ConfigManager.ts 17 KB

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  1. import { _decorator, resources, JsonAsset } from 'cc';
  2. import { BaseSingleton } from './BaseSingleton';
  3. import { JsonConfigLoader } from './JsonConfigLoader';
  4. const { ccclass, property } = _decorator;
  5. // 局内金币花费配置接口
  6. export interface InGameCostConfig {
  7. baseCost: number;
  8. shapeCosts: {
  9. [shapeId: string]: number;
  10. };
  11. }
  12. // 弹道配置接口
  13. export interface BulletTrajectoryConfig {
  14. type: string;
  15. speed: number;
  16. gravity: number;
  17. arcHeight: number;
  18. homingStrength: number;
  19. homingDelay: number;
  20. rotateSpeed?: number; // 旋转速率 (0~1),仅在 arc 弹道中使用
  21. }
  22. // 弹药数量配置接口
  23. export interface BulletCountConfig {
  24. type: string;
  25. amount: number;
  26. spreadAngle: number;
  27. burstCount: number;
  28. burstDelay: number;
  29. }
  30. // 命中效果配置接口
  31. export interface HitEffectConfig {
  32. type: string;
  33. priority: number;
  34. damage?: number;
  35. pierceCount?: number;
  36. radius?: number;
  37. delay?: number;
  38. duration?: number;
  39. tickInterval?: number;
  40. ricochetCount?: number;
  41. ricochetAngle?: number;
  42. [key: string]: any;
  43. }
  44. // 弹药生命周期配置接口
  45. export interface BulletLifecycleConfig {
  46. type: string;
  47. maxLifetime: number;
  48. penetration: number;
  49. ricochetCount: number;
  50. returnToOrigin: boolean;
  51. returnDelay?: number; // 返回延迟(秒)
  52. maxRange?: number; // 最大射程
  53. effectDuration?: number; // 效果持续时间(用于地面效果)
  54. }
  55. // 武器配置接口
  56. export interface WeaponConfig {
  57. id: string;
  58. name: string;
  59. type: string;
  60. rarity?: string; // 可选字段,支持动态稀有度(合成时可变)
  61. stats: {
  62. damage: number;
  63. fireRate: number;
  64. range: number;
  65. bulletSpeed: number;
  66. accuracy?: number;
  67. };
  68. bulletConfig: {
  69. count: BulletCountConfig;
  70. trajectory: BulletTrajectoryConfig;
  71. hitEffects: HitEffectConfig[];
  72. lifecycle: BulletLifecycleConfig;
  73. visual: {
  74. bulletImages: string;
  75. hitEffect: string;
  76. trailEffect?: string;
  77. explosionEffect?: string;
  78. };
  79. shouldRotate?: boolean; // 是否旋转,默认为true
  80. };
  81. visualConfig: {
  82. weaponSprites: {
  83. [shapeId: string]: string;
  84. };
  85. attackSound: string;
  86. };
  87. upgradeConfig: {
  88. maxLevel: number;
  89. levels: {
  90. [level: string]: {
  91. cost: number;
  92. damage?: number;
  93. };
  94. };
  95. };
  96. rarityDamageMultipliers?: number[]; // 稀有度伤害倍率数组
  97. // 运行时计算的实际数值(应用技能加成后)
  98. runtimeStats?: {
  99. finalDamage: number;
  100. finalCritDamage: number;
  101. critChance: number;
  102. };
  103. inGameCostConfig?: InGameCostConfig;
  104. }
  105. // 球控制器配置接口
  106. export interface BallControllerConfig {
  107. baseSpeed: number;
  108. maxReflectionRandomness: number;
  109. antiTrapTimeWindow: number;
  110. antiTrapHitThreshold: number;
  111. deflectionAttemptThreshold: number;
  112. antiTrapDeflectionMultiplier: number;
  113. FIRE_COOLDOWN: number;
  114. ballRadius: number;
  115. gravityScale: number;
  116. linearDamping: number;
  117. angularDamping: number;
  118. colliderGroup: number;
  119. colliderTag: number;
  120. friction: number;
  121. restitution: number;
  122. safeDistance: number;
  123. edgeOffset: number;
  124. sensor: boolean;
  125. maxAttempts: number;
  126. }
  127. // 敌人配置接口
  128. export interface EnemyConfig {
  129. id: string;
  130. name: string;
  131. type: string;
  132. stats: {
  133. health: number;
  134. maxHealth: number;
  135. defense: number;
  136. speed: number;
  137. dropEnergy: number;
  138. };
  139. movement: {
  140. pattern: string;
  141. speed: number;
  142. patrolRange: number;
  143. chaseRange: number;
  144. rotationSpeed: number;
