UpgradeController.ts 45 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 { SaveDataManager, WeaponData } from '../../LevelSystem/SaveDataManager';
  3. import EventBus, { GameEvents } from '../../Core/EventBus';
  4. import { UpgradeAni } from './UpgradeAni';
  5. const { ccclass, property } = _decorator;
  6. /**
  7. * 武器配置接口(从weapons.json加载)
  8. */
  9. interface WeaponConfig {
  10. id: string;
  11. name: string;
  12. type: string;
  13. rarity: string;
  14. weight: number;
  15. stats: {
  16. damage: number;
  17. fireRate: number;
  18. range: number;
  19. bulletSpeed: number;
  20. };
  21. visualConfig: {
  22. weaponSprites: {
  23. "I": string;
  24. "H-I": string;
  25. "L": string;
  26. "S": string;
  27. "D-T": string;
  28. };
  29. };
  30. upgradeConfig?: {
  31. maxLevel: number;
  32. levels: {
  33. [level: string]: {
  34. cost: number;
  35. };
  36. };
  37. };
  38. }
  39. /**
  40. * 武器升级系统控制器
  41. * 负责管理武器升级UI和逻辑
  42. */
  43. @ccclass('UpgradeController')
  44. export class UpgradeController extends Component {
  45. // UI节点引用
  46. @property(Node) upgradeUI: Node = null; // Canvas/UpgradeUI
  47. @property(ScrollView) weaponScrollView: ScrollView = null; // Canvas/UpgradeUI/ScrollView
  48. @property(Layout) weaponLayout: Layout = null; // Canvas/UpgradeUI/ScrollView/view/content/Layout
  49. @property(Node) upgradePanel: Node = null; // Canvas/UpgradeUI/UpgradePanel
  50. @property(Button) closePanelBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/CloseBtn
  51. // 升级面板UI组件
  52. @property(Sprite) panelWeaponSprite: Sprite = null; // Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  53. @property(Label) panelLevelLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/LevelLabel
  54. @property(Label) panelCurrentDamage: Label = null; // Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  55. @property(Label) panelCostLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  56. @property(Button) panelUpgradeBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn
  57. @property(Node) upIcon: Node = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/UP图标
  58. // 武器节点预制体
  59. @property(Prefab) lockedWeaponPrefab: Prefab = null; // Lock.prefab
  60. @property(Prefab) unlockedWeaponPrefab: Prefab = null; // Unlock.prefab
  61. // 动画控制器
  62. @property(UpgradeAni) upgradeAni: UpgradeAni = null; // Canvas/UpgradeUI/UpgradePanel上的UpgradeAni组件
  63. // 数据管理
  64. private saveDataManager: SaveDataManager = null;
  65. private weaponsConfig: { weapons: WeaponConfig[] } = null;
  66. private currentSelectedWeapon: string = null;
  67. private levelConfigs: any[] = [];
  68. // 武器节点列表
  69. private weaponNodes: Node[] = [];
  70. onLoad() {
  71. this.saveDataManager = SaveDataManager.getInstance();
  72. this.bindEvents();
  73. }
  74. async start() {
  75. // 先加载武器配置
  76. await this.loadWeaponsConfig();
  77. // 加载关卡配置
  78. await this.loadLevelConfigs();
  79. // 初始化武器数据
  80. this.initializeWeapons();
  81. // 初始化时检查武器解锁状态
  82. this.checkInitialWeaponUnlocks();
  83. // 刷新UI
  84. this.refreshWeaponList();
  85. // 初始化升级面板状态
  86. if (this.upgradeAni) {
  87. this.upgradeAni.hidePanelImmediate();
  88. } else {
  89. this.upgradePanel.active = false;
  90. }
  91. console.log('[UpgradeController] 初始化完成');
  92. }
  93. /**
  94. * 绑定事件
  95. */
  96. private bindEvents() {
  97. // 关闭升级面板
  98. this.closePanelBtn?.node.on(Button.EventType.CLICK, this.closeUpgradePanel, this);
  99. // 升级按钮
  100. this.panelUpgradeBtn?.node.on(Button.EventType.CLICK, this.onUpgradeWeapon, this);
  101. // 监听关卡完成事件,自动解锁武器
  102. EventBus.getInstance().on(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  103. }
  104. /**
  105. * 加载武器配置
  106. */
  107. private async loadWeaponsConfig() {
  108. try {
  109. const jsonAsset = await new Promise<any>((resolve, reject) => {
  110. resources.load('data/weapons', (err, asset) => {
  111. if (err) reject(err);
  112. else resolve(asset);
  113. });
  114. });
  115. this.weaponsConfig = jsonAsset.json;
  116. console.log('[UpgradeController] 武器配置加载成功:', this.weaponsConfig);
  117. } catch (error) {
  118. console.error('[UpgradeController] 加载武器配置失败:', error);
  119. }
  120. }
  121. /**
  122. * 加载关卡配置
  123. */
  124. private async loadLevelConfigs() {
  125. try {
  126. this.levelConfigs = [];
  127. // 加载Level1到Level5的配置
  128. for (let i = 1; i <= 5; i++) {
  129. try {
