IN_game.ts 45 KB

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  1. import { _decorator, Component, Node, ProgressBar } from 'cc';
  2. import EventBus, { GameEvents } from '../Core/EventBus';
  3. import { GameBlockSelection } from '../CombatSystem/BlockSelection/GameBlockSelection';
  4. import { Wall } from '../CombatSystem/Wall';
  5. import { GameStartMove } from '../Animations/GameStartMove';
  6. import { LevelSessionManager } from '../Core/LevelSessionManager';
  7. import { SkillManager } from '../CombatSystem/SkillSelection/SkillManager';
  8. import { BackgroundManager } from './BackgroundManager';
  9. import { GroundBurnAreaManager } from '../CombatSystem/BulletEffects/GroundBurnAreaManager';
  10. import { ScreenShakeManager } from '../CombatSystem/EnemyWeapon/ScreenShakeManager';
  11. import { Audio } from '../AudioManager/AudioManager';
  12. import { AnalyticsManager } from '../Utils/AnalyticsManager';
  13. import { SaveDataManager } from '../LevelSystem/SaveDataManager';
  14. import { LevelConfigManager } from './LevelConfigManager';
  15. const { ccclass, property } = _decorator;
  16. /**
  17. * 游戏内状态枚举
  18. * 仅在 AppState.IN_GAME 时使用
  19. */
  20. export enum GameState {
  21. PLAYING = 'playing',
  22. SUCCESS = 'success',
  23. DEFEAT = 'defeat',
  24. PAUSED = 'paused',
  25. BLOCK_SELECTION = 'block_selection'
  26. }
  27. /**
  28. * 游戏内状态管理器
  29. * 负责管理游戏进行中的所有状态和逻辑
  30. */
  31. @ccclass('InGameManager')
  32. export class InGameManager extends Component {
  33. // === 游戏内UI节点引用 ===
  34. @property({
  35. type: Node,
  36. tooltip: '拖拽BallController节点到这里'
  37. })
  38. public ballController: Node = null;
  39. @property({
  40. type: Node,
  41. tooltip: '拖拽GameBlockSelection节点到这里'
  42. })
  43. public gameBlockSelection: Node = null;
  44. @property({
  45. type: Node,
  46. tooltip: '拖拽GameArea节点到这里'
  47. })
  48. public gameArea: Node = null;
  49. @property({
  50. type: Node,
  51. tooltip: '拖拽EnemyController节点到这里'
  52. })
  53. public enemyManager: Node = null;
  54. @property({
  55. type: Node,
  56. tooltip: '摄像机节点,用于获取GameStartMove组件'
  57. })
  58. public cameraNode: Node = null;
  59. @property({
  60. type: Node,
  61. tooltip: '墙体节点,用于获取Wall组件'
  62. })
  63. public wallNode: Node = null;
  64. @property({
  65. type: Node,
  66. tooltip: '上围栏墙体节点 (TopFence)'
  67. })
  68. public topFenceNode: Node = null;
  69. @property({
  70. type: Node,
  71. tooltip: '下围栏墙体节点 (BottomFence)'
  72. })
  73. public bottomFenceNode: Node = null;
  74. // === 游戏配置属性 ===
  75. // === 私有属性 ===
  76. private gameStarted: boolean = false;
  77. private currentState: GameState = GameState.PLAYING;
  78. // EnemyController现在通过事件系统通信,不再直接引用
  79. private enemySpawningStarted: boolean = false;
  80. private totalEnemiesSpawned: number = 0;
  81. private currentWave: number = 1;
  82. private currentWaveEnemyCount: number = 0;
  83. private currentWaveTotalEnemies: number = 0;
  84. public levelWaves: any[] = [];
  85. private levelTotalEnemies: number = 0;
  86. private enemiesKilled: number = 0;
  87. // === 背景管理器组件 ===
  88. private backgroundManager: BackgroundManager = null;
  89. // === 地面燃烧区域管理器 ===
  90. private groundBurnAreaManager: GroundBurnAreaManager = null;
  91. // 游戏计时器
  92. private gameStartTime: number = 0;
  93. private gameEndTime: number = 0;
  94. // 游戏区域的边界
  95. private gameBounds = {
  96. left: 0,
  97. right: 0,
  98. top: 0,
  99. bottom: 0
  100. };
  101. private preparingNextWave = false;
  102. // 能量系统
  103. private energyPoints: number = 0;
  104. private energyMax: number = 0; // 必须从关卡配置中读取
  105. private energyBar: ProgressBar = null;
  106. private selectSkillUI: Node = null;
  107. // 新增:能量条升级系统
  108. private energyUpgradeCount: number = 0; // 当前能量条升级次数
  109. private energyMaxUpgrades: number[] = []; // 每次升级后的最大值配置
  110. // 能量条UI节点
  111. @property({
  112. type: Node,
  113. tooltip: '拖拽能量条节点到这里 (Canvas/GameLevelUI/EnergyBar)'
  114. })
  115. public energyBarNode: Node = null;
  116. // 技能选择UI节点
  117. @property({
  118. type: Node,
  119. tooltip: '拖拽技能选择UI节点到这里 (Canvas/GameLevelUI/SelectSkillUI)'
  120. })
  121. public selectSkillUINode: Node = null;
  122. // === 背景管理器 ===
  123. @property({
  124. type: Node,
  125. tooltip: '拖拽BackgroundManager节点到这里'
  126. })
  127. public backgroundManagerNode: Node = null;
  128. @property({
  129. type: Node,
  130. tooltip: '拖拽GroundBurnAreaManager节点到这里'
  131. })
  132. public groundBurnAreaManagerNode: Node = null;
  133. // GameBlockSelection组件
  134. private blockSelectionComponent: GameBlockSelection = null;
