WeaponBullet.ts 29 KB

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  1. import { _decorator, Component, Node, Vec2, Vec3, RigidBody2D, Collider2D, Contact2DType, IPhysics2DContact, find, Prefab, instantiate, UITransform, resources, sp, JsonAsset, Sprite, SpriteFrame, math } from 'cc';
  2. import { BulletCount, BulletSpawnInfo } from './BulletEffects/BulletCount';
  3. import { BulletTrajectory } from './BulletEffects/BulletTrajectory';
  4. import { BulletHitEffect, HitResult } from './BulletEffects/BulletHitEffect';
  5. import { BulletLifecycle } from './BulletEffects/BulletLifecycle';
  6. import { BulletTrailController } from './BulletTrailController';
  7. import { ConfigManager, WeaponConfig, BulletCountConfig, BulletTrajectoryConfig, HitEffectConfig, BulletLifecycleConfig } from '../Core/ConfigManager';
  8. import EventBus,{ GameEvents } from '../Core/EventBus';
  9. import { PersistentSkillManager } from '../FourUI/SkillSystem/PersistentSkillManager';
  10. import { SkillManager } from './SkillSelection/SkillManager';
  11. import { SaveDataManager } from '../LevelSystem/SaveDataManager';
  12. import { WeaponInfo } from './BlockSelection/WeaponInfo';
  13. const { ccclass, property } = _decorator;
  14. /**
  15. * WeaponBullet - 重构后的统一子弹控制器
  16. *
  17. * 整合四个子模块:
  18. * 1. BulletCount - 子弹数量控制
  19. * 2. BulletTrajectory - 弹道控制
  20. * 3. BulletHitEffect - 命中效果(可叠加)
  21. * 4. BulletLifecycle - 生命周期控制
  22. *
  23. * 从weapons.json读取配置并分发给各模块
  24. */
  25. export interface BulletInitData {
  26. weaponId: string; // 武器ID,用于查找配置
  27. firePosition: Vec3; // 发射位置
  28. direction?: Vec3; // 发射方向(可选)
  29. autoTarget?: boolean; // 是否自动瞄准
  30. weaponConfig?: WeaponConfig; // 直接传入的武器配置(优先级更高)
  31. weaponInfo?: WeaponInfo; // WeaponInfo组件实例(用于冷却管理等)
  32. }
  33. @ccclass('WeaponBullet')
  34. export class WeaponBullet extends Component {
  35. /* ========= 全局开关:是否允许生成子弹 ========= */
  36. private static shootingEnabled: boolean = true;
  37. public static setShootingEnabled(enable: boolean) {
  38. WeaponBullet.shootingEnabled = enable;
  39. }
  40. // 子弹组件
  41. private bulletTrajectory: BulletTrajectory = null;
  42. private bulletHitEffect: BulletHitEffect = null;
  43. private bulletLifecycle: BulletLifecycle = null;
  44. private bulletTrailController: BulletTrailController = null;
  45. // 武器配置和状态
  46. private weaponConfig: WeaponConfig = null;
  47. private weaponId: string = null; // 存储武器ID用于获取升级数据
  48. private weaponInfo: WeaponInfo = null; // WeaponInfo组件实例
  49. private isInitialized: boolean = false;
  50. // === 静态武器配置缓存 ===
  51. private static weaponsData: any = null;
  52. // === 自动旋转相关 ===
  53. private readonly _rotationSpeedDeg: number = 720; // 每秒旋转 720° (度)
  54. private readonly _rotationSpeedRad: number = 720 * Math.PI / 180; // 转换为弧度,用于物理角速度
  55. /**
  56. * 加载武器配置数据
  57. */
  58. public static loadWeaponsData(): Promise<void> {
  59. return new Promise((resolve, reject) => {
  60. if (WeaponBullet.weaponsData) {
  61. resolve();
