UpgradeController.ts 55 KB

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  1. import { _decorator, Component, Node, Button, Label, Sprite, SpriteFrame, Texture2D, resources, ScrollView, Layout, Prefab, instantiate, find, UIOpacity, Color } from 'cc';
  2. import { JsonConfigLoader } from '../../Core/JsonConfigLoader';
  3. import { BundleLoader } from '../../Core/BundleLoader';
  4. import { SaveDataManager, WeaponData } from '../../LevelSystem/SaveDataManager';
  5. import EventBus, { GameEvents } from '../../Core/EventBus';
  6. import { UpgradeAni } from './UpgradeAni';
  7. import { PopUPAni } from '../../Animations/PopUPAni';
  8. import { AnalyticsManager, MPAddFavoritesProperties } from '../../Utils/AnalyticsManager';
  9. const { ccclass, property } = _decorator;
  10. /**
  11. * 武器配置接口(从weapons.json加载)
  12. */
  13. interface WeaponConfig {
  14. id: string;
  15. name: string;
  16. type: string;
  17. rarity: string;
  18. weight: number;
  19. unlockLevel?: number; // 解锁条件关卡
  20. stats: {
  21. damage: number;
  22. fireRate: number;
  23. range: number;
  24. bulletSpeed: number;
  25. };
  26. visualConfig: {
  27. weaponSprites: string | {
  28. "I": string;
  29. "H-I": string;
  30. "L": string;
  31. "S": string;
  32. "D-T": string;
  33. };
  34. };
  35. upgradeConfig?: {
  36. maxLevel: number;
  37. levels: {
  38. [level: string]: {
  39. cost: number;
  40. damage?: number;
  41. };
  42. };
  43. };
  44. rarityDamageMultipliers?: number[]; // 稀有度伤害倍率数组
  45. }
  46. /**
  47. * 武器升级系统控制器
  48. * 负责管理武器升级UI和逻辑
  49. */
  50. @ccclass('UpgradeController')
  51. export class UpgradeController extends Component {
  52. // UI节点引用
  53. @property(Node) upgradeUI: Node = null; // Canvas/UpgradeUI
  54. @property(ScrollView) weaponScrollView: ScrollView = null; // Canvas/UpgradeUI/ScrollView
  55. @property(Layout) weaponLayout: Layout = null; // Canvas/UpgradeUI/ScrollView/view/content/Layout
  56. @property(Node) upgradePanel: Node = null; // Canvas/UpgradeUI/UpgradePanel
  57. @property(Button) closePanelBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/CloseBtn
  58. // 升级面板UI组件
  59. @property(Sprite) panelWeaponSprite: Sprite = null; // Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  60. @property(Label) panelLevelLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/LevelLabel
  61. @property(Label) panelCurrentDamage: Label = null; // Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  62. @property(Label) panelCostLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  63. @property(Button) panelUpgradeBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn
  64. // 武器节点预制体
  65. @property(Prefab) lockedWeaponPrefab: Prefab = null; // Lock.prefab
  66. @property(Prefab) unlockedWeaponPrefab: Prefab = null; // Unlock.prefab
  67. // 动画控制器
  68. @property(PopUPAni) upgradeAni: PopUPAni = null; // Canvas/UpgradeUI/UpgradePanel上的PopUPAni组件
  69. @property(UpgradeAni) weaponUpgradeAni: UpgradeAni = null; // 武器升级动画组件
  70. // 满级按钮图片
  71. @property(SpriteFrame) maxLevelBtnSprite: SpriteFrame = null; // 武器满级时的灰色按钮图片
  72. @property(SpriteFrame) normalUpgradeBtnSprite: SpriteFrame = null; // 正常升级按钮图片
  73. // 数据管理
  74. private saveDataManager: SaveDataManager = null;
  75. private weaponsConfig: any = null;
  76. private currentSelectedWeapon: string = null;
  77. private levelConfigs: any[] = [];
  78. private bundleLoader: BundleLoader = null;
  79. // 武器节点列表
  80. private weaponNodes: Node[] = [];
  81. onLoad() {
  82. this.saveDataManager = SaveDataManager.getInstance();
  83. this.bundleLoader = BundleLoader.getInstance();
  84. this.bindEvents();
  85. }
  86. async start() {
  87. // 先加载武器配置
  88. await this.loadWeaponsConfig();
  89. // 为UpgradeAni组件加载武器配置
  90. if (this.weaponUpgradeAni) {
  91. try {
  92. await this.weaponUpgradeAni.loadWeaponsConfig();
  93. console.log('[UpgradeController] UpgradeAni武器配置加载完成');
  94. } catch (error) {
  95. console.error('[UpgradeController] UpgradeAni武器配置加载失败:', error);
  96. }
  97. }
  98. // 加载关卡配置
  99. await this.loadLevelConfigs();
  100. // 初始化武器数据
  101. this.initializeWeapons();
  102. // 初始化时检查武器解锁状态
  103. this.checkInitialWeaponUnlocks();
  104. // 刷新UI
  105. await this.refreshWeaponList();
  106. // 初始化升级面板状态
  107. if (this.upgradeAni) {
  108. this.upgradeAni.hidePanelImmediate();
  109. } else {
  110. this.upgradePanel.active = false;
  111. }
  112. console.log('[UpgradeController] 初始化完成');
  113. }
  114. /**
  115. * 绑定事件
  116. */
  117. private bindEvents() {
  118. // 关闭升级面板
  119. this.closePanelBtn?.node.on(Button.EventType.CLICK, this.closeUpgradePanel, this);
  120. // 升级按钮
  121. this.panelUpgradeBtn?.node.on(Button.EventType.CLICK, this.onUpgradeWeapon, this);
  122. // 监听关卡完成事件,自动解锁武器
  123. EventBus.getInstance().on(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  124. // 监听货币变化事件,更新升级按钮闪烁状态
  125. EventBus.getInstance().on(GameEvents.CURRENCY_CHANGED, this.onCurrencyChanged, this);
  126. }
  127. /**
  128. * 加载武器配置
  129. */
  130. private async loadWeaponsConfig() {
  131. try {
  132. this.weaponsConfig = await JsonConfigLoader.getInstance().loadConfig('weapons');
  133. console.log('[UpgradeController] 武器配置加载成功:', this.weaponsConfig);
  134. } catch (error) {
  135. console.error('[UpgradeController] 加载武器配置失败:', error);
  136. }
  137. }
  138. /**
  139. * 加载关卡配置
  140. */
  141. private async loadLevelConfigs() {
  142. try {
  143. this.levelConfigs = [];
  144. // 加载Level1到Level5的配置
  145. for (let i = 1; i <= 5; i++) {
