UpgradeController.ts 49 KB

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  1. import { _decorator, Component, Node, Button, Label, Sprite, SpriteFrame, Texture2D, resources, ScrollView, Layout, Prefab, instantiate, find, UIOpacity, Color } from 'cc';
  2. import { JsonConfigLoader } from '../../Core/JsonConfigLoader';
  3. import { BundleLoader } from '../../Core/BundleLoader';
  4. import { SaveDataManager, WeaponData } from '../../LevelSystem/SaveDataManager';
  5. import EventBus, { GameEvents } from '../../Core/EventBus';
  6. import { UpgradeAni } from './UpgradeAni';
  7. import { PopUPAni } from '../../Animations/PopUPAni';
  8. const { ccclass, property } = _decorator;
  9. /**
  10. * 武器配置接口(从weapons.json加载)
  11. */
  12. interface WeaponConfig {
  13. id: string;
  14. name: string;
  15. type: string;
  16. rarity: string;
  17. weight: number;
  18. unlockLevel?: number; // 解锁条件关卡
  19. stats: {
  20. damage: number;
  21. fireRate: number;
  22. range: number;
  23. bulletSpeed: number;
  24. };
  25. visualConfig: {
  26. weaponSprites: string | {
  27. "I": string;
  28. "H-I": string;
  29. "L": string;
  30. "S": string;
  31. "D-T": string;
  32. };
  33. };
  34. upgradeConfig?: {
  35. maxLevel: number;
  36. levels: {
  37. [level: string]: {
  38. cost: number;
  39. damage?: number;
  40. };
  41. };
  42. };
  43. rarityDamageMultipliers?: number[]; // 稀有度伤害倍率数组
  44. }
  45. /**
  46. * 武器升级系统控制器
  47. * 负责管理武器升级UI和逻辑
  48. */
  49. @ccclass('UpgradeController')
  50. export class UpgradeController extends Component {
  51. // UI节点引用
  52. @property(Node) upgradeUI: Node = null; // Canvas/UpgradeUI
  53. @property(ScrollView) weaponScrollView: ScrollView = null; // Canvas/UpgradeUI/ScrollView
  54. @property(Layout) weaponLayout: Layout = null; // Canvas/UpgradeUI/ScrollView/view/content/Layout
  55. @property(Node) upgradePanel: Node = null; // Canvas/UpgradeUI/UpgradePanel
  56. @property(Button) closePanelBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/CloseBtn
  57. // 升级面板UI组件
  58. @property(Sprite) panelWeaponSprite: Sprite = null; // Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  59. @property(Label) panelLevelLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/LevelLabel
  60. @property(Label) panelCurrentDamage: Label = null; // Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  61. @property(Label) panelCostLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  62. @property(Button) panelUpgradeBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn
  63. // 武器节点预制体
  64. @property(Prefab) lockedWeaponPrefab: Prefab = null; // Lock.prefab
  65. @property(Prefab) unlockedWeaponPrefab: Prefab = null; // Unlock.prefab
  66. // 动画控制器
  67. @property(PopUPAni) upgradeAni: PopUPAni = null; // Canvas/UpgradeUI/UpgradePanel上的PopUPAni组件
  68. @property(UpgradeAni) weaponUpgradeAni: UpgradeAni = null; // 武器升级动画组件
  69. // 满级按钮图片
  70. @property(SpriteFrame) maxLevelBtnSprite: SpriteFrame = null; // 武器满级时的灰色按钮图片
  71. @property(SpriteFrame) normalUpgradeBtnSprite: SpriteFrame = null; // 正常升级按钮图片
  72. // 数据管理
  73. private saveDataManager: SaveDataManager = null;
  74. private weaponsConfig: any = null;
  75. private currentSelectedWeapon: string = null;
  76. private levelConfigs: any[] = [];
  77. private bundleLoader: BundleLoader = null;
  78. // 武器节点列表
  79. private weaponNodes: Node[] = [];
  80. onLoad() {
  81. this.saveDataManager = SaveDataManager.getInstance();
  82. this.bundleLoader = BundleLoader.getInstance();
  83. this.bindEvents();
  84. }
  85. async start() {
  86. // 先加载武器配置
  87. await this.loadWeaponsConfig();
  88. // 为UpgradeAni组件加载武器配置
  89. if (this.weaponUpgradeAni) {
  90. try {
  91. await this.weaponUpgradeAni.loadWeaponsConfig();
  92. console.log('[UpgradeController] UpgradeAni武器配置加载完成');
  93. } catch (error) {
  94. console.error('[UpgradeController] UpgradeAni武器配置加载失败:', error);
  95. }
  96. }
  97. // 加载关卡配置
  98. await this.loadLevelConfigs();
  99. // 初始化武器数据
  100. this.initializeWeapons();
  101. // 初始化时检查武器解锁状态
  102. this.checkInitialWeaponUnlocks();
  103. // 刷新UI
  104. await this.refreshWeaponList();
  105. // 初始化升级面板状态
  106. if (this.upgradeAni) {
  107. this.upgradeAni.hidePanelImmediate();
  108. } else {
  109. this.upgradePanel.active = false;
  110. }
  111. console.log('[UpgradeController] 初始化完成');
  112. }
  113. /**
  114. * 绑定事件
  115. */
  116. private bindEvents() {
  117. // 关闭升级面板
  118. this.closePanelBtn?.node.on(Button.EventType.CLICK, this.closeUpgradePanel, this);
  119. // 升级按钮
  120. this.panelUpgradeBtn?.node.on(Button.EventType.CLICK, this.onUpgradeWeapon, this);
  121. // 监听关卡完成事件,自动解锁武器
  122. EventBus.getInstance().on(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  123. // 监听货币变化事件,更新升级按钮闪烁状态
  124. EventBus.getInstance().on(GameEvents.CURRENCY_CHANGED, this.onCurrencyChanged, this);
  125. }
  126. /**
  127. * 加载武器配置
