UpgradeController.ts 51 KB

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  1. import { _decorator, Component, Node, Button, Label, Sprite, SpriteFrame, Texture2D, resources, ScrollView, Layout, Prefab, instantiate, find, UIOpacity, Color } from 'cc';
  2. import { JsonConfigLoader } from '../../Core/JsonConfigLoader';
  3. import { BundleLoader } from '../../Core/BundleLoader';
  4. import { SaveDataManager, WeaponData } from '../../LevelSystem/SaveDataManager';
  5. import EventBus, { GameEvents } from '../../Core/EventBus';
  6. import { UpgradeAni } from './UpgradeAni';
  7. import { PopUPAni } from '../../Animations/PopUPAni';
  8. const { ccclass, property } = _decorator;
  9. /**
  10. * 武器配置接口(从weapons.json加载)
  11. */
  12. interface WeaponConfig {
  13. id: string;
  14. name: string;
  15. type: string;
  16. rarity: string;
  17. weight: number;
  18. unlockLevel?: number; // 解锁条件关卡
  19. stats: {
  20. damage: number;
  21. fireRate: number;
  22. range: number;
  23. bulletSpeed: number;
  24. };
  25. visualConfig: {
  26. weaponSprites: string | {
  27. "I": string;
  28. "H-I": string;
  29. "L": string;
  30. "S": string;
  31. "D-T": string;
  32. };
  33. };
  34. upgradeConfig?: {
  35. maxLevel: number;
  36. levels: {
  37. [level: string]: {
  38. cost: number;
  39. damage?: number;
  40. };
  41. };
  42. };
  43. rarityDamageMultipliers?: number[]; // 稀有度伤害倍率数组
  44. }
  45. /**
  46. * 武器升级系统控制器
  47. * 负责管理武器升级UI和逻辑
  48. */
  49. @ccclass('UpgradeController')
  50. export class UpgradeController extends Component {
  51. // UI节点引用
  52. @property(Node) upgradeUI: Node = null; // Canvas/UpgradeUI
  53. @property(ScrollView) weaponScrollView: ScrollView = null; // Canvas/UpgradeUI/ScrollView
  54. @property(Layout) weaponLayout: Layout = null; // Canvas/UpgradeUI/ScrollView/view/content/Layout
  55. @property(Node) upgradePanel: Node = null; // Canvas/UpgradeUI/UpgradePanel
  56. @property(Button) closePanelBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/CloseBtn
  57. // 升级面板UI组件
  58. @property(Sprite) panelWeaponSprite: Sprite = null; // Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  59. @property(Label) panelLevelLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/LevelLabel
  60. @property(Label) panelCurrentDamage: Label = null; // Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  61. @property(Label) panelCostLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  62. @property(Button) panelUpgradeBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn
  63. // 武器节点预制体
  64. @property(Prefab) lockedWeaponPrefab: Prefab = null; // Lock.prefab
  65. @property(Prefab) unlockedWeaponPrefab: Prefab = null; // Unlock.prefab
  66. // 动画控制器
  67. @property(PopUPAni) upgradeAni: PopUPAni = null; // Canvas/UpgradeUI/UpgradePanel上的PopUPAni组件
  68. @property(UpgradeAni) weaponUpgradeAni: UpgradeAni = null; // 武器升级动画组件
  69. // 满级按钮图片
  70. @property(SpriteFrame) maxLevelBtnSprite: SpriteFrame = null; // 武器满级时的灰色按钮图片
  71. @property(SpriteFrame) normalUpgradeBtnSprite: SpriteFrame = null; // 正常升级按钮图片
  72. // 数据管理
  73. private saveDataManager: SaveDataManager = null;
  74. private weaponsConfig: any = null;
  75. private currentSelectedWeapon: string = null;
  76. private levelConfigs: any[] = [];
  77. private bundleLoader: BundleLoader = null;
  78. // 武器节点列表
  79. private weaponNodes: Node[] = [];
  80. onLoad() {
  81. this.saveDataManager = SaveDataManager.getInstance();
  82. this.bundleLoader = BundleLoader.getInstance();
  83. this.bindEvents();
  84. }
  85. async start() {
  86. // 先加载武器配置
  87. await this.loadWeaponsConfig();
  88. // 为UpgradeAni组件加载武器配置
  89. if (this.weaponUpgradeAni) {
  90. try {
  91. await this.weaponUpgradeAni.loadWeaponsConfig();
  92. console.log('[UpgradeController] UpgradeAni武器配置加载完成');
  93. } catch (error) {
  94. console.error('[UpgradeController] UpgradeAni武器配置加载失败:', error);
  95. }
  96. }
  97. // 加载关卡配置
  98. await this.loadLevelConfigs();
  99. // 初始化武器数据
  100. this.initializeWeapons();
  101. // 初始化时检查武器解锁状态
  102. this.checkInitialWeaponUnlocks();
  103. // 刷新UI
  104. await this.refreshWeaponList();
  105. // 初始化升级面板状态
  106. if (this.upgradeAni) {
  107. this.upgradeAni.hidePanelImmediate();
  108. } else {
  109. this.upgradePanel.active = false;
  110. }
  111. console.log('[UpgradeController] 初始化完成');
  112. }
  113. /**
  114. * 绑定事件
  115. */
  116. private bindEvents() {
  117. // 关闭升级面板
  118. this.closePanelBtn?.node.on(Button.EventType.CLICK, this.closeUpgradePanel, this);
  119. // 升级按钮
  120. this.panelUpgradeBtn?.node.on(Button.EventType.CLICK, this.onUpgradeWeapon, this);
  121. // 监听关卡完成事件,自动解锁武器
  122. EventBus.getInstance().on(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  123. // 监听货币变化事件,更新升级按钮闪烁状态
  124. EventBus.getInstance().on(GameEvents.CURRENCY_CHANGED, this.onCurrencyChanged, this);
  125. }
  126. /**
  127. * 加载武器配置
  128. */
  129. private async loadWeaponsConfig() {
  130. try {
  131. this.weaponsConfig = await JsonConfigLoader.getInstance().loadConfig('weapons');
