EnemyController.ts 42 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135
  1. import { _decorator, Node, Label, Vec3, Prefab, instantiate, find, UITransform, resources, RigidBody2D } from 'cc';
  2. import { sp } from 'cc';
  3. import { ConfigManager, EnemyConfig } from '../Core/ConfigManager';
  4. import { EnemyComponent } from '../CombatSystem/EnemyComponent';
  5. import { EnemyInstance } from './EnemyInstance';
  6. import { BaseSingleton } from '../Core/BaseSingleton';
  7. import { SaveDataManager } from '../LevelSystem/SaveDataManager';
  8. import { LevelConfigManager } from '../LevelSystem/LevelConfigManager';
  9. import EventBus, { GameEvents } from '../Core/EventBus';
  10. import { Wall } from './Wall';
  11. const { ccclass, property } = _decorator;
  12. @ccclass('EnemyController')
  13. export class EnemyController extends BaseSingleton {
  14. // 仅类型声明,实例由 BaseSingleton 维护
  15. public static _instance: EnemyController;
  16. // 敌人预制体
  17. @property({
  18. type: Prefab,
  19. tooltip: '拖拽Enemy预制体到这里'
  20. })
  21. public enemyPrefab: Prefab = null;
  22. // 敌人容器节点
  23. @property({
  24. type: Node,
  25. tooltip: '拖拽enemyContainer节点到这里(Canvas/GameLevelUI/enemyContainer)'
  26. })
  27. public enemyContainer: Node = null;
  28. // 金币预制体
  29. @property({ type: Prefab, tooltip: '金币预制体 CoinDrop' })
  30. public coinPrefab: Prefab = null;
  31. // Toast预制体,用于显示波次提示
  32. @property({
  33. type: Prefab,
  34. tooltip: 'Toast预制体,用于显示波次提示'
  35. })
  36. public toastPrefab: Prefab = null;
  37. // === 生成 & 属性参数(保留需要可在内部自行设定,Inspector 不再显示) ===
  38. private spawnInterval: number = 3;
  39. // === 默认数值(当配置文件尚未加载时使用) ===
  40. private defaultEnemySpeed: number = 50;
  41. private defaultAttackPower: number = 10;
  42. private defaultHealth: number = 30;
  43. @property({ type: Node, tooltip: '拖拽 TopFence 节点到这里' })
  44. public topFenceNode: Node = null;
  45. @property({ type: Node, tooltip: '拖拽 BottomFence 节点到这里' })
  46. public bottomFenceNode: Node = null;
  47. // 关卡配置管理器节点
  48. @property({
  49. type: Node,
  50. tooltip: '拖拽Canvas/LevelConfigManager节点到这里,用于获取LevelConfigManager组件'
  51. })
  52. public levelConfigManagerNode: Node = null;
  53. // 主墙体组件
  54. private wallComponent: Wall = null;
  55. // 游戏区域边界 - 改为public,让敌人实例可以访问
  56. public gameBounds = {
  57. left: 0,
  58. right: 0,
  59. top: 0,
  60. bottom: 0
  61. };
  62. // 活跃的敌人列表
  63. private activeEnemies: Node[] = [];
  64. // 游戏是否已开始
  65. private gameStarted: boolean = false;
  66. // 墙体节点
  67. private wallNodes: Node[] = [];
  68. // 配置管理器
  69. private configManager: ConfigManager = null;
  70. // 关卡配置管理器
  71. private levelConfigManager: LevelConfigManager = null;
  72. // 当前关卡血量倍率
  73. private currentHealthMultiplier: number = 1.0;
  74. @property({
  75. type: Node,
  76. tooltip: '敌人数量显示节点 (EnemyNumber)'
  77. })
  78. public enemyCountLabelNode: Node = null;
  79. @property({
  80. type: Node,
  81. tooltip: '波数显示Label (WaveNumber)'
  82. })
  83. public waveNumberLabelNode: Node = null;
  84. // 当前波次敌人数据
  85. private totalWaves: number = 1;
  86. private currentWave: number = 1;
  87. private currentWaveTotalEnemies: number = 0;
  88. private currentWaveEnemiesKilled: number = 0;
  89. private currentWaveEnemiesSpawned: number = 0; // 当前波次已生成的敌人数量
  90. private currentWaveEnemyConfigs: any[] = []; // 当前波次的敌人配置列表
  91. // 暂停前保存的敌人状态
  92. private pausedEnemyStates: Map<Node, {
  93. velocity: any,
  94. angularVelocity: number,
  95. isMoving: boolean,
  96. attackTimer: number
  97. }> = new Map();
  98. /**
  99. * BaseSingleton 首次实例化回调
  100. */
  101. protected init() {
  102. // 获取配置管理器实例
  103. this.configManager = ConfigManager.getInstance();
  104. // 获取关卡配置管理器实例
  105. if (this.levelConfigManagerNode) {
  106. this.levelConfigManager = this.levelConfigManagerNode.getComponent(LevelConfigManager) || null;
  107. if (this.levelConfigManager) {
  108. console.log('[EnemyController] LevelConfigManager组件已通过装饰器绑定');
  109. } else {
  110. console.warn('[EnemyController] LevelConfigManager节点上未找到LevelConfigManager组件');
  111. }
  112. } else {
  113. console.warn('[EnemyController] levelConfigManagerNode未通过装饰器绑定,请在编辑器中拖拽Canvas/LevelConfigManager节点');
  114. this.levelConfigManager = null;
  115. }
  116. // 如果没有指定enemyContainer,尝试找到它
  117. if (!this.enemyContainer) {
  118. this.enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  119. if (!this.enemyContainer) {
