MainUIControlller.ts 22 KB

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  1. // MainUIController.ts
  2. import { _decorator, Component, Node, Button, Label, JsonAsset, resources } from 'cc';
  3. import { SaveDataManager } from '../../LevelSystem/SaveDataManager';
  4. import { GameManager, AppState } from '../../LevelSystem/GameManager';
  5. import { GameState } from '../../LevelSystem/IN_game';
  6. import { GameStartMove } from '../../Animations/GameStartMove';
  7. import { TopBarController } from '../TopBarController';
  8. import { MoneyAni } from '../../Animations/MoneyAni';
  9. import EventBus, { GameEvents } from '../../Core/EventBus';
  10. import { Audio } from '../../AudioManager/AudioManager';
  11. import { BundleLoader } from '../../Core/BundleLoader';
  12. import { ResourcePreloader } from '../../Core/ResourcePreloader';
  13. import { NewbieGuideManager } from '../../Core/NewbieGuideManager';
  14. const { ccclass, property } = _decorator;
  15. @ccclass('MainUIController')
  16. export class MainUIController extends Component {
  17. /* 奖励节点 */
  18. @property(Node) rewardMoneyNode: Node = null; // 左钞票奖励
  19. @property(Node) rewardDiamondNode: Node = null; // 右钻石奖励
  20. @property(Label) levelNumberLabel: Label = null; // 第 X 关文本
  21. /* 升级 */
  22. @property(Button) upgradeBtn: Button = null; // 升级按钮
  23. @property(Node) upgradeCostLabel: Node = null; // 消耗钞票数字
  24. @property(Node) upgradeHpLabel: Node = null; // 升级后血量数字
  25. @property(Label) upgradeCurrentHpLabel: Label = null; // 当前血量Label
  26. @property(Label) upgradeNextHpLabel: Label = null; // 升级后血量Label
  27. @property(Label) upgradeInfoLabel: Label = null; // 升级信息Label(显示"升级墙壁"或"已满级")
  28. @property(Node) upgradeArrowNode: Node = null; // 箭头符号节点xxtb
  29. /* 墙体配置 */
  30. // @property(JsonAsset) wallConfigAsset: JsonAsset = null; // 墙体配置JSON资源 - 已改为动态加载
  31. /* 主功能按钮 */
  32. @property(Node) battleBtn: Node = null; // 战斗
  33. // 底栏按钮由 NavBarController 统一管理,这里不再需要引用
  34. @property(Node) topArea: Node = null; // Canvas-001/TopArea
  35. /* UI节点引用 - 替换find查找 */
  36. @property(Node) mainUI: Node = null; // Canvas/MainUI
  37. @property(Node) gameUI: Node = null; // Canvas/GameLevelUI
  38. @property(Node) gameManagerNode: Node = null; // Canvas/GameLevelUI/GameManager
  39. @property(Node) navBarNode: Node = null; // Canvas/NavBar
  40. @property(Node) topBarNode: Node = null; // Canvas/TopBar
  41. @property(Node) cameraNode: Node = null; // Canvas/Camera
  42. /* 奖励动画系统 */
  43. @property(Node) moneyAniNode: Node = null; // MoneyAni节点
  44. private sdm: SaveDataManager = null;
  45. private wallConfig: any = null;
  46. private newbieGuideManager: NewbieGuideManager = null;
  47. async onLoad () {
  48. console.log('[MainUIController] onLoad 开始执行');
  49. this.sdm = SaveDataManager.getInstance();
  50. this.newbieGuideManager = NewbieGuideManager.getInstance();
  51. await this.loadWallConfig();
  52. this.sdm.initialize();
  53. console.log('[MainUIController] SaveDataManager 初始化完成');
  54. this.bindButtons();
  55. this.refreshAll();
  56. // TopArea 默认隐藏,在点击战斗后再显示
  57. if (this.topArea) this.topArea.active = false;
  58. // 播放主界面背景音乐(等待bundle加载完成)
  59. await this.playMainUIBGM();
  60. // 预加载当前关卡和下一关的资源
  61. this.preloadLevelResources();