  135. private pendingSkillSelection: boolean = false;
  136. private pendingBlockSelection: boolean = false;
  137. private shouldShowNextWavePrompt: boolean = false;
  138. // 墙体组件引用
  139. private wallComponent: Wall = null;
  140. private topFenceComponent: Wall = null;
  141. private bottomFenceComponent: Wall = null;
  142. // GameStartMove组件引用
  143. private gameStartMoveComponent: GameStartMove = null;
  144. start() {
  145. this.initializeGameState();
  146. this.setupEventListeners();
  147. this.initGameBlockSelection();
  148. this.initGameStartMove();
  149. this.initWallComponent();
  150. this.initUINodes();
  151. this.initScreenShakeManager();
  152. }
  153. onEnable() {
  154. // 旧战斗音乐播放逻辑移除,改为统一入口
  155. // this.playBattleMusicSync();
  156. Audio.updateBGMByTopUI();
  157. }
  158. onDisable() {
  159. console.log('[InGameManager] GameLevelUI节点隐藏,停止战斗音乐');
  160. // 当GameLevelUI节点隐藏时,立即停止战斗音乐
  161. Audio.stopMusic();
  162. }
  163. update(deltaTime: number) { }
  164. /**
  165. * 初始化游戏状态
  166. */
  167. private initializeGameState() {
  168. this.currentState = GameState.PLAYING;
  169. this.enemySpawningStarted = false;
  170. this.totalEnemiesSpawned = 0;
  171. this.currentWave = 1;
  172. this.currentWaveEnemyCount = 0;
  173. this.currentWaveTotalEnemies = 0;
  174. this.energyPoints = 0;
  175. this.pendingSkillSelection = false;
  176. }
  177. /**
  178. * 设置事件监听器
  179. */
  180. private setupEventListeners() {
  181. const eventBus = EventBus.getInstance();
  182. eventBus.on(GameEvents.GAME_SUCCESS, this.onGameSuccessEvent, this);
  183. eventBus.on(GameEvents.GAME_DEFEAT, this.onGameDefeatEvent, this);
  184. eventBus.on(GameEvents.GAME_RESUME, this.onGameResumeEvent, this);
  185. eventBus.on(GameEvents.GAME_RESUME_SKILL_SELECTION, this.onGameResumeEvent, this);
  186. eventBus.on(GameEvents.GAME_RESUME_BLOCK_SELECTION, this.onGameResumeEvent, this);
  187. eventBus.on('ENEMY_KILLED', this.onEnemyKilledEvent, this);
  188. eventBus.on(GameEvents.RESET_ENERGY_SYSTEM, this.resetEnergySystem, this);
  189. eventBus.on(GameEvents.WALL_DESTROYED, this.onWallDestroyedEvent, this);
  190. }
  191. /**
  192. * 初始化GameBlockSelection组件
  193. */
  194. private initGameBlockSelection() {
  195. if (this.gameBlockSelection) {
  196. this.blockSelectionComponent = this.gameBlockSelection.getComponent(GameBlockSelection);
  197. }
  198. }
  199. /**
  200. * 初始化GameStartMove组件
  201. */
  202. private initGameStartMove() {
  203. if (this.cameraNode) {
  204. this.gameStartMoveComponent = this.cameraNode.getComponent(GameStartMove);
  205. }
  206. }
  207. /**
  208. * EnemyController现在通过事件系统通信,不再需要直接初始化
  209. */
  210. /**
  211. * 初始化墙体组件
  212. */
  213. private initWallComponent() {
  214. // 初始化主墙体
  215. if (this.wallNode) {
  216. this.wallComponent = this.wallNode.getComponent(Wall);
  217. if (this.wallComponent) {
  218. console.log('[InGameManager] 主墙体组件初始化成功');
  219. } else {
  220. console.warn('[InGameManager] 未找到主墙体Wall组件');
  221. }
  222. } else {
  223. console.warn('[InGameManager] 主墙体节点未通过装饰器挂载');
  224. }
  225. // 初始化上围栏
  226. if (this.topFenceNode) {
  227. this.topFenceComponent = this.topFenceNode.getComponent(Wall);
  228. if (this.topFenceComponent) {
  229. console.log('[InGameManager] 上围栏墙体组件初始化成功');
  230. } else {
  231. console.warn('[InGameManager] 未找到上围栏Wall组件');
  232. }
  233. } else {
  234. console.warn('[InGameManager] 上围栏节点未通过装饰器挂载');
  235. }
  236. // 初始化下围栏
  237. if (this.bottomFenceNode) {
  238. this.bottomFenceComponent = this.bottomFenceNode.getComponent(Wall);
  239. if (this.bottomFenceComponent) {
  240. console.log('[InGameManager] 下围栏墙体组件初始化成功');
  241. } else {
  242. console.warn('[InGameManager] 未找到下围栏Wall组件');
  243. }
  244. } else {
  245. console.warn('[InGameManager] 下围栏节点未通过装饰器挂载');
  246. }
  247. }
  248. /**
  249. * 初始化ScreenShakeManager
  250. */
  251. private initScreenShakeManager() {
  252. if (this.cameraNode) {
  253. ScreenShakeManager.getInstance().initialize(this.cameraNode);
  254. console.log('[InGameManager] ScreenShakeManager初始化成功');
  255. } else {
  256. console.warn('[InGameManager] 相机节点未设置,ScreenShakeManager初始化失败');
  257. }
  258. }
  259. /**
  260. * 获取指定波次的敌人配置
  261. */
  262. private getWaveEnemyConfigs(wave: number): any[] {
  263. if (!this.levelWaves || wave < 1 || wave > this.levelWaves.length) {
  264. return [];
  265. }
  266. const waveConfig = this.levelWaves[wave - 1];
  267. return waveConfig?.enemies || [];
  268. }
  269. /**
  270. * 检查是否应该播放diban动画
  271. */
  272. public shouldPlayDibanAnimation(): boolean {
