IN_game.ts 41 KB

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  1. import { _decorator, Component, Node, Label, ProgressBar, find } from 'cc';
  2. import EventBus, { GameEvents } from '../Core/EventBus';
  3. import { GameBlockSelection } from '../CombatSystem/BlockSelection/GameBlockSelection';
  4. import { Wall } from '../CombatSystem/Wall';
  5. import { GameStartMove } from '../Animations/GameStartMove';
  6. import { LevelSessionManager } from '../Core/LevelSessionManager';
  7. import { SaveDataManager } from './SaveDataManager';
  8. import { SkillManager } from '../CombatSystem/SkillSelection/SkillManager';
  9. import { StartGame } from './StartGame';
  10. import { BackgroundManager } from './BackgroundManager';
  11. import { GroundBurnAreaManager } from '../CombatSystem/BulletEffects/GroundBurnAreaManager';
  12. const { ccclass, property } = _decorator;
  13. /**
  14. * 游戏内状态枚举
  15. * 仅在 AppState.IN_GAME 时使用
  16. */
  17. export enum GameState {
  18. PLAYING = 'playing',
  19. SUCCESS = 'success',
  20. DEFEAT = 'defeat',
  21. PAUSED = 'paused',
  22. BLOCK_SELECTION = 'block_selection'
  23. }
  24. /**
  25. * 游戏内状态管理器
  26. * 负责管理游戏进行中的所有状态和逻辑
  27. */
  28. @ccclass('InGameManager')
  29. export class InGameManager extends Component {
  30. // === 游戏内UI节点引用 ===
  31. @property({
  32. type: Node,
  33. tooltip: '拖拽BallController节点到这里'
  34. })
  35. public ballController: Node = null;
  36. @property({
  37. type: Node,
  38. tooltip: '拖拽GameBlockSelection节点到这里'
  39. })
  40. public gameBlockSelection: Node = null;
  41. @property({
  42. type: Node,
  43. tooltip: '拖拽GameArea节点到这里'
  44. })
  45. public gameArea: Node = null;
  46. @property({
  47. type: Node,
  48. tooltip: '拖拽EnemyController节点到这里'
  49. })
  50. public enemyManager: Node = null;
  51. @property({
  52. type: Node,
  53. tooltip: '摄像机节点,用于获取GameStartMove组件'
  54. })
  55. public cameraNode: Node = null;
  56. @property({
  57. type: Node,
  58. tooltip: '墙体节点,用于获取Wall组件'
  59. })
  60. public wallNode: Node = null;
  61. @property({
  62. type: Node,
  63. tooltip: '上围栏墙体节点 (TopFence)'
  64. })
  65. public topFenceNode: Node = null;
  66. @property({
  67. type: Node,
  68. tooltip: '下围栏墙体节点 (BottomFence)'
  69. })
  70. public bottomFenceNode: Node = null;
  71. // === 游戏配置属性 ===
  72. @property({
  73. tooltip: '状态检查间隔(秒)'
  74. })
  75. public checkInterval: number = 1.0;
  76. // === 私有属性 ===
  77. private gameStarted: boolean = false;
  78. private currentState: GameState = GameState.PLAYING;
  79. private checkTimer: number = 0;
  80. // EnemyController现在通过事件系统通信,不再直接引用
  81. private enemySpawningStarted: boolean = false;
  82. private totalEnemiesSpawned: number = 0;
  83. private currentWave: number = 1;
  84. private currentWaveEnemyCount: number = 0;
  85. private currentWaveTotalEnemies: number = 0;
  86. public levelWaves: any[] = [];
  87. private levelTotalEnemies: number = 0;
  88. private enemiesKilled: number = 0;
  89. // === 背景管理器组件 ===
  90. private backgroundManager: BackgroundManager = null;
  91. // === 地面燃烧区域管理器 ===
  92. private groundBurnAreaManager: GroundBurnAreaManager = null;
  93. // 游戏计时器
  94. private gameStartTime: number = 0;
  95. private gameEndTime: number = 0;
  96. // 游戏区域的边界
  97. private gameBounds = {
  98. left: 0,
  99. right: 0,
  100. top: 0,
  101. bottom: 0
  102. };
  103. private preparingNextWave = false;
  104. // 能量系统
  105. private energyPoints: number = 0;
  106. private energyMax: number = 0; // 必须从关卡配置中读取
  107. private energyBar: ProgressBar = null;
  108. private selectSkillUI: Node = null;
  109. // 新增:能量条升级系统
  110. private energyUpgradeCount: number = 0; // 当前能量条升级次数
  111. private energyMaxUpgrades: number[] = []; // 每次升级后的最大值配置
  112. // 能量条UI节点
  113. @property({
  114. type: Node,
  115. tooltip: '拖拽能量条节点到这里 (Canvas/GameLevelUI/EnergyBar)'
  116. })
  117. public energyBarNode: Node = null;
  118. // 技能选择UI节点
  119. @property({
  120. type: Node,
  121. tooltip: '拖拽技能选择UI节点到这里 (Canvas/GameLevelUI/SelectSkillUI)'
  122. })
  123. public selectSkillUINode: Node = null;
  124. // === 背景管理器 ===
  125. @property({
  126. type: Node,
  127. tooltip: '拖拽BackgroundManager节点到这里'
  128. })
  129. public backgroundManagerNode: Node = null;
  130. @property({
  131. type: Node,