  132. console.log('[UpgradeController] 武器配置加载成功:', this.weaponsConfig);
  133. } catch (error) {
  134. console.error('[UpgradeController] 加载武器配置失败:', error);
  135. }
  136. }
  137. /**
  138. * 加载关卡配置
  139. */
  140. private async loadLevelConfigs() {
  141. try {
  142. this.levelConfigs = [];
  143. // 加载Level1到Level5的配置
  144. for (let i = 1; i <= 5; i++) {
  145. try {
  146. const levelData = await BundleLoader.getInstance().loadDataJson(`levels/Level${i}`);
  147. this.levelConfigs.push({
  148. level: i,
  149. ...levelData
  150. });
  151. } catch (error) {
  152. console.warn(`加载Level${i}配置失败:`, error);
  153. }
  154. }
  155. console.log('关卡配置加载成功:', this.levelConfigs);
  156. } catch (error) {
  157. console.error('加载关卡配置失败:', error);
  158. this.levelConfigs = [];
  159. }
  160. }
  161. /**
  162. * 初始化武器数据(确保所有武器都在存档中)
  163. */
  164. private initializeWeapons() {
  165. if (!this.weaponsConfig) return;
  166. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  167. console.log(`[UpgradeController] 初始化武器数据,当前最大解锁关卡: ${maxUnlockedLevel}`);
  168. // 为每个武器创建初始数据(如果不存在)
  169. this.weaponsConfig.weapons.forEach(weaponConfig => {
  170. const existingWeapon = this.saveDataManager.getWeapon(weaponConfig.id);
  171. if (!existingWeapon) {
  172. const requiredLevel = this.getWeaponUnlockLevelById(weaponConfig.id);
  173. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  174. const initialLevel = shouldBeUnlocked ? 1 : 0;
  175. this.saveDataManager.addWeapon(weaponConfig.id, weaponConfig.rarity, initialLevel);
  176. if (shouldBeUnlocked) {
  177. console.log(`[UpgradeController] 初始化时自动解锁武器: ${weaponConfig.name} (${weaponConfig.id})`);
  178. } else {
  179. console.log(`[UpgradeController] 初始化武器为未解锁状态: ${weaponConfig.name} (${weaponConfig.id}), 需要关卡${requiredLevel}`);
  180. }
  181. }
  182. });
  183. }
  184. /**
  185. * 初始化时检查武器解锁状态
  186. */
  187. private checkInitialWeaponUnlocks() {
  188. if (!this.saveDataManager || !this.weaponsConfig) return;
  189. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  190. console.log(`[UpgradeController] 初始化检查武器解锁状态,当前最大解锁关卡: ${maxUnlockedLevel}`);
  191. let hasUpdates = false;
  192. for (const weaponConfig of this.weaponsConfig.weapons) {
  193. const weaponId = weaponConfig.id;
  194. const weaponData = this.saveDataManager.getWeapon(weaponId);
  195. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  196. // 检查武器是否应该根据关卡进度解锁
  197. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  198. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  199. // 如果武器应该解锁但还未解锁,则自动解锁
  200. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  201. weaponData.level = 1;
  202. // 由于WeaponData类型中没有unlockTime属性,这里先注释掉
  203. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  204. console.log(`[UpgradeController] 初始化时自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  205. hasUpdates = true;
  206. }
  207. }
  208. // 如果有更新,保存数据
  209. if (hasUpdates) {
  210. this.saveDataManager.savePlayerData();
  211. console.log(`[UpgradeController] 初始化武器解锁状态更新完成`);
  212. }
  213. }
  214. /**
  215. * 刷新武器列表UI
  216. */
  217. private async refreshWeaponList() {
  218. if (!this.weaponsConfig || !this.weaponLayout) {
  219. console.warn('武器配置或武器布局未初始化');
  220. return;
  221. }
  222. // 清除现有节点
  223. this.clearWeaponNodes();
  224. // 为每个武器创建UI节点
  225. for (let index = 0; index < this.weaponsConfig.weapons.length; index++) {
  226. const weaponConfig = this.weaponsConfig.weapons[index];
  227. await this.createWeaponNode(weaponConfig, index);
  228. }
  229. }
  230. /**
  231. * 切换武器节点状态(从锁定到解锁或反之)
  232. */
  233. private async switchWeaponNodeState(weaponId: string) {
  234. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  235. if (!weaponConfig) {
  236. console.warn(`未找到武器配置: ${weaponId}`);
  237. return;
  238. }
  239. // 找到对应的武器节点(优先在已管理列表中,其次在UI层级中查找)
  240. const nodeName = `WeaponNode_${weaponId}`;
  241. let weaponNodeIndex = this.weaponNodes.findIndex(node => node.name === nodeName);
  242. let oldNode: Node = null;
  243. if (weaponNodeIndex !== -1) {
  244. oldNode = this.weaponNodes[weaponNodeIndex];
  245. } else {
  246. const contentRoot = this.weaponLayout?.node?.parent;
  247. oldNode = (this.weaponLayout?.node?.getChildByName(nodeName))
  248. || (contentRoot && contentRoot.getChildByName(nodeName))
  249. || find(`Canvas/UpgradeUI/ScrollView/view/content/${nodeName}`);
  250. if (!oldNode) {
  251. console.warn(`未找到武器节点: ${weaponId}`);
  252. return;
  253. }
  254. }
  255. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponId);
  256. const weaponData = this.saveDataManager.getWeapon(weaponId);
  257. // 创建新节点
  258. let newNode: Node = null;
  259. if (isUnlocked) {
  260. if (this.unlockedWeaponPrefab) {
  261. newNode = instantiate(this.unlockedWeaponPrefab);
  262. await this.setupUnlockedWeaponNode(newNode, weaponConfig, weaponData);
  263. }
  264. } else {
  265. if (this.lockedWeaponPrefab) {
  266. newNode = instantiate(this.lockedWeaponPrefab);
  267. this.setupLockedWeaponNode(newNode, weaponConfig);
  268. }
  269. }
  270. if (newNode) {
