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 { BundleLoader } from '../../Core/BundleLoader';
  3. import { SaveDataManager, WeaponData } from '../../LevelSystem/SaveDataManager';
  4. import EventBus, { GameEvents } from '../../Core/EventBus';
  5. import { UpgradeAni } from './UpgradeAni';
  6. import { PopUPAni } from '../../Animations/PopUPAni';
  7. const { ccclass, property } = _decorator;
  8. /**
  9. * 武器配置接口(从weapons.json加载)
  10. */
  11. interface WeaponConfig {
  12. id: string;
  13. name: string;
  14. type: string;
  15. rarity: string;
  16. weight: number;
  17. stats: {
  18. damage: number;
  19. fireRate: number;
  20. range: number;
  21. bulletSpeed: number;
  22. };
  23. visualConfig: {
  24. weaponSprites: string | {
  25. "I": string;
  26. "H-I": string;
  27. "L": string;
  28. "S": string;
  29. "D-T": string;
  30. };
  31. };
  32. upgradeConfig?: {
  33. maxLevel: number;
  34. levels: {
  35. [level: string]: {
  36. cost: number;
  37. damage?: number;
  38. };
  39. };
  40. };
  41. }
  42. /**
  43. * 武器升级系统控制器
  44. * 负责管理武器升级UI和逻辑
  45. */
  46. @ccclass('UpgradeController')
  47. export class UpgradeController extends Component {
  48. // UI节点引用
  49. @property(Node) upgradeUI: Node = null; // Canvas/UpgradeUI
  50. @property(ScrollView) weaponScrollView: ScrollView = null; // Canvas/UpgradeUI/ScrollView
  51. @property(Layout) weaponLayout: Layout = null; // Canvas/UpgradeUI/ScrollView/view/content/Layout
  52. @property(Node) upgradePanel: Node = null; // Canvas/UpgradeUI/UpgradePanel
  53. @property(Button) closePanelBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/CloseBtn
  54. // 升级面板UI组件
  55. @property(Sprite) panelWeaponSprite: Sprite = null; // Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  56. @property(Label) panelLevelLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/LevelLabel
  57. @property(Label) panelCurrentDamage: Label = null; // Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  58. @property(Label) panelCostLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  59. @property(Button) panelUpgradeBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn
  60. // 武器节点预制体
  61. @property(Prefab) lockedWeaponPrefab: Prefab = null; // Lock.prefab
  62. @property(Prefab) unlockedWeaponPrefab: Prefab = null; // Unlock.prefab
  63. // 动画控制器
  64. @property(PopUPAni) upgradeAni: PopUPAni = null; // Canvas/UpgradeUI/UpgradePanel上的PopUPAni组件
  65. @property(UpgradeAni) weaponUpgradeAni: UpgradeAni = null; // 武器升级动画组件
  66. // 满级按钮图片
  67. @property(SpriteFrame) maxLevelBtnSprite: SpriteFrame = null; // 武器满级时的灰色按钮图片
  68. @property(SpriteFrame) normalUpgradeBtnSprite: SpriteFrame = null; // 正常升级按钮图片
  69. // 数据管理
  70. private saveDataManager: SaveDataManager = null;
  71. private weaponsConfig: any = null;
  72. private currentSelectedWeapon: string = null;
  73. private levelConfigs: any[] = [];
  74. private bundleLoader: BundleLoader = null;
  75. // 武器节点列表
  76. private weaponNodes: Node[] = [];
  77. onLoad() {
  78. this.saveDataManager = SaveDataManager.getInstance();
  79. this.bundleLoader = BundleLoader.getInstance();
  80. this.bindEvents();
  81. }
  82. async start() {
  83. // 先加载武器配置
  84. await this.loadWeaponsConfig();
  85. // 为UpgradeAni组件加载武器配置
  86. if (this.weaponUpgradeAni) {
  87. try {
  88. await this.weaponUpgradeAni.loadWeaponsConfig();
  89. console.log('[UpgradeController] UpgradeAni武器配置加载完成');
  90. } catch (error) {
  91. console.error('[UpgradeController] UpgradeAni武器配置加载失败:', error);
  92. }
  93. }
  94. // 加载关卡配置
  95. await this.loadLevelConfigs();
  96. // 初始化武器数据
  97. this.initializeWeapons();
  98. // 初始化时检查武器解锁状态
  99. this.checkInitialWeaponUnlocks();
  100. // 刷新UI
  101. await this.refreshWeaponList();
  102. // 初始化升级面板状态
  103. if (this.upgradeAni) {
  104. this.upgradeAni.hidePanelImmediate();
  105. } else {
  106. this.upgradePanel.active = false;
  107. }
  108. console.log('[UpgradeController] 初始化完成');
  109. }
  110. /**
  111. * 绑定事件
  112. */
  113. private bindEvents() {
  114. // 关闭升级面板
  115. this.closePanelBtn?.node.on(Button.EventType.CLICK, this.closeUpgradePanel, this);
  116. // 升级按钮
  117. this.panelUpgradeBtn?.node.on(Button.EventType.CLICK, this.onUpgradeWeapon, this);
  118. // 监听关卡完成事件,自动解锁武器
  119. EventBus.getInstance().on(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  120. // 监听货币变化事件,更新升级按钮闪烁状态
  121. EventBus.getInstance().on(GameEvents.CURRENCY_CHANGED, this.onCurrencyChanged, this);
  122. }
  123. /**
  124. * 加载武器配置
  125. */
  126. private async loadWeaponsConfig() {
  127. try {
  128. const bundleLoader = BundleLoader.getInstance();
  129. const jsonAsset = await bundleLoader.loadDataJson('weapons');
  130. this.weaponsConfig = jsonAsset.json;
