WeaponBullet.ts 34 KB

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  1. import { _decorator, Component, Node, Vec2, Vec3, RigidBody2D, Collider2D, Contact2DType, IPhysics2DContact, find, Prefab, instantiate, UITransform, resources, sp, JsonAsset, Sprite, SpriteFrame, math } from 'cc';
  2. import { BundleLoader } from '../Core/BundleLoader';
  3. import { BulletCount, BulletSpawnInfo } from './BulletEffects/BulletCount';
  4. import { BulletTrajectory } from './BulletEffects/BulletTrajectory';
  5. import { BulletHitEffect, HitResult } from './BulletEffects/BulletHitEffect';
  6. import { BulletLifecycle } from './BulletEffects/BulletLifecycle';
  7. import { BulletTrailController } from './BulletTrailController';
  8. import { ConfigManager, WeaponConfig, BulletCountConfig, BulletTrajectoryConfig, HitEffectConfig, BulletLifecycleConfig } from '../Core/ConfigManager';
  9. import EventBus,{ GameEvents } from '../Core/EventBus';
  10. import { PersistentSkillManager } from '../FourUI/SkillSystem/PersistentSkillManager';
  11. import { SkillManager } from './SkillSelection/SkillManager';
  12. import { SaveDataManager } from '../LevelSystem/SaveDataManager';
  13. import { WeaponInfo } from './BlockSelection/WeaponInfo';
  14. import { BlockInfo } from './BlockSelection/BlockInfo';
  15. const { ccclass, property } = _decorator;
  16. /**
  17. * WeaponBullet - 重构后的统一子弹控制器
  18. *
  19. * 整合四个子模块:
  20. * 1. BulletCount - 子弹数量控制
  21. * 2. BulletTrajectory - 弹道控制
  22. * 3. BulletHitEffect - 命中效果(可叠加)
  23. * 4. BulletLifecycle - 生命周期控制
  24. *
  25. * 从weapons.json读取配置并分发给各模块
  26. */
  27. export interface BulletInitData {
  28. weaponId: string; // 武器ID,用于查找配置
  29. firePosition: Vec3; // 发射位置
  30. direction?: Vec3; // 发射方向(可选)
  31. autoTarget?: boolean; // 是否自动瞄准
  32. weaponConfig?: WeaponConfig; // 直接传入的武器配置(优先级更高)
  33. weaponInfo?: WeaponInfo; // WeaponInfo组件实例(用于冷却管理等)
  34. blockInfo?: BlockInfo; // BlockInfo组件实例(用于获取稀有度等级)
  35. }
  36. @ccclass('WeaponBullet')
  37. export class WeaponBullet extends Component {
  38. /* ========= 全局开关:是否允许生成子弹 ========= */
  39. private static shootingEnabled: boolean = true;
  40. public static setShootingEnabled(enable: boolean) {
  41. WeaponBullet.shootingEnabled = enable;
  42. }
  43. // 子弹组件
  44. private bulletTrajectory: BulletTrajectory = null;
  45. private bulletHitEffect: BulletHitEffect = null;
  46. private bulletLifecycle: BulletLifecycle = null;
  47. private bulletTrailController: BulletTrailController = null;
  48. // 武器配置和状态
  49. private weaponConfig: WeaponConfig = null;
  50. private weaponId: string = null; // 存储武器ID用于获取升级数据
  51. private weaponInfo: WeaponInfo = null; // WeaponInfo组件实例
  52. private blockInfo: BlockInfo = null; // BlockInfo组件实例
  53. private isInitialized: boolean = false;
  54. // === 静态武器配置缓存 ===
  55. private static weaponsData: any = null;
  56. // === 自动旋转相关 ===
  57. private readonly _rotationSpeedDeg: number = 720; // 每秒旋转 720° (度)
  58. private readonly _rotationSpeedRad: number = 720 * Math.PI / 180; // 转换为弧度,用于物理角速度
  59. /**
  60. * 加载武器配置数据
  61. */
  62. public static async loadWeaponsData(): Promise<void> {
  63. if (WeaponBullet.weaponsData) {
  64. return;
  65. }
  66. try {
  67. const bundleLoader = BundleLoader.getInstance();
  68. const weaponData = await bundleLoader.loadDataJson('weapons');
  69. if (!weaponData) {
  70. throw new Error('武器配置文件内容为空');
