UpgradeController.ts 46 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 { PopUPAni } from '../../Animations/PopUPAni';
  5. import { UpgradeAni } from './UpgradeAni';
  6. const { ccclass, property } = _decorator;
  7. /**
  8. * 武器配置接口(从weapons.json加载)
  9. */
  10. interface WeaponConfig {
  11. id: string;
  12. name: string;
  13. type: string;
  14. rarity: string;
  15. weight: number;
  16. stats: {
  17. damage: number;
  18. fireRate: number;
  19. range: number;
  20. bulletSpeed: number;
  21. };
  22. visualConfig: {
  23. weaponSprites: {
  24. "I": string;
  25. "H-I": string;
  26. "L": string;
  27. "S": string;
  28. "D-T": string;
  29. };
  30. };
  31. upgradeConfig?: {
  32. maxLevel: number;
  33. levels: {
  34. [level: string]: {
  35. cost: number;
  36. damage?: number;
  37. };
  38. };
  39. };
  40. }
  41. /**
  42. * 武器升级系统控制器
  43. * 负责管理武器升级UI和逻辑
  44. */
  45. @ccclass('UpgradeController')
  46. export class UpgradeController extends Component {
  47. // UI节点引用
  48. @property(Node) upgradeUI: Node = null; // Canvas/UpgradeUI
  49. @property(ScrollView) weaponScrollView: ScrollView = null; // Canvas/UpgradeUI/ScrollView
  50. @property(Layout) weaponLayout: Layout = null; // Canvas/UpgradeUI/ScrollView/view/content/Layout
  51. @property(Node) upgradePanel: Node = null; // Canvas/UpgradeUI/UpgradePanel
  52. @property(Button) closePanelBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/CloseBtn
  53. // 升级面板UI组件
  54. @property(Sprite) panelWeaponSprite: Sprite = null; // Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  55. @property(Label) panelLevelLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/LevelLabel
  56. @property(Label) panelCurrentDamage: Label = null; // Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  57. @property(Label) panelCostLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  58. @property(Button) panelUpgradeBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn
  59. @property(Node) upIcon: Node = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/UP图标
  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) panelAni: PopUPAni = null; // Canvas/UpgradeUI/UpgradePanel上的PopUPAni组件
  65. @property(UpgradeAni) upgradeAni: UpgradeAni = null; // Canvas/UpgradeUI/UpgradePanel上的UpgradeAni组件
  66. // 数据管理
  67. private saveDataManager: SaveDataManager = null;
  68. private weaponsConfig: { weapons: WeaponConfig[] } = null;
  69. private currentSelectedWeapon: string = null;
  70. private levelConfigs: any[] = [];
  71. // 武器节点列表
  72. private weaponNodes: Node[] = [];
  73. onLoad() {
  74. this.saveDataManager = SaveDataManager.getInstance();
  75. this.bindEvents();
  76. }
  77. async start() {
  78. // 先加载武器配置
  79. await this.loadWeaponsConfig();
  80. // 加载关卡配置
  81. await this.loadLevelConfigs();
  82. // 初始化武器数据
  83. this.initializeWeapons();
  84. // 初始化时检查武器解锁状态
  85. this.checkInitialWeaponUnlocks();
  86. // 刷新UI
  87. this.refreshWeaponList();
  88. console.log('[UpgradeController] 初始化完成');
  89. }
  90. /**
  91. * 绑定事件
  92. */
  93. private bindEvents() {
  94. // 关闭升级面板
  95. this.closePanelBtn?.node.on(Button.EventType.CLICK, this.closeUpgradePanel, this);
  96. // 升级按钮
  97. this.panelUpgradeBtn?.node.on(Button.EventType.CLICK, this.onUpgradeWeapon, this);
  98. // 监听关卡完成事件,自动解锁武器
  99. EventBus.getInstance().on(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  100. }
  101. /**
  102. * 加载武器配置
  103. */
  104. private async loadWeaponsConfig() {
  105. try {
  106. const jsonAsset = await new Promise<any>((resolve, reject) => {
  107. resources.load('data/weapons', (err, asset) => {
  108. if (err) reject(err);
  109. else resolve(asset);
  110. });
  111. });
  112. this.weaponsConfig = jsonAsset.json;
  113. console.log('[UpgradeController] 武器配置加载成功:', this.weaponsConfig);
  114. } catch (error) {
  115. console.error('[UpgradeController] 加载武器配置失败:', error);
  116. }
  117. }
  118. /**
  119. * 加载关卡配置
  120. */
  121. private async loadLevelConfigs() {
  122. try {
  123. this.levelConfigs = [];
  124. // 加载Level1到Level5的配置
  125. for (let i = 1; i <= 5; i++) {
  126. try {
  127. const levelData = await new Promise<any>((resolve, reject) => {
  128. resources.load(`data/levels/Level${i}`, (err, asset) => {
  129. if (err) reject(err);
  130. else resolve(asset);
  131. });
  132. });
  133. this.levelConfigs.push({
  134. level: i,
  135. ...levelData
  136. });
  137. } catch (error) {