  131. console.log('[UpgradeController] 武器配置加载成功:', this.weaponsConfig);
  132. } catch (error) {
  133. console.error('[UpgradeController] 加载武器配置失败:', error);
  134. }
  135. }
  136. /**
  137. * 加载关卡配置
  138. */
  139. private async loadLevelConfigs() {
  140. try {
  141. this.levelConfigs = [];
  142. const bundleLoader = BundleLoader.getInstance();
  143. // 加载Level1到Level5的配置
  144. for (let i = 1; i <= 5; i++) {
  145. try {
  146. const levelData = await bundleLoader.loadDataJson(`levels/Level${i}`);
  147. this.levelConfigs.push({
  148. level: i,
  149. ...levelData.json
  150. });
  151. } catch (error) {
  152. console.warn(`加载Level${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. // 为每个武器创建初始数据(如果不存在)
  167. this.weaponsConfig.weapons.forEach(weaponConfig => {
  168. const existingWeapon = this.saveDataManager.getWeapon(weaponConfig.id);
  169. if (!existingWeapon) {
  170. this.saveDataManager.addWeapon(weaponConfig.id, weaponConfig.rarity);
  171. }
  172. });
  173. }
  174. /**
  175. * 初始化时检查武器解锁状态
  176. */
  177. private checkInitialWeaponUnlocks() {
  178. if (!this.saveDataManager || !this.weaponsConfig) return;
  179. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  180. console.log(`[UpgradeController] 初始化检查武器解锁状态,当前最大解锁关卡: ${maxUnlockedLevel}`);
  181. let hasUpdates = false;
  182. for (const weaponConfig of this.weaponsConfig.weapons) {
  183. const weaponId = weaponConfig.id;
  184. const weaponData = this.saveDataManager.getWeapon(weaponId);
  185. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  186. // 检查武器是否应该根据关卡进度解锁
  187. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  188. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  189. // 如果武器应该解锁但还未解锁,则自动解锁
  190. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  191. weaponData.level = 1;
  192. // 由于WeaponData类型中没有unlockTime属性,这里先注释掉
  193. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  194. console.log(`[UpgradeController] 初始化时自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  195. hasUpdates = true;
  196. }
  197. }
  198. // 如果有更新,保存数据
  199. if (hasUpdates) {
  200. this.saveDataManager.savePlayerData();
  201. console.log(`[UpgradeController] 初始化武器解锁状态更新完成`);
  202. }
  203. }
  204. /**
  205. * 刷新武器列表UI
  206. */
  207. private async refreshWeaponList() {
  208. if (!this.weaponsConfig || !this.weaponLayout) {
  209. console.warn('武器配置或武器布局未初始化');
  210. return;
  211. }
  212. // 清除现有节点
  213. this.clearWeaponNodes();
  214. // 为每个武器创建UI节点
  215. for (let index = 0; index < this.weaponsConfig.weapons.length; index++) {
  216. const weaponConfig = this.weaponsConfig.weapons[index];
  217. await this.createWeaponNode(weaponConfig, index);
  218. }
  219. }
  220. /**
  221. * 切换武器节点状态(从锁定到解锁或反之)
  222. */
  223. private async switchWeaponNodeState(weaponId: string) {
  224. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  225. if (!weaponConfig) {
  226. console.warn(`未找到武器配置: ${weaponId}`);
  227. return;
  228. }
  229. // 找到对应的武器节点
  230. const weaponNodeIndex = this.weaponNodes.findIndex(node => node.name === `WeaponNode_${weaponId}`);
  231. if (weaponNodeIndex === -1) {
  232. console.warn(`未找到武器节点: ${weaponId}`);
  233. return;
  234. }
  235. const oldNode = this.weaponNodes[weaponNodeIndex];
  236. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponId);
  237. const weaponData = this.saveDataManager.getWeapon(weaponId);
  238. // 创建新节点
  239. let newNode: Node = null;
  240. if (isUnlocked) {
  241. if (this.unlockedWeaponPrefab) {
  242. newNode = instantiate(this.unlockedWeaponPrefab);
  243. await this.setupUnlockedWeaponNode(newNode, weaponConfig, weaponData);
  244. }
  245. } else {
  246. if (this.lockedWeaponPrefab) {
  247. newNode = instantiate(this.lockedWeaponPrefab);
  248. this.setupLockedWeaponNode(newNode, weaponConfig);
  249. }
  250. }
  251. if (newNode) {
  252. newNode.name = `WeaponNode_${weaponId}`;
  253. // 获取旧节点的位置
  254. const siblingIndex = oldNode.getSiblingIndex();
  255. // 移除旧节点
  256. oldNode.removeFromParent();
  257. // 添加新节点到相同位置
  258. this.weaponLayout.node.insertChild(newNode, siblingIndex);
  259. // 更新节点数组
  260. this.weaponNodes[weaponNodeIndex] = newNode;
  261. console.log(`武器 ${weaponId} 状态切换完成: ${isUnlocked ? '解锁' : '锁定'}`);
  262. }
  263. }
  264. /**
  265. * 清除武器节点
  266. */
  267. private clearWeaponNodes() {
  268. this.weaponNodes.forEach(node => {
  269. if (node && node.isValid) {
  270. node.destroy();
  271. }
  272. });
  273. this.weaponNodes = [];
  274. }
  275. /**
  276. * 创建武器节点
  277. */
  278. private async createWeaponNode(weaponConfig: WeaponConfig, index: number) {
  279. // 获取武器数据
  280. const weaponData = this.saveDataManager.getWeapon(weaponConfig.id);
  281. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponConfig.id);