  130. const levelData = await new Promise<any>((resolve, reject) => {
  131. resources.load(`data/levels/Level${i}`, (err, asset) => {
  132. if (err) reject(err);
  133. else resolve(asset);
  134. });
  135. });
  136. this.levelConfigs.push({
  137. level: i,
  138. ...levelData
  139. });
  140. } catch (error) {
  141. console.warn(`加载Level${i}配置失败:`, error);
  142. }
  143. }
  144. console.log('关卡配置加载成功:', this.levelConfigs);
  145. } catch (error) {
  146. console.error('加载关卡配置失败:', error);
  147. this.levelConfigs = [];
  148. }
  149. }
  150. /**
  151. * 初始化武器数据(确保所有武器都在存档中)
  152. */
  153. private initializeWeapons() {
  154. if (!this.weaponsConfig) return;
  155. // 为每个武器创建初始数据(如果不存在)
  156. this.weaponsConfig.weapons.forEach(weaponConfig => {
  157. const existingWeapon = this.saveDataManager.getWeapon(weaponConfig.id);
  158. if (!existingWeapon) {
  159. this.saveDataManager.addWeapon(weaponConfig.id, weaponConfig.rarity);
  160. }
  161. });
  162. }
  163. /**
  164. * 初始化时检查武器解锁状态
  165. */
  166. private checkInitialWeaponUnlocks() {
  167. if (!this.saveDataManager || !this.weaponsConfig) return;
  168. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  169. console.log(`[UpgradeController] 初始化检查武器解锁状态,当前最大解锁关卡: ${maxUnlockedLevel}`);
  170. let hasUpdates = false;
  171. for (const weaponConfig of this.weaponsConfig.weapons) {
  172. const weaponId = weaponConfig.id;
  173. const weaponData = this.saveDataManager.getWeapon(weaponId);
  174. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  175. // 检查武器是否应该根据关卡进度解锁
  176. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  177. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  178. // 如果武器应该解锁但还未解锁,则自动解锁
  179. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  180. weaponData.level = 1;
  181. // 由于WeaponData类型中没有unlockTime属性,这里先注释掉
  182. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  183. console.log(`[UpgradeController] 初始化时自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  184. hasUpdates = true;
  185. }
  186. }
  187. // 如果有更新,保存数据
  188. if (hasUpdates) {
  189. this.saveDataManager.savePlayerData();
  190. console.log(`[UpgradeController] 初始化武器解锁状态更新完成`);
  191. }
  192. }
  193. /**
  194. * 刷新武器列表UI
  195. */
  196. private refreshWeaponList() {
  197. if (!this.weaponsConfig || !this.weaponLayout) {
  198. console.warn('武器配置或武器布局未初始化');
  199. return;
  200. }
  201. // 清除现有节点
  202. this.clearWeaponNodes();
  203. // 为每个武器创建UI节点
  204. this.weaponsConfig.weapons.forEach((weaponConfig, index) => {
  205. this.createWeaponNode(weaponConfig, index);
  206. });
  207. }
  208. /**
  209. * 切换武器节点状态(从锁定到解锁或反之)
  210. */
  211. private switchWeaponNodeState(weaponId: string) {
  212. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  213. if (!weaponConfig) {
  214. console.warn(`未找到武器配置: ${weaponId}`);
  215. return;
  216. }
  217. // 找到对应的武器节点
  218. const weaponNodeIndex = this.weaponNodes.findIndex(node => node.name === `WeaponNode_${weaponId}`);
  219. if (weaponNodeIndex === -1) {
  220. console.warn(`未找到武器节点: ${weaponId}`);
  221. return;
  222. }
  223. const oldNode = this.weaponNodes[weaponNodeIndex];
  224. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponId);
  225. const weaponData = this.saveDataManager.getWeapon(weaponId);
  226. // 创建新节点
  227. let newNode: Node = null;
  228. if (isUnlocked) {
  229. if (this.unlockedWeaponPrefab) {
  230. newNode = instantiate(this.unlockedWeaponPrefab);
  231. this.setupUnlockedWeaponNode(newNode, weaponConfig, weaponData);
  232. }
  233. } else {
  234. if (this.lockedWeaponPrefab) {
  235. newNode = instantiate(this.lockedWeaponPrefab);
  236. this.setupLockedWeaponNode(newNode, weaponConfig);
  237. }
  238. }
  239. if (newNode) {
  240. newNode.name = `WeaponNode_${weaponId}`;
  241. // 获取旧节点的位置
  242. const siblingIndex = oldNode.getSiblingIndex();
  243. // 移除旧节点
  244. oldNode.removeFromParent();
  245. // 添加新节点到相同位置
  246. this.weaponLayout.node.insertChild(newNode, siblingIndex);
  247. // 更新节点数组
  248. this.weaponNodes[weaponNodeIndex] = newNode;
  249. console.log(`武器 ${weaponId} 状态切换完成: ${isUnlocked ? '解锁' : '锁定'}`);
  250. }
  251. }
  252. /**
  253. * 清除武器节点
  254. */
  255. private clearWeaponNodes() {
  256. this.weaponNodes.forEach(node => {
  257. if (node && node.isValid) {
  258. node.destroy();
  259. }
  260. });
  261. this.weaponNodes = [];
  262. }
  263. /**
  264. * 创建武器节点