  271. newNode.name = nodeName;
  272. // 获取旧节点的位置与父节点(保持插入到同一父节点之下)
  273. const siblingIndex = oldNode.getSiblingIndex();
  274. const parentToUse = oldNode.parent || this.weaponLayout.node;
  275. // 移除旧节点并插入新节点
  276. oldNode.removeFromParent();
  277. parentToUse.insertChild(newNode, siblingIndex);
  278. // 更新已管理节点数组(仅当旧节点是我们管理的列表中的一员)
  279. if (weaponNodeIndex !== -1) {
  280. this.weaponNodes[weaponNodeIndex] = newNode;
  281. }
  282. console.log(`武器 ${weaponId} 状态切换完成: ${isUnlocked ? '解锁' : '锁定'}`);
  283. }
  284. }
  285. /**
  286. * 清除武器节点
  287. */
  288. private clearWeaponNodes() {
  289. this.weaponNodes.forEach(node => {
  290. if (node && node.isValid) {
  291. node.destroy();
  292. }
  293. });
  294. this.weaponNodes = [];
  295. }
  296. /**
  297. * 创建武器节点
  298. */
  299. private async createWeaponNode(weaponConfig: WeaponConfig, index: number) {
  300. // 获取武器数据
  301. const weaponData = this.saveDataManager.getWeapon(weaponConfig.id);
  302. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponConfig.id);
  303. console.log(`设置武器节点 ${index}: ${weaponConfig.name}, 等级: ${weaponData?.level || 0}, 已解锁: ${isUnlocked}`);
  304. // 若已存在同名节点(例如手动在 content 下创建),则跳过自动生成
  305. const nodeName = `WeaponNode_${weaponConfig.id}`;
  306. const contentRoot = this.weaponLayout?.node?.parent;
  307. const preExisting = (this.weaponLayout?.node?.getChildByName(nodeName))
  308. || (contentRoot && contentRoot.getChildByName(nodeName))
  309. || find(`Canvas/UpgradeUI/ScrollView/view/content/${nodeName}`);
  310. if (preExisting && preExisting.isValid) {
  311. console.log(`[UpgradeController] 检测到已存在节点,进行初始化: ${nodeName}`);
  312. // 保持命名一致
  313. preExisting.name = nodeName;
  314. // 根据解锁状态初始化已存在节点(绑定事件与文案)
  315. if (isUnlocked) {
  316. await this.setupUnlockedWeaponNode(preExisting, weaponConfig, weaponData);
  317. } else {
  318. this.setupLockedWeaponNode(preExisting, weaponConfig);
  319. }
  320. // 注意:不加入 this.weaponNodes,避免被 clearWeaponNodes() 清理
  321. return;
  322. }
  323. // 根据解锁状态选择合适的预制体
  324. let weaponNode: Node = null;
  325. if (isUnlocked) {
  326. if (this.unlockedWeaponPrefab) {
  327. weaponNode = instantiate(this.unlockedWeaponPrefab);
  328. await this.setupUnlockedWeaponNode(weaponNode, weaponConfig, weaponData);
  329. }
  330. } else {
  331. if (this.lockedWeaponPrefab) {
  332. weaponNode = instantiate(this.lockedWeaponPrefab);
  333. this.setupLockedWeaponNode(weaponNode, weaponConfig);
  334. }
  335. }
  336. // 如果没有预制体,记录警告
  337. if (!weaponNode) {
  338. console.warn(`无法创建武器节点 ${weaponConfig.name}: 缺少对应的预制体`);
  339. return;
  340. }
  341. // 设置节点名称
  342. weaponNode.name = nodeName;
  343. // 添加到布局中(统一由 Layout 管理自动生成的节点)
  344. this.weaponLayout.node.addChild(weaponNode);
  345. this.weaponNodes.push(weaponNode);
  346. }
  347. /**
  348. * 加载武器图标
  349. */
  350. private async loadWeaponSprite(sprite: Sprite, spritePath: string) {
  351. // 转换路径格式,去除"images/"前缀
  352. const bundlePath = spritePath.replace(/^images\//, '');
  353. try {
  354. // 使用BundleLoader从images Bundle加载SpriteFrame,需要添加/spriteFrame后缀
  355. const spriteFrame = await this.bundleLoader.loadSpriteFrame(bundlePath + '/spriteFrame');
  356. if (spriteFrame && sprite && sprite.isValid) {
  357. sprite.spriteFrame = spriteFrame;
  358. console.log(`武器图标加载成功: ${spritePath}`);
  359. }
  360. } catch (err) {
  361. console.warn(`加载武器图标失败: ${spritePath}`, err);
  362. }
  363. }
  364. /**
  365. * 设置已解锁武器节点(适配Unlock.prefab)
  366. */
  367. private async setupUnlockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig, weaponData: any) {
  368. // 获取公共的Sprite节点,避免重复查找
  369. const spriteNode = weaponNode.getChildByName('Sprite');
  370. if (!spriteNode) {
  371. console.warn('未找到Sprite节点:', weaponConfig.id);
  372. return;
  373. }
  374. // 设置武器图标 - 查找专门的武器图标Sprite节点,避免影响背景
  375. const weaponSprite = spriteNode.getChildByName('WeaponSprite')?.getComponent(Sprite);
  376. if (weaponSprite && weaponConfig.visualConfig.weaponSprites) {
  377. let spritePath: string;
  378. // 检查weaponSprites是字符串还是对象
  379. if (typeof weaponConfig.visualConfig.weaponSprites === 'string') {
  380. spritePath = weaponConfig.visualConfig.weaponSprites;
  381. } else {
  382. // 如果是对象,按优先级选择路径
  383. spritePath = weaponConfig.visualConfig.weaponSprites['I'] ||
  384. weaponConfig.visualConfig.weaponSprites['H-I'] ||
  385. weaponConfig.visualConfig.weaponSprites['L'] ||
  386. weaponConfig.visualConfig.weaponSprites['S'] ||
  387. weaponConfig.visualConfig.weaponSprites['D-T'];
  388. }
  389. if (spritePath) {
  390. await this.loadWeaponSprite(weaponSprite, spritePath);
  391. }
  392. }
  393. // 设置武器名称 - Unlock.prefab中的Name节点下的Label(只显示武器名称)
  394. const nameLabel = spriteNode.getChildByName('Name')?.getComponent(Label);
  395. if (nameLabel) {
  396. nameLabel.string = weaponConfig.name;
  397. }
  398. // 设置武器等级 - should_hide_in_hierarchy/Unlock/Sprite/Level/Label节点(显示等级)
  399. const levelNode = spriteNode.getChildByName('Level');
  400. console.log(`[PreviewInEditor] 处理武器等级显示: ${weaponConfig.name}, weaponData:`, weaponData);
