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- import { _decorator, Component, Node, Vec2, Vec3, RigidBody2D, Collider2D, Contact2DType, IPhysics2DContact, find, Prefab, instantiate, UITransform, resources, sp, JsonAsset, Sprite, SpriteFrame, math } from 'cc';
- import { JsonConfigLoader } from '../Core/JsonConfigLoader';
- import { BundleLoader } from '../Core/BundleLoader';
- import { BulletCount, BulletSpawnInfo } from './BulletEffects/BulletCount';
- import { BulletTrajectory } from './BulletEffects/BulletTrajectory';
- import { BulletHitEffect, HitResult } from './BulletEffects/BulletHitEffect';
- import { BulletLifecycle } from './BulletEffects/BulletLifecycle';
- import { BulletTrailController } from './BulletTrailController';
- import { EnemyAttackStateManager } from './EnemyAttackStateManager';
- import { ConfigManager, WeaponConfig, BulletCountConfig, BulletTrajectoryConfig, HitEffectConfig, BulletLifecycleConfig } from '../Core/ConfigManager';
- import EventBus,{ GameEvents } from '../Core/EventBus';
- import { PersistentSkillManager } from '../FourUI/SkillSystem/PersistentSkillManager';
- import { SkillManager } from './SkillSelection/SkillManager';
- import { SaveDataManager } from '../LevelSystem/SaveDataManager';
- import { WeaponInfo } from './BlockSelection/WeaponInfo';
- import { BlockInfo } from './BlockSelection/BlockInfo';
- const { ccclass, property } = _decorator;
- /**
- * WeaponBullet - 重构后的统一子弹控制器
- *
- * 整合四个子模块:
- * 1. BulletCount - 子弹数量控制
- * 2. BulletTrajectory - 弹道控制
- * 3. BulletHitEffect - 命中效果(可叠加)
- * 4. BulletLifecycle - 生命周期控制
- *
- * 从weapons.json读取配置并分发给各模块
- */
- export interface BulletInitData {
- weaponId: string; // 武器ID,用于查找配置
- firePosition: Vec3; // 发射位置
- direction?: Vec3; // 发射方向(可选)
- autoTarget?: boolean; // 是否自动瞄准
- weaponConfig?: WeaponConfig; // 直接传入的武器配置(优先级更高)
- weaponInfo?: WeaponInfo; // WeaponInfo组件实例(用于冷却管理等)
- blockInfo?: BlockInfo; // BlockInfo组件实例(用于获取稀有度等级)
- sourceBlock?: Node; // 发射源方块节点(用于回旋镖返回)
- }
- @ccclass('WeaponBullet')
- export class WeaponBullet extends Component {
- /* ========= 全局开关:是否允许生成子弹 ========= */
- private static shootingEnabled: boolean = true;
- public static setShootingEnabled(enable: boolean) {
- WeaponBullet.shootingEnabled = enable;
- }
- // 子弹组件
- private bulletTrajectory: BulletTrajectory = null;
- private bulletHitEffect: BulletHitEffect = null;
- private bulletLifecycle: BulletLifecycle = null;
- private bulletTrailController: BulletTrailController = null;
-
- // 武器配置和状态
- private weaponConfig: WeaponConfig = null;
- private weaponId: string = null; // 存储武器ID用于获取升级数据
- private weaponInfo: WeaponInfo = null; // WeaponInfo组件实例
- private blockInfo: BlockInfo = null; // BlockInfo组件实例
- private sourceBlock: Node = null; // 发射源方块节点(用于回旋镖返回)
- private isInitialized: boolean = false;
-
- // === 静态武器配置缓存 ===
- private static weaponsData: any = null;
-
- // === 自动旋转相关 ===
- private readonly _rotationSpeedDeg: number = 720; // 每秒旋转 720° (度)
- private readonly _rotationSpeedRad: number = 720 * Math.PI / 180; // 转换为弧度,用于物理角速度
- // === 方向偏移映射(使图片“前进方向”与运动方向一致)===
- // 默认这些图片的“上”为前进方向,所以与数学上的0度(向右)存在90度差异
- private readonly _orientationOffsetByWeapon: Record<string, number> = {
- 'sharp_carrot': -90,
- 'hot_pepper': -90,
- 'okra_missile': -90,
- 'mace_club': -90
- };
- private getOrientationOffset(): number {
- const id = this.weaponConfig?.id;
- if (!id) return 0;
