PersistentSkillManager.ts 13 KB

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  1. import { _decorator, Component, sys } from 'cc';
  2. import { SkillConfigManager } from './SkillConfigManager';
  3. const { ccclass, property } = _decorator;
  4. /**
  5. * 技能类型枚举
  6. */
  7. export enum PersistentSkillType {
  8. BALL_SPEED = 'ball_speed',
  9. DAMAGE = 'damage',
  10. CRIT_DAMAGE = 'crit_damage'
  11. }
  12. /**
  13. * 技能点亮数据接口
  14. */
  15. export interface SkillUnlockData {
  16. skillType: string; // 'damage', 'ball_speed', 'crit_damage'
  17. effectPercent: number; // 该节点的效果百分比
  18. group: number; // 技能组别
  19. unlocked: boolean; // 是否已点亮
  20. }
  21. /**
  22. * 持久化技能管理器 - 单例模式
  23. * 负责接收技能点亮数据,计算累积效果,并保存到本地存储
  24. */
  25. @ccclass('PersistentSkillManager')
  26. export class PersistentSkillManager extends Component {
  27. private static _instance: PersistentSkillManager | null = null;
  28. private _unlockedSkills: Map<string, SkillUnlockData[]> = new Map();
  29. private _saveKey = 'persistent_skills_unlocked_data';
  30. private _skillConfigManager: SkillConfigManager | null = null;
  31. public static getInstance(): PersistentSkillManager | null {
  32. return PersistentSkillManager._instance;
  33. }
  34. onLoad() {
  35. if (PersistentSkillManager._instance === null) {
  36. PersistentSkillManager._instance = this;
  37. this._skillConfigManager = SkillConfigManager.getInstance();
  38. this.initSkillData();
  39. this.loadSkillData();
  40. } else {
  41. this.destroy();
  42. return;
  43. }
  44. }
  45. onDestroy() {
  46. if (PersistentSkillManager._instance === this) {
  47. PersistentSkillManager._instance = null;
  48. }
  49. }
  50. /**
  51. * 初始化技能数据结构
  52. */
  53. private initSkillData() {
  54. this._unlockedSkills.set('damage', []);
  55. this._unlockedSkills.set('ball_speed', []);
  56. this._unlockedSkills.set('crit_damage', []);
  57. }
  58. /**
  59. * 报告技能点亮
  60. * @param skillType 技能类型
  61. * @param effectPercent 效果百分比
  62. * @param group 技能组别
  63. */
  64. public reportSkillUnlocked(skillType: string, effectPercent: number, group: number) {
  65. const skillArray = this._unlockedSkills.get(skillType);
  66. if (!skillArray) {
  67. console.error(`未知的技能类型: ${skillType}`);
  68. return;
  69. }
  70. // 检查是否已经存在相同的技能节点
  71. const existingSkill = skillArray.find(skill => skill.group === group);
  72. if (existingSkill) {
  73. console.log(`技能节点已存在: ${skillType} Group ${group}`);
  74. return;
  75. }
  76. // 添加新的技能点亮数据
  77. const skillData: SkillUnlockData = {
  78. skillType,
  79. effectPercent,
  80. group,
  81. unlocked: true
  82. };
  83. skillArray.push(skillData);
  84. // 按组别排序
  85. skillArray.sort((a, b) => a.group - b.group);
  86. // 保存数据
  87. this.saveSkillData();
  88. const displayName = this.getSkillTypeDisplayName(skillType);
  89. console.log(`技能点亮成功: ${displayName} +${effectPercent}% (Group ${group})`);
  90. console.log(`当前${displayName}总加成: ${this.calculateTotalEffect(skillType)}%`);
  91. }
  92. /**
  93. * 计算指定技能类型的总效果
  94. * @param skillType 技能类型
  95. * @returns 总效果百分比
  96. */
  97. private calculateTotalEffect(skillType: string): number {
  98. const skillArray = this._unlockedSkills.get(skillType);
  99. if (!skillArray) {
  100. return 0;
  101. }
  102. return skillArray.reduce((total, skill) => {
  103. return total + (skill.unlocked ? skill.effectPercent : 0);
  104. }, 0);
  105. }
  106. /**
  107. * 获取技能加成信息
  108. * @returns 技能加成信息
  109. */
  110. public getSkillBonuses() {
  111. return {
  112. ballSpeedBonus: this.calculateTotalEffect('ball_speed'),
  113. damageBonus: this.calculateTotalEffect('damage'),
  114. critDamageBonus: this.calculateTotalEffect('crit_damage')
  115. };
  116. }
  117. /**
  118. * 应用技能加成到数值
  119. * @param baseBallSpeed 基础球速