  138. console.warn(`加载Level${i}配置失败:`, error);
  139. }
  140. }
  141. console.log('关卡配置加载成功:', this.levelConfigs);
  142. } catch (error) {
  143. console.error('加载关卡配置失败:', error);
  144. this.levelConfigs = [];
  145. }
  146. }
  147. /**
  148. * 初始化武器数据(确保所有武器都在存档中)
  149. */
  150. private initializeWeapons() {
  151. if (!this.weaponsConfig) return;
  152. // 为每个武器创建初始数据(如果不存在)
  153. this.weaponsConfig.weapons.forEach(weaponConfig => {
  154. const existingWeapon = this.saveDataManager.getWeapon(weaponConfig.id);
  155. if (!existingWeapon) {
  156. this.saveDataManager.addWeapon(weaponConfig.id, weaponConfig.rarity);
  157. }
  158. });
  159. }
  160. /**
  161. * 初始化时检查武器解锁状态
  162. */
  163. private checkInitialWeaponUnlocks() {
  164. if (!this.saveDataManager || !this.weaponsConfig) return;
  165. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  166. console.log(`[UpgradeController] 初始化检查武器解锁状态,当前最大解锁关卡: ${maxUnlockedLevel}`);
  167. let hasUpdates = false;
  168. for (const weaponConfig of this.weaponsConfig.weapons) {
  169. const weaponId = weaponConfig.id;
  170. const weaponData = this.saveDataManager.getWeapon(weaponId);
  171. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  172. // 检查武器是否应该根据关卡进度解锁
  173. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  174. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  175. // 如果武器应该解锁但还未解锁,则自动解锁
  176. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  177. weaponData.level = 1;
  178. // 由于WeaponData类型中没有unlockTime属性,这里先注释掉
  179. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  180. console.log(`[UpgradeController] 初始化时自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  181. hasUpdates = true;
  182. }
  183. }
  184. // 如果有更新,保存数据
  185. if (hasUpdates) {
  186. this.saveDataManager.savePlayerData();
  187. console.log(`[UpgradeController] 初始化武器解锁状态更新完成`);
  188. }
  189. }
  190. /**
  191. * 刷新武器列表UI
  192. */
  193. private refreshWeaponList() {
  194. if (!this.weaponsConfig || !this.weaponLayout) {
  195. console.warn('武器配置或武器布局未初始化');
  196. return;
  197. }
  198. // 清除现有节点
  199. this.clearWeaponNodes();
  200. // 为每个武器创建UI节点
  201. this.weaponsConfig.weapons.forEach((weaponConfig, index) => {
  202. this.createWeaponNode(weaponConfig, index);
  203. });
  204. }
  205. /**
  206. * 切换武器节点状态(从锁定到解锁或反之)
  207. */
  208. private switchWeaponNodeState(weaponId: string) {
  209. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  210. if (!weaponConfig) {
  211. console.warn(`未找到武器配置: ${weaponId}`);
  212. return;
  213. }
  214. // 找到对应的武器节点
  215. const weaponNodeIndex = this.weaponNodes.findIndex(node => node.name === `WeaponNode_${weaponId}`);
  216. if (weaponNodeIndex === -1) {
  217. console.warn(`未找到武器节点: ${weaponId}`);
  218. return;
  219. }
  220. const oldNode = this.weaponNodes[weaponNodeIndex];
  221. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponId);
  222. const weaponData = this.saveDataManager.getWeapon(weaponId);
  223. // 创建新节点
  224. let newNode: Node = null;
  225. if (isUnlocked) {
  226. if (this.unlockedWeaponPrefab) {
  227. newNode = instantiate(this.unlockedWeaponPrefab);
  228. this.setupUnlockedWeaponNode(newNode, weaponConfig, weaponData);
  229. }
  230. } else {
  231. if (this.lockedWeaponPrefab) {
  232. newNode = instantiate(this.lockedWeaponPrefab);
  233. this.setupLockedWeaponNode(newNode, weaponConfig);
  234. }
  235. }
  236. if (newNode) {
  237. newNode.name = `WeaponNode_${weaponId}`;
  238. // 获取旧节点的位置
  239. const siblingIndex = oldNode.getSiblingIndex();
  240. // 移除旧节点
  241. oldNode.removeFromParent();
  242. // 添加新节点到相同位置
  243. this.weaponLayout.node.insertChild(newNode, siblingIndex);
  244. // 更新节点数组
  245. this.weaponNodes[weaponNodeIndex] = newNode;
  246. console.log(`武器 ${weaponId} 状态切换完成: ${isUnlocked ? '解锁' : '锁定'}`);
  247. }
  248. }
  249. /**
  250. * 清除武器节点
  251. */
  252. private clearWeaponNodes() {
  253. this.weaponNodes.forEach(node => {
  254. if (node && node.isValid) {
  255. node.destroy();
  256. }
  257. });
  258. this.weaponNodes = [];
  259. }
  260. /**
  261. * 创建武器节点
  262. */
  263. private createWeaponNode(weaponConfig: WeaponConfig, index: number) {
  264. // 获取武器数据
  265. const weaponData = this.saveDataManager.getWeapon(weaponConfig.id);
  266. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponConfig.id);
  267. console.log(`设置武器节点 ${index}: ${weaponConfig.name}, 等级: ${weaponData?.level || 0}, 已解锁: ${isUnlocked}`);
