EnemyAttackStateManager.ts 10 KB

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  1. import { _decorator, Node, Component, find } from 'cc';
  2. import EventBus, { GameEvents } from '../Core/EventBus';
  3. const { ccclass, property } = _decorator;
  4. /**
  5. * 敌人攻击状态管理器
  6. * 使用字典结构快速查询敌人是否可以被攻击
  7. * 采用标准单例模式,不依赖BaseSingleton
  8. */
  9. @ccclass('EnemyAttackStateManager')
  10. export class EnemyAttackStateManager extends Component {
  11. private static _instance: EnemyAttackStateManager | null = null;
  12. // 敌人攻击状态字典:key为敌人节点的uuid,value为是否可攻击
  13. private enemyAttackableStates: Map<string, boolean> = new Map();
  14. // 敌人节点引用字典:key为敌人节点的uuid,value为敌人节点
  15. private enemyNodeReferences: Map<string, Node> = new Map();
  16. // Debug(属性检查器展示)
  17. @property({ tooltip: '是否更新调试信息(属性检查器)' })
  18. public showDebug: boolean = true;
  19. @property({ tooltip: '调试信息刷新间隔(秒)' })
  20. public debugUpdateInterval: number = 0.5;
  21. // 以下字段通过装饰器在属性检查器中显示(只读调试)
  22. @property({ tooltip: '敌人总数(只读)' })
  23. public totalEnemies: number = 0;
  24. @property({ tooltip: '可攻击敌人数(只读)' })
  25. public attackableCount: number = 0;
  26. @property({ type: [String], tooltip: '示例敌人名称(最多10个)' })
  27. public enemyNameSamples: string[] = [];
  28. @property({ tooltip: '字典状态预览(JSON,只读)' })
  29. public statesPreviewJson: string = '';
  30. // 组件加载时设置单例并注册事件
  31. onLoad() {
  32. EnemyAttackStateManager._instance = this;
  33. this.setupEventListeners();
  34. if (this.showDebug) {
  35. this.schedule(this.refreshInspectorDebug.bind(this), Math.max(0.1, this.debugUpdateInterval));
  36. }
  37. this.refreshInspectorDebug();
  38. }
  39. public static getInstance(): EnemyAttackStateManager {
  40. // 若已有实例则直接返回
  41. if (EnemyAttackStateManager._instance) {
  42. return EnemyAttackStateManager._instance;
  43. }
  44. // 尝试从场景中获取或挂载到 Canvas/GameLevelUI/enemyContainer
  45. const enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  46. if (enemyContainer) {
  47. let comp = enemyContainer.getComponent(EnemyAttackStateManager) as EnemyAttackStateManager;
  48. if (!comp) {
  49. comp = enemyContainer.addComponent(EnemyAttackStateManager) as EnemyAttackStateManager;
  50. }
  51. EnemyAttackStateManager._instance = comp;
  52. return comp;
  53. }
  54. // 如果未找到节点,返回一个占位的组件实例(不建议,但保证调用不崩溃)
  55. // 注意:占位实例无法可视化显示,仅用于避免空指针
  56. const placeholder = new EnemyAttackStateManager();
  57. EnemyAttackStateManager._instance = placeholder as any;
  58. return EnemyAttackStateManager._instance;
  59. }
  60. private setupEventListeners() {
  61. const eventBus = EventBus.getInstance();
  62. // 监听敌人隐身开始事件
  63. eventBus.on(GameEvents.ENEMY_STEALTH_START, this.onEnemyStealthStart, this);
  64. // 监听敌人隐身结束事件
  65. eventBus.on(GameEvents.ENEMY_STEALTH_END, this.onEnemyStealthEnd, this);
  66. // 监听敌人死亡事件
  67. eventBus.on('ENEMY_KILLED', this.onEnemyKilled, this);
  68. // 监听清除所有敌人事件
  69. eventBus.on(GameEvents.CLEAR_ALL_ENEMIES, this.onClearAllEnemies, this);