  120. * @param baseDamage 基础伤害
  121. * @param baseCritDamage 基础暴击伤害
  122. * @returns 加成后的数值
  123. */
  124. public applySkillBonuses(baseBallSpeed: number, baseDamage: number, baseCritDamage: number) {
  125. const bonuses = this.getSkillBonuses();
  126. return {
  127. ballSpeed: baseBallSpeed * (1 + bonuses.ballSpeedBonus / 100),
  128. damage: baseDamage * (1 + bonuses.damageBonus / 100),
  129. critDamage: baseCritDamage * (1 + bonuses.critDamageBonus / 100)
  130. };
  131. }
  132. /**
  133. * 应用球速加成
  134. * @param baseBallSpeed 基础球速
  135. * @returns 加成后的球速
  136. */
  137. public applyBallSpeedBonus(baseBallSpeed: number): number {
  138. const bonus = this.calculateTotalEffect('ball_speed');
  139. return baseBallSpeed * (1 + bonus / 100);
  140. }
  141. /**
  142. * 应用伤害加成
  143. * @param baseDamage 基础伤害
  144. * @returns 加成后的伤害
  145. */
  146. public applyDamageBonus(baseDamage: number): number {
  147. const bonus = this.calculateTotalEffect('damage');
  148. return baseDamage * (1 + bonus / 100);
  149. }
  150. /**
  151. * 应用暴击伤害加成
  152. * @param baseCritDamage 基础暴击伤害
  153. * @returns 加成后的暴击伤害
  154. */
  155. public applyCritDamageBonus(baseCritDamage: number): number {
  156. const bonus = this.calculateTotalEffect('crit_damage');
  157. return baseCritDamage * (1 + bonus / 100);
  158. }
  159. /**
  160. * 获取指定技能类型的所有点亮数据
  161. * @param skillType 技能类型
  162. * @returns 技能点亮数据数组
  163. */
  164. public getUnlockedSkills(skillType: string): SkillUnlockData[] {
  165. return this._unlockedSkills.get(skillType) || [];
  166. }
  167. /**
  168. * 获取所有技能的点亮数据
  169. * @returns 所有技能数据
  170. */
  171. public getAllUnlockedSkills(): Map<string, SkillUnlockData[]> {
  172. return this._unlockedSkills;
  173. }
  174. /**
  175. * 保存技能数据到本地存储
  176. */
  177. private saveSkillData() {
  178. const saveData = {
  179. damage: this._unlockedSkills.get('damage') || [],
  180. ball_speed: this._unlockedSkills.get('ball_speed') || [],
  181. crit_damage: this._unlockedSkills.get('crit_damage') || []
  182. };
  183. const jsonData = JSON.stringify(saveData);
  184. sys.localStorage.setItem(this._saveKey, jsonData);
  185. console.log('技能数据已保存到本地存储');
  186. }
  187. /**
  188. * 从本地存储加载技能数据
  189. */
  190. private loadSkillData() {
  191. const saveData = sys.localStorage.getItem(this._saveKey);
  192. if (saveData) {
  193. try {
  194. const parsedData = JSON.parse(saveData);
  195. this._unlockedSkills.set('damage', parsedData.damage || []);
  196. this._unlockedSkills.set('ball_speed', parsedData.ball_speed || []);
  197. this._unlockedSkills.set('crit_damage', parsedData.crit_damage || []);
  198. console.log('技能数据加载成功');
  199. console.log('当前技能加成:', this.getSkillBonuses());
  200. } catch (error) {
  201. console.error('加载技能数据失败:', error);
  202. this.initSkillData();
  203. }
  204. } else {
  205. console.log('未找到保存的技能数据,使用默认数据');
  206. }
  207. }
  208. /**
  209. * 重置所有技能数据(调试用)
  210. */
  211. public resetAllSkills() {
  212. this.initSkillData();
  213. this.saveSkillData();
  214. console.log('所有技能数据已重置');
  215. }
  216. /**
  217. * 获取技能统计信息
  218. * @returns 技能统计信息
  219. */
  220. public getSkillStats() {
  221. const stats = {
  222. damage: {
  223. unlockedCount: this.getUnlockedSkills('damage').length,
  224. totalEffect: this.calculateTotalEffect('damage')
  225. },
  226. ballSpeed: {
  227. unlockedCount: this.getUnlockedSkills('ball_speed').length,
  228. totalEffect: this.calculateTotalEffect('ball_speed')
  229. },
  230. critDamage: {
  231. unlockedCount: this.getUnlockedSkills('crit_damage').length,
  232. totalEffect: this.calculateTotalEffect('crit_damage')
  233. }
  234. };
  235. return stats;
  236. }
  237. /**
  238. * 检查技能是否已点亮
  239. * @param skillType 技能类型