  268. // 根据解锁状态选择合适的预制体
  269. let weaponNode: Node = null;
  270. if (isUnlocked) {
  271. if (this.unlockedWeaponPrefab) {
  272. weaponNode = instantiate(this.unlockedWeaponPrefab);
  273. this.setupUnlockedWeaponNode(weaponNode, weaponConfig, weaponData);
  274. }
  275. } else {
  276. if (this.lockedWeaponPrefab) {
  277. weaponNode = instantiate(this.lockedWeaponPrefab);
  278. this.setupLockedWeaponNode(weaponNode, weaponConfig);
  279. }
  280. }
  281. // 如果没有预制体,记录警告
  282. if (!weaponNode) {
  283. console.warn(`无法创建武器节点 ${weaponConfig.name}: 缺少对应的预制体`);
  284. return;
  285. }
  286. // 设置节点名称
  287. weaponNode.name = `WeaponNode_${weaponConfig.id}`;
  288. // 添加到布局中
  289. this.weaponLayout.node.addChild(weaponNode);
  290. this.weaponNodes.push(weaponNode);
  291. }
  292. /**
  293. * 加载武器图标
  294. */
  295. private loadWeaponSprite(sprite: Sprite, spritePath: string) {
  296. // 参考WeaponBullet.ts的正确加载方式,在路径后添加'/spriteFrame'
  297. const framePath = `${spritePath}/spriteFrame`;
  298. resources.load(framePath, SpriteFrame, (err, spriteFrame) => {
  299. if (!err && spriteFrame && sprite && sprite.isValid) {
  300. sprite.spriteFrame = spriteFrame;
  301. console.log(`武器图标加载成功: ${spritePath}`);
  302. } else if (err) {
  303. console.warn(`加载武器图标失败: ${spritePath}`, err);
  304. }
  305. });
  306. }
  307. /**
  308. * 设置已解锁武器节点(适配Unlock.prefab)
  309. */
  310. private setupUnlockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig, weaponData: any) {
  311. // 获取公共的Sprite节点,避免重复查找
  312. const spriteNode = weaponNode.getChildByName('Sprite');
  313. if (!spriteNode) {
  314. console.warn('未找到Sprite节点:', weaponConfig.id);
  315. return;
  316. }
  317. // 设置武器图标 - 查找专门的武器图标Sprite节点,避免影响背景
  318. const weaponSprite = spriteNode.getChildByName('WeaponSprite')?.getComponent(Sprite);
  319. if (weaponSprite && weaponConfig.visualConfig.weaponSprites) {
  320. const spritePath = weaponConfig.visualConfig.weaponSprites['I'] || weaponConfig.visualConfig.weaponSprites['H-I'] || weaponConfig.visualConfig.weaponSprites['L'] || weaponConfig.visualConfig.weaponSprites['S'] || weaponConfig.visualConfig.weaponSprites['D-T'];
  321. this.loadWeaponSprite(weaponSprite, spritePath);
  322. }
  323. // 设置武器名称 - Unlock.prefab中的Name节点下的Label(只显示武器名称)
  324. const nameLabel = spriteNode.getChildByName('Name')?.getComponent(Label);
  325. if (nameLabel) {
  326. nameLabel.string = weaponConfig.name;
  327. }
  328. // 设置武器等级 - should_hide_in_hierarchy/Unlock/Sprite/Level/Label节点(显示等级)
  329. const levelNode = spriteNode.getChildByName('Level');
  330. console.log(`[PreviewInEditor] 处理武器等级显示: ${weaponConfig.name}, weaponData:`, weaponData);
  331. if (levelNode) {
  332. // 先尝试Level节点本身的Label组件
  333. let levelLabel = levelNode.getComponent(Label);
  334. if (!levelLabel) {
  335. // 如果Level节点本身没有Label,尝试查找子节点Label
  336. const labelNode = levelNode.getChildByName('Label');
  337. if (labelNode) {
  338. levelLabel = labelNode.getComponent(Label);
  339. }
  340. }
  341. if (levelLabel) {
  342. const actualLevel = weaponData ? weaponData.level : 0;
  343. levelLabel.string = `${actualLevel}`;
  344. } else {
  345. console.warn(`[PreviewInEditor] 未找到Level Label组件: ${weaponConfig.name}`);
  346. }
  347. } else {
  348. console.warn(`[PreviewInEditor] 未找到Level节点: ${weaponConfig.name}`);
  349. }
  350. // 设置升级按钮 - Unlock.prefab中的Button节点
  351. const upgradeButton = weaponNode.getChildByName('Upgrade')?.getComponent(Button);
  352. if (upgradeButton) {
  353. // 清除之前的事件监听
  354. upgradeButton.node.off(Button.EventType.CLICK);
  355. // 添加升级事件
  356. upgradeButton.node.on(Button.EventType.CLICK, () => {
  357. this.openUpgradePanel(weaponConfig.id);
  358. }, this);
  359. // 设置按钮文本和状态
  360. const buttonLabel = upgradeButton.node.getChildByName('Label')?.getComponent(Label);
  361. if (buttonLabel) {
  362. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  363. if (weaponData && weaponData.level >= maxLevel) {
  364. buttonLabel.string = '已满级';
  365. } else {
  366. // 只显示"升级",不显示费用,费用在升级面板中显示
  367. buttonLabel.string = '升级';
  368. }
  369. }
  370. }
  371. // Unlock.prefab已经有正常的视觉效果,确保节点激活
  372. weaponNode.active = true;
  373. }
  374. /**
  375. * 设置未解锁武器节点(适配Lock.prefab)
  376. */
  377. private setupLockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig) {
  378. // 设置解锁信息文本 - Lock.prefab中的Label节点
  379. const unlockLabel = weaponNode.getChildByName('Label')?.getComponent(Label);
  380. if (unlockLabel) {