  401. if (levelNode) {
  402. // 先尝试Level节点本身的Label组件
  403. let levelLabel = levelNode.getComponent(Label);
  404. if (!levelLabel) {
  405. // 如果Level节点本身没有Label,尝试查找子节点Label
  406. const labelNode = levelNode.getChildByName('Label');
  407. if (labelNode) {
  408. levelLabel = labelNode.getComponent(Label);
  409. }
  410. }
  411. if (levelLabel) {
  412. const actualLevel = weaponData ? weaponData.level : 0;
  413. levelLabel.string = `${actualLevel}`;
  414. } else {
  415. console.warn(`[PreviewInEditor] 未找到Level Label组件: ${weaponConfig.name}`);
  416. }
  417. } else {
  418. console.warn(`[PreviewInEditor] 未找到Level节点: ${weaponConfig.name}`);
  419. }
  420. // 设置升级按钮 - Unlock.prefab中的Button节点
  421. const upgradeButton = weaponNode.getChildByName('Upgrade')?.getComponent(Button);
  422. if (upgradeButton) {
  423. // 清除之前的事件监听
  424. upgradeButton.node.off(Button.EventType.CLICK);
  425. // 添加升级事件
  426. upgradeButton.node.on(Button.EventType.CLICK, () => {
  427. this.openUpgradePanel(weaponConfig.id);
  428. }, this);
  429. // 设置按钮文本和状态
  430. const buttonLabel = upgradeButton.node.getChildByName('Label')?.getComponent(Label);
  431. if (buttonLabel) {
  432. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  433. if (weaponData && weaponData.level >= maxLevel) {
  434. buttonLabel.string = '已满级';
  435. } else {
  436. // 只显示"升级",不显示费用,费用在升级面板中显示
  437. buttonLabel.string = '升 级';
  438. }
  439. }
  440. }
  441. // Unlock.prefab已经有正常的视觉效果,确保节点激活
  442. weaponNode.active = true;
  443. }
  444. /**
  445. * 设置未解锁武器节点(适配Lock.prefab)
  446. */
  447. private setupLockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig) {
  448. // 设置解锁信息文本 - Lock.prefab中的Label节点
  449. const unlockLabel = weaponNode.getChildByName('Label')?.getComponent(Label);
  450. if (unlockLabel) {
  451. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  452. unlockLabel.string = `通关第${unlockLevel}关解锁`;
  453. }
  454. // Lock.prefab已经有合适的视觉效果,不需要额外设置透明度
  455. weaponNode.active = true;
  456. // 锁定武器节点保持可点击状态以显示解锁提示
  457. // 添加点击事件监听(显示解锁提示)
  458. weaponNode.on(Node.EventType.TOUCH_END, () => {
  459. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  460. console.log(`${weaponConfig.name} 需要通关第${unlockLevel}关才能解锁`);
  461. }, this);
  462. }
  463. /**
  464. * 打开升级面板
  465. */
  466. private async openUpgradePanel(weaponId: string) {
  467. const weaponConfig = this.weaponsConfig.weapons.find(config => config.id === weaponId);
  468. if (!weaponConfig) {
  469. console.error(`未找到武器配置: ${weaponId}`);
  470. return;
  471. }
  472. const weaponData = this.saveDataManager.getWeapon(weaponId);
  473. if (!weaponData) {
  474. console.error(`未找到武器数据: ${weaponId}`);
  475. return;
  476. }
  477. this.currentSelectedWeapon = weaponId;
  478. console.log(`打开升级面板: ${weaponConfig.name}, 当前等级: ${weaponData.level}`);
  479. // 刷新面板内容
  480. this.refreshUpgradePanel();
  481. // 使用动画显示升级面板
  482. if (this.upgradeAni) {
  483. await this.upgradeAni.showPanel();
  484. } else {
  485. // 如果没有动画组件,直接显示
  486. this.upgradePanel.active = true;
  487. }
  488. // 面板已打开,派发事件供新手引导使用
  489. EventBus.getInstance().emit(GameEvents.UPGRADE_PANEL_OPENED);
  490. }
  491. /**
  492. * 关闭升级面板
  493. */
  494. private async closeUpgradePanel() {
  495. // 使用动画隐藏升级面板
  496. if (this.upgradeAni) {
  497. await this.upgradeAni.hidePanel();
  498. } else {
  499. // 如果没有动画组件,直接隐藏
  500. this.upgradePanel.active = false;
  501. }
  502. this.currentSelectedWeapon = null;
  503. }
  504. /**
  505. * 刷新升级面板
  506. */
  507. private refreshUpgradePanel() {
  508. if (!this.currentSelectedWeapon || !this.weaponsConfig) return;
  509. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  510. const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  511. if (!weaponConfig || !weaponData) {
  512. console.error(`刷新升级面板失败: 武器配置或数据不存在 ${this.currentSelectedWeapon}`);
  513. return;
  514. }
  515. console.log(`刷新升级面板: ${weaponConfig.name}, 等级: ${weaponData.level}`);
  516. // 设置武器图标 - Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  517. if (this.panelWeaponSprite && weaponConfig.visualConfig.weaponSprites) {
  518. let spritePath: string;
  519. // 检查weaponSprites是字符串还是对象
  520. if (typeof weaponConfig.visualConfig.weaponSprites === 'string') {
  521. spritePath = weaponConfig.visualConfig.weaponSprites;
  522. } else {
  523. // 如果是对象,按优先级选择路径
  524. spritePath = weaponConfig.visualConfig.weaponSprites['I'] ||
  525. weaponConfig.visualConfig.weaponSprites['H-I'] ||
  526. weaponConfig.visualConfig.weaponSprites['L'] ||
  527. weaponConfig.visualConfig.weaponSprites['S'] ||
  528. weaponConfig.visualConfig.weaponSprites['D-T'];
  529. }
  530. if (spritePath) {
  531. this.loadWeaponSprite(this.panelWeaponSprite, spritePath);
  532. }
  533. }
  534. // 设置武器名称和等级 - Canvas/UpgradeUI/UpgradePanel/LevelLabel
  535. if (this.panelLevelLabel) {
  536. this.panelLevelLabel.string = `${weaponConfig.name} 等级 ${weaponData.level}`;
  537. }
  538. // 计算当前伤害(基础伤害 + 等级加成)- Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  539. const baseDamage = weaponConfig.stats.damage;