  62. return;
  63. }
  64. resources.load('data/weapons', JsonAsset, (err, jsonAsset: JsonAsset) => {
  65. if (err) {
  66. reject(err);
  67. return;
  68. }
  69. WeaponBullet.weaponsData = jsonAsset.json;
  70. resolve();
  71. });
  72. });
  73. }
  74. /**
  75. * 根据武器ID获取配置
  76. */
  77. public static getWeaponConfig(weaponId: string): WeaponConfig | null {
  78. if (!WeaponBullet.weaponsData) {
  79. return null;
  80. }
  81. const weapons = WeaponBullet.weaponsData.weapons;
  82. const weapon = weapons.find((w: any) => w.id === weaponId);
  83. if (!weapon) {
  84. return null;
  85. }
  86. return weapon as WeaponConfig;
  87. }
  88. /**
  89. * 创建多发子弹
  90. */
  91. public static createBullets(initData: BulletInitData, bulletPrefab: Node): Node[] {
  92. // 关卡备战或其他情况下可关闭生成
  93. if (!WeaponBullet.shootingEnabled) return [];
  94. // 触发子弹创建请求事件
  95. const eventBus = EventBus.getInstance();
  96. eventBus.emit(GameEvents.BULLET_CREATE_REQUEST, { weaponId: initData.weaponId, position: initData.firePosition });
  97. // 通过事件系统检查是否可以发射子弹
  98. let canFire = true;
  99. eventBus.emit(GameEvents.BALL_FIRE_BULLET, { canFire: (result: boolean) => { canFire = result; } });
  100. if (!canFire) {
  101. return [];
  102. }
  103. // 获取武器配置
  104. const originalConfig = initData.weaponConfig || WeaponBullet.getWeaponConfig(initData.weaponId);
  105. if (!originalConfig) {
  106. return [];
  107. }
  108. // === 应用多重射击技能 ===
  109. const config = BulletCount.applyMultiShotSkill(originalConfig);
  110. // === 计算基础发射方向 ===
  111. let direction: Vec3;
  112. if (initData.direction) {
  113. direction = initData.direction.clone();
  114. } else if (initData.autoTarget) {
  115. // 通过事件系统获取最近敌人
  116. let nearestEnemy: Node = null;
  117. eventBus.emit(GameEvents.ENEMY_GET_NEAREST, {
  118. position: initData.firePosition,
  119. callback: (enemy: Node) => { nearestEnemy = enemy; }
  120. });
  121. if (nearestEnemy) {
  122. direction = nearestEnemy.worldPosition.clone().subtract(initData.firePosition).normalize();
  123. }
  124. // 如果没有敌人或计算失败,则回退为随机方向
  125. if (!direction) {
  126. const angleRand = Math.random() * Math.PI * 2;
  127. direction = new Vec3(Math.cos(angleRand), Math.sin(angleRand), 0);
  128. }
  129. } else {
  130. direction = new Vec3(1, 0, 0);
  131. }
  132. const spawnInfos = BulletCount.calculateBulletSpawns(
  133. config.bulletConfig.count,
  134. initData.firePosition,
  135. direction
  136. );
  137. const bullets: Node[] = [];
  138. // 为每个子弹创建实例
  139. for (const spawnInfo of spawnInfos) {
  140. const createBullet = () => {
  141. try {
  142. const bullet = instantiate(bulletPrefab);
  143. console.log(`[WeaponBullet] 子弹实例化成功 - 节点: ${bullet ? bullet.name : 'null'}, 是否有效: ${bullet ? bullet.isValid : 'false'}`);
  144. const weaponBullet = bullet.getComponent(WeaponBullet) || bullet.addComponent(WeaponBullet);
  145. // 初始化子弹
  146. weaponBullet.init({
  147. ...initData,
  148. firePosition: spawnInfo.position,
  149. direction: spawnInfo.direction,