  146. try {
  147. const levelData = await BundleLoader.getInstance().loadDataJson(`levels/Level${i}`);
  148. this.levelConfigs.push({
  149. level: i,
  150. ...levelData
  151. });
  152. } catch (error) {
  153. console.warn(`加载Level${i}配置失败:`, error);
  154. }
  155. }
  156. console.log('关卡配置加载成功:', this.levelConfigs);
  157. } catch (error) {
  158. console.error('加载关卡配置失败:', error);
  159. this.levelConfigs = [];
  160. }
  161. }
  162. /**
  163. * 初始化武器数据(确保所有武器都在存档中)
  164. */
  165. private initializeWeapons() {
  166. if (!this.weaponsConfig) return;
  167. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  168. console.log(`[UpgradeController] 初始化武器数据,当前最大解锁关卡: ${maxUnlockedLevel}`);
  169. // 为每个武器创建初始数据(如果不存在)
  170. this.weaponsConfig.weapons.forEach(weaponConfig => {
  171. const existingWeapon = this.saveDataManager.getWeapon(weaponConfig.id);
  172. if (!existingWeapon) {
  173. const requiredLevel = this.getWeaponUnlockLevelById(weaponConfig.id);
  174. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  175. const initialLevel = shouldBeUnlocked ? 1 : 0;
  176. this.saveDataManager.addWeapon(weaponConfig.id, weaponConfig.rarity, initialLevel);
  177. if (shouldBeUnlocked) {
  178. console.log(`[UpgradeController] 初始化时自动解锁武器: ${weaponConfig.name} (${weaponConfig.id})`);
  179. } else {
  180. console.log(`[UpgradeController] 初始化武器为未解锁状态: ${weaponConfig.name} (${weaponConfig.id}), 需要关卡${requiredLevel}`);
  181. }
  182. }
  183. });
  184. }
  185. /**
  186. * 初始化时检查武器解锁状态
  187. */
  188. private checkInitialWeaponUnlocks() {
  189. if (!this.saveDataManager || !this.weaponsConfig) return;
  190. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  191. console.log(`[UpgradeController] 初始化检查武器解锁状态,当前最大解锁关卡: ${maxUnlockedLevel}`);
  192. let hasUpdates = false;
  193. for (const weaponConfig of this.weaponsConfig.weapons) {
  194. const weaponId = weaponConfig.id;
  195. const weaponData = this.saveDataManager.getWeapon(weaponId);
  196. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  197. // 检查武器是否应该根据关卡进度解锁
  198. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  199. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  200. // 如果武器应该解锁但还未解锁,则自动解锁
  201. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  202. weaponData.level = 1;
  203. // 由于WeaponData类型中没有unlockTime属性,这里先注释掉
  204. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  205. console.log(`[UpgradeController] 初始化时自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  206. hasUpdates = true;
  207. }
  208. }
  209. // 如果有更新,保存数据
  210. if (hasUpdates) {
  211. this.saveDataManager.savePlayerData();
  212. console.log(`[UpgradeController] 初始化武器解锁状态更新完成`);
  213. }
  214. }
  215. /**
  216. * 刷新武器列表UI
  217. */
  218. private async refreshWeaponList() {
  219. if (!this.weaponsConfig || !this.weaponLayout) {
  220. console.warn('武器配置或武器布局未初始化');
  221. return;
  222. }
  223. // 清除现有节点
  224. this.clearWeaponNodes();
  225. // 为每个武器创建UI节点
  226. for (let index = 0; index < this.weaponsConfig.weapons.length; index++) {
  227. const weaponConfig = this.weaponsConfig.weapons[index];
  228. await this.createWeaponNode(weaponConfig, index);
  229. }
  230. }
  231. /**
  232. * 切换武器节点状态(从锁定到解锁或反之)
  233. */
  234. private async switchWeaponNodeState(weaponId: string) {
  235. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  236. if (!weaponConfig) {
  237. console.warn(`未找到武器配置: ${weaponId}`);
  238. return;
  239. }
  240. // 找到对应的武器节点(优先在已管理列表中,其次在UI层级中查找)
  241. const nodeName = `WeaponNode_${weaponId}`;
  242. let weaponNodeIndex = this.weaponNodes.findIndex(node => node.name === nodeName);
  243. let oldNode: Node = null;
  244. if (weaponNodeIndex !== -1) {
  245. oldNode = this.weaponNodes[weaponNodeIndex];
  246. } else {
  247. const contentRoot = this.weaponLayout?.node?.parent;
  248. oldNode = (this.weaponLayout?.node?.getChildByName(nodeName))
  249. || (contentRoot && contentRoot.getChildByName(nodeName))
  250. || find(`Canvas/UpgradeUI/ScrollView/view/content/${nodeName}`);
  251. if (!oldNode) {
  252. console.warn(`未找到武器节点: ${weaponId}`);
  253. return;
  254. }
  255. }
  256. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponId);
  257. const weaponData = this.saveDataManager.getWeapon(weaponId);
  258. // 创建新节点
  259. let newNode: Node = null;
  260. if (isUnlocked) {
  261. if (this.unlockedWeaponPrefab) {
  262. newNode = instantiate(this.unlockedWeaponPrefab);
  263. await this.setupUnlockedWeaponNode(newNode, weaponConfig, weaponData);
  264. }
  265. } else {
  266. if (this.lockedWeaponPrefab) {
  267. newNode = instantiate(this.lockedWeaponPrefab);
  268. this.setupLockedWeaponNode(newNode, weaponConfig);
  269. }
  270. }
  271. if (newNode) {
  272. newNode.name = nodeName;
  273. // 获取旧节点的位置与父节点(保持插入到同一父节点之下)
  274. const siblingIndex = oldNode.getSiblingIndex();
  275. const parentToUse = oldNode.parent || this.weaponLayout.node;
  276. // 移除旧节点并插入新节点
  277. oldNode.removeFromParent();
  278. parentToUse.insertChild(newNode, siblingIndex);
  279. // 更新已管理节点数组(仅当旧节点是我们管理的列表中的一员)
  280. if (weaponNodeIndex !== -1) {
  281. this.weaponNodes[weaponNodeIndex] = newNode;
  282. }
  283. console.log(`武器 ${weaponId} 状态切换完成: ${isUnlocked ? '解锁' : '锁定'}`);
  284. }
  285. }
  286. /**
  287. * 清除武器节点
  288. */
  289. private clearWeaponNodes() {
  290. this.weaponNodes.forEach(node => {
  291. if (node && node.isValid) {
  292. node.destroy();
  293. }
  294. });
  295. this.weaponNodes = [];
