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- import { _decorator, Component, Node, Label, ProgressBar, find } from 'cc';
- import EventBus, { GameEvents } from '../Core/EventBus';
- import { GameBlockSelection } from '../CombatSystem/BlockSelection/GameBlockSelection';
- import { Wall } from '../CombatSystem/Wall';
- import { GameStartMove } from '../Animations/GameStartMove';
- import { LevelSessionManager } from '../Core/LevelSessionManager';
- import { SaveDataManager } from './SaveDataManager';
- import { SkillManager } from '../CombatSystem/SkillSelection/SkillManager';
- import { StartGame } from './StartGame';
- import { BackgroundManager } from './BackgroundManager';
- import { GroundBurnAreaManager } from '../CombatSystem/BulletEffects/GroundBurnAreaManager';
- const { ccclass, property } = _decorator;
- /**
- * 游戏内状态枚举
- * 仅在 AppState.IN_GAME 时使用
- */
- export enum GameState {
- PLAYING = 'playing',
- SUCCESS = 'success',
- DEFEAT = 'defeat',
- PAUSED = 'paused',
- BLOCK_SELECTION = 'block_selection'
- }
- /**
- * 游戏内状态管理器
- * 负责管理游戏进行中的所有状态和逻辑
- */
- @ccclass('InGameManager')
- export class InGameManager extends Component {
-
- // === 游戏内UI节点引用 ===
- @property({
- type: Node,
- tooltip: '拖拽BallController节点到这里'
- })
- public ballController: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽GameBlockSelection节点到这里'
- })
- public gameBlockSelection: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽GameArea节点到这里'
- })
- public gameArea: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽EnemyController节点到这里'
- })
- public enemyManager: Node = null;
- @property({
- type: Node,
- tooltip: '摄像机节点,用于获取GameStartMove组件'
- })
- public cameraNode: Node = null;
- @property({
- type: Node,
- tooltip: '墙体节点,用于获取Wall组件'
- })
- public wallNode: Node = null;
- @property({
- type: Node,
- tooltip: '上围栏墙体节点 (TopFence)'
- })
- public topFenceNode: Node = null;
- @property({
- type: Node,
- tooltip: '下围栏墙体节点 (BottomFence)'
- })
- public bottomFenceNode: Node = null;
- // === 游戏配置属性 ===
- @property({
- tooltip: '状态检查间隔(秒)'
- })
- public checkInterval: number = 1.0;
- // === 私有属性 ===
- private gameStarted: boolean = false;
- private currentState: GameState = GameState.PLAYING;
- private checkTimer: number = 0;
- // EnemyController现在通过事件系统通信,不再直接引用
- private enemySpawningStarted: boolean = false;
- private totalEnemiesSpawned: number = 0;
- private currentWave: number = 1;
- private currentWaveEnemyCount: number = 0;
- private currentWaveTotalEnemies: number = 0;
- public levelWaves: any[] = [];
- private levelTotalEnemies: number = 0;
- private enemiesKilled: number = 0;
-
- // === 背景管理器组件 ===
- private backgroundManager: BackgroundManager = null;
-
- // === 地面燃烧区域管理器 ===
- private groundBurnAreaManager: GroundBurnAreaManager = null;
-
- // 游戏计时器
- private gameStartTime: number = 0;
- private gameEndTime: number = 0;
- // 游戏区域的边界
- private gameBounds = {
- left: 0,
- right: 0,
- top: 0,
- bottom: 0
- };
- private preparingNextWave = false;
- // 能量系统
- private energyPoints: number = 0;
- private energyMax: number = 0; // 必须从关卡配置中读取
- private energyBar: ProgressBar = null;
- private selectSkillUI: Node = null;
-
- // 新增:能量条升级系统
- private energyUpgradeCount: number = 0; // 当前能量条升级次数
- private energyMaxUpgrades: number[] = []; // 每次升级后的最大值配置
- // 能量条UI节点
- @property({
- type: Node,
- tooltip: '拖拽能量条节点到这里 (Canvas/GameLevelUI/EnergyBar)'
- })
- public energyBarNode: Node = null;
- // 技能选择UI节点
- @property({
- type: Node,
- tooltip: '拖拽技能选择UI节点到这里 (Canvas/GameLevelUI/SelectSkillUI)'
- })
- public selectSkillUINode: Node = null;
- // === 背景管理器 ===
- @property({
- type: Node,
- tooltip: '拖拽BackgroundManager节点到这里'
- })