  132. tooltip: '拖拽GroundBurnAreaManager节点到这里'
  133. })
  134. public groundBurnAreaManagerNode: Node = null;
  135. // GameBlockSelection组件
  136. private blockSelectionComponent: GameBlockSelection = null;
  137. private pendingSkillSelection: boolean = false;
  138. private pendingBlockSelection: boolean = false;
  139. private shouldShowNextWavePrompt: boolean = false;
  140. // 墙体组件引用
  141. private wallComponent: Wall = null;
  142. private topFenceComponent: Wall = null;
  143. private bottomFenceComponent: Wall = null;
  144. // GameStartMove组件引用
  145. private gameStartMoveComponent: GameStartMove = null;
  146. start() {
  147. this.initializeGameState();
  148. this.setupEventListeners();
  149. this.initGameBlockSelection();
  150. this.initGameStartMove();
  151. this.initWallComponent();
  152. this.initUINodes();
  153. }
  154. update(deltaTime: number) {
  155. if (this.currentState !== GameState.PLAYING) {
  156. return;
  157. }
  158. this.checkTimer += deltaTime;
  159. if (this.checkTimer >= this.checkInterval) {
  160. this.checkTimer = 0;
  161. this.checkGameState();
  162. }
  163. }
  164. /**
  165. * 初始化游戏状态
  166. */
  167. private initializeGameState() {
  168. this.currentState = GameState.PLAYING;
  169. this.checkTimer = 0;
  170. this.enemySpawningStarted = false;
  171. this.totalEnemiesSpawned = 0;
  172. this.currentWave = 1;
  173. this.currentWaveEnemyCount = 0;
  174. this.currentWaveTotalEnemies = 0;
  175. this.energyPoints = 0;
  176. this.pendingSkillSelection = false;
  177. }
  178. /**
  179. * 设置事件监听器
  180. */
  181. private setupEventListeners() {
  182. const eventBus = EventBus.getInstance();
  183. eventBus.on(GameEvents.GAME_SUCCESS, this.onGameSuccessEvent, this);
  184. eventBus.on(GameEvents.GAME_DEFEAT, this.onGameDefeatEvent, this);
  185. eventBus.on(GameEvents.GAME_RESUME, this.onGameResumeEvent, this);
  186. eventBus.on('ENEMY_KILLED', this.onEnemyKilledEvent, this);
  187. eventBus.on(GameEvents.RESET_ENERGY_SYSTEM, this.resetEnergySystem, this);
  188. eventBus.on(GameEvents.WALL_DESTROYED, this.onWallDestroyedEvent, this);
  189. }
  190. /**
  191. * 初始化GameBlockSelection组件
  192. */
  193. private initGameBlockSelection() {
  194. if (this.gameBlockSelection) {
  195. this.blockSelectionComponent = this.gameBlockSelection.getComponent(GameBlockSelection);
  196. }
  197. }
  198. /**
  199. * 初始化GameStartMove组件
  200. */
  201. private initGameStartMove() {
  202. if (this.cameraNode) {
  203. this.gameStartMoveComponent = this.cameraNode.getComponent(GameStartMove);
  204. }
  205. }
  206. /**
  207. * EnemyController现在通过事件系统通信,不再需要直接初始化
  208. */
  209. /**
  210. * 初始化墙体组件
  211. */
  212. private initWallComponent() {
  213. // 初始化主墙体
  214. if (this.wallNode) {
  215. this.wallComponent = this.wallNode.getComponent(Wall);
  216. if (this.wallComponent) {
  217. console.log('[InGameManager] 主墙体组件初始化成功');
  218. } else {
  219. console.warn('[InGameManager] 未找到主墙体Wall组件');
  220. }
  221. } else {
  222. console.warn('[InGameManager] 主墙体节点未通过装饰器挂载');
  223. }
  224. // 初始化上围栏
  225. if (this.topFenceNode) {
  226. this.topFenceComponent = this.topFenceNode.getComponent(Wall);
  227. if (this.topFenceComponent) {
  228. console.log('[InGameManager] 上围栏墙体组件初始化成功');
  229. } else {
  230. console.warn('[InGameManager] 未找到上围栏Wall组件');
  231. }
  232. } else {
  233. console.warn('[InGameManager] 上围栏节点未通过装饰器挂载');
  234. }
  235. // 初始化下围栏
  236. if (this.bottomFenceNode) {
  237. this.bottomFenceComponent = this.bottomFenceNode.getComponent(Wall);
  238. if (this.bottomFenceComponent) {
  239. console.log('[InGameManager] 下围栏墙体组件初始化成功');
  240. } else {
  241. console.warn('[InGameManager] 未找到下围栏Wall组件');
  242. }
  243. } else {
  244. console.warn('[InGameManager] 下围栏节点未通过装饰器挂载');
  245. }
  246. }
  247. /**
  248. * 获取指定波次的敌人配置
  249. */
  250. private getWaveEnemyConfigs(wave: number): any[] {
  251. if (!this.levelWaves || wave < 1 || wave > this.levelWaves.length) {
  252. return [];
  253. }
  254. const waveConfig = this.levelWaves[wave - 1];
  255. return waveConfig?.enemies || [];
  256. }
  257. /**
  258. * 检查是否应该播放diban动画
  259. */
  260. public shouldPlayDibanAnimation(): boolean {
  261. return this.preparingNextWave && this.currentState === GameState.BLOCK_SELECTION;
