EnemyController.ts 60 KB

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  1. import { _decorator, Node, Label, Vec3, Prefab, find, UITransform, resources, RigidBody2D, instantiate } 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 { EnemyAttackStateManager } from './EnemyAttackStateManager';
  11. import { Wall } from './Wall';
  12. import { BurnEffect } from './BulletEffects/BurnEffect';
  13. import { Audio } from '../AudioManager/AudioManager';
  14. import { BundleLoader } from '../Core/BundleLoader';
  15. import { ResourcePreloader } from '../Core/ResourcePreloader';
  16. const { ccclass, property } = _decorator;
  17. @ccclass('EnemyController')
  18. export class EnemyController extends BaseSingleton {
  19. // 仅类型声明,实例由 BaseSingleton 维护
  20. public static _instance: EnemyController;
  21. // 敌人预制体
  22. @property({
  23. type: Prefab,
  24. tooltip: '拖拽Enemy预制体到这里'
  25. })
  26. public enemyPrefab: Prefab = null;
  27. // 敌人容器节点
  28. @property({
  29. type: Node,
  30. tooltip: '拖拽enemyContainer节点到这里(Canvas/GameLevelUI/enemyContainer)'
  31. })
  32. public enemyContainer: Node = null;
  33. // 金币预制体
  34. @property({ type: Prefab, tooltip: '金币预制体 CoinDrop' })
  35. public coinPrefab: Prefab = null;
  36. // 移除Toast预制体属性,改用事件机制
  37. // @property({
  38. // type: Prefab,
  39. // tooltip: 'Toast预制体,用于显示波次提示'
  40. // })
  41. // public toastPrefab: Prefab = null;
  42. // === 生成 & 属性参数(保留需要可在内部自行设定,Inspector 不再显示) ===
  43. private spawnInterval: number = 3;
  44. // === 默认数值(当配置文件尚未加载时使用) ===
  45. private defaultEnemySpeed: number = 50;
  46. private defaultAttackPower: number = 20; // 对应combat.attackDamage
  47. private defaultHealth: number = 10; // 对应stats.health
  48. @property({ type: Node, tooltip: '拖拽 TopFence 节点到这里' })
  49. public topFenceNode: Node = null;
  50. @property({ type: Node, tooltip: '拖拽 BottomFence 节点到这里' })
  51. public bottomFenceNode: Node = null;
  52. @property({
  53. type: Node,
  54. tooltip: '拖拽 Line5 节点到这里 (Canvas/GameLevelUI/enemyContainer/Line5)'
  55. })
  56. public line5Node: Node = null;
  57. @property({
  58. type: Node,
  59. tooltip: '拖拽 Line6 节点到这里 (Canvas/GameLevelUI/enemyContainer/Line6)'
  60. })
  61. public line6Node: Node = null;
  62. // 关卡配置管理器节点
  63. @property({
  64. type: Node,
  65. tooltip: '拖拽Canvas/LevelConfigManager节点到这里,用于获取LevelConfigManager组件'
  66. })
  67. public levelConfigManagerNode: Node = null;
  68. // 主墙体组件
  69. private wallComponent: Wall = null;
  70. // 游戏区域边界 - 改为public,让敌人实例可以访问
  71. public gameBounds = {
  72. left: 0,
  73. right: 0,
  74. top: 0,
  75. bottom: 0
  76. };
  77. // 活跃的敌人列表
  78. private activeEnemies: Node[] = [];
  79. // 游戏是否已开始
  80. private gameStarted: boolean = false;
  81. // 墙体节点
  82. private wallNodes: Node[] = [];
  83. // 是否正在清理敌人(用于阻止清理时触发游戏胜利判断)
  84. private isClearing: boolean = false;
  85. // 配置管理器
  86. private configManager: ConfigManager = null;
  87. // 关卡配置管理器
  88. private levelConfigManager: LevelConfigManager = null;
  89. // 资源预加载管理器
  90. private resourcePreloader: ResourcePreloader = null;
  91. // 当前关卡血量倍率
  92. private currentHealthMultiplier: number = 1.0;
  93. private currentWaveHealthMultiplier: number = 1.0; // 当前波次的血量系数
  94. @property({
  95. type: Node,
  96. tooltip: '敌人数量显示节点 (EnemyNumber)'
  97. })
  98. public enemyCountLabelNode: Node = null;
  99. @property({
  100. type: Node,
  101. tooltip: '当前波数显示Label (WaveNumber-前)'
  102. })
  103. public currentWaveNumberLabelNode: Node = null;
  104. @property({
  105. type: Node,
  106. tooltip: '总波数显示Label (WaveNumber-后)'
  107. })
  108. public totalWaveNumberLabelNode: Node = null;
  109. // 当前波次敌人数据
  110. private totalWaves: number = 1;
  111. private currentWave: number = 1;
  112. private currentWaveTotalEnemies: number = 0;
  113. private currentWaveEnemiesKilled: number = 0;
  114. private currentWaveEnemiesSpawned: number = 0; // 当前波次已生成的敌人数量
  115. private currentWaveEnemyConfigs: any[] = []; // 当前波次的敌人配置列表
  116. // 暂停前保存的敌人状态
  117. private pausedEnemyStates: Map<Node, {
  118. velocity: any,
  119. angularVelocity: number,
  120. isMoving: boolean,
  121. attackTimer: number
  122. }> = new Map();
  123. /**
  124. * BaseSingleton 首次实例化回调
  125. */
  126. protected init() {
  127. // 获取配置管理器实例
  128. this.configManager = ConfigManager.getInstance();
  129. // 获取资源预加载管理器实例
  130. this.resourcePreloader = ResourcePreloader.getInstance();
  131. // 获取关卡配置管理器实例
  132. if (this.levelConfigManagerNode) {
  133. this.levelConfigManager = this.levelConfigManagerNode.getComponent(LevelConfigManager) || null;
  134. if (!this.levelConfigManager) {
  135. // LevelConfigManager节点上未找到LevelConfigManager组件
  136. }
  137. } else {
  138. // levelConfigManagerNode未通过装饰器绑定,请在编辑器中拖拽Canvas/LevelConfigManager节点
  139. this.levelConfigManager = null;
  140. }
  141. // 如果没有指定enemyContainer,尝试找到它
  142. if (!this.enemyContainer) {
  143. this.enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  144. if (!this.enemyContainer) {
  145. // 找不到enemyContainer节点,将尝试创建
  146. }
  147. }
  148. // 获取游戏区域边界
  149. this.calculateGameBounds();
  150. // 查找墙体节点和组件
  151. this.findWallNodes();
  152. // 直接通过拖拽节点获取 Wall 组件
  153. if (this.topFenceNode && this.topFenceNode.getComponent(Wall)) {
  154. this.wallComponent = this.topFenceNode.getComponent(Wall);
  155. } else if (this.bottomFenceNode && this.bottomFenceNode.getComponent(Wall)) {
  156. this.wallComponent = this.bottomFenceNode.getComponent(Wall);
  157. } else {
  158. // 未找到墙体组件,将无法处理墙体伤害
  159. }
  160. // 确保enemyContainer节点存在
  161. this.ensureEnemyContainer();
  162. // UI节点已通过装饰器拖拽绑定,无需find查找
  163. if (!this.enemyCountLabelNode) {
  164. // enemyCountLabelNode 未通过装饰器绑定,请在编辑器中拖拽 Canvas-001/TopArea/EnemyNode/EnemyNumber 节点
  165. }
  166. if (!this.currentWaveNumberLabelNode) {
  167. // currentWaveNumberLabelNode 未通过装饰器绑定,请在编辑器中拖拽 Canvas-001/TopArea/WaveInfo/WaveNumber-前 节点
  168. }
  169. if (!this.totalWaveNumberLabelNode) {
  170. // totalWaveNumberLabelNode 未通过装饰器绑定,请在编辑器中拖拽 Canvas-001/TopArea/WaveInfo/WaveNumber-后 节点
  171. }
  172. // 初始化敌人数量显示
  173. this.updateEnemyCountLabel();
  174. // 延迟验证Line节点绑定(解决微信平台初始化时序问题)
  175. this.scheduleOnce(() => {
  176. this.validateLineNodes();
  177. }, 0.1);
  178. // 监听游戏事件
  179. this.setupEventListeners();
  180. }
  181. /**
  182. * 验证Line节点绑定(解决微信平台初始化时序问题)
  183. */
  184. private validateLineNodes() {
  185. // 验证Line5节点
  186. if (!this.line5Node && this.enemyContainer) {
  187. this.line5Node = this.enemyContainer.getChildByName('Line5');
  188. if (this.line5Node) {
  189. console.log('[EnemyController] Line5节点重新绑定成功');
  190. } else {
  191. console.warn('[EnemyController] Line5节点未找到');
  192. }
  193. }
  194. // 验证Line6节点
