ConfigManager.ts 17 KB

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  1. import { _decorator, resources, JsonAsset } from 'cc';
  2. import { BaseSingleton } from './BaseSingleton';
  3. import { BundleLoader } from './BundleLoader';
  4. const { ccclass, property } = _decorator;
  5. // 局内金币花费配置接口
  6. export interface InGameCostConfig {
  7. baseCost: number;
  8. shapeCosts: {
  9. [shapeId: string]: number;
  10. };
  11. }
  12. // 弹道配置接口
  13. export interface BulletTrajectoryConfig {
  14. type: string;
  15. speed: number;
  16. gravity: number;
  17. arcHeight: number;
  18. homingStrength: number;
  19. homingDelay: number;
  20. rotateSpeed?: number; // 旋转速率 (0~1),仅在 arc 弹道中使用
  21. }
  22. // 弹药数量配置接口
  23. export interface BulletCountConfig {
  24. type: string;
  25. amount: number;
  26. spreadAngle: number;
  27. burstCount: number;
  28. burstDelay: number;
  29. }
  30. // 命中效果配置接口
  31. export interface HitEffectConfig {
  32. type: string;
  33. priority: number;
  34. damage?: number;
  35. pierceCount?: number;
  36. radius?: number;
  37. delay?: number;
  38. duration?: number;
  39. tickInterval?: number;
  40. ricochetCount?: number;
  41. ricochetAngle?: number;
  42. [key: string]: any;
  43. }
  44. // 弹药生命周期配置接口
  45. export interface BulletLifecycleConfig {
  46. type: string;
  47. maxLifetime: number;
  48. penetration: number;
  49. ricochetCount: number;
  50. returnToOrigin: boolean;
  51. returnDelay?: number; // 返回延迟(秒)
  52. maxRange?: number; // 最大射程
  53. effectDuration?: number; // 效果持续时间(用于地面效果)
  54. }
  55. // 武器配置接口
  56. export interface WeaponConfig {
  57. id: string;
  58. name: string;
  59. type: string;
  60. rarity?: string; // 可选字段,支持动态稀有度(合成时可变)
  61. stats: {
  62. damage: number;
  63. fireRate: number;
  64. range: number;
  65. bulletSpeed: number;
  66. accuracy?: number;
  67. };
  68. bulletConfig: {
  69. count: BulletCountConfig;
  70. trajectory: BulletTrajectoryConfig;
  71. hitEffects: HitEffectConfig[];
  72. lifecycle: BulletLifecycleConfig;
  73. visual: {
  74. bulletImages: string;
  75. hitEffect: string;
  76. trailEffect?: string;
  77. explosionEffect?: string;
  78. };
  79. };
  80. visualConfig: {
  81. weaponSprites: {
  82. [shapeId: string]: string;
  83. };
  84. attackSound: string;
  85. };
  86. upgradeConfig: {
  87. maxLevel: number;
  88. levels: {
  89. [level: string]: {
  90. cost: number;
  91. damage?: number;
  92. };
  93. };
  94. };
  95. // 运行时计算的实际数值(应用技能加成后)
  96. runtimeStats?: {
  97. finalDamage: number;
  98. finalCritDamage: number;
  99. critChance: number;
  100. };
  101. inGameCostConfig?: InGameCostConfig;
  102. }
  103. // 球控制器配置接口
  104. export interface BallControllerConfig {
  105. baseSpeed: number;
  106. maxReflectionRandomness: number;
  107. antiTrapTimeWindow: number;
  108. antiTrapHitThreshold: number;
  109. deflectionAttemptThreshold: number;
  110. antiTrapDeflectionMultiplier: number;
  111. FIRE_COOLDOWN: number;
  112. ballRadius: number;
  113. gravityScale: number;
  114. linearDamping: number;
  115. angularDamping: number;
  116. colliderGroup: number;
  117. colliderTag: number;
  118. friction: number;
  119. restitution: number;
  120. safeDistance: number;
  121. edgeOffset: number;
  122. sensor: boolean;
  123. maxAttempts: number;
  124. }
  125. // 敌人配置接口
  126. export interface EnemyConfig {
  127. id: string;
  128. name: string;
  129. type: string;
  130. stats: {
  131. health: number;
  132. maxHealth: number;
  133. defense: number;
  134. speed: number;
  135. dropEnergy: number;
  136. };
  137. movement: {
  138. pattern: string;
  139. speed: number;
  140. patrolRange: number;
  141. chaseRange: number;
  142. rotationSpeed: number;
  143. moveType: string;
  144. swingAmplitude: number;