  381. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  382. unlockLabel.string = `通关第${unlockLevel}关解锁`;
  383. }
  384. // Lock.prefab已经有合适的视觉效果,不需要额外设置透明度
  385. weaponNode.active = true;
  386. // 锁定武器节点保持可点击状态以显示解锁提示
  387. // 添加点击事件监听(显示解锁提示)
  388. weaponNode.on(Node.EventType.TOUCH_END, () => {
  389. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  390. console.log(`${weaponConfig.name} 需要通关第${unlockLevel}关才能解锁`);
  391. }, this);
  392. }
  393. /**
  394. * 打开升级面板
  395. */
  396. private async openUpgradePanel(weaponId: string) {
  397. const weaponConfig = this.weaponsConfig.weapons.find(config => config.id === weaponId);
  398. if (!weaponConfig) {
  399. console.error(`未找到武器配置: ${weaponId}`);
  400. return;
  401. }
  402. const weaponData = this.saveDataManager.getWeapon(weaponId);
  403. if (!weaponData) {
  404. console.error(`未找到武器数据: ${weaponId}`);
  405. return;
  406. }
  407. this.currentSelectedWeapon = weaponId;
  408. console.log(`打开升级面板: ${weaponConfig.name}, 当前等级: ${weaponData.level}`);
  409. // 刷新面板内容
  410. this.refreshUpgradePanel();
  411. // 使用动画显示升级面板
  412. if (this.panelAni) {
  413. await this.panelAni.showPanel();
  414. } else {
  415. // 如果没有动画组件,直接显示
  416. this.upgradePanel.active = true;
  417. }
  418. }
  419. /**
  420. * 关闭升级面板
  421. */
  422. private async closeUpgradePanel() {
  423. // 停止UP图标动画
  424. if (this.upIcon && this.panelAni) {
  425. this.panelAni.stopIconTipAnimation(this.upIcon);
  426. }
  427. // 使用动画隐藏升级面板
  428. if (this.panelAni) {
  429. await this.panelAni.hidePanel();
  430. } else {
  431. // 如果没有动画组件,直接隐藏
  432. this.upgradePanel.active = false;
  433. }
  434. this.currentSelectedWeapon = null;
  435. }
  436. /**
  437. * 刷新升级面板
  438. */
  439. private refreshUpgradePanel() {
  440. if (!this.currentSelectedWeapon || !this.weaponsConfig) return;
  441. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  442. const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  443. if (!weaponConfig || !weaponData) {
  444. console.error(`刷新升级面板失败: 武器配置或数据不存在 ${this.currentSelectedWeapon}`);
  445. return;
  446. }
  447. console.log(`刷新升级面板: ${weaponConfig.name}, 等级: ${weaponData.level}`);
  448. // 设置武器图标 - Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  449. if (this.panelWeaponSprite && weaponConfig.visualConfig.weaponSprites) {
  450. const spritePath = weaponConfig.visualConfig.weaponSprites['I'] || weaponConfig.visualConfig.weaponSprites['H-I'] || weaponConfig.visualConfig.weaponSprites['L'] || weaponConfig.visualConfig.weaponSprites['S'] || weaponConfig.visualConfig.weaponSprites['D-T'];
  451. this.loadWeaponSprite(this.panelWeaponSprite, spritePath);
  452. }
  453. // 设置武器名称和等级 - Canvas/UpgradeUI/UpgradePanel/LevelLabel
  454. if (this.panelLevelLabel) {
  455. this.panelLevelLabel.string = `${weaponConfig.name} 等级 ${weaponData.level}`;
  456. }
  457. // 计算当前伤害(基础伤害 + 等级加成)- Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  458. const baseDamage = weaponConfig.stats.damage;
  459. const currentDamage = this.calculateWeaponDamage(baseDamage, weaponData.level, this.currentSelectedWeapon);
  460. const nextLevelDamage = this.calculateWeaponDamage(baseDamage, weaponData.level + 1, this.currentSelectedWeapon);
  461. const damageIncrease = nextLevelDamage - currentDamage;
  462. if (this.panelCurrentDamage) {
  463. // 只显示当前伤害数值,不显示增量
  464. this.panelCurrentDamage.string = currentDamage.toString();
  465. }
  466. // 设置升级费用 - Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  467. // 优先从武器配置的upgradeConfig字段获取升级费用
  468. let upgradeCost = 0;
  469. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  470. if (weaponData.level >= maxLevel) {
  471. // 已达到最大等级,显示"已满级"
  472. if (this.panelCostLabel) {
  473. this.panelCostLabel.string = "已满级";
  474. }
  475. } else {
  476. // 从upgradeConfig获取升级费用
  477. if (weaponConfig.upgradeConfig?.levels) {
  478. const levelConfig = weaponConfig.upgradeConfig.levels[weaponData.level.toString()];
  479. if (levelConfig && levelConfig.cost) {
  480. upgradeCost = levelConfig.cost;
  481. } else {
  482. // 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
  483. upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  484. }
  485. } else {
  486. // 如果没有upgradeConfig,使用SaveDataManager的计算方法
  487. upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  488. }
  489. if (this.panelCostLabel) {
  490. this.panelCostLabel.string = upgradeCost.toString();
  491. }