  120. console.warn('找不到enemyContainer节点,将尝试创建');
  121. }
  122. }
  123. // 获取游戏区域边界
  124. this.calculateGameBounds();
  125. // 查找墙体节点和组件
  126. this.findWallNodes();
  127. // 直接通过拖拽节点获取 Wall 组件
  128. if (this.topFenceNode && this.topFenceNode.getComponent(Wall)) {
  129. this.wallComponent = this.topFenceNode.getComponent(Wall);
  130. } else if (this.bottomFenceNode && this.bottomFenceNode.getComponent(Wall)) {
  131. this.wallComponent = this.bottomFenceNode.getComponent(Wall);
  132. } else {
  133. console.warn('[EnemyController] 未找到墙体组件,将无法处理墙体伤害');
  134. }
  135. // 确保enemyContainer节点存在
  136. this.ensureEnemyContainer();
  137. // UI节点已通过装饰器拖拽绑定,无需find查找
  138. if (!this.enemyCountLabelNode) {
  139. console.warn('[EnemyController] enemyCountLabelNode 未通过装饰器绑定,请在编辑器中拖拽 Canvas-001/TopArea/EnemyNode/EnemyNumber 节点');
  140. } else {
  141. console.log('[EnemyController] enemyCountLabelNode 已通过装饰器绑定');
  142. }
  143. if (!this.waveNumberLabelNode) {
  144. console.warn('[EnemyController] waveNumberLabelNode 未通过装饰器绑定,请在编辑器中拖拽 Canvas-001/TopArea/WaveInfo/WaveNumber 节点');
  145. } else {
  146. console.log('[EnemyController] waveNumberLabelNode 已通过装饰器绑定');
  147. }
  148. // 初始化敌人数量显示
  149. this.updateEnemyCountLabel();
  150. // 监听游戏事件
  151. this.setupEventListeners();
  152. }
  153. /**
  154. * 设置事件监听器
  155. */
  156. private setupEventListeners() {
  157. const eventBus = EventBus.getInstance();
  158. // 监听暂停事件
  159. eventBus.on(GameEvents.GAME_PAUSE, this.onGamePauseEvent, this);
  160. // 监听恢复事件
  161. eventBus.on(GameEvents.GAME_RESUME, this.onGameResumeEvent, this);
  162. // 监听游戏成功/失败事件
  163. eventBus.on(GameEvents.GAME_SUCCESS, this.onGameEndEvent, this);
  164. eventBus.on(GameEvents.GAME_DEFEAT, this.onGameEndEvent, this);
  165. // 监听敌人相关事件
  166. eventBus.on(GameEvents.ENEMY_UPDATE_COUNT, this.onUpdateEnemyCountEvent, this);
  167. eventBus.on(GameEvents.ENEMY_CHECK_ACTIVE, this.onCheckActiveEnemiesEvent, this);
  168. eventBus.on(GameEvents.ENEMY_CHECK_GAME_STARTED, this.onCheckGameStartedEvent, this);
  169. eventBus.on(GameEvents.ENEMY_GET_COUNT, this.onGetEnemyCountEvent, this);
  170. eventBus.on(GameEvents.ENEMY_START_WAVE, this.onStartWaveEvent, this);
  171. eventBus.on(GameEvents.ENEMY_START_GAME, this.onStartGameEvent, this);
  172. eventBus.on(GameEvents.ENEMY_SHOW_START_WAVE_PROMPT, this.onShowStartWavePromptEvent, this);
  173. // 监听子弹发射检查事件
  174. eventBus.on(GameEvents.BALL_FIRE_BULLET, this.onBallFireBulletEvent, this);
  175. // 监听获取最近敌人事件
  176. eventBus.on(GameEvents.ENEMY_GET_NEAREST, this.onGetNearestEnemyEvent, this);
  177. // 监听重置敌人控制器事件
  178. eventBus.on(GameEvents.RESET_ENEMY_CONTROLLER, this.onResetEnemyControllerEvent, this);
  179. // 监听重置相关事件
  180. eventBus.on(GameEvents.CLEAR_ALL_GAME_OBJECTS, this.onClearAllGameObjectsEvent, this);
  181. eventBus.on(GameEvents.RESET_ENEMY_CONTROLLER, this.onResetEnemyControllerEvent, this);
  182. }
  183. /**
  184. * 获取当前关卡的血量倍率
  185. */
  186. private async getCurrentHealthMultiplier(): Promise<number> {
  187. if (!this.levelConfigManager) {
  188. return 1.0;
  189. }
  190. try {
  191. const saveDataManager = SaveDataManager.getInstance();
  192. const currentLevel = saveDataManager ? saveDataManager.getCurrentLevel() : 1;
  193. const levelConfig = await this.levelConfigManager.getLevelConfig(currentLevel);
  194. if (levelConfig && levelConfig.levelSettings && levelConfig.levelSettings.healthMultiplier) {
  195. return levelConfig.levelSettings.healthMultiplier;
  196. }
  197. } catch (error) {
  198. console.warn('[EnemyController] 获取关卡血量倍率失败:', error);
  199. }
  200. return 1.0;
  201. }
  202. /**
  203. * 处理游戏暂停事件
  204. */
  205. private onGamePauseEvent() {
  206. console.log('[EnemyController] 接收到游戏暂停事件,暂停所有敌人');
  207. this.pauseAllEnemies();
  208. this.pauseSpawning();
  209. }
  210. /**
  211. * 处理游戏恢复事件
  212. */
  213. private onGameResumeEvent() {
  214. console.log('[EnemyController] 接收到游戏恢复事件,恢复所有敌人');
  215. this.resumeAllEnemies();
  216. // 通过事件检查游戏状态,决定是否恢复敌人生成
  217. this.resumeSpawning();
  218. }
  219. /**
  220. * 处理游戏结束事件
  221. */
  222. private onGameEndEvent() {
  223. console.log('[EnemyController] 接收到游戏结束事件,停止敌人生成');
  224. this.stopGame(false); // 停止游戏但不清除敌人
  225. }
  226. /**
  227. * 处理清除所有游戏对象事件
  228. */
  229. private onClearAllGameObjectsEvent() {