  145. swingFrequency: number;
  146. speedVariation: number;
  147. };
  148. combat: {
  149. attackDamage: number;
  150. attackRange: number;
  151. attackSpeed: number;
  152. canBlock: boolean;
  153. blockChance: number;
  154. blockDamageReduction: number;
  155. attackCooldown: number;
  156. attackType: string;
  157. attackDelay: number;
  158. weaponType: string;
  159. projectileType: string;
  160. projectileSpeed: number;
  161. };
  162. visualConfig: {
  163. spritePath: string;
  164. scale: number;
  165. animationSpeed: number;
  166. flipX: boolean;
  167. tint: string;
  168. animations: {
  169. [state: string]: string;
  170. };
  171. weaponProp: string;
  172. };
  173. audioConfig: {
  174. attackSound: string;
  175. deathSound: string;
  176. hitSound: string;
  177. walkSound: string;
  178. blockSound: string;
  179. stealthSound: string;
  180. armorBreakSound: string;
  181. fuseSound: string;
  182. volume: number;
  183. };
  184. visual?: {
  185. sprite_path: string;
  186. scale: number;
  187. animation_speed: number;
  188. flip_horizontal: boolean;
  189. animations: {
  190. [state: string]: string;
  191. };
  192. weapon_prop: string;
  193. };
  194. audio?: {
  195. attack_sound: string;
  196. death_sound: string;
  197. hit_sound: string;
  198. walk_sound: string;
  199. block_sound: string;
  200. stealth_sound: string;
  201. armor_break_sound: string;
  202. fuse_sound: string;
  203. };
  204. boss: {
  205. is_boss: boolean;
  206. phases: number;
  207. rage_threshold: number;
  208. rage_damage_multiplier: number;
  209. rage_speed_multiplier: number;
  210. };
  211. special_abilities: Array<{
  212. type: string;
  213. damage: number;
  214. range: number;
  215. cooldown: number;
  216. }>
  217. }
  218. @ccclass('ConfigManager')
  219. export class ConfigManager extends BaseSingleton {
  220. // 仅用于类型声明,实例由 BaseSingleton 在运行时动态维护
  221. public static _instance: ConfigManager;
  222. private weaponsConfig: any = null;
  223. private enemiesConfig: any = null;
  224. private configLoaded: boolean = false;
  225. /**
  226. * BaseSingleton 首次实例化回调
  227. */
  228. protected init() {
  229. console.log('[ConfigManager] 开始初始化配置管理器');
  230. this.loadConfigs();
  231. }
  232. // 加载所有配置文件
  233. private async loadConfigs() {
  234. console.log('[ConfigManager] 开始加载配置文件');
  235. this.configLoaded = false;
  236. try {
  237. // 确保resources bundle已经准备好
  238. await this.ensureResourcesBundle();
  239. // 加载武器配置
  240. console.log('[ConfigManager] 开始加载武器配置');
  241. await this.loadWeaponsConfig();
  242. console.log('[ConfigManager] 武器配置加载完成');
  243. // 加载敌人配置
  244. console.log('[ConfigManager] 开始加载敌人配置');
  245. await this.loadEnemiesConfig();
  246. console.log('[ConfigManager] 敌人配置加载完成');
  247. // 注意:球控制器配置现在通过BallController组件的装饰器直接加载
  248. console.log('[ConfigManager] 球控制器配置通过装饰器加载,跳过ConfigManager加载');
  249. this.configLoaded = true;
  250. console.log('[ConfigManager] ✅ 所有配置文件加载成功,配置管理器初始化完成');
  251. } catch (error) {
  252. console.error('[ConfigManager] ❌ 配置文件加载失败:', error);
  253. this.configLoaded = false;
  254. // 延迟重试加载
  255. console.log('[ConfigManager] 将在3秒后重试加载配置');
  256. setTimeout(() => {
  257. console.log('[ConfigManager] 开始重试加载配置');
  258. this.loadConfigs();
  259. }, 3000);
  260. }
  261. }
  262. // 确保resources bundle已经准备好
  263. private ensureResourcesBundle(): Promise<void> {
  264. return new Promise((resolve) => {
  265. console.log('[ConfigManager] 检查resources bundle状态...');
  266. // 增加延迟时间,确保Cocos Creator资源系统完全初始化
  267. setTimeout(() => {
  268. console.log('[ConfigManager] resources bundle初始化等待完成');
  269. resolve();
  270. }, 2000); // 增加到2秒
  271. });
  272. }
  273. // 加载武器配置
  274. private async loadWeaponsConfig(): Promise<void> {