  296. }
  297. /**
  298. * 创建武器节点
  299. */
  300. private async createWeaponNode(weaponConfig: WeaponConfig, index: number) {
  301. // 获取武器数据
  302. const weaponData = this.saveDataManager.getWeapon(weaponConfig.id);
  303. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponConfig.id);
  304. console.log(`设置武器节点 ${index}: ${weaponConfig.name}, 等级: ${weaponData?.level || 0}, 已解锁: ${isUnlocked}`);
  305. // 若已存在同名节点(例如手动在 content 下创建),则跳过自动生成
  306. const nodeName = `WeaponNode_${weaponConfig.id}`;
  307. const contentRoot = this.weaponLayout?.node?.parent;
  308. const preExisting = (this.weaponLayout?.node?.getChildByName(nodeName))
  309. || (contentRoot && contentRoot.getChildByName(nodeName))
  310. || find(`Canvas/UpgradeUI/ScrollView/view/content/${nodeName}`);
  311. if (preExisting && preExisting.isValid) {
  312. console.log(`[UpgradeController] 检测到已存在节点,进行初始化: ${nodeName}`);
  313. // 保持命名一致
  314. preExisting.name = nodeName;
  315. // 根据解锁状态初始化已存在节点(绑定事件与文案)
  316. if (isUnlocked) {
  317. await this.setupUnlockedWeaponNode(preExisting, weaponConfig, weaponData);
  318. } else {
  319. this.setupLockedWeaponNode(preExisting, weaponConfig);
  320. }
  321. // 注意:不加入 this.weaponNodes,避免被 clearWeaponNodes() 清理
  322. return;
  323. }
  324. // 根据解锁状态选择合适的预制体
  325. let weaponNode: Node = null;
  326. if (isUnlocked) {
  327. if (this.unlockedWeaponPrefab) {
  328. weaponNode = instantiate(this.unlockedWeaponPrefab);
  329. await this.setupUnlockedWeaponNode(weaponNode, weaponConfig, weaponData);
  330. }
  331. } else {
  332. if (this.lockedWeaponPrefab) {
  333. weaponNode = instantiate(this.lockedWeaponPrefab);
  334. this.setupLockedWeaponNode(weaponNode, weaponConfig);
  335. }
  336. }
  337. // 如果没有预制体,记录警告
  338. if (!weaponNode) {
  339. console.warn(`无法创建武器节点 ${weaponConfig.name}: 缺少对应的预制体`);
  340. return;
  341. }
  342. // 设置节点名称
  343. weaponNode.name = nodeName;
  344. // 添加到布局中(统一由 Layout 管理自动生成的节点)
  345. this.weaponLayout.node.addChild(weaponNode);
  346. this.weaponNodes.push(weaponNode);
  347. }
  348. /**
  349. * 加载武器图标
  350. */
  351. private async loadWeaponSprite(sprite: Sprite, spritePath: string) {
  352. // 转换路径格式,去除"images/"前缀
  353. const bundlePath = spritePath.replace(/^images\//, '');
  354. try {
  355. // 使用BundleLoader从images Bundle加载SpriteFrame,需要添加/spriteFrame后缀
  356. const spriteFrame = await this.bundleLoader.loadSpriteFrame(bundlePath + '/spriteFrame');
  357. if (spriteFrame && sprite && sprite.isValid) {
  358. sprite.spriteFrame = spriteFrame;
  359. console.log(`武器图标加载成功: ${spritePath}`);
  360. }
  361. } catch (err) {
  362. console.warn(`加载武器图标失败: ${spritePath}`, err);
  363. }
  364. }
  365. /**
  366. * 设置已解锁武器节点(适配Unlock.prefab)
  367. */
  368. private async setupUnlockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig, weaponData: any) {
  369. // 获取公共的Sprite节点,避免重复查找
  370. const spriteNode = weaponNode.getChildByName('Sprite');
  371. if (!spriteNode) {
  372. console.warn('未找到Sprite节点:', weaponConfig.id);
  373. return;
  374. }
  375. // 设置武器图标 - 查找专门的武器图标Sprite节点,避免影响背景
  376. const weaponSprite = spriteNode.getChildByName('WeaponSprite')?.getComponent(Sprite);
  377. if (weaponSprite && weaponConfig.visualConfig.weaponSprites) {
  378. let spritePath: string;
  379. // 检查weaponSprites是字符串还是对象
  380. if (typeof weaponConfig.visualConfig.weaponSprites === 'string') {
  381. spritePath = weaponConfig.visualConfig.weaponSprites;
  382. } else {
  383. // 如果是对象,按优先级选择路径
  384. spritePath = weaponConfig.visualConfig.weaponSprites['I'] ||
  385. weaponConfig.visualConfig.weaponSprites['H-I'] ||
  386. weaponConfig.visualConfig.weaponSprites['L'] ||
  387. weaponConfig.visualConfig.weaponSprites['S'] ||
  388. weaponConfig.visualConfig.weaponSprites['D-T'];
  389. }
  390. if (spritePath) {
  391. await this.loadWeaponSprite(weaponSprite, spritePath);
  392. }
  393. }
  394. // 设置武器名称 - Unlock.prefab中的Name节点下的Label(只显示武器名称)
  395. const nameLabel = spriteNode.getChildByName('Name')?.getComponent(Label);
  396. if (nameLabel) {
  397. nameLabel.string = weaponConfig.name;
  398. }
  399. // 设置武器等级 - should_hide_in_hierarchy/Unlock/Sprite/Level/Label节点(显示等级)
  400. const levelNode = spriteNode.getChildByName('Level');
  401. console.log(`[PreviewInEditor] 处理武器等级显示: ${weaponConfig.name}, weaponData:`, weaponData);
  402. if (levelNode) {
  403. // 先尝试Level节点本身的Label组件
  404. let levelLabel = levelNode.getComponent(Label);
  405. if (!levelLabel) {
  406. // 如果Level节点本身没有Label,尝试查找子节点Label
  407. const labelNode = levelNode.getChildByName('Label');
  408. if (labelNode) {
  409. levelLabel = labelNode.getComponent(Label);
  410. }
  411. }
  412. if (levelLabel) {
  413. const actualLevel = weaponData ? weaponData.level : 0;
  414. levelLabel.string = `${actualLevel}`;
  415. } else {
  416. console.warn(`[PreviewInEditor] 未找到Level Label组件: ${weaponConfig.name}`);
  417. }
  418. } else {
  419. console.warn(`[PreviewInEditor] 未找到Level节点: ${weaponConfig.name}`);
  420. }
  421. // 设置升级按钮 - Unlock.prefab中的Button节点
  422. const upgradeButton = weaponNode.getChildByName('Upgrade')?.getComponent(Button);
  423. if (upgradeButton) {
  424. // 清除之前的事件监听
  425. upgradeButton.node.off(Button.EventType.CLICK);
  426. // 添加升级事件
  427. upgradeButton.node.on(Button.EventType.CLICK, () => {
  428. this.openUpgradePanel(weaponConfig.id);
  429. }, this);
  430. // 设置按钮文本和状态
  431. const buttonLabel = upgradeButton.node.getChildByName('Label')?.getComponent(Label);
  432. if (buttonLabel) {
