WeaponBullet.ts 24 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 { BulletCount, BulletCountConfig, BulletSpawnInfo } from './BulletEffects/BulletCount';
  3. import { BulletTrajectory, BulletTrajectoryConfig } from './BulletEffects/BulletTrajectory';
  4. import { BulletHitEffect, HitEffectConfig, HitResult } from './BulletEffects/BulletHitEffect';
  5. import { BulletLifecycle, BulletLifecycleConfig } from './BulletEffects/BulletLifecycle';
  6. import { ConfigManager } from '../Core/ConfigManager';
  7. import EventBus,{ GameEvents } from '../Core/EventBus';
  8. import { PersistentSkillManager } from '../FourUI/SkillSystem/PersistentSkillManager';
  9. const { ccclass, property } = _decorator;
  10. /**
  11. * WeaponBullet - 重构后的统一子弹控制器
  12. *
  13. * 整合四个子模块:
  14. * 1. BulletCount - 子弹数量控制
  15. * 2. BulletTrajectory - 弹道控制
  16. * 3. BulletHitEffect - 命中效果(可叠加)
  17. * 4. BulletLifecycle - 生命周期控制
  18. *
  19. * 从weapons.json读取配置并分发给各模块
  20. */
  21. export interface WeaponConfig {
  22. id: string;
  23. name: string;
  24. bulletConfig: {
  25. count: BulletCountConfig;
  26. trajectory: BulletTrajectoryConfig;
  27. hitEffects: HitEffectConfig[];
  28. lifecycle: BulletLifecycleConfig;
  29. visual: {
  30. bulletPrefab: string;
  31. hitEffect: string;
  32. trailEffect?: string;
  33. muzzleFlash: string;
  34. };
  35. };
  36. stats: {
  37. damage: number;
  38. fireRate: number;
  39. range: number;
  40. bulletSpeed: number;
  41. accuracy: number;
  42. };
  43. // 运行时计算的实际数值(应用技能加成后)
  44. runtimeStats?: {
  45. finalDamage: number;
  46. finalCritDamage: number;
  47. critChance: number;
  48. };
  49. }
  50. export interface BulletInitData {
  51. weaponId: string; // 武器ID,用于查找配置
  52. firePosition: Vec3; // 发射位置
  53. direction?: Vec3; // 发射方向(可选)
  54. autoTarget?: boolean; // 是否自动瞄准
  55. weaponConfig?: WeaponConfig; // 直接传入的武器配置(优先级更高)
  56. }
  57. @ccclass('WeaponBullet')
  58. export class WeaponBullet extends Component {
  59. /* ========= 全局开关:是否允许生成子弹 ========= */
  60. private static shootingEnabled: boolean = true;
  61. public static setShootingEnabled(enable: boolean) {
  62. WeaponBullet.shootingEnabled = enable;
  63. }
  64. // === 子模块组件 ===
  65. private bulletTrajectory: BulletTrajectory = null;
  66. private bulletHitEffect: BulletHitEffect = null;
  67. private bulletLifecycle: BulletLifecycle = null;
  68. // === 配置数据 ===
  69. private weaponConfig: WeaponConfig = null;
  70. private isInitialized: boolean = false;
  71. // === 静态武器配置缓存 ===
  72. private static weaponsData: any = null;
  73. // === 自动旋转相关 ===
  74. private readonly _rotationSpeedDeg: number = 720; // 每秒旋转 720° (度)
  75. private readonly _rotationSpeedRad: number = 720 * Math.PI / 180; // 转换为弧度,用于物理角速度
  76. /**
  77. * 加载武器配置数据
  78. */
  79. public static loadWeaponsData(): Promise<void> {
  80. return new Promise((resolve, reject) => {
  81. if (WeaponBullet.weaponsData) {
  82. resolve();
  83. return;
  84. }
  85. resources.load('data/weapons', JsonAsset, (err, jsonAsset: JsonAsset) => {
  86. if (err) {
  87. reject(err);
  88. return;
  89. }
  90. WeaponBullet.weaponsData = jsonAsset.json;
  91. resolve();
  92. });
  93. });
  94. }
  95. /**
  96. * 根据武器ID获取配置
  97. */
