ConfigManager.ts 16 KB

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  1. import { _decorator, resources, JsonAsset } from 'cc';
  2. import { BaseSingleton } from './BaseSingleton';
  3. const { ccclass, property } = _decorator;
  4. // 武器配置接口
  5. export interface WeaponConfig {
  6. id: string;
  7. name: string;
  8. type: string;
  9. rarity: string;
  10. weight: number;
  11. stats: {
  12. damage: number;
  13. fireRate: number;
  14. range: number;
  15. bulletSpeed: number;
  16. penetration: number;
  17. accuracy: number;
  18. explosionRadius?: number;
  19. explosionDamage?: number;
  20. burnDuration?: number;
  21. burnDamage?: number;
  22. returnSpeed?: number;
  23. homingStrength?: number;
  24. };
  25. bulletConfig: {
  26. bulletType: string;
  27. bulletPrefab: string;
  28. hitEffect: string;
  29. trailEffect?: string;
  30. ricochetCount?: number;
  31. ricochetAngle?: number;
  32. explosionDelay?: number;
  33. burnEffect?: string;
  34. arcHeight?: number;
  35. returnDelay?: number;
  36. homingDelay?: number;
  37. };
  38. attackPattern: {
  39. type: string;
  40. projectileCount: number;
  41. spreadAngle: number;
  42. burstCount: number;
  43. burstDelay: number;
  44. };
  45. visualConfig: {
  46. weaponSprites: {
  47. [size: string]: string;
  48. };
  49. muzzleFlash: string;
  50. fireSound: string;
  51. };
  52. }
  53. // 球控制器配置接口
  54. export interface BallControllerConfig {
  55. baseSpeed: number;
  56. maxReflectionRandomness: number;
  57. antiTrapTimeWindow: number;
  58. antiTrapHitThreshold: number;
  59. deflectionAttemptThreshold: number;
  60. antiTrapDeflectionMultiplier: number;
  61. FIRE_COOLDOWN: number;
  62. ballRadius: number;
  63. gravityScale: number;
  64. linearDamping: number;
  65. angularDamping: number;
  66. colliderGroup: number;
  67. colliderTag: number;
  68. friction: number;
  69. restitution: number;
  70. safeDistance: number;
  71. edgeOffset: number;
  72. sensor: boolean;
  73. }
  74. // 敌人配置接口
  75. export interface EnemyConfig {
  76. id: string;
  77. name: string;
  78. type: string;
  79. rarity: string;
  80. weight: number;
  81. stats: {
  82. health: number;
  83. speed: number;
  84. damage: number;
  85. attackRange: number;
  86. attackSpeed: number;
  87. defense: number;
  88. coinReward: number;
  89. explosionDamage?: number;
  90. explosionRadius?: number;
  91. };
  92. movement: {
  93. type: string;
  94. pattern: string;
  95. speedVariation: number;
  96. swayAmplitude?: number;
  97. swayFrequency?: number;
  98. };
  99. combat: {
  100. attackType: string;
  101. attackDelay: number;
  102. attackCooldown: number;
  103. weaponType?: string;
  104. projectileType?: string;
  105. projectileSpeed?: number;
  106. canBlock: boolean;
  107. blockChance: number;
  108. };
  109. visualConfig: {
  110. spritePrefab: string;
  111. animations: {
  112. [state: string]: string;
  113. };
  114. scale: number;
  115. flipX: boolean;
  116. weapon?: string;
  117. armor?: string;
  118. prop?: string;
  119. };
  120. audioConfig: {
  121. [sound: string]: string;
  122. };
  123. specialAbilities: string[];
  124. stealthConfig?: {
  125. stealthDuration: number;
  126. stealthCooldown: number;
  127. revealOnAttack: boolean;
  128. visibilityAlpha: number;
  129. };
  130. armorConfig?: {
  131. armorHealth: number;
  132. armorReduction: number;
  133. breakThreshold: number;
  134. };
  135. explosionConfig?: {