  265. */
  266. private createWeaponNode(weaponConfig: WeaponConfig, index: number) {
  267. // 获取武器数据
  268. const weaponData = this.saveDataManager.getWeapon(weaponConfig.id);
  269. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponConfig.id);
  270. console.log(`设置武器节点 ${index}: ${weaponConfig.name}, 等级: ${weaponData?.level || 0}, 已解锁: ${isUnlocked}`);
  271. // 根据解锁状态选择合适的预制体
  272. let weaponNode: Node = null;
  273. if (isUnlocked) {
  274. if (this.unlockedWeaponPrefab) {
  275. weaponNode = instantiate(this.unlockedWeaponPrefab);
  276. this.setupUnlockedWeaponNode(weaponNode, weaponConfig, weaponData);
  277. }
  278. } else {
  279. if (this.lockedWeaponPrefab) {
  280. weaponNode = instantiate(this.lockedWeaponPrefab);
  281. this.setupLockedWeaponNode(weaponNode, weaponConfig);
  282. }
  283. }
  284. // 如果没有预制体,记录警告
  285. if (!weaponNode) {
  286. console.warn(`无法创建武器节点 ${weaponConfig.name}: 缺少对应的预制体`);
  287. return;
  288. }
  289. // 设置节点名称
  290. weaponNode.name = `WeaponNode_${weaponConfig.id}`;
  291. // 添加到布局中
  292. this.weaponLayout.node.addChild(weaponNode);
  293. this.weaponNodes.push(weaponNode);
  294. }
  295. /**
  296. * 加载武器图标
  297. */
  298. private loadWeaponSprite(sprite: Sprite, spritePath: string) {
  299. // 参考WeaponBullet.ts的正确加载方式,在路径后添加'/spriteFrame'
  300. const framePath = `${spritePath}/spriteFrame`;
  301. resources.load(framePath, SpriteFrame, (err, spriteFrame) => {
  302. if (!err && spriteFrame && sprite && sprite.isValid) {
  303. sprite.spriteFrame = spriteFrame;
  304. console.log(`武器图标加载成功: ${spritePath}`);
  305. } else if (err) {
  306. console.warn(`加载武器图标失败: ${spritePath}`, err);
  307. }
  308. });
  309. }
  310. /**
  311. * 设置已解锁武器节点(适配Unlock.prefab)
  312. */
  313. private setupUnlockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig, weaponData: any) {
  314. // 获取公共的Sprite节点,避免重复查找
  315. const spriteNode = weaponNode.getChildByName('Sprite');
  316. if (!spriteNode) {
  317. console.warn('未找到Sprite节点:', weaponConfig.id);
  318. return;
  319. }
  320. // 设置武器图标 - 查找专门的武器图标Sprite节点,避免影响背景
  321. const weaponSprite = spriteNode.getChildByName('WeaponSprite')?.getComponent(Sprite);
  322. if (weaponSprite && weaponConfig.visualConfig.weaponSprites) {
  323. const spritePath = weaponConfig.visualConfig.weaponSprites['I'] || weaponConfig.visualConfig.weaponSprites['H-I'] || weaponConfig.visualConfig.weaponSprites['L'] || weaponConfig.visualConfig.weaponSprites['S'] || weaponConfig.visualConfig.weaponSprites['D-T'];
  324. this.loadWeaponSprite(weaponSprite, spritePath);
  325. }
  326. // 设置武器名称 - Unlock.prefab中的Name节点下的Label(只显示武器名称)
  327. const nameLabel = spriteNode.getChildByName('Name')?.getComponent(Label);
  328. if (nameLabel) {
  329. nameLabel.string = weaponConfig.name;
  330. }
  331. // 设置武器等级 - should_hide_in_hierarchy/Unlock/Sprite/Level/Label节点(显示等级)
  332. const levelNode = spriteNode.getChildByName('Level');
  333. console.log(`[PreviewInEditor] 处理武器等级显示: ${weaponConfig.name}, weaponData:`, weaponData);
  334. if (levelNode) {
  335. // 先尝试Level节点本身的Label组件
  336. let levelLabel = levelNode.getComponent(Label);
  337. if (!levelLabel) {
  338. // 如果Level节点本身没有Label,尝试查找子节点Label
  339. const labelNode = levelNode.getChildByName('Label');
  340. if (labelNode) {
  341. levelLabel = labelNode.getComponent(Label);
  342. }
  343. }
  344. if (levelLabel) {
  345. const actualLevel = weaponData ? weaponData.level : 0;
  346. levelLabel.string = `${actualLevel}`;
  347. } else {
  348. console.warn(`[PreviewInEditor] 未找到Level Label组件: ${weaponConfig.name}`);
  349. }
  350. } else {
  351. console.warn(`[PreviewInEditor] 未找到Level节点: ${weaponConfig.name}`);
  352. }
  353. // 设置升级按钮 - Unlock.prefab中的Button节点
  354. const upgradeButton = weaponNode.getChildByName('Upgrade')?.getComponent(Button);
  355. if (upgradeButton) {
  356. // 清除之前的事件监听
  357. upgradeButton.node.off(Button.EventType.CLICK);
  358. // 添加升级事件
  359. upgradeButton.node.on(Button.EventType.CLICK, () => {
  360. this.openUpgradePanel(weaponConfig.id);
  361. }, this);
  362. // 设置按钮文本和状态
  363. const buttonLabel = upgradeButton.node.getChildByName('Label')?.getComponent(Label);
  364. if (buttonLabel) {
  365. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  366. if (weaponData && weaponData.level >= maxLevel) {
  367. buttonLabel.string = '已满级';
  368. } else {
  369. // 只显示"升级",不显示费用,费用在升级面板中显示