  150. weaponConfig: config
  151. });
  152. bullets.push(bullet);
  153. } catch (error) {
  154. console.error(`[WeaponBullet] 子弹创建失败:`, error);
  155. }
  156. };
  157. // 处理延迟发射
  158. if (spawnInfo.delay > 0) {
  159. // 这里需要一个全局的调度器来处理延迟,暂时直接创建
  160. setTimeout(createBullet, spawnInfo.delay * 1000);
  161. } else {
  162. createBullet();
  163. }
  164. }
  165. return bullets;
  166. }
  167. /**
  168. * 初始化子弹
  169. */
  170. public init(initData: BulletInitData) {
  171. // 通过事件系统检查游戏是否暂停,暂停时不初始化子弹
  172. let bulletFireEnabled = true;
  173. EventBus.getInstance().emit(GameEvents.BALL_FIRE_BULLET, { canFire: (result: boolean) => { bulletFireEnabled = result; } });
  174. if (!bulletFireEnabled) {
  175. // 立即销毁自己
  176. this.node.destroy();
  177. return;
  178. }
  179. // 验证初始化数据
  180. if (!WeaponBullet.validateInitData(initData)) {
  181. console.error('WeaponBullet.init: 初始化数据无效');
  182. this.node.destroy();
  183. return;
  184. }
  185. // 存储武器ID和WeaponInfo
  186. this.weaponId = initData.weaponId;
  187. this.weaponInfo = initData.weaponInfo || null;
  188. // 获取武器配置
  189. this.weaponConfig = initData.weaponConfig || WeaponBullet.getWeaponConfig(initData.weaponId);
  190. if (!this.weaponConfig) {
  191. console.error(`WeaponBullet.init: 无法找到武器配置 ${initData.weaponId}`);
  192. this.node.destroy();
  193. return;
  194. }
  195. // 应用技能加成计算运行时数值
  196. this.calculateRuntimeStats();
  197. // 使用世界坐标设置位置
  198. this.setPositionInGameArea(initData.firePosition);
  199. // 初始化各个组件
  200. this.initializeComponents(initData);
  201. // 设置子弹外观
  202. this.setupBulletSprite();
  203. // 设置子弹效果节点激活状态
  204. this.setupBulletEffectNodes();
  205. // 设置碰撞监听
  206. this.setupCollisionListener();
  207. this.isInitialized = true;
  208. }
  209. /**
  210. * 在GameArea中设置位置
  211. */
  212. private setPositionInGameArea(worldPos: Vec3) {
  213. const gameArea = find('Canvas/GameLevelUI/GameArea');
  214. if (gameArea) {
  215. const gameAreaTransform = gameArea.getComponent(UITransform);
  216. if (gameAreaTransform) {
  217. const localPos = gameAreaTransform.convertToNodeSpaceAR(worldPos);
  218. this.node.position = localPos;
  219. }
  220. }
  221. }
  222. /**
  223. * 初始化各个组件
  224. */
  225. private initializeComponents(initData: BulletInitData) {
  226. const config = this.weaponConfig.bulletConfig;
  227. // 确保物理组件存在
  228. this.setupPhysics();
  229. // 设置物理角速度,实现持续旋转
  230. this.applyAutoRotation();
  231. // 初始化弹道组件
  232. this.bulletTrajectory = this.getComponent(BulletTrajectory) || this.addComponent(BulletTrajectory);
  233. const trajCfg: BulletTrajectoryConfig = { ...config.trajectory, speed: this.weaponConfig.stats.bulletSpeed };
  234. // 计算方向
  235. const direction = initData.direction || this.calculateDirection(initData.autoTarget);
  236. // === 根据发射方向调整容器朝向(仅首次,后续不再旋转) ===
  237. if (direction) {
  238. // 角度 = atan2(y,x),转成度数
  239. const deg = math.toDegree(Math.atan2(direction.y, direction.x));
  240. this.node.angle = deg;
  241. }