- public backgroundManagerNode: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽GroundBurnAreaManager节点到这里'
- })
- public groundBurnAreaManagerNode: Node = null;
- // GameBlockSelection组件
- private blockSelectionComponent: GameBlockSelection = null;
- private pendingSkillSelection: boolean = false;
- private pendingBlockSelection: boolean = false;
- private shouldShowNextWavePrompt: boolean = false;
- // 墙体组件引用
- private wallComponent: Wall = null;
- private topFenceComponent: Wall = null;
- private bottomFenceComponent: Wall = null;
- // GameStartMove组件引用
- private gameStartMoveComponent: GameStartMove = null;
- start() {
- this.initializeGameState();
- this.setupEventListeners();
- this.initGameBlockSelection();
- this.initGameStartMove();
- this.initWallComponent();
- this.initUINodes();
- }
- update(deltaTime: number) {
- if (this.currentState !== GameState.PLAYING) {
- return;
- }
- this.checkTimer += deltaTime;
-
- if (this.checkTimer >= this.checkInterval) {
- this.checkTimer = 0;
- this.checkGameState();
- }
- }
- /**
- * 初始化游戏状态
- */
- private initializeGameState() {
- this.currentState = GameState.PLAYING;
- this.checkTimer = 0;
- this.enemySpawningStarted = false;
- this.totalEnemiesSpawned = 0;
- this.currentWave = 1;
- this.currentWaveEnemyCount = 0;
- this.currentWaveTotalEnemies = 0;
- this.energyPoints = 0;
- this.pendingSkillSelection = false;
- }
- /**
- * 设置事件监听器
- */
- private setupEventListeners() {
- const eventBus = EventBus.getInstance();
-
- eventBus.on(GameEvents.GAME_SUCCESS, this.onGameSuccessEvent, this);
- eventBus.on(GameEvents.GAME_DEFEAT, this.onGameDefeatEvent, this);
- eventBus.on(GameEvents.GAME_RESUME, this.onGameResumeEvent, this);
- eventBus.on('ENEMY_KILLED', this.onEnemyKilledEvent, this);
- eventBus.on(GameEvents.RESET_ENERGY_SYSTEM, this.resetEnergySystem, this);
- eventBus.on(GameEvents.WALL_DESTROYED, this.onWallDestroyedEvent, this);
- }
- /**
- * 初始化GameBlockSelection组件
- */
- private initGameBlockSelection() {
- if (this.gameBlockSelection) {
- this.blockSelectionComponent = this.gameBlockSelection.getComponent(GameBlockSelection);
- }
- }
- /**
- * 初始化GameStartMove组件
- */
- private initGameStartMove() {
- if (this.cameraNode) {
- this.gameStartMoveComponent = this.cameraNode.getComponent(GameStartMove);
- }
- }
-
- /**
- * EnemyController现在通过事件系统通信,不再需要直接初始化
- */
-
- /**
- * 初始化墙体组件
- */
- private initWallComponent() {
- // 初始化主墙体
- if (this.wallNode) {
- this.wallComponent = this.wallNode.getComponent(Wall);
- if (this.wallComponent) {
- console.log('[InGameManager] 主墙体组件初始化成功');
- } else {
- console.warn('[InGameManager] 未找到主墙体Wall组件');
- }
- } else {
- console.warn('[InGameManager] 主墙体节点未通过装饰器挂载');
- }
- // 初始化上围栏
- if (this.topFenceNode) {
- this.topFenceComponent = this.topFenceNode.getComponent(Wall);
- if (this.topFenceComponent) {
- console.log('[InGameManager] 上围栏墙体组件初始化成功');
- } else {
- console.warn('[InGameManager] 未找到上围栏Wall组件');
- }
- } else {
- console.warn('[InGameManager] 上围栏节点未通过装饰器挂载');
- }
- // 初始化下围栏
- if (this.bottomFenceNode) {
- this.bottomFenceComponent = this.bottomFenceNode.getComponent(Wall);
- if (this.bottomFenceComponent) {
- console.log('[InGameManager] 下围栏墙体组件初始化成功');
- } else {
- console.warn('[InGameManager] 未找到下围栏Wall组件');
- }
- } else {
- console.warn('[InGameManager] 下围栏节点未通过装饰器挂载');
- }
- }
- /**
- * 获取指定波次的敌人配置
- */
- private getWaveEnemyConfigs(wave: number): any[] {
- if (!this.levelWaves || wave < 1 || wave > this.levelWaves.length) {
- return [];
- }
-
- const waveConfig = this.levelWaves[wave - 1];
- return waveConfig?.enemies || [];
- }
- /**
- * 检查是否应该播放diban动画
- */
- public shouldPlayDibanAnimation(): boolean {
- return this.preparingNextWave && this.currentState === GameState.BLOCK_SELECTION;
- }