  370. buttonLabel.string = '升级';
  371. }
  372. }
  373. }
  374. // Unlock.prefab已经有正常的视觉效果,确保节点激活
  375. weaponNode.active = true;
  376. }
  377. /**
  378. * 设置未解锁武器节点(适配Lock.prefab)
  379. */
  380. private setupLockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig) {
  381. // 设置解锁信息文本 - Lock.prefab中的Label节点
  382. const unlockLabel = weaponNode.getChildByName('Label')?.getComponent(Label);
  383. if (unlockLabel) {
  384. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  385. unlockLabel.string = `通关第${unlockLevel}关解锁`;
  386. }
  387. // Lock.prefab已经有合适的视觉效果,不需要额外设置透明度
  388. weaponNode.active = true;
  389. // 锁定武器节点保持可点击状态以显示解锁提示
  390. // 添加点击事件监听(显示解锁提示)
  391. weaponNode.on(Node.EventType.TOUCH_END, () => {
  392. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  393. console.log(`${weaponConfig.name} 需要通关第${unlockLevel}关才能解锁`);
  394. }, this);
  395. }
  396. /**
  397. * 打开升级面板
  398. */
  399. private async openUpgradePanel(weaponId: string) {
  400. const weaponConfig = this.weaponsConfig.weapons.find(config => config.id === weaponId);
  401. if (!weaponConfig) {
  402. console.error(`未找到武器配置: ${weaponId}`);
  403. return;
  404. }
  405. const weaponData = this.saveDataManager.getWeapon(weaponId);
  406. if (!weaponData) {
  407. console.error(`未找到武器数据: ${weaponId}`);
  408. return;
  409. }
  410. this.currentSelectedWeapon = weaponId;
  411. console.log(`打开升级面板: ${weaponConfig.name}, 当前等级: ${weaponData.level}`);
  412. // 刷新面板内容
  413. this.refreshUpgradePanel();
  414. // 使用动画显示升级面板
  415. if (this.upgradeAni) {
  416. await this.upgradeAni.showPanel();
  417. } else {
  418. // 如果没有动画组件,直接显示
  419. this.upgradePanel.active = true;
  420. }
  421. }
  422. /**
  423. * 关闭升级面板
  424. */
  425. private async closeUpgradePanel() {
  426. // 停止UP图标动画
  427. if (this.upIcon && this.upgradeAni) {
  428. this.upgradeAni.stopUpIconAnimation(this.upIcon);
  429. }
  430. // 使用动画隐藏升级面板
  431. if (this.upgradeAni) {
  432. await this.upgradeAni.hidePanel();
  433. } else {
  434. // 如果没有动画组件,直接隐藏
  435. this.upgradePanel.active = false;
  436. }
  437. this.currentSelectedWeapon = null;
  438. }
  439. /**
  440. * 刷新升级面板
  441. */
  442. private refreshUpgradePanel() {
  443. if (!this.currentSelectedWeapon || !this.weaponsConfig) return;
  444. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  445. const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  446. if (!weaponConfig || !weaponData) {
  447. console.error(`刷新升级面板失败: 武器配置或数据不存在 ${this.currentSelectedWeapon}`);
  448. return;
  449. }
  450. console.log(`刷新升级面板: ${weaponConfig.name}, 等级: ${weaponData.level}`);
  451. // 设置武器图标 - Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  452. if (this.panelWeaponSprite && weaponConfig.visualConfig.weaponSprites) {
  453. const spritePath = weaponConfig.visualConfig.weaponSprites['I'] || weaponConfig.visualConfig.weaponSprites['H-I'] || weaponConfig.visualConfig.weaponSprites['L'] || weaponConfig.visualConfig.weaponSprites['S'] || weaponConfig.visualConfig.weaponSprites['D-T'];
  454. this.loadWeaponSprite(this.panelWeaponSprite, spritePath);
  455. }
  456. // 设置武器名称和等级 - Canvas/UpgradeUI/UpgradePanel/LevelLabel
  457. if (this.panelLevelLabel) {
  458. this.panelLevelLabel.string = `${weaponConfig.name} 等级 ${weaponData.level}`;
  459. }
  460. // 计算当前伤害(基础伤害 + 等级加成)- Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  461. const baseDamage = weaponConfig.stats.damage;
  462. const currentDamage = this.calculateWeaponDamage(baseDamage, weaponData.level, this.currentSelectedWeapon);
  463. const nextLevelDamage = this.calculateWeaponDamage(baseDamage, weaponData.level + 1, this.currentSelectedWeapon);
  464. const damageIncrease = nextLevelDamage - currentDamage;
  465. if (this.panelCurrentDamage) {
  466. // 只显示当前伤害数值,不显示增量
  467. this.panelCurrentDamage.string = currentDamage.toString();
  468. }
  469. // 设置升级费用 - Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  470. // 优先从武器配置的upgradeConfig字段获取升级费用
  471. let upgradeCost = 0;
  472. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  473. if (weaponData.level >= maxLevel) {
  474. // 已达到最大等级,显示"已满级"
  475. if (this.panelCostLabel) {
  476. this.panelCostLabel.string = "已满级";
  477. }
  478. } else {
  479. // 从upgradeConfig获取升级费用
  480. if (weaponConfig.upgradeConfig?.levels) {
  481. const levelConfig = weaponConfig.upgradeConfig.levels[weaponData.level.toString()];
