController] 开始生成敌人,当前波次: ${this.currentWave}, 需要生成: ${this.currentWaveTotalEnemies} 个敌人`);
  412. }
  413. // 游戏结束
  414. stopGame(clearEnemies: boolean = true) {
  415. this.gameStarted = false;
  416. // 停止生成敌人
  417. this.unschedule(this.spawnEnemy);
  418. // 只有在指定时才清除所有敌人
  419. if (clearEnemies) {
  420. // 清除敌人,在重置状态时不触发事件,避免错误的游戏成功判定
  421. this.clearAllEnemies(false);
  422. }
  423. console.log('停止生成敌人');
  424. }
  425. // 生成敌人
  426. async spawnEnemy() {
  427. if (!this.gameStarted || !this.enemyPrefab) return;
  428. // 游戏状态检查现在通过事件系统处理
  429. // 检查是否已达到当前波次的敌人生成上限
  430. if (this.currentWaveEnemiesSpawned >= this.currentWaveTotalEnemies) {
  431. console.log(`[EnemyController] 当前波次敌人已全部生成 (${this.currentWaveEnemiesSpawned}/${this.currentWaveTotalEnemies}),停止生成`);
  432. this.unschedule(this.spawnEnemy); // 停止定时生成
  433. return;
  434. }
  435. // 随机决定从上方还是下方生成
  436. const fromTop = Math.random() > 0.5;
  437. // 实例化敌人
  438. const enemy = instantiate(this.enemyPrefab) as Node;
  439. enemy.name = 'Enemy'; // 确保敌人节点名称为Enemy
  440. // 添加到场景中
  441. const enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  442. if (!enemyContainer) {
  443. return;
  444. }
  445. enemyContainer.addChild(enemy);
  446. // 生成在对应线(Line1 / Line2)上的随机位置
  447. const lineName = fromTop ? 'Line1' : 'Line2';
  448. const lineNode = enemyContainer.getChildByName(lineName);
  449. if (!lineNode) {
  450. console.warn(`[EnemyController] 未找到 ${lineName} 节点,取消本次敌人生成`);
  451. enemy.destroy();
  452. return;
  453. }
  454. // 在对应 line 上随机 X 坐标
  455. const spawnWorldX = this.gameBounds.left + Math.random() * (this.gameBounds.right - this.gameBounds.left);
  456. const spawnWorldY = lineNode.worldPosition.y;
  457. const worldPos = new Vec3(spawnWorldX, spawnWorldY, 0);
  458. const localPos = enemyContainer.getComponent(UITransform).convertToNodeSpaceAR(worldPos);
  459. enemy.position = localPos;
  460. // === 根据配置设置敌人 ===
  461. const enemyComp = enemy.addComponent(EnemyInstance);
  462. let enemyConfig: EnemyConfig = null;
  463. if (this.configManager && this.configManager.isConfigLoaded()) {
  464. // 优先使用当前波次配置中的敌人类型
  465. if (this.currentWaveEnemyConfigs.length > 0) {
  466. const configIndex = this.currentWaveEnemiesSpawned % this.currentWaveEnemyConfigs.length;
  467. const enemyTypeConfig = this.currentWaveEnemyConfigs[configIndex];
  468. const enemyType = enemyTypeConfig.enemyType || enemyTypeConfig;
  469. // 尝试通过敌人名称映射获取ID
  470. let enemyId = enemyType;
  471. if (this.configManager.getNameToIdMapping) {
  472. const mapping = this.configManager.getNameToIdMapping();
  473. if (mapping && mapping[enemyType]) {
  474. enemyId = mapping[enemyType];
  475. console.log(`[EnemyController] 敌人名称映射: ${enemyType} -> ${enemyId}`);
  476. }
  477. }
  478. enemyConfig = this.configManager.getEnemyById(enemyId) || this.configManager.getRandomEnemy();
  479. console.log(`[EnemyController] 使用波次配置敌人类型: ${enemyType} (ID: ${enemyId}), 配置索引: ${configIndex}`);
  480. } else {
  481. enemyConfig = this.configManager.getRandomEnemy();
  482. console.log(`[EnemyController] 使用随机敌人类型`);
  483. }
  484. }
  485. // 获取当前关卡的血量倍率
  486. const healthMultiplier = await this.getCurrentHealthMultiplier();
  487. if (enemyConfig) {
  488. // 添加EnemyComponent保存配置