  136. explosionDelay: number;
  137. explosionEffect: string;
  138. damageRadius: number;
  139. knockbackForce: number;
  140. };
  141. bossConfig?: {
  142. phases: number;
  143. phaseHealthThreshold: number;
  144. enrageBonus?: {
  145. speed: number;
  146. damage: number;
  147. attackSpeed: number;
  148. };
  149. summonAbility?: {
  150. minionType: string;
  151. summonCount: number;
  152. summonCooldown: number;
  153. };
  154. laserAbility?: {
  155. damage: number;
  156. range: number;
  157. chargeTime: number;
  158. cooldown: number;
  159. };
  160. };
  161. projectileConfig?: {
  162. bulletPrefab: string;
  163. hitEffect: string;
  164. trailEffect?: string;
  165. };
  166. }
  167. @ccclass('ConfigManager')
  168. export class ConfigManager extends BaseSingleton {
  169. // 仅用于类型声明,实例由 BaseSingleton 在运行时动态维护
  170. public static _instance: ConfigManager;
  171. private weaponsConfig: any = null;
  172. private enemiesConfig: any = null;
  173. private ballControllerConfig: BallControllerConfig = null;
  174. private configLoaded: boolean = false;
  175. // 武器权重缓存
  176. private weaponWeightedList: WeaponConfig[] = [];
  177. // 敌人权重缓存
  178. private enemyWeightedList: EnemyConfig[] = [];
  179. /**
  180. * BaseSingleton 首次实例化回调
  181. */
  182. protected init() {
  183. this.loadConfigs();
  184. }
  185. // 加载所有配置文件
  186. private async loadConfigs() {
  187. this.configLoaded = false;
  188. try {
  189. // 加载武器配置
  190. await this.loadWeaponsConfig();
  191. // 加载敌人配置
  192. await this.loadEnemiesConfig();
  193. // 加载球控制器配置
  194. await this.loadBallControllerConfig();
  195. this.configLoaded = true;
  196. } catch (error) {
  197. this.configLoaded = false;
  198. }
  199. }
  200. // 加载武器配置
  201. private loadWeaponsConfig(): Promise<void> {
  202. return new Promise((resolve, reject) => {
  203. console.log('加载武器配置...');
  204. resources.load('data/weapons', JsonAsset, (err, asset) => {
  205. if (err) {
  206. console.error('武器配置文件加载失败:', err);
  207. reject(err);
  208. return;
  209. }
  210. if (!asset || !asset.json) {
  211. console.error('武器配置文件内容为空');
  212. reject(new Error('武器配置文件内容为空'));
  213. return;
  214. }
  215. this.weaponsConfig = asset.json as any;
  216. console.log('✅ 武器配置加载成功');
  217. this.buildWeaponWeightedList();
  218. resolve();
  219. });
  220. });
  221. }
  222. // 加载敌人配置
  223. private loadEnemiesConfig(): Promise<void> {
  224. return new Promise((resolve, reject) => {
  225. console.log('加载敌人配置...');
  226. resources.load('data/enemies', JsonAsset, (err, asset) => {
  227. if (err) {
  228. console.error('敌人配置文件加载失败:', err);
  229. reject(err);
  230. return;
  231. }
  232. if (!asset || !asset.json) {
  233. console.error('敌人配置文件内容为空');
  234. reject(new Error('敌人配置文件内容为空'));
  235. return;
  236. }
  237. this.enemiesConfig = asset.json as any;
  238. console.log('✅ 敌人配置加载成功');
  239. this.buildEnemyWeightedList();
  240. resolve();
  241. });
  242. });
  243. }
  244. // 加载球控制器配置
  245. private loadBallControllerConfig(): Promise<void> {
  246. return new Promise((resolve, reject) => {
  247. resources.load('data/ballController', JsonAsset, (err, jsonAsset) => {
  248. if (err) {
  249. console.error('加载球控制器配置失败:', err);
  250. reject(err);
  251. } else {
  252. this.ballControllerConfig = jsonAsset.json as BallControllerConfig;
  253. console.log('球控制器配置加载成功:', this.ballControllerConfig);
  254. resolve();
  255. }
  256. });
  257. });
  258. }