  482. if (levelConfig && levelConfig.cost) {
  483. upgradeCost = levelConfig.cost;
  484. } else {
  485. // 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
  486. upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  487. }
  488. } else {
  489. // 如果没有upgradeConfig,使用SaveDataManager的计算方法
  490. upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  491. }
  492. if (this.panelCostLabel) {
  493. this.panelCostLabel.string = upgradeCost.toString();
  494. }
  495. }
  496. // 检查钞票是否足够,控制UP图标显示和动画
  497. const playerMoney = this.saveDataManager.getMoney();
  498. if (weaponData.level < maxLevel && playerMoney >= upgradeCost) {
  499. // 钞票足够,显示UP图标并播放动画
  500. if (this.upIcon) {
  501. this.upIcon.active = true;
  502. if (this.upgradeAni) {
  503. // 传入检查条件:钞票是否足够且未达到最大等级
  504. const checkCondition = () => {
  505. const currentMoney = this.saveDataManager.getMoney();
  506. const currentWeaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  507. const currentUpgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  508. return currentWeaponData &&
  509. currentWeaponData.level < maxLevel &&
  510. currentMoney >= currentUpgradeCost;
  511. };
  512. this.upgradeAni.playUpIconAnimation(this.upIcon, checkCondition);
  513. }
  514. }
  515. } else {
  516. // 钞票不足或已满级,隐藏UP图标并停止动画
  517. if (this.upIcon) {
  518. this.upIcon.active = false;
  519. if (this.upgradeAni) {
  520. this.upgradeAni.stopUpIconAnimation(this.upIcon);
  521. }
  522. }
  523. }
  524. // 升级按钮始终保持可点击状态,通过Toast显示各种提示
  525. console.log(`[UpgradeController] 升级按钮保持可交互状态`);
  526. }
  527. /**
  528. * 计算武器伤害
  529. */
  530. private calculateWeaponDamage(baseDamage: number, level: number, weaponId?: string): number {
  531. if (level === 0) return 0; // 未解锁武器伤害为0
  532. // 使用基于武器稀有度的伤害增长公式
  533. if (weaponId && this.weaponsConfig && this.weaponsConfig.weapons) {
  534. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  535. if (weaponConfig && weaponConfig.stats && weaponConfig.stats.damage) {
  536. // 根据武器稀有度确定每级伤害增长
  537. let damagePerLevel = 0;
  538. switch (weaponConfig.rarity) {
  539. case 'common':
  540. damagePerLevel = Math.floor(baseDamage * 0.15); // 普通武器每级增加15%基础伤害
  541. break;
  542. case 'uncommon':
  543. damagePerLevel = Math.floor(baseDamage * 0.18); // 不常见武器每级增加18%基础伤害
  544. break;
  545. case 'rare':
  546. damagePerLevel = Math.floor(baseDamage * 0.20); // 稀有武器每级增加20%基础伤害
  547. break;
  548. case 'epic':
  549. damagePerLevel = Math.floor(baseDamage * 0.25); // 史诗武器每级增加25%基础伤害
  550. break;
  551. default:
  552. damagePerLevel = Math.floor(baseDamage * 0.15); // 默认15%
  553. break;
  554. }
  555. // 确保每级至少增加1点伤害
  556. damagePerLevel = Math.max(1, damagePerLevel);
  557. // 计算总伤害:基础伤害 + (等级-1) * 每级伤害增长
  558. const totalDamage = baseDamage + (level - 1) * damagePerLevel;
  559. console.log(`[UpgradeController] 武器伤害计算 - ${weaponId}: 基础=${baseDamage}, 等级=${level}, 每级增长=${damagePerLevel}, 总伤害=${totalDamage}`);
  560. return totalDamage;
  561. }
  562. }
  563. // 如果配置不存在,使用默认公式作为后备
  564. return baseDamage + (level - 1);
  565. }
  566. /**
  567. * 根据武器名称查找解锁关卡
  568. */
  569. private getWeaponUnlockLevel(weaponName: string): number {
  570. // 武器名称到解锁关卡的映射
  571. const weaponUnlockMap: { [key: string]: number } = {
  572. "毛豆射手": 1,
  573. "尖胡萝卜": 2,
  574. "锯齿草": 3,
  575. "西瓜炸弹": 4,
  576. "回旋镖盆栽": 5,
  577. "炙热辣椒": 6,
  578. "仙人散弹": 7,
  579. "秋葵导弹": 8,
  580. "狼牙棒": 9
  581. };
  582. return weaponUnlockMap[weaponName] || 1;
  583. }
  584. /**
  585. * 根据武器ID查找解锁关卡
  586. */
  587. private getWeaponUnlockLevelById(weaponId: string): number {
  588. // 武器ID到解锁关卡的映射
  589. const weaponUnlockMap: { [key: string]: number } = {
  590. "pea_shooter": 1,
  591. "sharp_carrot": 2,
  592. "saw_grass": 3,
  593. "watermelon_bomb": 4,
  594. "boomerang_plant": 5,
  595. "hot_pepper": 6,
  596. "cactus_shotgun": 7,
  597. "okra_missile": 8,
  598. "mace_club": 9
  599. };
  600. return weaponUnlockMap[weaponId] || 1;
  601. }
  602. /**
  603. * 升级武器
  604. */
  605. private onUpgradeWeapon() {
  606. console.log(`[UpgradeController] onUpgradeWeapon方法被调用`);
  607. if (!this.currentSelectedWeapon) {
  608. console.log(`[UpgradeController] currentSelectedWeapon为空,退出`);
  609. return;
  610. }
  611. console.log(`[UpgradeController] 开始升级武器: ${this.currentSelectedWeapon}`);
  612. // 检查升级条件并显示相应提示