  540. const currentDamage = this.calculateWeaponDamage(baseDamage, weaponData.level, this.currentSelectedWeapon);
  541. const nextLevelDamage = this.calculateWeaponDamage(baseDamage, weaponData.level + 1, this.currentSelectedWeapon);
  542. const damageIncrease = nextLevelDamage - currentDamage;
  543. if (this.panelCurrentDamage) {
  544. // 只显示当前伤害数值,不显示增量
  545. this.panelCurrentDamage.string = currentDamage.toString();
  546. }
  547. // 同时更新UpgradeAni组件中的伤害显示
  548. if (this.weaponUpgradeAni && this.weaponUpgradeAni.currentDamageLabel) {
  549. this.weaponUpgradeAni.updateCurrentDamageDisplay(this.currentSelectedWeapon, weaponData.level);
  550. }
  551. // 设置升级费用 - Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  552. // 优先从武器配置的upgradeConfig字段获取升级费用
  553. let upgradeCost = 0;
  554. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  555. if (weaponData.level >= maxLevel) {
  556. // 已达到最大等级,显示"已满级"
  557. if (this.panelCostLabel) {
  558. this.panelCostLabel.string = "已满级";
  559. }
  560. // 替换升级按钮为灰色图片
  561. if (this.panelUpgradeBtn && this.maxLevelBtnSprite) {
  562. const btnSprite = this.panelUpgradeBtn.getComponent(Sprite);
  563. if (btnSprite) {
  564. btnSprite.spriteFrame = this.maxLevelBtnSprite;
  565. }
  566. }
  567. } else {
  568. // 恢复正常升级按钮图片
  569. if (this.panelUpgradeBtn && this.normalUpgradeBtnSprite) {
  570. const btnSprite = this.panelUpgradeBtn.getComponent(Sprite);
  571. if (btnSprite) {
  572. btnSprite.spriteFrame = this.normalUpgradeBtnSprite;
  573. }
  574. }
  575. // 从upgradeConfig获取升级费用
  576. if (weaponConfig.upgradeConfig?.levels) {
  577. const levelConfig = weaponConfig.upgradeConfig.levels[weaponData.level.toString()];
  578. if (levelConfig && levelConfig.cost) {
  579. upgradeCost = levelConfig.cost;
  580. } else {
  581. // 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
  582. upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  583. }
  584. } else {
  585. // 如果没有upgradeConfig,使用SaveDataManager的计算方法
  586. upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  587. }
  588. if (this.panelCostLabel) {
  589. // 将数字转换为字符串,并在每个数字之间添加空格
  590. const costString = upgradeCost.toString();
  591. const spacedCostString = costString.split('').join(' ');
  592. this.panelCostLabel.string = spacedCostString;
  593. }
  594. }
  595. // 升级按钮始终保持可点击状态,通过Toast显示各种提示
  596. console.log(`[UpgradeController] 升级按钮保持可交互状态`);
  597. // 检查并更新升级按钮闪烁状态
  598. this.updateUpgradeBtnBlinkState();
  599. }
  600. /**
  601. * 计算武器伤害
  602. */
  603. private calculateWeaponDamage(baseDamage: number, level: number, weaponId?: string): number {
  604. if (level === 0) return 0; // 未解锁武器伤害为0
  605. // 优先从武器配置的upgradeConfig中获取伤害值
  606. if (weaponId && this.weaponsConfig && this.weaponsConfig.weapons) {
  607. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  608. if (weaponConfig && weaponConfig.upgradeConfig && weaponConfig.upgradeConfig.levels) {
  609. const levelConfig = weaponConfig.upgradeConfig.levels[level.toString()];
  610. if (levelConfig && typeof levelConfig.damage === 'number') {
  611. console.log(`[UpgradeController] 从upgradeConfig获取伤害: ${weaponId} 等级${level} 伤害${levelConfig.damage}`);
  612. return levelConfig.damage;
  613. }
  614. }
  615. // 如果upgradeConfig中没有伤害值,使用基础伤害 + 等级加成作为后备
  616. if (weaponConfig && weaponConfig.stats && weaponConfig.stats.damage) {
  617. const damage = baseDamage + (level - 1);
  618. console.log(`[UpgradeController] 使用基础伤害计算: ${weaponId} 等级${level} 伤害${damage}`);
  619. return damage;
  620. }
  621. }
  622. // 如果配置不存在,使用默认公式作为最后后备
  623. return baseDamage + (level - 1);
  624. }
  625. /**
  626. * 根据武器名称查找解锁关卡
  627. */
  628. private getWeaponUnlockLevel(weaponName: string): number {
  629. // 从武器配置中查找对应的武器
  630. if (this.weaponsConfig && this.weaponsConfig.weapons) {
  631. const weapon = this.weaponsConfig.weapons.find((w: WeaponConfig) => w.name === weaponName);
  632. if (weapon && weapon.unlockLevel) {
  633. return weapon.unlockLevel;
  634. }
  635. }
  636. // 如果没有找到配置,返回默认值1
  637. console.warn(`未找到武器 ${weaponName} 的解锁关卡配置,使用默认值1`);
  638. return 1;
  639. }
  640. /**
  641. * 根据武器ID查找解锁关卡
  642. */
  643. private getWeaponUnlockLevelById(weaponId: string): number {
  644. // 从武器配置中查找对应的武器
  645. if (this.weaponsConfig && this.weaponsConfig.weapons) {
  646. const weapon = this.weaponsConfig.weapons.find((w: WeaponConfig) => w.id === weaponId);
  647. if (weapon && weapon.unlockLevel) {
  648. return weapon.unlockLevel;
  649. }
  650. }
  651. // 如果没有找到配置,返回默认值1
  652. console.warn(`未找到武器 ${weaponId} 的解锁关卡配置,使用默认值1`);
  653. return 1;
  654. }
  655. /**
  656. * 升级武器
  657. */
  658. private async onUpgradeWeapon() {
  659. console.log(`[UpgradeController] onUpgradeWeapon方法被调用`);
  660. if (!this.currentSelectedWeapon) {
  661. console.log(`[UpgradeController] currentSelectedWeapon为空,退出`);
  662. return;
  663. }
  664. console.log(`[UpgradeController] 开始升级武器: ${this.currentSelectedWeapon}`);
  665. // 检查升级条件并显示相应提示