  489. const cfgComp = enemy.addComponent(EnemyComponent);
  490. cfgComp.enemyConfig = enemyConfig;
  491. cfgComp.spawner = this;
  492. // 应用数值,血量乘以倍率
  493. const baseHealth = enemyConfig.stats.health;
  494. const finalHealth = Math.round(baseHealth * healthMultiplier);
  495. enemyComp.health = finalHealth;
  496. enemyComp.maxHealth = finalHealth;
  497. enemyComp.speed = enemyConfig.stats.speed;
  498. enemyComp.attackPower = enemyConfig.stats.damage;
  499. console.log(`[EnemyController] 敌人血量: ${baseHealth} * ${healthMultiplier} = ${finalHealth}`);
  500. // 加载动画
  501. this.loadEnemyAnimation(enemy, enemyConfig);
  502. } else {
  503. // 使用默认值,血量乘以倍率
  504. const finalHealth = Math.round(this.defaultHealth * healthMultiplier);
  505. enemyComp.health = finalHealth;
  506. enemyComp.maxHealth = finalHealth;
  507. enemyComp.speed = this.defaultEnemySpeed;
  508. enemyComp.attackPower = this.defaultAttackPower;
  509. console.log(`[EnemyController] 默认敌人血量: ${this.defaultHealth} * ${healthMultiplier} = ${finalHealth}`);
  510. }
  511. // 额外的属性设置
  512. enemyComp.spawnFromTop = fromTop;
  513. enemyComp.targetFence = find(fromTop ? 'Canvas/GameLevelUI/GameArea/TopFence' : 'Canvas/GameLevelUI/GameArea/BottomFence');
  514. enemyComp.movingDirection = Math.random() > 0.5 ? 1 : -1;
  515. enemyComp.targetY = fromTop ? this.gameBounds.top - 50 : this.gameBounds.bottom + 50;
  516. enemyComp.changeDirectionTime = 0;
  517. enemyComp.controller = this;
  518. // 更新敌人血量显示
  519. enemyComp.updateHealthDisplay();
  520. // 添加到活跃敌人列表
  521. this.activeEnemies.push(enemy);
  522. // 增加已生成敌人计数
  523. this.currentWaveEnemiesSpawned++;
  524. // 生成敌人时不更新敌人数量显示,避免重置计数
  525. console.log(`生成敌人,当前共有 ${this.activeEnemies.length} 个敌人 (已生成: ${this.currentWaveEnemiesSpawned}/${this.currentWaveTotalEnemies})`);
  526. }
  527. // 清除所有敌人
  528. clearAllEnemies(triggerEvents: boolean = true) {
  529. console.log(`[EnemyController] 开始清除所有敌人,triggerEvents: ${triggerEvents}`);
  530. // 设置清理标志,阻止清理过程中触发游戏胜利判断
  531. if (!triggerEvents) {
  532. this.isClearing = true;
  533. console.log('[EnemyController] 设置清理标志,阻止触发游戏事件');
  534. }
  535. // 如果不触发事件,先暂时禁用 notifyEnemyDead 方法
  536. const originalNotifyMethod = this.notifyEnemyDead;
  537. if (!triggerEvents) {
  538. // 临时替换为空函数
  539. this.notifyEnemyDead = () => {
  540. console.log('[EnemyController] notifyEnemyDead 被调用但已被禁用(清理模式)');
  541. };
  542. console.log('[EnemyController] 临时禁用敌人死亡通知');
  543. }
  544. for (const enemy of this.activeEnemies) {
  545. if (enemy && enemy.isValid) {
  546. enemy.destroy();
  547. }
  548. }
  549. // 恢复原来的方法
  550. if (!triggerEvents) {
  551. this.notifyEnemyDead = originalNotifyMethod;
  552. console.log('[EnemyController] 恢复敌人死亡通知');
  553. }
  554. this.activeEnemies = [];
  555. // 重置清理标志
  556. if (!triggerEvents) {
  557. this.isClearing = false;
  558. console.log('[EnemyController] 清理完成,重置清理标志');
  559. }
  560. // 清除敌人时不更新敌人数量显示,避免重置计数
  561. }
  562. // 获取所有活跃的敌人
  563. getActiveEnemies(): Node[] {
  564. // 过滤掉已经无效的敌人
  565. this.activeEnemies = this.activeEnemies.filter(enemy => enemy && enemy.isValid);
  566. return this.activeEnemies;
  567. }
  568. // 获取当前敌人数量
  569. getCurrentEnemyCount(): number {
  570. return this.getActiveEnemies().length;
  571. }
  572. // 获取最近的敌人节点