  242. this.bulletTrajectory.init(
  243. trajCfg,
  244. direction,
  245. initData.firePosition
  246. );
  247. // --- 额外偏移 ---
  248. // 若子弹在生成时与发射方块碰撞(位置重叠), 会立刻触发碰撞事件导致被销毁。
  249. // 因此在初始化完弹道后, 将子弹沿发射方向平移一小段距离(默认 30 像素左右)。
  250. const dir = direction.clone().normalize();
  251. const spawnOffset = 30; // 可根据子弹半径或方块大小调整
  252. if (!Number.isNaN(dir.x) && !Number.isNaN(dir.y)) {
  253. const newLocalPos = this.node.position.clone().add(new Vec3(dir.x * spawnOffset, dir.y * spawnOffset, 0));
  254. this.node.setPosition(newLocalPos);
  255. }
  256. // 初始化命中效果组件
  257. this.bulletHitEffect = this.getComponent(BulletHitEffect) || this.addComponent(BulletHitEffect);
  258. this.bulletHitEffect.init(config.hitEffects);
  259. // 传递默认特效路径
  260. if (this.bulletHitEffect && config.visual) {
  261. (this.bulletHitEffect as any).setDefaultEffects?.(config.visual.hitEffect, config.visual.trailEffect, (config.visual as any).burnEffect);
  262. }
  263. // 初始化生命周期组件
  264. this.bulletLifecycle = this.getComponent(BulletLifecycle) || this.addComponent(BulletLifecycle);
  265. // 为回旋镖类型的武器设置maxRange,如果配置中没有设置的话
  266. const lifecycleConfig = { ...config.lifecycle };
  267. if (lifecycleConfig.type === 'return_trip' && !lifecycleConfig.maxRange && this.weaponConfig.stats.range) {
  268. lifecycleConfig.maxRange = this.weaponConfig.stats.range;
  269. }
  270. this.bulletLifecycle.init(lifecycleConfig, initData.firePosition);
  271. // 设置碰撞监听
  272. this.setupCollisionListener();
  273. this.isInitialized = true;
  274. }
  275. /**
  276. * 设置物理组件
  277. */
  278. private setupPhysics() {
  279. const rigidBody = this.getComponent(RigidBody2D);
  280. if (rigidBody) {
  281. rigidBody.enabledContactListener = true;
  282. rigidBody.gravityScale = 0; // 由弹道组件控制重力
  283. rigidBody.linearDamping = 0;
  284. rigidBody.angularDamping = 0;
  285. rigidBody.allowSleep = false;
  286. // 如果节点包含子节点 'Pellet',表示这是带容器的子弹;锁定容器旋转
  287. if (this.node.getChildByName('Pellet')) {
  288. rigidBody.fixedRotation = true;
  289. }
  290. }
  291. const collider = this.getComponent(Collider2D);
  292. if (collider) {
  293. collider.sensor = false;
  294. collider.on(Contact2DType.BEGIN_CONTACT, this.onHit, this);
  295. }
  296. }
  297. /**
  298. * 计算子弹方向
  299. */
  300. private calculateDirection(autoTarget: boolean = false): Vec3 {
  301. if (!autoTarget) {
  302. // 随机方向
  303. const angle = Math.random() * Math.PI * 2;
  304. return new Vec3(Math.cos(angle), Math.sin(angle), 0);
  305. }
  306. // 寻找最近敌人(使用静态工具函数)
  307. const nearestEnemy = WeaponBullet.findNearestEnemyGlobal(this.node.worldPosition);
  308. if (nearestEnemy) {
  309. const direction = nearestEnemy.worldPosition.clone()
  310. .subtract(this.node.worldPosition)
  311. .normalize();
  312. return direction;
  313. }
  314. // 若没有敌人则随机方向发射
  315. const angle = Math.random() * Math.PI * 2;
  316. return new Vec3(Math.cos(angle), Math.sin(angle), 0);
  317. }
  318. /**
  319. * 设置碰撞监听
  320. */
  321. private setupCollisionListener() {