  282. console.log(`设置武器节点 ${index}: ${weaponConfig.name}, 等级: ${weaponData?.level || 0}, 已解锁: ${isUnlocked}`);
  283. // 根据解锁状态选择合适的预制体
  284. let weaponNode: Node = null;
  285. if (isUnlocked) {
  286. if (this.unlockedWeaponPrefab) {
  287. weaponNode = instantiate(this.unlockedWeaponPrefab);
  288. await this.setupUnlockedWeaponNode(weaponNode, weaponConfig, weaponData);
  289. }
  290. } else {
  291. if (this.lockedWeaponPrefab) {
  292. weaponNode = instantiate(this.lockedWeaponPrefab);
  293. this.setupLockedWeaponNode(weaponNode, weaponConfig);
  294. }
  295. }
  296. // 如果没有预制体,记录警告
  297. if (!weaponNode) {
  298. console.warn(`无法创建武器节点 ${weaponConfig.name}: 缺少对应的预制体`);
  299. return;
  300. }
  301. // 设置节点名称
  302. weaponNode.name = `WeaponNode_${weaponConfig.id}`;
  303. // 添加到布局中
  304. this.weaponLayout.node.addChild(weaponNode);
  305. this.weaponNodes.push(weaponNode);
  306. }
  307. /**
  308. * 加载武器图标
  309. */
  310. private async loadWeaponSprite(sprite: Sprite, spritePath: string) {
  311. // 转换路径格式,去除"images/"前缀
  312. const bundlePath = spritePath.replace(/^images\//, '');
  313. try {
  314. // 使用BundleLoader从images Bundle加载SpriteFrame,需要添加/spriteFrame后缀
  315. const spriteFrame = await this.bundleLoader.loadSpriteFrame(bundlePath + '/spriteFrame');
  316. if (spriteFrame && sprite && sprite.isValid) {
  317. sprite.spriteFrame = spriteFrame;
  318. console.log(`武器图标加载成功: ${spritePath}`);
  319. }
  320. } catch (err) {
  321. console.warn(`加载武器图标失败: ${spritePath}`, err);
  322. }
  323. }
  324. /**
  325. * 设置已解锁武器节点(适配Unlock.prefab)
  326. */
  327. private async setupUnlockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig, weaponData: any) {
  328. // 获取公共的Sprite节点,避免重复查找
  329. const spriteNode = weaponNode.getChildByName('Sprite');
  330. if (!spriteNode) {
  331. console.warn('未找到Sprite节点:', weaponConfig.id);
  332. return;
  333. }
  334. // 设置武器图标 - 查找专门的武器图标Sprite节点,避免影响背景
  335. const weaponSprite = spriteNode.getChildByName('WeaponSprite')?.getComponent(Sprite);
  336. if (weaponSprite && weaponConfig.visualConfig.weaponSprites) {
  337. let spritePath: string;
  338. // 检查weaponSprites是字符串还是对象
  339. if (typeof weaponConfig.visualConfig.weaponSprites === 'string') {
  340. spritePath = weaponConfig.visualConfig.weaponSprites;
  341. } else {
  342. // 如果是对象,按优先级选择路径
  343. spritePath = weaponConfig.visualConfig.weaponSprites['I'] ||
  344. weaponConfig.visualConfig.weaponSprites['H-I'] ||
  345. weaponConfig.visualConfig.weaponSprites['L'] ||
  346. weaponConfig.visualConfig.weaponSprites['S'] ||
  347. weaponConfig.visualConfig.weaponSprites['D-T'];
  348. }
  349. if (spritePath) {
  350. await this.loadWeaponSprite(weaponSprite, spritePath);
  351. }
  352. }
  353. // 设置武器名称 - Unlock.prefab中的Name节点下的Label(只显示武器名称)
  354. const nameLabel = spriteNode.getChildByName('Name')?.getComponent(Label);
  355. if (nameLabel) {
  356. nameLabel.string = weaponConfig.name;
  357. }
  358. // 设置武器等级 - should_hide_in_hierarchy/Unlock/Sprite/Level/Label节点(显示等级)
  359. const levelNode = spriteNode.getChildByName('Level');
  360. console.log(`[PreviewInEditor] 处理武器等级显示: ${weaponConfig.name}, weaponData:`, weaponData);
  361. if (levelNode) {
  362. // 先尝试Level节点本身的Label组件
  363. let levelLabel = levelNode.getComponent(Label);
  364. if (!levelLabel) {
  365. // 如果Level节点本身没有Label,尝试查找子节点Label
  366. const labelNode = levelNode.getChildByName('Label');
  367. if (labelNode) {
  368. levelLabel = labelNode.getComponent(Label);
  369. }
  370. }
  371. if (levelLabel) {
  372. const actualLevel = weaponData ? weaponData.level : 0;
  373. levelLabel.string = `${actualLevel}`;
  374. } else {
  375. console.warn(`[PreviewInEditor] 未找到Level Label组件: ${weaponConfig.name}`);
  376. }
  377. } else {
  378. console.warn(`[PreviewInEditor] 未找到Level节点: ${weaponConfig.name}`);
  379. }
  380. // 设置升级按钮 - Unlock.prefab中的Button节点
  381. const upgradeButton = weaponNode.getChildByName('Upgrade')?.getComponent(Button);
  382. if (upgradeButton) {
  383. // 清除之前的事件监听
  384. upgradeButton.node.off(Button.EventType.CLICK);
  385. // 添加升级事件
  386. upgradeButton.node.on(Button.EventType.CLICK, () => {
  387. this.openUpgradePanel(weaponConfig.id);
  388. }, this);
  389. // 设置按钮文本和状态
  390. const buttonLabel = upgradeButton.node.getChildByName('Label')?.getComponent(Label);
  391. if (buttonLabel) {
  392. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  393. if (weaponData && weaponData.level >= maxLevel) {
  394. buttonLabel.string = '已满级';
  395. } else {
  396. // 只显示"升级",不显示费用,费用在升级面板中显示
  397. buttonLabel.string = '升 级';
  398. }
  399. }
  400. }
  401. // Unlock.prefab已经有正常的视觉效果,确保节点激活
  402. weaponNode.active = true;
  403. }
  404. /**
  405. * 设置未解锁武器节点(适配Lock.prefab)
  406. */