  195. if (!this.line6Node && this.enemyContainer) {
  196. this.line6Node = this.enemyContainer.getChildByName('Line6');
  197. if (this.line6Node) {
  198. console.log('[EnemyController] Line6节点重新绑定成功');
  199. } else {
  200. console.warn('[EnemyController] Line6节点未找到');
  201. }
  202. }
  203. // 输出当前Line节点状态
  204. console.log('[EnemyController] Line5节点状态:', this.line5Node ? '已绑定' : '未绑定');
  205. console.log('[EnemyController] Line6节点状态:', this.line6Node ? '已绑定' : '未绑定');
  206. }
  207. /**
  208. * 设置事件监听器
  209. */
  210. private setupEventListeners() {
  211. const eventBus = EventBus.getInstance();
  212. // 监听暂停事件
  213. eventBus.on(GameEvents.GAME_PAUSE, this.onGamePauseEvent, this);
  214. eventBus.on(GameEvents.GAME_PAUSE_SKILL_SELECTION, this.onGamePauseEvent, this);
  215. eventBus.on(GameEvents.GAME_PAUSE_BLOCK_SELECTION, this.onGamePauseEvent, this);
  216. // 监听游戏恢复事件
  217. eventBus.on(GameEvents.GAME_RESUME, this.onGameResumeEvent, this);
  218. eventBus.on(GameEvents.GAME_RESUME_SKILL_SELECTION, this.onGameResumeSkillSelectionEvent, this);
  219. eventBus.on(GameEvents.GAME_RESUME_BLOCK_SELECTION, this.onGameResumeBlockSelectionEvent, this);
  220. // 监听游戏成功/失败事件
  221. eventBus.on(GameEvents.GAME_SUCCESS, this.onGameEndEvent, this);
  222. eventBus.on(GameEvents.GAME_DEFEAT, this.onGameDefeatEvent, this);
  223. // 监听敌人相关事件
  224. eventBus.on(GameEvents.ENEMY_UPDATE_COUNT, this.onUpdateEnemyCountEvent, this);
  225. eventBus.on(GameEvents.ENEMY_START_WAVE, this.onStartWaveEvent, this);
  226. eventBus.on(GameEvents.ENEMY_START_GAME, this.onStartGameEvent, this);
  227. eventBus.on(GameEvents.ENEMY_SHOW_START_WAVE_PROMPT, this.onShowStartWavePromptEvent, this);
  228. // 监听子弹发射检查事件
  229. eventBus.on(GameEvents.BALL_FIRE_BULLET, this.onBallFireBulletEvent, this);
  230. // 监听获取最近敌人事件
  231. eventBus.on(GameEvents.ENEMY_GET_NEAREST, this.onGetNearestEnemyEvent, this);
  232. // 监听重置敌人控制器事件
  233. eventBus.on(GameEvents.RESET_ENEMY_CONTROLLER, this.onResetEnemyControllerEvent, this);
  234. // 监听重置相关事件
  235. eventBus.on(GameEvents.CLEAR_ALL_GAME_OBJECTS, this.onClearAllGameObjectsEvent, this);
  236. eventBus.on(GameEvents.CLEAR_ALL_ENEMIES, this.onClearAllEnemiesEvent, this);
  237. eventBus.on(GameEvents.RESET_ENEMY_CONTROLLER, this.onResetEnemyControllerEvent, this);
  238. // 监听伤害事件
  239. eventBus.on(GameEvents.APPLY_DAMAGE_TO_ENEMY, this.onApplyDamageToEnemyEvent, this);
  240. // 监听子弹击中敌人事件
  241. eventBus.on(GameEvents.BULLET_HIT_ENEMY, this.onBulletHitEnemyEvent, this);
  242. }
  243. /**
  244. * 获取当前关卡的血量倍率
  245. */
  246. private async getCurrentHealthMultiplier(): Promise<number> {
  247. // 优先使用当前波次的血量系数
  248. if (this.currentWaveHealthMultiplier > 0) {
  249. return this.currentWaveHealthMultiplier;
  250. }
  251. if (!this.levelConfigManager) {
  252. return 1.0;
  253. }
  254. try {
  255. const saveDataManager = SaveDataManager.getInstance();
  256. const currentLevel = saveDataManager ? saveDataManager.getCurrentLevel() : 1;
  257. const levelConfig = await this.levelConfigManager.getLevelConfig(currentLevel);
  258. if (levelConfig && levelConfig.levelSettings && levelConfig.levelSettings.healthMultiplier) {
  259. return levelConfig.levelSettings.healthMultiplier;
  260. }
  261. } catch (error) {
  262. console.warn('[EnemyController] 获取关卡血量倍率失败:', error);
  263. }
  264. return 1.0;
  265. }
  266. /**
  267. * 获取当前波次的血量倍率(从关卡配置中读取)
  268. */
  269. private async getWaveHealthMultiplier(): Promise<number> {
  270. if (!this.levelConfigManager) {
  271. return 1.0;
  272. }
  273. try {
  274. const saveDataManager = SaveDataManager.getInstance();
  275. const currentLevel = saveDataManager ? saveDataManager.getCurrentLevel() : 1;
  276. const levelConfig = await this.levelConfigManager.getLevelConfig(currentLevel);
  277. if (levelConfig && levelConfig.waves && levelConfig.waves.length > 0) {
  278. // 查找当前波次的配置
  279. const currentWaveConfig = levelConfig.waves.find(wave => wave.waveId === this.currentWave);
  280. if (currentWaveConfig && typeof currentWaveConfig.healthMultiplier === 'number') {
  281. console.log(`[EnemyController] 从关卡配置获取波次 ${this.currentWave} 血量倍率: ${currentWaveConfig.healthMultiplier}`);
  282. return currentWaveConfig.healthMultiplier;
  283. }
  284. }
  285. } catch (error) {
  286. console.warn('[EnemyController] 获取波次血量倍率失败:', error);
  287. }
  288. return 1.0;
  289. }
  290. /**
  291. * 计算最终的敌人血量倍率
  292. * 综合考虑:关卡基础倍率 × 波次倍率 × 敌人个体倍率
  293. */
  294. /**
  295. * 计算最终血量倍率(关卡 × 波次)
  296. */
  297. private async calculateFinalHealthMultiplier(): Promise<number> {
  298. try {
  299. // 1. 获取关卡基础血量倍率
  300. let levelMultiplier = 1.0;
  301. if (this.levelConfigManager) {
  302. const saveDataManager = SaveDataManager.getInstance();
  303. const currentLevel = saveDataManager ? saveDataManager.getCurrentLevel() : 1;
  304. const levelConfig = await this.levelConfigManager.getLevelConfig(currentLevel);
  305. if (levelConfig && typeof levelConfig.levelSettings.healthMultiplier === 'number') {
  306. levelMultiplier = levelConfig.levelSettings.healthMultiplier;
  307. }
  308. }
  309. // 2. 获取当前波次血量倍率
  310. const waveMultiplier = await this.getWaveHealthMultiplier();
  311. // 3. 计算最终倍率:关卡倍率 × 波次倍率
  312. const finalMultiplier = levelMultiplier * waveMultiplier;
  313. console.log(`[EnemyController] 血量倍率计算 - 关卡: ${levelMultiplier}, 波次: ${waveMultiplier}, 最终: ${finalMultiplier}`);
  314. return finalMultiplier;
  315. } catch (error) {
  316. console.warn('[EnemyController] 计算最终血量倍率失败:', error);
  317. return 1.0; // 返回默认倍率
  318. }
  319. }
  320. /**
  321. * 处理游戏暂停事件
  322. */
  323. private onGamePauseEvent() {
  324. console.log('[EnemyController] 接收到游戏暂停事件,暂停所有敌人');
  325. this.pauseAllEnemies();
  326. this.pauseSpawning();
  327. }
  328. /**
  329. * 处理游戏恢复事件
  330. */
  331. private onGameResumeEvent() {
  332. console.log('[EnemyController] 接收到游戏恢复事件,恢复所有敌人');
  333. this.resumeAllEnemies();
  334. // 通过事件检查游戏状态,决定是否恢复敌人生成
  335. this.resumeSpawning();
  336. }
  337. /**
  338. * 处理技能选择恢复事件
  339. */
  340. private onGameResumeSkillSelectionEvent() {
  341. console.log('[EnemyController] 接收到技能选择恢复事件,恢复所有敌人');
  342. this.resumeAllEnemies();
  343. this.resumeSpawning();
  344. }
  345. /**
  346. * 处理底板选择恢复事件
  347. */
  348. private onGameResumeBlockSelectionEvent() {
  349. console.log('[EnemyController] 接收到底板选择恢复事件,恢复所有敌人');
  350. this.resumeAllEnemies();
  351. this.resumeSpawning();
  352. }
  353. /**
  354. * 处理游戏结束事件
  355. */
  356. private onGameEndEvent() {
  357. this.stopGame(false); // 停止游戏但不清除敌人
  358. }
  359. /**
  360. * 处理游戏失败事件
  361. */
  362. private onGameDefeatEvent() {
  363. this.stopGame(true); // 停止游戏并清除所有敌人
  364. //是否是应该此时调用onGameDefeat()方法?
