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