  71. }
  72. WeaponBullet.weaponsData = weaponData;
  73. } catch (error) {
  74. console.error('[WeaponBullet] 武器配置文件加载失败:', error);
  75. throw error;
  76. }
  77. }
  78. /**
  79. * 根据武器ID获取配置
  80. */
  81. public static getWeaponConfig(weaponId: string): WeaponConfig | null {
  82. if (!WeaponBullet.weaponsData) {
  83. return null;
  84. }
  85. const weapons = WeaponBullet.weaponsData.weapons;
  86. const weapon = weapons.find((w: any) => w.id === weaponId);
  87. if (!weapon) {
  88. return null;
  89. }
  90. return weapon as WeaponConfig;
  91. }
  92. /**
  93. * 创建多发子弹
  94. */
  95. public static createBullets(initData: BulletInitData, bulletPrefab: Node): Node[] {
  96. // 关卡备战或其他情况下可关闭生成
  97. if (!WeaponBullet.shootingEnabled) return [];
  98. // 触发子弹创建请求事件
  99. const eventBus = EventBus.getInstance();
  100. eventBus.emit(GameEvents.BULLET_CREATE_REQUEST, { weaponId: initData.weaponId, position: initData.firePosition });
  101. // 通过事件系统检查是否可以发射子弹
  102. let canFire = true;
  103. eventBus.emit(GameEvents.BALL_FIRE_BULLET, { canFire: (result: boolean) => { canFire = result; } });
  104. if (!canFire) {
  105. return [];
  106. }
  107. // 获取武器配置
  108. const originalConfig = initData.weaponConfig || WeaponBullet.getWeaponConfig(initData.weaponId);
  109. if (!originalConfig) {
  110. return [];
  111. }
  112. // === 应用多重射击技能 ===
  113. const config = BulletCount.applyMultiShotSkill(originalConfig);
  114. // === 计算基础发射方向 ===
  115. let direction: Vec3;
  116. if (initData.direction) {
  117. direction = initData.direction.clone();
  118. } else if (initData.autoTarget) {
  119. // 通过事件系统获取最近敌人
  120. let nearestEnemy: Node = null;
  121. eventBus.emit(GameEvents.ENEMY_GET_NEAREST, {
  122. position: initData.firePosition,
  123. callback: (enemy: Node) => { nearestEnemy = enemy; }
  124. });
  125. if (nearestEnemy) {
  126. direction = nearestEnemy.worldPosition.clone().subtract(initData.firePosition).normalize();
  127. }
  128. // 如果没有敌人或计算失败,则回退为随机方向
  129. if (!direction) {
  130. const angleRand = Math.random() * Math.PI * 2;
  131. direction = new Vec3(Math.cos(angleRand), Math.sin(angleRand), 0);
  132. }
  133. } else {
  134. direction = new Vec3(1, 0, 0);
  135. }
  136. const spawnInfos = BulletCount.calculateBulletSpawns(
  137. config.bulletConfig.count,
  138. initData.firePosition,
  139. direction
  140. );
  141. const bullets: Node[] = [];
  142. // 为每个子弹创建实例
  143. for (const spawnInfo of spawnInfos) {
  144. const createBullet = () => {
  145. try {
  146. const bullet = instantiate(bulletPrefab);
  147. const weaponBullet = bullet.getComponent(WeaponBullet) || bullet.addComponent(WeaponBullet);
  148. // 初始化子弹
  149. weaponBullet.init({
  150. ...initData,
  151. firePosition: spawnInfo.position,
  152. direction: spawnInfo.direction,
  153. weaponConfig: config
  154. });
  155. return bullet;
  156. } catch (error) {
  157. console.error(`[WeaponBullet] 子弹创建失败:`, error);
  158. return null;
  159. }
  160. };
  161. // 处理延迟发射 - 对于burst模式,所有子弹都应该被创建并返回
  162. if (spawnInfo.delay > 0) {
  163. // 延迟发射:先创建子弹,然后延迟激活
  164. const bullet = createBullet();
  165. if (bullet) {
  166. // 先禁用子弹,延迟后再激活
  167. bullet.active = false;
  168. bullets.push(bullet);
  169. setTimeout(() => {
  170. if (bullet && bullet.isValid) {
  171. bullet.active = true;
  172. //console.log(`[WeaponBullet] 延迟子弹激活 - 延迟: ${spawnInfo.delay}ms`);
  173. }