  365. }
  366. /**
  367. * 处理清除所有游戏对象事件
  368. */
  369. private onClearAllGameObjectsEvent() {
  370. this.clearAllEnemies(false); // 清除敌人但不触发事件
  371. }
  372. /**
  373. * 处理清除所有敌人事件
  374. * 专门响应CLEAR_ALL_ENEMIES事件,用于游戏结束时的敌人清理
  375. */
  376. private onClearAllEnemiesEvent() {
  377. console.log('[EnemyController] 接收到CLEAR_ALL_ENEMIES事件,开始清理所有敌人');
  378. this.clearAllEnemies(false); // 清除敌人但不触发事件,避免循环
  379. }
  380. /**
  381. * 处理重置敌人控制器事件
  382. */
  383. private onResetEnemyControllerEvent() {
  384. this.resetToInitialState();
  385. }
  386. /**
  387. * 处理子弹发射检查事件
  388. */
  389. private onBallFireBulletEvent(data: { canFire: (value: boolean) => void }) {
  390. // 检查是否有活跃敌人
  391. const hasActiveEnemies = this.hasActiveEnemies();
  392. data.canFire(hasActiveEnemies);
  393. }
  394. /**
  395. * 处理获取最近敌人事件
  396. */
  397. private onGetNearestEnemyEvent(data: { position: Vec3, callback: (enemy: Node | null) => void }) {
  398. const { position, callback } = data;
  399. if (callback && typeof callback === 'function') {
  400. const nearestEnemy = this.getNearestEnemy(position);
  401. callback(nearestEnemy);
  402. }
  403. }
  404. /**
  405. * 处理对敌人造成伤害事件
  406. */
  407. private onApplyDamageToEnemyEvent(data: { enemyNode: Node, damage: number, isCritical: boolean, source: string }) {
  408. console.log(`[EnemyController] 接收到伤害事件 - 敌人: ${data.enemyNode.name}, 伤害: ${data.damage}, 暴击: ${data.isCritical}, 来源: ${data.source}`);
  409. if (!data.enemyNode || !data.enemyNode.isValid) {
  410. console.log(`[EnemyController] 敌人节点无效,跳过伤害处理`);
  411. return;
  412. }
  413. // 调用现有的damageEnemy方法
  414. this.damageEnemy(data.enemyNode, data.damage, data.isCritical);
  415. }
  416. /**
  417. * 处理子弹击中敌人事件
  418. */
  419. private onBulletHitEnemyEvent(data: { enemyNode: Node, damage: number, isCritical: boolean, source: string }) {
  420. console.log(`[EnemyController] 接收到子弹击中敌人事件 - 敌人: ${data.enemyNode.name}, 伤害: ${data.damage}, 暴击: ${data.isCritical}, 来源: ${data.source}`);
  421. if (!data.enemyNode || !data.enemyNode.isValid) {
  422. console.log(`[EnemyController] 敌人节点无效,跳过伤害处理`);
  423. return;
  424. }
  425. // 调用现有的damageEnemy方法
  426. this.damageEnemy(data.enemyNode, data.damage, data.isCritical);
  427. }
  428. /**
  429. * 暂停所有敌人
  430. */
  431. private pauseAllEnemies(): void {
  432. const activeEnemies = this.getActiveEnemies();
  433. console.log(`[EnemyController] 暂停 ${activeEnemies.length} 个敌人`);
  434. for (const enemy of activeEnemies) {
  435. if (!enemy || !enemy.isValid) continue;
  436. // 保存敌人状态 - 从EnemySprite子节点获取RigidBody2D
  437. const enemySprite = enemy.getChildByName('EnemySprite');
  438. if (!enemySprite) {
  439. console.error('[EnemyController] pauseAllEnemies: 未找到EnemySprite子节点');
  440. continue;
  441. }
  442. const rigidBody = enemySprite.getComponent(RigidBody2D);
  443. if (rigidBody) {
  444. this.pausedEnemyStates.set(enemy, {
  445. velocity: rigidBody.linearVelocity.clone(),
  446. angularVelocity: rigidBody.angularVelocity,
  447. isMoving: true,
  448. attackTimer: 0 // 可以扩展保存攻击计时器
  449. });
  450. // 停止敌人运动 - 使用更温和的方式
  451. rigidBody.linearVelocity.set(0, 0);
  452. rigidBody.angularVelocity = 0;
  453. // 不强制让刚体休眠,避免物理系统状态异常
  454. // rigidBody.sleep();
  455. }
  456. // 暂停EnemyInstance组件
  457. const enemyInstance = enemy.getComponent('EnemyInstance');
  458. if (enemyInstance && typeof (enemyInstance as any).pause === 'function') {
  459. (enemyInstance as any).pause();
  460. }
  461. // 暂停敌人AI组件(如果有的话)
  462. const enemyAI = enemy.getComponent('EnemyAI');
  463. if (enemyAI && typeof (enemyAI as any).pause === 'function') {
  464. (enemyAI as any).pause();
  465. }
  466. // 暂停敌人动画(如果有的话)
  467. const animation = enemy.getComponent('Animation');
  468. if (animation && typeof (animation as any).pause === 'function') {
  469. (animation as any).pause();
  470. }
  471. }
  472. }
  473. /**
  474. * 恢复所有敌人
  475. */
  476. private resumeAllEnemies(): void {
  477. const activeEnemies = this.getActiveEnemies();
  478. for (const enemy of activeEnemies) {
  479. if (!enemy || !enemy.isValid) continue;
  480. const savedState = this.pausedEnemyStates.get(enemy);
  481. if (savedState) {
  482. // 从EnemySprite子节点获取RigidBody2D
  483. const enemySprite = enemy.getChildByName('EnemySprite');
  484. if (!enemySprite) {
  485. console.error('[EnemyController] resumeAllEnemies: 未找到EnemySprite子节点');
  486. continue;
  487. }
  488. const rigidBody = enemySprite.getComponent(RigidBody2D);
  489. if (rigidBody) {
  490. // 恢复敌人运动
  491. rigidBody.wakeUp();
  492. rigidBody.linearVelocity = savedState.velocity;
  493. rigidBody.angularVelocity = savedState.angularVelocity;
  494. }
  495. }
  496. // 恢复EnemyInstance组件
  497. const enemyInstance = enemy.getComponent('EnemyInstance');
  498. if (enemyInstance && typeof (enemyInstance as any).resume === 'function') {
  499. (enemyInstance as any).resume();
  500. }
  501. // 恢复敌人AI组件
  502. const enemyAI = enemy.getComponent('EnemyAI');
  503. if (enemyAI && typeof (enemyAI as any).resume === 'function') {
  504. (enemyAI as any).resume();
  505. }
  506. // 恢复敌人动画
  507. const animation = enemy.getComponent('Animation');
  508. if (animation && typeof (animation as any).resume === 'function') {
  509. (animation as any).resume();
  510. }
  511. }
  512. // 清空保存的状态
  513. this.pausedEnemyStates.clear();
  514. }
  515. // 计算游戏区域边界
  516. private calculateGameBounds() {
  517. const gameArea = find('Canvas/GameLevelUI/GameArea');
  518. if (!gameArea) {
  519. return;
  520. }
  521. const uiTransform = gameArea.getComponent(UITransform);