  666. const weapon = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  667. console.log(`[UpgradeController] 获取到的武器数据:`, weapon);
  668. if (!weapon) {
  669. console.log(`[UpgradeController] 武器不存在: ${this.currentSelectedWeapon}`);
  670. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器不存在", duration: 2.0 });
  671. return;
  672. }
  673. console.log(`[UpgradeController] 武器等级: ${weapon.level}`);
  674. if (weapon.level === 0) {
  675. console.log(`[UpgradeController] 武器未解锁: ${this.currentSelectedWeapon}`);
  676. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "请先解锁武器", duration: 2.0 });
  677. return;
  678. }
  679. // 检查是否已达到最大等级
  680. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  681. const maxLevel = weaponConfig?.upgradeConfig?.maxLevel || 10;
  682. if (weapon.level >= maxLevel) {
  683. console.log(`[UpgradeController] 武器已达到最大等级: ${this.currentSelectedWeapon}`);
  684. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器已达到最大等级", duration: 2.0 });
  685. return;
  686. }
  687. const cost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  688. const playerMoney = this.saveDataManager.getMoney();
  689. console.log(`[UpgradeController] 升级检查 - 武器: ${this.currentSelectedWeapon}, 费用: ${cost}, 当前金币: ${playerMoney}`);
  690. console.log(`[UpgradeController] 费用类型: ${typeof cost}, 金币类型: ${typeof playerMoney}`);
  691. console.log(`[UpgradeController] 条件判断: ${playerMoney} < ${cost} = ${playerMoney < cost}`);
  692. if (playerMoney < cost) {
  693. console.log(`[UpgradeController] 金币不足 - 需要: ${cost}, 当前: ${playerMoney}`);
  694. EventBus.getInstance().emit(GameEvents.SHOW_RESOURCE_TOAST, { message: `金币不足,需要${cost}金币`, duration: 2.0 });
  695. return;
  696. }
  697. console.log(`[UpgradeController] 金币充足,继续升级流程`);
  698. // 记录升级前的金币数量
  699. const coinsBeforeUpgrade = this.saveDataManager.getMoney();
  700. console.log(`[UpgradeController] 升级前金币: ${coinsBeforeUpgrade}`);
  701. const success = this.saveDataManager.upgradeWeapon(this.currentSelectedWeapon);
  702. if (success) {
  703. const coinsAfterUpgrade = this.saveDataManager.getMoney();
  704. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级成功`);
  705. console.log(`[UpgradeController] 升级后金币: ${coinsAfterUpgrade}, 消耗: ${coinsBeforeUpgrade - coinsAfterUpgrade}`);
  706. // 播放武器升级成功动画
  707. this.playWeaponUpgradeSuccessAnimation();
  708. // 刷新升级面板
  709. this.refreshUpgradePanel();
  710. // 更新UpgradeAni组件中的伤害显示
  711. if (this.weaponUpgradeAni && this.weaponUpgradeAni.currentDamageLabel) {
  712. const upgradedWeapon = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  713. if (upgradedWeapon) {
  714. this.weaponUpgradeAni.updateCurrentDamageDisplay(this.currentSelectedWeapon, upgradedWeapon.level);
  715. console.log(`[UpgradeController] 升级后更新UpgradeAni伤害显示: ${this.currentSelectedWeapon} 等级${upgradedWeapon.level}`);
  716. }
  717. }
  718. // 使用新的状态切换方法更新武器节点
  719. await this.switchWeaponNodeState(this.currentSelectedWeapon);
  720. // 更新升级按钮闪烁状态(升级后钞票可能不足继续升级)
  721. this.updateUpgradeBtnBlinkState();
  722. // 保存数据
  723. this.saveDataManager.savePlayerData();
  724. } else {
  725. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级失败`);
  726. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "升级失败,请重试", duration: 1.0 });
  727. // 升级失败时不更新UI
  728. }
  729. }
  730. /**
  731. * 播放武器升级成功动画
  732. */
  733. private async playWeaponUpgradeSuccessAnimation(): Promise<void> {
  734. if (!this.weaponUpgradeAni || !this.panelWeaponSprite) {
  735. console.warn('[UpgradeController] weaponUpgradeAni 或 panelWeaponSprite 未设置,跳过升级动画');
  736. return;
  737. }
  738. try {
  739. // 获取武器图标节点
  740. const weaponIconNode = this.panelWeaponSprite.node;
  741. // 播放升级动画
  742. await this.weaponUpgradeAni.playWeaponUpgradeAnimation(weaponIconNode);
  743. console.log('[UpgradeController] 武器升级动画播放完成');
  744. } catch (error) {
  745. console.error('[UpgradeController] 播放武器升级动画时出错:', error);
  746. }
  747. }
  748. /**
  749. * 解锁武器
  750. */
  751. public async unlockWeapon(weaponId: string): Promise<boolean> {
  752. const success = this.saveDataManager.unlockWeapon(weaponId);
  753. if (success) {
  754. console.log(`武器 ${weaponId} 解锁成功`);
  755. // 使用新的状态切换方法更新武器节点
  756. await this.switchWeaponNodeState(weaponId);
  757. // 保存数据
  758. this.saveDataManager.savePlayerData();
  759. }
  760. return success;
  761. }
  762. /**
  763. * 获取武器当前伤害
  764. */
  765. public getWeaponDamage(weaponId: string): number {
  766. if (!this.weaponsConfig) return 0;
  767. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  768. const weaponData = this.saveDataManager.getWeapon(weaponId);
  769. if (!weaponConfig || !weaponData) return 0;
  770. return this.calculateWeaponDamage(weaponConfig.stats.damage, weaponData.level, weaponId);
  771. }
  772. /**
  773. * 刷新UI
  774. */
  775. public async refreshUI() {
  776. await this.refreshWeaponList();
  777. }
  778. /**
  779. * 处理关卡完成事件,自动解锁相应武器
  780. */
  781. private async onLevelComplete() {
  782. if (!this.saveDataManager || !this.weaponsConfig) return;
  783. // 获取当前关卡数据
  784. const currentLevel = this.saveDataManager.getCurrentLevel();