  322. // 碰撞监听已在setupPhysics中设置
  323. }
  324. /**
  325. * 碰撞处理
  326. */
  327. private onHit(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
  328. if (!this.isInitialized) return;
  329. const otherNode = otherCollider.node;
  330. // Ignore collisions with other bullets (prevent friendly-fire between shotgun pellets)
  331. if (otherNode.getComponent(WeaponBullet)) {
  332. return; // Skip further processing if the collider is another bullet
  333. }
  334. // 检查是否命中敌人并触发事件
  335. const isEnemy = otherNode.name.toLowerCase().includes('enemy') ||
  336. otherNode.name.toLowerCase().includes('敌人') ||
  337. otherNode.getComponent('EnemyInstance');
  338. if (isEnemy) {
  339. // 触发子弹命中敌人事件
  340. EventBus.getInstance().emit(GameEvents.BULLET_HIT_ENEMY, {
  341. bullet: this.node,
  342. enemy: otherNode,
  343. damage: this.getFinalDamage(),
  344. weaponId: this.weaponConfig?.id
  345. });
  346. }
  347. // 获取碰撞世界坐标
  348. let contactWorldPos: Vec3 = null;
  349. if (contact && (contact as any).getWorldManifold) {
  350. const wm = (contact as any).getWorldManifold();
  351. if (wm && wm.points && wm.points.length > 0) {
  352. contactWorldPos = new Vec3(wm.points[0].x, wm.points[0].y, 0);
  353. }
  354. }
  355. if (!contactWorldPos) {
  356. contactWorldPos = otherNode.worldPosition.clone();
  357. }
  358. // 处理命中效果
  359. const hitResult: HitResult = this.bulletHitEffect.processHit(otherNode, contactWorldPos);
  360. // 通知生命周期组件发生命中(可能影响内部计数或阶段)
  361. if (this.bulletLifecycle) {
  362. this.bulletLifecycle.onHit(otherNode);
  363. }
  364. // 不直接销毁,交由 BulletLifecycle 自行处理
  365. // 生命周期和命中效果自行决定是否销毁;此处不再直接销毁,由 BulletLifecycle.update() 完成
  366. if (hitResult.shouldRicochet) {
  367. // 执行弹射逻辑:BulletHitEffect已经在processHit中处理了弹射方向改变
  368. // 这里不需要额外操作,弹射方向已经通过calculateRicochetDirection更新
  369. } else if (hitResult.shouldContinue) {
  370. // 这里需要实现子弹继续飞行的逻辑
  371. }
  372. }
  373. /**
  374. * 为子弹设置持续旋转(通过刚体角速度,避免被物理系统覆盖)
  375. */
  376. private applyAutoRotation() {
  377. // 若存在子节点 Pellet,则只旋转 Pellet,容器保持角度不变
  378. const pelletNode = this.node.getChildByName('Pellet');
  379. if (pelletNode) {
  380. this.schedule((dt: number) => {
  381. pelletNode.angle += this._rotationSpeedDeg * dt;
  382. }, 0);
  383. return;
  384. }
  385. const rigidBody = this.getComponent(RigidBody2D);
  386. if (rigidBody) {
  387. rigidBody.angularVelocity = this._rotationSpeedRad; // 弧度/秒
  388. rigidBody.angularDamping = 0; // 无角阻尼,保持恒定旋转
  389. } else {
  390. // 如果没有刚体,退化为在 update 中手动旋转
  391. this.schedule((dt: number) => {
  392. this.node.angle += this._rotationSpeedDeg * dt;
  393. }, 0);
  394. }
  395. }
  396. /**
  397. * 获取武器配置
  398. */
  399. public getWeaponConfig(): WeaponConfig {
  400. return this.weaponConfig;
  401. }
  402. /**
  403. * 获取WeaponInfo组件实例
  404. */
  405. public getWeaponInfo(): WeaponInfo | null {
  406. return this.weaponInfo;
  407. }
  408. /**
  409. * 获取子弹状态信息
  410. */
  411. public getBulletStatus() {
  412. return {
  413. isInitialized: this.isInitialized,