  492. }
  493. // 检查钞票是否足够,控制UP图标显示和动画
  494. const playerMoney = this.saveDataManager.getMoney();
  495. if (weaponData.level < maxLevel && playerMoney >= upgradeCost) {
  496. // 钞票足够,显示UP图标并播放动画
  497. if (this.upIcon) {
  498. this.upIcon.active = true;
  499. if (this.panelAni) {
  500. // 传入检查条件:钞票是否足够且未达到最大等级
  501. const checkCondition = () => {
  502. const currentMoney = this.saveDataManager.getMoney();
  503. const currentWeaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  504. const currentUpgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  505. return currentWeaponData &&
  506. currentWeaponData.level < maxLevel &&
  507. currentMoney >= currentUpgradeCost;
  508. };
  509. this.panelAni.playIconTipAnimation(this.upIcon, checkCondition);
  510. }
  511. }
  512. } else {
  513. // 钞票不足或已满级,隐藏UP图标并停止动画
  514. if (this.upIcon) {
  515. this.upIcon.active = false;
  516. if (this.panelAni) {
  517. this.panelAni.stopIconTipAnimation(this.upIcon);
  518. }
  519. }
  520. }
  521. // 升级按钮始终保持可点击状态,通过Toast显示各种提示
  522. console.log(`[UpgradeController] 升级按钮保持可交互状态`);
  523. }
  524. /**
  525. * 计算武器伤害
  526. */
  527. private calculateWeaponDamage(baseDamage: number, level: number, weaponId?: string): number {
  528. if (level === 0) return 0; // 未解锁武器伤害为0
  529. // 优先使用手动配置的伤害值
  530. if (weaponId && this.weaponsConfig && this.weaponsConfig.weapons) {
  531. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  532. if (weaponConfig && weaponConfig.upgradeConfig && weaponConfig.upgradeConfig.levels) {
  533. const levelConfig = weaponConfig.upgradeConfig.levels[level.toString()];
  534. if (levelConfig && levelConfig.damage !== undefined) {
  535. console.log(`[UpgradeController] 使用手动配置伤害 - ${weaponId}: 等级=${level}, 伤害=${levelConfig.damage}`);
  536. return levelConfig.damage;
  537. }
  538. }
  539. }
  540. // 如果没有手动配置,使用基于武器稀有度的伤害增长公式作为后备
  541. if (weaponId && this.weaponsConfig && this.weaponsConfig.weapons) {
  542. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  543. if (weaponConfig && weaponConfig.stats && weaponConfig.stats.damage) {
  544. // 根据武器稀有度确定每级伤害增长
  545. let damagePerLevel = 0;
  546. switch (weaponConfig.rarity) {
  547. case 'common':
  548. damagePerLevel = Math.floor(baseDamage * 0.15); // 普通武器每级增加15%基础伤害
  549. break;
  550. case 'uncommon':
  551. damagePerLevel = Math.floor(baseDamage * 0.18); // 不常见武器每级增加18%基础伤害
  552. break;
  553. case 'rare':
  554. damagePerLevel = Math.floor(baseDamage * 0.20); // 稀有武器每级增加20%基础伤害
  555. break;
  556. case 'epic':
  557. damagePerLevel = Math.floor(baseDamage * 0.25); // 史诗武器每级增加25%基础伤害
  558. break;
  559. default:
  560. damagePerLevel = Math.floor(baseDamage * 0.15); // 默认15%
  561. break;
  562. }
  563. // 确保每级至少增加1点伤害
  564. damagePerLevel = Math.max(1, damagePerLevel);
  565. // 计算总伤害:基础伤害 + (等级-1) * 每级伤害增长
  566. const totalDamage = baseDamage + (level - 1) * damagePerLevel;
  567. console.log(`[UpgradeController] 使用自动计算伤害 - ${weaponId}: 基础=${baseDamage}, 等级=${level}, 每级增长=${damagePerLevel}, 总伤害=${totalDamage}`);
  568. return totalDamage;
  569. }
  570. }
  571. // 如果配置不存在,使用默认公式作为后备
  572. console.log(`[UpgradeController] 使用默认伤害计算 - ${weaponId}: 基础=${baseDamage}, 等级=${level}`);
  573. return baseDamage + (level - 1);
  574. }
  575. /**
  576. * 根据武器名称查找解锁关卡
  577. */
  578. private getWeaponUnlockLevel(weaponName: string): number {
  579. // 武器名称到解锁关卡的映射
  580. const weaponUnlockMap: { [key: string]: number } = {
  581. "毛豆射手": 1,
  582. "尖胡萝卜": 2,
  583. "锯齿草": 3,
  584. "西瓜炸弹": 4,
  585. "回旋镖盆栽": 5,
  586. "炙热辣椒": 6,
  587. "仙人散弹": 7,
  588. "秋葵导弹": 8,
  589. "狼牙棒": 9
  590. };
  591. return weaponUnlockMap[weaponName] || 1;
  592. }
  593. /**
  594. * 根据武器ID查找解锁关卡
  595. */
  596. private getWeaponUnlockLevelById(weaponId: string): number {
  597. // 武器ID到解锁关卡的映射
  598. const weaponUnlockMap: { [key: string]: number } = {
  599. "pea_shooter": 1,
  600. "sharp_carrot": 2,
  601. "saw_grass": 3,
  602. "watermelon_bomb": 4,
  603. "boomerang_plant": 5,
  604. "hot_pepper": 6,
  605. "cactus_shotgun": 7,
  606. "okra_missile": 8,
  607. "mace_club": 9
  608. };
  609. return weaponUnlockMap[weaponId] || 1;
  610. }
  611. /**
  612. * 升级武器
  613. */
  614. private onUpgradeWeapon() {
  615. console.log(`[UpgradeController] onUpgradeWeapon方法被调用`);
  616. if (!this.currentSelectedWeapon) {
  617. console.log(`[UpgradeController] currentSelectedWeapon为空,退出`);
  618. return;
  619. }