  70. }
  71. /**
  72. * 注册敌人到攻击状态管理器
  73. * @param enemyNode 敌人节点
  74. * @param isAttackable 初始攻击状态,默认为true
  75. */
  76. public registerEnemy(enemyNode: Node, isAttackable: boolean = true) {
  77. if (!enemyNode || !enemyNode.isValid) return;
  78. const enemyId = enemyNode.uuid;
  79. this.enemyAttackableStates.set(enemyId, isAttackable);
  80. this.enemyNodeReferences.set(enemyId, enemyNode);
  81. console.log(`[EnemyAttackStateManager] 注册敌人: ${enemyNode.name} (${enemyId}), 可攻击: ${isAttackable}`);
  82. this.refreshInspectorDebug();
  83. }
  84. /**
  85. * 从攻击状态管理器中移除敌人
  86. * @param enemyNode 敌人节点
  87. */
  88. public unregisterEnemy(enemyNode: Node) {
  89. if (!enemyNode) return;
  90. const enemyId = enemyNode.uuid;
  91. this.enemyAttackableStates.delete(enemyId);
  92. this.enemyNodeReferences.delete(enemyId);
  93. console.log(`[EnemyAttackStateManager] 移除敌人: ${enemyNode.name} (${enemyId})`);
  94. this.refreshInspectorDebug();
  95. }
  96. /**
  97. * 设置敌人的攻击状态
  98. * @param enemyNode 敌人节点
  99. * @param attackable 是否可攻击
  100. */
  101. public setEnemyAttackable(enemyNode: Node, attackable: boolean): void {
  102. if (!enemyNode || !enemyNode.isValid) return;
  103. const enemyId = enemyNode.uuid;
  104. const previousState = this.enemyAttackableStates.get(enemyId);
  105. this.enemyAttackableStates.set(enemyId, attackable);
  106. // 添加状态变化日志
  107. if (previousState !== attackable) {
  108. const stateText = attackable ? '可攻击' : '不可攻击';
  109. const reasonText = attackable ? '(退出隐身)' : '(进入隐身)';
  110. console.log(`[EnemyAttackStateManager] 敌人状态变化: ${enemyNode.name} (${enemyId.substring(0, 8)}...) -> ${stateText} ${reasonText}`);
  111. }
  112. this.refreshInspectorDebug();
  113. }
  114. /**
  115. * 检查敌人是否可以被攻击
  116. * @param enemyNode 敌人节点
  117. * @returns 是否可攻击
  118. */
  119. public isEnemyAttackable(enemyNode: Node): boolean {
  120. if (!enemyNode || !enemyNode.isValid) return false;
  121. const enemyId = enemyNode.uuid;
  122. return this.enemyAttackableStates.get(enemyId) ?? false;
  123. }
  124. /**
  125. * 获取所有可攻击的敌人节点
  126. * @returns 可攻击的敌人节点数组
  127. */
  128. public getAttackableEnemies(): Node[] {
  129. const attackableEnemies: Node[] = [];
  130. for (const [enemyId, isAttackable] of this.enemyAttackableStates.entries()) {
  131. if (isAttackable) {
  132. const enemyNode = this.enemyNodeReferences.get(enemyId);
  133. if (enemyNode && enemyNode.isValid) {
  134. attackableEnemies.push(enemyNode);
  135. } else {
  136. // 清理无效的引用
  137. this.enemyAttackableStates.delete(enemyId);
  138. this.enemyNodeReferences.delete(enemyId);
  139. }
  140. }
  141. }
  142. return attackableEnemies;
  143. }
  144. /**
  145. * 清理所有敌人状态
  146. */
  147. public clearAllEnemies() {
  148. this.enemyAttackableStates.clear();
  149. this.enemyNodeReferences.clear();
  150. console.log(`[EnemyAttackStateManager] 清理所有敌人状态`);
  151. this.refreshInspectorDebug();