  433. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  434. if (weaponData && weaponData.level >= maxLevel) {
  435. buttonLabel.string = '已满级';
  436. } else {
  437. // 只显示"升级",不显示费用,费用在升级面板中显示
  438. buttonLabel.string = '升 级';
  439. }
  440. }
  441. }
  442. // 设置收藏按钮 - 查找Favorite按钮节点
  443. const favoriteButton = weaponNode.getChildByName('Favorite')?.getComponent(Button);
  444. if (favoriteButton) {
  445. // 清除之前的事件监听
  446. favoriteButton.node.off(Button.EventType.CLICK);
  447. // 检查当前武器是否为收藏武器
  448. const currentFavorite = this.saveDataManager.getFavoriteWeapon();
  449. const isFavorite = currentFavorite === weaponConfig.id;
  450. // 设置收藏按钮状态
  451. this.updateFavoriteButtonState(favoriteButton.node, isFavorite);
  452. // 添加收藏事件
  453. favoriteButton.node.on(Button.EventType.CLICK, () => {
  454. this.onFavoriteWeapon(weaponConfig.id);
  455. }, this);
  456. }
  457. // Unlock.prefab已经有正常的视觉效果,确保节点激活
  458. weaponNode.active = true;
  459. }
  460. /**
  461. * 设置未解锁武器节点(适配Lock.prefab)
  462. */
  463. private setupLockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig) {
  464. // 设置解锁信息文本 - Lock.prefab中的Label节点
  465. const unlockLabel = weaponNode.getChildByName('Label')?.getComponent(Label);
  466. if (unlockLabel) {
  467. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  468. unlockLabel.string = `通关第${unlockLevel}关解锁`;
  469. }
  470. // Lock.prefab已经有合适的视觉效果,不需要额外设置透明度
  471. weaponNode.active = true;
  472. // 锁定武器节点保持可点击状态以显示解锁提示
  473. // 添加点击事件监听(显示解锁提示)
  474. weaponNode.on(Node.EventType.TOUCH_END, () => {
  475. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  476. console.log(`${weaponConfig.name} 需要通关第${unlockLevel}关才能解锁`);
  477. }, this);
  478. }
  479. /**
  480. * 打开升级面板
  481. */
  482. private async openUpgradePanel(weaponId: string) {
  483. const weaponConfig = this.weaponsConfig.weapons.find(config => config.id === weaponId);
  484. if (!weaponConfig) {
  485. console.error(`未找到武器配置: ${weaponId}`);
  486. return;
  487. }
  488. const weaponData = this.saveDataManager.getWeapon(weaponId);
  489. if (!weaponData) {
  490. console.error(`未找到武器数据: ${weaponId}`);
  491. return;
  492. }
  493. this.currentSelectedWeapon = weaponId;
  494. console.log(`打开升级面板: ${weaponConfig.name}, 当前等级: ${weaponData.level}`);
  495. // 刷新面板内容
  496. this.refreshUpgradePanel();
  497. // 使用动画显示升级面板
  498. if (this.upgradeAni) {
  499. await this.upgradeAni.showPanel();
  500. } else {
  501. // 如果没有动画组件,直接显示
  502. this.upgradePanel.active = true;
  503. }
  504. // 面板已打开,派发事件供新手引导使用
  505. EventBus.getInstance().emit(GameEvents.UPGRADE_PANEL_OPENED);
  506. }
  507. /**
  508. * 关闭升级面板
  509. */
  510. private async closeUpgradePanel() {
  511. // 使用动画隐藏升级面板
  512. if (this.upgradeAni) {
  513. await this.upgradeAni.hidePanel();
  514. } else {
  515. // 如果没有动画组件,直接隐藏
  516. this.upgradePanel.active = false;
  517. }
  518. this.currentSelectedWeapon = null;
  519. }
  520. /**
  521. * 刷新升级面板
  522. */
  523. private refreshUpgradePanel() {
  524. if (!this.currentSelectedWeapon || !this.weaponsConfig) return;
  525. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  526. const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  527. if (!weaponConfig || !weaponData) {
  528. console.error(`刷新升级面板失败: 武器配置或数据不存在 ${this.currentSelectedWeapon}`);
  529. return;
  530. }
  531. console.log(`刷新升级面板: ${weaponConfig.name}, 等级: ${weaponData.level}`);
  532. // 设置武器图标 - Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  533. if (this.panelWeaponSprite && weaponConfig.visualConfig.weaponSprites) {
  534. let spritePath: string;
  535. // 检查weaponSprites是字符串还是对象
  536. if (typeof weaponConfig.visualConfig.weaponSprites === 'string') {
  537. spritePath = weaponConfig.visualConfig.weaponSprites;
  538. } else {
  539. // 如果是对象,按优先级选择路径
  540. spritePath = weaponConfig.visualConfig.weaponSprites['I'] ||
  541. weaponConfig.visualConfig.weaponSprites['H-I'] ||
  542. weaponConfig.visualConfig.weaponSprites['L'] ||
  543. weaponConfig.visualConfig.weaponSprites['S'] ||
  544. weaponConfig.visualConfig.weaponSprites['D-T'];
  545. }
  546. if (spritePath) {
  547. this.loadWeaponSprite(this.panelWeaponSprite, spritePath);
  548. }
  549. }
  550. // 设置武器名称和等级 - Canvas/UpgradeUI/UpgradePanel/LevelLabel
  551. if (this.panelLevelLabel) {
  552. this.panelLevelLabel.string = `${weaponConfig.name} 等级 ${weaponData.level}`;
  553. }
  554. // 计算当前伤害(基础伤害 + 等级加成)- Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  555. const baseDamage = weaponConfig.stats.damage;
  556. const currentDamage = this.calculateWeaponDamage(baseDamage, weaponData.level, this.currentSelectedWeapon);
  557. const nextLevelDamage = this.calculateWeaponDamage(baseDamage, weaponData.level + 1, this.currentSelectedWeapon);
  558. const damageIncrease = nextLevelDamage - currentDamage;
  559. if (this.panelCurrentDamage) {
  560. // 只显示当前伤害数值,不显示增量
  561. this.panelCurrentDamage.string = currentDamage.toString();
  562. }
  563. // 同时更新UpgradeAni组件中的伤害显示
  564. if (this.weaponUpgradeAni && this.weaponUpgradeAni.currentDamageLabel) {
  565. this.weaponUpgradeAni.updateCurrentDamageDisplay(this.currentSelectedWeapon, weaponData.level);
  566. }
  567. // 设置升级费用 - Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  568. // 优先从武器配置的upgradeConfig字段获取升级费用
  569. let upgradeCost = 0;
  570. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  571. if (weaponData.level >= maxLevel) {
  572. // 已达到最大等级,显示"已满级"
  573. if (this.panelCostLabel) {