  273. return this.preparingNextWave && this.currentState === GameState.BLOCK_SELECTION;
  274. }
  275. /**
  276. * 技能选择完成后的处理
  277. */
  278. public onSkillSelectionComplete() {
  279. console.log('[InGameManager] 技能选择完成');
  280. // 关闭技能选择UI
  281. if (this.selectSkillUI) {
  282. this.selectSkillUI.active = false;
  283. console.log('[InGameManager] 技能选择UI已关闭');
  284. }
  285. // 恢复游戏
  286. this.resumeGame();
  287. // 发射技能选择结束恢复事件
  288. EventBus.getInstance().emit(GameEvents.GAME_RESUME_SKILL_SELECTION);
  289. // 如果有等待的diban动画,现在播放diban动画
  290. if (this.pendingBlockSelection) {
  291. console.log('[InGameManager] 技能选择完成,现在播放diban动画');
  292. this.playDibanAnimationAfterSkill();
  293. }
  294. }
  295. /**
  296. * 在技能选择后播放diban动画
  297. */
  298. public playDibanAnimationAfterSkill() {
  299. if (this.pendingBlockSelection) {
  300. console.log('[InGameManager] 技能选择完成,现在播放diban动画');
  301. this.pendingBlockSelection = false;
  302. const totalWaves = this.levelWaves?.length || 1;
  303. if (this.currentWave < totalWaves) {
  304. this.playDibanAnimationForNextWave();
  305. } else {
  306. console.log('[InGameManager] 最后一波结束,直接进入下一波事件以判定胜利');
  307. // 统一在 nextWave 中进行胜利判定
  308. this.nextWave();
  309. }
  310. } else if (this.shouldPlayDibanAnimation()) {
  311. this.playDibanAnimationForNextWave();
  312. }
  313. }
  314. /**
  315. * 播放下一波diban动画
  316. */
  317. private playDibanAnimationForNextWave() {
  318. // 如果游戏已经结束,不播放diban动画
  319. if (this.isGameOver()) {
  320. console.warn('[InGameManager] 游戏已经结束(胜利或失败),不播放下一波diban动画!');
  321. return;
  322. }
  323. console.log('[InGameManager] 播放diban动画');
  324. // 生成方块选择(不显示UI)
  325. if (this.blockSelectionComponent) {
  326. this.blockSelectionComponent.generateBlockSelection();
  327. }
  328. // 使用GameStartMove组件播放diban上滑动画和镜头下移动画
  329. if (this.gameStartMoveComponent) {
  330. console.log('[InGameManager] 调用GameStartMove组件播放diban上滑动画');
  331. this.gameStartMoveComponent.slideUpFromBottom(0.3);
  332. } else {
  333. console.warn('[InGameManager] GameStartMove组件未找到,无法播放diban动画');
  334. }
  335. // 使用底板选择专用暂停事件,小球继续运动
  336. EventBus.getInstance().emit(GameEvents.GAME_PAUSE_BLOCK_SELECTION);
  337. }
  338. /**
  339. * 处理游戏成功事件
  340. */
  341. private onGameSuccessEvent() {
  342. console.log('[InGameManager] 接收到游戏成功事件');
  343. this.currentState = GameState.SUCCESS;
  344. // 游戏结束时进入暂停状态,停止所有游戏对象的行为
  345. console.log('[InGameManager] 游戏成功,触发游戏暂停');
  346. const eventBus = EventBus.getInstance();
  347. eventBus.emit(GameEvents.GAME_PAUSE);
  348. }
  349. /**
  350. * 处理游戏失败事件
  351. */
  352. private onGameDefeatEvent() {
  353. console.log('[InGameManager] 接收到游戏失败事件');
  354. this.currentState = GameState.DEFEAT;
  355. // 游戏结束时进入暂停状态,停止所有游戏对象的行为
  356. console.log('[InGameManager] 游戏失败,触发游戏暂停');
  357. const eventBus = EventBus.getInstance();
  358. eventBus.emit(GameEvents.GAME_PAUSE);
  359. }
  360. /**
  361. * 处理游戏恢复事件
  362. */
  363. private onGameResumeEvent() {
  364. console.log('[InGameManager] 接收到游戏恢复事件');
  365. }
  366. /**
  367. * 墙体被摧毁事件处理
  368. * 墙体现在直接触发GAME_DEFEAT事件,与菜单退出处理流程一致
  369. */
  370. private onWallDestroyedEvent() {
  371. console.log('[InGameManager] 收到墙体被摧毁事件,墙体已直接触发GAME_DEFEAT事件');
  372. // 不再需要调用checkGameState,因为墙体已直接触发GAME_DEFEAT事件
  373. }
  374. /**
  375. * 处理敌人被击杀事件
  376. */
  377. private onEnemyKilledEvent() {
  378. // 游戏状态检查现在通过事件系统处理
  379. if (this.isGameOver()) {
  380. console.warn('[InGameManager] 游戏已结束状态下onEnemyKilledEvent被调用!');
  381. return;
  382. }
  383. // 如果游戏状态已经是成功或失败,不处理敌人击杀事件
  384. if (this.currentState === GameState.SUCCESS || this.currentState === GameState.DEFEAT) {
  385. console.warn(`[InGameManager] 游戏已结束(${this.currentState}),跳过敌人击杀事件处理`);
  386. return;
  387. }
  388. this.enemiesKilled++;
  389. this.currentWaveEnemyCount++;
  390. const remaining = this.currentWaveTotalEnemies - this.currentWaveEnemyCount;
  391. console.log(`[InGameManager] 敌人被消灭,当前波剩余敌人: ${remaining}/${this.currentWaveTotalEnemies}`);
  392. // 每死一个敌人就立即增加能量
  393. const energyBeforeIncrement = this.energyPoints;
  394. this.incrementEnergy();
  395. // 通过事件系统更新敌人计数标签
  396. EventBus.getInstance().emit(GameEvents.ENEMY_UPDATE_COUNT, this.currentWaveEnemyCount);
  397. // 检查能量是否已满,如果满了需要触发技能选择
  398. const energyWillBeFull = energyBeforeIncrement + 1 >= this.energyMax;
  399. // 基于UI显示的敌人数量判断波次是否结束(Canvas-001/TopArea/EnemyNode/EnemyNumber为0)
  400. const isWaveEnd = remaining <= 0;
  401. if (isWaveEnd) {
  402. console.log(`[InGameManager] 波次结束检测: remaining=${remaining}`);
  403. console.log(`[InGameManager]当前波次: remaining=${this.currentWave}`);