  522. if (!uiTransform) {
  523. return;
  524. }
  525. const worldPos = gameArea.worldPosition;
  526. const width = uiTransform.width;
  527. const height = uiTransform.height;
  528. this.gameBounds = {
  529. left: worldPos.x - width / 2,
  530. right: worldPos.x + width / 2,
  531. top: worldPos.y + height / 2,
  532. bottom: worldPos.y - height / 2
  533. };
  534. }
  535. // 查找墙体节点
  536. private findWallNodes() {
  537. const gameArea = find('Canvas/GameLevelUI/GameArea');
  538. if (gameArea) {
  539. this.wallNodes = [];
  540. for (let i = 0; i < gameArea.children.length; i++) {
  541. const child = gameArea.children[i];
  542. if (child.name.includes('Wall') || child.name.includes('wall') || child.name.includes('墙')) {
  543. this.wallNodes.push(child);
  544. }
  545. }
  546. }
  547. }
  548. /**
  549. * 查找墙体组件
  550. */
  551. private findWallComponent() {
  552. // 查找墙体节点上的Wall组件
  553. for (const wallNode of this.wallNodes) {
  554. this.wallComponent = wallNode.getComponent(Wall);
  555. if (this.wallComponent) {
  556. break;
  557. }
  558. }
  559. }
  560. // 移除 initWallHealthDisplay 和 updateWallHealthDisplay 方法,这些现在由Wall组件处理
  561. // 确保enemyContainer节点存在
  562. ensureEnemyContainer() {
  563. // 如果已经通过拖拽设置了节点,直接使用
  564. if (this.enemyContainer && this.enemyContainer.isValid) {
  565. return;
  566. }
  567. // 尝试查找节点
  568. this.enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  569. if (this.enemyContainer) {
  570. return;
  571. }
  572. // 如果找不到,创建新节点
  573. const gameLevelUI = find('Canvas/GameLevelUI');
  574. if (!gameLevelUI) {
  575. console.error('找不到GameLevelUI节点,无法创建enemyContainer');
  576. return;
  577. }
  578. this.enemyContainer = new Node('enemyContainer');
  579. gameLevelUI.addChild(this.enemyContainer);
  580. if (!this.enemyContainer.getComponent(UITransform)) {
  581. this.enemyContainer.addComponent(UITransform);
  582. }
  583. }
  584. // 游戏开始
  585. startGame() {
  586. // 游戏状态检查现在通过事件系统处理
  587. this.gameStarted = true;
  588. // 确保enemyContainer节点存在
  589. this.ensureEnemyContainer();
  590. // 确保先取消之前的定时器,避免重复调度
  591. this.unschedule(this.spawnEnemy);
  592. // 播放游戏开始音效
  593. Audio.playUISound('data/弹球音效/start zombie');
  594. // 立即生成第一个敌人,与音效同步
  595. this.spawnEnemy();
  596. // 然后按间隔生成后续敌人
  597. this.schedule(this.spawnEnemy, this.spawnInterval);
  598. // 触发敌人生成开始事件
  599. const eventBus = EventBus.getInstance();
  600. eventBus.emit(GameEvents.ENEMY_SPAWNING_STARTED);
  601. }
  602. // 游戏结束
  603. stopGame(clearEnemies: boolean = true) {
  604. this.gameStarted = false;
  605. // 停止生成敌人
  606. this.unschedule(this.spawnEnemy);
  607. // 触发敌人生成停止事件
  608. const eventBus = EventBus.getInstance();
  609. eventBus.emit(GameEvents.ENEMY_SPAWNING_STOPPED);
  610. // 只有在指定时才清除所有敌人
  611. if (clearEnemies) {
  612. // 清除敌人,在重置状态时不触发事件,避免错误的游戏成功判定
  613. this.clearAllEnemies(false);
  614. }
  615. }
  616. // 生成敌人
  617. async spawnEnemy() {
  618. if (!this.gameStarted || !this.enemyPrefab) {
  619. return;
  620. }
  621. // 游戏状态检查现在通过事件系统处理
  622. // 检查是否已达到当前波次的敌人生成上限
  623. if (this.currentWaveEnemiesSpawned >= this.currentWaveTotalEnemies) {
  624. this.unschedule(this.spawnEnemy); // 停止定时生成
  625. return;
  626. }
  627. // 随机选择从Line1或Line2生成
  628. const fromTop = Math.random() > 0.5;
  629. // 实例化敌人
  630. const enemy = instantiate(this.enemyPrefab) as Node;
  631. enemy.name = 'Enemy'; // 确保敌人节点名称为Enemy
  632. // 添加到场景中
  633. const enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  634. if (!enemyContainer) {
  635. return;
  636. }
  637. enemyContainer.addChild(enemy);
  638. // 根据随机选择生成在对应线上的随机位置
  639. const lineName = fromTop ? 'Line1' : 'Line2';
  640. const lineNode = enemyContainer.getChildByName(lineName);
  641. if (!lineNode) {
  642. console.warn(`[EnemyController] 未找到 ${lineName} 节点,取消本次敌人生成`);
  643. enemy.destroy();
  644. return;
  645. }
  646. // 在对应线上随机 X 坐标
  647. const spawnWorldX = this.gameBounds.left + Math.random() * (this.gameBounds.right - this.gameBounds.left);
  648. const spawnWorldY = lineNode.worldPosition.y;
  649. // 根据生成位置计算漂移目标位置
  650. let driftWorldX = spawnWorldX;
  651. let driftWorldY = spawnWorldY;
  652. // 获取漂移目标线节点
  653. let targetLineNode: Node = null;
  654. if (fromTop) {
  655. // 从Line1生成,漂移到Line5
  656. targetLineNode = this.line5Node || enemyContainer.getChildByName('Line5');
  657. console.log(`[EnemyController] 从Line1生成敌人,查找Line5节点: this.line5Node=${!!this.line5Node}, 通过名称查找=${!!enemyContainer.getChildByName('Line5')}`);
  658. } else {
  659. // 从Line2生成,漂移到Line6
  660. targetLineNode = this.line6Node || enemyContainer.getChildByName('Line6');
  661. console.log(`[EnemyController] 从Line2生成敌人,查找Line6节点: this.line6Node=${!!this.line6Node}, 通过名称查找=${!!enemyContainer.getChildByName('Line6')}`);
  662. }
  663. if (targetLineNode && targetLineNode.isValid) {
  664. // 使用目标线的Y坐标作为漂移目标
  665. driftWorldY = targetLineNode.worldPosition.y;
  666. console.log(`[EnemyController] 使用新逻辑:目标线节点找到`);
  667. console.log(`[EnemyController] 节点名称: ${targetLineNode.name}`);
  668. console.log(`[EnemyController] 本地坐标Y: ${targetLineNode.position.y}`);
  669. console.log(`[EnemyController] 世界坐标Y: ${targetLineNode.worldPosition.y}`);
  670. console.log(`[EnemyController] 漂移目标Y坐标: ${driftWorldY}`);
  671. } else {
  672. console.log(`[EnemyController] 目标线节点未找到或无效,使用旧逻辑(屏幕边界)`);
  673. // 如果找不到目标线节点,回退到原来的屏幕边界逻辑
  674. const canvas = find('Canvas');
  675. if (canvas) {
  676. const canvasUI = canvas.getComponent(UITransform);
  677. if (canvasUI) {
  678. const screenHeight = canvasUI.height;