  230. console.log('[EnemyController] 接收到清除所有游戏对象事件,清除所有敌人');
  231. this.clearAllEnemies(false); // 清除敌人但不触发事件
  232. }
  233. /**
  234. * 处理重置敌人控制器事件
  235. */
  236. private onResetEnemyControllerEvent() {
  237. console.log('[EnemyController] 接收到重置敌人控制器事件,重置到初始状态');
  238. this.resetToInitialState();
  239. }
  240. /**
  241. * 处理子弹发射检查事件
  242. */
  243. private onBallFireBulletEvent(data: { canFire: (value: boolean) => void }) {
  244. // 检查是否有活跃敌人
  245. const hasActiveEnemies = this.hasActiveEnemies();
  246. if (!hasActiveEnemies) {
  247. data.canFire(false);
  248. }
  249. }
  250. /**
  251. * 处理获取最近敌人事件
  252. */
  253. private onGetNearestEnemyEvent(data: { position: Vec3, callback: (enemy: Node | null) => void }) {
  254. const { position, callback } = data;
  255. if (callback && typeof callback === 'function') {
  256. const nearestEnemy = this.getNearestEnemy(position);
  257. callback(nearestEnemy);
  258. }
  259. }
  260. /**
  261. * 暂停所有敌人
  262. */
  263. private pauseAllEnemies(): void {
  264. const activeEnemies = this.getActiveEnemies();
  265. for (const enemy of activeEnemies) {
  266. if (!enemy || !enemy.isValid) continue;
  267. // 保存敌人状态
  268. const rigidBody = enemy.getComponent(RigidBody2D);
  269. if (rigidBody) {
  270. this.pausedEnemyStates.set(enemy, {
  271. velocity: rigidBody.linearVelocity.clone(),
  272. angularVelocity: rigidBody.angularVelocity,
  273. isMoving: true,
  274. attackTimer: 0 // 可以扩展保存攻击计时器
  275. });
  276. // 停止敌人运动
  277. rigidBody.linearVelocity.set(0, 0);
  278. rigidBody.angularVelocity = 0;
  279. rigidBody.sleep();
  280. }
  281. // 暂停敌人AI组件(如果有的话)
  282. const enemyAI = enemy.getComponent('EnemyAI');
  283. if (enemyAI && typeof (enemyAI as any).pause === 'function') {
  284. (enemyAI as any).pause();
  285. }
  286. // 暂停敌人动画(如果有的话)
  287. const animation = enemy.getComponent('Animation');
  288. if (animation && typeof (animation as any).pause === 'function') {
  289. (animation as any).pause();
  290. }
  291. }
  292. }
  293. /**
  294. * 恢复所有敌人
  295. */
  296. private resumeAllEnemies(): void {
  297. const activeEnemies = this.getActiveEnemies();
  298. for (const enemy of activeEnemies) {
  299. if (!enemy || !enemy.isValid) continue;
  300. const savedState = this.pausedEnemyStates.get(enemy);
  301. if (savedState) {
  302. const rigidBody = enemy.getComponent(RigidBody2D);
  303. if (rigidBody) {
  304. // 恢复敌人运动
  305. rigidBody.wakeUp();
  306. rigidBody.linearVelocity = savedState.velocity;
  307. rigidBody.angularVelocity = savedState.angularVelocity;
  308. }
  309. }
  310. // 恢复敌人AI组件
  311. const enemyAI = enemy.getComponent('EnemyAI');
  312. if (enemyAI && typeof (enemyAI as any).resume === 'function') {
  313. (enemyAI as any).resume();
  314. }
  315. // 恢复敌人动画
  316. const animation = enemy.getComponent('Animation');
  317. if (animation && typeof (animation as any).resume === 'function') {
  318. (animation as any).resume();
  319. }
  320. }
  321. // 清空保存的状态
  322. this.pausedEnemyStates.clear();
  323. }
  324. // 计算游戏区域边界
  325. private calculateGameBounds() {
  326. const gameArea = find('Canvas/GameLevelUI/GameArea');
  327. if (!gameArea) {
  328. return;
  329. }
  330. const uiTransform = gameArea.getComponent(UITransform);
  331. if (!uiTransform) {
  332. return;
  333. }
  334. const worldPos = gameArea.worldPosition;
  335. const width = uiTransform.width;
  336. const height = uiTransform.height;
  337. this.gameBounds = {
  338. left: worldPos.x - width / 2,
  339. right: worldPos.x + width / 2,
  340. top: worldPos.y + height / 2,
  341. bottom: worldPos.y - height / 2
  342. };
  343. }
  344. // 查找墙体节点
  345. private findWallNodes() {
  346. const gameArea = find('Canvas/GameLevelUI/GameArea');
  347. if (gameArea) {
  348. this.wallNodes = [];
  349. for (let i = 0; i < gameArea.children.length; i++) {
  350. const child = gameArea.children[i];
  351. if (child.name.includes('Wall') || child.name.includes('wall') || child.name.includes('墙')) {
  352. this.wallNodes.push(child);
  353. }
  354. }
  355. }
  356. }
  357. /**
  358. * 查找墙体组件
  359. */
  360. private findWallComponent() {
  361. // 查找墙体节点上的Wall组件
  362. for (const wallNode of this.wallNodes) {
  363. this.wallComponent = wallNode.getComponent(Wall);
  364. if (this.wallComponent) {
  365. console.log('[EnemyController] 找到墙体组件');