  275. console.log('[ConfigManager] 开始加载武器配置...');
  276. try {
  277. const bundleLoader = BundleLoader.getInstance();
  278. const weaponData = await bundleLoader.loadDataJson('weapons');
  279. if (!weaponData) {
  280. throw new Error('武器配置文件内容为空');
  281. }
  282. // JsonAsset对象,需要访问.json属性获取实际数据
  283. this.weaponsConfig = weaponData.json;
  284. // 验证配置完整性
  285. console.log('[ConfigManager] 验证武器配置完整性...');
  286. if (!this.weaponsConfig.weapons || !Array.isArray(this.weaponsConfig.weapons)) {
  287. throw new Error('武器配置格式错误:缺少weapons数组');
  288. }
  289. console.log(`[ConfigManager] 武器配置加载成功,共${this.weaponsConfig.weapons.length}个武器`);
  290. // 检查blockSizes配置
  291. if (this.weaponsConfig.blockSizes && Array.isArray(this.weaponsConfig.blockSizes)) {
  292. console.log(`[ConfigManager] ✅ blockSizes配置加载成功,共${this.weaponsConfig.blockSizes.length}个形状`);
  293. this.weaponsConfig.blockSizes.forEach(shape => {
  294. console.log(`[ConfigManager] - 形状: ${shape.id} (${shape.name})`);
  295. });
  296. } else {
  297. console.warn('[ConfigManager] ⚠️ blockSizes配置缺失或格式错误');
  298. }
  299. } catch (error) {
  300. console.error('[ConfigManager] 武器配置文件加载失败:', error);
  301. throw error;
  302. }
  303. }
  304. // 加载敌人配置
  305. private async loadEnemiesConfig(): Promise<void> {
  306. console.log('[ConfigManager] 开始加载敌人配置...');
  307. try {
  308. const bundleLoader = BundleLoader.getInstance();
  309. const enemyData = await bundleLoader.loadDataJson('enemies');
  310. if (!enemyData) {
  311. throw new Error('敌人配置文件内容为空');
  312. }
  313. // JsonAsset对象,需要访问.json属性获取实际数据
  314. this.enemiesConfig = enemyData.json;
  315. console.log('[ConfigManager] ✅ 敌人配置加载成功');
  316. } catch (error) {
  317. console.error('[ConfigManager] 敌人配置文件加载失败:', error);
  318. throw error;
  319. }
  320. }
  321. // 随机获取武器配置
  322. public getRandomWeapon(rarity?: string): WeaponConfig | null {
  323. if (!this.weaponsConfig || !this.weaponsConfig.weapons || this.weaponsConfig.weapons.length === 0) {
  324. console.warn('武器配置未加载或为空');
  325. return null;
  326. }
  327. if (rarity) {
  328. // 按稀有度筛选
  329. const filteredWeapons = this.weaponsConfig.weapons.filter(weapon => weapon.rarity === rarity);
  330. if (filteredWeapons.length === 0) {
  331. console.warn(`没有找到稀有度为 ${rarity} 的武器`);
  332. return null;
  333. }
  334. const randomIndex = Math.floor(Math.random() * filteredWeapons.length);
  335. return filteredWeapons[randomIndex];
  336. }
  337. // 使用稀有度权重系统进行随机选择
  338. const rarityWeights = this.weaponsConfig.rarityWeights;
  339. if (!rarityWeights) {
  340. console.warn('稀有度权重配置未找到,使用随机选择');
  341. const randomIndex = Math.floor(Math.random() * this.weaponsConfig.weapons.length);
  342. return this.weaponsConfig.weapons[randomIndex];
  343. }
  344. // 计算总权重
  345. // 计算总权重(兼容ES5)
  346. const totalWeight = Object.keys(rarityWeights).reduce((sum: number, key: string) => sum + (rarityWeights[key] as number), 0);
  347. const randomValue = Math.random() * totalWeight;
  348. // 根据权重选择稀有度
  349. let currentWeight = 0;
  350. let selectedRarity = 'common';
  351. // 兼容ES5的写法遍历对象
  352. for (let rarity in rarityWeights) {
  353. if (rarityWeights.hasOwnProperty(rarity)) {
  354. const weight = rarityWeights[rarity];
  355. currentWeight += weight as number;
  356. if (randomValue <= currentWeight) {
  357. selectedRarity = rarity;
  358. break;
  359. }
  360. }
  361. // 从选中的稀有度中随机选择武器
  362. const weaponsOfRarity = this.weaponsConfig.weapons.filter(weapon => weapon.rarity === selectedRarity);
  363. if (weaponsOfRarity.length === 0) {
  364. console.warn(`稀有度 ${selectedRarity} 没有可用武器,使用随机选择`);
  365. const randomIndex = Math.floor(Math.random() * this.weaponsConfig.weapons.length);
  366. return this.weaponsConfig.weapons[randomIndex];
  367. }