  128. */
  129. private async loadWeaponsConfig() {
  130. try {
  131. this.weaponsConfig = await JsonConfigLoader.getInstance().loadConfig('weapons');
  132. console.log('[UpgradeController] 武器配置加载成功:', this.weaponsConfig);
  133. } catch (error) {
  134. console.error('[UpgradeController] 加载武器配置失败:', error);
  135. }
  136. }
  137. /**
  138. * 加载关卡配置
  139. */
  140. private async loadLevelConfigs() {
  141. try {
  142. this.levelConfigs = [];
  143. // 加载Level1到Level5的配置
  144. for (let i = 1; i <= 5; i++) {
  145. try {
  146. const levelData = await BundleLoader.getInstance().loadDataJson(`levels/Level${i}`);
  147. this.levelConfigs.push({
  148. level: i,
  149. ...levelData
  150. });
  151. } catch (error) {
  152. console.warn(`加载Level${i}配置失败:`, error);
  153. }
  154. }
  155. console.log('关卡配置加载成功:', this.levelConfigs);
  156. } catch (error) {
  157. console.error('加载关卡配置失败:', error);
  158. this.levelConfigs = [];
  159. }
  160. }
  161. /**
  162. * 初始化武器数据(确保所有武器都在存档中)
  163. */
  164. private initializeWeapons() {
  165. if (!this.weaponsConfig) return;
  166. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  167. console.log(`[UpgradeController] 初始化武器数据,当前最大解锁关卡: ${maxUnlockedLevel}`);
  168. // 为每个武器创建初始数据(如果不存在)
  169. this.weaponsConfig.weapons.forEach(weaponConfig => {
  170. const existingWeapon = this.saveDataManager.getWeapon(weaponConfig.id);
  171. if (!existingWeapon) {
  172. const requiredLevel = this.getWeaponUnlockLevelById(weaponConfig.id);
  173. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  174. const initialLevel = shouldBeUnlocked ? 1 : 0;
  175. this.saveDataManager.addWeapon(weaponConfig.id, weaponConfig.rarity, initialLevel);
  176. if (shouldBeUnlocked) {
  177. console.log(`[UpgradeController] 初始化时自动解锁武器: ${weaponConfig.name} (${weaponConfig.id})`);
  178. } else {
  179. console.log(`[UpgradeController] 初始化武器为未解锁状态: ${weaponConfig.name} (${weaponConfig.id}), 需要关卡${requiredLevel}`);
  180. }
  181. }
  182. });
  183. }
  184. /**
  185. * 初始化时检查武器解锁状态
  186. */
  187. private checkInitialWeaponUnlocks() {
  188. if (!this.saveDataManager || !this.weaponsConfig) return;
  189. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  190. console.log(`[UpgradeController] 初始化检查武器解锁状态,当前最大解锁关卡: ${maxUnlockedLevel}`);
  191. let hasUpdates = false;
  192. for (const weaponConfig of this.weaponsConfig.weapons) {
  193. const weaponId = weaponConfig.id;
  194. const weaponData = this.saveDataManager.getWeapon(weaponId);
  195. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  196. // 检查武器是否应该根据关卡进度解锁
  197. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  198. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  199. // 如果武器应该解锁但还未解锁,则自动解锁
  200. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  201. weaponData.level = 1;
  202. // 由于WeaponData类型中没有unlockTime属性,这里先注释掉
  203. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  204. console.log(`[UpgradeController] 初始化时自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  205. hasUpdates = true;
  206. }
  207. }
  208. // 如果有更新,保存数据
  209. if (hasUpdates) {
  210. this.saveDataManager.savePlayerData();
  211. console.log(`[UpgradeController] 初始化武器解锁状态更新完成`);
  212. }
  213. }
  214. /**
  215. * 刷新武器列表UI
  216. */
  217. private async refreshWeaponList() {
  218. if (!this.weaponsConfig || !this.weaponLayout) {
  219. console.warn('武器配置或武器布局未初始化');
  220. return;
  221. }
  222. // 清除现有节点
  223. this.clearWeaponNodes();
  224. // 为每个武器创建UI节点
  225. for (let index = 0; index < this.weaponsConfig.weapons.length; index++) {
  226. const weaponConfig = this.weaponsConfig.weapons[index];
  227. await this.createWeaponNode(weaponConfig, index);
  228. }
  229. }
  230. /**
  231. * 切换武器节点状态(从锁定到解锁或反之)
  232. */
  233. private async switchWeaponNodeState(weaponId: string) {
  234. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  235. if (!weaponConfig) {
  236. console.warn(`未找到武器配置: ${weaponId}`);
  237. return;
  238. }
  239. // 找到对应的武器节点
  240. const weaponNodeIndex = this.weaponNodes.findIndex(node => node.name === `WeaponNode_${weaponId}`);
  241. if (weaponNodeIndex === -1) {
  242. console.warn(`未找到武器节点: ${weaponId}`);
  243. return;
  244. }
  245. const oldNode = this.weaponNodes[weaponNodeIndex];
  246. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponId);
  247. const weaponData = this.saveDataManager.getWeapon(weaponId);
  248. // 创建新节点
  249. let newNode: Node = null;
  250. if (isUnlocked) {
  251. if (this.unlockedWeaponPrefab) {
  252. newNode = instantiate(this.unlockedWeaponPrefab);
  253. await this.setupUnlockedWeaponNode(newNode, weaponConfig, weaponData);
  254. }
  255. } else {
  256. if (this.lockedWeaponPrefab) {
  257. newNode = instantiate(this.lockedWeaponPrefab);
  258. this.setupLockedWeaponNode(newNode, weaponConfig);
  259. }
  260. }
  261. if (newNode) {
  262. newNode.name = `WeaponNode_${weaponId}`;