  174. }, spawnInfo.delay);
  175. }
  176. } else {
  177. const bullet = createBullet();
  178. if (bullet) {
  179. bullets.push(bullet);
  180. }
  181. }
  182. }
  183. return bullets;
  184. }
  185. /**
  186. * 初始化子弹
  187. */
  188. public init(initData: BulletInitData) {
  189. // 通过事件系统检查游戏是否暂停,暂停时不初始化子弹
  190. let bulletFireEnabled = true;
  191. EventBus.getInstance().emit(GameEvents.BALL_FIRE_BULLET, { canFire: (result: boolean) => { bulletFireEnabled = result; } });
  192. if (!bulletFireEnabled) {
  193. // 立即销毁自己
  194. this.node.destroy();
  195. return;
  196. }
  197. // 验证初始化数据
  198. if (!WeaponBullet.validateInitData(initData)) {
  199. console.error('WeaponBullet.init: 初始化数据无效');
  200. this.node.destroy();
  201. return;
  202. }
  203. // 存储武器ID、WeaponInfo和BlockInfo
  204. this.weaponId = initData.weaponId;
  205. this.weaponInfo = initData.weaponInfo || null;
  206. this.blockInfo = initData.blockInfo || null;
  207. // 获取武器配置
  208. this.weaponConfig = initData.weaponConfig || WeaponBullet.getWeaponConfig(initData.weaponId);
  209. if (!this.weaponConfig) {
  210. console.error(`WeaponBullet.init: 无法找到武器配置 ${initData.weaponId}`);
  211. this.node.destroy();
  212. return;
  213. }
  214. // 应用技能加成计算运行时数值
  215. this.calculateRuntimeStats();
  216. // 使用世界坐标设置位置
  217. this.setPositionInGameArea(initData.firePosition);
  218. // 初始化各个组件
  219. this.initializeComponents(initData);
  220. // 设置子弹外观
  221. this.setupBulletSprite();
  222. // 设置子弹效果节点激活状态
  223. this.setupBulletEffectNodes();
  224. // 设置碰撞监听
  225. this.setupCollisionListener();
  226. this.isInitialized = true;
  227. }
  228. /**
  229. * 在GameArea中设置位置
  230. */
  231. private setPositionInGameArea(worldPos: Vec3) {
  232. const gameArea = find('Canvas/GameLevelUI/GameArea');
  233. if (gameArea) {
  234. const gameAreaTransform = gameArea.getComponent(UITransform);
  235. if (gameAreaTransform) {
  236. const localPos = gameAreaTransform.convertToNodeSpaceAR(worldPos);
  237. this.node.position = localPos;
  238. }
  239. }
  240. }
  241. /**
  242. * 初始化各个组件
  243. */
  244. private initializeComponents(initData: BulletInitData) {
  245. const config = this.weaponConfig.bulletConfig;
  246. // 确保物理组件存在
  247. this.setupPhysics();
  248. // 设置物理角速度,实现持续旋转
  249. this.applyAutoRotation();
  250. // 初始化弹道组件
  251. this.bulletTrajectory = this.getComponent(BulletTrajectory) || this.addComponent(BulletTrajectory);
  252. const trajCfg: BulletTrajectoryConfig = { ...config.trajectory, speed: this.weaponConfig.stats.bulletSpeed };
  253. // 计算方向
  254. const direction = initData.direction || this.calculateDirection(initData.autoTarget);
  255. // === 根据发射方向调整容器朝向(仅首次,后续不再旋转) ===
  256. if (direction) {
  257. // 角度 = atan2(y,x),转成度数
  258. const deg = math.toDegree(Math.atan2(direction.y, direction.x));
  259. this.node.angle = deg;
  260. }
  261. this.bulletTrajectory.init(
  262. trajCfg,
  263. direction,
  264. initData.firePosition
  265. );
  266. // --- 额外偏移 ---
  267. // 若子弹在生成时与发射方块碰撞(位置重叠), 会立刻触发碰撞事件导致被销毁。
  268. // 因此在初始化完弹道后, 将子弹沿发射方向平移一小段距离(默认 30 像素左右)。
  269. const dir = direction.clone().normalize();
  270. const spawnOffset = 30; // 可根据子弹半径或方块大小调整
  271. if (!Number.isNaN(dir.x) && !Number.isNaN(dir.y)) {
  272. const newLocalPos = this.node.position.clone().add(new Vec3(dir.x * spawnOffset, dir.y * spawnOffset, 0));
  273. this.node.setPosition(newLocalPos);
  274. }