  407. private setupLockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig) {
  408. // 设置解锁信息文本 - Lock.prefab中的Label节点
  409. const unlockLabel = weaponNode.getChildByName('Label')?.getComponent(Label);
  410. if (unlockLabel) {
  411. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  412. unlockLabel.string = `通关第${unlockLevel}关解锁`;
  413. }
  414. // Lock.prefab已经有合适的视觉效果,不需要额外设置透明度
  415. weaponNode.active = true;
  416. // 锁定武器节点保持可点击状态以显示解锁提示
  417. // 添加点击事件监听(显示解锁提示)
  418. weaponNode.on(Node.EventType.TOUCH_END, () => {
  419. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  420. console.log(`${weaponConfig.name} 需要通关第${unlockLevel}关才能解锁`);
  421. }, this);
  422. }
  423. /**
  424. * 打开升级面板
  425. */
  426. private async openUpgradePanel(weaponId: string) {
  427. const weaponConfig = this.weaponsConfig.weapons.find(config => config.id === weaponId);
  428. if (!weaponConfig) {
  429. console.error(`未找到武器配置: ${weaponId}`);
  430. return;
  431. }
  432. const weaponData = this.saveDataManager.getWeapon(weaponId);
  433. if (!weaponData) {
  434. console.error(`未找到武器数据: ${weaponId}`);
  435. return;
  436. }
  437. this.currentSelectedWeapon = weaponId;
  438. console.log(`打开升级面板: ${weaponConfig.name}, 当前等级: ${weaponData.level}`);
  439. // 刷新面板内容
  440. this.refreshUpgradePanel();
  441. // 使用动画显示升级面板
  442. if (this.upgradeAni) {
  443. await this.upgradeAni.showPanel();
  444. } else {
  445. // 如果没有动画组件,直接显示
  446. this.upgradePanel.active = true;
  447. }
  448. }
  449. /**
  450. * 关闭升级面板
  451. */
  452. private async closeUpgradePanel() {
  453. // 使用动画隐藏升级面板
  454. if (this.upgradeAni) {
  455. await this.upgradeAni.hidePanel();
  456. } else {
  457. // 如果没有动画组件,直接隐藏
  458. this.upgradePanel.active = false;
  459. }
  460. this.currentSelectedWeapon = null;
  461. }
  462. /**
  463. * 刷新升级面板
  464. */
  465. private refreshUpgradePanel() {
  466. if (!this.currentSelectedWeapon || !this.weaponsConfig) return;
  467. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  468. const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  469. if (!weaponConfig || !weaponData) {
  470. console.error(`刷新升级面板失败: 武器配置或数据不存在 ${this.currentSelectedWeapon}`);
  471. return;
  472. }
  473. console.log(`刷新升级面板: ${weaponConfig.name}, 等级: ${weaponData.level}`);
  474. // 设置武器图标 - Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  475. if (this.panelWeaponSprite && weaponConfig.visualConfig.weaponSprites) {
  476. let spritePath: string;
  477. // 检查weaponSprites是字符串还是对象
  478. if (typeof weaponConfig.visualConfig.weaponSprites === 'string') {
  479. spritePath = weaponConfig.visualConfig.weaponSprites;
  480. } else {
  481. // 如果是对象,按优先级选择路径
  482. spritePath = weaponConfig.visualConfig.weaponSprites['I'] ||
  483. weaponConfig.visualConfig.weaponSprites['H-I'] ||
  484. weaponConfig.visualConfig.weaponSprites['L'] ||
  485. weaponConfig.visualConfig.weaponSprites['S'] ||
  486. weaponConfig.visualConfig.weaponSprites['D-T'];
  487. }
  488. if (spritePath) {
  489. this.loadWeaponSprite(this.panelWeaponSprite, spritePath);
  490. }
  491. }
  492. // 设置武器名称和等级 - Canvas/UpgradeUI/UpgradePanel/LevelLabel
  493. if (this.panelLevelLabel) {
  494. this.panelLevelLabel.string = `${weaponConfig.name} 等级 ${weaponData.level}`;
  495. }
  496. // 计算当前伤害(基础伤害 + 等级加成)- Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  497. const baseDamage = weaponConfig.stats.damage;
  498. const currentDamage = this.calculateWeaponDamage(baseDamage, weaponData.level, this.currentSelectedWeapon);
  499. const nextLevelDamage = this.calculateWeaponDamage(baseDamage, weaponData.level + 1, this.currentSelectedWeapon);
  500. const damageIncrease = nextLevelDamage - currentDamage;
  501. if (this.panelCurrentDamage) {
  502. // 只显示当前伤害数值,不显示增量
  503. this.panelCurrentDamage.string = currentDamage.toString();
  504. }
  505. // 同时更新UpgradeAni组件中的伤害显示
  506. if (this.weaponUpgradeAni && this.weaponUpgradeAni.currentDamageLabel) {
  507. this.weaponUpgradeAni.updateCurrentDamageDisplay(this.currentSelectedWeapon, weaponData.level);
  508. }
  509. // 设置升级费用 - Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  510. // 优先从武器配置的upgradeConfig字段获取升级费用
  511. let upgradeCost = 0;
  512. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  513. if (weaponData.level >= maxLevel) {
  514. // 已达到最大等级,显示"已满级"
  515. if (this.panelCostLabel) {
  516. this.panelCostLabel.string = "已满级";
  517. }
  518. // 替换升级按钮为灰色图片
  519. if (this.panelUpgradeBtn && this.maxLevelBtnSprite) {
  520. const btnSprite = this.panelUpgradeBtn.getComponent(Sprite);
  521. if (btnSprite) {
  522. btnSprite.spriteFrame = this.maxLevelBtnSprite;
  523. }
  524. }
  525. } else {
  526. // 恢复正常升级按钮图片
  527. if (this.panelUpgradeBtn && this.normalUpgradeBtnSprite) {
  528. const btnSprite = this.panelUpgradeBtn.getComponent(Sprite);