  414. weaponName: this.weaponConfig?.name,
  415. trajectoryState: this.bulletTrajectory?.getState(),
  416. lifecycleState: this.bulletLifecycle?.getState(),
  417. hitStats: this.bulletHitEffect?.getHitStats()
  418. };
  419. }
  420. /**
  421. * 强制销毁子弹
  422. */
  423. public forceDestroy() {
  424. if (this.bulletLifecycle) {
  425. this.bulletLifecycle.forceDestroy();
  426. }
  427. }
  428. /**
  429. * 清理所有活跃的子弹 - 游戏重置时使用
  430. */
  431. public static clearAllBullets() {
  432. console.log('[WeaponBullet] 开始清理所有活跃子弹');
  433. // 查找GameArea节点,子弹都添加在这里
  434. const gameArea = find('Canvas/GameLevelUI/GameArea');
  435. if (!gameArea) {
  436. console.log('[WeaponBullet] 未找到GameArea节点');
  437. return;
  438. }
  439. let bulletCount = 0;
  440. const bulletsToDestroy: Node[] = [];
  441. // 遍历GameArea的所有子节点,查找WeaponBullet组件
  442. for (const child of gameArea.children) {
  443. if (child && child.isValid) {
  444. const weaponBullet = child.getComponent(WeaponBullet);
  445. if (weaponBullet) {
  446. bulletsToDestroy.push(child);
  447. bulletCount++;
  448. }
  449. }
  450. }
  451. // 销毁所有找到的子弹
  452. for (const bullet of bulletsToDestroy) {
  453. if (bullet && bullet.isValid) {
  454. bullet.destroy();
  455. }
  456. }
  457. console.log(`[WeaponBullet] 清理完成,共销毁 ${bulletCount} 个子弹`);
  458. }
  459. /**
  460. * 验证初始化数据
  461. */
  462. public static validateInitData(initData: BulletInitData): boolean {
  463. if (!initData) return false;
  464. if (!initData.weaponId && !initData.weaponConfig) return false;
  465. if (!initData.firePosition) return false;
  466. return true;
  467. }
  468. onDestroy() {
  469. // 清理事件监听
  470. const collider = this.getComponent(Collider2D);
  471. if (collider) {
  472. collider.off(Contact2DType.BEGIN_CONTACT, this.onHit, this);
  473. }
  474. // 清理拖尾控制器
  475. if (this.bulletTrailController) {
  476. this.bulletTrailController.resetTrail();
  477. this.bulletTrailController = null;
  478. }
  479. }
  480. /**
  481. * 设置子弹的SpriteFrame,使其与方块武器 (WeaponBlock/B1/Weapon) 节点上的SpriteFrame 一致
  482. */
  483. private setupBulletSprite() {
  484. // 先尝试获取当前节点上的 Sprite 组件,若不存在则在子节点中查找
  485. const sprite: Sprite | null = this.getComponent(Sprite) || this.node.getComponentInChildren(Sprite);
  486. if (!sprite) {
  487. console.log("未找到Sprite组件");
  488. // 子弹预制体可能没有Sprite组件,直接返回
  489. return;
  490. }
  491. // 使用武器配置中的bulletConfig.visual.bulletImages字段获取子弹图像路径
  492. const bulletImagePath = this.weaponConfig?.bulletConfig?.visual?.bulletImages;
  493. if (!bulletImagePath) {
  494. console.log("未找到子弹图像配置 (bulletConfig.visual.bulletImages)");
  495. return;
  496. }
  497. const framePath = `${bulletImagePath}/spriteFrame`;
  498. resources.load(framePath, SpriteFrame, (err, spriteFrame) => {
  499. if (err) {
  500. console.error(`加载子弹SpriteFrame失败: ${err}`);
  501. return;
  502. }
  503. console.log("设置子弹外观");
  504. // Add comprehensive null safety checks before setting spriteFrame
  505. if (sprite && sprite.isValid &&