  263. // 获取旧节点的位置
  264. const siblingIndex = oldNode.getSiblingIndex();
  265. // 移除旧节点
  266. oldNode.removeFromParent();
  267. // 添加新节点到相同位置
  268. this.weaponLayout.node.insertChild(newNode, siblingIndex);
  269. // 更新节点数组
  270. this.weaponNodes[weaponNodeIndex] = newNode;
  271. console.log(`武器 ${weaponId} 状态切换完成: ${isUnlocked ? '解锁' : '锁定'}`);
  272. }
  273. }
  274. /**
  275. * 清除武器节点
  276. */
  277. private clearWeaponNodes() {
  278. this.weaponNodes.forEach(node => {
  279. if (node && node.isValid) {
  280. node.destroy();
  281. }
  282. });
  283. this.weaponNodes = [];
  284. }
  285. /**
  286. * 创建武器节点
  287. */
  288. private async createWeaponNode(weaponConfig: WeaponConfig, index: number) {
  289. // 获取武器数据
  290. const weaponData = this.saveDataManager.getWeapon(weaponConfig.id);
  291. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponConfig.id);
  292. console.log(`设置武器节点 ${index}: ${weaponConfig.name}, 等级: ${weaponData?.level || 0}, 已解锁: ${isUnlocked}`);
  293. // 根据解锁状态选择合适的预制体
  294. let weaponNode: Node = null;
  295. if (isUnlocked) {
  296. if (this.unlockedWeaponPrefab) {
  297. weaponNode = instantiate(this.unlockedWeaponPrefab);
  298. await this.setupUnlockedWeaponNode(weaponNode, weaponConfig, weaponData);
  299. }
  300. } else {
  301. if (this.lockedWeaponPrefab) {
  302. weaponNode = instantiate(this.lockedWeaponPrefab);
  303. this.setupLockedWeaponNode(weaponNode, weaponConfig);
  304. }
  305. }
  306. // 如果没有预制体,记录警告
  307. if (!weaponNode) {
  308. console.warn(`无法创建武器节点 ${weaponConfig.name}: 缺少对应的预制体`);
  309. return;
  310. }
  311. // 设置节点名称
  312. weaponNode.name = `WeaponNode_${weaponConfig.id}`;
  313. // 添加到布局中
  314. this.weaponLayout.node.addChild(weaponNode);
  315. this.weaponNodes.push(weaponNode);
  316. }
  317. /**
  318. * 加载武器图标
  319. */
  320. private async loadWeaponSprite(sprite: Sprite, spritePath: string) {
  321. // 转换路径格式,去除"images/"前缀
  322. const bundlePath = spritePath.replace(/^images\//, '');
  323. try {
  324. // 使用BundleLoader从images Bundle加载SpriteFrame,需要添加/spriteFrame后缀
  325. const spriteFrame = await this.bundleLoader.loadSpriteFrame(bundlePath + '/spriteFrame');
  326. if (spriteFrame && sprite && sprite.isValid) {
  327. sprite.spriteFrame = spriteFrame;
  328. console.log(`武器图标加载成功: ${spritePath}`);
  329. }
  330. } catch (err) {
  331. console.warn(`加载武器图标失败: ${spritePath}`, err);
  332. }
  333. }
  334. /**
  335. * 设置已解锁武器节点(适配Unlock.prefab)
  336. */
  337. private async setupUnlockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig, weaponData: any) {
  338. // 获取公共的Sprite节点,避免重复查找
  339. const spriteNode = weaponNode.getChildByName('Sprite');
  340. if (!spriteNode) {
  341. console.warn('未找到Sprite节点:', weaponConfig.id);
  342. return;
  343. }
  344. // 设置武器图标 - 查找专门的武器图标Sprite节点,避免影响背景
  345. const weaponSprite = spriteNode.getChildByName('WeaponSprite')?.getComponent(Sprite);
  346. if (weaponSprite && weaponConfig.visualConfig.weaponSprites) {
  347. let spritePath: string;
  348. // 检查weaponSprites是字符串还是对象
  349. if (typeof weaponConfig.visualConfig.weaponSprites === 'string') {
  350. spritePath = weaponConfig.visualConfig.weaponSprites;
  351. } else {
  352. // 如果是对象,按优先级选择路径
  353. spritePath = weaponConfig.visualConfig.weaponSprites['I'] ||
  354. weaponConfig.visualConfig.weaponSprites['H-I'] ||
  355. weaponConfig.visualConfig.weaponSprites['L'] ||
  356. weaponConfig.visualConfig.weaponSprites['S'] ||
  357. weaponConfig.visualConfig.weaponSprites['D-T'];
  358. }
  359. if (spritePath) {
  360. await this.loadWeaponSprite(weaponSprite, spritePath);
  361. }
  362. }
  363. // 设置武器名称 - Unlock.prefab中的Name节点下的Label(只显示武器名称)
  364. const nameLabel = spriteNode.getChildByName('Name')?.getComponent(Label);
  365. if (nameLabel) {
  366. nameLabel.string = weaponConfig.name;
  367. }
  368. // 设置武器等级 - should_hide_in_hierarchy/Unlock/Sprite/Level/Label节点(显示等级)
  369. const levelNode = spriteNode.getChildByName('Level');
  370. console.log(`[PreviewInEditor] 处理武器等级显示: ${weaponConfig.name}, weaponData:`, weaponData);
  371. if (levelNode) {
  372. // 先尝试Level节点本身的Label组件
  373. let levelLabel = levelNode.getComponent(Label);
  374. if (!levelLabel) {
  375. // 如果Level节点本身没有Label,尝试查找子节点Label
  376. const labelNode = levelNode.getChildByName('Label');
  377. if (labelNode) {
  378. levelLabel = labelNode.getComponent(Label);
  379. }
  380. }
  381. if (levelLabel) {
  382. const actualLevel = weaponData ? weaponData.level : 0;
  383. levelLabel.string = `${actualLevel}`;
  384. } else {
  385. console.warn(`[PreviewInEditor] 未找到Level Label组件: ${weaponConfig.name}`);
  386. }
  387. } else {
  388. console.warn(`[PreviewInEditor] 未找到Level节点: ${weaponConfig.name}`);
  389. }
  390. // 设置升级按钮 - Unlock.prefab中的Button节点
  391. const upgradeButton = weaponNode.getChildByName('Upgrade')?.getComponent(Button);
  392. if (upgradeButton) {