  262. }
  263. /**
  264. * 技能选择完成后的处理
  265. */
  266. public onSkillSelectionComplete() {
  267. console.log('[InGameManager] 技能选择完成');
  268. // 关闭技能选择UI
  269. if (this.selectSkillUI) {
  270. this.selectSkillUI.active = false;
  271. console.log('[InGameManager] 技能选择UI已关闭');
  272. }
  273. // 恢复游戏
  274. this.resumeGame();
  275. // 如果有等待的diban动画,现在播放diban动画
  276. if (this.pendingBlockSelection) {
  277. console.log('[InGameManager] 技能选择完成,现在播放diban动画');
  278. this.playDibanAnimationAfterSkill();
  279. }
  280. }
  281. /**
  282. * 在技能选择后播放diban动画
  283. */
  284. public playDibanAnimationAfterSkill() {
  285. if (this.pendingBlockSelection) {
  286. console.log('[InGameManager] 技能选择完成,现在播放diban动画');
  287. this.pendingBlockSelection = false;
  288. if (this.currentWave < (this.levelWaves?.length || 1)) {
  289. this.playDibanAnimationForNextWave();
  290. } else {
  291. console.log('[InGameManager] 最后一波结束,触发游戏胜利');
  292. this.triggerGameSuccess();
  293. }
  294. } else if (this.shouldPlayDibanAnimation()) {
  295. this.playDibanAnimationForNextWave();
  296. }
  297. }
  298. /**
  299. * 播放下一波diban动画
  300. */
  301. private playDibanAnimationForNextWave() {
  302. // 如果游戏已经结束,不播放diban动画
  303. if (this.isGameOver()) {
  304. console.warn('[InGameManager] 游戏已经结束(胜利或失败),不播放下一波diban动画!');
  305. return;
  306. }
  307. console.log('[InGameManager] 播放diban动画');
  308. // 生成方块选择(不显示UI)
  309. if (this.blockSelectionComponent) {
  310. this.blockSelectionComponent.generateBlockSelection();
  311. }
  312. // 使用GameStartMove组件播放diban上滑动画和镜头下移动画
  313. if (this.gameStartMoveComponent) {
  314. console.log('[InGameManager] 调用GameStartMove组件播放diban上滑动画');
  315. this.gameStartMoveComponent.slideUpFromBottom(0.3);
  316. } else {
  317. console.warn('[InGameManager] GameStartMove组件未找到,无法播放diban动画');
  318. }
  319. // 通过事件系统暂停游戏
  320. EventBus.getInstance().emit(GameEvents.GAME_PAUSE);
  321. }
  322. /**
  323. * 处理游戏成功事件
  324. */
  325. private onGameSuccessEvent() {
  326. console.log('[InGameManager] 接收到游戏成功事件');
  327. this.currentState = GameState.SUCCESS;
  328. // 游戏结束时进入暂停状态,停止所有游戏对象的行为
  329. console.log('[InGameManager] 游戏成功,触发游戏暂停');
  330. const eventBus = EventBus.getInstance();
  331. eventBus.emit(GameEvents.GAME_PAUSE);
  332. }
  333. /**
  334. * 处理游戏失败事件
  335. */
  336. private onGameDefeatEvent() {
  337. console.log('[InGameManager] 接收到游戏失败事件');
  338. this.currentState = GameState.DEFEAT;
  339. // 游戏结束时进入暂停状态,停止所有游戏对象的行为
  340. console.log('[InGameManager] 游戏失败,触发游戏暂停');
  341. const eventBus = EventBus.getInstance();
  342. eventBus.emit(GameEvents.GAME_PAUSE);
  343. }
  344. /**
  345. * 处理游戏恢复事件
  346. */
  347. private onGameResumeEvent() {
  348. console.log('[InGameManager] 接收到游戏恢复事件');
  349. }
  350. /**
  351. * 墙体被摧毁事件处理
  352. * 墙体现在直接触发GAME_DEFEAT事件,与菜单退出处理流程一致
  353. */
  354. private onWallDestroyedEvent() {
  355. console.log('[InGameManager] 收到墙体被摧毁事件,墙体已直接触发GAME_DEFEAT事件');
  356. // 不再需要调用checkGameState,因为墙体已直接触发GAME_DEFEAT事件
  357. }
  358. /**
  359. * 处理敌人被击杀事件
  360. */
  361. private onEnemyKilledEvent() {
  362. // 游戏状态检查现在通过事件系统处理
  363. if (this.isGameOver()) {
  364. console.warn('[InGameManager] 游戏已结束状态下onEnemyKilledEvent被调用!');
  365. return;
  366. }
  367. // 如果游戏状态已经是成功或失败,不处理敌人击杀事件
  368. if (this.currentState === GameState.SUCCESS || this.currentState === GameState.DEFEAT) {
  369. console.warn(`[InGameManager] 游戏已结束(${this.currentState}),跳过敌人击杀事件处理`);
  370. return;
  371. }
  372. this.enemiesKilled++;
  373. this.currentWaveEnemyCount++;
  374. const remaining = this.currentWaveTotalEnemies - this.currentWaveEnemyCount;
  375. console.log(`[InGameManager] 敌人被消灭,当前波剩余敌人: ${remaining}/${this.currentWaveTotalEnemies}`);
  376. // 每死一个敌人就立即增加能量
  377. const energyBeforeIncrement = this.energyPoints;
  378. this.incrementEnergy();
  379. // 通过事件系统更新敌人计数标签
  380. EventBus.getInstance().emit(GameEvents.ENEMY_UPDATE_COUNT, this.currentWaveEnemyCount);
  381. // 检查能量是否已满,如果满了需要触发技能选择
  382. const energyWillBeFull = energyBeforeIncrement + 1 >= this.energyMax;
  383. // 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)
  384. const isWaveEnd = remaining <= 0;
  385. if (isWaveEnd) {
  386. console.log(`[InGameManager] 波次结束检测: remaining=${remaining}`);