  574. this.panelCostLabel.string = "已满级";
  575. }
  576. // 替换升级按钮为灰色图片
  577. if (this.panelUpgradeBtn && this.maxLevelBtnSprite) {
  578. const btnSprite = this.panelUpgradeBtn.getComponent(Sprite);
  579. if (btnSprite) {
  580. btnSprite.spriteFrame = this.maxLevelBtnSprite;
  581. }
  582. }
  583. } else {
  584. // 恢复正常升级按钮图片
  585. if (this.panelUpgradeBtn && this.normalUpgradeBtnSprite) {
  586. const btnSprite = this.panelUpgradeBtn.getComponent(Sprite);
  587. if (btnSprite) {
  588. btnSprite.spriteFrame = this.normalUpgradeBtnSprite;
  589. }
  590. }
  591. // 从upgradeConfig获取升级费用
  592. if (weaponConfig.upgradeConfig?.levels) {
  593. const levelConfig = weaponConfig.upgradeConfig.levels[weaponData.level.toString()];
  594. if (levelConfig && levelConfig.cost) {
  595. upgradeCost = levelConfig.cost;
  596. } else {
  597. // 如果upgradeConfig中没有对应等级的费用,使用SaveDataManager的计算方法作为后备
  598. upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  599. }
  600. } else {
  601. // 如果没有upgradeConfig,使用SaveDataManager的计算方法
  602. upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  603. }
  604. if (this.panelCostLabel) {
  605. // 将数字转换为字符串,并在每个数字之间添加空格
  606. const costString = upgradeCost.toString();
  607. const spacedCostString = costString.split('').join(' ');
  608. this.panelCostLabel.string = spacedCostString;
  609. }
  610. }
  611. // 升级按钮始终保持可点击状态,通过Toast显示各种提示
  612. console.log(`[UpgradeController] 升级按钮保持可交互状态`);
  613. // 检查并更新升级按钮闪烁状态
  614. this.updateUpgradeBtnBlinkState();
  615. }
  616. /**
  617. * 计算武器伤害
  618. */
  619. private calculateWeaponDamage(baseDamage: number, level: number, weaponId?: string): number {
  620. if (level === 0) return 0; // 未解锁武器伤害为0
  621. // 优先从武器配置的upgradeConfig中获取伤害值
  622. if (weaponId && this.weaponsConfig && this.weaponsConfig.weapons) {
  623. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  624. if (weaponConfig && weaponConfig.upgradeConfig && weaponConfig.upgradeConfig.levels) {
  625. const levelConfig = weaponConfig.upgradeConfig.levels[level.toString()];
  626. if (levelConfig && typeof levelConfig.damage === 'number') {
  627. console.log(`[UpgradeController] 从upgradeConfig获取伤害: ${weaponId} 等级${level} 伤害${levelConfig.damage}`);
  628. return levelConfig.damage;
  629. }
  630. }
  631. // 如果upgradeConfig中没有伤害值,使用基础伤害 + 等级加成作为后备
  632. if (weaponConfig && weaponConfig.stats && weaponConfig.stats.damage) {
  633. const damage = baseDamage + (level - 1);
  634. console.log(`[UpgradeController] 使用基础伤害计算: ${weaponId} 等级${level} 伤害${damage}`);
  635. return damage;
  636. }
  637. }
  638. // 如果配置不存在,使用默认公式作为最后后备
  639. return baseDamage + (level - 1);
  640. }
  641. /**
  642. * 根据武器名称查找解锁关卡
  643. */
  644. private getWeaponUnlockLevel(weaponName: string): number {
  645. // 从武器配置中查找对应的武器
  646. if (this.weaponsConfig && this.weaponsConfig.weapons) {
  647. const weapon = this.weaponsConfig.weapons.find((w: WeaponConfig) => w.name === weaponName);
  648. if (weapon && weapon.unlockLevel) {
  649. return weapon.unlockLevel;
  650. }
  651. }
  652. // 如果没有找到配置,返回默认值1
  653. console.warn(`未找到武器 ${weaponName} 的解锁关卡配置,使用默认值1`);
  654. return 1;
  655. }
  656. /**
  657. * 根据武器ID查找解锁关卡
  658. */
  659. private getWeaponUnlockLevelById(weaponId: string): number {
  660. // 从武器配置中查找对应的武器
  661. if (this.weaponsConfig && this.weaponsConfig.weapons) {
  662. const weapon = this.weaponsConfig.weapons.find((w: WeaponConfig) => w.id === weaponId);
  663. if (weapon && weapon.unlockLevel) {
  664. return weapon.unlockLevel;
  665. }
  666. }
  667. // 如果没有找到配置,返回默认值1
  668. console.warn(`未找到武器 ${weaponId} 的解锁关卡配置,使用默认值1`);
  669. return 1;
  670. }
  671. /**
  672. * 升级武器
  673. */
  674. private async onUpgradeWeapon() {
  675. console.log(`[UpgradeController] onUpgradeWeapon方法被调用`);
  676. if (!this.currentSelectedWeapon) {
  677. console.log(`[UpgradeController] currentSelectedWeapon为空,退出`);
  678. return;
  679. }
  680. console.log(`[UpgradeController] 开始升级武器: ${this.currentSelectedWeapon}`);
  681. // 检查升级条件并显示相应提示
  682. const weapon = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  683. console.log(`[UpgradeController] 获取到的武器数据:`, weapon);
  684. if (!weapon) {
  685. console.log(`[UpgradeController] 武器不存在: ${this.currentSelectedWeapon}`);
  686. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器不存在", duration: 2.0 });
  687. return;
  688. }
  689. console.log(`[UpgradeController] 武器等级: ${weapon.level}`);
  690. if (weapon.level === 0) {
  691. console.log(`[UpgradeController] 武器未解锁: ${this.currentSelectedWeapon}`);
  692. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "请先解锁武器", duration: 2.0 });
  693. return;
  694. }
  695. // 检查是否已达到最大等级
  696. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  697. const maxLevel = weaponConfig?.upgradeConfig?.maxLevel || 10;
  698. if (weapon.level >= maxLevel) {
  699. console.log(`[UpgradeController] 武器已达到最大等级: ${this.currentSelectedWeapon}`);
  700. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器已达到最大等级", duration: 2.0 });
  701. return;
  702. }
  703. const cost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  704. const playerMoney = this.saveDataManager.getMoney();
  705. console.log(`[UpgradeController] 升级检查 - 武器: ${this.currentSelectedWeapon}, 费用: ${cost}, 当前金币: ${playerMoney}`);
  706. console.log(`[UpgradeController] 费用类型: ${typeof cost}, 金币类型: ${typeof playerMoney}`);
  707. console.log(`[UpgradeController] 条件判断: ${playerMoney} < ${cost} = ${playerMoney < cost}`);
  708. if (playerMoney < cost) {