  393. // 清除之前的事件监听
  394. upgradeButton.node.off(Button.EventType.CLICK);
  395. // 添加升级事件
  396. upgradeButton.node.on(Button.EventType.CLICK, () => {
  397. this.openUpgradePanel(weaponConfig.id);
  398. }, this);
  399. // 设置按钮文本和状态
  400. const buttonLabel = upgradeButton.node.getChildByName('Label')?.getComponent(Label);
  401. if (buttonLabel) {
  402. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  403. if (weaponData && weaponData.level >= maxLevel) {
  404. buttonLabel.string = '已满级';
  405. } else {
  406. // 只显示"升级",不显示费用,费用在升级面板中显示
  407. buttonLabel.string = '升 级';
  408. }
  409. }
  410. }
  411. // Unlock.prefab已经有正常的视觉效果,确保节点激活
  412. weaponNode.active = true;
  413. }
  414. /**
  415. * 设置未解锁武器节点(适配Lock.prefab)
  416. */
  417. private setupLockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig) {
  418. // 设置解锁信息文本 - Lock.prefab中的Label节点
  419. const unlockLabel = weaponNode.getChildByName('Label')?.getComponent(Label);
  420. if (unlockLabel) {
  421. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  422. unlockLabel.string = `通关第${unlockLevel}关解锁`;
  423. }
  424. // Lock.prefab已经有合适的视觉效果,不需要额外设置透明度
  425. weaponNode.active = true;
  426. // 锁定武器节点保持可点击状态以显示解锁提示
  427. // 添加点击事件监听(显示解锁提示)
  428. weaponNode.on(Node.EventType.TOUCH_END, () => {
  429. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  430. console.log(`${weaponConfig.name} 需要通关第${unlockLevel}关才能解锁`);
  431. }, this);
  432. }
  433. /**
  434. * 打开升级面板
  435. */
  436. private async openUpgradePanel(weaponId: string) {
  437. const weaponConfig = this.weaponsConfig.weapons.find(config => config.id === weaponId);
  438. if (!weaponConfig) {
  439. console.error(`未找到武器配置: ${weaponId}`);
  440. return;
  441. }
  442. const weaponData = this.saveDataManager.getWeapon(weaponId);
  443. if (!weaponData) {
  444. console.error(`未找到武器数据: ${weaponId}`);
  445. return;
  446. }
  447. this.currentSelectedWeapon = weaponId;
  448. console.log(`打开升级面板: ${weaponConfig.name}, 当前等级: ${weaponData.level}`);
  449. // 刷新面板内容
  450. this.refreshUpgradePanel();
  451. // 使用动画显示升级面板
  452. if (this.upgradeAni) {
  453. await this.upgradeAni.showPanel();
  454. } else {
  455. // 如果没有动画组件,直接显示
  456. this.upgradePanel.active = true;
  457. }
  458. // 面板已打开,派发事件供新手引导使用
  459. EventBus.getInstance().emit(GameEvents.UPGRADE_PANEL_OPENED);
  460. }
  461. /**
  462. * 关闭升级面板
  463. */
  464. private async closeUpgradePanel() {
  465. // 使用动画隐藏升级面板
  466. if (this.upgradeAni) {
  467. await this.upgradeAni.hidePanel();
  468. } else {
  469. // 如果没有动画组件,直接隐藏
  470. this.upgradePanel.active = false;
  471. }
  472. this.currentSelectedWeapon = null;
  473. }
  474. /**
  475. * 刷新升级面板
  476. */
  477. private refreshUpgradePanel() {
  478. if (!this.currentSelectedWeapon || !this.weaponsConfig) return;
  479. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  480. const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  481. if (!weaponConfig || !weaponData) {
  482. console.error(`刷新升级面板失败: 武器配置或数据不存在 ${this.currentSelectedWeapon}`);
  483. return;
  484. }
  485. console.log(`刷新升级面板: ${weaponConfig.name}, 等级: ${weaponData.level}`);
  486. // 设置武器图标 - Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  487. if (this.panelWeaponSprite && weaponConfig.visualConfig.weaponSprites) {
  488. let spritePath: string;
  489. // 检查weaponSprites是字符串还是对象
  490. if (typeof weaponConfig.visualConfig.weaponSprites === 'string') {
  491. spritePath = weaponConfig.visualConfig.weaponSprites;
  492. } else {
  493. // 如果是对象,按优先级选择路径
  494. spritePath = weaponConfig.visualConfig.weaponSprites['I'] ||
  495. weaponConfig.visualConfig.weaponSprites['H-I'] ||
  496. weaponConfig.visualConfig.weaponSprites['L'] ||
  497. weaponConfig.visualConfig.weaponSprites['S'] ||
  498. weaponConfig.visualConfig.weaponSprites['D-T'];
  499. }
  500. if (spritePath) {
  501. this.loadWeaponSprite(this.panelWeaponSprite, spritePath);
  502. }
  503. }
  504. // 设置武器名称和等级 - Canvas/UpgradeUI/UpgradePanel/LevelLabel
  505. if (this.panelLevelLabel) {
  506. this.panelLevelLabel.string = `${weaponConfig.name} 等级 ${weaponData.level}`;
  507. }
  508. // 计算当前伤害(基础伤害 + 等级加成)- Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  509. const baseDamage = weaponConfig.stats.damage;
  510. const currentDamage = this.calculateWeaponDamage(baseDamage, weaponData.level, this.currentSelectedWeapon);
  511. const nextLevelDamage = this.calculateWeaponDamage(baseDamage, weaponData.level + 1, this.currentSelectedWeapon);
  512. const damageIncrease = nextLevelDamage - currentDamage;
  513. if (this.panelCurrentDamage) {
  514. // 只显示当前伤害数值,不显示增量
  515. this.panelCurrentDamage.string = currentDamage.toString();
  516. }
  517. // 同时更新UpgradeAni组件中的伤害显示
  518. if (this.weaponUpgradeAni && this.weaponUpgradeAni.currentDamageLabel) {
  519. this.weaponUpgradeAni.updateCurrentDamageDisplay(this.currentSelectedWeapon, weaponData.level);