  152. }
  153. /**
  154. * 获取当前管理的敌人数量
  155. */
  156. public getEnemyCount(): number {
  157. return this.enemyAttackableStates.size;
  158. }
  159. /**
  160. * 获取可攻击敌人数量
  161. */
  162. public getAttackableEnemyCount(): number {
  163. let count = 0;
  164. for (const isAttackable of this.enemyAttackableStates.values()) {
  165. if (isAttackable) count++;
  166. }
  167. return count;
  168. }
  169. // 事件处理方法
  170. private onEnemyStealthStart(data: { enemy: any, duration?: number }) {
  171. if (data.enemy && data.enemy.node) {
  172. this.setEnemyAttackable(data.enemy.node, false);
  173. console.log(`[EnemyAttackStateManager] 敌人进入隐身状态: ${data.enemy.node.name}`);
  174. }
  175. }
  176. private onEnemyStealthEnd(data: { enemy: any }) {
  177. if (data.enemy && data.enemy.node) {
  178. this.setEnemyAttackable(data.enemy.node, true);
  179. console.log(`[EnemyAttackStateManager] 敌人退出隐身状态: ${data.enemy.node.name}`);
  180. }
  181. }
  182. private onEnemyKilled() {
  183. // 注意:敌人节点的移除已经在EnemyInstance.onDestroy()中通过unregisterEnemy()处理
  184. // 这个事件处理器主要用于其他需要响应敌人死亡的逻辑
  185. console.log(`[EnemyAttackStateManager] 接收到敌人死亡事件`);
  186. }
  187. private onClearAllEnemies() {
  188. this.clearAllEnemies();
  189. }
  190. onDestroy() {
  191. const eventBus = EventBus.getInstance();
  192. // 移除所有事件监听器
  193. eventBus.off(GameEvents.ENEMY_STEALTH_START, this.onEnemyStealthStart, this);
  194. eventBus.off(GameEvents.ENEMY_STEALTH_END, this.onEnemyStealthEnd, this);
  195. eventBus.off('ENEMY_KILLED', this.onEnemyKilled, this);
  196. eventBus.off(GameEvents.CLEAR_ALL_ENEMIES, this.onClearAllEnemies, this);
  197. // 清空所有数据
  198. this.enemyAttackableStates.clear();
  199. this.enemyNodeReferences.clear();
  200. // 清空单例实例
  201. EnemyAttackStateManager._instance = null;
  202. }
  203. // === Debug(属性检查器) ===
  204. private refreshInspectorDebug() {
  205. if (!this.showDebug) return;
  206. // 概览统计
  207. this.totalEnemies = this.getEnemyCount();
  208. this.attackableCount = this.getAttackableEnemyCount();
  209. // 示例名称(最多10个)
  210. const samples: string[] = [];
  211. let i = 0;
  212. for (const [, enemyNode] of this.enemyNodeReferences.entries()) {
  213. if (enemyNode && enemyNode.isValid) {
  214. samples.push(enemyNode.name);
  215. i++;
  216. if (i >= 10) break;
  217. }
  218. }
  219. this.enemyNameSamples = samples;
  220. // 预览字典(最多20条,JSON字符串)
  221. const previewItems: Array<{ name: string; id: string; attackable: boolean }> = [];
  222. i = 0;
  223. for (const [enemyId, isAttackable] of this.enemyAttackableStates.entries()) {
  224. const enemyNode = this.enemyNodeReferences.get(enemyId);
  225. const name = enemyNode && enemyNode.isValid ? enemyNode.name : '(invalid)';
  226. previewItems.push({ name, id: enemyId.substring(0, 8), attackable: !!isAttackable });
  227. i++;
  228. if (i >= 20) break;
  229. }
  230. this.statesPreviewJson = JSON.stringify(previewItems, null, 2);
  231. }
  232. }