  709. console.log(`[UpgradeController] 金币不足 - 需要: ${cost}, 当前: ${playerMoney}`);
  710. EventBus.getInstance().emit(GameEvents.SHOW_RESOURCE_TOAST, { message: `金币不足,需要${cost}金币`, duration: 2.0 });
  711. return;
  712. }
  713. console.log(`[UpgradeController] 金币充足,继续升级流程`);
  714. // 记录升级前的金币数量
  715. const coinsBeforeUpgrade = this.saveDataManager.getMoney();
  716. console.log(`[UpgradeController] 升级前金币: ${coinsBeforeUpgrade}`);
  717. const success = this.saveDataManager.upgradeWeapon(this.currentSelectedWeapon);
  718. if (success) {
  719. const coinsAfterUpgrade = this.saveDataManager.getMoney();
  720. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级成功`);
  721. console.log(`[UpgradeController] 升级后金币: ${coinsAfterUpgrade}, 消耗: ${coinsBeforeUpgrade - coinsAfterUpgrade}`);
  722. // 播放武器升级成功动画
  723. this.playWeaponUpgradeSuccessAnimation();
  724. // 刷新升级面板
  725. this.refreshUpgradePanel();
  726. // 更新UpgradeAni组件中的伤害显示
  727. if (this.weaponUpgradeAni && this.weaponUpgradeAni.currentDamageLabel) {
  728. const upgradedWeapon = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  729. if (upgradedWeapon) {
  730. this.weaponUpgradeAni.updateCurrentDamageDisplay(this.currentSelectedWeapon, upgradedWeapon.level);
  731. console.log(`[UpgradeController] 升级后更新UpgradeAni伤害显示: ${this.currentSelectedWeapon} 等级${upgradedWeapon.level}`);
  732. }
  733. }
  734. // 使用新的状态切换方法更新武器节点
  735. await this.switchWeaponNodeState(this.currentSelectedWeapon);
  736. // 更新升级按钮闪烁状态(升级后钞票可能不足继续升级)
  737. this.updateUpgradeBtnBlinkState();
  738. // 保存数据
  739. this.saveDataManager.savePlayerData();
  740. } else {
  741. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级失败`);
  742. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "升级失败,请重试", duration: 1.0 });
  743. // 升级失败时不更新UI
  744. }
  745. }
  746. /**
  747. * 播放武器升级成功动画
  748. */
  749. private async playWeaponUpgradeSuccessAnimation(): Promise<void> {
  750. if (!this.weaponUpgradeAni || !this.panelWeaponSprite) {
  751. console.warn('[UpgradeController] weaponUpgradeAni 或 panelWeaponSprite 未设置,跳过升级动画');
  752. return;
  753. }
  754. try {
  755. // 获取武器图标节点
  756. const weaponIconNode = this.panelWeaponSprite.node;
  757. // 播放升级动画
  758. await this.weaponUpgradeAni.playWeaponUpgradeAnimation(weaponIconNode);
  759. console.log('[UpgradeController] 武器升级动画播放完成');
  760. } catch (error) {
  761. console.error('[UpgradeController] 播放武器升级动画时出错:', error);
  762. }
  763. }
  764. /**
  765. * 解锁武器
  766. */
  767. public async unlockWeapon(weaponId: string): Promise<boolean> {
  768. const success = this.saveDataManager.unlockWeapon(weaponId);
  769. if (success) {
  770. console.log(`武器 ${weaponId} 解锁成功`);
  771. // 使用新的状态切换方法更新武器节点
  772. await this.switchWeaponNodeState(weaponId);
  773. // 保存数据
  774. this.saveDataManager.savePlayerData();
  775. }
  776. return success;
  777. }
  778. /**
  779. * 获取武器当前伤害
  780. */
  781. public getWeaponDamage(weaponId: string): number {
  782. if (!this.weaponsConfig) return 0;
  783. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  784. const weaponData = this.saveDataManager.getWeapon(weaponId);
  785. if (!weaponConfig || !weaponData) return 0;
  786. return this.calculateWeaponDamage(weaponConfig.stats.damage, weaponData.level, weaponId);
  787. }
  788. /**
  789. * 刷新UI
  790. */
  791. public async refreshUI() {
  792. await this.refreshWeaponList();
  793. }
  794. /**
  795. * 处理关卡完成事件,自动解锁相应武器
  796. */
  797. private async onLevelComplete() {
  798. if (!this.saveDataManager || !this.weaponsConfig) return;
  799. // 获取当前关卡数据
  800. const currentLevel = this.saveDataManager.getCurrentLevel();
  801. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  802. const playerData = this.saveDataManager.getPlayerData();
  803. console.log(`[UpgradeController] 关卡完成事件触发`);
  804. console.log(`[UpgradeController] 当前关卡: ${currentLevel}, 最大解锁关卡: ${maxUnlockedLevel}`);
  805. console.log(`[UpgradeController] 玩家数据:`, {
  806. coins: playerData?.money || 0,
  807. currentLevel: playerData?.currentLevel || 1,
  808. maxUnlockedLevel: playerData?.maxUnlockedLevel || 1
  809. });
  810. // 遍历所有武器,检查是否有新解锁的武器
  811. let hasNewUnlocks = false;
  812. const newlyUnlockedWeapons: string[] = [];
  813. for (const weaponConfig of this.weaponsConfig.weapons) {
  814. const weaponId = weaponConfig.id;
  815. const weaponData = this.saveDataManager.getWeapon(weaponId);
  816. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  817. // 检查武器是否应该根据关卡进度解锁
  818. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  819. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  820. console.log(`[UpgradeController] 武器检查: ${weaponConfig.name} (${weaponId})`);
  821. console.log(` - 需要关卡: ${requiredLevel}, 当前最大解锁: ${maxUnlockedLevel}`);
  822. console.log(` - 应该解锁: ${shouldBeUnlocked}, 当前已解锁: ${isCurrentlyUnlocked}`);
  823. console.log(` - 武器数据:`, weaponData);
  824. // 如果武器应该解锁但还未解锁,则自动解锁
  825. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  826. // 确保武器数据存在
  827. if (!weaponData) {
  828. this.saveDataManager.addWeapon(weaponId, weaponConfig.rarity, 1);
  829. } else {
  830. // 武器数据存在但未解锁,直接设置为解锁状态
  831. weaponData.level = 1;
  832. }
  833. console.log(`[UpgradeController] 自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  834. newlyUnlockedWeapons.push(weaponConfig.name);
  835. hasNewUnlocks = true;
  836. }
  837. }
  838. // 如果有新解锁的武器,刷新UI并保存数据
  839. if (hasNewUnlocks) {
  840. await this.refreshWeaponList();