  98. public static getWeaponConfig(weaponId: string): WeaponConfig | null {
  99. if (!WeaponBullet.weaponsData) {
  100. return null;
  101. }
  102. const weapons = WeaponBullet.weaponsData.weapons;
  103. const weapon = weapons.find((w: any) => w.id === weaponId);
  104. if (!weapon) {
  105. return null;
  106. }
  107. return weapon as WeaponConfig;
  108. }
  109. /**
  110. * 创建多发子弹
  111. */
  112. public static createBullets(initData: BulletInitData, bulletPrefab: Node): Node[] {
  113. // 关卡备战或其他情况下可关闭生成
  114. if (!WeaponBullet.shootingEnabled) return [];
  115. // 通过事件系统检查是否可以发射子弹
  116. let canFire = true;
  117. const eventBus = EventBus.getInstance();
  118. eventBus.emit(GameEvents.BALL_FIRE_BULLET, { canFire: (result: boolean) => { canFire = result; } });
  119. if (!canFire) {
  120. return [];
  121. }
  122. // 获取武器配置
  123. const config = initData.weaponConfig || WeaponBullet.getWeaponConfig(initData.weaponId);
  124. if (!config) {
  125. return [];
  126. }
  127. // === 计算基础发射方向 ===
  128. let direction: Vec3;
  129. if (initData.direction) {
  130. direction = initData.direction.clone();
  131. } else if (initData.autoTarget) {
  132. // 通过事件系统获取最近敌人
  133. let nearestEnemy: Node = null;
  134. eventBus.emit(GameEvents.ENEMY_GET_NEAREST, {
  135. position: initData.firePosition,
  136. callback: (enemy: Node) => { nearestEnemy = enemy; }
  137. });
  138. if (nearestEnemy) {
  139. direction = nearestEnemy.worldPosition.clone().subtract(initData.firePosition).normalize();
  140. }
  141. // 如果没有敌人或计算失败,则回退为随机方向
  142. if (!direction) {
  143. const angleRand = Math.random() * Math.PI * 2;
  144. direction = new Vec3(Math.cos(angleRand), Math.sin(angleRand), 0);
  145. }
  146. } else {
  147. direction = new Vec3(1, 0, 0);
  148. }
  149. const spawnInfos = BulletCount.calculateBulletSpawns(
  150. config.bulletConfig.count,
  151. initData.firePosition,
  152. direction
  153. );
  154. const bullets: Node[] = [];
  155. // 为每个子弹创建实例
  156. for (const spawnInfo of spawnInfos) {
  157. const createBullet = () => {
  158. const bullet = instantiate(bulletPrefab);
  159. const weaponBullet = bullet.getComponent(WeaponBullet) || bullet.addComponent(WeaponBullet);
  160. // 初始化子弹
  161. weaponBullet.init({
  162. ...initData,
  163. firePosition: spawnInfo.position,
  164. direction: spawnInfo.direction,
  165. weaponConfig: config
  166. });
  167. bullets.push(bullet);
  168. };
  169. // 处理延迟发射
  170. if (spawnInfo.delay > 0) {
  171. // 这里需要一个全局的调度器来处理延迟,暂时直接创建
  172. setTimeout(createBullet, spawnInfo.delay * 1000);
  173. } else {
  174. createBullet();
  175. }
  176. }
  177. return bullets;
  178. }
  179. /**
  180. * 初始化子弹
  181. */
  182. public init(initData: BulletInitData) {
  183. // 通过事件系统检查游戏是否暂停,暂停时不初始化子弹
  184. let bulletFireEnabled = true;
  185. EventBus.getInstance().emit(GameEvents.BALL_FIRE_BULLET, { canFire: (result: boolean) => { bulletFireEnabled = result; } });
  186. if (!bulletFireEnabled) {
  187. // 立即销毁自己
  188. this.node.destroy();
  189. return;
  190. }
  191. // 验证初始化数据
  192. if (!WeaponBullet.validateInitData(initData)) {
  193. console.error('WeaponBullet.init: 初始化数据无效');
  194. this.node.destroy();
  195. return;
  196. }
  197. // 获取武器配置
  198. this.weaponConfig = initData.weaponConfig || WeaponBullet.getWeaponConfig(initData.weaponId);