  529. if (btnSprite) {
  530. btnSprite.spriteFrame = this.normalUpgradeBtnSprite;
  531. }
  532. }
  533. // 从upgradeConfig获取升级费用
  534. if (weaponConfig.upgradeConfig?.levels) {
  535. const levelConfig = weaponConfig.upgradeConfig.levels[weaponData.level.toString()];
  536. if (levelConfig && levelConfig.cost) {
  537. upgradeCost = levelConfig.cost;
  538. } else {
  539. // 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
  540. upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  541. }
  542. } else {
  543. // 如果没有upgradeConfig,使用SaveDataManager的计算方法
  544. upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  545. }
  546. if (this.panelCostLabel) {
  547. // 将数字转换为字符串,并在每个数字之间添加空格
  548. const costString = upgradeCost.toString();
  549. const spacedCostString = costString.split('').join(' ');
  550. this.panelCostLabel.string = spacedCostString;
  551. }
  552. }
  553. // 升级按钮始终保持可点击状态,通过Toast显示各种提示
  554. console.log(`[UpgradeController] 升级按钮保持可交互状态`);
  555. // 检查并更新升级按钮闪烁状态
  556. this.updateUpgradeBtnBlinkState();
  557. }
  558. /**
  559. * 计算武器伤害
  560. */
  561. private calculateWeaponDamage(baseDamage: number, level: number, weaponId?: string): number {
  562. if (level === 0) return 0; // 未解锁武器伤害为0
  563. // 优先从武器配置的upgradeConfig中获取伤害值
  564. if (weaponId && this.weaponsConfig && this.weaponsConfig.weapons) {
  565. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  566. if (weaponConfig && weaponConfig.upgradeConfig && weaponConfig.upgradeConfig.levels) {
  567. const levelConfig = weaponConfig.upgradeConfig.levels[level.toString()];
  568. if (levelConfig && typeof levelConfig.damage === 'number') {
  569. console.log(`[UpgradeController] 从upgradeConfig获取伤害: ${weaponId} 等级${level} 伤害${levelConfig.damage}`);
  570. return levelConfig.damage;
  571. }
  572. }
  573. // 如果upgradeConfig中没有伤害值,使用基础伤害 + 等级加成作为后备
  574. if (weaponConfig && weaponConfig.stats && weaponConfig.stats.damage) {
  575. const damage = baseDamage + (level - 1);
  576. console.log(`[UpgradeController] 使用基础伤害计算: ${weaponId} 等级${level} 伤害${damage}`);
  577. return damage;
  578. }
  579. }
  580. // 如果配置不存在,使用默认公式作为最后后备
  581. return baseDamage + (level - 1);
  582. }
  583. /**
  584. * 根据武器名称查找解锁关卡
  585. */
  586. private getWeaponUnlockLevel(weaponName: string): number {
  587. // 武器名称到解锁关卡的映射
  588. const weaponUnlockMap: { [key: string]: number } = {
  589. "毛豆射手": 1,
  590. "尖胡萝卜": 2,
  591. "锯齿草": 3,
  592. "西瓜炸弹": 4,
  593. "回旋镖盆栽": 5,
  594. "炙热辣椒": 6,
  595. "仙人散弹": 7,
  596. "秋葵导弹": 8,
  597. "狼牙棒": 9
  598. };
  599. return weaponUnlockMap[weaponName] || 1;
  600. }
  601. /**
  602. * 根据武器ID查找解锁关卡
  603. */
  604. private getWeaponUnlockLevelById(weaponId: string): number {
  605. // 武器ID到解锁关卡的映射
  606. const weaponUnlockMap: { [key: string]: number } = {
  607. "pea_shooter": 1,
  608. "sharp_carrot": 2,
  609. "saw_grass": 3,
  610. "watermelon_bomb": 4,
  611. "boomerang_plant": 5,
  612. "hot_pepper": 6,
  613. "cactus_shotgun": 7,
  614. "okra_missile": 8,
  615. "mace_club": 9
  616. };
  617. return weaponUnlockMap[weaponId] || 1;
  618. }
  619. /**
  620. * 升级武器
  621. */
  622. private async onUpgradeWeapon() {
  623. console.log(`[UpgradeController] onUpgradeWeapon方法被调用`);
  624. if (!this.currentSelectedWeapon) {
  625. console.log(`[UpgradeController] currentSelectedWeapon为空,退出`);
  626. return;
  627. }
  628. console.log(`[UpgradeController] 开始升级武器: ${this.currentSelectedWeapon}`);
  629. // 检查升级条件并显示相应提示
  630. const weapon = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  631. console.log(`[UpgradeController] 获取到的武器数据:`, weapon);
  632. if (!weapon) {
  633. console.log(`[UpgradeController] 武器不存在: ${this.currentSelectedWeapon}`);
  634. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器不存在", duration: 2.0 });
  635. return;
  636. }
  637. console.log(`[UpgradeController] 武器等级: ${weapon.level}`);
  638. if (weapon.level === 0) {
  639. console.log(`[UpgradeController] 武器未解锁: ${this.currentSelectedWeapon}`);
  640. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "请先解锁武器", duration: 2.0 });
  641. return;
  642. }
  643. // 检查是否已达到最大等级
  644. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  645. const maxLevel = weaponConfig?.upgradeConfig?.maxLevel || 10;
  646. if (weapon.level >= maxLevel) {
  647. console.log(`[UpgradeController] 武器已达到最大等级: ${this.currentSelectedWeapon}`);
  648. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器已达到最大等级", duration: 2.0 });
  649. return;
  650. }
  651. const cost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  652. const playerMoney = this.saveDataManager.getMoney();
  653. console.log(`[UpgradeController] 升级检查 - 武器: ${this.currentSelectedWeapon}, 费用: ${cost}, 当前金币: ${playerMoney}`);