  259. // 构建武器权重列表
  260. private buildWeaponWeightedList() {
  261. if (!this.weaponsConfig) return;
  262. this.weaponWeightedList = [];
  263. this.weaponsConfig.weapons.forEach(weapon => {
  264. // 根据权重添加多次到列表中
  265. for (let i = 0; i < weapon.weight; i++) {
  266. this.weaponWeightedList.push(weapon);
  267. }
  268. });
  269. console.log('武器权重列表构建完成,总权重:', this.weaponWeightedList.length);
  270. }
  271. // 构建敌人权重列表
  272. private buildEnemyWeightedList() {
  273. if (!this.enemiesConfig) return;
  274. this.enemyWeightedList = [];
  275. this.enemiesConfig.enemies.forEach(enemy => {
  276. // 根据权重添加多次到列表中
  277. for (let i = 0; i < enemy.weight; i++) {
  278. this.enemyWeightedList.push(enemy);
  279. }
  280. });
  281. console.log('敌人权重列表构建完成,总权重:', this.enemyWeightedList.length);
  282. }
  283. // 随机获取武器配置
  284. public getRandomWeapon(rarity?: string): WeaponConfig | null {
  285. if (!this.weaponsConfig || this.weaponWeightedList.length === 0) {
  286. console.warn('武器配置未加载或为空');
  287. return null;
  288. }
  289. if (rarity) {
  290. // 按稀有度筛选
  291. const filteredWeapons = this.weaponsConfig.weapons.filter(weapon => weapon.rarity === rarity);
  292. if (filteredWeapons.length === 0) {
  293. console.warn(`没有找到稀有度为 ${rarity} 的武器`);
  294. return null;
  295. }
  296. const randomIndex = Math.floor(Math.random() * filteredWeapons.length);
  297. return filteredWeapons[randomIndex];
  298. }
  299. // 使用稀有度权重系统进行随机选择
  300. const rarityWeights = this.weaponsConfig.rarityWeights;
  301. if (!rarityWeights) {
  302. console.warn('稀有度权重配置未找到,使用武器权重列表');
  303. const randomIndex = Math.floor(Math.random() * this.weaponWeightedList.length);
  304. return this.weaponWeightedList[randomIndex];
  305. }
  306. // 计算总权重
  307. // 计算总权重(兼容ES5)
  308. const totalWeight = Object.keys(rarityWeights).reduce((sum: number, key: string) => sum + (rarityWeights[key] as number), 0);
  309. const randomValue = Math.random() * totalWeight;
  310. // 根据权重选择稀有度
  311. let currentWeight = 0;
  312. let selectedRarity = 'common';
  313. // 兼容ES5的写法遍历对象
  314. for (let rarity in rarityWeights) {
  315. if (rarityWeights.hasOwnProperty(rarity)) {
  316. const weight = rarityWeights[rarity];
  317. currentWeight += weight as number;
  318. if (randomValue <= currentWeight) {
  319. selectedRarity = rarity;
  320. break;
  321. }
  322. }
  323. // 从选中的稀有度中随机选择武器
  324. const weaponsOfRarity = this.weaponsConfig.weapons.filter(weapon => weapon.rarity === selectedRarity);
  325. if (weaponsOfRarity.length === 0) {
  326. console.warn(`稀有度 ${selectedRarity} 没有可用武器,使用武器权重列表`);
  327. const randomIndex = Math.floor(Math.random() * this.weaponWeightedList.length);
  328. return this.weaponWeightedList[randomIndex];
  329. }
  330. const randomIndex = Math.floor(Math.random() * weaponsOfRarity.length);
  331. const selectedWeapon = weaponsOfRarity[randomIndex];
  332. console.log(`随机选择武器: ${selectedWeapon.name} (${selectedRarity})`);
  333. return selectedWeapon;
  334. }
  335. }
  336. // 随机获取敌人配置
  337. public getRandomEnemy(rarity?: string): EnemyConfig | null {
  338. if (!this.enemiesConfig || this.enemyWeightedList.length === 0) {
  339. console.warn('敌人配置未加载或为空');
  340. return null;
  341. }
  342. if (rarity) {
  343. // 按稀有度筛选
  344. const filteredEnemies = this.enemiesConfig.enemies.filter(enemy => enemy.rarity === rarity);
  345. if (filteredEnemies.length === 0) {
  346. console.warn(`没有找到稀有度为 ${rarity} 的敌人`);
  347. return null;
  348. }