  199. if (!this.weaponConfig) {
  200. console.error(`WeaponBullet.init: 无法找到武器配置 ${initData.weaponId}`);
  201. this.node.destroy();
  202. return;
  203. }
  204. // 应用技能加成计算运行时数值
  205. this.calculateRuntimeStats();
  206. // 使用世界坐标设置位置
  207. this.setPositionInGameArea(initData.firePosition);
  208. // 初始化各个组件
  209. this.initializeComponents(initData);
  210. // 设置子弹外观
  211. this.setupBulletSprite();
  212. // 设置碰撞监听
  213. this.setupCollisionListener();
  214. this.isInitialized = true;
  215. }
  216. /**
  217. * 在GameArea中设置位置
  218. */
  219. private setPositionInGameArea(worldPos: Vec3) {
  220. const gameArea = find('Canvas/GameLevelUI/GameArea');
  221. if (gameArea) {
  222. const gameAreaTransform = gameArea.getComponent(UITransform);
  223. if (gameAreaTransform) {
  224. const localPos = gameAreaTransform.convertToNodeSpaceAR(worldPos);
  225. this.node.position = localPos;
  226. }
  227. }
  228. }
  229. /**
  230. * 初始化各个组件
  231. */
  232. private initializeComponents(initData: BulletInitData) {
  233. const config = this.weaponConfig.bulletConfig;
  234. // 确保物理组件存在
  235. this.setupPhysics();
  236. // 设置物理角速度,实现持续旋转
  237. this.applyAutoRotation();
  238. // 初始化弹道组件
  239. this.bulletTrajectory = this.getComponent(BulletTrajectory) || this.addComponent(BulletTrajectory);
  240. const trajCfg: BulletTrajectoryConfig = { ...config.trajectory, speed: this.weaponConfig.stats.bulletSpeed };
  241. // 计算方向
  242. const direction = initData.direction || this.calculateDirection(initData.autoTarget);
  243. // === 根据发射方向调整容器朝向(仅首次,后续不再旋转) ===
  244. if (direction) {
  245. // 角度 = atan2(y,x),转成度数
  246. const deg = math.toDegree(Math.atan2(direction.y, direction.x));
  247. this.node.angle = deg;
  248. }
  249. this.bulletTrajectory.init(
  250. trajCfg,
  251. direction,
  252. initData.firePosition
  253. );
  254. // 设置子弹的外观(SpriteFrame 与武器方块一致)
  255. this.setupBulletSprite();
  256. // --- 额外偏移 ---
  257. // 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。
  258. // 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)。
  259. const dir = direction.clone().normalize();
  260. const spawnOffset = 30; // 可根据子弹半径或方块大小调整
  261. if (!Number.isNaN(dir.x) && !Number.isNaN(dir.y)) {
  262. const newLocalPos = this.node.position.clone().add(new Vec3(dir.x * spawnOffset, dir.y * spawnOffset, 0));
  263. this.node.setPosition(newLocalPos);
  264. }
  265. // 初始化命中效果组件
  266. this.bulletHitEffect = this.getComponent(BulletHitEffect) || this.addComponent(BulletHitEffect);
  267. this.bulletHitEffect.init(config.hitEffects);
  268. // 传递默认特效路径
  269. if (this.bulletHitEffect && config.visual) {
  270. (this.bulletHitEffect as any).setDefaultEffects?.(config.visual.hitEffect, config.visual.trailEffect, (config.visual as any).burnEffect);
  271. }
  272. // 初始化生命周期组件
  273. this.bulletLifecycle = this.getComponent(BulletLifecycle) || this.addComponent(BulletLifecycle);
  274. this.bulletLifecycle.init(config.lifecycle, initData.firePosition);
  275. // 设置碰撞监听
  276. this.setupCollisionListener();
  277. this.isInitialized = true;
  278. }
  279. /**
  280. * 设置物理组件
  281. */
  282. private setupPhysics() {
  283. const rigidBody = this.getComponent(RigidBody2D);
  284. if (rigidBody) {