  679. const canvasWorldPos = canvas.worldPosition;
  680. if (fromTop) {
  681. // 从Line1生成,漂移到屏幕上边界位置-30px
  682. const screenTop = canvasWorldPos.y + screenHeight / 2;
  683. driftWorldY = screenTop - 30;
  684. console.log(`[EnemyController] 旧逻辑:从Line1漂移到屏幕上边界,Y坐标: ${driftWorldY}`);
  685. } else {
  686. // 从Line2生成,漂移到屏幕下边界位置+30px
  687. const screenBottom = canvasWorldPos.y - screenHeight / 2;
  688. driftWorldY = screenBottom + 30;
  689. console.log(`[EnemyController] 旧逻辑:从Line2漂移到屏幕下边界,Y坐标: ${driftWorldY}`);
  690. }
  691. }
  692. }
  693. }
  694. // 设置初始位置(线上的位置)
  695. const initialWorldPos = new Vec3(spawnWorldX, spawnWorldY, 0);
  696. const initialLocalPos = enemyContainer.getComponent(UITransform).convertToNodeSpaceAR(initialWorldPos);
  697. enemy.position = initialLocalPos;
  698. // 记录漂移目标位置(墙体附近的位置)
  699. const driftWorldPos = new Vec3(driftWorldX, driftWorldY, 0);
  700. // === 根据配置设置敌人 ===
  701. // 检查是否已经存在EnemyInstance组件,避免重复添加
  702. let enemyComp = enemy.getComponent(EnemyInstance);
  703. if (!enemyComp) {
  704. enemyComp = enemy.addComponent(EnemyInstance);
  705. }
  706. // 确保敌人数据库已加载
  707. await EnemyInstance.loadEnemyDatabase();
  708. let enemyConfig: EnemyConfig = null;
  709. let enemyId: string = null;
  710. if (this.configManager && this.configManager.isConfigLoaded()) {
  711. // 优先使用当前波次配置中的敌人类型
  712. if (this.currentWaveEnemyConfigs.length > 0) {
  713. // 修复:根据每种敌人的count配置来选择敌人类型,而不是简单的循环选择
  714. let selectedEnemyType = null;
  715. let cumulativeCount = 0;
  716. for (const enemyTypeConfig of this.currentWaveEnemyConfigs) {
  717. cumulativeCount += enemyTypeConfig.count || 1;
  718. if (this.currentWaveEnemiesSpawned < cumulativeCount) {
  719. selectedEnemyType = enemyTypeConfig;
  720. break;
  721. }
  722. }
  723. if (selectedEnemyType) {
  724. const enemyType = selectedEnemyType.enemyType || selectedEnemyType;
  725. enemyId = enemyType;
  726. console.log(`[EnemyController] 使用敌人类型: ${enemyType} 作为敌人ID (已生成: ${this.currentWaveEnemiesSpawned})`);
  727. enemyConfig = this.configManager.getEnemyById(enemyId) || this.configManager.getRandomEnemy();
  728. } else {
  729. // 如果超出了配置的敌人数量,使用随机敌人
  730. enemyConfig = this.configManager.getRandomEnemy();
  731. enemyId = enemyConfig?.id || 'normal_zombie';
  732. console.warn(`[EnemyController] 超出配置的敌人数量,使用随机敌人: ${enemyId}`);
  733. }
  734. } else {
  735. enemyConfig = this.configManager.getRandomEnemy();
  736. enemyId = enemyConfig?.id || 'normal_zombie';
  737. }
  738. }
  739. // 计算最终血量倍率(关卡 × 波次)
  740. const finalHealthMultiplier = await this.calculateFinalHealthMultiplier();
  741. if (enemyConfig && enemyId) {
  742. try {
  743. const cfgComp = enemy.addComponent(EnemyComponent);
  744. cfgComp.enemyConfig = enemyConfig;
  745. cfgComp.spawner = this;
  746. } catch (error) {
  747. console.error(`[EnemyController] 添加EnemyComponent失败:`, error);
  748. }
  749. // 使用EnemyInstance的新配置系统
  750. try {
  751. // 设置敌人配置
  752. enemyComp.setEnemyConfig(enemyId);
  753. // 应用血量倍率
  754. const baseHealth = enemyComp.health || this.defaultHealth;
  755. const finalHealth = Math.round(baseHealth * finalHealthMultiplier);
  756. enemyComp.health = finalHealth;
  757. enemyComp.maxHealth = finalHealth;
  758. console.log(`[EnemyController] 敌人 ${enemyId} 配置已应用,血量: ${finalHealth} (最终倍率: ${finalHealthMultiplier})`);
  759. } catch (error) {
  760. console.error(`[EnemyController] 应用敌人配置时出错:`, error);
  761. // 使用默认值
  762. const finalHealth = Math.round(this.defaultHealth * finalHealthMultiplier);
  763. enemyComp.health = finalHealth;
  764. enemyComp.maxHealth = finalHealth;
  765. enemyComp.speed = this.defaultEnemySpeed;
  766. enemyComp.attackPower = this.defaultAttackPower;
  767. }
  768. // 加载动画
  769. this.loadEnemyAnimation(enemy, enemyConfig);
  770. } else {
  771. // 使用默认配置
  772. try {
  773. enemyComp.setEnemyConfig('normal_zombie'); // 默认敌人类型
  774. const baseHealth = enemyComp.health || this.defaultHealth;
  775. const finalHealth = Math.round(baseHealth * finalHealthMultiplier);
  776. enemyComp.health = finalHealth;
  777. enemyComp.maxHealth = finalHealth;
  778. } catch (error) {
  779. console.error(`[EnemyController] 应用默认敌人配置时出错:`, error);
  780. // 使用硬编码默认值
  781. const finalHealth = Math.round(this.defaultHealth * finalHealthMultiplier);
  782. enemyComp.health = finalHealth;
  783. enemyComp.maxHealth = finalHealth;
  784. enemyComp.speed = this.defaultEnemySpeed;
  785. enemyComp.attackPower = this.defaultAttackPower;
  786. }
  787. }
  788. // 额外的属性设置
  789. enemyComp.spawnFromTop = fromTop;
  790. enemyComp.targetFence = fromTop ?
  791. find('Canvas/GameLevelUI/GameArea/TopFence') :
  792. find('Canvas/GameLevelUI/GameArea/BottomFence');
  793. // 设置漂移目标位置(墙体附近的位置)
  794. enemyComp.driftTargetPosition = driftWorldPos.clone();
  795. // 计算墙体上的随机目标位置
  796. if (enemyComp.targetFence && enemyComp.targetFence.isValid) {
  797. const fenceWorldPos = enemyComp.targetFence.worldPosition.clone();
  798. const fenceTransform = enemyComp.targetFence.getComponent(UITransform);
  799. if (fenceTransform) {
  800. // 在墙体宽度范围内随机选择X坐标
  801. const fenceWidth = fenceTransform.width;
  802. const randomX = fenceWorldPos.x + (Math.random() - 0.5) * fenceWidth * 0.8; // 0.8是为了避免太靠近边缘
  803. enemyComp.targetPosition = new Vec3(randomX, fenceWorldPos.y, fenceWorldPos.z);
  804. } else {
  805. // 如果无法获取墙体尺寸,使用墙体中心位置
  806. enemyComp.targetPosition = fenceWorldPos;
  807. }
  808. }
  809. enemyComp.movingDirection = Math.random() > 0.5 ? 1 : -1;
  810. enemyComp.targetY = fromTop ?