  275. // 初始化命中效果组件
  276. this.bulletHitEffect = this.getComponent(BulletHitEffect) || this.addComponent(BulletHitEffect);
  277. this.bulletHitEffect.init(config.hitEffects);
  278. // 传递默认特效路径
  279. if (this.bulletHitEffect && config.visual) {
  280. (this.bulletHitEffect as any).setDefaultEffects?.(config.visual.hitEffect, config.visual.trailEffect, (config.visual as any).burnEffect);
  281. }
  282. // 初始化生命周期组件
  283. this.bulletLifecycle = this.getComponent(BulletLifecycle) || this.addComponent(BulletLifecycle);
  284. // 为回旋镖类型的武器设置maxRange,如果配置中没有设置的话
  285. const lifecycleConfig = { ...config.lifecycle };
  286. if (lifecycleConfig.type === 'return_trip' && !lifecycleConfig.maxRange && this.weaponConfig.stats.range) {
  287. lifecycleConfig.maxRange = this.weaponConfig.stats.range;
  288. }
  289. this.bulletLifecycle.init(lifecycleConfig, initData.firePosition);
  290. // 设置碰撞监听
  291. this.setupCollisionListener();
  292. this.isInitialized = true;
  293. }
  294. /**
  295. * 设置物理组件
  296. */
  297. private setupPhysics() {
  298. const rigidBody = this.getComponent(RigidBody2D);
  299. if (rigidBody) {
  300. rigidBody.enabledContactListener = true;
  301. rigidBody.gravityScale = 0; // 由弹道组件控制重力
  302. rigidBody.linearDamping = 0;
  303. rigidBody.angularDamping = 0;
  304. rigidBody.allowSleep = false;
  305. // 如果节点包含子节点 'Pellet',表示这是带容器的子弹;锁定容器旋转
  306. if (this.node.getChildByName('Pellet')) {
  307. rigidBody.fixedRotation = true;
  308. }
  309. }
  310. const collider = this.getComponent(Collider2D);
  311. if (collider) {
  312. collider.sensor = false;
  313. collider.on(Contact2DType.BEGIN_CONTACT, this.onHit, this);
  314. }
  315. }
  316. /**
  317. * 计算子弹方向
  318. */
  319. private calculateDirection(autoTarget: boolean = false): Vec3 {
  320. if (!autoTarget) {
  321. // 随机方向
  322. const angle = Math.random() * Math.PI * 2;
  323. return new Vec3(Math.cos(angle), Math.sin(angle), 0);
  324. }
  325. // 寻找最近敌人(使用静态工具函数)
  326. const nearestEnemy = WeaponBullet.findNearestEnemyGlobal(this.node.worldPosition);
  327. if (nearestEnemy) {
  328. const direction = nearestEnemy.worldPosition.clone()
  329. .subtract(this.node.worldPosition)
  330. .normalize();
  331. return direction;
  332. }
  333. // 若没有敌人则随机方向发射
  334. const angle = Math.random() * Math.PI * 2;
  335. return new Vec3(Math.cos(angle), Math.sin(angle), 0);
  336. }
  337. /**
  338. * 设置碰撞监听
  339. */
  340. private setupCollisionListener() {
  341. // 碰撞监听已在setupPhysics中设置
  342. }
  343. /**
  344. * 碰撞处理
  345. */
  346. private onHit(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
  347. if (!this.isInitialized) return;
  348. const otherNode = otherCollider.node;
  349. // Ignore collisions with other bullets (prevent friendly-fire between shotgun pellets)
  350. if (otherNode.getComponent(WeaponBullet)) {
  351. return; // Skip further processing if the collider is another bullet
  352. }
  353. // 检查是否命中敌人并触发事件
  354. let enemyRootNode: Node = null;
  355. // 检查是否碰撞到EnemySprite子节点
  356. if (otherNode.name === 'EnemySprite' && otherNode.parent) {
  357. // 如果碰撞到EnemySprite,获取其父节点(敌人根节点)
  358. const parentNode = otherNode.parent;
  359. if (parentNode.getComponent('EnemyInstance')) {
  360. enemyRootNode = parentNode;
  361. }
  362. }
  363. // 兼容旧的敌人检测逻辑(直接碰撞到敌人根节点)
  364. else if (otherNode.name.toLowerCase().includes('enemy') ||
  365. otherNode.name.toLowerCase().includes('敌人') ||