  520. }
  521. // 设置升级费用 - Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  522. // 优先从武器配置的upgradeConfig字段获取升级费用
  523. let upgradeCost = 0;
  524. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  525. if (weaponData.level >= maxLevel) {
  526. // 已达到最大等级,显示"已满级"
  527. if (this.panelCostLabel) {
  528. this.panelCostLabel.string = "已满级";
  529. }
  530. // 替换升级按钮为灰色图片
  531. if (this.panelUpgradeBtn && this.maxLevelBtnSprite) {
  532. const btnSprite = this.panelUpgradeBtn.getComponent(Sprite);
  533. if (btnSprite) {
  534. btnSprite.spriteFrame = this.maxLevelBtnSprite;
  535. }
  536. }
  537. } else {
  538. // 恢复正常升级按钮图片
  539. if (this.panelUpgradeBtn && this.normalUpgradeBtnSprite) {
  540. const btnSprite = this.panelUpgradeBtn.getComponent(Sprite);
  541. if (btnSprite) {
  542. btnSprite.spriteFrame = this.normalUpgradeBtnSprite;
  543. }
  544. }
  545. // 从upgradeConfig获取升级费用
  546. if (weaponConfig.upgradeConfig?.levels) {
  547. const levelConfig = weaponConfig.upgradeConfig.levels[weaponData.level.toString()];
  548. if (levelConfig && levelConfig.cost) {
  549. upgradeCost = levelConfig.cost;
  550. } else {
  551. // 如果upgradeConfig中没有对应等级的费用,使用SaveDataManager的计算方法作为后备
  552. upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  553. }
  554. } else {
  555. // 如果没有upgradeConfig,使用SaveDataManager的计算方法
  556. upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  557. }
  558. if (this.panelCostLabel) {
  559. // 将数字转换为字符串,并在每个数字之间添加空格
  560. const costString = upgradeCost.toString();
  561. const spacedCostString = costString.split('').join(' ');
  562. this.panelCostLabel.string = spacedCostString;
  563. }
  564. }
  565. // 升级按钮始终保持可点击状态,通过Toast显示各种提示
  566. console.log(`[UpgradeController] 升级按钮保持可交互状态`);
  567. // 检查并更新升级按钮闪烁状态
  568. this.updateUpgradeBtnBlinkState();
  569. }
  570. /**
  571. * 计算武器伤害
  572. */
  573. private calculateWeaponDamage(baseDamage: number, level: number, weaponId?: string): number {
  574. if (level === 0) return 0; // 未解锁武器伤害为0
  575. // 优先从武器配置的upgradeConfig中获取伤害值
  576. if (weaponId && this.weaponsConfig && this.weaponsConfig.weapons) {
  577. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  578. if (weaponConfig && weaponConfig.upgradeConfig && weaponConfig.upgradeConfig.levels) {
  579. const levelConfig = weaponConfig.upgradeConfig.levels[level.toString()];
  580. if (levelConfig && typeof levelConfig.damage === 'number') {
  581. console.log(`[UpgradeController] 从upgradeConfig获取伤害: ${weaponId} 等级${level} 伤害${levelConfig.damage}`);
  582. return levelConfig.damage;
  583. }
  584. }
  585. // 如果upgradeConfig中没有伤害值,使用基础伤害 + 等级加成作为后备
  586. if (weaponConfig && weaponConfig.stats && weaponConfig.stats.damage) {
  587. const damage = baseDamage + (level - 1);
  588. console.log(`[UpgradeController] 使用基础伤害计算: ${weaponId} 等级${level} 伤害${damage}`);
  589. return damage;
  590. }
  591. }
  592. // 如果配置不存在,使用默认公式作为最后后备
  593. return baseDamage + (level - 1);
  594. }
  595. /**
  596. * 根据武器名称查找解锁关卡
  597. */
  598. private getWeaponUnlockLevel(weaponName: string): number {
  599. // 从武器配置中查找对应的武器
  600. if (this.weaponsConfig && this.weaponsConfig.weapons) {
  601. const weapon = this.weaponsConfig.weapons.find((w: WeaponConfig) => w.name === weaponName);
  602. if (weapon && weapon.unlockLevel) {
  603. return weapon.unlockLevel;
  604. }
  605. }
  606. // 如果没有找到配置,返回默认值1
  607. console.warn(`未找到武器 ${weaponName} 的解锁关卡配置,使用默认值1`);
  608. return 1;
  609. }
  610. /**
  611. * 根据武器ID查找解锁关卡
  612. */
  613. private getWeaponUnlockLevelById(weaponId: string): number {
  614. // 从武器配置中查找对应的武器
  615. if (this.weaponsConfig && this.weaponsConfig.weapons) {
  616. const weapon = this.weaponsConfig.weapons.find((w: WeaponConfig) => w.id === weaponId);
  617. if (weapon && weapon.unlockLevel) {
  618. return weapon.unlockLevel;
  619. }
  620. }
  621. // 如果没有找到配置,返回默认值1
  622. console.warn(`未找到武器 ${weaponId} 的解锁关卡配置,使用默认值1`);
  623. return 1;
  624. }
  625. /**
  626. * 升级武器
  627. */
  628. private async onUpgradeWeapon() {
  629. console.log(`[UpgradeController] onUpgradeWeapon方法被调用`);
  630. if (!this.currentSelectedWeapon) {
  631. console.log(`[UpgradeController] currentSelectedWeapon为空,退出`);
  632. return;
  633. }
  634. console.log(`[UpgradeController] 开始升级武器: ${this.currentSelectedWeapon}`);
  635. // 检查升级条件并显示相应提示
  636. const weapon = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  637. console.log(`[UpgradeController] 获取到的武器数据:`, weapon);
  638. if (!weapon) {
  639. console.log(`[UpgradeController] 武器不存在: ${this.currentSelectedWeapon}`);
  640. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器不存在", duration: 2.0 });
  641. return;
  642. }
  643. console.log(`[UpgradeController] 武器等级: ${weapon.level}`);
  644. if (weapon.level === 0) {
  645. console.log(`[UpgradeController] 武器未解锁: ${this.currentSelectedWeapon}`);