  613. const weapon = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  614. console.log(`[UpgradeController] 获取到的武器数据:`, weapon);
  615. if (!weapon) {
  616. console.log(`[UpgradeController] 武器不存在: ${this.currentSelectedWeapon}`);
  617. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器不存在", duration: 2.0 });
  618. return;
  619. }
  620. console.log(`[UpgradeController] 武器等级: ${weapon.level}`);
  621. if (weapon.level === 0) {
  622. console.log(`[UpgradeController] 武器未解锁: ${this.currentSelectedWeapon}`);
  623. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "请先解锁武器", duration: 2.0 });
  624. return;
  625. }
  626. // 检查是否已达到最大等级
  627. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  628. const maxLevel = weaponConfig?.upgradeConfig?.maxLevel || 10;
  629. if (weapon.level >= maxLevel) {
  630. console.log(`[UpgradeController] 武器已达到最大等级: ${this.currentSelectedWeapon}`);
  631. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器已达到最大等级", duration: 2.0 });
  632. return;
  633. }
  634. const cost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  635. const playerMoney = this.saveDataManager.getMoney();
  636. console.log(`[UpgradeController] 升级检查 - 武器: ${this.currentSelectedWeapon}, 费用: ${cost}, 当前金币: ${playerMoney}`);
  637. console.log(`[UpgradeController] 费用类型: ${typeof cost}, 金币类型: ${typeof playerMoney}`);
  638. console.log(`[UpgradeController] 条件判断: ${playerMoney} < ${cost} = ${playerMoney < cost}`);
  639. if (playerMoney < cost) {
  640. console.log(`[UpgradeController] 钞票不足 - 需要: ${cost}, 当前: ${playerMoney}`);
  641. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: `钞票不足,需要${cost}钞票`, duration: 2.0 });
  642. return;
  643. }
  644. console.log(`[UpgradeController] 金币充足,继续升级流程`);
  645. // 记录升级前的金币数量
  646. const coinsBeforeUpgrade = this.saveDataManager.getMoney();
  647. console.log(`[UpgradeController] 升级前金币: ${coinsBeforeUpgrade}`);
  648. const success = this.saveDataManager.upgradeWeapon(this.currentSelectedWeapon);
  649. if (success) {
  650. const coinsAfterUpgrade = this.saveDataManager.getMoney();
  651. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级成功`);
  652. console.log(`[UpgradeController] 升级后金币: ${coinsAfterUpgrade}, 消耗: ${coinsBeforeUpgrade - coinsAfterUpgrade}`);
  653. // 播放武器升级成功动画
  654. this.playWeaponUpgradeSuccessAnimation();
  655. // 刷新升级面板
  656. this.refreshUpgradePanel();
  657. // 使用新的状态切换方法更新武器节点
  658. this.switchWeaponNodeState(this.currentSelectedWeapon);
  659. // 保存数据
  660. this.saveDataManager.savePlayerData();
  661. } else {
  662. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级失败`);
  663. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "升级失败,请重试", duration: 1.0 });
  664. // 升级失败时不更新UI
  665. }
  666. }
  667. /**
  668. * 播放武器升级成功动画
  669. */
  670. private async playWeaponUpgradeSuccessAnimation(): Promise<void> {
  671. if (!this.upgradeAni || !this.panelWeaponSprite) {
  672. console.warn('[UpgradeController] upgradeAni 或 panelWeaponSprite 未设置,跳过升级动画');
  673. return;
  674. }
  675. try {
  676. // 获取武器图标节点
  677. const weaponIconNode = this.panelWeaponSprite.node;
  678. // 播放升级动画
  679. await this.upgradeAni.playWeaponUpgradeAnimation(weaponIconNode);
  680. console.log('[UpgradeController] 武器升级动画播放完成');
  681. } catch (error) {
  682. console.error('[UpgradeController] 播放武器升级动画时出错:', error);
  683. }
  684. }
  685. /**
  686. * 解锁武器
  687. */
  688. public unlockWeapon(weaponId: string): boolean {
  689. const success = this.saveDataManager.unlockWeapon(weaponId);
  690. if (success) {
  691. console.log(`武器 ${weaponId} 解锁成功`);
  692. // 使用新的状态切换方法更新武器节点
  693. this.switchWeaponNodeState(weaponId);
  694. // 保存数据
  695. this.saveDataManager.savePlayerData();
  696. }
  697. return success;
  698. }
  699. /**
  700. * 获取武器当前伤害
  701. */
  702. public getWeaponDamage(weaponId: string): number {
  703. if (!this.weaponsConfig) return 0;
  704. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  705. const weaponData = this.saveDataManager.getWeapon(weaponId);
  706. if (!weaponConfig || !weaponData) return 0;
  707. return this.calculateWeaponDamage(weaponConfig.stats.damage, weaponData.level, weaponId);
  708. }
  709. /**
  710. * 刷新UI
  711. */
  712. public refreshUI() {
  713. this.refreshWeaponList();
  714. }
  715. /**
  716. * 处理关卡完成事件,自动解锁相应武器
  717. */
  718. private onLevelComplete() {
  719. if (!this.saveDataManager || !this.weaponsConfig) return;
  720. // 获取当前关卡数据