  573. public getNearestEnemy(fromPosition: Vec3): Node | null {
  574. const enemies = this.getActiveEnemies();
  575. if (enemies.length === 0) return null;
  576. let nearestEnemy: Node = null;
  577. let nearestDistance = Infinity;
  578. for (const enemy of enemies) {
  579. const distance = Vec3.distance(fromPosition, enemy.worldPosition);
  580. if (distance < nearestDistance) {
  581. nearestDistance = distance;
  582. nearestEnemy = enemy;
  583. }
  584. }
  585. return nearestEnemy;
  586. }
  587. // 检查是否有活跃敌人
  588. public hasActiveEnemies(): boolean {
  589. const activeCount = this.getActiveEnemies().length;
  590. return activeCount > 0;
  591. }
  592. // 调试方法:强制清理无效敌人引用
  593. public debugCleanupEnemies() {
  594. const beforeCount = this.activeEnemies.length;
  595. this.activeEnemies = this.activeEnemies.filter(enemy => enemy && enemy.isValid);
  596. const afterCount = this.activeEnemies.length;
  597. console.log(`[EnemyController] 清理无效敌人引用: ${beforeCount} -> ${afterCount}`);
  598. return afterCount;
  599. }
  600. // 获取游戏是否已开始状态
  601. public isGameStarted(): boolean {
  602. return this.gameStarted;
  603. }
  604. // 暂停生成敌人
  605. public pauseSpawning(): void {
  606. if (this.gameStarted) {
  607. console.log('暂停生成敌人');
  608. this.unschedule(this.spawnEnemy);
  609. }
  610. }
  611. // 恢复生成敌人
  612. public resumeSpawning(): void {
  613. console.log(`[EnemyController] resumeSpawning() 调用: gameStarted=${this.gameStarted}, currentWave=${this.currentWave}, currentWaveEnemiesSpawned=${this.currentWaveEnemiesSpawned}, currentWaveTotalEnemies=${this.currentWaveTotalEnemies}`);
  614. // 游戏状态检查现在通过事件系统处理
  615. if (!this.gameStarted) {
  616. console.log('[EnemyController] 游戏未开始,不恢复敌人生成');
  617. return;
  618. }
  619. // 检查是否已达到当前波次的敌人生成上限
  620. if (this.currentWaveEnemiesSpawned >= this.currentWaveTotalEnemies) {
  621. console.log(`[EnemyController] 当前波次敌人已全部生成 (${this.currentWaveEnemiesSpawned}/${this.currentWaveTotalEnemies}),不恢复生成`);
  622. return;
  623. }
  624. console.log(`[EnemyController] 恢复敌人生成,当前波次${this.currentWave},已生成: ${this.currentWaveEnemiesSpawned}/${this.currentWaveTotalEnemies}`);
  625. // 确保先取消之前的定时器,避免重复调度
  626. this.unschedule(this.spawnEnemy);
  627. this.schedule(this.spawnEnemy, this.spawnInterval);
  628. }
  629. // 敌人受到伤害
  630. damageEnemy(enemy: Node, damage: number, isCritical: boolean = false) {
  631. if (!enemy || !enemy.isValid) return;
  632. // 游戏状态检查现在通过事件系统处理
  633. // 获取敌人组件
  634. const enemyComp = enemy.getComponent(EnemyInstance);
  635. if (!enemyComp) return;
  636. // 减少敌人血量
  637. enemyComp.takeDamage(damage, isCritical);
  638. // 检查敌人是否死亡
  639. if (enemyComp.health <= 0) {
  640. // 从活跃敌人列表中移除
  641. const index = this.activeEnemies.indexOf(enemy);
  642. if (index !== -1) {
  643. this.activeEnemies.splice(index, 1);
  644. }
  645. // 敌人死亡时不在这里更新数量显示,由GameManager统一管理
  646. // 销毁敌人
  647. enemy.destroy();
  648. }
  649. }
  650. // 墙体受到伤害 - 现在委托给Wall组件
  651. damageWall(damage: number) {
  652. if (this.wallComponent) {
  653. this.wallComponent.takeDamage(damage);
  654. } else {
  655. console.warn('[EnemyController] 墙体组件未找到,无法处理伤害');
  656. }
  657. }
  658. // 游戏结束
  659. gameOver() {
  660. // 停止游戏,但不清除敌人
  661. this.stopGame(false);
  662. // 通过事件系统触发游戏失败