  62. // 检查并启动新手引导(如果是新用户)
  63. this.newbieGuideManager.checkAndStartNewbieGuideOnSceneLoad();
  64. console.log('[MainUIController] onLoad 执行完成');
  65. }
  66. /* 绑定按钮事件 */
  67. private bindButtons () {
  68. console.log('[MainUIController] bindButtons 开始执行');
  69. console.log('[MainUIController] upgradeBtn 状态:', this.upgradeBtn ? '已设置' : '未设置');
  70. console.log('[MainUIController] battleBtn 状态:', this.battleBtn ? '已设置' : '未设置');
  71. // 升级按钮绑定 - upgradeBtn是Button类型
  72. if (this.upgradeBtn) {
  73. console.log('[MainUIController] upgradeBtn.node:', this.upgradeBtn.node ? '存在' : '不存在');
  74. this.upgradeBtn.node.on(Button.EventType.CLICK, this.upgradeWallHp, this);
  75. console.log('[MainUIController] 升级按钮事件已绑定');
  76. } else {
  77. console.error('[MainUIController] upgradeBtn未设置,无法绑定升级事件');
  78. }
  79. // 战斗按钮绑定 - battleBtn是Node类型
  80. if (this.battleBtn) {
  81. this.battleBtn.on(Button.EventType.CLICK, this.onBattle, this);
  82. console.log('[MainUIController] 战斗按钮事件已绑定');
  83. } else {
  84. console.error('[MainUIController] battleBtn未设置,无法绑定战斗事件');
  85. }
  86. // 监听新手引导的自动战斗事件
  87. EventBus.getInstance().on('NEWBIE_GUIDE_BATTLE_START', this.onNewbieGuideBattle, this);
  88. console.log('[MainUIController] 新手引导战斗事件已绑定');
  89. console.log('[MainUIController] bindButtons 执行完成');
  90. }
  91. /* ================= 配置加载 ================= */
  92. /**
  93. * 加载墙体配置
  94. */
  95. private async loadWallConfig(): Promise<void> {
  96. try {
  97. const bundleLoader = BundleLoader.getInstance();
  98. const wallData = await bundleLoader.loadDataJson('wall');
  99. if (!wallData) {
  100. console.error('[MainUIController] 墙体配置文件内容为空');
  101. return;
  102. }
  103. this.wallConfig = wallData.json;
  104. console.log('[MainUIController] 墙体配置加载成功:', this.wallConfig);
  105. // 将配置传递给SaveDataManager
  106. this.sdm.setWallConfig(this.wallConfig);
  107. } catch (error) {
  108. console.error('[MainUIController] 加载墙体配置失败:', error);
  109. }
  110. }
  111. /**
  112. * 获取墙体升级费用
  113. */
  114. private getWallUpgradeCost(level: number): number {
  115. if (this.wallConfig && this.wallConfig.wallConfig && this.wallConfig.wallConfig.upgradeCosts) {
  116. const costs = this.wallConfig.wallConfig.upgradeCosts;
  117. return costs[level.toString()] || 0;
  118. }
  119. return 0;
  120. }
  121. /**
  122. * 获取墙体血量
  123. */
  124. private getWallHealthByLevel(level: number): number {
  125. if (this.wallConfig && this.wallConfig.wallConfig && this.wallConfig.wallConfig.healthByLevel) {
  126. const healthByLevel = this.wallConfig.wallConfig.healthByLevel;
  127. return healthByLevel[level.toString()] || 100;
  128. }
  129. return 100;
  130. }
  131. /**
  132. * 获取墙体最大等级
  133. */
  134. private getWallMaxLevel(): number {
  135. if (this.wallConfig && this.wallConfig.wallConfig && this.wallConfig.wallConfig.maxLevel) {
  136. return this.wallConfig.wallConfig.maxLevel;
  137. }
  138. return 5;
  139. }
  140. /* ================= 业务逻辑 ================= */
  141. private upgradeWallHp () {
  142. // 播放UI点击音效
  143. Audio.playUISound('data/弹球音效/level up 2');
  144. console.log('[MainUIController] 升级墙体按钮被点击');
  145. // 检查SaveDataManager是否初始化
  146. if (!this.sdm) {
  147. console.error('[MainUIController] SaveDataManager未初始化');