  654. console.log(`[UpgradeController] 费用类型: ${typeof cost}, 金币类型: ${typeof playerMoney}`);
  655. console.log(`[UpgradeController] 条件判断: ${playerMoney} < ${cost} = ${playerMoney < cost}`);
  656. if (playerMoney < cost) {
  657. console.log(`[UpgradeController] 金币不足 - 需要: ${cost}, 当前: ${playerMoney}`);
  658. EventBus.getInstance().emit(GameEvents.SHOW_RESOURCE_TOAST, { message: `金币不足,需要${cost}金币`, duration: 2.0 });
  659. return;
  660. }
  661. console.log(`[UpgradeController] 金币充足,继续升级流程`);
  662. // 记录升级前的金币数量
  663. const coinsBeforeUpgrade = this.saveDataManager.getMoney();
  664. console.log(`[UpgradeController] 升级前金币: ${coinsBeforeUpgrade}`);
  665. const success = this.saveDataManager.upgradeWeapon(this.currentSelectedWeapon);
  666. if (success) {
  667. const coinsAfterUpgrade = this.saveDataManager.getMoney();
  668. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级成功`);
  669. console.log(`[UpgradeController] 升级后金币: ${coinsAfterUpgrade}, 消耗: ${coinsBeforeUpgrade - coinsAfterUpgrade}`);
  670. // 播放武器升级成功动画
  671. this.playWeaponUpgradeSuccessAnimation();
  672. // 刷新升级面板
  673. this.refreshUpgradePanel();
  674. // 更新UpgradeAni组件中的伤害显示
  675. if (this.weaponUpgradeAni && this.weaponUpgradeAni.currentDamageLabel) {
  676. const upgradedWeapon = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  677. if (upgradedWeapon) {
  678. this.weaponUpgradeAni.updateCurrentDamageDisplay(this.currentSelectedWeapon, upgradedWeapon.level);
  679. console.log(`[UpgradeController] 升级后更新UpgradeAni伤害显示: ${this.currentSelectedWeapon} 等级${upgradedWeapon.level}`);
  680. }
  681. }
  682. // 使用新的状态切换方法更新武器节点
  683. await this.switchWeaponNodeState(this.currentSelectedWeapon);
  684. // 更新升级按钮闪烁状态(升级后钞票可能不足继续升级)
  685. this.updateUpgradeBtnBlinkState();
  686. // 保存数据
  687. this.saveDataManager.savePlayerData();
  688. } else {
  689. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级失败`);
  690. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "升级失败,请重试", duration: 1.0 });
  691. // 升级失败时不更新UI
  692. }
  693. }
  694. /**
  695. * 播放武器升级成功动画
  696. */
  697. private async playWeaponUpgradeSuccessAnimation(): Promise<void> {
  698. if (!this.weaponUpgradeAni || !this.panelWeaponSprite) {
  699. console.warn('[UpgradeController] weaponUpgradeAni 或 panelWeaponSprite 未设置,跳过升级动画');
  700. return;
  701. }
  702. try {
  703. // 获取武器图标节点
  704. const weaponIconNode = this.panelWeaponSprite.node;
  705. // 播放升级动画
  706. await this.weaponUpgradeAni.playWeaponUpgradeAnimation(weaponIconNode);
  707. console.log('[UpgradeController] 武器升级动画播放完成');
  708. } catch (error) {
  709. console.error('[UpgradeController] 播放武器升级动画时出错:', error);
  710. }
  711. }
  712. /**
  713. * 解锁武器
  714. */
  715. public async unlockWeapon(weaponId: string): Promise<boolean> {
  716. const success = this.saveDataManager.unlockWeapon(weaponId);
  717. if (success) {
  718. console.log(`武器 ${weaponId} 解锁成功`);
  719. // 使用新的状态切换方法更新武器节点
  720. await this.switchWeaponNodeState(weaponId);
  721. // 保存数据
  722. this.saveDataManager.savePlayerData();
  723. }
  724. return success;
  725. }
  726. /**
  727. * 获取武器当前伤害
  728. */
  729. public getWeaponDamage(weaponId: string): number {
  730. if (!this.weaponsConfig) return 0;
  731. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  732. const weaponData = this.saveDataManager.getWeapon(weaponId);
  733. if (!weaponConfig || !weaponData) return 0;
  734. return this.calculateWeaponDamage(weaponConfig.stats.damage, weaponData.level, weaponId);
  735. }
  736. /**
  737. * 刷新UI
  738. */
  739. public async refreshUI() {
  740. await this.refreshWeaponList();
  741. }
  742. /**
  743. * 处理关卡完成事件,自动解锁相应武器
  744. */
  745. private async onLevelComplete() {
  746. if (!this.saveDataManager || !this.weaponsConfig) return;
  747. // 获取当前关卡数据
  748. const currentLevel = this.saveDataManager.getCurrentLevel();
  749. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  750. const playerData = this.saveDataManager.getPlayerData();
  751. console.log(`[UpgradeController] 关卡完成事件触发`);
  752. console.log(`[UpgradeController] 当前关卡: ${currentLevel}, 最大解锁关卡: ${maxUnlockedLevel}`);
  753. console.log(`[UpgradeController] 玩家数据:`, {
  754. coins: playerData?.money || 0,
  755. currentLevel: playerData?.currentLevel || 1,
  756. maxUnlockedLevel: playerData?.maxUnlockedLevel || 1
  757. });
  758. // 遍历所有武器,检查是否有新解锁的武器
  759. let hasNewUnlocks = false;
  760. const newlyUnlockedWeapons: string[] = [];
  761. for (const weaponConfig of this.weaponsConfig.weapons) {
  762. const weaponId = weaponConfig.id;
  763. const weaponData = this.saveDataManager.getWeapon(weaponId);
  764. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  765. // 检查武器是否应该根据关卡进度解锁