  366. otherNode.getComponent('EnemyInstance')) {
  367. enemyRootNode = otherNode;
  368. }
  369. if (enemyRootNode) {
  370. // 检查敌人是否处于漂移状态,如果是则不触发攻击
  371. const enemyInstance = enemyRootNode.getComponent('EnemyInstance') as any;
  372. if (enemyInstance && enemyInstance.isDrifting()) {
  373. console.log(`[WeaponBullet] 敌人 ${enemyRootNode.name} 正在漂移中,跳过子弹攻击`);
  374. return; // 漂移状态下不受到子弹攻击
  375. }
  376. // 计算是否暴击
  377. const isCritical = Math.random() < this.getCritChance();
  378. const finalDamage = isCritical ? this.getFinalCritDamage() : this.getFinalDamage();
  379. // 触发子弹命中敌人事件
  380. EventBus.getInstance().emit(GameEvents.BULLET_HIT_ENEMY, {
  381. enemyNode: enemyRootNode,
  382. damage: finalDamage,
  383. isCritical: isCritical,
  384. source: `WeaponBullet-${this.weaponConfig?.id || 'unknown'}`
  385. });
  386. }
  387. // 获取碰撞世界坐标
  388. let contactWorldPos: Vec3 = null;
  389. if (contact && (contact as any).getWorldManifold) {
  390. const wm = (contact as any).getWorldManifold();
  391. if (wm && wm.points && wm.points.length > 0) {
  392. contactWorldPos = new Vec3(wm.points[0].x, wm.points[0].y, 0);
  393. }
  394. }
  395. if (!contactWorldPos) {
  396. contactWorldPos = otherNode.worldPosition.clone();
  397. }
  398. // 处理命中效果
  399. const hitResult: HitResult = this.bulletHitEffect.processHit(otherNode, contactWorldPos);
  400. // 通知生命周期组件发生命中(可能影响内部计数或阶段)
  401. if (this.bulletLifecycle) {
  402. this.bulletLifecycle.onHit(otherNode);
  403. }
  404. // 不直接销毁,交由 BulletLifecycle 自行处理
  405. // 生命周期和命中效果自行决定是否销毁;此处不再直接销毁,由 BulletLifecycle.update() 完成
  406. if (hitResult.shouldRicochet) {
  407. // 执行弹射逻辑:BulletHitEffect已经在processHit中处理了弹射方向改变
  408. // 这里不需要额外操作,弹射方向已经通过calculateRicochetDirection更新
  409. } else if (hitResult.shouldContinue) {
  410. // 这里需要实现子弹继续飞行的逻辑
  411. }
  412. }
  413. /**
  414. * 为子弹设置持续旋转(通过刚体角速度,避免被物理系统覆盖)
  415. */
  416. private applyAutoRotation() {
  417. // 若存在子节点 Pellet,则只旋转 Pellet,容器保持角度不变
  418. const pelletNode = this.node.getChildByName('Pellet');
  419. if (pelletNode) {
  420. this.schedule((dt: number) => {
  421. pelletNode.angle += this._rotationSpeedDeg * dt;
  422. }, 0);
  423. return;
  424. }
  425. const rigidBody = this.getComponent(RigidBody2D);
  426. if (rigidBody) {
  427. rigidBody.angularVelocity = this._rotationSpeedRad; // 弧度/秒
  428. rigidBody.angularDamping = 0; // 无角阻尼,保持恒定旋转
  429. } else {
  430. // 如果没有刚体,退化为在 update 中手动旋转
  431. this.schedule((dt: number) => {
  432. this.node.angle += this._rotationSpeedDeg * dt;
  433. }, 0);
  434. }
  435. }
  436. /**
  437. * 获取武器配置
  438. */
  439. public getWeaponConfig(): WeaponConfig {
  440. return this.weaponConfig;
  441. }
  442. /**
  443. * 获取WeaponInfo组件实例
  444. */
  445. public getWeaponInfo(): WeaponInfo | null {
  446. return this.weaponInfo;
  447. }
  448. /**
  449. * 获取子弹状态信息
  450. */
  451. public getBulletStatus() {
  452. return {
  453. isInitialized: this.isInitialized,
  454. weaponName: this.weaponConfig?.name,
  455. trajectoryState: this.bulletTrajectory?.getState(),
  456. lifecycleState: this.bulletLifecycle?.getState(),
  457. hitStats: this.bulletHitEffect?.getHitStats()
  458. };
  459. }
  460. /**
  461. * 强制销毁子弹
  462. */
  463. public forceDestroy() {
  464. if (this.bulletLifecycle) {
  465. this.bulletLifecycle.forceDestroy();
  466. }
  467. }
  468. /**
  469. * 清理所有活跃的子弹 - 游戏重置时使用