  663. const eventBus = EventBus.getInstance();
  664. eventBus.emit(GameEvents.GAME_DEFEAT);
  665. }
  666. update(dt: number) {
  667. if (!this.gameStarted) return;
  668. // 更新所有敌人
  669. for (let i = this.activeEnemies.length - 1; i >= 0; i--) {
  670. const enemy = this.activeEnemies[i];
  671. if (!enemy || !enemy.isValid) {
  672. this.activeEnemies.splice(i, 1);
  673. continue;
  674. }
  675. // 敌人更新由各自的组件处理
  676. // 不再需要检查敌人是否到达墙体,因为敌人到达游戏区域后会自动攻击
  677. // 敌人的攻击逻辑已经在EnemyInstance中处理
  678. }
  679. }
  680. // === 调试方法 ===
  681. public testEnemyAttack() {
  682. console.log('=== 测试敌人攻击墙体 ===');
  683. // 手动触发墙体受到伤害
  684. const testDamage = 50;
  685. console.log(`模拟敌人攻击,伤害: ${testDamage}`);
  686. this.damageWall(testDamage);
  687. return this.wallComponent ? this.wallComponent.getCurrentHealth() : 0;
  688. }
  689. public getCurrentWallHealth(): number {
  690. return this.wallComponent ? this.wallComponent.getCurrentHealth() : 0;
  691. }
  692. public forceEnemyAttack() {
  693. console.log('=== 强制所有敌人进入攻击状态 ===');
  694. const activeEnemies = this.getActiveEnemies();
  695. console.log(`当前活跃敌人数量: ${activeEnemies.length}`);
  696. for (const enemy of activeEnemies) {
  697. const enemyComp = enemy.getComponent(EnemyInstance);
  698. if (enemyComp) {
  699. console.log(`强制敌人 ${enemy.name} 进入攻击状态`);
  700. // 直接调用damageWall方法进行测试
  701. this.damageWall(enemyComp.attackPower);
  702. }
  703. }
  704. }
  705. /** 供 EnemyInstance 在 onDestroy 中调用 */
  706. public notifyEnemyDead(enemyNode?: Node) {
  707. console.log(`[EnemyController] notifyEnemyDead 被调用,敌人节点: ${!!enemyNode}, 清理模式: ${this.isClearing}`);
  708. // 如果正在清理敌人,不触发任何游戏事件
  709. if (this.isClearing) {
  710. console.log('[EnemyController] 正在清理敌人,跳过死亡事件处理');
  711. if (enemyNode) {
  712. const idx = this.activeEnemies.indexOf(enemyNode);
  713. if (idx !== -1) {
  714. this.activeEnemies.splice(idx, 1);
  715. }
  716. }
  717. return;
  718. }
  719. if (enemyNode) {
  720. const idx = this.activeEnemies.indexOf(enemyNode);
  721. console.log(`[EnemyController] 在活跃敌人列表中查找敌人,索引: ${idx}, 列表长度: ${this.activeEnemies.length}`);
  722. if (idx !== -1) {
  723. this.activeEnemies.splice(idx, 1);
  724. console.log(`[EnemyController] 从活跃敌人列表中移除敌人,剩余: ${this.activeEnemies.length}`);
  725. }
  726. // 移除EnemyController内部的击杀计数,统一由GameManager管理
  727. // this.currentWaveEnemiesKilled++;
  728. // 敌人死亡通知时不更新数量显示,由GameManager统一管理
  729. }
  730. // 直接通过事件总线发送ENEMY_KILLED事件,避免通过GamePause的双重调用
  731. console.log(`[EnemyController] 发送 ENEMY_KILLED 事件`);
  732. const eventBus = EventBus.getInstance();
  733. eventBus.emit('ENEMY_KILLED');
  734. }
  735. /**
  736. * 加载敌人骨骼动画
  737. */
  738. private loadEnemyAnimation(enemyNode: Node, enemyConfig: EnemyConfig) {
  739. let spinePath: string | undefined = enemyConfig.visualConfig?.spritePrefab;
  740. if (!spinePath) return;
  741. if (spinePath.startsWith('@EnemyAni')) {
  742. spinePath = spinePath.replace('@EnemyAni', 'Animation/EnemyAni');
  743. }
  744. if (spinePath.startsWith('@')) {
  745. spinePath = spinePath.substring(1);
  746. }
  747. resources.load(spinePath, sp.SkeletonData, (err, skeletonData) => {
  748. if (err) {
  749. console.warn(`加载敌人Spine动画失败: ${spinePath}`, err);
  750. return;
  751. }