  148. return;
  149. }
  150. // 打印当前状态用于调试
  151. const currentMoney = this.sdm.getMoney();
  152. const currentWallLevel = this.sdm.getWallLevel();
  153. const upgradeCost = this.getWallUpgradeCost(currentWallLevel);
  154. console.log(`[MainUIController] 当前状态: 钞票=${currentMoney}, 墙体等级=${currentWallLevel}, 升级费用=${upgradeCost}`);
  155. // 检查墙体等级是否已达到最大值
  156. const maxLevel = this.getWallMaxLevel();
  157. if (currentWallLevel >= maxLevel) {
  158. console.log('[MainUIController] 墙体已达到最大等级');
  159. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, {
  160. message: '墙体已达到最大等级',
  161. duration: 2.0
  162. });
  163. return;
  164. }
  165. // 检查钞票是否足够
  166. if (currentMoney < upgradeCost) {
  167. EventBus.getInstance().emit(GameEvents.SHOW_RESOURCE_TOAST, {
  168. message: `钞票不足,需要${upgradeCost}钞票`,
  169. duration: 2.0
  170. });
  171. return;
  172. }
  173. // 执行升级
  174. if (!this.sdm.spendMoney(upgradeCost)) {
  175. console.log('[MainUIController] 扣除钞票失败');
  176. return;
  177. }
  178. if (!this.sdm.upgradeWallLevel()) {
  179. console.log('[MainUIController] 墙体升级失败');
  180. return;
  181. }
  182. console.log('[MainUIController] 墙体升级成功');
  183. // 刷新所有UI显示
  184. this.refreshAll();
  185. // 通过事件系统通知UI更新
  186. EventBus.getInstance().emit(GameEvents.CURRENCY_CHANGED);
  187. // 通知墙体组件更新血量显示
  188. const newLevel = this.sdm.getWallLevel();
  189. const newHealth = this.getWallHealthByLevel(newLevel);
  190. EventBus.getInstance().emit(GameEvents.WALL_HEALTH_CHANGED, {
  191. previousHealth: 0,
  192. currentHealth: newHealth,
  193. maxHealth: newHealth
  194. });
  195. }
  196. private onBattle () {
  197. console.log('[MainUIController] onBattle 被调用');
  198. this.executeBattleFlow();
  199. }
  200. /**
  201. * 新手引导自动触发战斗流程
  202. */
  203. private onNewbieGuideBattle() {
  204. console.log('[MainUIController] 新手引导自动触发战斗流程');
  205. this.executeBattleFlow();
  206. }
  207. /**
  208. * 执行战斗流程的核心逻辑
  209. * 无论是玩家点击战斗按钮还是新手引导自动触发,都使用相同的流程
  210. */
  211. private executeBattleFlow() {
  212. console.log('[MainUIController] 执行战斗流程开始');
  213. // 检查是否在新手引导中
  214. const isNewbieGuide = this.newbieGuideManager?.isNewbieGuideInProgress() || false;
  215. if (isNewbieGuide) {
  216. console.log('[MainUIController] 当前处于新手引导模式');
  217. }
  218. // 停止主界面背景音乐,避免与游戏内音效冲突
  219. Audio.stopMusic();
  220. // 播放战斗背景音乐,音量较小
  221. setTimeout(() => {
  222. Audio.playMusic('data/弹球音效/fight bgm', true);
  223. Audio.setMusicVolume(0.4); // 设置较小的音量
  224. console.log('[MainUIController] 开始播放战斗背景音乐');
  225. }, 500); // 延迟500ms等start zombie音效播放
  226. // 显示 TopArea(拖拽引用),避免使用 find()
  227. if (this.topArea) this.topArea.active = true;
  228. // 若上一关已完成则自动+1
  229. const lvl = this.sdm.getCurrentLevel();
  230. if (this.sdm.isLevelCompleted(lvl)) {
  231. const pd = this.sdm.getPlayerData();
  232. pd.currentLevel = lvl + 1;
  233. this.sdm.savePlayerData();
  234. }
  235. this.refreshLevelNumber();
  236. // 切场景 UI - 使用装饰器引用
  237. if (this.mainUI) this.mainUI.active = false;
  238. if (this.gameUI) this.gameUI.active = true;
  239. const gm = this.gameManagerNode?.getComponent(GameManager);
  240. // 设置应用状态为游戏中(会自动隐藏TopBar和NavBar)
  241. gm?.setAppState(AppState.IN_GAME);
  242. // 统一使用StartGame启动游戏流程