  285. rigidBody.enabledContactListener = true;
  286. rigidBody.gravityScale = 0; // 由弹道组件控制重力
  287. rigidBody.linearDamping = 0;
  288. rigidBody.angularDamping = 0;
  289. rigidBody.allowSleep = false;
  290. // 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
  291. if (this.node.getChildByName('Pellet')) {
  292. rigidBody.fixedRotation = true;
  293. }
  294. }
  295. const collider = this.getComponent(Collider2D);
  296. if (collider) {
  297. collider.sensor = false;
  298. collider.on(Contact2DType.BEGIN_CONTACT, this.onHit, this);
  299. }
  300. }
  301. /**
  302. * 计算子弹方向
  303. */
  304. private calculateDirection(autoTarget: boolean = false): Vec3 {
  305. if (!autoTarget) {
  306. // 随机方向
  307. const angle = Math.random() * Math.PI * 2;
  308. return new Vec3(Math.cos(angle), Math.sin(angle), 0);
  309. }
  310. // 寻找最近敌人(使用静态工具函数)
  311. const nearestEnemy = WeaponBullet.findNearestEnemyGlobal(this.node.worldPosition);
  312. if (nearestEnemy) {
  313. const direction = nearestEnemy.worldPosition.clone()
  314. .subtract(this.node.worldPosition)
  315. .normalize();
  316. return direction;
  317. }
  318. // 若没有敌人则随机方向发射
  319. const angle = Math.random() * Math.PI * 2;
  320. return new Vec3(Math.cos(angle), Math.sin(angle), 0);
  321. }
  322. /**
  323. * 设置碰撞监听
  324. */
  325. private setupCollisionListener() {
  326. // 碰撞监听已在setupPhysics中设置
  327. }
  328. /**
  329. * 碰撞处理
  330. */
  331. private onHit(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
  332. if (!this.isInitialized) return;
  333. const otherNode = otherCollider.node;
  334. // Ignore collisions with other bullets (prevent friendly-fire between shotgun pellets)
  335. if (otherNode.getComponent(WeaponBullet)) {
  336. return; // Skip further processing if the collider is another bullet
  337. }
  338. // 获取碰撞世界坐标
  339. let contactWorldPos: Vec3 = null;
  340. if (contact && (contact as any).getWorldManifold) {
  341. const wm = (contact as any).getWorldManifold();
  342. if (wm && wm.points && wm.points.length > 0) {
  343. contactWorldPos = new Vec3(wm.points[0].x, wm.points[0].y, 0);
  344. }
  345. }
  346. if (!contactWorldPos) {
  347. contactWorldPos = otherNode.worldPosition.clone();
  348. }
  349. // 处理命中效果
  350. const hitResult: HitResult = this.bulletHitEffect.processHit(otherNode, contactWorldPos);
  351. // 通知生命周期组件发生命中(可能影响内部计数或阶段)
  352. if (this.bulletLifecycle) {
  353. this.bulletLifecycle.onHit(otherNode);
  354. }
  355. // 不直接销毁,交由 BulletLifecycle 自行处理
  356. // 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
  357. if (hitResult.shouldRicochet) {
  358. // 这里需要实现子弹弹射的逻辑
  359. } else if (hitResult.shouldContinue) {
  360. // 这里需要实现子弹继续飞行的逻辑
  361. }
  362. }
  363. /**
  364. * 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)
  365. */
  366. private applyAutoRotation() {
  367. // 若存在子节点 Pellet,则只旋转 Pellet,容器保持角度不变
  368. const pelletNode = this.node.getChildByName('Pellet');
  369. if (pelletNode) {
  370. this.schedule((dt: number) => {
  371. pelletNode.angle += this._rotationSpeedDeg * dt;
  372. }, 0);
  373. return;
  374. }
  375. const rigidBody = this.getComponent(RigidBody2D);
  376. if (rigidBody) {
  377. rigidBody.angularVelocity = this._rotationSpeedRad; // 弧度/秒
  378. rigidBody.angularDamping = 0; // 无角阻尼,保持恒定旋转