  785. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  786. const playerData = this.saveDataManager.getPlayerData();
  787. console.log(`[UpgradeController] 关卡完成事件触发`);
  788. console.log(`[UpgradeController] 当前关卡: ${currentLevel}, 最大解锁关卡: ${maxUnlockedLevel}`);
  789. console.log(`[UpgradeController] 玩家数据:`, {
  790. coins: playerData?.money || 0,
  791. currentLevel: playerData?.currentLevel || 1,
  792. maxUnlockedLevel: playerData?.maxUnlockedLevel || 1
  793. });
  794. // 遍历所有武器,检查是否有新解锁的武器
  795. let hasNewUnlocks = false;
  796. const newlyUnlockedWeapons: string[] = [];
  797. for (const weaponConfig of this.weaponsConfig.weapons) {
  798. const weaponId = weaponConfig.id;
  799. const weaponData = this.saveDataManager.getWeapon(weaponId);
  800. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  801. // 检查武器是否应该根据关卡进度解锁
  802. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  803. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  804. console.log(`[UpgradeController] 武器检查: ${weaponConfig.name} (${weaponId})`);
  805. console.log(` - 需要关卡: ${requiredLevel}, 当前最大解锁: ${maxUnlockedLevel}`);
  806. console.log(` - 应该解锁: ${shouldBeUnlocked}, 当前已解锁: ${isCurrentlyUnlocked}`);
  807. console.log(` - 武器数据:`, weaponData);
  808. // 如果武器应该解锁但还未解锁,则自动解锁
  809. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  810. // 确保武器数据存在
  811. if (!weaponData) {
  812. this.saveDataManager.addWeapon(weaponId, weaponConfig.rarity, 1);
  813. } else {
  814. // 武器数据存在但未解锁,直接设置为解锁状态
  815. weaponData.level = 1;
  816. }
  817. console.log(`[UpgradeController] 自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  818. newlyUnlockedWeapons.push(weaponConfig.name);
  819. hasNewUnlocks = true;
  820. }
  821. }
  822. // 如果有新解锁的武器,刷新UI并保存数据
  823. if (hasNewUnlocks) {
  824. await this.refreshWeaponList();
  825. this.saveDataManager.savePlayerData();
  826. console.log(`[UpgradeController] 关卡完成后解锁了 ${newlyUnlockedWeapons.length} 个武器:`, newlyUnlockedWeapons);
  827. // 通知系统有新武器解锁(供 GainUI 等组件使用)
  828. EventBus.getInstance().emit(GameEvents.NEW_WEAPONS_UNLOCKED, newlyUnlockedWeapons);
  829. // 可以在这里添加解锁提示UI
  830. this.showWeaponUnlockNotification(newlyUnlockedWeapons);
  831. } else {
  832. console.log(`[UpgradeController] 关卡完成后没有新武器解锁`);
  833. }
  834. }
  835. /**
  836. * 显示武器解锁通知
  837. */
  838. private showWeaponUnlockNotification(weaponNames: string[]) {
  839. if (weaponNames.length === 0) return;
  840. // 这里可以实现解锁通知UI
  841. // 目前先用console输出
  842. console.log(`🎉 恭喜解锁新武器: ${weaponNames.join(', ')}!`);
  843. // TODO: 实现实际的UI通知
  844. // 可以显示一个弹窗或者顶部通知条
  845. }
  846. /**
  847. * 获取当前关卡数据(用于调试和UI显示)
  848. */
  849. public getCurrentLevelData() {
  850. if (!this.saveDataManager) return null;
  851. return {
  852. currentLevel: this.saveDataManager.getCurrentLevel(),
  853. maxUnlockedLevel: this.saveDataManager.getMaxUnlockedLevel(),
  854. coins: this.saveDataManager.getMoney(),
  855. diamonds: this.saveDataManager.getDiamonds(),
  856. wallLevel: this.saveDataManager.getWallLevel()
  857. };
  858. }
  859. /**
  860. * 手动检查并解锁武器(用于调试或特殊情况)
  861. */
  862. public async checkAndUnlockWeapons() {
  863. console.log('[UpgradeController] 手动检查武器解锁状态');
  864. await this.onLevelComplete();
  865. }
  866. /**
  867. * 获取所有武器的解锁状态信息(用于调试和UI显示)
  868. */
  869. public getWeaponUnlockStatus() {
  870. if (!this.saveDataManager || !this.weaponsConfig) {
  871. return { error: '数据管理器或武器配置未初始化' };
  872. }
  873. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  874. const weaponStatus = [];
  875. for (const weaponConfig of this.weaponsConfig.weapons) {
  876. const weaponId = weaponConfig.id;
  877. const weaponData = this.saveDataManager.getWeapon(weaponId);
  878. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  879. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  880. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  881. weaponStatus.push({
  882. id: weaponId,
  883. name: weaponConfig.name,
  884. requiredLevel: requiredLevel,
  885. shouldBeUnlocked: shouldBeUnlocked,
  886. isCurrentlyUnlocked: isCurrentlyUnlocked,
  887. currentLevel: weaponData?.level || 0,
  888. // 由于WeaponData类型中没有unlockTime属性,暂时移除该字段
  889. unlocked: weaponData?.level > 0,
  890. needsUpdate: shouldBeUnlocked && !isCurrentlyUnlocked
  891. });
  892. }
  893. return {
  894. maxUnlockedLevel: maxUnlockedLevel,
  895. weapons: weaponStatus,
  896. summary: {
  897. total: weaponStatus.length,
  898. unlocked: weaponStatus.filter(w => w.isCurrentlyUnlocked).length,
  899. shouldBeUnlocked: weaponStatus.filter(w => w.shouldBeUnlocked).length,
  900. needsUpdate: weaponStatus.filter(w => w.needsUpdate).length
  901. }
  902. };
  903. }
  904. /**
  905. * 强制同步所有武器解锁状态(用于修复数据不一致问题)
  906. */
  907. public async forceSyncWeaponUnlocks() {
  908. if (!this.saveDataManager || !this.weaponsConfig) {
  909. console.error('[UpgradeController] 无法强制同步:数据管理器或武器配置未初始化');
  910. return false;
  911. }
  912. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  913. let syncCount = 0;
  914. console.log(`[UpgradeController] 开始强制同步武器解锁状态,基于最大解锁关卡: ${maxUnlockedLevel}`);