  243. const eventBus = EventBus.getInstance();
  244. eventBus.emit(GameEvents.GAME_START);
  245. gm?.loadCurrentLevelConfig();
  246. // 镜头下移动画现在已集成到StartGame流程中的slideUpFromBottom方法里
  247. console.log('[MainUIController] 执行战斗流程完成');
  248. }
  249. /* ================= 刷新 ================= */
  250. private refreshLevelNumber(){
  251. if (this.levelNumberLabel) this.levelNumberLabel.string = `第 ${this.sdm.getCurrentLevel()} 关`;
  252. }
  253. private refreshAll(){
  254. this.refreshLevelNumber();
  255. this.refreshUpgradeInfo();
  256. this.refreshRewardDisplay();
  257. }
  258. /** 刷新奖励显示 - 从JSON配置读取 */
  259. private async refreshRewardDisplay() {
  260. const currentLevel = this.sdm.getCurrentLevel();
  261. try {
  262. // 从SaveDataManager获取关卡奖励配置
  263. const rewards = await this.sdm.getLevelRewardsFromConfig(currentLevel);
  264. if (rewards) {
  265. // 更新钞票奖励显示
  266. if (this.rewardMoneyNode) {
  267. const coinLabel = this.rewardMoneyNode.getComponent(Label) || this.rewardMoneyNode.getComponentInChildren(Label);
  268. if (coinLabel) {
  269. coinLabel.string = rewards.money.toString();
  270. }
  271. }
  272. // 更新钻石奖励显示
  273. if (this.rewardDiamondNode) {
  274. const diamondLabel = this.rewardDiamondNode.getComponent(Label) || this.rewardDiamondNode.getComponentInChildren(Label);
  275. if (diamondLabel) {
  276. diamondLabel.string = rewards.diamonds.toString();
  277. }
  278. }
  279. } else {
  280. console.warn(`无法获取关卡${currentLevel}的奖励配置,使用默认值`);
  281. // 使用默认奖励值
  282. this.setDefaultRewards();
  283. }
  284. } catch (error) {
  285. console.error('刷新奖励显示时出错:', error);
  286. this.setDefaultRewards();
  287. }
  288. }
  289. /** 设置默认奖励值 */
  290. private setDefaultRewards() {
  291. // 钞票奖励默认值
  292. if (this.rewardMoneyNode) {
  293. const coinLabel = this.rewardMoneyNode.getComponent(Label) || this.rewardMoneyNode.getComponentInChildren(Label);
  294. if (coinLabel) {
  295. coinLabel.string = '50';
  296. }
  297. }
  298. // 钻石奖励默认值
  299. if (this.rewardDiamondNode) {
  300. const diamondLabel = this.rewardDiamondNode.getComponent(Label) || this.rewardDiamondNode.getComponentInChildren(Label);
  301. if (diamondLabel) {
  302. diamondLabel.string = '5';
  303. }
  304. }
  305. }
  306. /** 刷新升级信息显示 */
  307. private refreshUpgradeInfo () {
  308. console.log('[MainUIController] refreshUpgradeInfo 开始执行');
  309. const costLbl = this.upgradeCostLabel?.getComponent(Label);
  310. const hpLbl = this.upgradeHpLabel?.getComponent(Label);
  311. const currentLevel = this.sdm.getWallLevel();
  312. const maxLevel = this.getWallMaxLevel();
  313. // 检查是否已达到最大等级
  314. if (currentLevel >= maxLevel) {
  315. // 满级状态:显示"已满级",隐藏当前血量和箭头,只显示满级血量
  316. if (this.upgradeInfoLabel) {
  317. this.upgradeInfoLabel.string = "已满级";
  318. }
  319. // 隐藏当前血量Label和箭头符号
  320. if (this.upgradeCurrentHpLabel) {
  321. this.upgradeCurrentHpLabel.node.active = false;
  322. }
  323. if (this.upgradeArrowNode) {
  324. this.upgradeArrowNode.active = false;
  325. }
  326. // 只显示满级血量
  327. if (this.upgradeNextHpLabel) {
  328. const maxHp = this.getWallHealthByLevel(currentLevel);
  329. this.upgradeNextHpLabel.string = `${maxHp}`;
  330. this.upgradeNextHpLabel.node.active = true;
  331. }
  332. // 隐藏升级费用