- /**
- * 技能选择完成后的处理
- */
- public onSkillSelectionComplete() {
- console.log('[InGameManager] 技能选择完成');
-
- // 关闭技能选择UI
- if (this.selectSkillUI) {
- this.selectSkillUI.active = false;
- console.log('[InGameManager] 技能选择UI已关闭');
- }
-
- // 恢复游戏
- this.resumeGame();
-
- // 如果有等待的diban动画,现在播放diban动画
- if (this.pendingBlockSelection) {
- console.log('[InGameManager] 技能选择完成,现在播放diban动画');
- this.playDibanAnimationAfterSkill();
- }
- }
- /**
- * 在技能选择后播放diban动画
- */
- public playDibanAnimationAfterSkill() {
- if (this.pendingBlockSelection) {
- console.log('[InGameManager] 技能选择完成,现在播放diban动画');
- this.pendingBlockSelection = false;
-
- if (this.currentWave < (this.levelWaves?.length || 1)) {
- this.playDibanAnimationForNextWave();
- } else {
- console.log('[InGameManager] 最后一波结束,触发游戏胜利');
- this.triggerGameSuccess();
- }
- } else if (this.shouldPlayDibanAnimation()) {
- this.playDibanAnimationForNextWave();
- }
- }
- /**
- * 播放下一波diban动画
- */
- private playDibanAnimationForNextWave() {
- // 如果游戏已经结束,不播放diban动画
- if (this.isGameOver()) {
- console.warn('[InGameManager] 游戏已经结束(胜利或失败),不播放下一波diban动画!');
- return;
- }
-
- console.log('[InGameManager] 播放diban动画');
-
- // 生成方块选择(不显示UI)
- if (this.blockSelectionComponent) {
- this.blockSelectionComponent.generateBlockSelection();
- }
-
- // 使用GameStartMove组件播放diban上滑动画和镜头下移动画
- if (this.gameStartMoveComponent) {
- console.log('[InGameManager] 调用GameStartMove组件播放diban上滑动画');
- this.gameStartMoveComponent.slideUpFromBottom(0.3);
- } else {
- console.warn('[InGameManager] GameStartMove组件未找到,无法播放diban动画');
- }
-
- // 通过事件系统暂停游戏
- EventBus.getInstance().emit(GameEvents.GAME_PAUSE);
- }
- /**
- * 处理游戏成功事件
- */
- private onGameSuccessEvent() {
- console.log('[InGameManager] 接收到游戏成功事件');
- this.currentState = GameState.SUCCESS;
-
- // 游戏结束时进入暂停状态,停止所有游戏对象的行为
- console.log('[InGameManager] 游戏成功,触发游戏暂停');
- const eventBus = EventBus.getInstance();
- eventBus.emit(GameEvents.GAME_PAUSE);
- }
- /**
- * 处理游戏失败事件
- */
- private onGameDefeatEvent() {
- console.log('[InGameManager] 接收到游戏失败事件');
- this.currentState = GameState.DEFEAT;
-
- // 游戏结束时进入暂停状态,停止所有游戏对象的行为
- console.log('[InGameManager] 游戏失败,触发游戏暂停');
- const eventBus = EventBus.getInstance();
- eventBus.emit(GameEvents.GAME_PAUSE);
- }
- /**
- * 处理游戏恢复事件
- */
- private onGameResumeEvent() {
- console.log('[InGameManager] 接收到游戏恢复事件');
- }
- /**
- * 墙体被摧毁事件处理
- * 墙体现在直接触发GAME_DEFEAT事件,与菜单退出处理流程一致
- */
- private onWallDestroyedEvent() {
- console.log('[InGameManager] 收到墙体被摧毁事件,墙体已直接触发GAME_DEFEAT事件');
- // 不再需要调用checkGameState,因为墙体已直接触发GAME_DEFEAT事件
- }
- /**
- * 处理敌人被击杀事件
- */
- private onEnemyKilledEvent() {
- // 游戏状态检查现在通过事件系统处理
- if (this.isGameOver()) {
- console.warn('[InGameManager] 游戏已结束状态下onEnemyKilledEvent被调用!');
- return;
- }
-
- // 如果游戏状态已经是成功或失败,不处理敌人击杀事件
- if (this.currentState === GameState.SUCCESS || this.currentState === GameState.DEFEAT) {
- console.warn(`[InGameManager] 游戏已结束(${this.currentState}),跳过敌人击杀事件处理`);
- return;
- }
-
- this.enemiesKilled++;
- this.currentWaveEnemyCount++;
- const remaining = this.currentWaveTotalEnemies - this.currentWaveEnemyCount;
- console.log(`[InGameManager] 敌人被消灭,当前波剩余敌人: ${remaining}/${this.currentWaveTotalEnemies}`);
-
- // 每死一个敌人就立即增加能量
- const energyBeforeIncrement = this.energyPoints;
- this.incrementEnergy();
-
- // 通过事件系统更新敌人计数标签
- EventBus.getInstance().emit(GameEvents.ENEMY_UPDATE_COUNT, this.currentWaveEnemyCount);
-
- // 检查能量是否已满,如果满了需要触发技能选择
- const energyWillBeFull = energyBeforeIncrement + 1 >= this.energyMax;
-
- // 基于UI显示的敌人数量判断波次是否结束(Canvas-001/TopArea/EnemyNode/EnemyNumber为0)
- const isWaveEnd = remaining <= 0;
-
- if (isWaveEnd) {
- console.log(`[InGameManager] 波次结束检测: remaining=${remaining}`);
-
- // 如果能量已满,设置等待方块选择状态