  506. this.node && this.node.isValid &&
  507. spriteFrame && spriteFrame.isValid) {
  508. sprite.spriteFrame = spriteFrame;
  509. console.log("设置子弹SpriteFrame成功");
  510. // === 子弹大小控制:保持prefab预设的大小 ===
  511. sprite.node.setScale(sprite.node.scale.x * 0.45, sprite.node.scale.y * 0.45, sprite.node.scale.z);
  512. }
  513. }
  514. );
  515. }
  516. /**
  517. * 设置子弹效果节点激活状态
  518. */
  519. private setupBulletEffectNodes() {
  520. // 尖胡萝卜特殊处理:使用Spine动画而不是拖尾效果
  521. const isSharpCarrot = this.weaponId === 'sharp_carrot';
  522. // 查找Spine节点
  523. const spineNode = this.node.getChildByName('Spine');
  524. if (spineNode) {
  525. spineNode.active = isSharpCarrot;
  526. }
  527. // 查找TrailEffect节点
  528. const trailEffectNode = this.node.getChildByName('TrailEffect');
  529. if (trailEffectNode) {
  530. trailEffectNode.active = !isSharpCarrot;
  531. // 为拖尾效果设置白色颜色
  532. if (!isSharpCarrot) {
  533. const trailController = trailEffectNode.getComponent(BulletTrailController);
  534. if (trailController) {
  535. trailController.setTrailColor('white');
  536. }
  537. }
  538. }
  539. }
  540. /**
  541. * 静态:根据给定世界坐标,寻找最近的敌人节点
  542. */
  543. private static findNearestEnemyGlobal(worldPos: Vec3): Node | null {
  544. const enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  545. if (!enemyContainer) return null;
  546. const enemies = enemyContainer.children.filter(child => {
  547. if (!child.active) return false;
  548. const nameLower = child.name.toLowerCase();
  549. if (nameLower.includes('enemy') || nameLower.includes('敌人')) return true;
  550. if (child.getComponent('EnemyInstance')) return true;
  551. return false;
  552. });
  553. if (enemies.length === 0) return null;
  554. let nearest: Node = null;
  555. let nearestDist = Infinity;
  556. for (const enemy of enemies) {
  557. const dist = Vec3.distance(worldPos, enemy.worldPosition);
  558. if (dist < nearestDist) {
  559. nearestDist = dist;
  560. nearest = enemy;
  561. }
  562. }
  563. return nearest;
  564. }
  565. /**
  566. * 计算运行时数值(应用武器升级和技能加成)
  567. */
  568. private calculateRuntimeStats() {
  569. // 获取基础伤害
  570. let baseDamage = this.weaponConfig.stats.damage;
  571. // 应用武器升级加成
  572. const saveDataManager = SaveDataManager.getInstance();
  573. if (saveDataManager && this.weaponId) {
  574. const weaponData = saveDataManager.getWeapon(this.weaponId);
  575. if (weaponData && weaponData.level > 0) {
  576. // 应用武器升级加成:升级后伤害 = 基础伤害 + (等级 - 1)
  577. baseDamage = this.weaponConfig.stats.damage + (weaponData.level - 1);
  578. console.log(`[WeaponBullet] 武器升级加成应用 - 武器ID: ${this.weaponId}, 等级: ${weaponData.level}, 基础伤害: ${this.weaponConfig.stats.damage}, 升级后伤害: ${baseDamage}`);
  579. }
  580. }
  581. // 应用稀有度伤害倍数(合成升级效果)
  582. // 从武器配置中获取稀有度,如果不存在则默认为 'common'
  583. const rarity = this.weaponConfig.rarity || 'common';
  584. const rarityMultiplier = this.getRarityDamageMultiplier(rarity);
  585. if (rarityMultiplier > 1) {
  586. baseDamage = baseDamage * rarityMultiplier;