  366. break;
  367. }
  368. }
  369. }
  370. // 移除 initWallHealthDisplay 和 updateWallHealthDisplay 方法,这些现在由Wall组件处理
  371. // 确保enemyContainer节点存在
  372. ensureEnemyContainer() {
  373. // 如果已经通过拖拽设置了节点,直接使用
  374. if (this.enemyContainer && this.enemyContainer.isValid) {
  375. return;
  376. }
  377. // 尝试查找节点
  378. this.enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  379. if (this.enemyContainer) {
  380. console.log('找到已存在的enemyContainer节点');
  381. return;
  382. }
  383. // 如果找不到,创建新节点
  384. const gameLevelUI = find('Canvas/GameLevelUI');
  385. if (!gameLevelUI) {
  386. console.error('找不到GameLevelUI节点,无法创建enemyContainer');
  387. return;
  388. }
  389. this.enemyContainer = new Node('enemyContainer');
  390. gameLevelUI.addChild(this.enemyContainer);
  391. if (!this.enemyContainer.getComponent(UITransform)) {
  392. this.enemyContainer.addComponent(UITransform);
  393. }
  394. console.log('已在GameLevelUI下创建enemyContainer节点');
  395. }
  396. // 游戏开始
  397. startGame() {
  398. // 游戏状态检查现在通过事件系统处理
  399. this.gameStarted = true;
  400. // 确保enemyContainer节点存在
  401. this.ensureEnemyContainer();
  402. // 确保先取消之前的定时器,避免重复调度
  403. this.unschedule(this.spawnEnemy);
  404. console.log(`[EnemyController] 开始敌人生成定时器,间隔: ${this.spawnInterval}秒,当前已生成: ${this.currentWaveEnemiesSpawned}/${this.currentWaveTotalEnemies}`);
  405. // 开始生成敌人
  406. this.schedule(this.spawnEnemy, this.spawnInterval);
  407. console.log(`[EnemyController] 开始生成敌人,当前波次: ${this.currentWave}, 需要生成: ${this.currentWaveTotalEnemies} 个敌人`);
  408. }
  409. // 游戏结束
  410. stopGame(clearEnemies: boolean = true) {
  411. this.gameStarted = false;
  412. // 停止生成敌人
  413. this.unschedule(this.spawnEnemy);
  414. // 只有在指定时才清除所有敌人
  415. if (clearEnemies) {
  416. // 清除敌人,通过事件系统判断是否触发事件
  417. this.clearAllEnemies(true);
  418. }
  419. console.log('停止生成敌人');
  420. }
  421. // 生成敌人
  422. async spawnEnemy() {
  423. if (!this.gameStarted || !this.enemyPrefab) return;
  424. // 游戏状态检查现在通过事件系统处理
  425. // 检查是否已达到当前波次的敌人生成上限
  426. if (this.currentWaveEnemiesSpawned >= this.currentWaveTotalEnemies) {
  427. console.log(`[EnemyController] 当前波次敌人已全部生成 (${this.currentWaveEnemiesSpawned}/${this.currentWaveTotalEnemies}),停止生成`);
  428. this.unschedule(this.spawnEnemy); // 停止定时生成
  429. return;
  430. }
  431. // 随机决定从上方还是下方生成
  432. const fromTop = Math.random() > 0.5;
  433. // 实例化敌人
  434. const enemy = instantiate(this.enemyPrefab);
  435. enemy.name = 'Enemy'; // 确保敌人节点名称为Enemy
  436. // 添加到场景中
  437. const enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  438. if (!enemyContainer) {
  439. return;
  440. }
  441. enemyContainer.addChild(enemy);
  442. // 生成在对应线(Line1 / Line2)上的随机位置
  443. const lineName = fromTop ? 'Line1' : 'Line2';
  444. const lineNode = enemyContainer.getChildByName(lineName);
  445. if (!lineNode) {
  446. console.warn(`[EnemyController] 未找到 ${lineName} 节点,取消本次敌人生成`);
  447. enemy.destroy();
  448. return;
  449. }
  450. // 在对应 line 上随机 X 坐标
  451. const spawnWorldX = this.gameBounds.left + Math.random() * (this.gameBounds.right - this.gameBounds.left);
  452. const spawnWorldY = lineNode.worldPosition.y;
  453. const worldPos = new Vec3(spawnWorldX, spawnWorldY, 0);
  454. const localPos = enemyContainer.getComponent(UITransform).convertToNodeSpaceAR(worldPos);
  455. enemy.position = localPos;
  456. // === 根据配置设置敌人 ===
  457. const enemyComp = enemy.addComponent(EnemyInstance);
  458. let enemyConfig: EnemyConfig = null;
  459. if (this.configManager && this.configManager.isConfigLoaded()) {
  460. // 优先使用当前波次配置中的敌人类型
  461. if (this.currentWaveEnemyConfigs.length > 0) {
  462. const configIndex = this.currentWaveEnemiesSpawned % this.currentWaveEnemyConfigs.length;
  463. const enemyTypeConfig = this.currentWaveEnemyConfigs[configIndex];
  464. const enemyType = enemyTypeConfig.enemyType || enemyTypeConfig;
  465. // 尝试通过敌人名称映射获取ID
  466. let enemyId = enemyType;
  467. if (this.configManager.getNameToIdMapping) {
  468. const mapping = this.configManager.getNameToIdMapping();
  469. if (mapping && mapping[enemyType]) {
  470. enemyId = mapping[enemyType];
  471. console.log(`[EnemyController] 敌人名称映射: ${enemyType} -> ${enemyId}`);
  472. }
  473. }
  474. enemyConfig = this.configManager.getEnemyById(enemyId) || this.configManager.getRandomEnemy();
  475. console.log(`[EnemyController] 使用波次配置敌人类型: ${enemyType} (ID: ${enemyId}), 配置索引: ${configIndex}`);