  368. const randomIndex = Math.floor(Math.random() * weaponsOfRarity.length);
  369. const selectedWeapon = weaponsOfRarity[randomIndex];
  370. console.log(`随机选择武器: ${selectedWeapon.name} (${selectedRarity})`);
  371. return selectedWeapon;
  372. }
  373. }
  374. // 随机获取敌人配置
  375. public getRandomEnemy(): EnemyConfig | null {
  376. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  377. if (!this.enemiesConfig || !Array.isArray(this.enemiesConfig) || this.enemiesConfig.length === 0) {
  378. console.warn('敌人配置未加载或为空');
  379. return null;
  380. }
  381. // 直接从敌人列表中随机选择
  382. const randomIndex = Math.floor(Math.random() * this.enemiesConfig.length);
  383. return this.enemiesConfig[randomIndex];
  384. }
  385. // 根据ID获取武器配置
  386. public getWeaponById(id: string): WeaponConfig | null {
  387. if (!this.weaponsConfig) return null;
  388. return this.weaponsConfig.weapons.find(weapon => weapon.id === id) || null;
  389. }
  390. // 根据ID获取敌人配置
  391. public getEnemyById(id: string): EnemyConfig | null {
  392. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  393. if (!this.enemiesConfig || !Array.isArray(this.enemiesConfig)) return null;
  394. return this.enemiesConfig.find(enemy => enemy.id === id) || null;
  395. }
  396. /**
  397. * 获取敌人名称到ID的映射
  398. */
  399. public getNameToIdMapping(): { [key: string]: string } | null {
  400. if (!this.enemiesConfig) return null;
  401. return this.enemiesConfig.nameToIdMapping || null;
  402. }
  403. // 获取所有武器配置
  404. public getAllWeapons(): WeaponConfig[] {
  405. return this.weaponsConfig?.weapons || [];
  406. }
  407. // 获取所有敌人配置
  408. public getAllEnemies(): EnemyConfig[] {
  409. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  410. return Array.isArray(this.enemiesConfig) ? this.enemiesConfig : [];
  411. }
  412. // 根据稀有度获取武器列表
  413. public getWeaponsByRarity(rarity: string): WeaponConfig[] {
  414. if (!this.weaponsConfig) return [];
  415. return this.weaponsConfig.weapons.filter(weapon => weapon.rarity === rarity);
  416. }
  417. // 获取方块尺寸列表(已更新为形状ID)
  418. public getBlockSizes(): string[] {
  419. if (!this.weaponsConfig || !this.weaponsConfig.blockSizes) {
  420. return ['I', 'H-I', 'L', 'S', 'D-T'];
  421. }
  422. // 从blockSizes配置中提取形状ID
  423. return this.weaponsConfig.blockSizes.map((shape: any) => shape.id);
  424. }
  425. // 获取方块形状配置列表
  426. public getBlockShapes(): any[] {
  427. if (!this.weaponsConfig) {
  428. console.warn('[ConfigManager] 武器配置未加载,无法获取方块形状配置');
  429. console.warn('[ConfigManager] 配置加载状态:', this.configLoaded);
  430. return [];
  431. }
  432. if (!this.weaponsConfig.blockSizes) {
  433. console.warn('[ConfigManager] 方块形状配置(blockSizes)未找到');
  434. console.warn('[ConfigManager] 可用的配置字段:', Object.keys(this.weaponsConfig));
  435. return [];
  436. }
  437. if (!Array.isArray(this.weaponsConfig.blockSizes)) {
  438. console.error('[ConfigManager] blockSizes不是数组格式:', typeof this.weaponsConfig.blockSizes);
  439. return [];
  440. }
  441. console.log(`[ConfigManager] 成功获取${this.weaponsConfig.blockSizes.length}个方块形状配置`);
  442. return this.weaponsConfig.blockSizes;
  443. }
  444. // 获取波次进展配置(已废弃,波次配置现在通过关卡系统管理)
  445. public getWaveProgression(): any {
  446. console.warn('[ConfigManager] getWaveProgression已废弃,波次配置现在通过关卡系统管理');
  447. return {};
  448. }
  449. // 根据波次获取合适的敌人(简化版本,直接返回随机敌人)
  450. public getEnemyForWave(waveNumber: number): EnemyConfig | null {
  451. // 修复:波次配置现在通过关卡系统管理,这里简化为返回随机敌人
  452. // 具体的波次敌人配置由EnemyController通过关卡配置处理
  453. console.log(`[ConfigManager] 为波次 ${waveNumber} 获取随机敌人`);
  454. return this.getRandomEnemy();
  455. }
  456. // 检查配置是否已加载
  457. public isConfigLoaded(): boolean {
  458. return this.configLoaded;
  459. }
  460. // 获取球控制器配置
  461. // getBallControllerConfig方法已移除,球控制器配置现在通过装饰器直接在BallController中加载
  462. }