  620. console.log(`[UpgradeController] 开始升级武器: ${this.currentSelectedWeapon}`);
  621. // 检查升级条件并显示相应提示
  622. const weapon = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  623. console.log(`[UpgradeController] 获取到的武器数据:`, weapon);
  624. if (!weapon) {
  625. console.log(`[UpgradeController] 武器不存在: ${this.currentSelectedWeapon}`);
  626. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器不存在", duration: 2.0 });
  627. return;
  628. }
  629. console.log(`[UpgradeController] 武器等级: ${weapon.level}`);
  630. if (weapon.level === 0) {
  631. console.log(`[UpgradeController] 武器未解锁: ${this.currentSelectedWeapon}`);
  632. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "请先解锁武器", duration: 2.0 });
  633. return;
  634. }
  635. // 检查是否已达到最大等级
  636. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  637. const maxLevel = weaponConfig?.upgradeConfig?.maxLevel || 10;
  638. if (weapon.level >= maxLevel) {
  639. console.log(`[UpgradeController] 武器已达到最大等级: ${this.currentSelectedWeapon}`);
  640. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器已达到最大等级", duration: 2.0 });
  641. return;
  642. }
  643. const cost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  644. const playerMoney = this.saveDataManager.getMoney();
  645. console.log(`[UpgradeController] 升级检查 - 武器: ${this.currentSelectedWeapon}, 费用: ${cost}, 当前钞票: ${playerMoney}`);
  646. console.log(`[UpgradeController] 费用类型: ${typeof cost}, 钞票类型: ${typeof playerMoney}`);
  647. console.log(`[UpgradeController] 条件判断: ${playerMoney} < ${cost} = ${playerMoney < cost}`);
  648. if (playerMoney < cost) {
  649. console.log(`[UpgradeController] 钞票不足 - 需要: ${cost}, 当前: ${playerMoney}`);
  650. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: `钞票不足,需要${cost}钞票`, duration: 2.0 });
  651. return;
  652. }
  653. console.log(`[UpgradeController] 钞票充足,继续升级流程`);
  654. // 记录升级前的钞票数量
  655. const coinsBeforeUpgrade = this.saveDataManager.getMoney();
  656. console.log(`[UpgradeController] 升级前钞票: ${coinsBeforeUpgrade}`);
  657. const success = this.saveDataManager.upgradeWeapon(this.currentSelectedWeapon);
  658. if (success) {
  659. const coinsAfterUpgrade = this.saveDataManager.getMoney();
  660. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级成功`);
  661. console.log(`[UpgradeController] 升级后钞票: ${coinsAfterUpgrade}, 消耗: ${coinsBeforeUpgrade - coinsAfterUpgrade}`);
  662. // 播放武器升级成功动画
  663. this.playWeaponUpgradeSuccessAnimation();
  664. // 刷新升级面板
  665. this.refreshUpgradePanel();
  666. // 使用新的状态切换方法更新武器节点
  667. this.switchWeaponNodeState(this.currentSelectedWeapon);
  668. // 保存数据
  669. this.saveDataManager.savePlayerData();
  670. } else {
  671. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级失败`);
  672. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "升级失败,请重试", duration: 1.0 });
  673. // 升级失败时不更新UI
  674. }
  675. }
  676. /**
  677. * 播放武器升级成功动画
  678. */
  679. private async playWeaponUpgradeSuccessAnimation(): Promise<void> {
  680. if (!this.upgradeAni || !this.panelWeaponSprite) {
  681. console.warn('[UpgradeController] upgradeAni 或 panelWeaponSprite 未设置,跳过升级动画');
  682. return;
  683. }
  684. try {
  685. // 获取武器图标节点
  686. const weaponIconNode = this.panelWeaponSprite.node;
  687. // 播放升级动画
  688. await this.upgradeAni.playWeaponUpgradeAnimation(weaponIconNode);
  689. console.log('[UpgradeController] 武器升级动画播放完成');
  690. } catch (error) {
  691. console.error('[UpgradeController] 播放武器升级动画时出错:', error);
  692. }
  693. }
  694. /**
  695. * 解锁武器
  696. */
  697. public unlockWeapon(weaponId: string): boolean {
  698. const success = this.saveDataManager.unlockWeapon(weaponId);
  699. if (success) {
  700. console.log(`武器 ${weaponId} 解锁成功`);
  701. // 使用新的状态切换方法更新武器节点
  702. this.switchWeaponNodeState(weaponId);
  703. // 保存数据
  704. this.saveDataManager.savePlayerData();
  705. }
  706. return success;
  707. }
  708. /**
  709. * 获取武器当前伤害
  710. */
  711. public getWeaponDamage(weaponId: string): number {
  712. if (!this.weaponsConfig) return 0;
  713. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  714. const weaponData = this.saveDataManager.getWeapon(weaponId);
  715. if (!weaponConfig || !weaponData) return 0;
  716. return this.calculateWeaponDamage(weaponConfig.stats.damage, weaponData.level, weaponId);
  717. }
  718. /**
  719. * 刷新UI
  720. */
  721. public refreshUI() {
  722. this.refreshWeaponList();
  723. }
  724. /**
  725. * 处理关卡完成事件,自动解锁相应武器
  726. */
  727. private onLevelComplete() {