- return this._orientationOffsetByWeapon[id] ?? 0;
- }
- private enableFacingSyncIfNeeded(): void {
- // shouldRotate === false 时,不做自旋;按即时速度方向对齐外观
- const shouldRotate = this.weaponConfig?.bulletConfig?.shouldRotate;
- if (shouldRotate === false) {
- const pelletNode = this.node.getChildByName('Pellet');
- const targetNode = pelletNode || this.node;
- const offset = this.getOrientationOffset();
- this.schedule((dt: number) => {
- if (!this.bulletTrajectory) return;
- const vel = this.bulletTrajectory.getCurrentVelocity();
- if (!vel || (Math.abs(vel.x) < 1e-4 && Math.abs(vel.y) < 1e-4)) return;
- const deg = math.toDegree(Math.atan2(vel.y, vel.x)) + offset;
- if (targetNode && targetNode.isValid) {
- targetNode.angle = deg;
- }
- }, 0);
- }
- }
- /**
- * 加载武器配置数据
- */
- public static async loadWeaponsData(): Promise<void> {
- if (WeaponBullet.weaponsData) {
- return;
- }
-
- try {
- const jsonConfigLoader = JsonConfigLoader.getInstance();
- const weaponData = await jsonConfigLoader.loadConfig('weapons');
-
- if (!weaponData) {
- throw new Error('武器配置文件内容为空');
- }
-
- WeaponBullet.weaponsData = weaponData;
- } catch (error) {
- console.error('[WeaponBullet] 武器配置文件加载失败:', error);
- throw error;
- }
- }
-
- /**
- * 根据武器ID获取配置
- */
- public static getWeaponConfig(weaponId: string): WeaponConfig | null {
- if (!WeaponBullet.weaponsData) {
- return null;
- }
-
- const weapons = WeaponBullet.weaponsData.weapons;
- const weapon = weapons.find((w: any) => w.id === weaponId);
-
- if (!weapon) {
- return null;
- }
-
- return weapon as WeaponConfig;
- }
-
- /**
- * 创建多发子弹
- */
- public static createBullets(initData: BulletInitData, bulletPrefab: Node): Node[] {
- // 关卡备战或其他情况下可关闭生成
- if (!WeaponBullet.shootingEnabled) return [];
- // 触发子弹创建请求事件
- const eventBus = EventBus.getInstance();
- eventBus.emit(GameEvents.BULLET_CREATE_REQUEST, { weaponId: initData.weaponId, position: initData.firePosition });
- // 通过事件系统检查是否可以发射子弹
- let canFire = true;
- eventBus.emit(GameEvents.BALL_FIRE_BULLET, { canFire: (result: boolean) => { canFire = result; } });
-
- if (!canFire) {
- return [];
- }
- // 获取武器配置
- const originalConfig = initData.weaponConfig || WeaponBullet.getWeaponConfig(initData.weaponId);
- if (!originalConfig) {
- return [];
- }
-
- // === 应用多重射击技能 ===
- const config = BulletCount.applyMultiShotSkill(originalConfig);
-
- // === 计算基础发射方向 ===
- let direction: Vec3;
- if (initData.direction) {
- direction = initData.direction.clone();
- } else if (initData.autoTarget) {
- // 通过事件系统获取最近敌人
- let nearestEnemy: Node = null;
- eventBus.emit(GameEvents.ENEMY_GET_NEAREST, {
- position: initData.firePosition,
- callback: (enemy: Node) => { nearestEnemy = enemy; }
- });
-
- if (nearestEnemy) {
- direction = nearestEnemy.worldPosition.clone().subtract(initData.firePosition).normalize();
- }
- // 自动瞄准未找到有效目标时,不发射子弹
- if (!direction) {
- console.log('[WeaponBullet] 自动瞄准未找到有效目标,取消发射子弹');
- return [];
- }
- } else {
- direction = new Vec3(1, 0, 0);
- }
-
- const spawnInfos = BulletCount.calculateBulletSpawns(
- config.bulletConfig.count,
- initData.firePosition,
- direction
- );
-
- const bullets: Node[] = [];
-
- // 为每个子弹创建实例
- for (const spawnInfo of spawnInfos) {
- const createBullet = () => {
- try {
- const bullet = instantiate(bulletPrefab);
-
- const weaponBullet = bullet.getComponent(WeaponBullet) || bullet.addComponent(WeaponBullet);
-
- // 初始化子弹
- weaponBullet.init({
- ...initData,