  387. // 如果能量已满,设置等待方块选择状态
  388. if (energyWillBeFull) {
  389. this.pendingBlockSelection = true;
  390. this.preparingNextWave = true;
  391. this.currentState = GameState.BLOCK_SELECTION;
  392. } else {
  393. if (this.currentWave < (this.levelWaves?.length || 1)) {
  394. this.showNextWavePrompt();
  395. } else {
  396. this.triggerGameSuccess();
  397. }
  398. }
  399. } else if (energyWillBeFull) {
  400. // 如果波次未结束但能量已满,设置状态为方块选择
  401. // 注意:onEnergyFull()已在incrementEnergy()中调用,这里不需要重复调用
  402. console.log('[InGameManager] 能量已满但波次未结束,设置方块选择状态');
  403. this.currentState = GameState.BLOCK_SELECTION;
  404. }
  405. }
  406. /**
  407. * 增加能量值
  408. */
  409. private incrementEnergy() {
  410. // 获取技能等级
  411. const energyHunterLevel = SkillManager.getInstance() ? SkillManager.getInstance().getSkillLevel('energy_hunter') : 0;
  412. const baseEnergy = 1;
  413. const bonusEnergy = SkillManager.calculateEnergyBonus ? SkillManager.calculateEnergyBonus(baseEnergy, energyHunterLevel) : baseEnergy;
  414. this.energyPoints += bonusEnergy;
  415. console.log(`[InGameManager] 能量值增加: +${bonusEnergy}, 当前: ${this.energyPoints}/${this.energyMax}`);
  416. // 检查是否达到当前能量最大值
  417. if (this.energyPoints >= this.energyMax) {
  418. this.onEnergyFull();
  419. // 能量满后重置为0,开始下一轮积累
  420. this.energyPoints = 0;
  421. }
  422. this.updateEnergyBar();
  423. }
  424. /**
  425. * 显示下一波提示
  426. */
  427. private showNextWavePrompt() {
  428. // 设置准备下一波的状态
  429. this.preparingNextWave = true;
  430. this.pendingBlockSelection = true;
  431. this.currentState = GameState.BLOCK_SELECTION;
  432. console.log('[InGameManager] 设置准备下一波状态,准备播放diban动画');
  433. // 如果当前没有技能选择UI显示,立即播放diban动画
  434. if (!this.selectSkillUI || !this.selectSkillUI.active) {
  435. this.playDibanAnimationForNextWave();
  436. }
  437. // 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
  438. // 这种情况下,pendingBlockSelection已经在onEnemyKilledEvent中设置为true
  439. }
  440. /**
  441. * 游戏状态检查
  442. * 现在只检查敌人击败状态,墙体摧毁直接触发GAME_DEFEAT事件
  443. */
  444. private checkGameState() {
  445. // 墙体摧毁检查已移除,因为墙体现在直接触发GAME_DEFEAT事件
  446. // 这样与菜单退出的失败处理流程保持一致
  447. if (this.checkAllEnemiesDefeated()) {
  448. this.triggerGameSuccess();
  449. return;
  450. }
  451. }
  452. /**
  453. * 检查所有敌人是否被击败
  454. */
  455. private checkAllEnemiesDefeated(): boolean {
  456. // 如果敌人生成还未开始,不进行胜利检查
  457. if (!this.enemySpawningStarted) {
  458. return false;
  459. }
  460. // 基于当前波次的敌人击杀数量判断是否胜利
  461. // 如果当前波次的剩余敌人数量为0,且是最后一波,则胜利
  462. const currentWaveRemaining = this.currentWaveTotalEnemies - this.currentWaveEnemyCount;
  463. const isLastWave = this.currentWave >= (this.levelWaves?.length || 1);
  464. return currentWaveRemaining <= 0 && isLastWave;
  465. }
  466. /**
  467. * 触发游戏失败
  468. * 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
  469. */
  470. private triggerGameDefeat() {
  471. // 记录游戏结束时间
  472. this.gameEndTime = Date.now();
  473. // 触发游戏结束状态事件
  474. EventBus.getInstance().emit(GameEvents.ENTER_GAME_END_STATE, { result: 'defeat' });
  475. console.log('[InGameManager] 游戏失败,发送GAME_DEFEAT事件,状态切换由GameEnd.ts处理');
  476. EventBus.getInstance().emit(GameEvents.GAME_DEFEAT);
  477. }
  478. /**
  479. * 触发游戏成功
  480. * 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
  481. */
  482. private triggerGameSuccess() {
  483. // 记录游戏结束时间
  484. this.gameEndTime = Date.now();
  485. // 触发游戏结束状态事件
  486. EventBus.getInstance().emit(GameEvents.ENTER_GAME_END_STATE, { result: 'success' });
  487. console.log('[InGameManager] 游戏成功,发送GAME_SUCCESS事件,状态切换由GameEnd.ts处理');
  488. EventBus.getInstance().emit(GameEvents.GAME_SUCCESS);
  489. }
  490. /**
  491. * 获取游戏持续时间
  492. */
  493. public getGameDuration(): number {
  494. const endTime = this.gameEndTime || Date.now();
  495. return Math.max(0, endTime - this.gameStartTime);
  496. }
  497. /**
  498. * 获取当前游戏状态
  499. */
  500. public getCurrentState(): GameState {
  501. return this.currentState;
  502. }
  503. /**
  504. * 设置游戏状态
  505. */
  506. public setCurrentState(state: GameState) {
  507. this.currentState = state;
  508. // 当游戏状态变为PLAYING时,更新能量条显示
  509. if (state === GameState.PLAYING) {
  510. this.updateEnergyBar();
  511. }
  512. }
  513. /**
  514. * 初始化UI节点
  515. */