  728. if (!this.saveDataManager || !this.weaponsConfig) return;
  729. // 获取当前关卡数据
  730. const currentLevel = this.saveDataManager.getCurrentLevel();
  731. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  732. const playerData = this.saveDataManager.getPlayerData();
  733. console.log(`[UpgradeController] 关卡完成事件触发`);
  734. console.log(`[UpgradeController] 当前关卡: ${currentLevel}, 最大解锁关卡: ${maxUnlockedLevel}`);
  735. console.log(`[UpgradeController] 玩家数据:`, {
  736. coins: playerData?.money || 0,
  737. currentLevel: playerData?.currentLevel || 1,
  738. maxUnlockedLevel: playerData?.maxUnlockedLevel || 1
  739. });
  740. // 遍历所有武器,检查是否有新解锁的武器
  741. let hasNewUnlocks = false;
  742. const newlyUnlockedWeapons: string[] = [];
  743. for (const weaponConfig of this.weaponsConfig.weapons) {
  744. const weaponId = weaponConfig.id;
  745. const weaponData = this.saveDataManager.getWeapon(weaponId);
  746. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  747. // 检查武器是否应该根据关卡进度解锁
  748. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  749. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  750. console.log(`[UpgradeController] 武器检查: ${weaponConfig.name} (${weaponId})`);
  751. console.log(` - 需要关卡: ${requiredLevel}, 当前最大解锁: ${maxUnlockedLevel}`);
  752. console.log(` - 应该解锁: ${shouldBeUnlocked}, 当前已解锁: ${isCurrentlyUnlocked}`);
  753. console.log(` - 武器数据:`, weaponData);
  754. // 如果武器应该解锁但还未解锁,则自动解锁
  755. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  756. // 确保武器数据存在
  757. if (!weaponData) {
  758. this.saveDataManager.addWeapon(weaponId, weaponConfig.rarity);
  759. }
  760. // 自动解锁武器(设置为level 1,免费解锁)
  761. const updatedWeaponData = this.saveDataManager.getWeapon(weaponId);
  762. if (updatedWeaponData) {
  763. updatedWeaponData.level = 1;
  764. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行
  765. // updatedWeaponData.unlockTime = Date.now();
  766. console.log(`[UpgradeController] 自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  767. newlyUnlockedWeapons.push(weaponConfig.name);
  768. hasNewUnlocks = true;
  769. }
  770. }
  771. }
  772. // 如果有新解锁的武器,刷新UI并保存数据
  773. if (hasNewUnlocks) {
  774. this.refreshWeaponList();
  775. this.saveDataManager.savePlayerData();
  776. console.log(`[UpgradeController] 关卡完成后解锁了 ${newlyUnlockedWeapons.length} 个武器:`, newlyUnlockedWeapons);
  777. // 可以在这里添加解锁提示UI
  778. this.showWeaponUnlockNotification(newlyUnlockedWeapons);
  779. } else {
  780. console.log(`[UpgradeController] 关卡完成后没有新武器解锁`);
  781. }
  782. }
  783. /**
  784. * 显示武器解锁通知
  785. */
  786. private showWeaponUnlockNotification(weaponNames: string[]) {
  787. if (weaponNames.length === 0) return;
  788. // 这里可以实现解锁通知UI
  789. // 目前先用console输出
  790. console.log(`🎉 恭喜解锁新武器: ${weaponNames.join(', ')}!`);
  791. // TODO: 实现实际的UI通知
  792. // 可以显示一个弹窗或者顶部通知条
  793. }
  794. /**
  795. * 获取当前关卡数据(用于调试和UI显示)
  796. */
  797. public getCurrentLevelData() {
  798. if (!this.saveDataManager) return null;
  799. return {
  800. currentLevel: this.saveDataManager.getCurrentLevel(),
  801. maxUnlockedLevel: this.saveDataManager.getMaxUnlockedLevel(),
  802. coins: this.saveDataManager.getMoney(),
  803. diamonds: this.saveDataManager.getDiamonds(),
  804. wallLevel: this.saveDataManager.getWallLevel()
  805. };
  806. }
  807. /**
  808. * 手动检查并解锁武器(用于调试或特殊情况)
  809. */
  810. public checkAndUnlockWeapons() {
  811. console.log('[UpgradeController] 手动检查武器解锁状态');
  812. this.onLevelComplete();
  813. }
  814. /**
  815. * 获取所有武器的解锁状态信息(用于调试和UI显示)
  816. */
  817. public getWeaponUnlockStatus() {
  818. if (!this.saveDataManager || !this.weaponsConfig) {
  819. return { error: '数据管理器或武器配置未初始化' };
  820. }
  821. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  822. const weaponStatus = [];
  823. for (const weaponConfig of this.weaponsConfig.weapons) {
  824. const weaponId = weaponConfig.id;
  825. const weaponData = this.saveDataManager.getWeapon(weaponId);
  826. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  827. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  828. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  829. weaponStatus.push({
  830. id: weaponId,
  831. name: weaponConfig.name,
  832. requiredLevel: requiredLevel,
  833. shouldBeUnlocked: shouldBeUnlocked,
  834. isCurrentlyUnlocked: isCurrentlyUnlocked,
  835. currentLevel: weaponData?.level || 0,
  836. // 由于WeaponData类型中没有unlockTime属性,暂时移除该字段
  837. unlocked: weaponData?.level > 0,