  811. this.gameBounds.top - 50 :
  812. this.gameBounds.bottom + 50;
  813. enemyComp.changeDirectionTime = 0;
  814. enemyComp.controller = this;
  815. // 更新敌人血量显示
  816. enemyComp.updateHealthDisplay();
  817. // 添加到活跃敌人列表
  818. this.activeEnemies.push(enemy);
  819. // 增加已生成敌人计数
  820. this.currentWaveEnemiesSpawned++;
  821. // 生成敌人时不更新敌人数量显示,避免重置计数
  822. }
  823. // 清除所有敌人
  824. clearAllEnemies(triggerEvents: boolean = true) {
  825. // 设置清理标志,阻止清理过程中触发游戏胜利判断
  826. if (!triggerEvents) {
  827. this.isClearing = true;
  828. }
  829. // 如果不触发事件,先暂时禁用 notifyEnemyDead 方法
  830. const originalNotifyMethod = this.notifyEnemyDead;
  831. if (!triggerEvents) {
  832. // 临时替换为空函数
  833. this.notifyEnemyDead = () => {};
  834. }
  835. for (const enemy of this.activeEnemies) {
  836. if (enemy && enemy.isValid) {
  837. enemy.destroy();
  838. }
  839. }
  840. // 恢复原来的方法
  841. if (!triggerEvents) {
  842. this.notifyEnemyDead = originalNotifyMethod;
  843. }
  844. this.activeEnemies = [];
  845. // 重置清理标志
  846. if (!triggerEvents) {
  847. this.isClearing = false;
  848. }
  849. // 清除敌人时不更新敌人数量显示,避免重置计数
  850. }
  851. // 获取所有活跃的敌人
  852. getActiveEnemies(): Node[] {
  853. // 过滤掉已经无效的敌人
  854. this.activeEnemies = this.activeEnemies.filter(enemy => enemy && enemy.isValid);
  855. return this.activeEnemies;
  856. }
  857. // 获取当前敌人数量
  858. getCurrentEnemyCount(): number {
  859. return this.getActiveEnemies().length;
  860. }
  861. // 获取最近的敌人节点(排除漂移状态的敌人)
  862. public getNearestEnemy(fromPosition: Vec3): Node | null {
  863. const enemies = this.getActiveEnemies();
  864. if (enemies.length === 0) return null;
  865. // 过滤掉漂移状态和不可攻击(隐身等状态)的敌人
  866. const attackStateManager = EnemyAttackStateManager.getInstance();
  867. const nonDriftingEnemies = enemies.filter(enemy => {
  868. const enemyInstance = enemy.getComponent('EnemyInstance') as any;
  869. const notDrifting = !enemyInstance || !enemyInstance.isDrifting();
  870. const attackable = attackStateManager ? attackStateManager.isEnemyAttackable(enemy) : true;
  871. return notDrifting && attackable;
  872. });
  873. if (nonDriftingEnemies.length === 0) return null;
  874. let nearestEnemy: Node = null;
  875. let nearestDistance = Infinity;
  876. for (const enemy of nonDriftingEnemies) {
  877. const distance = Vec3.distance(fromPosition, enemy.worldPosition);
  878. if (distance < nearestDistance) {
  879. nearestDistance = distance;
  880. nearestEnemy = enemy;
  881. }
  882. }
  883. return nearestEnemy;
  884. }
  885. // 检查是否有活跃敌人(排除漂移状态的敌人)
  886. public hasActiveEnemies(): boolean {
  887. const activeEnemies = this.getActiveEnemies();
  888. // 过滤掉漂移状态的敌人
  889. const nonDriftingEnemies = activeEnemies.filter(enemy => {
  890. const enemyInstance = enemy.getComponent('EnemyInstance') as any;
  891. return !enemyInstance || !enemyInstance.isDrifting();
  892. });
  893. return nonDriftingEnemies.length > 0;
  894. }
  895. // 调试方法:检查enemyContainer中的实际敌人节点
  896. private debugEnemyContainer() {
  897. const enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  898. if (!enemyContainer) {
  899. return;
  900. }
  901. let enemyNodeCount = 0;
  902. enemyContainer.children.forEach((child, index) => {
  903. if (child.name === 'Enemy' || child.name.includes('Enemy')) {
  904. enemyNodeCount++;
  905. }
  906. });
  907. }
  908. // 调试方法:强制清理无效敌人引用
  909. public debugCleanupEnemies() {
  910. const beforeCount = this.activeEnemies.length;
  911. this.activeEnemies = this.activeEnemies.filter(enemy => enemy && enemy.isValid);
  912. const afterCount = this.activeEnemies.length;
  913. return afterCount;
  914. }
  915. // 获取游戏是否已开始状态
  916. public isGameStarted(): boolean {
  917. return this.gameStarted;
  918. }
  919. // 暂停生成敌人
  920. public pauseSpawning(): void {
  921. if (this.gameStarted) {
  922. this.unschedule(this.spawnEnemy);
  923. // 触发敌人生成停止事件
  924. const eventBus = EventBus.getInstance();
  925. eventBus.emit(GameEvents.ENEMY_SPAWNING_STOPPED);
  926. }
  927. }
  928. // 恢复生成敌人
  929. public resumeSpawning(): void {
  930. // 游戏状态检查现在通过事件系统处理
  931. if (!this.gameStarted) {
  932. return;
  933. }
  934. // 检查是否已达到当前波次的敌人生成上限
  935. if (this.currentWaveEnemiesSpawned >= this.currentWaveTotalEnemies) {
  936. return;
  937. }
  938. // 确保先取消之前的定时器,避免重复调度
  939. this.unschedule(this.spawnEnemy);
  940. this.schedule(this.spawnEnemy, this.spawnInterval);
  941. // 触发敌人生成开始事件
  942. const eventBus = EventBus.getInstance();
  943. eventBus.emit(GameEvents.ENEMY_SPAWNING_STARTED);
  944. }
  945. // 敌人受到伤害
  946. damageEnemy(enemy: Node, damage: number, isCritical: boolean = false) {
  947. if (!enemy || !enemy.isValid) return;
  948. // 游戏状态检查现在通过事件系统处理
  949. // 获取敌人组件
  950. const enemyComp = enemy.getComponent(EnemyInstance);
  951. if (!enemyComp) return;
  952. // 检查是否可攻击(隐身等状态不可被攻击)
  953. const attackStateManager = EnemyAttackStateManager.getInstance();
  954. if (attackStateManager && !attackStateManager.isEnemyAttackable(enemy)) {
  955. console.log(`[EnemyController] 敌人不可攻击,跳过伤害: ${enemy.name}`);
  956. return;
  957. }
  958. // 减少敌人血量
  959. enemyComp.takeDamage(damage, isCritical);
  960. // 检查敌人是否死亡
  961. if (enemyComp.health <= 0) {
  962. // 从活跃敌人列表中移除
  963. const index = this.activeEnemies.indexOf(enemy);
  964. if (index !== -1) {
  965. this.activeEnemies.splice(index, 1);
  966. }
  967. // 清理敌人身上的所有灼烧效果,防止定时器继续运行
  968. try {
  969. const burnEffect = enemy.getComponent(BurnEffect);
  970. if (burnEffect) {
  971. console.log(`[EnemyController] 清理敌人身上的灼烧效果`);
  972. // 先停止灼烧效果,再移除组件
  973. burnEffect.stopBurnEffect();
  974. enemy.removeComponent(BurnEffect);
  975. }
  976. } catch (error) {
  977. console.warn(`[EnemyController] 清理灼烧效果时出错:`, error);
  978. }
  979. // 敌人死亡时不在这里更新数量显示,由GameManager统一管理
  980. // 延迟销毁敌人,避免在物理碰撞监听器中直接销毁导致的刚体激活错误
  981. this.scheduleOnce(() => {
  982. if (enemy && enemy.isValid) {
  983. enemy.destroy();
  984. }
  985. }, 0);
  986. }
  987. }
  988. // 墙体受到伤害 - 现在委托给Wall组件
  989. damageWall(damage: number) {
  990. if (this.wallComponent) {
  991. this.wallComponent.takeDamage(damage);
  992. } else {
  993. console.warn('[EnemyController] 墙体组件未找到,无法处理伤害');
  994. }
  995. }
  996. // 游戏结束