  516. private initUINodes() {
  517. // 初始化能量条
  518. if (this.energyBarNode) {
  519. this.energyBar = this.energyBarNode.getComponent(ProgressBar);
  520. if (this.energyBar) {
  521. console.log('[InGameManager] 能量条组件初始化成功');
  522. // 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
  523. } else {
  524. console.error('[InGameManager] 能量条节点存在但ProgressBar组件未找到');
  525. }
  526. } else {
  527. 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');
  528. }
  529. // 初始化技能选择UI
  530. if (this.selectSkillUINode) {
  531. this.selectSkillUI = this.selectSkillUINode;
  532. console.log('[InGameManager] 技能选择UI节点初始化成功');
  533. } else {
  534. 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');
  535. }
  536. // 初始化背景管理器
  537. if (this.backgroundManagerNode) {
  538. this.backgroundManager = this.backgroundManagerNode.getComponent(BackgroundManager);
  539. if (this.backgroundManager) {
  540. console.log('[InGameManager] 背景管理器组件初始化成功');
  541. } else {
  542. console.error('[InGameManager] 背景管理器节点存在但BackgroundManager组件未找到');
  543. }
  544. } else {
  545. 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');
  546. }
  547. // 初始化地面燃烧区域管理器
  548. if (this.groundBurnAreaManagerNode) {
  549. this.groundBurnAreaManager = this.groundBurnAreaManagerNode.getComponent(GroundBurnAreaManager);
  550. if (this.groundBurnAreaManager) {
  551. console.log('[InGameManager] 地面燃烧区域管理器组件初始化成功');
  552. } else {
  553. console.error('[InGameManager] 地面燃烧区域管理器节点存在但GroundBurnAreaManager组件未找到');
  554. }
  555. } else {
  556. 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');
  557. }
  558. }
  559. /**
  560. * 更新能量条显示
  561. */
  562. private updateEnergyBar() {
  563. // 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
  564. if (this.currentState !== GameState.PLAYING) {
  565. return;
  566. }
  567. if (this.energyBar && this.energyMax > 0) {
  568. const progress = this.energyPoints / this.energyMax;
  569. this.energyBar.progress = Math.min(progress, 1.0);
  570. console.log(`[InGameManager] 能量条更新: ${this.energyPoints}/${this.energyMax} (${Math.round(progress * 100)}%)`);
  571. } else {
  572. console.warn('[InGameManager] 能量条组件未初始化或energyMax未设置,无法更新显示');
  573. }
  574. }
  575. /**
  576. * 能量满时的处理
  577. */
  578. private onEnergyFull() {
  579. console.log('[InGameManager] 能量已满,开始升级处理');
  580. // 升级能量条
  581. this.upgradeEnergySystem();
  582. // 显示技能选择UI
  583. this.showSkillSelection();
  584. }
  585. /**
  586. * 升级能量系统
  587. */
  588. private upgradeEnergySystem() {
  589. // 增加升级次数
  590. this.energyUpgradeCount++;
  591. // 更新能量最大值
  592. // 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
  593. if (this.energyUpgradeCount < this.energyMaxUpgrades.length) {
  594. const newMaxEnergy = this.energyMaxUpgrades[this.energyUpgradeCount];
  595. this.energyMax = newMaxEnergy;
  596. console.log(`[InGameManager] 能量条升级 ${this.energyUpgradeCount} 次,新的最大值: ${this.energyMax}`);
  597. } else {
  598. // 超出配置次数,按照上一次的值+1递增
  599. this.energyMax = this.energyMax + 1;
  600. 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}`);
  601. }
  602. // 立即更新能量条显示,确保新的最大值生效
  603. this.updateEnergyBar();
  604. }
  605. /**
  606. * 显示技能选择UI
  607. */
  608. private showSkillSelection() {
  609. if (this.selectSkillUI) {
  610. this.selectSkillUI.active = true;
  611. this.pauseGame();
  612. // 注意:不调用StartGame.resetEnergy(),因为那会重置整个能量系统包括最大值
  613. // 能量点数已在onEnergyFull()中重置为0
  614. }
  615. }
  616. /**
  617. * 暂停游戏
  618. */
  619. private pauseGame() {
  620. EventBus.getInstance().emit(GameEvents.GAME_PAUSE);
  621. }
  622. /**
  623. * 恢复游戏
  624. */
  625. private resumeGame() {
  626. console.log('[InGameManager] 恢复游戏');
  627. EventBus.getInstance().emit(GameEvents.GAME_RESUME);
  628. }
  629. /**
  630. * 检查游戏是否结束
  631. */
  632. private isGameOver(): boolean {
  633. let gameOver = false;
  634. EventBus.getInstance().emit(GameEvents.GAME_CHECK_OVER, (isOver: boolean) => {
  635. gameOver = isOver;
  636. });
  637. return gameOver;
  638. }
  639. /**
  640. * 设置当前波次
  641. */
  642. public setCurrentWave(wave: number, enemyCount: number = 0) {
  643. this.currentWave = wave;
  644. this.currentWaveEnemyCount = 0; // 重置当前击杀数
  645. this.currentWaveTotalEnemies = enemyCount; // 设置该波次总敌人数