  379. } else {
  380. // 如果没有刚体,退化为在 update 中手动旋转
  381. this.schedule((dt: number) => {
  382. this.node.angle += this._rotationSpeedDeg * dt;
  383. }, 0);
  384. }
  385. }
  386. /**
  387. * 获取武器配置
  388. */
  389. public getWeaponConfig(): WeaponConfig {
  390. return this.weaponConfig;
  391. }
  392. /**
  393. * 获取子弹状态信息
  394. */
  395. public getBulletStatus() {
  396. return {
  397. isInitialized: this.isInitialized,
  398. weaponName: this.weaponConfig?.name,
  399. trajectoryState: this.bulletTrajectory?.getState(),
  400. lifecycleState: this.bulletLifecycle?.getState(),
  401. hitStats: this.bulletHitEffect?.getHitStats()
  402. };
  403. }
  404. /**
  405. * 强制销毁子弹
  406. */
  407. public forceDestroy() {
  408. if (this.bulletLifecycle) {
  409. this.bulletLifecycle.forceDestroy();
  410. }
  411. }
  412. /**
  413. * 清理所有活跃的子弹 - 游戏重置时使用
  414. */
  415. public static clearAllBullets() {
  416. console.log('[WeaponBullet] 开始清理所有活跃子弹');
  417. // 查找GameArea节点,子弹都添加在这里
  418. const gameArea = find('Canvas/GameLevelUI/GameArea');
  419. if (!gameArea) {
  420. console.log('[WeaponBullet] 未找到GameArea节点');
  421. return;
  422. }
  423. let bulletCount = 0;
  424. const bulletsToDestroy: Node[] = [];
  425. // 遍历GameArea的所有子节点,查找WeaponBullet组件
  426. for (const child of gameArea.children) {
  427. if (child && child.isValid) {
  428. const weaponBullet = child.getComponent(WeaponBullet);
  429. if (weaponBullet) {
  430. bulletsToDestroy.push(child);
  431. bulletCount++;
  432. }
  433. }
  434. }
  435. // 销毁所有找到的子弹
  436. for (const bullet of bulletsToDestroy) {
  437. if (bullet && bullet.isValid) {
  438. bullet.destroy();
  439. }
  440. }
  441. console.log(`[WeaponBullet] 清理完成,共销毁 ${bulletCount} 个子弹`);
  442. }
  443. /**
  444. * 验证初始化数据
  445. */
  446. public static validateInitData(initData: BulletInitData): boolean {
  447. if (!initData) return false;
  448. if (!initData.weaponId && !initData.weaponConfig) return false;
  449. if (!initData.firePosition) return false;
  450. return true;
  451. }
  452. onDestroy() {
  453. // 清理事件监听
  454. const collider = this.getComponent(Collider2D);
  455. if (collider) {
  456. collider.off(Contact2DType.BEGIN_CONTACT, this.onHit, this);
  457. }
  458. }
  459. /**
  460. * 设置子弹的SpriteFrame,使其与方块武器 (WeaponBlock/B1/Weapon) 节点上的SpriteFrame 一致
  461. */
  462. private setupBulletSprite() {
  463. // 先尝试获取当前节点上的 Sprite 组件,若不存在则在子节点中查找
  464. const sprite: Sprite | null = this.getComponent(Sprite) || this.node.getComponentInChildren(Sprite);
  465. if (!sprite) {
  466. // 子弹预制体可能没有Sprite组件,直接返回
  467. return;
  468. }
  469. // weaponConfig.visualConfig.weaponSprites 中存储了各尺寸的SpriteFrame路径
  470. const spriteConfig = (this.weaponConfig as any)?.visualConfig?.weaponSprites;
  471. if (!spriteConfig) {
  472. return;
  473. }
  474. // 依次尝试常用尺寸键值
  475. const spritePath = spriteConfig['1x1'] || spriteConfig['1x2'] || spriteConfig['2x1'] || spriteConfig['2x2'];
  476. if (!spritePath) {
  477. return;
  478. }
  479. const framePath = `${spritePath}/spriteFrame`;
  480. resources.load(framePath, SpriteFrame, (err, spriteFrame) => {
  481. if (err) {
  482. return;
  483. }
  484. // Add comprehensive null safety checks before setting spriteFrame