- firePosition: spawnInfo.position,
- direction: spawnInfo.direction,
- weaponConfig: config
- });
-
- return bullet;
- } catch (error) {
- console.error(`[WeaponBullet] 子弹创建失败:`, error);
- return null;
- }
- };
- // 处理延迟发射 - 对于burst模式,所有子弹都应该被创建并返回
- if (spawnInfo.delay > 0) {
- // 延迟发射:先创建子弹,然后延迟激活
- const bullet = createBullet();
- if (bullet) {
- // 先禁用子弹,延迟后再激活
- bullet.active = false;
- bullets.push(bullet);
- setTimeout(() => {
- if (bullet && bullet.isValid) {
- bullet.active = true;
- //console.log(`[WeaponBullet] 延迟子弹激活 - 延迟: ${spawnInfo.delay}ms`);
- }
- }, spawnInfo.delay);
- }
- } else {
- const bullet = createBullet();
- if (bullet) {
- bullets.push(bullet);
- }
- }
- }
-
- return bullets;
- }
-
- /**
- * 初始化子弹
- */
- public init(initData: BulletInitData) {
- // 通过事件系统检查游戏是否暂停,暂停时不初始化子弹
- let bulletFireEnabled = true;
- EventBus.getInstance().emit(GameEvents.BALL_FIRE_BULLET, { canFire: (result: boolean) => { bulletFireEnabled = result; } });
-
- if (!bulletFireEnabled) {
- // 立即销毁自己
- this.node.destroy();
- return;
- }
-
- // 验证初始化数据
- if (!WeaponBullet.validateInitData(initData)) {
- console.error('WeaponBullet.init: 初始化数据无效');
- this.node.destroy();
- return;
- }
-
- // 存储武器ID、WeaponInfo、BlockInfo和SourceBlock
- this.weaponId = initData.weaponId;
- this.weaponInfo = initData.weaponInfo || null;
- this.blockInfo = initData.blockInfo || null;
- this.sourceBlock = initData.sourceBlock || null;
-
- // 获取武器配置
- this.weaponConfig = initData.weaponConfig || WeaponBullet.getWeaponConfig(initData.weaponId);
- if (!this.weaponConfig) {
- console.error(`WeaponBullet.init: 无法找到武器配置 ${initData.weaponId}`);
- this.node.destroy();
- return;
- }
-
- // 应用技能加成计算运行时数值
- this.calculateRuntimeStats();
-
- // 使用世界坐标设置位置
- this.setPositionInGameArea(initData.firePosition);
-
- // 初始化各个组件
- this.initializeComponents(initData);
-
- // 设置子弹外观
- this.setupBulletSprite();
- // 设置子弹效果节点激活状态
- this.setupBulletEffectNodes();
-
- // 设置碰撞监听
- this.setupCollisionListener();
-
- // 启用 shouldRotate=false 时的速度朝向同步(对齐拖尾)
- this.enableFacingSyncIfNeeded();
-
- this.isInitialized = true;
- }
-
- /**
- * 在GameArea中设置位置
- */
- private setPositionInGameArea(worldPos: Vec3) {
- const gameArea = find('Canvas/GameLevelUI/GameArea');
- if (gameArea) {
- const gameAreaTransform = gameArea.getComponent(UITransform);
- if (gameAreaTransform) {
- const localPos = gameAreaTransform.convertToNodeSpaceAR(worldPos);
- this.node.position = localPos;
- }
- }
- }
-
- /**
- * 初始化各个组件
- */
- private initializeComponents(initData: BulletInitData) {
- const config = this.weaponConfig.bulletConfig;
-
- // 确保物理组件存在
- this.setupPhysics();
-
- // 初始化弹道组件
- this.bulletTrajectory = this.getComponent(BulletTrajectory) || this.addComponent(BulletTrajectory);
- const trajCfg: BulletTrajectoryConfig = { ...config.trajectory, speed: this.weaponConfig.stats.bulletSpeed };
-
- // 计算方向
- const direction = initData.direction || this.calculateDirection(initData.autoTarget);
-
- // 自动瞄准且未找到目标时,取消初始化子弹
- if (!direction && initData.autoTarget) {
- console.log('[WeaponBullet] 自动瞄准未找到目标,取消初始化子弹');
- this.node.destroy();
- return;
- }
-
- // === 根据发射方向调整朝向 ===
- // 说明:
- // - 当 shouldRotate !== false 时,保持父节点按发射方向旋转,并启用持续自旋转(原逻辑)。
- // - 当 shouldRotate === false 时,仅旋转 Pellet 子节点,避免父子叠加导致角度加倍。
- // - 对尖胡萝卜(sharp_carrot)应用图片朝向校正:以图片上方为正方向,发射时上方朝向发射方向,尖头沿轨迹。
- if (direction) {
- const deg = math.toDegree(Math.atan2(direction.y, direction.x));