  646. const totalWaves = this.levelWaves?.length || 1;
  647. // 获取波次敌人配置
  648. const waveEnemyConfigs = this.getWaveEnemyConfigs(wave);
  649. // 通过事件系统启动波次
  650. EventBus.getInstance().emit(GameEvents.ENEMY_START_WAVE, {
  651. wave: wave,
  652. totalWaves: totalWaves,
  653. enemyCount: enemyCount,
  654. waveEnemyConfigs: waveEnemyConfigs
  655. });
  656. }
  657. /**
  658. * 更新当前波次敌人数量
  659. */
  660. public updateCurrentWaveEnemyCount(count: number) {
  661. this.currentWaveEnemyCount = count;
  662. }
  663. /**
  664. * 获取当前波次
  665. */
  666. public getCurrentWave(): number {
  667. return this.currentWave;
  668. }
  669. /**
  670. * 获取当前波次敌人数量
  671. */
  672. public getCurrentWaveEnemyCount(): number {
  673. return this.currentWaveEnemyCount;
  674. }
  675. /**
  676. * 获取当前波次总敌人数量
  677. */
  678. public getCurrentWaveTotalEnemies(): number {
  679. return this.currentWaveTotalEnemies;
  680. }
  681. /**
  682. * 进入下一波
  683. */
  684. public nextWave() {
  685. this.currentWave++;
  686. // 根据关卡配置获取下一波敌人数
  687. let enemyTotal = 0;
  688. if (this.levelWaves && this.levelWaves.length >= this.currentWave) {
  689. const waveCfg = this.levelWaves[this.currentWave - 1];
  690. if (waveCfg && waveCfg.enemies) {
  691. enemyTotal = waveCfg.enemies.reduce((t: number, g: any) => t + (g.count || 0), 0);
  692. }
  693. }
  694. this.setCurrentWave(this.currentWave, enemyTotal);
  695. }
  696. /**
  697. * 获取当前能量值
  698. */
  699. public getCurrentEnergy(): number {
  700. return this.energyPoints;
  701. }
  702. /**
  703. * 获取最大能量值
  704. */
  705. public getMaxEnergy(): number {
  706. return this.energyMax;
  707. }
  708. /**
  709. * 获取墙体健康度(返回主墙体健康度)
  710. */
  711. public getWallHealth(): number {
  712. if (this.wallComponent) {
  713. return this.wallComponent.getCurrentHealth();
  714. }
  715. return 0;
  716. }
  717. /**
  718. * 获取所有墙体的健康度
  719. */
  720. public getAllWallsHealth(): { main: number; topFence: number; bottomFence: number } {
  721. return {
  722. main: this.wallComponent ? this.wallComponent.getCurrentHealth() : 0,
  723. topFence: this.topFenceComponent ? this.topFenceComponent.getCurrentHealth() : 0,
  724. bottomFence: this.bottomFenceComponent ? this.bottomFenceComponent.getCurrentHealth() : 0
  725. };
  726. }
  727. /**
  728. * 根据等级获取墙体健康度
  729. */
  730. public getWallHealthByLevel(level: number): number {
  731. if (this.wallComponent) {
  732. return this.wallComponent.getWallHealthByLevel(level);
  733. }
  734. return 100;
  735. }
  736. /**
  737. * 获取当前墙体等级(返回主墙体等级)
  738. */
  739. public getCurrentWallLevel(): number {
  740. if (this.wallComponent) {
  741. return this.wallComponent.getCurrentWallLevel();
  742. }
  743. return 1;
  744. }
  745. /**
  746. * 获取当前墙体健康度(返回主墙体健康度)
  747. */
  748. public getCurrentWallHealth(): number {
  749. if (this.wallComponent) {
  750. return this.wallComponent.getCurrentHealth();
  751. }
  752. return 100;
  753. }
  754. /**
  755. * 获取所有墙体的等级
  756. */
  757. public getAllWallsLevel(): { main: number; topFence: number; bottomFence: number } {
  758. return {
  759. main: this.wallComponent ? this.wallComponent.getCurrentWallLevel() : 1,
  760. topFence: this.topFenceComponent ? this.topFenceComponent.getCurrentWallLevel() : 1,
  761. bottomFence: this.bottomFenceComponent ? this.bottomFenceComponent.getCurrentWallLevel() : 1
  762. };
  763. }
  764. /**
  765. * 处理确认操作(方块选择确认)
  766. */
  767. public handleConfirmAction() {
  768. console.log('[InGameManager] 处理方块选择确认操作');
  769. // 如果是在准备下一波的状态,需要先切换到下一波
  770. if (this.preparingNextWave) {
  771. console.log('[InGameManager] 检测到准备下一波状态,切换到下一波');
  772. this.nextWave();
  773. // 重置状态
  774. this.preparingNextWave = false;
  775. this.pendingBlockSelection = false;
  776. this.currentState = GameState.PLAYING;
  777. }
  778. // 触发进入游玩状态事件
  779. EventBus.getInstance().emit(GameEvents.ENTER_PLAYING_STATE);
  780. // 注意:不再发送GAME_START事件,避免重复触发游戏启动流程
  781. // 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
  782. // 通过事件系统启动球的移动
  783. EventBus.getInstance().emit(GameEvents.BALL_START);
  784. console.log('[InGameManager] 发送BALL_START事件,球已启动');
  785. // 通过事件系统开始当前波次的敌人生成
  786. EventBus.getInstance().emit(GameEvents.ENEMY_START_GAME);
  787. EventBus.getInstance().emit(GameEvents.ENEMY_SHOW_START_WAVE_PROMPT);