  485. if (sprite && sprite.isValid &&
  486. this.node && this.node.isValid &&
  487. spriteFrame && spriteFrame.isValid) {
  488. sprite.spriteFrame = spriteFrame;
  489. // === 缩小至原始尺寸的 0.5 倍 ===
  490. const uiTransform = sprite.node.getComponent(UITransform);
  491. if (uiTransform) {
  492. const originalSize = spriteFrame.originalSize || null;
  493. if (originalSize) {
  494. uiTransform.setContentSize(originalSize.width * 0.5, originalSize.height * 0.5);
  495. } else {
  496. // 若无法获取原尺寸,退化为缩放节点
  497. sprite.node.setScale(sprite.node.scale.x * 0.5, sprite.node.scale.y * 0.5, sprite.node.scale.z);
  498. }
  499. } else {
  500. // 没有 UITransform,直接缩放节点
  501. sprite.node.setScale(sprite.node.scale.x * 0.5, sprite.node.scale.y * 0.5, sprite.node.scale.z);
  502. }
  503. }
  504. });
  505. }
  506. /**
  507. * 静态:根据给定世界坐标,寻找最近的敌人节点
  508. */
  509. private static findNearestEnemyGlobal(worldPos: Vec3): Node | null {
  510. const enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  511. if (!enemyContainer) return null;
  512. const enemies = enemyContainer.children.filter(child => {
  513. if (!child.active) return false;
  514. const nameLower = child.name.toLowerCase();
  515. if (nameLower.includes('enemy') || nameLower.includes('敌人')) return true;
  516. if (child.getComponent('EnemyInstance')) return true;
  517. return false;
  518. });
  519. if (enemies.length === 0) return null;
  520. let nearest: Node = null;
  521. let nearestDist = Infinity;
  522. for (const enemy of enemies) {
  523. const dist = Vec3.distance(worldPos, enemy.worldPosition);
  524. if (dist < nearestDist) {
  525. nearestDist = dist;
  526. nearest = enemy;
  527. }
  528. }
  529. return nearest;
  530. }
  531. /**
  532. * 计算运行时数值(应用技能加成)
  533. */
  534. private calculateRuntimeStats() {
  535. const skillManager = PersistentSkillManager.getInstance();
  536. if (!skillManager) {
  537. // 如果没有技能管理器,使用基础数值
  538. this.weaponConfig.runtimeStats = {
  539. finalDamage: this.weaponConfig.stats.damage,
  540. finalCritDamage: this.weaponConfig.stats.damage,
  541. critChance: 0.1 // 基础暴击率10%
  542. };
  543. return;
  544. }
  545. // 应用伤害加成
  546. const finalDamage = skillManager.applyDamageBonus(this.weaponConfig.stats.damage);
  547. // 应用暴击伤害加成
  548. const finalCritDamage = skillManager.applyCritDamageBonus(this.weaponConfig.stats.damage);
  549. // 设置基础暴击率为10%
  550. const critChance = 0.1;
  551. this.weaponConfig.runtimeStats = {
  552. finalDamage,
  553. finalCritDamage,
  554. critChance
  555. };
  556. console.log(`[WeaponBullet] 技能加成计算完成 - 基础伤害: ${this.weaponConfig.stats.damage}, 最终伤害: ${finalDamage}, 暴击伤害: ${finalCritDamage}, 暴击率: ${(critChance * 100).toFixed(1)}%`);
  557. }
  558. /**
  559. * 获取最终伤害值(应用技能加成后)
  560. */
  561. public getFinalDamage(): number {
  562. return this.weaponConfig?.runtimeStats?.finalDamage || this.weaponConfig?.stats?.damage || 0;
  563. }
  564. /**
  565. * 获取最终暴击伤害值(应用技能加成后)
  566. */
  567. public getFinalCritDamage(): number {
  568. return this.weaponConfig?.runtimeStats?.finalCritDamage || this.weaponConfig?.stats?.damage || 0;
  569. }
  570. /**
  571. * 获取暴击率
  572. */
  573. public getCritChance(): number {
  574. return this.weaponConfig?.runtimeStats?.critChance || 0.1;
  575. }
  576. }