  476. } else {
  477. enemyConfig = this.configManager.getRandomEnemy();
  478. console.log(`[EnemyController] 使用随机敌人类型`);
  479. }
  480. }
  481. // 获取当前关卡的血量倍率
  482. const healthMultiplier = await this.getCurrentHealthMultiplier();
  483. if (enemyConfig) {
  484. // 添加EnemyComponent保存配置
  485. const cfgComp = enemy.addComponent(EnemyComponent);
  486. cfgComp.enemyConfig = enemyConfig;
  487. cfgComp.spawner = this;
  488. // 应用数值,血量乘以倍率
  489. const baseHealth = enemyConfig.stats.health;
  490. const finalHealth = Math.round(baseHealth * healthMultiplier);
  491. enemyComp.health = finalHealth;
  492. enemyComp.maxHealth = finalHealth;
  493. enemyComp.speed = enemyConfig.stats.speed;
  494. enemyComp.attackPower = enemyConfig.stats.damage;
  495. console.log(`[EnemyController] 敌人血量: ${baseHealth} * ${healthMultiplier} = ${finalHealth}`);
  496. // 加载动画
  497. this.loadEnemyAnimation(enemy, enemyConfig);
  498. } else {
  499. // 使用默认值,血量乘以倍率
  500. const finalHealth = Math.round(this.defaultHealth * healthMultiplier);
  501. enemyComp.health = finalHealth;
  502. enemyComp.maxHealth = finalHealth;
  503. enemyComp.speed = this.defaultEnemySpeed;
  504. enemyComp.attackPower = this.defaultAttackPower;
  505. console.log(`[EnemyController] 默认敌人血量: ${this.defaultHealth} * ${healthMultiplier} = ${finalHealth}`);
  506. }
  507. // 额外的属性设置
  508. enemyComp.spawnFromTop = fromTop;
  509. enemyComp.targetFence = find(fromTop ? 'Canvas/GameLevelUI/GameArea/TopFence' : 'Canvas/GameLevelUI/GameArea/BottomFence');
  510. enemyComp.movingDirection = Math.random() > 0.5 ? 1 : -1;
  511. enemyComp.targetY = fromTop ? this.gameBounds.top - 50 : this.gameBounds.bottom + 50;
  512. enemyComp.changeDirectionTime = 0;
  513. enemyComp.controller = this;
  514. // 更新敌人血量显示
  515. enemyComp.updateHealthDisplay();
  516. // 添加到活跃敌人列表
  517. this.activeEnemies.push(enemy);
  518. // 增加已生成敌人计数
  519. this.currentWaveEnemiesSpawned++;
  520. // 生成敌人时不更新敌人数量显示,避免重置计数
  521. console.log(`生成敌人,当前共有 ${this.activeEnemies.length} 个敌人 (已生成: ${this.currentWaveEnemiesSpawned}/${this.currentWaveTotalEnemies})`);
  522. }
  523. // 清除所有敌人
  524. clearAllEnemies(triggerEvents: boolean = true) {
  525. // 如果不触发事件,先暂时禁用 notifyEnemyDead 方法
  526. const originalNotifyMethod = this.notifyEnemyDead;
  527. if (!triggerEvents) {
  528. // 临时替换为空函数
  529. this.notifyEnemyDead = () => {};
  530. console.log('[EnemyController] 临时禁用敌人死亡通知');
  531. }
  532. for (const enemy of this.activeEnemies) {
  533. if (enemy && enemy.isValid) {
  534. enemy.destroy();
  535. }
  536. }
  537. // 恢复原来的方法
  538. if (!triggerEvents) {
  539. this.notifyEnemyDead = originalNotifyMethod;
  540. console.log('[EnemyController] 恢复敌人死亡通知');
  541. }
  542. this.activeEnemies = [];
  543. // 清除敌人时不更新敌人数量显示,避免重置计数
  544. }
  545. // 获取所有活跃的敌人
  546. getActiveEnemies(): Node[] {
  547. // 过滤掉已经无效的敌人
  548. this.activeEnemies = this.activeEnemies.filter(enemy => enemy && enemy.isValid);
  549. return this.activeEnemies;
  550. }
  551. // 获取当前敌人数量
  552. getCurrentEnemyCount(): number {
  553. return this.getActiveEnemies().length;
  554. }
  555. // 获取最近的敌人节点
  556. public getNearestEnemy(fromPosition: Vec3): Node | null {
  557. const enemies = this.getActiveEnemies();
  558. if (enemies.length === 0) return null;
  559. let nearestEnemy: Node = null;
  560. let nearestDistance = Infinity;
  561. for (const enemy of enemies) {
  562. const distance = Vec3.distance(fromPosition, enemy.worldPosition);
  563. if (distance < nearestDistance) {
  564. nearestDistance = distance;
  565. nearestEnemy = enemy;
  566. }
  567. }
  568. return nearestEnemy;
  569. }
  570. // 检查是否有活跃敌人
  571. public hasActiveEnemies(): boolean {
  572. const activeCount = this.getActiveEnemies().length;
  573. console.log(`[EnemyController] hasActiveEnemies() 检查: ${activeCount} 个活跃敌人`);
  574. return activeCount > 0;
  575. }
  576. // 调试方法:强制清理无效敌人引用
  577. public debugCleanupEnemies() {
  578. const beforeCount = this.activeEnemies.length;
  579. this.activeEnemies = this.activeEnemies.filter(enemy => enemy && enemy.isValid);
  580. const afterCount = this.activeEnemies.length;
  581. console.log(`[EnemyController] 清理无效敌人引用: ${beforeCount} -> ${afterCount}`);
  582. return afterCount;
  583. }
  584. // 获取游戏是否已开始状态
  585. public isGameStarted(): boolean {
  586. return this.gameStarted;