  788. console.log(`[InGameManager] 波次 ${this.currentWave} 敌人生成已启动`);
  789. }
  790. /**
  791. * 重置能量值(供StartGame调用)
  792. */
  793. public resetEnergyValue() {
  794. this.energyPoints = 0;
  795. this.updateEnergyBar();
  796. console.log('[InGameManager] 能量值重置完成');
  797. }
  798. /**
  799. * 重置波次信息(供StartGame调用)
  800. */
  801. public resetWaveInfo() {
  802. this.currentWave = 1;
  803. this.currentWaveEnemyCount = 0;
  804. this.currentWaveTotalEnemies = 0;
  805. this.enemiesKilled = 0;
  806. this.totalEnemiesSpawned = 0;
  807. this.levelTotalEnemies = 0;
  808. console.log('[InGameManager] 波次信息重置完成');
  809. }
  810. /**
  811. * 重置能量系统(供StartGame调用)
  812. * 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
  813. */
  814. public resetEnergySystem() {
  815. this.energyPoints = 0;
  816. // 只有在游戏状态不是BLOCK_SELECTION时才重置升级状态
  817. // 这样可以避免技能选择后重置已获得的能量升级
  818. if (this.currentState !== GameState.BLOCK_SELECTION) {
  819. this.energyUpgradeCount = 0;
  820. // 重置energyMax到初始值(energyMaxUpgrades数组的第一个值)
  821. if (this.energyMaxUpgrades && this.energyMaxUpgrades.length > 0) {
  822. this.energyMax = this.energyMaxUpgrades[0];
  823. }
  824. console.log('[InGameManager] 能量系统完全重置(包括升级状态)');
  825. } else {
  826. console.log('[InGameManager] 技能选择状态下,仅重置能量点数,保持升级状态');
  827. }
  828. this.updateEnergyBar();
  829. console.log('[InGameManager] 能量系统重置完成');
  830. }
  831. /**
  832. * 清理游戏数据,为返回主页面做准备
  833. * 当游戏胜利或失败返回主页面时调用
  834. */
  835. private cleanupGameDataForMainMenu() {
  836. console.log('[InGameManager] 开始清理游戏数据,准备返回主页面');
  837. const eventBus = EventBus.getInstance();
  838. // 1. 清空场上的所有游戏对象
  839. console.log('[InGameManager] 清空场上敌人、方块、球');
  840. eventBus.emit(GameEvents.CLEAR_ALL_ENEMIES); // 清空所有敌人
  841. eventBus.emit(GameEvents.CLEAR_ALL_BULLETS); // 清空所有子弹
  842. eventBus.emit(GameEvents.CLEAR_ALL_GAME_OBJECTS); // 清空其他游戏对象
  843. // 2. 重置能量系统
  844. console.log('[InGameManager] 重置能量系统');
  845. this.energyPoints = 0;
  846. this.updateEnergyBar();
  847. // 3. 清空技能选择数据(重置临时技能状态)
  848. console.log('[InGameManager] 清空技能选择数据');
  849. if (SkillManager.getInstance()) {
  850. // 重置技能管理器中的临时技能状态
  851. const skillManager = SkillManager.getInstance();
  852. const allSkills = skillManager.getAllSkillsData();
  853. allSkills.forEach(skill => {
  854. skillManager.setSkillLevel(skill.id, 0); // 重置所有技能等级为0
  855. });
  856. }
  857. // 4. 重置关卡数据和游戏状态
  858. console.log('[InGameManager] 重置关卡数据和游戏状态');
  859. this.currentWave = 1;
  860. this.currentWaveEnemyCount = 0;
  861. this.currentWaveTotalEnemies = 0;
  862. this.enemiesKilled = 0;
  863. this.totalEnemiesSpawned = 0;
  864. this.levelTotalEnemies = 0;
  865. this.levelWaves = [];
  866. this.gameStarted = false;
  867. this.enemySpawningStarted = false;
  868. this.preparingNextWave = false;
  869. this.pendingSkillSelection = false;
  870. this.pendingBlockSelection = false;
  871. this.shouldShowNextWavePrompt = false;
  872. // 5. 重置UI状态
  873. console.log('[InGameManager] 重置UI状态');
  874. if (this.selectSkillUI) {
  875. this.selectSkillUI.active = false;
  876. }
  877. // 6. 清理会话数据(局内金币等临时数据)
  878. console.log('[InGameManager] 清理会话数据');
  879. if (LevelSessionManager.inst) {
  880. LevelSessionManager.inst.clear(); // 清空局内金币等临时数据
  881. }
  882. // 7. 通过事件系统通知其他组件进行清理
  883. eventBus.emit(GameEvents.RESET_BALL_CONTROLLER); // 重置球控制器
  884. eventBus.emit(GameEvents.RESET_BLOCK_MANAGER); // 重置方块管理器
  885. eventBus.emit(GameEvents.RESET_BLOCK_SELECTION); // 重置方块选择
  886. eventBus.emit(GameEvents.RESET_ENEMY_CONTROLLER); // 重置敌人控制器
  887. eventBus.emit(GameEvents.RESET_WALL_HEALTH); // 重置墙体血量
  888. eventBus.emit(GameEvents.RESET_UI_STATES); // 重置UI状态
  889. // 8. 重置镜头位置
  890. console.log('[InGameManager] 重置镜头位置');
  891. if (this.gameStartMoveComponent) {
  892. this.gameStartMoveComponent.resetCameraToOriginalPositionImmediate();
  893. } else {
  894. console.warn('[InGameManager] GameStartMove组件未找到,无法重置镜头位置');
  895. }
  896. // 9. 发送游戏结束事件,确保游戏状态正确转换
  897. console.log('[InGameManager] 发送游戏结束事件');
  898. eventBus.emit('GAME_END');
  899. // 10. 重置游戏状态为初始状态
  900. this.currentState = GameState.PLAYING;
  901. console.log('[InGameManager] 游戏数据清理完成,可以安全返回主页面');
  902. }
  903. /**
  904. * 重置游戏状态(供StartGame调用)