  997. gameOver() {
  998. // 停止游戏,但不清除敌人
  999. this.stopGame(false);
  1000. // 通过事件系统触发游戏失败
  1001. const eventBus = EventBus.getInstance();
  1002. eventBus.emit(GameEvents.GAME_DEFEAT);
  1003. }
  1004. update(dt: number) {
  1005. if (!this.gameStarted) return;
  1006. // 更新所有敌人
  1007. for (let i = this.activeEnemies.length - 1; i >= 0; i--) {
  1008. const enemy = this.activeEnemies[i];
  1009. if (!enemy || !enemy.isValid) {
  1010. this.activeEnemies.splice(i, 1);
  1011. continue;
  1012. }
  1013. // 敌人更新由各自的组件处理
  1014. // 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
  1015. // 敌人的攻击逻辑已经在EnemyInstance中处理
  1016. }
  1017. }
  1018. public getCurrentWallHealth(): number {
  1019. return this.wallComponent ? this.wallComponent.getCurrentHealth() : 0;
  1020. }
  1021. public forceEnemyAttack() {
  1022. const activeEnemies = this.getActiveEnemies();
  1023. for (const enemy of activeEnemies) {
  1024. const enemyComp = enemy.getComponent(EnemyInstance);
  1025. if (enemyComp) {
  1026. // 直接调用damageWall方法进行测试
  1027. this.damageWall(enemyComp.attackPower);
  1028. }
  1029. }
  1030. }
  1031. /** 供 EnemyInstance 在 onDestroy 中调用 */
  1032. public notifyEnemyDead(enemyNode?: Node) {
  1033. // 如果正在清理敌人,不触发任何游戏事件
  1034. if (this.isClearing) {
  1035. if (enemyNode) {
  1036. const idx = this.activeEnemies.indexOf(enemyNode);
  1037. if (idx !== -1) {
  1038. this.activeEnemies.splice(idx, 1);
  1039. }
  1040. }
  1041. return;
  1042. }
  1043. if (enemyNode) {
  1044. const idx = this.activeEnemies.indexOf(enemyNode);
  1045. if (idx !== -1) {
  1046. this.activeEnemies.splice(idx, 1);
  1047. } else {
  1048. console.log(`[EnemyController] 警告:尝试移除的敌人不在activeEnemies数组中!`);
  1049. }
  1050. // 移除EnemyController内部的击杀计数,统一由GameManager管理
  1051. // this.currentWaveEnemiesKilled++;
  1052. // 敌人死亡通知时不更新数量显示,由GameManager统一管理
  1053. }
  1054. // 直接通过事件总线发送ENEMY_KILLED事件,避免通过GamePause的双重调用
  1055. const eventBus = EventBus.getInstance();
  1056. eventBus.emit('ENEMY_KILLED');
  1057. }
  1058. /**
  1059. * 加载敌人骨骼动画
  1060. */
  1061. private loadEnemyAnimation(enemyNode: Node, enemyConfig: EnemyConfig) {
  1062. console.log(`[EnemyController] 开始加载敌人动画,敌人ID: ${enemyConfig?.id}, 敌人名称: ${enemyConfig?.name}`);
  1063. if (!enemyConfig || !enemyConfig.visualConfig) {
  1064. console.warn('[EnemyController] 敌人配置或视觉配置缺失,使用默认动画');
  1065. return;
  1066. }
  1067. let spinePath: string | undefined = enemyConfig.visualConfig?.spritePath;
  1068. console.log(`[EnemyController] 敌人 ${enemyConfig.id} 的spritePath: ${spinePath}`);
  1069. if (!spinePath) {
  1070. console.warn('[EnemyController] 敌人精灵路径缺失');
  1071. return;
  1072. }
  1073. if (spinePath.startsWith('@EnemyAni')) {
  1074. spinePath = spinePath.replace('@EnemyAni', 'Animation/EnemyAni');
  1075. }
  1076. if (spinePath.startsWith('@')) {
  1077. spinePath = spinePath.substring(1);
  1078. }
  1079. // 对于Animation/EnemyAni路径,需要添加子目录和文件名
  1080. // 例如:Animation/EnemyAni/007 -> Animation/EnemyAni/007/007
  1081. if (spinePath.startsWith('Animation/EnemyAni/')) {
  1082. const parts = spinePath.split('/');
  1083. if (parts.length === 3) {
  1084. const animId = parts[2];
  1085. spinePath = `${spinePath}/${animId}`;
  1086. }
  1087. }
  1088. // 移除Animation/前缀,因为BundleLoader会从Bundle中加载
  1089. if (spinePath.startsWith('Animation/')) {
  1090. spinePath = spinePath.replace('Animation/', '');
  1091. }
  1092. console.log(`[EnemyController] 最终加载路径: ${spinePath}`);
  1093. // 优先使用预加载的资源
  1094. let skeletonData = this.resourcePreloader.getPreloadedEnemyAnimation(spinePath);
  1095. if (skeletonData) {
  1096. console.log(`[EnemyController] 使用预加载的敌人动画: ${spinePath}`);
  1097. this.applySkeletonData(enemyNode, enemyConfig, skeletonData);
  1098. } else {
  1099. console.log(`[EnemyController] 预加载资源未找到,动态加载: ${spinePath}`);
  1100. BundleLoader.loadSkeletonData(spinePath).then((dynamicSkeletonData) => {
  1101. if (!dynamicSkeletonData) {
  1102. console.warn(`加载敌人Spine动画失败: ${spinePath}`);
  1103. return;
  1104. }
  1105. this.applySkeletonData(enemyNode, enemyConfig, dynamicSkeletonData);
  1106. });
  1107. }
  1108. }
  1109. /**
  1110. * 应用骨骼动画数据到敌人节点
  1111. */
  1112. private applySkeletonData(enemyNode: Node, enemyConfig: EnemyConfig, skeletonData: any) {
  1113. // 获取EnemySprite子节点
  1114. const enemySprite = enemyNode.getChildByName('EnemySprite');
  1115. if (!enemySprite) {
  1116. console.error('[EnemyController] 未找到EnemySprite子节点,无法设置骨骼动画');
  1117. return;
  1118. }
  1119. let skeleton = enemySprite.getComponent(sp.Skeleton);
  1120. if (!skeleton) {
  1121. skeleton = enemySprite.addComponent(sp.Skeleton);
  1122. }
  1123. skeleton.skeletonData = skeletonData;
  1124. const anims = enemyConfig.visualConfig.animations;
  1125. const walkName = anims?.walk ?? 'walk';
  1126. const idleName = anims?.idle ?? 'idle';
  1127. if (skeleton.findAnimation(walkName)) {
  1128. skeleton.setAnimation(0, walkName, true);
  1129. } else if (skeleton.findAnimation(idleName)) {
  1130. skeleton.setAnimation(0, idleName, true);
  1131. } else {
  1132. console.warn(`[EnemyController] 未找到合适的动画,walk: ${walkName}, idle: ${idleName}`);
  1133. }
  1134. }
  1135. // 更新敌人数量显示
  1136. public updateEnemyCountLabel(killedCount?: number) {
  1137. if (!this.enemyCountLabelNode) {
  1138. console.warn('[EnemyController] enemyCountLabelNode 未找到,无法更新敌人数量显示');
  1139. return;
  1140. }
  1141. const label = this.enemyCountLabelNode.getComponent(Label);
  1142. if (label) {
  1143. // 计算剩余敌人数量:总数 - 击杀数量
  1144. let remaining: number;
  1145. if (killedCount !== undefined) {
  1146. // 使用传入的击杀数量计算剩余数量
  1147. remaining = Math.max(0, this.currentWaveTotalEnemies - killedCount);
  1148. } else {
  1149. // 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)
  1150. remaining = this.currentWaveTotalEnemies;
  1151. }
  1152. label.string = remaining.toString();
  1153. } else {
  1154. console.warn('[EnemyController] enemyCountLabelNode 上未找到 Label 组件');
  1155. }
  1156. }
  1157. public startWave(waveNum: number, totalWaves: number, totalEnemies: number, waveEnemyConfigs?: any[], waveHealthMultiplier?: number) {
  1158. this.currentWave = waveNum;
  1159. this.totalWaves = totalWaves;