  721. const currentLevel = this.saveDataManager.getCurrentLevel();
  722. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  723. const playerData = this.saveDataManager.getPlayerData();
  724. console.log(`[UpgradeController] 关卡完成事件触发`);
  725. console.log(`[UpgradeController] 当前关卡: ${currentLevel}, 最大解锁关卡: ${maxUnlockedLevel}`);
  726. console.log(`[UpgradeController] 玩家数据:`, {
  727. coins: playerData?.money || 0,
  728. currentLevel: playerData?.currentLevel || 1,
  729. maxUnlockedLevel: playerData?.maxUnlockedLevel || 1
  730. });
  731. // 遍历所有武器,检查是否有新解锁的武器
  732. let hasNewUnlocks = false;
  733. const newlyUnlockedWeapons: string[] = [];
  734. for (const weaponConfig of this.weaponsConfig.weapons) {
  735. const weaponId = weaponConfig.id;
  736. const weaponData = this.saveDataManager.getWeapon(weaponId);
  737. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  738. // 检查武器是否应该根据关卡进度解锁
  739. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  740. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  741. console.log(`[UpgradeController] 武器检查: ${weaponConfig.name} (${weaponId})`);
  742. console.log(` - 需要关卡: ${requiredLevel}, 当前最大解锁: ${maxUnlockedLevel}`);
  743. console.log(` - 应该解锁: ${shouldBeUnlocked}, 当前已解锁: ${isCurrentlyUnlocked}`);
  744. console.log(` - 武器数据:`, weaponData);
  745. // 如果武器应该解锁但还未解锁,则自动解锁
  746. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  747. // 确保武器数据存在
  748. if (!weaponData) {
  749. this.saveDataManager.addWeapon(weaponId, weaponConfig.rarity);
  750. }
  751. // 自动解锁武器(设置为level 1,免费解锁)
  752. const updatedWeaponData = this.saveDataManager.getWeapon(weaponId);
  753. if (updatedWeaponData) {
  754. updatedWeaponData.level = 1;
  755. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行
  756. // updatedWeaponData.unlockTime = Date.now();
  757. console.log(`[UpgradeController] 自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  758. newlyUnlockedWeapons.push(weaponConfig.name);
  759. hasNewUnlocks = true;
  760. }
  761. }
  762. }
  763. // 如果有新解锁的武器,刷新UI并保存数据
  764. if (hasNewUnlocks) {
  765. this.refreshWeaponList();
  766. this.saveDataManager.savePlayerData();
  767. console.log(`[UpgradeController] 关卡完成后解锁了 ${newlyUnlockedWeapons.length} 个武器:`, newlyUnlockedWeapons);
  768. // 可以在这里添加解锁提示UI
  769. this.showWeaponUnlockNotification(newlyUnlockedWeapons);
  770. } else {
  771. console.log(`[UpgradeController] 关卡完成后没有新武器解锁`);
  772. }
  773. }
  774. /**
  775. * 显示武器解锁通知
  776. */
  777. private showWeaponUnlockNotification(weaponNames: string[]) {
  778. if (weaponNames.length === 0) return;
  779. // 这里可以实现解锁通知UI
  780. // 目前先用console输出
  781. console.log(`🎉 恭喜解锁新武器: ${weaponNames.join(', ')}!`);
  782. // TODO: 实现实际的UI通知
  783. // 可以显示一个弹窗或者顶部通知条
  784. }
  785. /**
  786. * 获取当前关卡数据(用于调试和UI显示)
  787. */
  788. public getCurrentLevelData() {
  789. if (!this.saveDataManager) return null;
  790. return {
  791. currentLevel: this.saveDataManager.getCurrentLevel(),
  792. maxUnlockedLevel: this.saveDataManager.getMaxUnlockedLevel(),
  793. coins: this.saveDataManager.getMoney(),
  794. diamonds: this.saveDataManager.getDiamonds(),
  795. wallLevel: this.saveDataManager.getWallLevel()
  796. };
  797. }
  798. /**
  799. * 手动检查并解锁武器(用于调试或特殊情况)
  800. */
  801. public checkAndUnlockWeapons() {
  802. console.log('[UpgradeController] 手动检查武器解锁状态');
  803. this.onLevelComplete();
  804. }
  805. /**
  806. * 获取所有武器的解锁状态信息(用于调试和UI显示)
  807. */
  808. public getWeaponUnlockStatus() {
  809. if (!this.saveDataManager || !this.weaponsConfig) {
  810. return { error: '数据管理器或武器配置未初始化' };
  811. }
  812. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  813. const weaponStatus = [];
  814. for (const weaponConfig of this.weaponsConfig.weapons) {
  815. const weaponId = weaponConfig.id;
  816. const weaponData = this.saveDataManager.getWeapon(weaponId);
  817. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  818. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  819. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  820. weaponStatus.push({
  821. id: weaponId,
  822. name: weaponConfig.name,
  823. requiredLevel: requiredLevel,
  824. shouldBeUnlocked: shouldBeUnlocked,
  825. isCurrentlyUnlocked: isCurrentlyUnlocked,
  826. currentLevel: weaponData?.level || 0,
  827. // 由于WeaponData类型中没有unlockTime属性,暂时移除该字段
  828. unlocked: weaponData?.level > 0,
  829. needsUpdate: shouldBeUnlocked && !isCurrentlyUnlocked
  830. });