  404. // 不在击杀事件中判断游戏胜利;后续胜利判定在进入下一波事件中进行
  405. if (energyWillBeFull) {
  406. // 进入方块选择并准备下一波
  407. this.pendingBlockSelection = true;
  408. this.preparingNextWave = true;
  409. this.currentState = GameState.BLOCK_SELECTION;
  410. } else {
  411. // 显示下一波提示(内部会在播放提示前判断是否还有后续波次)
  412. this.showNextWavePrompt();
  413. }
  414. } else if (energyWillBeFull) {
  415. // 如果波次未结束但能量已满,设置状态为方块选择
  416. // 注意:onEnergyFull()已在incrementEnergy()中调用,这里不需要重复调用
  417. console.log('[InGameManager] 能量已满但波次未结束,设置方块选择状态');
  418. this.currentState = GameState.BLOCK_SELECTION;
  419. }
  420. }
  421. /**
  422. * 增加能量值
  423. */
  424. private incrementEnergy() {
  425. // 获取技能等级
  426. const energyHunterLevel = SkillManager.getInstance() ? SkillManager.getInstance().getSkillLevel('energy_hunter') : 0;
  427. const baseEnergy = 1;
  428. const bonusEnergy = SkillManager.calculateEnergyBonus ? SkillManager.calculateEnergyBonus(baseEnergy, energyHunterLevel) : baseEnergy;
  429. this.energyPoints += bonusEnergy;
  430. console.log(`[InGameManager] 能量值增加: +${bonusEnergy}, 当前: ${this.energyPoints}/${this.energyMax}`);
  431. // 检查是否达到当前能量最大值
  432. if (this.energyPoints >= this.energyMax) {
  433. this.onEnergyFull();
  434. // 能量满后重置为0,开始下一轮积累
  435. this.energyPoints = 0;
  436. }
  437. this.updateEnergyBar();
  438. }
  439. /**
  440. * 显示下一波提示
  441. */
  442. private showNextWavePrompt() {
  443. // 在播放下一波提示之前,先判断是否还有后续波次
  444. const totalWaves = this.levelWaves?.length ?? -1;
  445. if (totalWaves > 0 && this.currentWave >= totalWaves) {
  446. console.log('[InGameManager] 已经没有后续波次,直接进入下一波事件以判定胜利(不播放提示与diban动画)');
  447. this.nextWave();
  448. return;
  449. }
  450. // 设置准备下一波的状态
  451. this.preparingNextWave = true;
  452. this.pendingBlockSelection = true;
  453. this.currentState = GameState.BLOCK_SELECTION;
  454. console.log('[InGameManager] 设置准备下一波状态,准备播放diban动画');
  455. // 如果当前没有技能选择UI显示,立即播放diban动画
  456. if (!this.selectSkillUI || !this.selectSkillUI.active) {
  457. this.playDibanAnimationForNextWave();
  458. }
  459. // 如果技能选择UI正在显示,则等待技能选择完成后再播放diban动画
  460. // 这种情况下,pendingBlockSelection已经在onEnemyKilledEvent中设置为true
  461. }
  462. /**
  463. * 触发游戏成功
  464. * 只负责记录游戏结束时间和发送事件,状态切换由GameEnd.ts统一处理
  465. */
  466. private triggerGameSuccess() {
  467. // 防止重复触发游戏成功
  468. if (this.currentState === GameState.SUCCESS || this.currentState === GameState.DEFEAT) {
  469. console.log('[InGameManager] 游戏已结束,跳过重复的成功触发');
  470. return;
  471. }
  472. // 记录游戏结束时间
  473. this.gameEndTime = Date.now();
  474. // 触发游戏结束状态事件
  475. EventBus.getInstance().emit(GameEvents.ENTER_GAME_END_STATE, { result: 'success' });
  476. console.log('[InGameManager] 游戏成功,发送GAME_SUCCESS事件,状态切换由GameEnd.ts处理');
  477. EventBus.getInstance().emit(GameEvents.GAME_SUCCESS);
  478. }
  479. /**
  480. * 获取游戏持续时间
  481. */
  482. public getGameDuration(): number {
  483. const endTime = this.gameEndTime || Date.now();
  484. return Math.max(0, endTime - this.gameStartTime);
  485. }
  486. /**
  487. * 获取当前游戏状态
  488. */
  489. public getCurrentState(): GameState {
  490. return this.currentState;
  491. }
  492. /**
  493. * 设置游戏状态
  494. */
  495. public setCurrentState(state: GameState) {
  496. this.currentState = state;
  497. // 当游戏状态变为PLAYING时,更新能量条显示
  498. if (state === GameState.PLAYING) {
  499. this.updateEnergyBar();
  500. }
  501. }
  502. /**
  503. * 初始化UI节点
  504. */
  505. private initUINodes() {
  506. // 初始化能量条
  507. if (this.energyBarNode) {
  508. this.energyBar = this.energyBarNode.getComponent(ProgressBar);
  509. if (this.energyBar) {
  510. console.log('[InGameManager] 能量条组件初始化成功');
  511. // 不在初始化阶段更新能量条,等待游戏状态变为PLAYING后再更新
  512. } else {
  513. console.error('[InGameManager] 能量条节点存在但ProgressBar组件未找到');
  514. }
  515. } else {
  516. console.error('[InGameManager] 能量条节点未通过装饰器挂载,请在Inspector中拖拽EnergyBar节点');
  517. }
  518. // 初始化技能选择UI
  519. if (this.selectSkillUINode) {
  520. this.selectSkillUI = this.selectSkillUINode;
  521. console.log('[InGameManager] 技能选择UI节点初始化成功');
  522. } else {
  523. console.error('[InGameManager] 技能选择UI节点未通过装饰器挂载,请在Inspector中拖拽SelectSkillUI节点');
  524. }
  525. // 初始化背景管理器
  526. if (this.backgroundManagerNode) {
  527. this.backgroundManager = this.backgroundManagerNode.getComponent(BackgroundManager);
  528. if (this.backgroundManager) {
  529. console.log('[InGameManager] 背景管理器组件初始化成功');
  530. } else {
  531. console.error('[InGameManager] 背景管理器节点存在但BackgroundManager组件未找到');
  532. }
  533. } else {
  534. console.error('[InGameManager] 背景管理器节点未通过装饰器挂载,请在Inspector中拖拽BackgroundManager节点');
  535. }