- if (config.shouldRotate !== false) {
- // 父节点按发射方向对齐
- this.node.angle = deg;
- // 启用持续自旋转
- this.applyAutoRotation();
- } else {
- const pelletNode = this.node.getChildByName('Pellet');
- // 针对尖胡萝卜图片的朝向校正:图片默认“上”为正,需减去90度使“上”对齐发射方向
- const carrotOffset = (this.weaponConfig?.id === 'sharp_carrot') ? -90 : 0;
- const finalDeg = deg + carrotOffset;
- if (pelletNode) {
- pelletNode.angle = finalDeg;
- } else {
- // 若无Pellet子节点,退化为旋转父节点
- this.node.angle = finalDeg;
- }
- }
- }
-
- this.bulletTrajectory.init(
- trajCfg,
- direction,
- initData.firePosition,
- this.sourceBlock // 传递发射源方块节点
- );
-
- // --- 额外偏移 ---
- const dir = direction.clone().normalize();
- const spawnOffset = 30;
- if (!Number.isNaN(dir.x) && !Number.isNaN(dir.y)) {
- const newLocalPos = this.node.position.clone().add(new Vec3(dir.x * spawnOffset, dir.y * spawnOffset, 0));
- this.node.setPosition(newLocalPos);
- }
-
- // 初始化命中效果组件
- this.bulletHitEffect = this.getComponent(BulletHitEffect) || this.addComponent(BulletHitEffect);
- this.bulletHitEffect.init(config.hitEffects);
-
- // 传递默认特效路径
- if (this.bulletHitEffect && config.visual) {
- (this.bulletHitEffect as any).setDefaultEffects?.(config.visual.hitEffect, config.visual.trailEffect, (config.visual as any).burnEffect);
- }
-
- // 初始化生命周期组件
- this.bulletLifecycle = this.getComponent(BulletLifecycle) || this.addComponent(BulletLifecycle);
-
- // 为回旋镖类型的武器设置maxRange,如果配置中没有设置的话
- const lifecycleConfig = { ...config.lifecycle };
- if (lifecycleConfig.type === 'return_trip' && !lifecycleConfig.maxRange && this.weaponConfig.stats.range) {
- lifecycleConfig.maxRange = this.weaponConfig.stats.range;
- }
-
- this.bulletLifecycle.init(lifecycleConfig, initData.firePosition);
-
- // 设置碰撞监听
- this.setupCollisionListener();
-
- this.isInitialized = true;
- }
-
- /**
- * 设置物理组件
- */
- private setupPhysics() {
- const rigidBody = this.getComponent(RigidBody2D);
- if (rigidBody) {
- rigidBody.enabledContactListener = true;
- rigidBody.gravityScale = 0; // 由弹道组件控制重力
- rigidBody.linearDamping = 0;
- rigidBody.angularDamping = 0;
- rigidBody.allowSleep = false;
-
- // 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
- if (this.node.getChildByName('Pellet')) {
- rigidBody.fixedRotation = true;
- }
- }
-
- const collider = this.getComponent(Collider2D);
- if (collider) {
- collider.sensor = false;
- collider.on(Contact2DType.BEGIN_CONTACT, this.onHit, this);
- }
- }
-
- /**
- * 计算子弹方向
- */
- private calculateDirection(autoTarget: boolean = false): Vec3 | null {
- if (!autoTarget) {
- // 随机方向
- const angle = Math.random() * Math.PI * 2;
- return new Vec3(Math.cos(angle), Math.sin(angle), 0);
- }
-
- // 寻找最近敌人(使用静态工具函数)
- const nearestEnemy = WeaponBullet.findNearestEnemyGlobal(this.node.worldPosition);
- if (nearestEnemy) {
- const direction = nearestEnemy.worldPosition.clone()
- .subtract(this.node.worldPosition)
- .normalize();
- return direction;
- }
-
- // 自动瞄准模式下,无目标则返回 null,不再随机发射
- return null;
- }
-
- /**
- * 设置碰撞监听
- */
- private setupCollisionListener() {
- // 碰撞监听已在setupPhysics中设置
- }
-
- /**
- * 碰撞处理
- */
- private onHit(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
- if (!this.isInitialized) return;
-
- const otherNode = otherCollider.node;
- // Ignore collisions with other bullets (prevent friendly-fire between shotgun pellets)
- if (otherNode.getComponent(WeaponBullet)) {
- return; // Skip further processing if the collider is another bullet