  333. if (costLbl) {
  334. costLbl.string = "";
  335. }
  336. console.log(`[MainUIController] 满级状态显示: 等级=${currentLevel}, 血量=${this.getWallHealthByLevel(currentLevel)}`);
  337. } else {
  338. // 非满级状态:正常显示升级信息
  339. if (this.upgradeInfoLabel) {
  340. this.upgradeInfoLabel.string = "升级墙壁";
  341. }
  342. // 显示升级费用
  343. const cost = this.getWallUpgradeCost(currentLevel);
  344. if (costLbl) {
  345. costLbl.string = cost.toString();
  346. console.log(`[MainUIController] 升级费用: ${cost}`);
  347. }
  348. // 显示当前和下一级血量
  349. const currentHp = this.getWallHealthByLevel(currentLevel);
  350. const nextHp = this.getWallHealthByLevel(currentLevel + 1);
  351. // 显示当前血量Label和箭头符号
  352. if (this.upgradeCurrentHpLabel) {
  353. this.upgradeCurrentHpLabel.string = `${currentHp}>>`;
  354. this.upgradeCurrentHpLabel.node.active = true;
  355. }
  356. if (this.upgradeArrowNode) {
  357. this.upgradeArrowNode.active = true;
  358. }
  359. // 显示升级后血量
  360. if (this.upgradeNextHpLabel) {
  361. this.upgradeNextHpLabel.string = `${nextHp}`;
  362. this.upgradeNextHpLabel.node.active = true;
  363. }
  364. console.log(`[MainUIController] 升级信息显示: 当前=${currentHp}, 升级后=${nextHp}, 当前等级: ${currentLevel}`);
  365. }
  366. // 升级按钮始终保持可点击状态,通过Toast显示各种提示
  367. console.log(`[MainUIController] 升级按钮保持可交互状态`);
  368. }
  369. // 供外部(如 GameManager)调用的公共刷新接口
  370. public updateUI (): void {
  371. this.refreshAll();
  372. // 通过事件系统通知UI更新
  373. EventBus.getInstance().emit(GameEvents.CURRENCY_CHANGED);
  374. }
  375. /**
  376. * 游戏失败或成功返回MainUI后的UI状态管理
  377. * 隐藏Canvas-001并显示Canvas/TopBar和Canvas/NavBar
  378. */
  379. public onReturnToMainUI(): void {
  380. console.log('MainUIController.onReturnToMainUI 开始执行');
  381. // 注意:应用状态已在GameManager中设置,这里不需要重复设置
  382. // 隐藏 TopArea (Canvas-001)
  383. if (this.topArea) {
  384. this.topArea.active = false;
  385. console.log('TopArea (Canvas-001) 已隐藏');
  386. }
  387. // 显示主UI
  388. if (this.mainUI) {
  389. this.mainUI.active = true;
  390. console.log('MainUI 已显示');
  391. }
  392. // 隐藏游戏UI
  393. if (this.gameUI) {
  394. this.gameUI.active = false;
  395. console.log('GameUI 已隐藏');
  396. }
  397. // 显示顶部钱币栏 TopBar
  398. if (this.topBarNode) {
  399. this.topBarNode.active = true;
  400. console.log('TopBar 已显示');
  401. }
  402. // 显示底部导航栏 NavBar
  403. if (this.navBarNode) {
  404. this.navBarNode.active = true;
  405. console.log('NavBar 已显示');
  406. }
  407. // 播放主界面背景音乐
  408. this.playMainUIBGM();
  409. // 刷新UI显示
  410. this.refreshAll();
  411. // 通过事件系统通知UI更新
  412. EventBus.getInstance().emit(GameEvents.CURRENCY_CHANGED);
  413. // 返回主界面时重新预加载资源,确保下次进入游戏时资源已准备就绪
  414. this.preloadLevelResources();
  415. console.log('MainUIController.onReturnToMainUI 执行完成');
  416. }
  417. /**
  418. * 游戏成功返回MainUI并播放奖励动画
  419. */
  420. public onReturnToMainUIWithReward(): void {
  421. console.log('MainUIController.onReturnToMainUIWithReward 开始执行');
  422. // 先执行基本的UI状态管理
  423. this.onReturnToMainUI();
  424. // 延迟播放奖励动画,确保UI已经完全显示
  425. this.scheduleOnce(() => {
  426. this.playRewardAnimation();
  427. }, 0.5);
  428. }
  429. /**
  430. * 播放奖励动画
  431. */
  432. private async playRewardAnimation(): Promise<void> {
  433. console.log('MainUIController.playRewardAnimation 开始播放奖励动画');