  470. */
  471. public static clearAllBullets() {
  472. console.log('[WeaponBullet] 开始清理所有活跃子弹');
  473. // 查找GameArea节点,子弹都添加在这里
  474. const gameArea = find('Canvas/GameLevelUI/GameArea');
  475. if (!gameArea) {
  476. console.log('[WeaponBullet] 未找到GameArea节点');
  477. return;
  478. }
  479. let bulletCount = 0;
  480. const bulletsToDestroy: Node[] = [];
  481. // 遍历GameArea的所有子节点,查找WeaponBullet组件
  482. for (const child of gameArea.children) {
  483. if (child && child.isValid) {
  484. const weaponBullet = child.getComponent(WeaponBullet);
  485. if (weaponBullet) {
  486. bulletsToDestroy.push(child);
  487. bulletCount++;
  488. }
  489. }
  490. }
  491. // 销毁所有找到的子弹
  492. for (const bullet of bulletsToDestroy) {
  493. if (bullet && bullet.isValid) {
  494. bullet.destroy();
  495. }
  496. }
  497. console.log(`[WeaponBullet] 清理完成,共销毁 ${bulletCount} 个子弹`);
  498. }
  499. /**
  500. * 验证初始化数据
  501. */
  502. public static validateInitData(initData: BulletInitData): boolean {
  503. if (!initData) return false;
  504. if (!initData.weaponId && !initData.weaponConfig) return false;
  505. if (!initData.firePosition) return false;
  506. return true;
  507. }
  508. onDestroy() {
  509. // 清理事件监听
  510. const collider = this.getComponent(Collider2D);
  511. if (collider) {
  512. collider.off(Contact2DType.BEGIN_CONTACT, this.onHit, this);
  513. }
  514. // 清理拖尾控制器
  515. if (this.bulletTrailController) {
  516. this.bulletTrailController.resetTrail();
  517. this.bulletTrailController = null;
  518. }
  519. }
  520. /**
  521. * 设置子弹的SpriteFrame,使其与方块武器 (WeaponBlock/B1/Weapon) 节点上的SpriteFrame 一致
  522. */
  523. private setupBulletSprite() {
  524. // 先尝试获取当前节点上的 Sprite 组件,若不存在则在子节点中查找
  525. const sprite: Sprite | null = this.getComponent(Sprite) || this.node.getComponentInChildren(Sprite);
  526. if (!sprite) {
  527. console.log("未找到Sprite组件");
  528. // 子弹预制体可能没有Sprite组件,直接返回
  529. return;
  530. }
  531. // 使用武器配置中的bulletConfig.visual.bulletImages字段获取子弹图像路径
  532. const bulletImagePath = this.weaponConfig?.bulletConfig?.visual?.bulletImages;
  533. if (!bulletImagePath) {
  534. console.log("未找到子弹图像配置 (bulletConfig.visual.bulletImages)");
  535. return;
  536. }
  537. const framePath = `${bulletImagePath}/spriteFrame`;
  538. resources.load(framePath, SpriteFrame, (err, spriteFrame) => {
  539. if (err) {
  540. console.error(`加载子弹SpriteFrame失败: ${err}`);
  541. return;
  542. }
  543. console.log("设置子弹外观");
  544. // Add comprehensive null safety checks before setting spriteFrame
  545. if (sprite && sprite.isValid &&
  546. this.node && this.node.isValid &&
  547. spriteFrame && spriteFrame.isValid) {
  548. sprite.spriteFrame = spriteFrame;
  549. console.log("设置子弹SpriteFrame成功");
  550. // === 子弹大小控制:保持prefab预设的大小 ===
  551. sprite.node.setScale(sprite.node.scale.x * 0.45, sprite.node.scale.y * 0.45, sprite.node.scale.z);
  552. }
  553. }
  554. );
  555. }
  556. /**
  557. * 设置子弹效果节点激活状态
  558. */
  559. private setupBulletEffectNodes() {
  560. // 尖胡萝卜特殊处理:使用Spine动画而不是拖尾效果
  561. const isSharpCarrot = this.weaponId === 'sharp_carrot';
  562. // 查找Spine节点
  563. const spineNode = this.node.getChildByName('Spine');
  564. if (spineNode) {
  565. spineNode.active = isSharpCarrot;
  566. }
  567. // 查找TrailEffect节点
  568. const trailEffectNode = this.node.getChildByName('TrailEffect');
  569. if (trailEffectNode) {
  570. trailEffectNode.active = !isSharpCarrot;