  536. // 初始化地面燃烧区域管理器
  537. if (this.groundBurnAreaManagerNode) {
  538. this.groundBurnAreaManager = this.groundBurnAreaManagerNode.getComponent(GroundBurnAreaManager);
  539. if (this.groundBurnAreaManager) {
  540. console.log('[InGameManager] 地面燃烧区域管理器组件初始化成功');
  541. } else {
  542. console.error('[InGameManager] 地面燃烧区域管理器节点存在但GroundBurnAreaManager组件未找到');
  543. }
  544. } else {
  545. console.error('[InGameManager] 地面燃烧区域管理器节点未通过装饰器挂载,请在Inspector中拖拽GroundBurnAreaManager节点');
  546. }
  547. }
  548. /**
  549. * 更新能量条显示
  550. */
  551. private updateEnergyBar() {
  552. // 只有在游戏状态为PLAYING时才更新能量条,避免初始化阶段的报错
  553. if (this.currentState !== GameState.PLAYING) {
  554. return;
  555. }
  556. if (this.energyBar && this.energyMax > 0) {
  557. const progress = this.energyPoints / this.energyMax;
  558. this.energyBar.progress = Math.min(progress, 1.0);
  559. console.log(`[InGameManager] 能量条更新: ${this.energyPoints}/${this.energyMax} (${Math.round(progress * 100)}%)`);
  560. } else {
  561. console.warn('[InGameManager] 能量条组件未初始化或energyMax未设置,无法更新显示');
  562. }
  563. }
  564. /**
  565. * 能量满时的处理
  566. */
  567. private onEnergyFull() {
  568. console.log('[InGameManager] 能量已满,开始升级处理');
  569. // 升级能量条
  570. this.upgradeEnergySystem();
  571. // 显示技能选择UI
  572. this.showSkillSelection();
  573. }
  574. /**
  575. * 升级能量系统
  576. */
  577. private upgradeEnergySystem() {
  578. // 增加升级次数
  579. this.energyUpgradeCount++;
  580. // 更新能量最大值
  581. // energyMaxUpgrades数组索引0是初始值,索引1是第1次升级后的值,以此类推
  582. if (this.energyUpgradeCount < this.energyMaxUpgrades.length) {
  583. const newMaxEnergy = this.energyMaxUpgrades[this.energyUpgradeCount];
  584. this.energyMax = newMaxEnergy;
  585. console.log(`[InGameManager] 能量条升级 ${this.energyUpgradeCount} 次,新的最大值: ${this.energyMax}`);
  586. } else {
  587. // 超出配置次数,按照上一次的值+1递增
  588. this.energyMax = this.energyMax + 1;
  589. console.log(`[InGameManager] 能量条升级超出配置次数,使用递增模式,新的最大值: ${this.energyMax}`);
  590. }
  591. // 立即更新能量条显示,确保新的最大值生效
  592. this.updateEnergyBar();
  593. }
  594. /**
  595. * 显示技能选择UI
  596. */
  597. private showSkillSelection() {
  598. if (this.selectSkillUI) {
  599. this.selectSkillUI.active = true;
  600. // 使用技能选择专用暂停事件,所有小球停止运动
  601. EventBus.getInstance().emit(GameEvents.GAME_PAUSE_SKILL_SELECTION);
  602. // 注意:不调用StartGame.resetEnergy(),因为那会重置整个能量系统包括最大值
  603. // 能量点数已在onEnergyFull()中重置为0
  604. }
  605. }
  606. /**
  607. * 恢复游戏
  608. */
  609. private resumeGame() {
  610. console.log('[InGameManager] 恢复游戏');
  611. EventBus.getInstance().emit(GameEvents.GAME_RESUME);
  612. }
  613. /**
  614. * 检查游戏是否结束
  615. */
  616. private isGameOver(): boolean {
  617. let gameOver = false;
  618. EventBus.getInstance().emit(GameEvents.GAME_CHECK_OVER, (isOver: boolean) => {
  619. gameOver = isOver;
  620. });
  621. return gameOver;
  622. }
  623. /**
  624. * 设置当前波次
  625. */
  626. public setCurrentWave(wave: number, enemyCount: number = 0) {
  627. this.currentWave = wave;
  628. this.currentWaveEnemyCount = 0; // 重置当前击杀数
  629. this.currentWaveTotalEnemies = enemyCount; // 设置该波次总敌人数
  630. const totalWaves = this.levelWaves?.length || 1;
  631. // 获取波次敌人配置
  632. const waveEnemyConfigs = this.getWaveEnemyConfigs(wave);
  633. // 获取当前波次的血量系数
  634. let healthMultiplier = 1.0;
  635. if (this.levelWaves && this.levelWaves.length > 0) {
  636. const waveIndex = wave - 1; // 波次从1开始,数组从0开始
  637. if (waveIndex >= 0 && waveIndex < this.levelWaves.length) {
  638. const waveData = this.levelWaves[waveIndex];
  639. if (waveData && typeof waveData.healthMultiplier === 'number') {
  640. healthMultiplier = waveData.healthMultiplier;
  641. }
  642. }
  643. }
  644. // 通过事件系统启动波次
  645. EventBus.getInstance().emit(GameEvents.ENEMY_START_WAVE, {
  646. wave: wave,
  647. totalWaves: totalWaves,
  648. enemyCount: enemyCount,
  649. waveEnemyConfigs: waveEnemyConfigs,
  650. healthMultiplier: healthMultiplier
  651. });
  652. }
  653. /**
  654. * 更新当前波次敌人数量
  655. */
  656. public updateCurrentWaveEnemyCount(count: number) {
  657. this.currentWaveEnemyCount = count;
  658. }
  659. /**
  660. * 获取当前波次
  661. */
  662. public getCurrentWave(): number {
  663. return this.currentWave;
  664. }
  665. /**
  666. * 获取当前波次敌人数量
  667. */
  668. public getCurrentWaveEnemyCount(): number {
  669. return this.currentWaveEnemyCount;
  670. }
  671. /**
  672. * 获取当前波次总敌人数量
  673. */
  674. public getCurrentWaveTotalEnemies(): number {
  675. return this.currentWaveTotalEnemies;
  676. }
  677. /**
  678. * 进入下一波
  679. */
  680. public nextWave() {