  766. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  767. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  768. console.log(`[UpgradeController] 武器检查: ${weaponConfig.name} (${weaponId})`);
  769. console.log(` - 需要关卡: ${requiredLevel}, 当前最大解锁: ${maxUnlockedLevel}`);
  770. console.log(` - 应该解锁: ${shouldBeUnlocked}, 当前已解锁: ${isCurrentlyUnlocked}`);
  771. console.log(` - 武器数据:`, weaponData);
  772. // 如果武器应该解锁但还未解锁,则自动解锁
  773. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  774. // 确保武器数据存在
  775. if (!weaponData) {
  776. this.saveDataManager.addWeapon(weaponId, weaponConfig.rarity);
  777. }
  778. // 自动解锁武器(设置为level 1,免费解锁)
  779. const updatedWeaponData = this.saveDataManager.getWeapon(weaponId);
  780. if (updatedWeaponData) {
  781. updatedWeaponData.level = 1;
  782. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行
  783. // updatedWeaponData.unlockTime = Date.now();
  784. console.log(`[UpgradeController] 自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  785. newlyUnlockedWeapons.push(weaponConfig.name);
  786. hasNewUnlocks = true;
  787. }
  788. }
  789. }
  790. // 如果有新解锁的武器,刷新UI并保存数据
  791. if (hasNewUnlocks) {
  792. await this.refreshWeaponList();
  793. this.saveDataManager.savePlayerData();
  794. console.log(`[UpgradeController] 关卡完成后解锁了 ${newlyUnlockedWeapons.length} 个武器:`, newlyUnlockedWeapons);
  795. // 可以在这里添加解锁提示UI
  796. this.showWeaponUnlockNotification(newlyUnlockedWeapons);
  797. } else {
  798. console.log(`[UpgradeController] 关卡完成后没有新武器解锁`);
  799. }
  800. }
  801. /**
  802. * 显示武器解锁通知
  803. */
  804. private showWeaponUnlockNotification(weaponNames: string[]) {
  805. if (weaponNames.length === 0) return;
  806. // 这里可以实现解锁通知UI
  807. // 目前先用console输出
  808. console.log(`🎉 恭喜解锁新武器: ${weaponNames.join(', ')}!`);
  809. // TODO: 实现实际的UI通知
  810. // 可以显示一个弹窗或者顶部通知条
  811. }
  812. /**
  813. * 获取当前关卡数据(用于调试和UI显示)
  814. */
  815. public getCurrentLevelData() {
  816. if (!this.saveDataManager) return null;
  817. return {
  818. currentLevel: this.saveDataManager.getCurrentLevel(),
  819. maxUnlockedLevel: this.saveDataManager.getMaxUnlockedLevel(),
  820. coins: this.saveDataManager.getMoney(),
  821. diamonds: this.saveDataManager.getDiamonds(),
  822. wallLevel: this.saveDataManager.getWallLevel()
  823. };
  824. }
  825. /**
  826. * 手动检查并解锁武器(用于调试或特殊情况)
  827. */
  828. public async checkAndUnlockWeapons() {
  829. console.log('[UpgradeController] 手动检查武器解锁状态');
  830. await this.onLevelComplete();
  831. }
  832. /**
  833. * 获取所有武器的解锁状态信息(用于调试和UI显示)
  834. */
  835. public getWeaponUnlockStatus() {
  836. if (!this.saveDataManager || !this.weaponsConfig) {
  837. return { error: '数据管理器或武器配置未初始化' };
  838. }
  839. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  840. const weaponStatus = [];
  841. for (const weaponConfig of this.weaponsConfig.weapons) {
  842. const weaponId = weaponConfig.id;
  843. const weaponData = this.saveDataManager.getWeapon(weaponId);
  844. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  845. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  846. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  847. weaponStatus.push({
  848. id: weaponId,
  849. name: weaponConfig.name,
  850. requiredLevel: requiredLevel,
  851. shouldBeUnlocked: shouldBeUnlocked,
  852. isCurrentlyUnlocked: isCurrentlyUnlocked,
  853. currentLevel: weaponData?.level || 0,
  854. // 由于WeaponData类型中没有unlockTime属性,暂时移除该字段
  855. unlocked: weaponData?.level > 0,
  856. needsUpdate: shouldBeUnlocked && !isCurrentlyUnlocked
  857. });
  858. }
  859. return {
  860. maxUnlockedLevel: maxUnlockedLevel,
  861. weapons: weaponStatus,
  862. summary: {
  863. total: weaponStatus.length,
  864. unlocked: weaponStatus.filter(w => w.isCurrentlyUnlocked).length,
  865. shouldBeUnlocked: weaponStatus.filter(w => w.shouldBeUnlocked).length,
  866. needsUpdate: weaponStatus.filter(w => w.needsUpdate).length
  867. }
  868. };
  869. }
  870. /**
  871. * 强制同步所有武器解锁状态(用于修复数据不一致问题)
  872. */
  873. public async forceSyncWeaponUnlocks() {
  874. if (!this.saveDataManager || !this.weaponsConfig) {
  875. console.error('[UpgradeController] 无法强制同步:数据管理器或武器配置未初始化');
  876. return false;
  877. }
  878. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  879. let syncCount = 0;
  880. console.log(`[UpgradeController] 开始强制同步武器解锁状态,基于最大解锁关卡: ${maxUnlockedLevel}`);
  881. for (const weaponConfig of this.weaponsConfig.weapons) {
  882. const weaponId = weaponConfig.id;
  883. const weaponData = this.saveDataManager.getWeapon(weaponId);
  884. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  885. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  886. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  887. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  888. weaponData.level = 1;
  889. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行代码