- if (energyWillBeFull) {
- this.pendingBlockSelection = true;
- this.preparingNextWave = true;
- this.currentState = GameState.BLOCK_SELECTION;
- } else {
- if (this.currentWave < (this.levelWaves?.length || 1)) {
- this.showNextWavePrompt();
- } else {
- this.triggerGameSuccess();
- }
- }
- } else if (energyWillBeFull) {
- // 如果波次未结束但能量已满,设置状态为方块选择
- // 注意:onEnergyFull()已在incrementEnergy()中调用,这里不需要重复调用
- console.log('[InGameManager] 能量已满但波次未结束,设置方块选择状态');
- this.currentState = GameState.BLOCK_SELECTION;
- }
- }
- /**
- * 增加能量值
- */
- private incrementEnergy() {
- // 获取技能等级
- const energyHunterLevel = SkillManager.getInstance() ? SkillManager.getInstance().getSkillLevel('energy_hunter') : 0;
- const baseEnergy = 1;
- const bonusEnergy = SkillManager.calculateEnergyBonus ? SkillManager.calculateEnergyBonus(baseEnergy, energyHunterLevel) : baseEnergy;
- this.energyPoints += bonusEnergy;
- console.log(`[InGameManager] 能量值增加: +${bonusEnergy}, 当前: ${this.energyPoints}/${this.energyMax}`);
-
- // 检查是否达到当前能量最大值
- if (this.energyPoints >= this.energyMax) {
- this.onEnergyFull();
- // 能量满后重置为0,开始下一轮积累
- this.energyPoints = 0;
- }
-
- this.updateEnergyBar();
- }
- /**
- * 显示下一波提示
- */
- private showNextWavePrompt() {
- // 设置准备下一波的状态
- this.preparingNextWave = true;
- this.pendingBlockSelection = true;
- this.currentState = GameState.BLOCK_SELECTION;
-
- console.log('[InGameManager] 设置准备下一波状态,准备播放diban动画');
-
- // 如果当前没有技能选择UI显示,立即播放diban动画
- if (!this.selectSkillUI || !this.selectSkillUI.active) {
- this.playDibanAnimationForNextWave();
- }
- // 如果技能选择UI正在显示,则等待技能选择完成后再播放diban动画
- // 这种情况下,pendingBlockSelection已经在onEnemyKilledEvent中设置为true
- }
- /**
- * 游戏状态检查
- * 现在只检查敌人击败状态,墙体摧毁直接触发GAME_DEFEAT事件
- */
- private checkGameState() {
- // 墙体摧毁检查已移除,因为墙体现在直接触发GAME_DEFEAT事件
- // 这样与菜单退出的失败处理流程保持一致
-
- if (this.checkAllEnemiesDefeated()) {
- this.triggerGameSuccess();
- return;
- }
- }
- /**
- * 检查所有敌人是否被击败
- */
- private checkAllEnemiesDefeated(): boolean {
- // 如果敌人生成还未开始,不进行胜利检查
- if (!this.enemySpawningStarted) {
- return false;
- }
- // 基于当前波次的敌人击杀数量判断是否胜利
- // 如果当前波次的剩余敌人数量为0,且是最后一波,则胜利
- const currentWaveRemaining = this.currentWaveTotalEnemies - this.currentWaveEnemyCount;
- const isLastWave = this.currentWave >= (this.levelWaves?.length || 1);
-
- return currentWaveRemaining <= 0 && isLastWave;
- }
- /**
- * 触发游戏失败
- * 只负责记录游戏结束时间和发送事件,状态切换由GameEnd.ts统一处理
- */
- private triggerGameDefeat() {
- // 记录游戏结束时间
- this.gameEndTime = Date.now();
-
- // 触发游戏结束状态事件
- EventBus.getInstance().emit(GameEvents.ENTER_GAME_END_STATE, { result: 'defeat' });
-
- console.log('[InGameManager] 游戏失败,发送GAME_DEFEAT事件,状态切换由GameEnd.ts处理');
- EventBus.getInstance().emit(GameEvents.GAME_DEFEAT);
- }
- /**
- * 触发游戏成功
- * 只负责记录游戏结束时间和发送事件,状态切换由GameEnd.ts统一处理
- */
- private triggerGameSuccess() {
- // 记录游戏结束时间
- this.gameEndTime = Date.now();
-
- // 触发游戏结束状态事件
- EventBus.getInstance().emit(GameEvents.ENTER_GAME_END_STATE, { result: 'success' });
-
- console.log('[InGameManager] 游戏成功,发送GAME_SUCCESS事件,状态切换由GameEnd.ts处理');
- EventBus.getInstance().emit(GameEvents.GAME_SUCCESS);
- }
- /**
- * 获取游戏持续时间
- */
- public getGameDuration(): number {
- const endTime = this.gameEndTime || Date.now();
- return Math.max(0, endTime - this.gameStartTime);
- }
- /**
- * 获取当前游戏状态
- */
- public getCurrentState(): GameState {
- return this.currentState;
- }
- /**
- * 设置游戏状态
- */
- public setCurrentState(state: GameState) {
- this.currentState = state;
-
- // 当游戏状态变为PLAYING时,更新能量条显示
- if (state === GameState.PLAYING) {
- this.updateEnergyBar();
- }
- }
- /**
- * 初始化UI节点
- */
- private initUINodes() {
- // 初始化能量条
- if (this.energyBarNode) {
- this.energyBar = this.energyBarNode.getComponent(ProgressBar);