  145. moveType: string;
  146. swingAmplitude: number;
  147. swingFrequency: number;
  148. speedVariation: number;
  149. };
  150. combat: {
  151. attackDamage: number;
  152. attackRange: number;
  153. attackSpeed: number;
  154. canBlock: boolean;
  155. blockChance: number;
  156. blockDamageReduction: number;
  157. attackCooldown: number;
  158. attackType: string;
  159. attackDelay: number;
  160. weaponType: string;
  161. projectileType: string;
  162. projectileSpeed: number;
  163. };
  164. visualConfig: {
  165. spritePath: string;
  166. scale: number;
  167. animationSpeed: number;
  168. flipX: boolean;
  169. tint: string;
  170. animations: {
  171. [state: string]: string;
  172. };
  173. weaponProp: string;
  174. };
  175. audioConfig: {
  176. attackSound: string;
  177. deathSound: string;
  178. hitSound: string;
  179. walkSound: string;
  180. blockSound: string;
  181. stealthSound: string;
  182. armorBreakSound: string;
  183. fuseSound: string;
  184. volume: number;
  185. };
  186. visual?: {
  187. sprite_path: string;
  188. scale: number;
  189. animation_speed: number;
  190. flip_horizontal: boolean;
  191. animations: {
  192. [state: string]: string;
  193. };
  194. weapon_prop: string;
  195. };
  196. audio?: {
  197. attack_sound: string;
  198. death_sound: string;
  199. hit_sound: string;
  200. walk_sound: string;
  201. block_sound: string;
  202. stealth_sound: string;
  203. armor_break_sound: string;
  204. fuse_sound: string;
  205. };
  206. boss: {
  207. is_boss: boolean;
  208. phases: number;
  209. rage_threshold: number;
  210. rage_damage_multiplier: number;
  211. rage_speed_multiplier: number;
  212. };
  213. special_abilities: Array<{
  214. type: string;
  215. damage: number;
  216. range: number;
  217. cooldown: number;
  218. }>
  219. }
  220. @ccclass('ConfigManager')
  221. export class ConfigManager extends BaseSingleton {
  222. // 仅用于类型声明,实例由 BaseSingleton 在运行时动态维护
  223. public static _instance: ConfigManager;
  224. private weaponsConfig: any = null;
  225. private enemiesConfig: any = null;
  226. private configLoaded: boolean = false;
  227. /**
  228. * BaseSingleton 首次实例化回调
  229. */
  230. protected init() {
  231. console.log('[ConfigManager] 开始初始化配置管理器');
  232. this.loadConfigs();
  233. }
  234. // 加载所有配置文件
  235. private async loadConfigs() {
  236. console.log('[ConfigManager] 开始加载配置文件');
  237. this.configLoaded = false;
  238. try {
  239. // 确保resources bundle已经准备好
  240. await this.ensureResourcesBundle();
  241. // 加载武器配置
  242. console.log('[ConfigManager] 开始加载武器配置');
  243. await this.loadWeaponsConfig();
  244. console.log('[ConfigManager] 武器配置加载完成');
  245. // 加载敌人配置
  246. console.log('[ConfigManager] 开始加载敌人配置');
  247. await this.loadEnemiesConfig();
  248. console.log('[ConfigManager] 敌人配置加载完成');
  249. // 注意:球控制器配置现在通过BallController组件的装饰器直接加载
  250. console.log('[ConfigManager] 球控制器配置通过装饰器加载,跳过ConfigManager加载');
  251. this.configLoaded = true;
  252. console.log('[ConfigManager] ✅ 所有配置文件加载成功,配置管理器初始化完成');
  253. } catch (error) {
  254. console.error('[ConfigManager] ❌ 配置文件加载失败:', error);
  255. this.configLoaded = false;
  256. // 延迟重试加载
  257. console.log('[ConfigManager] 将在3秒后重试加载配置');
  258. setTimeout(() => {
  259. console.log('[ConfigManager] 开始重试加载配置');
  260. this.loadConfigs();
  261. }, 3000);
  262. }
  263. }
  264. // 确保resources bundle已经准备好
  265. private ensureResourcesBundle(): Promise<void> {
  266. return new Promise((resolve) => {
  267. console.log('[ConfigManager] 检查resources bundle状态...');
  268. // 增加延迟时间,确保Cocos Creator资源系统完全初始化
  269. setTimeout(() => {
  270. console.log('[ConfigManager] resources bundle初始化等待完成');
  271. resolve();
  272. }, 2000); // 增加到2秒
  273. });
  274. }
  275. // 加载武器配置
  276. private async loadWeaponsConfig(): Promise<void> {