  915. for (const weaponConfig of this.weaponsConfig.weapons) {
  916. const weaponId = weaponConfig.id;
  917. const weaponData = this.saveDataManager.getWeapon(weaponId);
  918. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  919. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  920. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  921. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  922. weaponData.level = 1;
  923. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行代码
  924. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  925. syncCount++;
  926. console.log(`[UpgradeController] 强制解锁武器: ${weaponConfig.name} (${weaponId})`);
  927. }
  928. }
  929. if (syncCount > 0) {
  930. this.saveDataManager.savePlayerData();
  931. await this.refreshWeaponList();
  932. console.log(`[UpgradeController] 强制同步完成,解锁了 ${syncCount} 个武器`);
  933. } else {
  934. console.log(`[UpgradeController] 强制同步完成,没有需要更新的武器`);
  935. }
  936. return syncCount > 0;
  937. }
  938. /**
  939. * 诊断武器解锁问题(用于调试)
  940. */
  941. public diagnoseWeaponUnlockIssue() {
  942. console.log('=== 武器解锁问题诊断 ===');
  943. if (!this.saveDataManager) {
  944. console.error('SaveDataManager未初始化');
  945. return;
  946. }
  947. if (!this.weaponsConfig) {
  948. console.error('武器配置未加载');
  949. return;
  950. }
  951. const currentLevel = this.saveDataManager.getCurrentLevel();
  952. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  953. const playerData = this.saveDataManager.getPlayerData();
  954. console.log(`当前关卡: ${currentLevel}`);
  955. console.log(`最大解锁关卡: ${maxUnlockedLevel}`);
  956. console.log(`金钱: ${playerData?.money || 0}`);
  957. console.log('\n=== 关卡完成状态 ===');
  958. for (let i = 1; i <= 5; i++) {
  959. const progress = this.saveDataManager.getLevelProgress(i);
  960. const isCompleted = this.saveDataManager.isLevelCompleted(i);
  961. console.log(`关卡${i}: 完成=${isCompleted}, 尝试次数=${progress?.attempts || 0}`);
  962. }
  963. console.log('\n=== 武器解锁状态 ===');
  964. for (const weaponConfig of this.weaponsConfig.weapons) {
  965. const weaponId = weaponConfig.id;
  966. const weaponData = this.saveDataManager.getWeapon(weaponId);
  967. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  968. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  969. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  970. console.log(`${weaponConfig.name} (${weaponId}):`);
  971. console.log(` 需要关卡: ${requiredLevel}`);
  972. console.log(` 应该解锁: ${shouldBeUnlocked}`);
  973. console.log(` 当前状态: ${isCurrentlyUnlocked ? '已解锁' : '未解锁'}`);
  974. console.log(` 武器等级: ${weaponData?.level || 0}`);
  975. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  976. console.log(` ❌ 问题:应该解锁但未解锁`);
  977. } else if (shouldBeUnlocked && isCurrentlyUnlocked) {
  978. console.log(` ✅ 正常:已正确解锁`);
  979. } else {
  980. console.log(` ⏳ 等待:尚未达到解锁条件`);
  981. }
  982. }
  983. console.log('\n=== 修复建议 ===');
  984. console.log('如果发现武器解锁状态不正确,请运行以下命令:');
  985. console.log('1. 在控制台运行: window.upgradeController.forceSyncWeaponUnlocks()');
  986. console.log('2. 或者刷新页面重新初始化');
  987. // 将实例暴露到全局,方便调试
  988. (window as any).upgradeController = this;
  989. }
  990. /**
  991. * 货币变化事件处理
  992. */
  993. private onCurrencyChanged() {
  994. console.log('[UpgradeController] 货币发生变化,检查升级按钮闪烁状态');
  995. // 如果升级面板打开,更新闪烁状态
  996. if (this.upgradePanel && this.upgradePanel.active && this.currentSelectedWeapon) {
  997. this.updateUpgradeBtnBlinkState();
  998. }
  999. }
  1000. /**
  1001. * 更新升级按钮闪烁状态
  1002. */
  1003. private updateUpgradeBtnBlinkState() {
  1004. if (!this.weaponUpgradeAni || !this.currentSelectedWeapon) {
  1005. return;
  1006. }
  1007. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  1008. const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  1009. if (!weaponConfig || !weaponData) {
  1010. return;
  1011. }
  1012. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  1013. // 如果武器已达到最大等级,停止闪烁
  1014. if (weaponData.level >= maxLevel) {
  1015. this.weaponUpgradeAni.stopUpgradeBtnBlink();
  1016. console.log(`[UpgradeController] 武器已满级,停止闪烁: ${this.currentSelectedWeapon}`);
  1017. return;
  1018. }
  1019. // 检查钞票是否足够升级
  1020. const canUpgrade = this.saveDataManager.canUpgradeWeapon(this.currentSelectedWeapon);
  1021. if (canUpgrade) {
  1022. // 钞票足够,开始闪烁
  1023. if (!this.weaponUpgradeAni.isUpgradeBtnBlinking()) {
  1024. this.weaponUpgradeAni.startUpgradeBtnBlink();
  1025. console.log(`[UpgradeController] 钞票足够,开始闪烁: ${this.currentSelectedWeapon}`);
  1026. }
  1027. } else {
  1028. // 钞票不够,停止闪烁
  1029. if (this.weaponUpgradeAni.isUpgradeBtnBlinking()) {
  1030. this.weaponUpgradeAni.stopUpgradeBtnBlink();
  1031. console.log(`[UpgradeController] 钞票不足,停止闪烁: ${this.currentSelectedWeapon}`);
  1032. }
  1033. }
  1034. }
  1035. /**
  1036. * 组件销毁时清理事件监听
  1037. */
  1038. onDestroy() {
  1039. EventBus.getInstance().off(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  1040. EventBus.getInstance().off(GameEvents.CURRENCY_CHANGED, this.onCurrencyChanged, this);
  1041. }
  1042. }