  646. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "请先解锁武器", duration: 2.0 });
  647. return;
  648. }
  649. // 检查是否已达到最大等级
  650. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  651. const maxLevel = weaponConfig?.upgradeConfig?.maxLevel || 10;
  652. if (weapon.level >= maxLevel) {
  653. console.log(`[UpgradeController] 武器已达到最大等级: ${this.currentSelectedWeapon}`);
  654. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器已达到最大等级", duration: 2.0 });
  655. return;
  656. }
  657. const cost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  658. const playerMoney = this.saveDataManager.getMoney();
  659. console.log(`[UpgradeController] 升级检查 - 武器: ${this.currentSelectedWeapon}, 费用: ${cost}, 当前金币: ${playerMoney}`);
  660. console.log(`[UpgradeController] 费用类型: ${typeof cost}, 金币类型: ${typeof playerMoney}`);
  661. console.log(`[UpgradeController] 条件判断: ${playerMoney} < ${cost} = ${playerMoney < cost}`);
  662. if (playerMoney < cost) {
  663. console.log(`[UpgradeController] 金币不足 - 需要: ${cost}, 当前: ${playerMoney}`);
  664. EventBus.getInstance().emit(GameEvents.SHOW_RESOURCE_TOAST, { message: `金币不足,需要${cost}金币`, duration: 2.0 });
  665. return;
  666. }
  667. console.log(`[UpgradeController] 金币充足,继续升级流程`);
  668. // 记录升级前的金币数量
  669. const coinsBeforeUpgrade = this.saveDataManager.getMoney();
  670. console.log(`[UpgradeController] 升级前金币: ${coinsBeforeUpgrade}`);
  671. const success = this.saveDataManager.upgradeWeapon(this.currentSelectedWeapon);
  672. if (success) {
  673. const coinsAfterUpgrade = this.saveDataManager.getMoney();
  674. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级成功`);
  675. console.log(`[UpgradeController] 升级后金币: ${coinsAfterUpgrade}, 消耗: ${coinsBeforeUpgrade - coinsAfterUpgrade}`);
  676. // 播放武器升级成功动画
  677. this.playWeaponUpgradeSuccessAnimation();
  678. // 刷新升级面板
  679. this.refreshUpgradePanel();
  680. // 更新UpgradeAni组件中的伤害显示
  681. if (this.weaponUpgradeAni && this.weaponUpgradeAni.currentDamageLabel) {
  682. const upgradedWeapon = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  683. if (upgradedWeapon) {
  684. this.weaponUpgradeAni.updateCurrentDamageDisplay(this.currentSelectedWeapon, upgradedWeapon.level);
  685. console.log(`[UpgradeController] 升级后更新UpgradeAni伤害显示: ${this.currentSelectedWeapon} 等级${upgradedWeapon.level}`);
  686. }
  687. }
  688. // 使用新的状态切换方法更新武器节点
  689. await this.switchWeaponNodeState(this.currentSelectedWeapon);
  690. // 更新升级按钮闪烁状态(升级后钞票可能不足继续升级)
  691. this.updateUpgradeBtnBlinkState();
  692. // 保存数据
  693. this.saveDataManager.savePlayerData();
  694. } else {
  695. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级失败`);
  696. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "升级失败,请重试", duration: 1.0 });
  697. // 升级失败时不更新UI
  698. }
  699. }
  700. /**
  701. * 播放武器升级成功动画
  702. */
  703. private async playWeaponUpgradeSuccessAnimation(): Promise<void> {
  704. if (!this.weaponUpgradeAni || !this.panelWeaponSprite) {
  705. console.warn('[UpgradeController] weaponUpgradeAni 或 panelWeaponSprite 未设置,跳过升级动画');
  706. return;
  707. }
  708. try {
  709. // 获取武器图标节点
  710. const weaponIconNode = this.panelWeaponSprite.node;
  711. // 播放升级动画
  712. await this.weaponUpgradeAni.playWeaponUpgradeAnimation(weaponIconNode);
  713. console.log('[UpgradeController] 武器升级动画播放完成');
  714. } catch (error) {
  715. console.error('[UpgradeController] 播放武器升级动画时出错:', error);
  716. }
  717. }
  718. /**
  719. * 解锁武器
  720. */
  721. public async unlockWeapon(weaponId: string): Promise<boolean> {
  722. const success = this.saveDataManager.unlockWeapon(weaponId);
  723. if (success) {
  724. console.log(`武器 ${weaponId} 解锁成功`);
  725. // 使用新的状态切换方法更新武器节点
  726. await this.switchWeaponNodeState(weaponId);
  727. // 保存数据
  728. this.saveDataManager.savePlayerData();
  729. }
  730. return success;
  731. }
  732. /**
  733. * 获取武器当前伤害
  734. */
  735. public getWeaponDamage(weaponId: string): number {
  736. if (!this.weaponsConfig) return 0;
  737. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  738. const weaponData = this.saveDataManager.getWeapon(weaponId);
  739. if (!weaponConfig || !weaponData) return 0;
  740. return this.calculateWeaponDamage(weaponConfig.stats.damage, weaponData.level, weaponId);
  741. }
  742. /**
  743. * 刷新UI
  744. */
  745. public async refreshUI() {
  746. await this.refreshWeaponList();
  747. }
  748. /**
  749. * 处理关卡完成事件,自动解锁相应武器
  750. */
  751. private async onLevelComplete() {
  752. if (!this.saveDataManager || !this.weaponsConfig) return;
  753. // 获取当前关卡数据
  754. const currentLevel = this.saveDataManager.getCurrentLevel();
  755. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  756. const playerData = this.saveDataManager.getPlayerData();
  757. console.log(`[UpgradeController] 关卡完成事件触发`);
  758. console.log(`[UpgradeController] 当前关卡: ${currentLevel}, 最大解锁关卡: ${maxUnlockedLevel}`);
  759. console.log(`[UpgradeController] 玩家数据:`, {