  890. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  891. syncCount++;
  892. console.log(`[UpgradeController] 强制解锁武器: ${weaponConfig.name} (${weaponId})`);
  893. }
  894. }
  895. if (syncCount > 0) {
  896. this.saveDataManager.savePlayerData();
  897. await this.refreshWeaponList();
  898. console.log(`[UpgradeController] 强制同步完成,解锁了 ${syncCount} 个武器`);
  899. } else {
  900. console.log(`[UpgradeController] 强制同步完成,没有需要更新的武器`);
  901. }
  902. return syncCount > 0;
  903. }
  904. /**
  905. * 诊断武器解锁问题(用于调试)
  906. */
  907. public diagnoseWeaponUnlockIssue() {
  908. console.log('=== 武器解锁问题诊断 ===');
  909. if (!this.saveDataManager) {
  910. console.error('SaveDataManager未初始化');
  911. return;
  912. }
  913. if (!this.weaponsConfig) {
  914. console.error('武器配置未加载');
  915. return;
  916. }
  917. const currentLevel = this.saveDataManager.getCurrentLevel();
  918. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  919. const playerData = this.saveDataManager.getPlayerData();
  920. console.log(`当前关卡: ${currentLevel}`);
  921. console.log(`最大解锁关卡: ${maxUnlockedLevel}`);
  922. console.log(`金钱: ${playerData?.money || 0}`);
  923. console.log('\n=== 关卡完成状态 ===');
  924. for (let i = 1; i <= 5; i++) {
  925. const progress = this.saveDataManager.getLevelProgress(i);
  926. const isCompleted = this.saveDataManager.isLevelCompleted(i);
  927. console.log(`关卡${i}: 完成=${isCompleted}, 尝试次数=${progress?.attempts || 0}`);
  928. }
  929. console.log('\n=== 武器解锁状态 ===');
  930. const weaponUnlockMap = {
  931. 'pea_shooter': 1,
  932. 'sharp_carrot': 2,
  933. 'saw_grass': 3,
  934. 'watermelon_bomb': 4,
  935. 'boomerang_plant': 5,
  936. 'hot_pepper': 6,
  937. 'cactus_shotgun': 7,
  938. 'okra_missile': 8,
  939. 'mace_club': 9
  940. };
  941. for (const weaponConfig of this.weaponsConfig.weapons) {
  942. const weaponId = weaponConfig.id;
  943. const weaponData = this.saveDataManager.getWeapon(weaponId);
  944. const requiredLevel = weaponUnlockMap[weaponId] || 1;
  945. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  946. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  947. console.log(`${weaponConfig.name} (${weaponId}):`);
  948. console.log(` 需要关卡: ${requiredLevel}`);
  949. console.log(` 应该解锁: ${shouldBeUnlocked}`);
  950. console.log(` 当前状态: ${isCurrentlyUnlocked ? '已解锁' : '未解锁'}`);
  951. console.log(` 武器等级: ${weaponData?.level || 0}`);
  952. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  953. console.log(` ❌ 问题:应该解锁但未解锁`);
  954. } else if (shouldBeUnlocked && isCurrentlyUnlocked) {
  955. console.log(` ✅ 正常:已正确解锁`);
  956. } else {
  957. console.log(` ⏳ 等待:尚未达到解锁条件`);
  958. }
  959. }
  960. console.log('\n=== 修复建议 ===');
  961. console.log('如果发现武器解锁状态不正确,请运行以下命令:');
  962. console.log('1. 在控制台运行: window.upgradeController.forceSyncWeaponUnlocks()');
  963. console.log('2. 或者刷新页面重新初始化');
  964. // 将实例暴露到全局,方便调试
  965. (window as any).upgradeController = this;
  966. }
  967. /**
  968. * 货币变化事件处理
  969. */
  970. private onCurrencyChanged() {
  971. console.log('[UpgradeController] 货币发生变化,检查升级按钮闪烁状态');
  972. // 如果升级面板打开,更新闪烁状态
  973. if (this.upgradePanel && this.upgradePanel.active && this.currentSelectedWeapon) {
  974. this.updateUpgradeBtnBlinkState();
  975. }
  976. }
  977. /**
  978. * 更新升级按钮闪烁状态
  979. */
  980. private updateUpgradeBtnBlinkState() {
  981. if (!this.weaponUpgradeAni || !this.currentSelectedWeapon) {
  982. return;
  983. }
  984. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  985. const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  986. if (!weaponConfig || !weaponData) {
  987. return;
  988. }
  989. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  990. // 如果武器已达到最大等级,停止闪烁
  991. if (weaponData.level >= maxLevel) {
  992. this.weaponUpgradeAni.stopUpgradeBtnBlink();
  993. console.log(`[UpgradeController] 武器已满级,停止闪烁: ${this.currentSelectedWeapon}`);
  994. return;
  995. }
  996. // 检查钞票是否足够升级
  997. const canUpgrade = this.saveDataManager.canUpgradeWeapon(this.currentSelectedWeapon);
  998. if (canUpgrade) {
  999. // 钞票足够,开始闪烁
  1000. if (!this.weaponUpgradeAni.isUpgradeBtnBlinking()) {
  1001. this.weaponUpgradeAni.startUpgradeBtnBlink();
  1002. console.log(`[UpgradeController] 钞票足够,开始闪烁: ${this.currentSelectedWeapon}`);
  1003. }
  1004. } else {
  1005. // 钞票不够,停止闪烁
  1006. if (this.weaponUpgradeAni.isUpgradeBtnBlinking()) {
  1007. this.weaponUpgradeAni.stopUpgradeBtnBlink();
  1008. console.log(`[UpgradeController] 钞票不足,停止闪烁: ${this.currentSelectedWeapon}`);
  1009. }
  1010. }
  1011. }
  1012. /**
  1013. * 组件销毁时清理事件监听
  1014. */
  1015. onDestroy() {
  1016. EventBus.getInstance().off(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  1017. EventBus.getInstance().off(GameEvents.CURRENCY_CHANGED, this.onCurrencyChanged, this);
  1018. }
  1019. }