  571. // 为拖尾效果设置白色颜色
  572. if (!isSharpCarrot) {
  573. const trailController = trailEffectNode.getComponent(BulletTrailController);
  574. if (trailController) {
  575. trailController.setTrailColor('white');
  576. }
  577. }
  578. }
  579. }
  580. /**
  581. * 静态:根据给定世界坐标,寻找最近的敌人节点
  582. */
  583. private static findNearestEnemyGlobal(worldPos: Vec3): Node | null {
  584. const enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  585. if (!enemyContainer) return null;
  586. const enemies = enemyContainer.children.filter(child => {
  587. if (!child.active) return false;
  588. const nameLower = child.name.toLowerCase();
  589. if (nameLower.includes('enemy') || nameLower.includes('敌人')) return true;
  590. if (child.getComponent('EnemyInstance')) return true;
  591. return false;
  592. });
  593. if (enemies.length === 0) return null;
  594. let nearest: Node = null;
  595. let nearestDist = Infinity;
  596. for (const enemy of enemies) {
  597. const dist = Vec3.distance(worldPos, enemy.worldPosition);
  598. if (dist < nearestDist) {
  599. nearestDist = dist;
  600. nearest = enemy;
  601. }
  602. }
  603. return nearest;
  604. }
  605. /**
  606. * 计算运行时数值(应用武器升级和技能加成)
  607. */
  608. private calculateRuntimeStats() {
  609. // 获取基础伤害
  610. let baseDamage = this.weaponConfig.stats.damage;
  611. // 应用武器升级加成 - 使用UpgradeController的伤害计算逻辑
  612. const saveDataManager = SaveDataManager.getInstance();
  613. if (saveDataManager && this.weaponId) {
  614. const weaponData = saveDataManager.getWeapon(this.weaponId);
  615. if (weaponData && weaponData.level > 0) {
  616. // 优先从武器配置的upgradeConfig中获取伤害值
  617. if (this.weaponConfig.upgradeConfig && this.weaponConfig.upgradeConfig.levels) {
  618. const levelConfig = this.weaponConfig.upgradeConfig.levels[weaponData.level.toString()];
  619. if (levelConfig && typeof levelConfig.damage === 'number') {
  620. baseDamage = levelConfig.damage;
  621. console.log(`[WeaponBullet] 从upgradeConfig获取伤害 - 武器ID: ${this.weaponId}, 等级: ${weaponData.level}, 伤害: ${baseDamage}`);
  622. } else {
  623. // 如果upgradeConfig中没有伤害值,使用基础伤害 + 等级加成作为后备
  624. baseDamage = this.weaponConfig.stats.damage + (weaponData.level - 1);
  625. console.log(`[WeaponBullet] 使用基础伤害计算 - 武器ID: ${this.weaponId}, 等级: ${weaponData.level}, 基础伤害: ${this.weaponConfig.stats.damage}, 升级后伤害: ${baseDamage}`);
  626. }
  627. } else {
  628. // 如果没有upgradeConfig,使用默认公式
  629. baseDamage = this.weaponConfig.stats.damage + (weaponData.level - 1);
  630. console.log(`[WeaponBullet] 无upgradeConfig,使用默认公式 - 武器ID: ${this.weaponId}, 等级: ${weaponData.level}, 升级后伤害: ${baseDamage}`);
  631. }
  632. }
  633. }
  634. // 应用稀有度伤害倍数(合成升级效果)
  635. // 优先从BlockInfo中获取稀有度等级,如果不存在则从武器配置中获取
  636. let rarityLevel = 0; // 默认为common(0)
  637. let rarityName = 'common';
  638. if (this.blockInfo) {
  639. rarityLevel = this.blockInfo.rarity;
  640. rarityName = this.blockInfo.getRarityName();
  641. } else if (this.weaponConfig && this.weaponConfig.rarity) {
  642. // 兼容旧的JSON配置方式
  643. rarityName = this.weaponConfig.rarity;
  644. }
  645. const rarityMultiplier = this.getRarityDamageMultiplierByLevel(rarityLevel);
  646. if (rarityMultiplier > 1) {
  647. baseDamage = baseDamage * rarityMultiplier;
  648. console.log(`[WeaponBullet] 稀有度伤害倍数应用 - 稀有度等级: ${rarityLevel}(${rarityName}), 倍数: ${rarityMultiplier}, 最终基础伤害: ${baseDamage}`);
  649. }