  587. }
  588. // 暂停生成敌人
  589. public pauseSpawning(): void {
  590. if (this.gameStarted) {
  591. console.log('暂停生成敌人');
  592. this.unschedule(this.spawnEnemy);
  593. }
  594. }
  595. // 恢复生成敌人
  596. public resumeSpawning(): void {
  597. console.log(`[EnemyController] resumeSpawning() 调用: gameStarted=${this.gameStarted}, currentWave=${this.currentWave}, currentWaveEnemiesSpawned=${this.currentWaveEnemiesSpawned}, currentWaveTotalEnemies=${this.currentWaveTotalEnemies}`);
  598. // 游戏状态检查现在通过事件系统处理
  599. if (!this.gameStarted) {
  600. console.log('[EnemyController] 游戏未开始,不恢复敌人生成');
  601. return;
  602. }
  603. // 检查是否已达到当前波次的敌人生成上限
  604. if (this.currentWaveEnemiesSpawned >= this.currentWaveTotalEnemies) {
  605. console.log(`[EnemyController] 当前波次敌人已全部生成 (${this.currentWaveEnemiesSpawned}/${this.currentWaveTotalEnemies}),不恢复生成`);
  606. return;
  607. }
  608. console.log(`[EnemyController] 恢复敌人生成,当前波次${this.currentWave},已生成: ${this.currentWaveEnemiesSpawned}/${this.currentWaveTotalEnemies}`);
  609. // 确保先取消之前的定时器,避免重复调度
  610. this.unschedule(this.spawnEnemy);
  611. this.schedule(this.spawnEnemy, this.spawnInterval);
  612. }
  613. // 敌人受到伤害
  614. damageEnemy(enemy: Node, damage: number) {
  615. if (!enemy || !enemy.isValid) return;
  616. // 游戏状态检查现在通过事件系统处理
  617. // 获取敌人组件
  618. const enemyComp = enemy.getComponent(EnemyInstance);
  619. if (!enemyComp) return;
  620. // 减少敌人血量
  621. enemyComp.takeDamage(damage);
  622. // 检查敌人是否死亡
  623. if (enemyComp.health <= 0) {
  624. // 从活跃敌人列表中移除
  625. const index = this.activeEnemies.indexOf(enemy);
  626. if (index !== -1) {
  627. this.activeEnemies.splice(index, 1);
  628. }
  629. // 敌人死亡时不在这里更新数量显示,由GameManager统一管理
  630. // 销毁敌人
  631. enemy.destroy();
  632. }
  633. }
  634. // 墙体受到伤害 - 现在委托给Wall组件
  635. damageWall(damage: number) {
  636. if (this.wallComponent) {
  637. this.wallComponent.takeDamage(damage);
  638. } else {
  639. console.warn('[EnemyController] 墙体组件未找到,无法处理伤害');
  640. }
  641. }
  642. // 游戏结束
  643. gameOver() {
  644. // 停止游戏,但不清除敌人
  645. this.stopGame(false);
  646. // 通过事件系统触发游戏失败
  647. const eventBus = EventBus.getInstance();
  648. eventBus.emit(GameEvents.GAME_DEFEAT);
  649. }
  650. update(dt: number) {
  651. if (!this.gameStarted) return;
  652. // 更新所有敌人
  653. for (let i = this.activeEnemies.length - 1; i >= 0; i--) {
  654. const enemy = this.activeEnemies[i];
  655. if (!enemy || !enemy.isValid) {
  656. this.activeEnemies.splice(i, 1);
  657. continue;
  658. }
  659. // 敌人更新由各自的组件处理
  660. // 不再需要检查敌人是否到达墙体,因为敌人到达游戏区域后会自动攻击
  661. // 敌人的攻击逻辑已经在EnemyInstance中处理
  662. }
  663. }
  664. // === 调试方法 ===
  665. public testEnemyAttack() {
  666. console.log('=== 测试敌人攻击墙体 ===');
  667. // 手动触发墙体受到伤害
  668. const testDamage = 50;
  669. console.log(`模拟敌人攻击,伤害: ${testDamage}`);
  670. this.damageWall(testDamage);
  671. return this.wallComponent ? this.wallComponent.getCurrentHealth() : 0;
  672. }
  673. public getCurrentWallHealth(): number {
  674. return this.wallComponent ? this.wallComponent.getCurrentHealth() : 0;
  675. }
  676. public forceEnemyAttack() {
  677. console.log('=== 强制所有敌人进入攻击状态 ===');
  678. const activeEnemies = this.getActiveEnemies();
  679. console.log(`当前活跃敌人数量: ${activeEnemies.length}`);
  680. for (const enemy of activeEnemies) {
  681. const enemyComp = enemy.getComponent(EnemyInstance);
  682. if (enemyComp) {
  683. console.log(`强制敌人 ${enemy.name} 进入攻击状态`);
  684. // 直接调用damageWall方法进行测试
  685. this.damageWall(enemyComp.attackPower);
  686. }
  687. }
  688. }
  689. /** 供 EnemyInstance 在 onDestroy 中调用 */
  690. public notifyEnemyDead(enemyNode?: Node) {
  691. console.log(`[EnemyController] notifyEnemyDead 被调用,敌人节点: ${!!enemyNode}`);
  692. if (enemyNode) {
  693. const idx = this.activeEnemies.indexOf(enemyNode);
  694. console.log(`[EnemyController] 在活跃敌人列表中查找敌人,索引: ${idx}, 列表长度: ${this.activeEnemies.length}`);
  695. if (idx !== -1) {
  696. this.activeEnemies.splice(idx, 1);
  697. console.log(`[EnemyController] 从活跃敌人列表中移除敌人,剩余: ${this.activeEnemies.length}`);
  698. }
  699. // 移除EnemyController内部的击杀计数,统一由GameManager管理
  700. // this.currentWaveEnemiesKilled++;
  701. // 敌人死亡通知时不更新数量显示,由GameManager统一管理
  702. }
  703. // 直接通过事件总线发送ENEMY_KILLED事件,避免通过GamePause的双重调用
  704. console.log(`[EnemyController] 发送 ENEMY_KILLED 事件`);
  705. const eventBus = EventBus.getInstance();