  587. console.log(`[WeaponBullet] 稀有度伤害倍数应用 - 稀有度: ${rarity}, 倍数: ${rarityMultiplier}, 最终基础伤害: ${baseDamage}`);
  588. }
  589. const skillManager = PersistentSkillManager.getInstance();
  590. if (!skillManager) {
  591. // 如果没有技能管理器,使用升级后的基础数值
  592. this.weaponConfig.runtimeStats = {
  593. finalDamage: baseDamage,
  594. finalCritDamage: baseDamage,
  595. critChance: 0.1 // 基础暴击率10%
  596. };
  597. console.log(`[WeaponBullet] 无技能管理器 - 最终伤害: ${baseDamage}`);
  598. return;
  599. }
  600. // 应用技能伤害加成(基于升级后的伤害)
  601. const finalDamage = skillManager.applyDamageBonus(baseDamage);
  602. // 暴击伤害应该基于最终伤害计算,而不是基础伤害
  603. // 首先计算暴击倍数(默认2倍),然后应用技能暴击伤害加成
  604. const baseCritDamage = finalDamage * 2; // 基础暴击倍数2倍
  605. const finalCritDamage = skillManager.applyCritDamageBonus(baseCritDamage);
  606. // 应用局内技能暴击率加成
  607. const baseCritChance = 0.1; // 基础暴击率10%
  608. let critChance = baseCritChance;
  609. // 应用局内技能加成(SkillManager)
  610. const inGameSkillManager = SkillManager.getInstance();
  611. if (inGameSkillManager) {
  612. const critSkillLevel = inGameSkillManager.getSkillLevel('crit_chance');
  613. if (critSkillLevel > 0) {
  614. critChance = SkillManager.calculateCritChance(critChance, critSkillLevel);
  615. }
  616. }
  617. this.weaponConfig.runtimeStats = {
  618. finalDamage,
  619. finalCritDamage,
  620. critChance
  621. };
  622. // 输出详细的暴击率计算信息
  623. const inGameCritLevel = inGameSkillManager ? inGameSkillManager.getSkillLevel('crit_chance') : 0;
  624. const inGameCritBonus = inGameSkillManager && inGameCritLevel > 0 ?
  625. ((SkillManager.calculateCritChance(baseCritChance, inGameCritLevel) - baseCritChance) * 100).toFixed(1) : '0.0';
  626. console.log(`[WeaponBullet] 完整伤害计算完成 - 武器ID: ${this.weaponId}, 原始伤害: ${this.weaponConfig.stats.damage}, 稀有度: ${rarity}, 计算后基础伤害: ${baseDamage}, 最终伤害: ${finalDamage}, 暴击伤害: ${finalCritDamage}`);
  627. console.log(`[WeaponBullet] 暴击率详情 - 基础: ${(baseCritChance * 100).toFixed(1)}%, 局内技能等级: ${inGameCritLevel}, 局内技能加成: +${inGameCritBonus}%, 最终暴击率: ${(critChance * 100).toFixed(1)}%`);
  628. }
  629. /**
  630. * 获取最终伤害值(应用技能加成后)
  631. */
  632. public getFinalDamage(): number {
  633. return this.weaponConfig?.runtimeStats?.finalDamage || this.weaponConfig?.stats?.damage || 0;
  634. }
  635. /**
  636. * 获取最终暴击伤害值(应用技能加成后)
  637. */
  638. public getFinalCritDamage(): number {
  639. return this.weaponConfig?.runtimeStats?.finalCritDamage || this.weaponConfig?.stats?.damage || 0;
  640. }
  641. /**
  642. * 获取暴击率
  643. */
  644. public getCritChance(): number {
  645. return this.weaponConfig?.runtimeStats?.critChance || 0.1;
  646. }
  647. /**
  648. * 根据稀有度获取伤害倍数
  649. */
  650. private getRarityDamageMultiplier(rarity: string): number {
  651. switch (rarity) {
  652. case 'common':
  653. return 1; // 1级,无倍数
  654. case 'uncommon':
  655. return 1.5; // 2级,1.5倍伤害
  656. case 'rare':
  657. return 2.25; // 3级,2.25倍伤害
  658. case 'epic':
  659. return 8; // 4级,8倍伤害
  660. default:
  661. return 1;
  662. }
  663. }
  664. }