  681. const totalWaves = this.levelWaves?.length ?? -1;
  682. // 仅当总波次有效且没有下一波时触发胜利
  683. if (totalWaves > 0 && this.currentWave >= totalWaves) {
  684. console.log('[InGameManager] 没有下一波,触发游戏胜利');
  685. this.triggerGameSuccess();
  686. return;
  687. }
  688. this.currentWave++;
  689. // 根据关卡配置获取下一波敌人数
  690. let enemyTotal = 0;
  691. if (this.levelWaves && this.levelWaves.length >= this.currentWave) {
  692. const waveCfg = this.levelWaves[this.currentWave - 1];
  693. if (waveCfg && waveCfg.enemies) {
  694. enemyTotal = waveCfg.enemies.reduce((t: number, g: any) => t + (g.count || 0), 0);
  695. }
  696. }
  697. this.setCurrentWave(this.currentWave, enemyTotal);
  698. }
  699. /**
  700. * 获取当前能量值
  701. */
  702. public getCurrentEnergy(): number {
  703. return this.energyPoints;
  704. }
  705. /**
  706. * 获取最大能量值
  707. */
  708. public getMaxEnergy(): number {
  709. return this.energyMax;
  710. }
  711. /**
  712. * 获取墙体健康度(返回主墙体健康度)
  713. */
  714. public getWallHealth(): number {
  715. if (this.wallComponent) {
  716. return this.wallComponent.getCurrentHealth();
  717. }
  718. return 0;
  719. }
  720. /**
  721. * 获取所有墙体的健康度
  722. */
  723. public getAllWallsHealth(): { main: number; topFence: number; bottomFence: number } {
  724. return {
  725. main: this.wallComponent ? this.wallComponent.getCurrentHealth() : 0,
  726. topFence: this.topFenceComponent ? this.topFenceComponent.getCurrentHealth() : 0,
  727. bottomFence: this.bottomFenceComponent ? this.bottomFenceComponent.getCurrentHealth() : 0
  728. };
  729. }
  730. /**
  731. * 根据等级获取墙体健康度
  732. */
  733. public getWallHealthByLevel(level: number): number {
  734. if (this.wallComponent) {
  735. return this.wallComponent.getWallHealthByLevel(level);
  736. }
  737. return 100;
  738. }
  739. /**
  740. * 获取当前墙体等级(返回主墙体等级)
  741. */
  742. public getCurrentWallLevel(): number {
  743. if (this.wallComponent) {
  744. return this.wallComponent.getCurrentWallLevel();
  745. }
  746. return 1;
  747. }
  748. /**
  749. * 获取当前墙体健康度(返回主墙体健康度)
  750. */
  751. public getCurrentWallHealth(): number {
  752. if (this.wallComponent) {
  753. return this.wallComponent.getCurrentHealth();
  754. }
  755. return 100;
  756. }
  757. /**
  758. * 获取所有墙体的等级
  759. */
  760. public getAllWallsLevel(): { main: number; topFence: number; bottomFence: number } {
  761. return {
  762. main: this.wallComponent ? this.wallComponent.getCurrentWallLevel() : 1,
  763. topFence: this.topFenceComponent ? this.topFenceComponent.getCurrentWallLevel() : 1,
  764. bottomFence: this.bottomFenceComponent ? this.bottomFenceComponent.getCurrentWallLevel() : 1
  765. };
  766. }
  767. /**
  768. * 处理确认操作(方块选择确认)
  769. */
  770. public handleConfirmAction() {
  771. console.log('[InGameManager] 处理方块选择确认操作');
  772. // 如果是在准备下一波的状态,需要先切换到下一波
  773. if (this.preparingNextWave) {
  774. console.log('[InGameManager] 检测到准备下一波状态,切换到下一波');
  775. this.nextWave();
  776. // 重置状态
  777. this.preparingNextWave = false;
  778. this.pendingBlockSelection = false;
  779. this.currentState = GameState.PLAYING;
  780. }
  781. // 触发进入游玩状态事件
  782. EventBus.getInstance().emit(GameEvents.ENTER_PLAYING_STATE);
  783. // 注意:不再发送GAME_START事件,避免重复触发游戏启动流程
  784. // 游戏启动流程已在用户点击战斗按钮时完成,这里只需要启动游戏逻辑
  785. // 通过事件系统启动球的移动
  786. EventBus.getInstance().emit(GameEvents.BALL_START);
  787. console.log('[InGameManager] 发送BALL_START事件,球已启动');
  788. // 通过事件系统开始当前波次的敌人生成
  789. EventBus.getInstance().emit(GameEvents.ENEMY_START_GAME);
  790. EventBus.getInstance().emit(GameEvents.ENEMY_SHOW_START_WAVE_PROMPT);
  791. console.log(`[InGameManager] 波次 ${this.currentWave} 敌人生成已启动`);
  792. }
  793. /**
  794. * 重置能量值(供StartGame调用)
  795. */
  796. public resetEnergyValue() {
  797. this.energyPoints = 0;
  798. this.updateEnergyBar();
  799. console.log('[InGameManager] 能量值重置完成');
  800. }
  801. /**
  802. * 重置波次信息(供StartGame调用)
  803. */
  804. public resetWaveInfo() {
  805. this.currentWave = 1;
  806. this.currentWaveEnemyCount = 0;
  807. this.currentWaveTotalEnemies = 0;
  808. this.enemiesKilled = 0;
  809. this.totalEnemiesSpawned = 0;
  810. this.levelTotalEnemies = 0;
  811. console.log('[InGameManager] 波次信息重置完成');
  812. }
  813. /**
  814. * 重置能量系统(供StartGame调用)
  815. * 注意:只在游戏真正重新开始时重置升级状态,技能选择后不应重置升级状态
  816. */
  817. public resetEnergySystem() {
  818. this.energyPoints = 0;
  819. // 只有在游戏状态不是BLOCK_SELECTION时才重置升级状态
  820. // 这样可以避免技能选择后重置已获得的能量升级
  821. if (this.currentState !== GameState.BLOCK_SELECTION) {
  822. this.energyUpgradeCount = 0;
  823. // 重置energyMax到初始值(energyMaxUpgrades数组的第一个值)
  824. if (this.energyMaxUpgrades && this.energyMaxUpgrades.length > 0) {