  905. */
  906. public resetGameStates() {
  907. this.currentState = GameState.PLAYING;
  908. this.gameStarted = false;
  909. this.enemySpawningStarted = false;
  910. this.preparingNextWave = false;
  911. this.pendingSkillSelection = false;
  912. this.pendingBlockSelection = false;
  913. this.shouldShowNextWavePrompt = false;
  914. this.gameStartTime = 0;
  915. this.gameEndTime = 0;
  916. this.checkTimer = 0;
  917. console.log('[InGameManager] 游戏状态重置完成');
  918. }
  919. // resetGameRecord方法已被移除,避免与cleanupGameDataForMainMenu重复
  920. // 所有清理逻辑已统一在cleanupGameDataForMainMenu中处理
  921. /**
  922. * 手动触发游戏数据清理(供外部调用)
  923. * 可以在返回主菜单按钮点击时调用
  924. */
  925. public triggerGameDataCleanup() {
  926. this.cleanupGameDataForMainMenu();
  927. }
  928. /**
  929. * 应用关卡配置
  930. */
  931. public applyLevelConfig(levelConfig: any) {
  932. console.log('[InGameManager] 应用关卡配置');
  933. // 应用能量配置 - 现在从energyMaxUpgrades数组获取初始值
  934. let initialEnergyMax = 5; // 默认值
  935. // 先读取energyMaxUpgrades配置以获取初始能量最大值
  936. if (levelConfig.levelSettings && levelConfig.levelSettings.energyMaxUpgrades && Array.isArray(levelConfig.levelSettings.energyMaxUpgrades) && levelConfig.levelSettings.energyMaxUpgrades.length > 0) {
  937. initialEnergyMax = levelConfig.levelSettings.energyMaxUpgrades[0];
  938. console.log(`[InGameManager] 从energyMaxUpgrades获取初始能量配置: ${initialEnergyMax}`);
  939. } else {
  940. console.warn('[InGameManager] 警告:关卡配置中缺少 energyMaxUpgrades 设置,使用默认值!');
  941. }
  942. this.energyMax = initialEnergyMax;
  943. this.updateEnergyBar();
  944. // 应用新的能量条升级配置
  945. if (levelConfig.levelSettings) {
  946. // 读取能量条升级后最大值配置
  947. if (levelConfig.levelSettings.energyMaxUpgrades && Array.isArray(levelConfig.levelSettings.energyMaxUpgrades)) {
  948. this.energyMaxUpgrades = [...levelConfig.levelSettings.energyMaxUpgrades];
  949. console.log(`[InGameManager] 应用能量条升级配置: ${this.energyMaxUpgrades.length}个配置`);
  950. } else {
  951. // 默认升级配置(基于初始最大值递增)
  952. this.energyMaxUpgrades = [];
  953. for (let i = 0; i < 20; i++) {
  954. this.energyMaxUpgrades.push(this.energyMax + i + 1);
  955. }
  956. console.log('[InGameManager] 使用默认能量条升级配置');
  957. }
  958. this.energyUpgradeCount = 0;
  959. console.log('[InGameManager] 初始化能量条升级系统');
  960. }
  961. // 如果有武器配置,应用武器
  962. if (levelConfig.weapons && Array.isArray(levelConfig.weapons)) {
  963. console.log('[InGameManager] 应用武器配置');
  964. // TODO: 应用武器配置逻辑
  965. }
  966. // 如果有波次配置,设置敌人波次
  967. if (levelConfig.waves && Array.isArray(levelConfig.waves)) {
  968. this.levelWaves = levelConfig.waves;
  969. this.currentWave = 1;
  970. // 计算本关卡总敌人数
  971. this.levelTotalEnemies = 0;
  972. for (const wave of this.levelWaves) {
  973. for (const enemy of wave.enemies || []) {
  974. this.levelTotalEnemies += enemy.count || 0;
  975. }
  976. }
  977. console.log(`[InGameManager] 应用波次配置: ${this.levelWaves.length}波,总敌人数: ${this.levelTotalEnemies}`);
  978. // 通过事件系统通知 EnemyController 初始化第一波数据及 UI
  979. const firstWaveEnemies = this.levelWaves.length > 0 && this.levelWaves[0].enemies ?
  980. this.levelWaves[0].enemies.reduce((t: number, g: any) => t + (g.count || 0), 0) : 0;
  981. // 通过事件系统调用setCurrentWave
  982. this.setCurrentWave(1, firstWaveEnemies);
  983. }
  984. // 应用背景图片配置
  985. if (this.backgroundManager && levelConfig.backgroundImage) {
  986. this.backgroundManager.setBackground(levelConfig.backgroundImage);
  987. console.log(`[InGameManager] 应用背景配置: ${levelConfig.backgroundImage}`);
  988. } else if (this.backgroundManager) {
  989. // 如果没有指定背景图片,使用默认背景
  990. this.backgroundManager.setBackground('images/LevelBackground/BG1');
  991. console.log('[InGameManager] 使用默认背景: images/LevelBackground/BG1');
  992. }
  993. }
  994. onDestroy() {
  995. const eventBus = EventBus.getInstance();
  996. eventBus.off(GameEvents.GAME_SUCCESS, this.onGameSuccessEvent, this);
  997. eventBus.off(GameEvents.GAME_DEFEAT, this.onGameDefeatEvent, this);
  998. eventBus.off(GameEvents.GAME_RESUME, this.onGameResumeEvent, this);
  999. eventBus.off('ENEMY_KILLED', this.onEnemyKilledEvent, this);
  1000. eventBus.off(GameEvents.RESET_ENERGY_SYSTEM, this.resetEnergySystem, this);
  1001. eventBus.off(GameEvents.WALL_DESTROYED, this.onWallDestroyedEvent, this);
  1002. }
  1003. }