  1160. this.currentWaveTotalEnemies = totalEnemies;
  1161. this.currentWaveEnemiesSpawned = 0; // 重置已生成敌人计数器
  1162. this.currentWaveEnemyConfigs = waveEnemyConfigs || []; // 存储当前波次的敌人配置
  1163. this.currentWaveHealthMultiplier = waveHealthMultiplier || 1.0; // 设置当前波次的血量系数
  1164. // 移除EnemyController内部的击杀计数重置,统一由GameManager管理
  1165. // this.currentWaveEnemiesKilled = 0;
  1166. // 修复问题1:根据波次配置设置生成间隔
  1167. if (this.currentWaveEnemyConfigs.length > 0) {
  1168. // 使用第一个敌人配置的spawnInterval,如果有多个配置可以取平均值或最小值
  1169. const firstEnemyConfig = this.currentWaveEnemyConfigs[0];
  1170. if (firstEnemyConfig && typeof firstEnemyConfig.spawnInterval === 'number') {
  1171. this.spawnInterval = firstEnemyConfig.spawnInterval;
  1172. console.log(`[EnemyController] 设置生成间隔为: ${this.spawnInterval}`);
  1173. }
  1174. }
  1175. console.log(`[EnemyController] 开始波次 ${waveNum}/${totalWaves},需要生成 ${totalEnemies} 个敌人`);
  1176. console.log(`[EnemyController] 波次敌人配置:`, this.currentWaveEnemyConfigs);
  1177. console.log(`[EnemyController] 当前生成间隔: ${this.spawnInterval}`);
  1178. this.updateWaveLabel();
  1179. this.updateEnemyCountLabel();
  1180. // 移除startWaveUI的隐藏,因为现在使用Toast预制体
  1181. // if (this.startWaveUI) this.startWaveUI.active = false;
  1182. }
  1183. private updateWaveLabel() {
  1184. // 更新当前波数显示
  1185. if (this.currentWaveNumberLabelNode) {
  1186. const currentLabel = this.currentWaveNumberLabelNode.getComponent(Label);
  1187. if (currentLabel) {
  1188. currentLabel.string = this.currentWave.toString();
  1189. } else {
  1190. console.warn('[EnemyController] currentWaveNumberLabelNode 上未找到 Label 组件');
  1191. }
  1192. } else {
  1193. console.warn('[EnemyController] currentWaveNumberLabelNode 未找到,无法更新当前波次标签');
  1194. }
  1195. // 更新总波数显示
  1196. if (this.totalWaveNumberLabelNode) {
  1197. const totalLabel = this.totalWaveNumberLabelNode.getComponent(Label);
  1198. if (totalLabel) {
  1199. totalLabel.string = this.totalWaves.toString();
  1200. } else {
  1201. console.warn('[EnemyController] totalWaveNumberLabelNode 上未找到 Label 组件');
  1202. }
  1203. } else {
  1204. console.warn('[EnemyController] totalWaveNumberLabelNode 未找到,无法更新总波次标签');
  1205. }
  1206. }
  1207. /** 显示每波开始提示,随后开启敌人生成 */
  1208. public showStartWavePromptUI(duration: number = 2) {
  1209. // 通过事件系统检查游戏是否已经结束
  1210. let gameOver = false;
  1211. EventBus.getInstance().emit(GameEvents.GAME_CHECK_OVER, (isOver: boolean) => {
  1212. gameOver = isOver;
  1213. });
  1214. if (gameOver) {
  1215. return;
  1216. }
  1217. // 暂停敌人生成,确保在Toast显示期间不会生成敌人
  1218. this.pauseSpawning();
  1219. // 使用事件机制显示Toast
  1220. const toastText = `第${this.currentWave}波敌人来袭!`;
  1221. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, {
  1222. message: toastText,
  1223. duration: duration
  1224. });
  1225. // 等待Toast消息播放结束后再开始生成敌人
  1226. if (duration > 0) {
  1227. this.scheduleOnce(() => {
  1228. // 再次检查游戏状态,确保游戏未结束
  1229. let gameOverCheck = false;
  1230. EventBus.getInstance().emit(GameEvents.GAME_CHECK_OVER, (isOver: boolean) => {
  1231. gameOverCheck = isOver;
  1232. });
  1233. if (gameOverCheck) {
  1234. return;
  1235. }
  1236. // Toast播放完毕,开始生成敌人
  1237. this.startGame();
  1238. }, duration);
  1239. } else {
  1240. // 如果duration为0,立即开始游戏
  1241. this.startGame();
  1242. }
  1243. }
  1244. /**
  1245. * 重置到初始状态
  1246. * 用于游戏重新开始时重置所有敌人相关状态
  1247. */
  1248. public resetToInitialState(): void {
  1249. // 停止游戏并清理所有敌人
  1250. this.stopGame(true);
  1251. // 重置波次信息
  1252. this.currentWave = 1;
  1253. this.totalWaves = 1;
  1254. this.currentWaveTotalEnemies = 0;
  1255. this.currentWaveEnemiesKilled = 0;
  1256. this.currentWaveEnemiesSpawned = 0;
  1257. this.currentWaveEnemyConfigs = [];
  1258. // 重置血量倍率
  1259. this.currentHealthMultiplier = 1.0;
  1260. this.currentWaveHealthMultiplier = 1.0;
  1261. // 清空暂停状态
  1262. this.pausedEnemyStates.clear();
  1263. // 重置UI显示
  1264. this.updateEnemyCountLabel();
  1265. this.updateWaveLabel();
  1266. }
  1267. /**
  1268. * 处理更新敌人计数事件
  1269. */
  1270. private onUpdateEnemyCountEvent(killedCount: number) {
  1271. this.updateEnemyCountLabel(killedCount);
  1272. }
  1273. /**
  1274. * 处理启动波次事件
  1275. */
  1276. private onStartWaveEvent(data: { wave: number; totalWaves: number; enemyCount: number; waveEnemyConfigs: any[]; healthMultiplier?: number }) {
  1277. this.startWave(data.wave, data.totalWaves, data.enemyCount, data.waveEnemyConfigs, data.healthMultiplier);
  1278. }
  1279. /**
  1280. * 处理启动游戏事件
  1281. */
  1282. private onStartGameEvent() {
  1283. this.startGame();
  1284. }
  1285. /**
  1286. * 处理显示波次提示事件
  1287. */
  1288. private onShowStartWavePromptEvent() {
  1289. this.showStartWavePromptUI();
  1290. }
  1291. onDestroy() {
  1292. // 清理事件监听
  1293. const eventBus = EventBus.getInstance();
  1294. eventBus.off(GameEvents.GAME_PAUSE, this.onGamePauseEvent, this);
  1295. eventBus.off(GameEvents.GAME_PAUSE_SKILL_SELECTION, this.onGamePauseEvent, this);
  1296. eventBus.off(GameEvents.GAME_PAUSE_BLOCK_SELECTION, this.onGamePauseEvent, this);
  1297. eventBus.off(GameEvents.GAME_RESUME, this.onGameResumeEvent, this);
  1298. eventBus.off(GameEvents.GAME_RESUME_SKILL_SELECTION, this.onGameResumeSkillSelectionEvent, this);
  1299. eventBus.off(GameEvents.GAME_RESUME_BLOCK_SELECTION, this.onGameResumeBlockSelectionEvent, this);
  1300. eventBus.off(GameEvents.GAME_SUCCESS, this.onGameEndEvent, this);
  1301. eventBus.off(GameEvents.GAME_DEFEAT, this.onGameEndEvent, this);
  1302. eventBus.off(GameEvents.CLEAR_ALL_GAME_OBJECTS, this.onClearAllGameObjectsEvent, this);
  1303. eventBus.off(GameEvents.CLEAR_ALL_ENEMIES, this.onClearAllEnemiesEvent, this);
  1304. eventBus.off(GameEvents.RESET_ENEMY_CONTROLLER, this.onResetEnemyControllerEvent, this);
  1305. // 清理新增的事件监听
  1306. eventBus.off(GameEvents.ENEMY_UPDATE_COUNT, this.onUpdateEnemyCountEvent, this);
  1307. eventBus.off(GameEvents.ENEMY_START_WAVE, this.onStartWaveEvent, this);
  1308. eventBus.off(GameEvents.ENEMY_START_GAME, this.onStartGameEvent, this);
  1309. eventBus.off(GameEvents.ENEMY_SHOW_START_WAVE_PROMPT, this.onShowStartWavePromptEvent, this);
  1310. // 清空状态
  1311. this.pausedEnemyStates.clear();
  1312. }
  1313. }