- }
-
- // 检查是否命中敌人并触发事件
- let enemyRootNode: Node = null;
-
- // 检查是否碰撞到EnemySprite子节点
- if (otherNode.name === 'EnemySprite' && otherNode.parent) {
- // 如果碰撞到EnemySprite,获取其父节点(敌人根节点)
- const parentNode = otherNode.parent;
- if (parentNode.getComponent('EnemyInstance')) {
- enemyRootNode = parentNode;
- }
- }
- // 兼容旧的敌人检测逻辑(直接碰撞到敌人根节点)
- else if (otherNode.name.toLowerCase().includes('enemy') ||
- otherNode.name.toLowerCase().includes('敌人') ||
- otherNode.getComponent('EnemyInstance')) {
- enemyRootNode = otherNode;
- }
-
- if (enemyRootNode) {
- // 检查敌人是否处于漂移状态,如果是则不触发攻击
- const enemyInstance = enemyRootNode.getComponent('EnemyInstance') as any;
- if (enemyInstance && enemyInstance.isDrifting()) {
- console.log(`[WeaponBullet] 敌人 ${enemyRootNode.name} 正在漂移中,跳过子弹攻击`);
- return; // 漂移状态下不受到子弹攻击
- }
-
- // 使用EnemyAttackStateManager检查敌人是否可攻击(包括隐身状态)
- const attackStateManager = EnemyAttackStateManager.getInstance();
- if (!attackStateManager.isEnemyAttackable(enemyRootNode)) {
- console.log(`[WeaponBullet] 敌人 ${enemyRootNode.name} 不可攻击(可能处于隐身状态),跳过子弹攻击`);
- return; // 不可攻击状态下不受到子弹攻击
- }
-
- // 计算是否暴击
- const isCritical = Math.random() < this.getCritChance();
- const finalDamage = isCritical ? this.getFinalCritDamage() : this.getFinalDamage();
-
- // 若为爆炸类型子弹,则不在碰撞处直接结算一次伤害,避免与范围爆炸重复
- if (!this.bulletHitEffect || !this.bulletHitEffect.hasExplosionEffect()) {
- // 触发子弹命中敌人事件(非爆炸型)
- EventBus.getInstance().emit(GameEvents.BULLET_HIT_ENEMY, {
- enemyNode: enemyRootNode,
- damage: finalDamage,
- isCritical: isCritical,
- source: `WeaponBullet-${this.weaponConfig?.id || 'unknown'}`
- });
- }
- }
-
- // 获取碰撞世界坐标
- let contactWorldPos: Vec3 = null;
- if (contact && (contact as any).getWorldManifold) {
- const wm = (contact as any).getWorldManifold();
- if (wm && wm.points && wm.points.length > 0) {
- contactWorldPos = new Vec3(wm.points[0].x, wm.points[0].y, 0);
- }
- }
- if (!contactWorldPos) {
- contactWorldPos = otherNode.worldPosition.clone();
- }
-
- // 处理命中效果
- const hitResult: HitResult = this.bulletHitEffect.processHit(otherNode, contactWorldPos);
-
- // 通知生命周期组件发生命中(可能影响内部计数或阶段)
- if (this.bulletLifecycle) {
- this.bulletLifecycle.onHit(otherNode);
- }
- // 不直接销毁,交由 BulletLifecycle 自行处理
- // 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
- if (hitResult.shouldRicochet) {
- // 执行弹射逻辑:BulletHitEffect已经在processHit中处理了弹射方向改变
- // 这里不需要额外操作,弹射方向已经通过calculateRicochetDirection更新
- } else if (hitResult.shouldContinue) {
- // 这里需要实现子弹继续飞行的逻辑
- }
- }
-
- /**
- * 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)
- */
- private applyAutoRotation() {
- // 若存在子节点 Pellet,则只旋转 Pellet,容器保持角度不变
- const pelletNode = this.node.getChildByName('Pellet');
- if (pelletNode) {
- this.schedule((dt: number) => {
- pelletNode.angle += this._rotationSpeedDeg * dt;
- }, 0);
- return;
- }
- const rigidBody = this.getComponent(RigidBody2D);
- if (rigidBody) {
- rigidBody.angularVelocity = this._rotationSpeedRad; // 弧度/秒
- rigidBody.angularDamping = 0; // 无角阻尼,保持恒定旋转
- } else {
- // 如果没有刚体,退化为在 update 中手动旋转
- this.schedule((dt: number) => {
- this.node.angle += this._rotationSpeedDeg * dt;
- }, 0);
- }
- }
-
- /**
- * 获取武器配置
- */
- public getWeaponConfig(): WeaponConfig {
- return this.weaponConfig;
- }
-
- /**
- * 获取WeaponInfo组件实例
- */
- public getWeaponInfo(): WeaponInfo | null {
- return this.weaponInfo;
- }
-
- /**
- * 获取子弹状态信息
- */
- public getBulletStatus() {