  706. eventBus.emit('ENEMY_KILLED');
  707. }
  708. /**
  709. * 加载敌人骨骼动画
  710. */
  711. private loadEnemyAnimation(enemyNode: Node, enemyConfig: EnemyConfig) {
  712. let spinePath: string | undefined = enemyConfig.visualConfig?.spritePrefab;
  713. if (!spinePath) return;
  714. if (spinePath.startsWith('@EnemyAni')) {
  715. spinePath = spinePath.replace('@EnemyAni', 'Animation/EnemyAni');
  716. }
  717. if (spinePath.startsWith('@')) {
  718. spinePath = spinePath.substring(1);
  719. }
  720. resources.load(spinePath, sp.SkeletonData, (err, skeletonData) => {
  721. if (err) {
  722. console.warn(`加载敌人Spine动画失败: ${spinePath}`, err);
  723. return;
  724. }
  725. let skeleton = enemyNode.getComponent(sp.Skeleton);
  726. if (!skeleton) {
  727. skeleton = enemyNode.addComponent(sp.Skeleton);
  728. }
  729. skeleton.skeletonData = skeletonData;
  730. const anims = enemyConfig.visualConfig.animations;
  731. const walkName = anims?.walk ?? 'walk';
  732. const idleName = anims?.idle ?? 'idle';
  733. if (skeleton.findAnimation(walkName)) {
  734. skeleton.setAnimation(0, walkName, true);
  735. console.log(`[EnemyController] 成功播放walk动画: ${walkName}`);
  736. } else if (skeleton.findAnimation(idleName)) {
  737. skeleton.setAnimation(0, idleName, true);
  738. console.log(`[EnemyController] 成功播放idle动画: ${idleName}`);
  739. } else {
  740. console.warn(`[EnemyController] 未找到合适的动画,walk: ${walkName}, idle: ${idleName}`);
  741. }
  742. });
  743. }
  744. // 更新敌人数量显示
  745. public updateEnemyCountLabel(killedCount?: number) {
  746. if (!this.enemyCountLabelNode) {
  747. console.warn('[EnemyController] enemyCountLabelNode 未找到,无法更新敌人数量显示');
  748. return;
  749. }
  750. const label = this.enemyCountLabelNode.getComponent(Label);
  751. if (label) {
  752. // 计算剩余敌人数量:总数 - 击杀数量
  753. let remaining: number;
  754. if (killedCount !== undefined) {
  755. // 使用传入的击杀数量计算剩余数量
  756. remaining = Math.max(0, this.currentWaveTotalEnemies - killedCount);
  757. } else {
  758. // 如果没有传入击杀数量,则显示当前波次总敌人数(初始状态)
  759. remaining = this.currentWaveTotalEnemies;
  760. }
  761. const oldText = label.string;
  762. label.string = remaining.toString();
  763. console.log(`[EnemyController] 更新敌人数量显示: "${oldText}" -> "${remaining}" (总数: ${this.currentWaveTotalEnemies}, 击杀数: ${killedCount ?? '未传入'}, 活跃敌人: ${this.getActiveEnemies().length})`);
  764. } else {
  765. console.warn('[EnemyController] enemyCountLabelNode 上未找到 Label 组件');
  766. }
  767. }
  768. public startWave(waveNum: number, totalWaves: number, totalEnemies: number, waveEnemyConfigs?: any[]) {
  769. this.currentWave = waveNum;
  770. this.totalWaves = totalWaves;
  771. this.currentWaveTotalEnemies = totalEnemies;
  772. this.currentWaveEnemiesSpawned = 0; // 重置已生成敌人计数器
  773. this.currentWaveEnemyConfigs = waveEnemyConfigs || []; // 存储当前波次的敌人配置
  774. // 移除EnemyController内部的击杀计数重置,统一由GameManager管理
  775. // this.currentWaveEnemiesKilled = 0;
  776. console.log(`[EnemyController] 开始波次 ${waveNum}/${totalWaves},需要生成 ${totalEnemies} 个敌人`);
  777. console.log(`[EnemyController] 波次敌人配置:`, this.currentWaveEnemyConfigs);
  778. this.updateWaveLabel();
  779. this.updateEnemyCountLabel();
  780. // 移除startWaveUI的隐藏,因为现在使用Toast预制体
  781. // if (this.startWaveUI) this.startWaveUI.active = false;
  782. }
  783. private updateWaveLabel() {
  784. if (!this.waveNumberLabelNode) {
  785. console.warn('[EnemyController] waveNumberLabelNode 未找到,无法更新波次标签');
  786. return;
  787. }
  788. const label = this.waveNumberLabelNode.getComponent(Label);
  789. if (label) {
  790. const newText = `${this.currentWave}/${this.totalWaves}`;
  791. label.string = newText;
  792. } else {
  793. console.warn('[EnemyController] waveNumberLabelNode 上未找到 Label 组件');
  794. }
  795. }
  796. /** 显示每波开始提示,随后开启敌人生成 */
  797. public showStartWavePromptUI(duration: number = 2) {
  798. // 通过事件系统检查游戏是否已经结束
  799. let gameOver = false;
  800. EventBus.getInstance().emit(GameEvents.GAME_CHECK_OVER, (isOver: boolean) => {
  801. gameOver = isOver;
  802. });
  803. if (gameOver) {
  804. console.log('[EnemyController] 游戏已经结束,不显示波次提示');
  805. return;
  806. }
  807. if (!this.toastPrefab) {
  808. console.warn('Toast预制体未绑定,无法显示波次提示');
  809. // 如果没有Toast预制体,直接开始游戏
  810. this.startGame();
  811. return;
  812. }
  813. // 实例化Toast预制体
  814. const toastNode = instantiate(this.toastPrefab);
  815. // 设置Toast的文本为"第x波敌人来袭!"