  650. const skillManager = PersistentSkillManager.getInstance();
  651. if (!skillManager) {
  652. // 如果没有技能管理器,使用升级后的基础数值
  653. this.weaponConfig.runtimeStats = {
  654. finalDamage: baseDamage,
  655. finalCritDamage: baseDamage,
  656. critChance: 0.1 // 基础暴击率10%
  657. };
  658. console.log(`[WeaponBullet] 无技能管理器 - 最终伤害: ${baseDamage}`);
  659. return;
  660. }
  661. // 应用技能伤害加成(基于升级后的伤害)
  662. const finalDamage = skillManager.applyDamageBonus(baseDamage);
  663. // 暴击伤害应该基于最终伤害计算,而不是基础伤害
  664. // 首先计算暴击倍数(默认2倍),然后应用技能暴击伤害加成
  665. const baseCritDamage = finalDamage * 2; // 基础暴击倍数2倍
  666. const finalCritDamage = skillManager.applyCritDamageBonus(baseCritDamage);
  667. // 应用局内技能暴击率加成
  668. const baseCritChance = 0.1; // 基础暴击率10%
  669. let critChance = baseCritChance;
  670. // 应用局内技能加成(SkillManager)
  671. const inGameSkillManager = SkillManager.getInstance();
  672. if (inGameSkillManager) {
  673. const critSkillLevel = inGameSkillManager.getSkillLevel('crit_chance');
  674. if (critSkillLevel > 0) {
  675. critChance = SkillManager.calculateCritChance(critChance, critSkillLevel);
  676. }
  677. }
  678. this.weaponConfig.runtimeStats = {
  679. finalDamage,
  680. finalCritDamage,
  681. critChance
  682. };
  683. // 输出详细的暴击率计算信息
  684. const inGameCritLevel = inGameSkillManager ? inGameSkillManager.getSkillLevel('crit_chance') : 0;
  685. const inGameCritBonus = inGameSkillManager && inGameCritLevel > 0 ?
  686. ((SkillManager.calculateCritChance(baseCritChance, inGameCritLevel) - baseCritChance) * 100).toFixed(1) : '0.0';
  687. console.log(`[WeaponBullet] 完整伤害计算完成 - 武器ID: ${this.weaponId}, 原始伤害: ${this.weaponConfig.stats.damage}, 稀有度: ${rarityName}, 计算后基础伤害: ${baseDamage}, 最终伤害: ${finalDamage}, 暴击伤害: ${finalCritDamage}`);
  688. console.log(`[WeaponBullet] 暴击率详情 - 基础: ${(baseCritChance * 100).toFixed(1)}%, 局内技能等级: ${inGameCritLevel}, 局内技能加成: +${inGameCritBonus}%, 最终暴击率: ${(critChance * 100).toFixed(1)}%`);
  689. }
  690. /**
  691. * 获取最终伤害值(应用技能加成后)
  692. */
  693. public getFinalDamage(): number {
  694. return this.weaponConfig?.runtimeStats?.finalDamage || this.weaponConfig?.stats?.damage || 0;
  695. }
  696. /**
  697. * 获取最终暴击伤害值(应用技能加成后)
  698. */
  699. public getFinalCritDamage(): number {
  700. return this.weaponConfig?.runtimeStats?.finalCritDamage || this.weaponConfig?.stats?.damage || 0;
  701. }
  702. /**
  703. * 获取暴击率
  704. */
  705. public getCritChance(): number {
  706. return this.weaponConfig?.runtimeStats?.critChance || 0.1;
  707. }
  708. /**
  709. * 根据稀有度获取伤害倍数
  710. */
  711. private getRarityDamageMultiplier(rarity: string): number {
  712. switch (rarity) {
  713. case 'common':
  714. return 1; // 1级,无倍数
  715. case 'uncommon':
  716. return 1.5; // 2级,1.5倍伤害
  717. case 'rare':
  718. return 2.25; // 3级,2.25倍伤害
  719. case 'epic':
  720. return 8; // 4级,8倍伤害
  721. default:
  722. return 1;
  723. }
  724. }
  725. /**
  726. * 根据稀有度等级获取伤害倍数
  727. * @param rarityLevel 稀有度等级 (0: common, 1: uncommon, 2: rare, 3: epic)
  728. * @returns 伤害倍数
  729. */
  730. private getRarityDamageMultiplierByLevel(rarityLevel: number): number {
  731. switch (rarityLevel) {
  732. case 0: // common
  733. return 1; // 1级,无倍数
  734. case 1: // uncommon
  735. return 1.5; // 2级,1.5倍伤害
  736. case 2: // rare
  737. return 2.25; // 3级,2.25倍伤害
  738. case 3: // epic
  739. return 8; // 4级,8倍伤害
  740. default:
  741. return 1;
  742. }
  743. }
  744. }