  434. const currentLevel = this.sdm.getCurrentLevel();
  435. try {
  436. // 直接获取SaveDataManager中已经计算好的奖励数据
  437. // 注意:不再依赖当前游戏状态判断,因为游戏数据清理可能已经重置了状态
  438. // SaveDataManager.getLastRewards()已经包含了正确的奖励信息(成功或失败奖励)
  439. const rewards = this.sdm.getLastRewards();
  440. console.log('获取已计算的奖励:', rewards);
  441. if (rewards && (rewards.money > 0 || rewards.diamonds > 0)) {
  442. // 使用MoneyAni播放奖励动画
  443. if (this.moneyAniNode) {
  444. const moneyAni = this.moneyAniNode.getComponent(MoneyAni);
  445. if (moneyAni) {
  446. moneyAni.playRewardAnimation(rewards.money, rewards.diamonds, () => {
  447. console.log('奖励动画播放完成');
  448. });
  449. } else {
  450. console.error('MoneyAni组件未找到');
  451. // 使用静态方法作为备选
  452. MoneyAni.playReward(rewards.money, rewards.diamonds);
  453. }
  454. } else {
  455. console.warn('MoneyAni节点未设置,使用静态方法播放动画');
  456. MoneyAni.playReward(rewards.money, rewards.diamonds);
  457. }
  458. } else {
  459. console.log('当前关卡没有奖励或奖励为0,跳过动画播放');
  460. }
  461. } catch (error) {
  462. console.error('播放奖励动画时出错:', error);
  463. // 使用默认奖励
  464. MoneyAni.playReward(25, 2);
  465. }
  466. }
  467. /**
  468. * 播放主界面背景音乐
  469. */
  470. private async playMainUIBGM(): Promise<void> {
  471. console.log('[MainUIController] 开始播放主界面背景音乐');
  472. try {
  473. // 获取BundleLoader实例
  474. const bundleLoader = BundleLoader.getInstance();
  475. // 确保data bundle已加载完成
  476. await bundleLoader.loadBundle('data');
  477. console.log('[MainUIController] data bundle加载完成,开始播放音乐');
  478. // 先停止当前音乐(包括战斗背景音乐)
  479. Audio.stopMusic();
  480. // 恢复正常音乐音量
  481. Audio.setMusicVolume(0.8);
  482. // 播放主界面BGM,循环播放
  483. Audio.playMusic('data/弹球音效/ui bgm', true);
  484. console.log('[MainUIController] 主界面背景音乐播放完成');
  485. } catch (error) {
  486. console.error('[MainUIController] 播放主界面背景音乐失败:', error);
  487. }
  488. }
  489. /**
  490. * 预加载当前关卡和下一关的资源
  491. * 在MainUI场景加载时提前预加载,避免进入游戏时的资源加载延迟
  492. */
  493. private async preloadLevelResources(): Promise<void> {
  494. console.log('[MainUIController] 开始预加载关卡资源');
  495. try {
  496. const resourcePreloader = ResourcePreloader.getInstance();
  497. const currentLevel = this.sdm.getCurrentLevel();
  498. // 预加载当前关卡资源
  499. console.log(`[MainUIController] 预加载当前关卡 ${currentLevel} 的资源`);
  500. try {
  501. await resourcePreloader.preloadLevelResources(currentLevel);
  502. console.log(`[MainUIController] 当前关卡 ${currentLevel} 资源预加载完成`);
  503. } catch (error) {
  504. console.warn(`[MainUIController] 当前关卡 ${currentLevel} 资源预加载失败:`, error);
  505. }
  506. // 预加载下一关资源(如果存在)
  507. const nextLevel = currentLevel + 1;
  508. console.log(`[MainUIController] 预加载下一关卡 ${nextLevel} 的资源`);
  509. try {
  510. await resourcePreloader.preloadLevelResources(nextLevel);
  511. console.log(`[MainUIController] 下一关卡 ${nextLevel} 资源预加载完成`);
  512. } catch (error) {
  513. console.warn(`[MainUIController] 下一关卡 ${nextLevel} 资源预加载失败(可能不存在该关卡):`, error);
  514. }
  515. console.log('[MainUIController] 关卡资源预加载流程完成');
  516. } catch (error) {
  517. console.error('[MainUIController] 预加载关卡资源时发生错误:', error);
  518. }
  519. }
  520. /* =============== Util =============== */
  521. private format(n:number){ return n>=1000000? (n/1e6).toFixed(1)+'M' : n>=1000? (n/1e3).toFixed(1)+'K' : n.toString(); }
  522. }