- return {
- isInitialized: this.isInitialized,
- weaponName: this.weaponConfig?.name,
- trajectoryState: this.bulletTrajectory?.getState(),
- lifecycleState: this.bulletLifecycle?.getState(),
- hitStats: this.bulletHitEffect?.getHitStats()
- };
- }
-
- /**
- * 强制销毁子弹
- */
- public forceDestroy() {
- if (this.bulletLifecycle) {
- this.bulletLifecycle.forceDestroy();
- }
- }
-
- /**
- * 清理所有活跃的子弹 - 游戏重置时使用
- */
- public static clearAllBullets() {
- console.log('[WeaponBullet] 开始清理所有活跃子弹');
-
- // 查找GameArea节点,子弹都添加在这里
- const gameArea = find('Canvas/GameLevelUI/GameArea');
- if (!gameArea) {
- console.log('[WeaponBullet] 未找到GameArea节点');
- return;
- }
-
- let bulletCount = 0;
- const bulletsToDestroy: Node[] = [];
-
- // 遍历GameArea的所有子节点,查找WeaponBullet组件
- for (const child of gameArea.children) {
- if (child && child.isValid) {
- const weaponBullet = child.getComponent(WeaponBullet);
- if (weaponBullet) {
- bulletsToDestroy.push(child);
- bulletCount++;
- }
- }
- }
-
- // 销毁所有找到的子弹
- for (const bullet of bulletsToDestroy) {
- if (bullet && bullet.isValid) {
- bullet.destroy();
- }
- }
-
- console.log(`[WeaponBullet] 清理完成,共销毁 ${bulletCount} 个子弹`);
- }
-
- /**
- * 验证初始化数据
- */
- public static validateInitData(initData: BulletInitData): boolean {
- if (!initData) return false;
- if (!initData.weaponId && !initData.weaponConfig) return false;
- if (!initData.firePosition) return false;
-
- return true;
- }
-
- onDestroy() {
- // 清理事件监听
- const collider = this.getComponent(Collider2D);
- if (collider) {
- collider.off(Contact2DType.BEGIN_CONTACT, this.onHit, this);
- }
- // 取消所有调度器,避免旋转/朝向同步在销毁后继续运行
- this.unscheduleAllCallbacks();
- // 清理拖尾控制器
- if (this.bulletTrailController) {
- this.bulletTrailController.resetTrail();
- this.bulletTrailController = null;
- }
- }
-
- /**
- * 设置子弹的SpriteFrame,使其与方块武器 (WeaponBlock/B1/Weapon) 节点上的SpriteFrame 一致
- */
- private setupBulletSprite() {
- // 先尝试获取当前节点上的 Sprite 组件,若不存在则在子节点中查找
- const sprite: Sprite | null = this.getComponent(Sprite) || this.node.getComponentInChildren(Sprite);
- if (!sprite) {
- console.log("未找到Sprite组件");
- // 子弹预制体可能没有Sprite组件,直接返回
- return;
- }
- // 使用武器配置中的bulletConfig.visual.bulletImages字段获取子弹图像路径
- const bulletImagePath = this.weaponConfig?.bulletConfig?.visual?.bulletImages;
- if (!bulletImagePath) {
- console.log("未找到子弹图像配置 (bulletConfig.visual.bulletImages)");
- return;
- }
- // 转换路径格式,去除"images/"前缀
- const bundlePath = bulletImagePath.replace(/^images\//, '');
- const framePath = `${bundlePath}/spriteFrame`;
-
- // 使用BundleLoader从images Bundle加载SpriteFrame
- const bundleLoader = BundleLoader.getInstance();
- bundleLoader.loadSpriteFrame(framePath).then((spriteFrame) => {
- console.log("设置子弹外观");
- // Add comprehensive null safety checks before setting spriteFrame
- if (sprite && sprite.isValid &&
- this.node && this.node.isValid &&
- spriteFrame && spriteFrame.isValid) {
- sprite.spriteFrame = spriteFrame;
- console.log("设置子弹SpriteFrame成功");
- // === 子弹大小控制:保持prefab预设的大小 ===
- sprite.node.setScale(sprite.node.scale.x * 0.45, sprite.node.scale.y * 0.45, sprite.node.scale.z);
- }
- }).catch((err) => {
- console.error(`加载子弹SpriteFrame失败: ${err}`);
- });
- }
-
- /**
- * 设置子弹效果节点激活状态
- */
- private setupBulletEffectNodes() {
- // 查找Spine节点 - 现在所有武器都不使用Spine动画
- const spineNode = this.node.getChildByName('Spine');
- if (spineNode) {
- spineNode.active = false;
- }
-
- // 查找TrailEffect节点 - 武器都使用拖尾效果