  838. needsUpdate: shouldBeUnlocked && !isCurrentlyUnlocked
  839. });
  840. }
  841. return {
  842. maxUnlockedLevel: maxUnlockedLevel,
  843. weapons: weaponStatus,
  844. summary: {
  845. total: weaponStatus.length,
  846. unlocked: weaponStatus.filter(w => w.isCurrentlyUnlocked).length,
  847. shouldBeUnlocked: weaponStatus.filter(w => w.shouldBeUnlocked).length,
  848. needsUpdate: weaponStatus.filter(w => w.needsUpdate).length
  849. }
  850. };
  851. }
  852. /**
  853. * 强制同步所有武器解锁状态(用于修复数据不一致问题)
  854. */
  855. public forceSyncWeaponUnlocks() {
  856. if (!this.saveDataManager || !this.weaponsConfig) {
  857. console.error('[UpgradeController] 无法强制同步:数据管理器或武器配置未初始化');
  858. return false;
  859. }
  860. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  861. let syncCount = 0;
  862. console.log(`[UpgradeController] 开始强制同步武器解锁状态,基于最大解锁关卡: ${maxUnlockedLevel}`);
  863. for (const weaponConfig of this.weaponsConfig.weapons) {
  864. const weaponId = weaponConfig.id;
  865. const weaponData = this.saveDataManager.getWeapon(weaponId);
  866. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  867. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  868. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  869. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  870. weaponData.level = 1;
  871. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行代码
  872. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  873. syncCount++;
  874. console.log(`[UpgradeController] 强制解锁武器: ${weaponConfig.name} (${weaponId})`);
  875. }
  876. }
  877. if (syncCount > 0) {
  878. this.saveDataManager.savePlayerData();
  879. this.refreshWeaponList();
  880. console.log(`[UpgradeController] 强制同步完成,解锁了 ${syncCount} 个武器`);
  881. } else {
  882. console.log(`[UpgradeController] 强制同步完成,没有需要更新的武器`);
  883. }
  884. return syncCount > 0;
  885. }
  886. /**
  887. * 诊断武器解锁问题(用于调试)
  888. */
  889. public diagnoseWeaponUnlockIssue() {
  890. console.log('=== 武器解锁问题诊断 ===');
  891. if (!this.saveDataManager) {
  892. console.error('SaveDataManager未初始化');
  893. return;
  894. }
  895. if (!this.weaponsConfig) {
  896. console.error('武器配置未加载');
  897. return;
  898. }
  899. const currentLevel = this.saveDataManager.getCurrentLevel();
  900. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  901. const playerData = this.saveDataManager.getPlayerData();
  902. console.log(`当前关卡: ${currentLevel}`);
  903. console.log(`最大解锁关卡: ${maxUnlockedLevel}`);
  904. console.log(`金钱: ${playerData?.money || 0}`);
  905. console.log('\n=== 关卡完成状态 ===');
  906. for (let i = 1; i <= 5; i++) {
  907. const progress = this.saveDataManager.getLevelProgress(i);
  908. const isCompleted = this.saveDataManager.isLevelCompleted(i);
  909. console.log(`关卡${i}: 完成=${isCompleted}, 尝试次数=${progress?.attempts || 0}`);
  910. }
  911. console.log('\n=== 武器解锁状态 ===');
  912. const weaponUnlockMap = {
  913. 'pea_shooter': 1,
  914. 'sharp_carrot': 2,
  915. 'saw_grass': 3,
  916. 'watermelon_bomb': 4,
  917. 'boomerang_plant': 5,
  918. 'hot_pepper': 6,
  919. 'cactus_shotgun': 7,
  920. 'okra_missile': 8,
  921. 'mace_club': 9
  922. };
  923. for (const weaponConfig of this.weaponsConfig.weapons) {
  924. const weaponId = weaponConfig.id;
  925. const weaponData = this.saveDataManager.getWeapon(weaponId);
  926. const requiredLevel = weaponUnlockMap[weaponId] || 1;
  927. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  928. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  929. console.log(`${weaponConfig.name} (${weaponId}):`);
  930. console.log(` 需要关卡: ${requiredLevel}`);
  931. console.log(` 应该解锁: ${shouldBeUnlocked}`);
  932. console.log(` 当前状态: ${isCurrentlyUnlocked ? '已解锁' : '未解锁'}`);
  933. console.log(` 武器等级: ${weaponData?.level || 0}`);
  934. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  935. console.log(` ❌ 问题:应该解锁但未解锁`);
  936. } else if (shouldBeUnlocked && isCurrentlyUnlocked) {
  937. console.log(` ✅ 正常:已正确解锁`);
  938. } else {
  939. console.log(` ⏳ 等待:尚未达到解锁条件`);
  940. }
  941. }
  942. console.log('\n=== 修复建议 ===');
  943. console.log('如果发现武器解锁状态不正确,请运行以下命令:');
  944. console.log('1. 在控制台运行: window.upgradeController.forceSyncWeaponUnlocks()');
  945. console.log('2. 或者刷新页面重新初始化');
  946. // 将实例暴露到全局,方便调试
  947. (window as any).upgradeController = this;
  948. }
  949. /**
  950. * 组件销毁时清理事件监听
  951. */
  952. onDestroy() {
  953. EventBus.getInstance().off(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  954. }
  955. }