  825. this.energyMax = this.energyMaxUpgrades[0];
  826. }
  827. console.log('[InGameManager] 能量系统完全重置(包括升级状态)');
  828. } else {
  829. console.log('[InGameManager] 技能选择状态下,仅重置能量点数,保持升级状态');
  830. }
  831. this.updateEnergyBar();
  832. console.log('[InGameManager] 能量系统重置完成');
  833. }
  834. /**
  835. * 清理游戏数据,为返回主页面做准备
  836. * 当游戏胜利或失败返回主页面时调用
  837. */
  838. private cleanupGameDataForMainMenu() {
  839. console.log('[InGameManager] 开始清理游戏数据,准备返回主页面');
  840. const eventBus = EventBus.getInstance();
  841. // 1. 清空场上的所有游戏对象
  842. console.log('[InGameManager] 清空场上敌人、方块、球');
  843. eventBus.emit(GameEvents.CLEAR_ALL_ENEMIES); // 清空所有敌人
  844. eventBus.emit(GameEvents.CLEAR_ALL_BULLETS); // 清空所有子弹
  845. eventBus.emit(GameEvents.CLEAR_ALL_GAME_OBJECTS); // 清空其他游戏对象
  846. // 2. 重置能量系统
  847. console.log('[InGameManager] 重置能量系统');
  848. this.energyPoints = 0;
  849. this.updateEnergyBar();
  850. // 3. 清空技能选择数据(重置临时技能状态)
  851. console.log('[InGameManager] 清空技能选择数据');
  852. const skillManager = SkillManager.getInstance();
  853. if (skillManager) {
  854. skillManager.resetAllSkillLevels();
  855. }
  856. // 4. 重置关卡数据和游戏状态
  857. console.log('[InGameManager] 重置关卡数据和游戏状态');
  858. this.currentWave = 1;
  859. this.currentWaveEnemyCount = 0;
  860. this.currentWaveTotalEnemies = 0;
  861. this.enemiesKilled = 0;
  862. this.totalEnemiesSpawned = 0;
  863. this.levelTotalEnemies = 0;
  864. this.levelWaves = [];
  865. this.gameStarted = false;
  866. this.enemySpawningStarted = false;
  867. this.preparingNextWave = false;
  868. this.pendingSkillSelection = false;
  869. this.pendingBlockSelection = false;
  870. this.shouldShowNextWavePrompt = false;
  871. // 5. 重置UI状态
  872. console.log('[InGameManager] 重置UI状态');
  873. if (this.selectSkillUI) {
  874. this.selectSkillUI.active = false;
  875. }
  876. // 6. 清理会话数据(局内金币等临时数据)
  877. console.log('[InGameManager] 清理会话数据');
  878. if (LevelSessionManager.inst) {
  879. LevelSessionManager.inst.clear(); // 清空局内金币等临时数据
  880. }
  881. // 7. 通过事件系统通知其他组件进行清理
  882. eventBus.emit(GameEvents.RESET_BALL_CONTROLLER); // 重置球控制器
  883. eventBus.emit(GameEvents.RESET_BLOCK_MANAGER); // 重置方块管理器
  884. eventBus.emit(GameEvents.RESET_BLOCK_SELECTION); // 重置方块选择
  885. eventBus.emit(GameEvents.RESET_ENEMY_CONTROLLER); // 重置敌人控制器
  886. eventBus.emit(GameEvents.RESET_WALL_HEALTH); // 重置墙体血量
  887. eventBus.emit(GameEvents.RESET_UI_STATES); // 重置UI状态
  888. // 8. 重置镜头位置
  889. console.log('[InGameManager] 重置镜头位置');
  890. if (this.gameStartMoveComponent) {
  891. this.gameStartMoveComponent.resetCameraToOriginalPositionImmediate();
  892. } else {
  893. console.warn('[InGameManager] GameStartMove组件未找到,无法重置镜头位置');
  894. }
  895. // 9. 发送游戏结束事件,确保游戏状态正确转换
  896. console.log('[InGameManager] 发送游戏结束事件');
  897. eventBus.emit('GAME_END');
  898. // 10. 重置游戏状态为初始状态
  899. this.currentState = GameState.PLAYING;
  900. // 11. 重置游戏结束时间,确保下次游戏状态检查正常
  901. this.gameEndTime = 0;
  902. console.log('[InGameManager] 游戏数据清理完成,可以安全返回主页面');
  903. }
  904. /**
  905. * 重置游戏状态(供StartGame调用)
  906. */
  907. public resetGameStates() {
  908. this.currentState = GameState.PLAYING;
  909. this.gameStarted = false;
  910. this.enemySpawningStarted = false;
  911. this.preparingNextWave = false;
  912. this.pendingSkillSelection = false;
  913. this.pendingBlockSelection = false;
  914. this.shouldShowNextWavePrompt = false;
  915. this.gameStartTime = 0;
  916. this.gameEndTime = 0;
  917. console.log('[InGameManager] 游戏状态重置完成');
  918. }
  919. // resetGameRecord方法已被移除,避免与cleanupGameDataForMainMenu重复
  920. // 所有清理逻辑已统一在cleanupGameDataForMainMenu中处理
  921. /**
  922. * 手动触发游戏数据清理(供外部调用)
  923. * 可以在返回主菜单按钮点击时调用
  924. */
  925. public triggerGameDataCleanup() {
  926. this.cleanupGameDataForMainMenu();
  927. }
  928. /**
  929. * 应用关卡配置
  930. */
  931. public async applyLevelConfig(levelConfig: any) {
  932. console.log('[InGameManager] 应用关卡配置');
  933. // 应用能量配置 - 现在从energyMaxUpgrades数组获取初始值
  934. let initialEnergyMax = 5; // 默认值
  935. // 先读取energyMaxUpgrades配置以获取初始能量最大值
  936. if (levelConfig.levelSettings && levelConfig.levelSettings.energyMaxUpgrades && Array.isArray(levelConfig.levelSettings.energyMaxUpgrades) && levelConfig.levelSettings.energyMaxUpgrades.length > 0) {
  937. initialEnergyMax = levelConfig.levelSettings.energyMaxUpgrades[0];
  938. console.log(`[InGameManager] 从energyMaxUpgrades获取初始能量配置: ${initialEnergyMax}`);
  939. } else {
  940. console.warn('[InGameManager] 警告:关卡配置中缺少 energyMaxUpgrades 设置,使用默认值!');
  941. }
  942. this.energyMax = initialEnergyMax;