  841. this.saveDataManager.savePlayerData();
  842. console.log(`[UpgradeController] 关卡完成后解锁了 ${newlyUnlockedWeapons.length} 个武器:`, newlyUnlockedWeapons);
  843. // 通知系统有新武器解锁(供 GainUI 等组件使用)
  844. EventBus.getInstance().emit(GameEvents.NEW_WEAPONS_UNLOCKED, newlyUnlockedWeapons);
  845. // 可以在这里添加解锁提示UI
  846. this.showWeaponUnlockNotification(newlyUnlockedWeapons);
  847. } else {
  848. console.log(`[UpgradeController] 关卡完成后没有新武器解锁`);
  849. }
  850. }
  851. /**
  852. * 显示武器解锁通知
  853. */
  854. private showWeaponUnlockNotification(weaponNames: string[]) {
  855. if (weaponNames.length === 0) return;
  856. // 这里可以实现解锁通知UI
  857. // 目前先用console输出
  858. console.log(`🎉 恭喜解锁新武器: ${weaponNames.join(', ')}!`);
  859. // TODO: 实现实际的UI通知
  860. // 可以显示一个弹窗或者顶部通知条
  861. }
  862. /**
  863. * 获取当前关卡数据(用于调试和UI显示)
  864. */
  865. public getCurrentLevelData() {
  866. if (!this.saveDataManager) return null;
  867. return {
  868. currentLevel: this.saveDataManager.getCurrentLevel(),
  869. maxUnlockedLevel: this.saveDataManager.getMaxUnlockedLevel(),
  870. coins: this.saveDataManager.getMoney(),
  871. diamonds: this.saveDataManager.getDiamonds(),
  872. wallLevel: this.saveDataManager.getWallLevel()
  873. };
  874. }
  875. /**
  876. * 手动检查并解锁武器(用于调试或特殊情况)
  877. */
  878. public async checkAndUnlockWeapons() {
  879. console.log('[UpgradeController] 手动检查武器解锁状态');
  880. await this.onLevelComplete();
  881. }
  882. /**
  883. * 获取所有武器的解锁状态信息(用于调试和UI显示)
  884. */
  885. public getWeaponUnlockStatus() {
  886. if (!this.saveDataManager || !this.weaponsConfig) {
  887. return { error: '数据管理器或武器配置未初始化' };
  888. }
  889. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  890. const weaponStatus = [];
  891. for (const weaponConfig of this.weaponsConfig.weapons) {
  892. const weaponId = weaponConfig.id;
  893. const weaponData = this.saveDataManager.getWeapon(weaponId);
  894. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  895. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  896. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  897. weaponStatus.push({
  898. id: weaponId,
  899. name: weaponConfig.name,
  900. requiredLevel: requiredLevel,
  901. shouldBeUnlocked: shouldBeUnlocked,
  902. isCurrentlyUnlocked: isCurrentlyUnlocked,
  903. currentLevel: weaponData?.level || 0,
  904. // 由于WeaponData类型中没有unlockTime属性,暂时移除该字段
  905. unlocked: weaponData?.level > 0,
  906. needsUpdate: shouldBeUnlocked && !isCurrentlyUnlocked
  907. });
  908. }
  909. return {
  910. maxUnlockedLevel: maxUnlockedLevel,
  911. weapons: weaponStatus,
  912. summary: {
  913. total: weaponStatus.length,
  914. unlocked: weaponStatus.filter(w => w.isCurrentlyUnlocked).length,
  915. shouldBeUnlocked: weaponStatus.filter(w => w.shouldBeUnlocked).length,
  916. needsUpdate: weaponStatus.filter(w => w.needsUpdate).length
  917. }
  918. };
  919. }
  920. /**
  921. * 强制同步所有武器解锁状态(用于修复数据不一致问题)
  922. */
  923. public async forceSyncWeaponUnlocks() {
  924. if (!this.saveDataManager || !this.weaponsConfig) {
  925. console.error('[UpgradeController] 无法强制同步:数据管理器或武器配置未初始化');
  926. return false;
  927. }
  928. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  929. let syncCount = 0;
  930. console.log(`[UpgradeController] 开始强制同步武器解锁状态,基于最大解锁关卡: ${maxUnlockedLevel}`);
  931. for (const weaponConfig of this.weaponsConfig.weapons) {
  932. const weaponId = weaponConfig.id;
  933. const weaponData = this.saveDataManager.getWeapon(weaponId);
  934. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  935. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  936. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  937. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  938. weaponData.level = 1;
  939. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行代码
  940. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  941. syncCount++;
  942. console.log(`[UpgradeController] 强制解锁武器: ${weaponConfig.name} (${weaponId})`);
  943. }
  944. }
  945. if (syncCount > 0) {
  946. this.saveDataManager.savePlayerData();
  947. await this.refreshWeaponList();
  948. console.log(`[UpgradeController] 强制同步完成,解锁了 ${syncCount} 个武器`);
  949. } else {
  950. console.log(`[UpgradeController] 强制同步完成,没有需要更新的武器`);
  951. }
  952. return syncCount > 0;
  953. }
  954. /**
  955. * 诊断武器解锁问题(用于调试)
  956. */
  957. public diagnoseWeaponUnlockIssue() {
  958. console.log('=== 武器解锁问题诊断 ===');
  959. if (!this.saveDataManager) {
  960. console.error('SaveDataManager未初始化');
  961. return;
  962. }
  963. if (!this.weaponsConfig) {
  964. console.error('武器配置未加载');
  965. return;
  966. }
  967. const currentLevel = this.saveDataManager.getCurrentLevel();
  968. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  969. const playerData = this.saveDataManager.getPlayerData();
  970. console.log(`当前关卡: ${currentLevel}`);
  971. console.log(`最大解锁关卡: ${maxUnlockedLevel}`);
  972. console.log(`金钱: ${playerData?.money || 0}`);
  973. console.log('\n=== 关卡完成状态 ===');
  974. for (let i = 1; i <= 5; i++) {
  975. const progress = this.saveDataManager.getLevelProgress(i);
  976. const isCompleted = this.saveDataManager.isLevelCompleted(i);
  977. console.log(`关卡${i}: 完成=${isCompleted}, 尝试次数=${progress?.attempts || 0}`);
  978. }
  979. console.log('\n=== 武器解锁状态 ===');
  980. for (const weaponConfig of this.weaponsConfig.weapons) {
  981. const weaponId = weaponConfig.id;
  982. const weaponData = this.saveDataManager.getWeapon(weaponId);