- if (this.energyBar) {
- console.log('[InGameManager] 能量条组件初始化成功');
- // 不在初始化阶段更新能量条,等待游戏状态变为PLAYING后再更新
- } else {
- console.error('[InGameManager] 能量条节点存在但ProgressBar组件未找到');
- }
- } else {
- console.error('[InGameManager] 能量条节点未通过装饰器挂载,请在Inspector中拖拽EnergyBar节点');
- }
-
- // 初始化技能选择UI
- if (this.selectSkillUINode) {
- this.selectSkillUI = this.selectSkillUINode;
- console.log('[InGameManager] 技能选择UI节点初始化成功');
- } else {
- console.error('[InGameManager] 技能选择UI节点未通过装饰器挂载,请在Inspector中拖拽SelectSkillUI节点');
- }
-
- // 初始化背景管理器
- if (this.backgroundManagerNode) {
- this.backgroundManager = this.backgroundManagerNode.getComponent(BackgroundManager);
- if (this.backgroundManager) {
- console.log('[InGameManager] 背景管理器组件初始化成功');
- } else {
- console.error('[InGameManager] 背景管理器节点存在但BackgroundManager组件未找到');
- }
- } else {
- console.error('[InGameManager] 背景管理器节点未通过装饰器挂载,请在Inspector中拖拽BackgroundManager节点');
- }
-
- // 初始化地面燃烧区域管理器
- if (this.groundBurnAreaManagerNode) {
- this.groundBurnAreaManager = this.groundBurnAreaManagerNode.getComponent(GroundBurnAreaManager);
- if (this.groundBurnAreaManager) {
- console.log('[InGameManager] 地面燃烧区域管理器组件初始化成功');
- } else {
- console.error('[InGameManager] 地面燃烧区域管理器节点存在但GroundBurnAreaManager组件未找到');
- }
- } else {
- console.error('[InGameManager] 地面燃烧区域管理器节点未通过装饰器挂载,请在Inspector中拖拽GroundBurnAreaManager节点');
- }
- }
-
- /**
- * 更新能量条显示
- */
- private updateEnergyBar() {
- // 只有在游戏状态为PLAYING时才更新能量条,避免初始化阶段的报错
- if (this.currentState !== GameState.PLAYING) {
- return;
- }
-
- if (this.energyBar && this.energyMax > 0) {
- const progress = this.energyPoints / this.energyMax;
- this.energyBar.progress = Math.min(progress, 1.0);
- console.log(`[InGameManager] 能量条更新: ${this.energyPoints}/${this.energyMax} (${Math.round(progress * 100)}%)`);
- } else {
- console.warn('[InGameManager] 能量条组件未初始化或energyMax未设置,无法更新显示');
- }
- }
-
- /**
- * 能量满时的处理
- */
- private onEnergyFull() {
- console.log('[InGameManager] 能量已满,开始升级处理');
-
- // 升级能量条
- this.upgradeEnergySystem();
-
- // 显示技能选择UI
- this.showSkillSelection();
- }
-
- /**
- * 升级能量系统
- */
- private upgradeEnergySystem() {
- // 增加升级次数
- this.energyUpgradeCount++;
-
- // 更新能量最大值
- // energyMaxUpgrades数组索引0是初始值,索引1是第1次升级后的值,以此类推
- if (this.energyUpgradeCount < this.energyMaxUpgrades.length) {
- const newMaxEnergy = this.energyMaxUpgrades[this.energyUpgradeCount];
- this.energyMax = newMaxEnergy;
- console.log(`[InGameManager] 能量条升级 ${this.energyUpgradeCount} 次,新的最大值: ${this.energyMax}`);
- } else {
- // 超出配置次数,按照上一次的值+1递增
- this.energyMax = this.energyMax + 1;
- console.log(`[InGameManager] 能量条升级超出配置次数,使用递增模式,新的最大值: ${this.energyMax}`);
- }
-
- // 立即更新能量条显示,确保新的最大值生效
- this.updateEnergyBar();
- }
-
- /**
- * 显示技能选择UI
- */
- private showSkillSelection() {
- if (this.selectSkillUI) {
- this.selectSkillUI.active = true;
- this.pauseGame();
- // 注意:不调用StartGame.resetEnergy(),因为那会重置整个能量系统包括最大值
- // 能量点数已在onEnergyFull()中重置为0
- }
- }
-
- /**
- * 暂停游戏
- */
- private pauseGame() {
- EventBus.getInstance().emit(GameEvents.GAME_PAUSE);
- }
-
- /**
- * 恢复游戏
- */
- private resumeGame() {
- console.log('[InGameManager] 恢复游戏');
- EventBus.getInstance().emit(GameEvents.GAME_RESUME);
- }
-
- /**
- * 检查游戏是否结束
- */
- private isGameOver(): boolean {
- let gameOver = false;
- EventBus.getInstance().emit(GameEvents.GAME_CHECK_OVER, (isOver: boolean) => {
- gameOver = isOver;
- });
- return gameOver;
- }
-
- /**
- * 设置当前波次
- */
- public setCurrentWave(wave: number, enemyCount: number = 0) {
- this.currentWave = wave;
- this.currentWaveEnemyCount = 0; // 重置当前击杀数
- this.currentWaveTotalEnemies = enemyCount; // 设置该波次总敌人数
-
- const totalWaves = this.levelWaves?.length || 1;
- // 获取波次敌人配置
- const waveEnemyConfigs = this.getWaveEnemyConfigs(wave);