  349. const randomIndex = Math.floor(Math.random() * filteredEnemies.length);
  350. return filteredEnemies[randomIndex];
  351. }
  352. // 从权重列表中随机选择
  353. const randomIndex = Math.floor(Math.random() * this.enemyWeightedList.length);
  354. return this.enemyWeightedList[randomIndex];
  355. }
  356. // 根据ID获取武器配置
  357. public getWeaponById(id: string): WeaponConfig | null {
  358. if (!this.weaponsConfig) return null;
  359. return this.weaponsConfig.weapons.find(weapon => weapon.id === id) || null;
  360. }
  361. // 根据ID获取敌人配置
  362. public getEnemyById(id: string): EnemyConfig | null {
  363. if (!this.enemiesConfig) return null;
  364. return this.enemiesConfig.enemies.find(enemy => enemy.id === id) || null;
  365. }
  366. /**
  367. * 获取敌人名称到ID的映射
  368. */
  369. public getNameToIdMapping(): { [key: string]: string } | null {
  370. if (!this.enemiesConfig) return null;
  371. return this.enemiesConfig.nameToIdMapping || null;
  372. }
  373. // 获取所有武器配置
  374. public getAllWeapons(): WeaponConfig[] {
  375. return this.weaponsConfig?.weapons || [];
  376. }
  377. // 获取所有敌人配置
  378. public getAllEnemies(): EnemyConfig[] {
  379. return this.enemiesConfig?.enemies || [];
  380. }
  381. // 根据稀有度获取武器列表
  382. public getWeaponsByRarity(rarity: string): WeaponConfig[] {
  383. if (!this.weaponsConfig) return [];
  384. return this.weaponsConfig.weapons.filter(weapon => weapon.rarity === rarity);
  385. }
  386. // 根据稀有度获取敌人列表
  387. public getEnemiesByRarity(rarity: string): EnemyConfig[] {
  388. if (!this.enemiesConfig) return [];
  389. return this.enemiesConfig.enemies.filter(enemy => enemy.rarity === rarity);
  390. }
  391. // 获取方块尺寸列表(已更新为形状ID)
  392. public getBlockSizes(): string[] {
  393. if (!this.weaponsConfig || !this.weaponsConfig.blockSizes) {
  394. return ['I', 'H-I', 'L', 'S', 'D-T'];
  395. }
  396. // 从blockSizes配置中提取形状ID
  397. return this.weaponsConfig.blockSizes.map((shape: any) => shape.id);
  398. }
  399. // 获取方块形状配置列表
  400. public getBlockShapes(): any[] {
  401. if (!this.weaponsConfig || !this.weaponsConfig.blockSizes) {
  402. console.warn('武器配置或方块形状配置未加载');
  403. return [];
  404. }
  405. return this.weaponsConfig.blockSizes;
  406. }
  407. // 获取波次进展配置
  408. public getWaveProgression(): any {
  409. return this.enemiesConfig?.waveProgression || {};
  410. }
  411. // 根据波次获取合适的敌人
  412. public getEnemyForWave(waveNumber: number): EnemyConfig | null {
  413. if (!this.enemiesConfig) return null;
  414. const progression = this.enemiesConfig.waveProgression;
  415. let enemyPool: string[] = [];
  416. if (waveNumber <= 5) {
  417. enemyPool = progression.earlyWaves || [];
  418. } else if (waveNumber <= 15) {
  419. enemyPool = [...(progression.earlyWaves || []), ...(progression.midWaves || [])];
  420. } else if (waveNumber <= 25) {
  421. enemyPool = [...(progression.midWaves || []), ...(progression.lateWaves || [])];
  422. } else {
  423. enemyPool = [...(progression.lateWaves || []), ...(progression.bossWaves || [])];
  424. }
  425. if (enemyPool.length === 0) {
  426. return this.getRandomEnemy();
  427. }
  428. const randomId = enemyPool[Math.floor(Math.random() * enemyPool.length)];
  429. return this.getEnemyById(randomId);
  430. }
  431. // 检查配置是否已加载
  432. public isConfigLoaded(): boolean {
  433. return this.configLoaded;
  434. }
  435. // 获取球控制器配置
  436. public getBallControllerConfig(): BallControllerConfig | null {
  437. return this.ballControllerConfig;
  438. }
  439. }