  752. let skeleton = enemyNode.getComponent(sp.Skeleton);
  753. if (!skeleton) {
  754. skeleton = enemyNode.addComponent(sp.Skeleton);
  755. }
  756. skeleton.skeletonData = skeletonData;
  757. const anims = enemyConfig.visualConfig.animations;
  758. const walkName = anims?.walk ?? 'walk';
  759. const idleName = anims?.idle ?? 'idle';
  760. if (skeleton.findAnimation(walkName)) {
  761. skeleton.setAnimation(0, walkName, true);
  762. console.log(`[EnemyController] 成功播放walk动画: ${walkName}`);
  763. } else if (skeleton.findAnimation(idleName)) {
  764. skeleton.setAnimation(0, idleName, true);
  765. console.log(`[EnemyController] 成功播放idle动画: ${idleName}`);
  766. } else {
  767. console.warn(`[EnemyController] 未找到合适的动画,walk: ${walkName}, idle: ${idleName}`);
  768. }
  769. });
  770. }
  771. // 更新敌人数量显示
  772. public updateEnemyCountLabel(killedCount?: number) {
  773. if (!this.enemyCountLabelNode) {
  774. console.warn('[EnemyController] enemyCountLabelNode 未找到,无法更新敌人数量显示');
  775. return;
  776. }
  777. const label = this.enemyCountLabelNode.getComponent(Label);
  778. if (label) {
  779. // 计算剩余敌人数量:总数 - 击杀数量
  780. let remaining: number;
  781. if (killedCount !== undefined) {
  782. // 使用传入的击杀数量计算剩余数量
  783. remaining = Math.max(0, this.currentWaveTotalEnemies - killedCount);
  784. } else {
  785. // 如果没有传入击杀数量,则显示当前波次总敌人数(初始状态)
  786. remaining = this.currentWaveTotalEnemies;
  787. }
  788. const oldText = label.string;
  789. label.string = remaining.toString();
  790. console.log(`[EnemyController] 更新敌人数量显示: "${oldText}" -> "${remaining}" (总数: ${this.currentWaveTotalEnemies}, 击杀数: ${killedCount ?? '未传入'}, 活跃敌人: ${this.getActiveEnemies().length})`);
  791. } else {
  792. console.warn('[EnemyController] enemyCountLabelNode 上未找到 Label 组件');
  793. }
  794. }
  795. public startWave(waveNum: number, totalWaves: number, totalEnemies: number, waveEnemyConfigs?: any[]) {
  796. this.currentWave = waveNum;
  797. this.totalWaves = totalWaves;
  798. this.currentWaveTotalEnemies = totalEnemies;
  799. this.currentWaveEnemiesSpawned = 0; // 重置已生成敌人计数器
  800. this.currentWaveEnemyConfigs = waveEnemyConfigs || []; // 存储当前波次的敌人配置
  801. // 移除EnemyController内部的击杀计数重置,统一由GameManager管理
  802. // this.currentWaveEnemiesKilled = 0;
  803. console.log(`[EnemyController] 开始波次 ${waveNum}/${totalWaves},需要生成 ${totalEnemies} 个敌人`);
  804. console.log(`[EnemyController] 波次敌人配置:`, this.currentWaveEnemyConfigs);
  805. this.updateWaveLabel();
  806. this.updateEnemyCountLabel();
  807. // 移除startWaveUI的隐藏,因为现在使用Toast预制体
  808. // if (this.startWaveUI) this.startWaveUI.active = false;
  809. }
  810. private updateWaveLabel() {
  811. if (!this.waveNumberLabelNode) {
  812. console.warn('[EnemyController] waveNumberLabelNode 未找到,无法更新波次标签');
  813. return;
  814. }
  815. const label = this.waveNumberLabelNode.getComponent(Label);
  816. if (label) {
  817. const newText = `${this.currentWave}/${this.totalWaves}`;
  818. label.string = newText;
  819. } else {
  820. console.warn('[EnemyController] waveNumberLabelNode 上未找到 Label 组件');
  821. }
  822. }
  823. /** 显示每波开始提示,随后开启敌人生成 */
  824. public showStartWavePromptUI(duration: number = 2) {
  825. // 通过事件系统检查游戏是否已经结束
  826. let gameOver = false;
  827. EventBus.getInstance().emit(GameEvents.GAME_CHECK_OVER, (isOver: boolean) => {