-
- // 通过事件系统启动波次
- EventBus.getInstance().emit(GameEvents.ENEMY_START_WAVE, {
- wave: wave,
- totalWaves: totalWaves,
- enemyCount: enemyCount,
- waveEnemyConfigs: waveEnemyConfigs
- });
- }
-
- /**
- * 更新当前波次敌人数量
- */
- public updateCurrentWaveEnemyCount(count: number) {
- this.currentWaveEnemyCount = count;
- }
-
- /**
- * 获取当前波次
- */
- public getCurrentWave(): number {
- return this.currentWave;
- }
-
- /**
- * 获取当前波次敌人数量
- */
- public getCurrentWaveEnemyCount(): number {
- return this.currentWaveEnemyCount;
- }
-
- /**
- * 获取当前波次总敌人数量
- */
- public getCurrentWaveTotalEnemies(): number {
- return this.currentWaveTotalEnemies;
- }
-
- /**
- * 进入下一波
- */
- public nextWave() {
- this.currentWave++;
- // 根据关卡配置获取下一波敌人数
- let enemyTotal = 0;
- if (this.levelWaves && this.levelWaves.length >= this.currentWave) {
- const waveCfg = this.levelWaves[this.currentWave - 1];
- if (waveCfg && waveCfg.enemies) {
- enemyTotal = waveCfg.enemies.reduce((t: number, g: any) => t + (g.count || 0), 0);
- }
- }
- this.setCurrentWave(this.currentWave, enemyTotal);
- }
-
- /**
- * 获取当前能量值
- */
- public getCurrentEnergy(): number {
- return this.energyPoints;
- }
-
- /**
- * 获取最大能量值
- */
- public getMaxEnergy(): number {
- return this.energyMax;
- }
-
- /**
- * 获取墙体健康度(返回主墙体健康度)
- */
- public getWallHealth(): number {
- if (this.wallComponent) {
- return this.wallComponent.getCurrentHealth();
- }
- return 0;
- }
- /**
- * 获取所有墙体的健康度
- */
- public getAllWallsHealth(): { main: number; topFence: number; bottomFence: number } {
- return {
- main: this.wallComponent ? this.wallComponent.getCurrentHealth() : 0,
- topFence: this.topFenceComponent ? this.topFenceComponent.getCurrentHealth() : 0,
- bottomFence: this.bottomFenceComponent ? this.bottomFenceComponent.getCurrentHealth() : 0
- };
- }
-
-
- /**
- * 根据等级获取墙体健康度
- */
- public getWallHealthByLevel(level: number): number {
- if (this.wallComponent) {
- return this.wallComponent.getWallHealthByLevel(level);
- }
- return 100;
- }
-
- /**
- * 获取当前墙体等级(返回主墙体等级)
- */
- public getCurrentWallLevel(): number {
- if (this.wallComponent) {
- return this.wallComponent.getCurrentWallLevel();
- }
- return 1;
- }
-
- /**
- * 获取当前墙体健康度(返回主墙体健康度)
- */
- public getCurrentWallHealth(): number {
- if (this.wallComponent) {
- return this.wallComponent.getCurrentHealth();
- }
- return 100;
- }
- /**
- * 获取所有墙体的等级
- */
- public getAllWallsLevel(): { main: number; topFence: number; bottomFence: number } {
- return {
- main: this.wallComponent ? this.wallComponent.getCurrentWallLevel() : 1,
- topFence: this.topFenceComponent ? this.topFenceComponent.getCurrentWallLevel() : 1,
- bottomFence: this.bottomFenceComponent ? this.bottomFenceComponent.getCurrentWallLevel() : 1
- };
- }
-
- /**
- * 处理确认操作(方块选择确认)
- */
- public handleConfirmAction() {
- console.log('[InGameManager] 处理方块选择确认操作');
-
- // 如果是在准备下一波的状态,需要先切换到下一波
- if (this.preparingNextWave) {
- console.log('[InGameManager] 检测到准备下一波状态,切换到下一波');
- this.nextWave();
-
- // 重置状态
- this.preparingNextWave = false;
- this.pendingBlockSelection = false;
- this.currentState = GameState.PLAYING;
- }
-
- // 触发进入游玩状态事件
- EventBus.getInstance().emit(GameEvents.ENTER_PLAYING_STATE);
-
- // 注意:不再发送GAME_START事件,避免重复触发游戏启动流程
- // 游戏启动流程已在用户点击战斗按钮时完成,这里只需要启动游戏逻辑
-
- // 通过事件系统启动球的移动
- EventBus.getInstance().emit(GameEvents.BALL_START);
- console.log('[InGameManager] 发送BALL_START事件,球已启动');
-
- // 通过事件系统开始当前波次的敌人生成
- EventBus.getInstance().emit(GameEvents.ENEMY_START_GAME);
- EventBus.getInstance().emit(GameEvents.ENEMY_SHOW_START_WAVE_PROMPT);
- console.log(`[InGameManager] 波次 ${this.currentWave} 敌人生成已启动`);
- }
-
- /**
- * 重置能量值(供StartGame调用)
- */
- public resetEnergyValue() {
- this.energyPoints = 0;