  760. coins: playerData?.money || 0,
  761. currentLevel: playerData?.currentLevel || 1,
  762. maxUnlockedLevel: playerData?.maxUnlockedLevel || 1
  763. });
  764. // 遍历所有武器,检查是否有新解锁的武器
  765. let hasNewUnlocks = false;
  766. const newlyUnlockedWeapons: string[] = [];
  767. for (const weaponConfig of this.weaponsConfig.weapons) {
  768. const weaponId = weaponConfig.id;
  769. const weaponData = this.saveDataManager.getWeapon(weaponId);
  770. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  771. // 检查武器是否应该根据关卡进度解锁
  772. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  773. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  774. console.log(`[UpgradeController] 武器检查: ${weaponConfig.name} (${weaponId})`);
  775. console.log(` - 需要关卡: ${requiredLevel}, 当前最大解锁: ${maxUnlockedLevel}`);
  776. console.log(` - 应该解锁: ${shouldBeUnlocked}, 当前已解锁: ${isCurrentlyUnlocked}`);
  777. console.log(` - 武器数据:`, weaponData);
  778. // 如果武器应该解锁但还未解锁,则自动解锁
  779. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  780. // 确保武器数据存在
  781. if (!weaponData) {
  782. this.saveDataManager.addWeapon(weaponId, weaponConfig.rarity, 1);
  783. } else {
  784. // 武器数据存在但未解锁,直接设置为解锁状态
  785. weaponData.level = 1;
  786. }
  787. console.log(`[UpgradeController] 自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  788. newlyUnlockedWeapons.push(weaponConfig.name);
  789. hasNewUnlocks = true;
  790. }
  791. }
  792. // 如果有新解锁的武器,刷新UI并保存数据
  793. if (hasNewUnlocks) {
  794. await this.refreshWeaponList();
  795. this.saveDataManager.savePlayerData();
  796. console.log(`[UpgradeController] 关卡完成后解锁了 ${newlyUnlockedWeapons.length} 个武器:`, newlyUnlockedWeapons);
  797. // 通知系统有新武器解锁(供 GainUI 等组件使用)
  798. EventBus.getInstance().emit(GameEvents.NEW_WEAPONS_UNLOCKED, newlyUnlockedWeapons);
  799. // 可以在这里添加解锁提示UI
  800. this.showWeaponUnlockNotification(newlyUnlockedWeapons);
  801. } else {
  802. console.log(`[UpgradeController] 关卡完成后没有新武器解锁`);
  803. }
  804. }
  805. /**
  806. * 显示武器解锁通知
  807. */
  808. private showWeaponUnlockNotification(weaponNames: string[]) {
  809. if (weaponNames.length === 0) return;
  810. // 这里可以实现解锁通知UI
  811. // 目前先用console输出
  812. console.log(`🎉 恭喜解锁新武器: ${weaponNames.join(', ')}!`);
  813. // TODO: 实现实际的UI通知
  814. // 可以显示一个弹窗或者顶部通知条
  815. }
  816. /**
  817. * 获取当前关卡数据(用于调试和UI显示)
  818. */
  819. public getCurrentLevelData() {
  820. if (!this.saveDataManager) return null;
  821. return {
  822. currentLevel: this.saveDataManager.getCurrentLevel(),
  823. maxUnlockedLevel: this.saveDataManager.getMaxUnlockedLevel(),
  824. coins: this.saveDataManager.getMoney(),
  825. diamonds: this.saveDataManager.getDiamonds(),
  826. wallLevel: this.saveDataManager.getWallLevel()
  827. };
  828. }
  829. /**
  830. * 手动检查并解锁武器(用于调试或特殊情况)
  831. */
  832. public async checkAndUnlockWeapons() {
  833. console.log('[UpgradeController] 手动检查武器解锁状态');
  834. await this.onLevelComplete();
  835. }
  836. /**
  837. * 获取所有武器的解锁状态信息(用于调试和UI显示)
  838. */
  839. public getWeaponUnlockStatus() {
  840. if (!this.saveDataManager || !this.weaponsConfig) {
  841. return { error: '数据管理器或武器配置未初始化' };
  842. }
  843. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  844. const weaponStatus = [];
  845. for (const weaponConfig of this.weaponsConfig.weapons) {
  846. const weaponId = weaponConfig.id;
  847. const weaponData = this.saveDataManager.getWeapon(weaponId);
  848. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  849. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  850. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  851. weaponStatus.push({
  852. id: weaponId,
  853. name: weaponConfig.name,
  854. requiredLevel: requiredLevel,
  855. shouldBeUnlocked: shouldBeUnlocked,
  856. isCurrentlyUnlocked: isCurrentlyUnlocked,
  857. currentLevel: weaponData?.level || 0,
  858. // 由于WeaponData类型中没有unlockTime属性,暂时移除该字段
  859. unlocked: weaponData?.level > 0,
  860. needsUpdate: shouldBeUnlocked && !isCurrentlyUnlocked
  861. });
  862. }
  863. return {
  864. maxUnlockedLevel: maxUnlockedLevel,
  865. weapons: weaponStatus,
  866. summary: {
  867. total: weaponStatus.length,
  868. unlocked: weaponStatus.filter(w => w.isCurrentlyUnlocked).length,
  869. shouldBeUnlocked: weaponStatus.filter(w => w.shouldBeUnlocked).length,
  870. needsUpdate: weaponStatus.filter(w => w.needsUpdate).length
  871. }
  872. };
  873. }
  874. /**
  875. * 强制同步所有武器解锁状态(用于修复数据不一致问题)
  876. */
  877. public async forceSyncWeaponUnlocks() {
  878. if (!this.saveDataManager || !this.weaponsConfig) {
  879. console.error('[UpgradeController] 无法强制同步:数据管理器或武器配置未初始化');
  880. return false;
  881. }
  882. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  883. let syncCount = 0;
  884. console.log(`[UpgradeController] 开始强制同步武器解锁状态,基于最大解锁关卡: ${maxUnlockedLevel}`);
  885. for (const weaponConfig of this.weaponsConfig.weapons) {
  886. const weaponId = weaponConfig.id;