  943. this.updateEnergyBar();
  944. // 应用新的能量条升级配置
  945. if (levelConfig.levelSettings) {
  946. // 读取能量条升级后最大值配置
  947. if (levelConfig.levelSettings.energyMaxUpgrades && Array.isArray(levelConfig.levelSettings.energyMaxUpgrades)) {
  948. this.energyMaxUpgrades = [...levelConfig.levelSettings.energyMaxUpgrades];
  949. console.log(`[InGameManager] 应用能量条升级配置: ${this.energyMaxUpgrades.length}个配置`);
  950. } else {
  951. // 默认升级配置(基于初始最大值递增)
  952. this.energyMaxUpgrades = [];
  953. for (let i = 0; i < 20; i++) {
  954. this.energyMaxUpgrades.push(this.energyMax + i + 1);
  955. }
  956. console.log('[InGameManager] 使用默认能量条升级配置');
  957. }
  958. this.energyUpgradeCount = 0;
  959. console.log('[InGameManager] 初始化能量条升级系统');
  960. }
  961. // 如果有武器配置,应用武器
  962. if (levelConfig.weapons && Array.isArray(levelConfig.weapons)) {
  963. console.log('[InGameManager] 应用武器配置');
  964. // TODO: 应用武器配置逻辑
  965. }
  966. // 如果有波次配置,设置敌人波次
  967. if (levelConfig.waves && Array.isArray(levelConfig.waves)) {
  968. this.levelWaves = levelConfig.waves;
  969. this.currentWave = 1;
  970. // 计算本关卡总敌人数
  971. this.levelTotalEnemies = 0;
  972. for (const wave of this.levelWaves) {
  973. for (const enemy of wave.enemies || []) {
  974. this.levelTotalEnemies += enemy.count || 0;
  975. }
  976. }
  977. console.log(`[InGameManager] 应用波次配置: ${this.levelWaves.length}波,总敌人数: ${this.levelTotalEnemies}`);
  978. // 通过事件系统通知 EnemyController 初始化第一波数据及 UI
  979. const firstWaveEnemies = this.levelWaves.length > 0 && this.levelWaves[0].enemies ?
  980. this.levelWaves[0].enemies.reduce((t: number, g: any) => t + (g.count || 0), 0) : 0;
  981. // 通过事件系统调用setCurrentWave
  982. this.setCurrentWave(1, firstWaveEnemies);
  983. }
  984. // 应用背景图片配置
  985. if (this.backgroundManager && levelConfig.backgroundImage) {
  986. // 转换路径格式:从 "images/LevelBackground/BG1" 转换为 "LevelBackground/BG1"
  987. const bundlePath = levelConfig.backgroundImage.replace('images/', '');
  988. await this.backgroundManager.setBackground(bundlePath);
  989. console.log(`[InGameManager] 应用背景配置: ${levelConfig.backgroundImage}`);
  990. } else if (this.backgroundManager) {
  991. // 如果没有指定背景图片,使用默认背景
  992. await this.backgroundManager.setBackground('LevelBackground/BG1');
  993. console.log('[InGameManager] 使用默认背景: LevelBackground/BG1');
  994. }
  995. // 上报 $StartSection 事件
  996. try {
  997. const currentLevel = SaveDataManager.getInstance().getCurrentLevel();
  998. const userMoney = SaveDataManager.getInstance().getMoney();
  999. const levelConfigManager = LevelConfigManager.getInstance();
  1000. const levelName = levelConfigManager ? levelConfigManager.getLevelName(currentLevel) : `关卡 ${currentLevel}`;
  1001. const startSectionProperties = {
  1002. $section_id: currentLevel,
  1003. $section_name: levelName,
  1004. $section_type: 'level',
  1005. total_waves: this.levelWaves.length,
  1006. total_enemies: this.levelTotalEnemies,
  1007. energy_max: this.energyMax,
  1008. user_level: currentLevel,
  1009. user_money: userMoney,
  1010. background_image: levelConfig.backgroundImage || 'LevelBackground/BG1'
  1011. };
  1012. AnalyticsManager.getInstance().trackStartSection(startSectionProperties);
  1013. console.log('[InGameManager] $StartSection 事件已上报', startSectionProperties);
  1014. } catch (error) {
  1015. console.error('[InGameManager] $StartSection 事件上报失败:', error);
  1016. }
  1017. }
  1018. /**
  1019. * 同步播放战斗音乐(立即执行,不等待异步操作)
  1020. */
  1021. private playBattleMusicSync() {
  1022. try {
  1023. console.log('[InGameManager] 立即播放战斗音乐');
  1024. // 先停止当前播放的音乐
  1025. Audio.stopMusic();
  1026. // 设置音乐音量
  1027. Audio.setMusicVolume(0.8);
  1028. // 播放战斗音乐(循环播放)- 不等待异步操作
  1029. Audio.updateBGMByTopUI();
  1030. console.log('[InGameManager] 战斗音乐播放指令已发送');
  1031. } catch (error) {
  1032. console.error('[InGameManager] 播放战斗音乐失败:', error);
  1033. }
  1034. }
  1035. onDestroy() {
  1036. const eventBus = EventBus.getInstance();
  1037. eventBus.off(GameEvents.GAME_SUCCESS, this.onGameSuccessEvent, this);
  1038. eventBus.off(GameEvents.GAME_DEFEAT, this.onGameDefeatEvent, this);
  1039. eventBus.off(GameEvents.GAME_RESUME, this.onGameResumeEvent, this);
  1040. eventBus.off(GameEvents.GAME_RESUME_SKILL_SELECTION, this.onGameResumeEvent, this);
  1041. eventBus.off(GameEvents.GAME_RESUME_BLOCK_SELECTION, this.onGameResumeEvent, this);
  1042. eventBus.off('ENEMY_KILLED', this.onEnemyKilledEvent, this);
  1043. eventBus.off(GameEvents.RESET_ENERGY_SYSTEM, this.resetEnergySystem, this);
  1044. eventBus.off(GameEvents.WALL_DESTROYED, this.onWallDestroyedEvent, this);
  1045. }
  1046. }