- this.updateEnergyBar();
- console.log('[InGameManager] 能量值重置完成');
- }
-
- /**
- * 重置波次信息(供StartGame调用)
- */
- public resetWaveInfo() {
- this.currentWave = 1;
- this.currentWaveEnemyCount = 0;
- this.currentWaveTotalEnemies = 0;
- this.enemiesKilled = 0;
- this.totalEnemiesSpawned = 0;
- this.levelTotalEnemies = 0;
- console.log('[InGameManager] 波次信息重置完成');
- }
-
- /**
- * 重置能量系统(供StartGame调用)
- * 注意:只在游戏真正重新开始时重置升级状态,技能选择后不应重置升级状态
- */
- public resetEnergySystem() {
- this.energyPoints = 0;
-
- // 只有在游戏状态不是BLOCK_SELECTION时才重置升级状态
- // 这样可以避免技能选择后重置已获得的能量升级
- if (this.currentState !== GameState.BLOCK_SELECTION) {
- this.energyUpgradeCount = 0;
- // 重置energyMax到初始值(energyMaxUpgrades数组的第一个值)
- if (this.energyMaxUpgrades && this.energyMaxUpgrades.length > 0) {
- this.energyMax = this.energyMaxUpgrades[0];
- }
- console.log('[InGameManager] 能量系统完全重置(包括升级状态)');
- } else {
- console.log('[InGameManager] 技能选择状态下,仅重置能量点数,保持升级状态');
- }
-
- this.updateEnergyBar();
- console.log('[InGameManager] 能量系统重置完成');
- }
- /**
- * 清理游戏数据,为返回主页面做准备
- * 当游戏胜利或失败返回主页面时调用
- */
- private cleanupGameDataForMainMenu() {
- console.log('[InGameManager] 开始清理游戏数据,准备返回主页面');
-
- const eventBus = EventBus.getInstance();
-
- // 1. 清空场上的所有游戏对象
- console.log('[InGameManager] 清空场上敌人、方块、球');
- eventBus.emit(GameEvents.CLEAR_ALL_ENEMIES); // 清空所有敌人
- eventBus.emit(GameEvents.CLEAR_ALL_BULLETS); // 清空所有子弹
- eventBus.emit(GameEvents.CLEAR_ALL_GAME_OBJECTS); // 清空其他游戏对象
-
- // 2. 重置能量系统
- console.log('[InGameManager] 重置能量系统');
- this.energyPoints = 0;
- this.updateEnergyBar();
-
- // 3. 清空技能选择数据(重置临时技能状态)
- console.log('[InGameManager] 清空技能选择数据');
- if (SkillManager.getInstance()) {
- // 重置技能管理器中的临时技能状态
- const skillManager = SkillManager.getInstance();
- const allSkills = skillManager.getAllSkillsData();
- allSkills.forEach(skill => {
- skillManager.setSkillLevel(skill.id, 0); // 重置所有技能等级为0
- });
- }
-
- // 4. 重置关卡数据和游戏状态
- console.log('[InGameManager] 重置关卡数据和游戏状态');
- this.currentWave = 1;
- this.currentWaveEnemyCount = 0;
- this.currentWaveTotalEnemies = 0;
- this.enemiesKilled = 0;
- this.totalEnemiesSpawned = 0;
- this.levelTotalEnemies = 0;
- this.levelWaves = [];
- this.gameStarted = false;
- this.enemySpawningStarted = false;
- this.preparingNextWave = false;
- this.pendingSkillSelection = false;
- this.pendingBlockSelection = false;
- this.shouldShowNextWavePrompt = false;
-
- // 5. 重置UI状态
- console.log('[InGameManager] 重置UI状态');
- if (this.selectSkillUI) {
- this.selectSkillUI.active = false;
- }
-
- // 6. 清理会话数据(局内金币等临时数据)
- console.log('[InGameManager] 清理会话数据');
- if (LevelSessionManager.inst) {
- LevelSessionManager.inst.clear(); // 清空局内金币等临时数据
- }
-
- // 7. 通过事件系统通知其他组件进行清理
- eventBus.emit(GameEvents.RESET_BALL_CONTROLLER); // 重置球控制器
- eventBus.emit(GameEvents.RESET_BLOCK_MANAGER); // 重置方块管理器
- eventBus.emit(GameEvents.RESET_BLOCK_SELECTION); // 重置方块选择
- eventBus.emit(GameEvents.RESET_ENEMY_CONTROLLER); // 重置敌人控制器
- eventBus.emit(GameEvents.RESET_WALL_HEALTH); // 重置墙体血量
- eventBus.emit(GameEvents.RESET_UI_STATES); // 重置UI状态
-
- // 8. 重置镜头位置
- console.log('[InGameManager] 重置镜头位置');
- if (this.gameStartMoveComponent) {
- this.gameStartMoveComponent.resetCameraToOriginalPositionImmediate();
- } else {
- console.warn('[InGameManager] GameStartMove组件未找到,无法重置镜头位置');
- }
-
- // 9. 发送游戏结束事件,确保游戏状态正确转换
- console.log('[InGameManager] 发送游戏结束事件');
- eventBus.emit('GAME_END');
-
- // 10. 重置游戏状态为初始状态
- this.currentState = GameState.PLAYING;
-
- console.log('[InGameManager] 游戏数据清理完成,可以安全返回主页面');
- }
-
- /**
- * 重置游戏状态(供StartGame调用)
- */
- public resetGameStates() {
- this.currentState = GameState.PLAYING;
- this.gameStarted = false;
- this.enemySpawningStarted = false;
- this.preparingNextWave = false;