  983. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  984. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  985. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  986. console.log(`${weaponConfig.name} (${weaponId}):`);
  987. console.log(` 需要关卡: ${requiredLevel}`);
  988. console.log(` 应该解锁: ${shouldBeUnlocked}`);
  989. console.log(` 当前状态: ${isCurrentlyUnlocked ? '已解锁' : '未解锁'}`);
  990. console.log(` 武器等级: ${weaponData?.level || 0}`);
  991. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  992. console.log(` ❌ 问题:应该解锁但未解锁`);
  993. } else if (shouldBeUnlocked && isCurrentlyUnlocked) {
  994. console.log(` ✅ 正常:已正确解锁`);
  995. } else {
  996. console.log(` ⏳ 等待:尚未达到解锁条件`);
  997. }
  998. }
  999. console.log('\n=== 修复建议 ===');
  1000. console.log('如果发现武器解锁状态不正确,请运行以下命令:');
  1001. console.log('1. 在控制台运行: window.upgradeController.forceSyncWeaponUnlocks()');
  1002. console.log('2. 或者刷新页面重新初始化');
  1003. // 将实例暴露到全局,方便调试
  1004. (window as any).upgradeController = this;
  1005. }
  1006. /**
  1007. * 货币变化事件处理
  1008. */
  1009. private onCurrencyChanged() {
  1010. console.log('[UpgradeController] 货币发生变化,检查升级按钮闪烁状态');
  1011. // 如果升级面板打开,更新闪烁状态
  1012. if (this.upgradePanel && this.upgradePanel.active && this.currentSelectedWeapon) {
  1013. this.updateUpgradeBtnBlinkState();
  1014. }
  1015. }
  1016. /**
  1017. * 更新升级按钮闪烁状态
  1018. */
  1019. private updateUpgradeBtnBlinkState() {
  1020. if (!this.weaponUpgradeAni || !this.currentSelectedWeapon) {
  1021. return;
  1022. }
  1023. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  1024. const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  1025. if (!weaponConfig || !weaponData) {
  1026. return;
  1027. }
  1028. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  1029. // 如果武器已达到最大等级,停止闪烁
  1030. if (weaponData.level >= maxLevel) {
  1031. this.weaponUpgradeAni.stopUpgradeBtnBlink();
  1032. console.log(`[UpgradeController] 武器已满级,停止闪烁: ${this.currentSelectedWeapon}`);
  1033. return;
  1034. }
  1035. // 检查钞票是否足够升级
  1036. const canUpgrade = this.saveDataManager.canUpgradeWeapon(this.currentSelectedWeapon);
  1037. if (canUpgrade) {
  1038. // 钞票足够,开始闪烁
  1039. if (!this.weaponUpgradeAni.isUpgradeBtnBlinking()) {
  1040. this.weaponUpgradeAni.startUpgradeBtnBlink();
  1041. console.log(`[UpgradeController] 钞票足够,开始闪烁: ${this.currentSelectedWeapon}`);
  1042. }
  1043. } else {
  1044. // 钞票不够,停止闪烁
  1045. if (this.weaponUpgradeAni.isUpgradeBtnBlinking()) {
  1046. this.weaponUpgradeAni.stopUpgradeBtnBlink();
  1047. console.log(`[UpgradeController] 钞票不足,停止闪烁: ${this.currentSelectedWeapon}`);
  1048. }
  1049. }
  1050. }
  1051. /**
  1052. * 处理武器收藏事件
  1053. */
  1054. private onFavoriteWeapon(weaponId: string): void {
  1055. const currentFavorite = this.saveDataManager.getFavoriteWeapon();
  1056. const isFavorite = currentFavorite === weaponId;
  1057. if (isFavorite) {
  1058. // 取消收藏
  1059. this.saveDataManager.setFavoriteWeapon('');
  1060. console.log(`[UpgradeController] 取消收藏武器: ${weaponId}`);
  1061. } else {
  1062. // 设置为收藏
  1063. this.saveDataManager.setFavoriteWeapon(weaponId);
  1064. console.log(`[UpgradeController] 收藏武器: ${weaponId}`);
  1065. // 触发$MPAddFavorites事件
  1066. this.trackMPAddFavorites(weaponId);
  1067. }
  1068. // 刷新所有武器节点的收藏状态
  1069. this.refreshFavoriteStates();
  1070. }
  1071. /**
  1072. * 更新收藏按钮状态
  1073. */
  1074. private updateFavoriteButtonState(buttonNode: Node, isFavorite: boolean): void {
  1075. const buttonLabel = buttonNode.getChildByName('Label')?.getComponent(Label);
  1076. if (buttonLabel) {
  1077. buttonLabel.string = isFavorite ? '★' : '☆';
  1078. }
  1079. // 可以添加更多视觉效果,比如颜色变化
  1080. const buttonSprite = buttonNode.getComponent(Sprite);
  1081. if (buttonSprite) {
  1082. buttonSprite.color = isFavorite ? new Color(255, 215, 0) : new Color(255, 255, 255); // 金色 vs 白色
  1083. }
  1084. }
  1085. /**
  1086. * 刷新所有武器节点的收藏状态
  1087. */
  1088. private refreshFavoriteStates(): void {
  1089. const currentFavorite = this.saveDataManager.getFavoriteWeapon();
  1090. this.weaponNodes.forEach(weaponNode => {
  1091. const favoriteButton = weaponNode.getChildByName('Favorite')?.getComponent(Button);
  1092. if (favoriteButton) {
  1093. // 从节点名称或数据中获取武器ID
  1094. const weaponId = weaponNode.name; // 假设节点名称就是武器ID
  1095. const isFavorite = currentFavorite === weaponId;
  1096. this.updateFavoriteButtonState(favoriteButton.node, isFavorite);
  1097. }
  1098. });
  1099. }
  1100. /**
  1101. * 跟踪$MPAddFavorites事件
  1102. */
  1103. private trackMPAddFavorites(weaponId: string): void {
  1104. const weaponConfig = this.weaponsConfig.weapons.find(config => config.id === weaponId);
  1105. const weaponData = this.saveDataManager.getWeapon(weaponId);
  1106. const properties: MPAddFavoritesProperties = {
  1107. favorite_type: 'weapon',
  1108. favorite_id: weaponId,
  1109. favorite_name: weaponConfig?.name || weaponId,
  1110. favorite_time: Date.now(),
  1111. user_level: this.saveDataManager.getCurrentLevel(),
  1112. user_money: this.saveDataManager.getMoney(),
  1113. user_diamonds: this.saveDataManager.getDiamonds(),
  1114. weapon_level: weaponData?.level || 0,
  1115. weapon_rarity: weaponConfig?.rarity || 'common'
  1116. };
  1117. AnalyticsManager.getInstance().trackMPAddFavorites(properties);
  1118. }
  1119. /**
  1120. * 组件销毁时清理事件监听
  1121. */
  1122. onDestroy() {
  1123. EventBus.getInstance().off(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  1124. EventBus.getInstance().off(GameEvents.CURRENCY_CHANGED, this.onCurrencyChanged, this);
  1125. }
  1126. }