  831. }
  832. return {
  833. maxUnlockedLevel: maxUnlockedLevel,
  834. weapons: weaponStatus,
  835. summary: {
  836. total: weaponStatus.length,
  837. unlocked: weaponStatus.filter(w => w.isCurrentlyUnlocked).length,
  838. shouldBeUnlocked: weaponStatus.filter(w => w.shouldBeUnlocked).length,
  839. needsUpdate: weaponStatus.filter(w => w.needsUpdate).length
  840. }
  841. };
  842. }
  843. /**
  844. * 强制同步所有武器解锁状态(用于修复数据不一致问题)
  845. */
  846. public forceSyncWeaponUnlocks() {
  847. if (!this.saveDataManager || !this.weaponsConfig) {
  848. console.error('[UpgradeController] 无法强制同步:数据管理器或武器配置未初始化');
  849. return false;
  850. }
  851. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  852. let syncCount = 0;
  853. console.log(`[UpgradeController] 开始强制同步武器解锁状态,基于最大解锁关卡: ${maxUnlockedLevel}`);
  854. for (const weaponConfig of this.weaponsConfig.weapons) {
  855. const weaponId = weaponConfig.id;
  856. const weaponData = this.saveDataManager.getWeapon(weaponId);
  857. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  858. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  859. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  860. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  861. weaponData.level = 1;
  862. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行代码
  863. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  864. syncCount++;
  865. console.log(`[UpgradeController] 强制解锁武器: ${weaponConfig.name} (${weaponId})`);
  866. }
  867. }
  868. if (syncCount > 0) {
  869. this.saveDataManager.savePlayerData();
  870. this.refreshWeaponList();
  871. console.log(`[UpgradeController] 强制同步完成,解锁了 ${syncCount} 个武器`);
  872. } else {
  873. console.log(`[UpgradeController] 强制同步完成,没有需要更新的武器`);
  874. }
  875. return syncCount > 0;
  876. }
  877. /**
  878. * 诊断武器解锁问题(用于调试)
  879. */
  880. public diagnoseWeaponUnlockIssue() {
  881. console.log('=== 武器解锁问题诊断 ===');
  882. if (!this.saveDataManager) {
  883. console.error('SaveDataManager未初始化');
  884. return;
  885. }
  886. if (!this.weaponsConfig) {
  887. console.error('武器配置未加载');
  888. return;
  889. }
  890. const currentLevel = this.saveDataManager.getCurrentLevel();
  891. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  892. const playerData = this.saveDataManager.getPlayerData();
  893. console.log(`当前关卡: ${currentLevel}`);
  894. console.log(`最大解锁关卡: ${maxUnlockedLevel}`);
  895. console.log(`金钱: ${playerData?.money || 0}`);
  896. console.log('\n=== 关卡完成状态 ===');
  897. for (let i = 1; i <= 5; i++) {
  898. const progress = this.saveDataManager.getLevelProgress(i);
  899. const isCompleted = this.saveDataManager.isLevelCompleted(i);
  900. console.log(`关卡${i}: 完成=${isCompleted}, 尝试次数=${progress?.attempts || 0}`);
  901. }
  902. console.log('\n=== 武器解锁状态 ===');
  903. const weaponUnlockMap = {
  904. 'pea_shooter': 1,
  905. 'sharp_carrot': 2,
  906. 'saw_grass': 3,
  907. 'watermelon_bomb': 4,
  908. 'boomerang_plant': 5,
  909. 'hot_pepper': 6,
  910. 'cactus_shotgun': 7,
  911. 'okra_missile': 8,
  912. 'mace_club': 9
  913. };
  914. for (const weaponConfig of this.weaponsConfig.weapons) {
  915. const weaponId = weaponConfig.id;
  916. const weaponData = this.saveDataManager.getWeapon(weaponId);
  917. const requiredLevel = weaponUnlockMap[weaponId] || 1;
  918. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  919. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  920. console.log(`${weaponConfig.name} (${weaponId}):`);
  921. console.log(` 需要关卡: ${requiredLevel}`);
  922. console.log(` 应该解锁: ${shouldBeUnlocked}`);
  923. console.log(` 当前状态: ${isCurrentlyUnlocked ? '已解锁' : '未解锁'}`);
  924. console.log(` 武器等级: ${weaponData?.level || 0}`);
  925. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  926. console.log(` ❌ 问题:应该解锁但未解锁`);
  927. } else if (shouldBeUnlocked && isCurrentlyUnlocked) {
  928. console.log(` ✅ 正常:已正确解锁`);
  929. } else {
  930. console.log(` ⏳ 等待:尚未达到解锁条件`);
  931. }
  932. }
  933. console.log('\n=== 修复建议 ===');
  934. console.log('如果发现武器解锁状态不正确,请运行以下命令:');
  935. console.log('1. 在控制台运行: window.upgradeController.forceSyncWeaponUnlocks()');
  936. console.log('2. 或者刷新页面重新初始化');
  937. // 将实例暴露到全局,方便调试
  938. (window as any).upgradeController = this;
  939. }
  940. /**
  941. * 组件销毁时清理事件监听
  942. */
  943. onDestroy() {
  944. EventBus.getInstance().off(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  945. }
  946. }