  240. * @param group 技能组别
  241. * @returns 是否已点亮
  242. */
  243. /**
  244. * 检查技能是否已点亮
  245. * @param skillType 技能类型
  246. * @param group 技能组别
  247. * @returns 是否已点亮
  248. */
  249. public checkSkillUnlocked(skillType: string, group: number): boolean {
  250. const skillArray = this._unlockedSkills.get(skillType);
  251. if (!skillArray) {
  252. return false;
  253. }
  254. return skillArray.some(skill => skill.group === group && skill.unlocked);
  255. }
  256. /**
  257. * 检查技能是否可以解锁
  258. * 该方法仅供参考,实际解锁逻辑由 SkillNodeGenerator 负责
  259. * @param skillType 技能类型
  260. * @param group 技能组别
  261. * @returns 是否可以解锁
  262. */
  263. public canUnlockSkill(skillType: string, group: number): boolean {
  264. // 该方法不再负责解锁验证,始终返回 true
  265. // 实际解锁逻辑由 SkillNodeGenerator 负责
  266. return true;
  267. }
  268. /**
  269. * 接收技能解锁数据
  270. * @param skillType 技能类型
  271. * @param group 技能组别
  272. * @param effectPercent 效果百分比
  273. * @returns 解锁结果 {success: boolean, message: string}
  274. */
  275. public unlockSkill(skillType: string, group: number, effectPercent: number): {success: boolean, message: string} {
  276. // 检查技能类型是否有效
  277. const skillArray = this._unlockedSkills.get(skillType);
  278. if (!skillArray) {
  279. return {success: false, message: `未知的技能类型: ${skillType}`};
  280. }
  281. // 检查是否已经解锁(避免重复解锁)
  282. if (this.isSkillUnlocked(skillType, group)) {
  283. return {success: false, message: `技能已解锁: ${this.getSkillTypeDisplayName(skillType)} Group ${group}`};
  284. }
  285. // 直接接收解锁数据,不进行验证
  286. // 解锁验证逻辑由 SkillNodeGenerator 负责
  287. this.reportSkillUnlocked(skillType, effectPercent, group);
  288. return {success: true, message: `技能解锁成功: ${this.getSkillTypeDisplayName(skillType)} +${effectPercent}% (Group ${group})`};
  289. }
  290. /**
  291. * 获取技能解锁所需的钻石数量
  292. * @param group 技能组别
  293. * @returns 所需钻石数量
  294. */
  295. public getSkillCost(group: number): number {
  296. if (this._skillConfigManager) {
  297. return this._skillConfigManager.getSkillCost(group);
  298. }
  299. // 如果配置管理器未初始化,使用默认公式
  300. return 10 + (group - 1) * 10;
  301. }
  302. /**
  303. * 获取技能效果百分比
  304. * @param skillType 技能类型
  305. * @returns 效果百分比
  306. */
  307. public getSkillEffectPercent(skillType: PersistentSkillType): number {
  308. return this.calculateTotalEffect(skillType);
  309. }
  310. /**
  311. * 获取技能等级(点亮的节点数量)
  312. * @param skillType 技能类型
  313. * @returns 技能等级
  314. */
  315. public getSkillLevel(skillType: PersistentSkillType): number {
  316. const skillArray = this._unlockedSkills.get(skillType);
  317. if (!skillArray) {
  318. return 0;
  319. }
  320. return skillArray.filter(skill => skill.unlocked).length;
  321. }
  322. // 已删除重复的 getSkillTypeDisplayName 方法,使用下方的中文版本
  323. /**
  324. * 检查技能是否已解锁
  325. */
  326. public isSkillUnlocked(skillType: string, group: number): boolean {
  327. const skillArray = this._unlockedSkills.get(skillType);
  328. if (!skillArray) {
  329. return false;
  330. }
  331. return skillArray.some(skill => skill.group === group && skill.unlocked);
  332. }
  333. /**
  334. * 获取技能类型的显示名称
  335. */
  336. private getSkillTypeDisplayName(skillType: string): string {
  337. if (this._skillConfigManager) {
  338. // 根据技能类型找到对应的索引
  339. const skillConfig = this._skillConfigManager.getSkillConfig();
  340. if (skillConfig) {
  341. const skillTypeConfig = skillConfig.skillTypes.find(config => config.type === skillType);
  342. if (skillTypeConfig) {
  343. return skillTypeConfig.displayName;
  344. }
  345. }
  346. }
  347. // 如果配置管理器未初始化或找不到配置,使用默认名称
  348. switch (skillType) {
  349. case 'damage':
  350. return '伤害';
  351. case 'ball_speed':
  352. return '球速';
  353. case 'crit_damage':
  354. return '暴击伤害';
  355. default:
  356. return skillType;
  357. }
  358. }
  359. }