  887. const weaponData = this.saveDataManager.getWeapon(weaponId);
  888. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  889. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  890. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  891. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  892. weaponData.level = 1;
  893. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行代码
  894. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  895. syncCount++;
  896. console.log(`[UpgradeController] 强制解锁武器: ${weaponConfig.name} (${weaponId})`);
  897. }
  898. }
  899. if (syncCount > 0) {
  900. this.saveDataManager.savePlayerData();
  901. await this.refreshWeaponList();
  902. console.log(`[UpgradeController] 强制同步完成,解锁了 ${syncCount} 个武器`);
  903. } else {
  904. console.log(`[UpgradeController] 强制同步完成,没有需要更新的武器`);
  905. }
  906. return syncCount > 0;
  907. }
  908. /**
  909. * 诊断武器解锁问题(用于调试)
  910. */
  911. public diagnoseWeaponUnlockIssue() {
  912. console.log('=== 武器解锁问题诊断 ===');
  913. if (!this.saveDataManager) {
  914. console.error('SaveDataManager未初始化');
  915. return;
  916. }
  917. if (!this.weaponsConfig) {
  918. console.error('武器配置未加载');
  919. return;
  920. }
  921. const currentLevel = this.saveDataManager.getCurrentLevel();
  922. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  923. const playerData = this.saveDataManager.getPlayerData();
  924. console.log(`当前关卡: ${currentLevel}`);
  925. console.log(`最大解锁关卡: ${maxUnlockedLevel}`);
  926. console.log(`金钱: ${playerData?.money || 0}`);
  927. console.log('\n=== 关卡完成状态 ===');
  928. for (let i = 1; i <= 5; i++) {
  929. const progress = this.saveDataManager.getLevelProgress(i);
  930. const isCompleted = this.saveDataManager.isLevelCompleted(i);
  931. console.log(`关卡${i}: 完成=${isCompleted}, 尝试次数=${progress?.attempts || 0}`);
  932. }
  933. console.log('\n=== 武器解锁状态 ===');
  934. for (const weaponConfig of this.weaponsConfig.weapons) {
  935. const weaponId = weaponConfig.id;
  936. const weaponData = this.saveDataManager.getWeapon(weaponId);
  937. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  938. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  939. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  940. console.log(`${weaponConfig.name} (${weaponId}):`);
  941. console.log(` 需要关卡: ${requiredLevel}`);
  942. console.log(` 应该解锁: ${shouldBeUnlocked}`);
  943. console.log(` 当前状态: ${isCurrentlyUnlocked ? '已解锁' : '未解锁'}`);
  944. console.log(` 武器等级: ${weaponData?.level || 0}`);
  945. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  946. console.log(` ❌ 问题:应该解锁但未解锁`);
  947. } else if (shouldBeUnlocked && isCurrentlyUnlocked) {
  948. console.log(` ✅ 正常:已正确解锁`);
  949. } else {
  950. console.log(` ⏳ 等待:尚未达到解锁条件`);
  951. }
  952. }
  953. console.log('\n=== 修复建议 ===');
  954. console.log('如果发现武器解锁状态不正确,请运行以下命令:');
  955. console.log('1. 在控制台运行: window.upgradeController.forceSyncWeaponUnlocks()');
  956. console.log('2. 或者刷新页面重新初始化');
  957. // 将实例暴露到全局,方便调试
  958. (window as any).upgradeController = this;
  959. }
  960. /**
  961. * 货币变化事件处理
  962. */
  963. private onCurrencyChanged() {
  964. console.log('[UpgradeController] 货币发生变化,检查升级按钮闪烁状态');
  965. // 如果升级面板打开,更新闪烁状态
  966. if (this.upgradePanel && this.upgradePanel.active && this.currentSelectedWeapon) {
  967. this.updateUpgradeBtnBlinkState();
  968. }
  969. }
  970. /**
  971. * 更新升级按钮闪烁状态
  972. */
  973. private updateUpgradeBtnBlinkState() {
  974. if (!this.weaponUpgradeAni || !this.currentSelectedWeapon) {
  975. return;
  976. }
  977. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  978. const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  979. if (!weaponConfig || !weaponData) {
  980. return;
  981. }
  982. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  983. // 如果武器已达到最大等级,停止闪烁
  984. if (weaponData.level >= maxLevel) {
  985. this.weaponUpgradeAni.stopUpgradeBtnBlink();
  986. console.log(`[UpgradeController] 武器已满级,停止闪烁: ${this.currentSelectedWeapon}`);
  987. return;
  988. }
  989. // 检查钞票是否足够升级
  990. const canUpgrade = this.saveDataManager.canUpgradeWeapon(this.currentSelectedWeapon);
  991. if (canUpgrade) {
  992. // 钞票足够,开始闪烁
  993. if (!this.weaponUpgradeAni.isUpgradeBtnBlinking()) {
  994. this.weaponUpgradeAni.startUpgradeBtnBlink();
  995. console.log(`[UpgradeController] 钞票足够,开始闪烁: ${this.currentSelectedWeapon}`);
  996. }
  997. } else {
  998. // 钞票不够,停止闪烁
  999. if (this.weaponUpgradeAni.isUpgradeBtnBlinking()) {
  1000. this.weaponUpgradeAni.stopUpgradeBtnBlink();
  1001. console.log(`[UpgradeController] 钞票不足,停止闪烁: ${this.currentSelectedWeapon}`);
  1002. }
  1003. }
  1004. }
  1005. /**
  1006. * 组件销毁时清理事件监听
  1007. */
  1008. onDestroy() {
  1009. EventBus.getInstance().off(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  1010. EventBus.getInstance().off(GameEvents.CURRENCY_CHANGED, this.onCurrencyChanged, this);
  1011. }
  1012. }