- const trailEffectNode = this.node.getChildByName('TrailEffect');
- if (trailEffectNode) {
- trailEffectNode.active = true;
- // BulletTrailController 挂在容器节点上(PelletContainer),不是 TrailEffect 子节点
- const trailController = this.getComponent(BulletTrailController)
- || this.node.getComponentInChildren(BulletTrailController)
- || trailEffectNode.getComponent(BulletTrailController);
- if (trailController) {
- const id = this.weaponConfig?.id;
- if (id === 'okra_missile') {
- // 秋葵导弹专属拖尾:双层喷焰(边缘橙红,中心白色)
- if ((trailController as any).applyPresetRocketDualLayer) {
- (trailController as any).applyPresetRocketDualLayer();
- } else {
- // 回退到单层火焰色
- trailController.applyPresetRocket();
- }
- } else {
- // 默认:白色拖尾
- trailController.setTrailColor('white');
- }
- } else {
- console.warn('[WeaponBullet] 未找到 BulletTrailController,拖尾颜色无法按武器设置');
- }
- }
- }
-
- /**
- * 静态:根据给定世界坐标,寻找最近的敌人节点
- * 使用EnemyAttackStateManager进行高效查找
- */
- private static findNearestEnemyGlobal(worldPos: Vec3): Node | null {
- // 使用攻击状态管理器获取所有可攻击的敌人
- const attackStateManager = EnemyAttackStateManager.getInstance();
- const attackableEnemies = attackStateManager.getAttackableEnemies();
-
- if (attackableEnemies.length === 0) {
- return null;
- }
-
- let nearest: Node = null;
- let nearestDist = Infinity;
-
- for (const enemy of attackableEnemies) {
- if (!enemy || !enemy.isValid || !enemy.activeInHierarchy) {
- continue;
- }
-
- const dist = Vec3.distance(worldPos, enemy.worldPosition);
- if (dist < nearestDist) {
- nearestDist = dist;
- nearest = enemy;
- }
- }
-
- if (nearest) {
- console.log(`[WeaponBullet] 找到最近的可攻击敌人: ${nearest.name}, 距离: ${nearestDist.toFixed(2)}`);
- } else {
- console.log(`[WeaponBullet] 未找到可攻击的敌人`);
- }
-
- return nearest;
- }
-
- /**
- * 计算运行时数值(应用武器升级和技能加成)
- */
- private calculateRuntimeStats() {
- // 获取基础伤害
- let baseDamage = this.weaponConfig.stats.damage;
-
- // 应用武器升级加成 - 使用UpgradeController的伤害计算逻辑
- const saveDataManager = SaveDataManager.getInstance();
- if (saveDataManager && this.weaponId) {
- const weaponData = saveDataManager.getWeapon(this.weaponId);
- if (weaponData && weaponData.level > 0) {
- // 优先从武器配置的upgradeConfig中获取伤害值
- if (this.weaponConfig.upgradeConfig && this.weaponConfig.upgradeConfig.levels) {
- const levelConfig = this.weaponConfig.upgradeConfig.levels[weaponData.level.toString()];
- if (levelConfig && typeof levelConfig.damage === 'number') {
- baseDamage = levelConfig.damage;
- console.log(`[WeaponBullet] 从upgradeConfig获取伤害 - 武器ID: ${this.weaponId}, 等级: ${weaponData.level}, 伤害: ${baseDamage}`);
- } else {
- // 如果upgradeConfig中没有伤害值,使用基础伤害 + 等级加成作为后备
- baseDamage = this.weaponConfig.stats.damage + (weaponData.level - 1);
- console.log(`[WeaponBullet] 使用基础伤害计算 - 武器ID: ${this.weaponId}, 等级: ${weaponData.level}, 基础伤害: ${this.weaponConfig.stats.damage}, 升级后伤害: ${baseDamage}`);
- }
- } else {
- // 如果没有upgradeConfig,使用默认公式
- baseDamage = this.weaponConfig.stats.damage + (weaponData.level - 1);
- console.log(`[WeaponBullet] 无upgradeConfig,使用默认公式 - 武器ID: ${this.weaponId}, 等级: ${weaponData.level}, 升级后伤害: ${baseDamage}`);
- }
- }
- }
- // 应用稀有度伤害倍数(合成升级效果)
- // 优先从BlockInfo中获取稀有度等级,如果不存在则从武器配置中获取
- let rarityLevel = 0; // 默认为common(0)
- let rarityName = 'common';
-
- if (this.blockInfo) {
- rarityLevel = this.blockInfo.rarity;
- rarityName = this.blockInfo.getRarityName();
- } else if (this.weaponConfig && this.weaponConfig.rarity) {
- // 兼容旧的JSON配置方式