  828. gameOver = isOver;
  829. });
  830. if (gameOver) {
  831. console.log('[EnemyController] 游戏已经结束,不显示波次提示');
  832. return;
  833. }
  834. // 使用事件机制显示Toast
  835. const toastText = `第${this.currentWave}波敌人来袭!`;
  836. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, {
  837. message: toastText,
  838. duration: duration
  839. });
  840. // 暂停生成(确保未重复)
  841. this.pauseSpawning();
  842. if (duration > 0) {
  843. this.scheduleOnce(() => {
  844. // 再次通过事件系统检查游戏是否已经结束
  845. let gameOverCheck = false;
  846. EventBus.getInstance().emit(GameEvents.GAME_CHECK_OVER, (isOver: boolean) => {
  847. gameOverCheck = isOver;
  848. });
  849. if (gameOverCheck) {
  850. console.log('[EnemyController] 游戏已经结束,不启动敌人生成(延时检查)');
  851. return;
  852. }
  853. // 真正开始/恢复生成敌人
  854. this.startGame();
  855. }, duration);
  856. } else {
  857. // 立即开始游戏
  858. this.startGame();
  859. }
  860. }
  861. /**
  862. * 重置到初始状态
  863. * 用于游戏重新开始时重置所有敌人相关状态
  864. */
  865. public resetToInitialState(): void {
  866. console.log('[EnemyController] 开始重置到初始状态');
  867. // 停止游戏并清理所有敌人
  868. this.stopGame(true);
  869. // 重置波次信息
  870. this.currentWave = 1;
  871. this.totalWaves = 1;
  872. this.currentWaveTotalEnemies = 0;
  873. this.currentWaveEnemiesKilled = 0;
  874. this.currentWaveEnemiesSpawned = 0;
  875. this.currentWaveEnemyConfigs = [];
  876. // 重置血量倍率
  877. this.currentHealthMultiplier = 1.0;
  878. // 清空暂停状态
  879. this.pausedEnemyStates.clear();
  880. // 重置UI显示
  881. this.updateEnemyCountLabel();
  882. this.updateWaveLabel();
  883. console.log('[EnemyController] 重置到初始状态完成');
  884. }
  885. /**
  886. * 处理更新敌人计数事件
  887. */
  888. private onUpdateEnemyCountEvent(killedCount: number) {
  889. this.updateEnemyCountLabel(killedCount);
  890. }
  891. /**
  892. * 处理启动波次事件
  893. */
  894. private onStartWaveEvent(data: { wave: number; totalWaves: number; enemyCount: number; waveEnemyConfigs: any[] }) {
  895. this.startWave(data.wave, data.totalWaves, data.enemyCount, data.waveEnemyConfigs);
  896. }
  897. /**
  898. * 处理启动游戏事件
  899. */
  900. private onStartGameEvent() {
  901. this.startGame();
  902. }
  903. /**
  904. * 处理显示波次提示事件
  905. */
  906. private onShowStartWavePromptEvent() {
  907. this.showStartWavePromptUI();
  908. }
  909. onDestroy() {
  910. // 清理事件监听
  911. const eventBus = EventBus.getInstance();
  912. eventBus.off(GameEvents.GAME_PAUSE, this.onGamePauseEvent, this);
  913. eventBus.off(GameEvents.GAME_RESUME, this.onGameResumeEvent, this);
  914. eventBus.off(GameEvents.GAME_SUCCESS, this.onGameEndEvent, this);
  915. eventBus.off(GameEvents.GAME_DEFEAT, this.onGameEndEvent, this);
  916. eventBus.off(GameEvents.CLEAR_ALL_GAME_OBJECTS, this.onClearAllGameObjectsEvent, this);
  917. eventBus.off(GameEvents.RESET_ENEMY_CONTROLLER, this.onResetEnemyControllerEvent, this);
  918. // 清理新增的事件监听
  919. eventBus.off(GameEvents.ENEMY_UPDATE_COUNT, this.onUpdateEnemyCountEvent, this);
  920. eventBus.off(GameEvents.ENEMY_START_WAVE, this.onStartWaveEvent, this);
  921. eventBus.off(GameEvents.ENEMY_START_GAME, this.onStartGameEvent, this);
  922. eventBus.off(GameEvents.ENEMY_SHOW_START_WAVE_PROMPT, this.onShowStartWavePromptEvent, this);
  923. // 清空状态
  924. this.pausedEnemyStates.clear();
  925. }
  926. }