- this.pendingSkillSelection = false;
- this.pendingBlockSelection = false;
- this.shouldShowNextWavePrompt = false;
- this.gameStartTime = 0;
- this.gameEndTime = 0;
- this.checkTimer = 0;
- console.log('[InGameManager] 游戏状态重置完成');
- }
-
- // resetGameRecord方法已被移除,避免与cleanupGameDataForMainMenu重复
- // 所有清理逻辑已统一在cleanupGameDataForMainMenu中处理
- /**
- * 手动触发游戏数据清理(供外部调用)
- * 可以在返回主菜单按钮点击时调用
- */
- public triggerGameDataCleanup() {
- this.cleanupGameDataForMainMenu();
- }
-
- /**
- * 应用关卡配置
- */
- public applyLevelConfig(levelConfig: any) {
- console.log('[InGameManager] 应用关卡配置');
-
- // 应用能量配置 - 现在从energyMaxUpgrades数组获取初始值
- let initialEnergyMax = 5; // 默认值
-
- // 先读取energyMaxUpgrades配置以获取初始能量最大值
- if (levelConfig.levelSettings && levelConfig.levelSettings.energyMaxUpgrades && Array.isArray(levelConfig.levelSettings.energyMaxUpgrades) && levelConfig.levelSettings.energyMaxUpgrades.length > 0) {
- initialEnergyMax = levelConfig.levelSettings.energyMaxUpgrades[0];
- console.log(`[InGameManager] 从energyMaxUpgrades获取初始能量配置: ${initialEnergyMax}`);
- } else {
- console.warn('[InGameManager] 警告:关卡配置中缺少 energyMaxUpgrades 设置,使用默认值!');
- }
-
- this.energyMax = initialEnergyMax;
- this.updateEnergyBar();
-
- // 应用新的能量条升级配置
- if (levelConfig.levelSettings) {
- // 读取能量条升级后最大值配置
- if (levelConfig.levelSettings.energyMaxUpgrades && Array.isArray(levelConfig.levelSettings.energyMaxUpgrades)) {
- this.energyMaxUpgrades = [...levelConfig.levelSettings.energyMaxUpgrades];
- console.log(`[InGameManager] 应用能量条升级配置: ${this.energyMaxUpgrades.length}个配置`);
- } else {
- // 默认升级配置(基于初始最大值递增)
- this.energyMaxUpgrades = [];
- for (let i = 0; i < 20; i++) {
- this.energyMaxUpgrades.push(this.energyMax + i + 1);
- }
- console.log('[InGameManager] 使用默认能量条升级配置');
- }
-
- this.energyUpgradeCount = 0;
- console.log('[InGameManager] 初始化能量条升级系统');
- }
-
- // 如果有武器配置,应用武器
- if (levelConfig.weapons && Array.isArray(levelConfig.weapons)) {
- console.log('[InGameManager] 应用武器配置');
- // TODO: 应用武器配置逻辑
- }
-
- // 如果有波次配置,设置敌人波次
- if (levelConfig.waves && Array.isArray(levelConfig.waves)) {
- this.levelWaves = levelConfig.waves;
- this.currentWave = 1;
-
- // 计算本关卡总敌人数
- this.levelTotalEnemies = 0;
- for (const wave of this.levelWaves) {
- for (const enemy of wave.enemies || []) {
- this.levelTotalEnemies += enemy.count || 0;
- }
- }
-
- console.log(`[InGameManager] 应用波次配置: ${this.levelWaves.length}波,总敌人数: ${this.levelTotalEnemies}`);
-
- // 通过事件系统通知 EnemyController 初始化第一波数据及 UI
- const firstWaveEnemies = this.levelWaves.length > 0 && this.levelWaves[0].enemies ?
- this.levelWaves[0].enemies.reduce((t: number, g: any) => t + (g.count || 0), 0) : 0;
- // 通过事件系统调用setCurrentWave
- this.setCurrentWave(1, firstWaveEnemies);
- }
-
- // 应用背景图片配置
- if (this.backgroundManager && levelConfig.backgroundImage) {
- this.backgroundManager.setBackground(levelConfig.backgroundImage);
- console.log(`[InGameManager] 应用背景配置: ${levelConfig.backgroundImage}`);
- } else if (this.backgroundManager) {
- // 如果没有指定背景图片,使用默认背景
- this.backgroundManager.setBackground('images/LevelBackground/BG1');
- console.log('[InGameManager] 使用默认背景: images/LevelBackground/BG1');
- }
- }
-
- onDestroy() {
- const eventBus = EventBus.getInstance();
- eventBus.off(GameEvents.GAME_SUCCESS, this.onGameSuccessEvent, this);
- eventBus.off(GameEvents.GAME_DEFEAT, this.onGameDefeatEvent, this);
- eventBus.off(GameEvents.GAME_RESUME, this.onGameResumeEvent, this);
- eventBus.off('ENEMY_KILLED', this.onEnemyKilledEvent, this);
- eventBus.off(GameEvents.RESET_ENERGY_SYSTEM, this.resetEnergySystem, this);
- eventBus.off(GameEvents.WALL_DESTROYED, this.onWallDestroyedEvent, this);
- }
- }
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