- rarityName = this.weaponConfig.rarity;
- }
-
- const rarityMultiplier = this.getRarityDamageMultiplierByLevel(rarityLevel);
- if (rarityMultiplier > 1) {
- baseDamage = baseDamage * rarityMultiplier;
- console.log(`[WeaponBullet] 稀有度伤害倍数应用 - 稀有度等级: ${rarityLevel}(${rarityName}), 倍数: ${rarityMultiplier}, 最终基础伤害: ${baseDamage}`);
- }
-
- const skillManager = PersistentSkillManager.getInstance();
- if (!skillManager) {
- // 如果没有技能管理器,使用升级后的基础数值
- this.weaponConfig.runtimeStats = {
- finalDamage: baseDamage,
- finalCritDamage: baseDamage,
- critChance: 0 // 基础暴击率0%
- };
- console.log(`[WeaponBullet] 无技能管理器 - 最终伤害: ${baseDamage}`);
- return;
- }
-
- // 应用技能伤害加成(基于升级后的伤害)
- const finalDamage = skillManager.applyDamageBonus(baseDamage);
-
- // 暴击伤害应该基于最终伤害计算,而不是基础伤害
- // 首先计算暴击倍数(默认2倍),然后应用技能暴击伤害加成
- const baseCritDamage = finalDamage * 2; // 基础暴击倍数2倍
- const finalCritDamage = skillManager.applyCritDamageBonus(baseCritDamage);
-
- // 应用局内技能暴击率加成
- const baseCritChance = 0; // 基础暴击率0%
- let critChance = baseCritChance;
-
- // 应用局内技能加成(SkillManager)
- const inGameSkillManager = SkillManager.getInstance();
- if (inGameSkillManager) {
- const critSkillLevel = inGameSkillManager.getSkillLevel('crit_chance');
- if (critSkillLevel > 0) {
- critChance = SkillManager.calculateCritChance(critChance, critSkillLevel);
- }
- }
-
- this.weaponConfig.runtimeStats = {
- finalDamage,
- finalCritDamage,
- critChance
- };
-
- // 输出详细的暴击率计算信息
- const inGameCritLevel = inGameSkillManager ? inGameSkillManager.getSkillLevel('crit_chance') : 0;
- const inGameCritBonus = inGameSkillManager && inGameCritLevel > 0 ?
- ((SkillManager.calculateCritChance(baseCritChance, inGameCritLevel) - baseCritChance) * 100).toFixed(1) : '0.0';
-
- console.log(`[WeaponBullet] 完整伤害计算完成 - 武器ID: ${this.weaponId}, 原始伤害: ${this.weaponConfig.stats.damage}, 稀有度: ${rarityName}, 计算后基础伤害: ${baseDamage}, 最终伤害: ${finalDamage}, 暴击伤害: ${finalCritDamage}`);
- console.log(`[WeaponBullet] 暴击率详情 - 基础: ${(baseCritChance * 100).toFixed(1)}%, 局内技能等级: ${inGameCritLevel}, 局内技能加成: +${inGameCritBonus}%, 最终暴击率: ${(critChance * 100).toFixed(1)}%`);
- }
-
- /**
- * 获取最终伤害值(应用技能加成后)
- */
- public getFinalDamage(): number {
- return this.weaponConfig?.runtimeStats?.finalDamage || this.weaponConfig?.stats?.damage || 0;
- }
-
- /**
- * 获取最终暴击伤害值(应用技能加成后)
- */
- public getFinalCritDamage(): number {
- return this.weaponConfig?.runtimeStats?.finalCritDamage || this.weaponConfig?.stats?.damage || 0;
- }
-
- /**
- * 获取暴击率
- */
- public getCritChance(): number {
- return this.weaponConfig?.runtimeStats?.critChance || 0;
- }
-
- /**
- * 根据稀有度等级获取伤害倍数
- * @param rarityLevel 稀有度等级 (0: common, 1: uncommon, 2: rare, 3: epic)
- * @returns 伤害倍数
- */
- private getRarityDamageMultiplierByLevel(rarityLevel: number): number {
- // 优先使用当前武器的稀有度伤害倍率配置
- if (this.weaponConfig && this.weaponConfig.rarityDamageMultipliers && Array.isArray(this.weaponConfig.rarityDamageMultipliers)) {
- const multipliers = this.weaponConfig.rarityDamageMultipliers;
- if (rarityLevel >= 0 && rarityLevel < multipliers.length) {
- return multipliers[rarityLevel];
- }
- }
-
- // 如果当前武器配置不存在,使用默认值
- switch (rarityLevel) {
- case 0: // common
- return 1; // 1级,无倍数
- case 1: // uncommon
- return 1.5; // 2级,1.5倍伤害
- case 2: // rare
- return 2.25; // 3级,2.25倍伤害
- case 3: // epic
- return 8; // 4级,8倍伤害
- default:
- return 1;
- }
- }
- }
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