  816. const labelNode = toastNode.getChildByName('label');
  817. if (labelNode) {
  818. const label = labelNode.getComponent(Label);
  819. if (label) {
  820. const toastText = `第${this.currentWave}波敌人来袭!`;
  821. label.string = toastText;
  822. }
  823. }
  824. // 将Toast添加到Canvas下
  825. const canvas = find('Canvas');
  826. if (canvas) {
  827. canvas.addChild(toastNode);
  828. }
  829. // 暂停生成(确保未重复)
  830. this.pauseSpawning();
  831. if (duration > 0) {
  832. this.scheduleOnce(() => {
  833. // 销毁Toast
  834. if (toastNode && toastNode.isValid) {
  835. toastNode.destroy();
  836. }
  837. // 再次通过事件系统检查游戏是否已经结束
  838. let gameOverCheck = false;
  839. EventBus.getInstance().emit(GameEvents.GAME_CHECK_OVER, (isOver: boolean) => {
  840. gameOverCheck = isOver;
  841. });
  842. if (gameOverCheck) {
  843. console.log('[EnemyController] 游戏已经结束,不启动敌人生成(延时检查)');
  844. return;
  845. }
  846. // 真正开始/恢复生成敌人
  847. this.startGame();
  848. }, duration);
  849. } else {
  850. // 立即销毁Toast并开始游戏
  851. if (toastNode && toastNode.isValid) {
  852. toastNode.destroy();
  853. }
  854. this.startGame();
  855. }
  856. }
  857. /**
  858. * 重置到初始状态
  859. * 用于游戏重新开始时重置所有敌人相关状态
  860. */
  861. public resetToInitialState(): void {
  862. console.log('[EnemyController] 开始重置到初始状态');
  863. // 停止游戏并清理所有敌人
  864. this.stopGame(true);
  865. // 重置波次信息
  866. this.currentWave = 1;
  867. this.totalWaves = 1;
  868. this.currentWaveTotalEnemies = 0;
  869. this.currentWaveEnemiesKilled = 0;
  870. this.currentWaveEnemiesSpawned = 0;
  871. this.currentWaveEnemyConfigs = [];
  872. // 重置血量倍率
  873. this.currentHealthMultiplier = 1.0;
  874. // 清空暂停状态
  875. this.pausedEnemyStates.clear();
  876. // 重置UI显示
  877. this.updateEnemyCountLabel();
  878. this.updateWaveLabel();
  879. console.log('[EnemyController] 重置到初始状态完成');
  880. }
  881. /**
  882. * 处理更新敌人计数事件
  883. */
  884. private onUpdateEnemyCountEvent(killedCount: number) {
  885. this.updateEnemyCountLabel(killedCount);
  886. }
  887. /**
  888. * 处理检查活跃敌人事件
  889. */
  890. private onCheckActiveEnemiesEvent(callback: (active: boolean) => void) {
  891. callback(this.hasActiveEnemies());
  892. }
  893. /**
  894. * 处理检查游戏是否开始事件
  895. */
  896. private onCheckGameStartedEvent(callback: (started: boolean) => void) {
  897. callback(this.isGameStarted());
  898. }
  899. /**
  900. * 处理获取敌人数量事件
  901. */
  902. private onGetEnemyCountEvent(callback: (count: number) => void) {
  903. callback(this.getCurrentEnemyCount());
  904. }
  905. /**
  906. * 处理启动波次事件
  907. */
  908. private onStartWaveEvent(data: { wave: number; totalWaves: number; enemyCount: number; waveEnemyConfigs: any[] }) {
  909. this.startWave(data.wave, data.totalWaves, data.enemyCount, data.waveEnemyConfigs);
  910. }
  911. /**
  912. * 处理启动游戏事件
  913. */
  914. private onStartGameEvent() {
  915. this.startGame();
  916. }
  917. /**
  918. * 处理显示波次提示事件
  919. */
  920. private onShowStartWavePromptEvent() {
  921. this.showStartWavePromptUI();
  922. }
  923. onDestroy() {
  924. // 清理事件监听
  925. const eventBus = EventBus.getInstance();
  926. eventBus.off(GameEvents.GAME_PAUSE, this.onGamePauseEvent, this);
  927. eventBus.off(GameEvents.GAME_RESUME, this.onGameResumeEvent, this);
  928. eventBus.off(GameEvents.GAME_SUCCESS, this.onGameEndEvent, this);
  929. eventBus.off(GameEvents.GAME_DEFEAT, this.onGameEndEvent, this);
  930. eventBus.off(GameEvents.CLEAR_ALL_GAME_OBJECTS, this.onClearAllGameObjectsEvent, this);
  931. eventBus.off(GameEvents.RESET_ENEMY_CONTROLLER, this.onResetEnemyControllerEvent, this);
  932. // 清理新增的事件监听
  933. eventBus.off(GameEvents.ENEMY_UPDATE_COUNT, this.onUpdateEnemyCountEvent, this);
  934. eventBus.off(GameEvents.ENEMY_CHECK_ACTIVE, this.onCheckActiveEnemiesEvent, this);
  935. eventBus.off(GameEvents.ENEMY_CHECK_GAME_STARTED, this.onCheckGameStartedEvent, this);
  936. eventBus.off(GameEvents.ENEMY_GET_COUNT, this.onGetEnemyCountEvent, this);
  937. eventBus.off(GameEvents.ENEMY_START_WAVE, this.onStartWaveEvent, this);
  938. eventBus.off(GameEvents.ENEMY_START_GAME, this.onStartGameEvent, this);
  939. eventBus.off(GameEvents.ENEMY_SHOW_START_WAVE_PROMPT, this.onShowStartWavePromptEvent, this);
  940. // 清空状态
  941. this.pausedEnemyStates.clear();
  942. }
  943. }