  277. console.log('[ConfigManager] 开始加载武器配置...');
  278. try {
  279. this.weaponsConfig = await JsonConfigLoader.getInstance().loadConfig('weapons');
  280. // 验证配置完整性
  281. console.log('[ConfigManager] 验证武器配置完整性...');
  282. if (!this.weaponsConfig.weapons || !Array.isArray(this.weaponsConfig.weapons)) {
  283. throw new Error('武器配置格式错误:缺少weapons数组');
  284. }
  285. console.log(`[ConfigManager] 武器配置加载成功,共${this.weaponsConfig.weapons.length}个武器`);
  286. // 检查blockSizes配置
  287. if (this.weaponsConfig.blockSizes && Array.isArray(this.weaponsConfig.blockSizes)) {
  288. console.log(`[ConfigManager] ✅ blockSizes配置加载成功,共${this.weaponsConfig.blockSizes.length}个形状`);
  289. this.weaponsConfig.blockSizes.forEach(shape => {
  290. console.log(`[ConfigManager] - 形状: ${shape.id} (${shape.name})`);
  291. });
  292. } else {
  293. console.warn('[ConfigManager] ⚠️ blockSizes配置缺失或格式错误');
  294. }
  295. } catch (error) {
  296. console.error('[ConfigManager] 武器配置文件加载失败:', error);
  297. throw error;
  298. }
  299. }
  300. // 加载敌人配置
  301. private async loadEnemiesConfig(): Promise<void> {
  302. console.log('[ConfigManager] 开始加载敌人配置...');
  303. try {
  304. this.enemiesConfig = await JsonConfigLoader.getInstance().loadConfig('enemies');
  305. console.log('[ConfigManager] ✅ 敌人配置加载成功');
  306. } catch (error) {
  307. console.error('[ConfigManager] 敌人配置文件加载失败:', error);
  308. throw error;
  309. }
  310. }
  311. // 随机获取武器配置
  312. public getRandomWeapon(rarity?: string): WeaponConfig | null {
  313. if (!this.weaponsConfig || !this.weaponsConfig.weapons || this.weaponsConfig.weapons.length === 0) {
  314. console.warn('武器配置未加载或为空');
  315. return null;
  316. }
  317. if (rarity) {
  318. // 按稀有度筛选
  319. const filteredWeapons = this.weaponsConfig.weapons.filter(weapon => weapon.rarity === rarity);
  320. if (filteredWeapons.length === 0) {
  321. console.warn(`没有找到稀有度为 ${rarity} 的武器`);
  322. return null;
  323. }
  324. const randomIndex = Math.floor(Math.random() * filteredWeapons.length);
  325. return filteredWeapons[randomIndex];
  326. }
  327. // 使用稀有度权重系统进行随机选择
  328. const rarityWeights = this.weaponsConfig.rarityWeights;
  329. if (!rarityWeights) {
  330. console.warn('稀有度权重配置未找到,使用随机选择');
  331. const randomIndex = Math.floor(Math.random() * this.weaponsConfig.weapons.length);
  332. return this.weaponsConfig.weapons[randomIndex];
  333. }
  334. // 计算总权重
  335. // 计算总权重(兼容ES5)
  336. const totalWeight = Object.keys(rarityWeights).reduce((sum: number, key: string) => sum + (rarityWeights[key] as number), 0);
  337. const randomValue = Math.random() * totalWeight;
  338. // 根据权重选择稀有度
  339. let currentWeight = 0;
  340. let selectedRarity = 'common';
  341. // 兼容ES5的写法遍历对象
  342. for (let rarity in rarityWeights) {
  343. if (rarityWeights.hasOwnProperty(rarity)) {
  344. const weight = rarityWeights[rarity];
  345. currentWeight += weight as number;
  346. if (randomValue <= currentWeight) {
  347. selectedRarity = rarity;
  348. break;
  349. }
  350. }
  351. // 从选中的稀有度中随机选择武器
  352. const weaponsOfRarity = this.weaponsConfig.weapons.filter(weapon => weapon.rarity === selectedRarity);
  353. if (weaponsOfRarity.length === 0) {
  354. console.warn(`稀有度 ${selectedRarity} 没有可用武器,使用随机选择`);
  355. const randomIndex = Math.floor(Math.random() * this.weaponsConfig.weapons.length);
  356. return this.weaponsConfig.weapons[randomIndex];
  357. }
  358. const randomIndex = Math.floor(Math.random() * weaponsOfRarity.length);
  359. const selectedWeapon = weaponsOfRarity[randomIndex];
  360. console.log(`随机选择武器: ${selectedWeapon.name} (${selectedRarity})`);
  361. return selectedWeapon;
  362. }
  363. }
  364. // 随机获取敌人配置
  365. public getRandomEnemy(): EnemyConfig | null {
  366. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  367. if (!this.enemiesConfig || !Array.isArray(this.enemiesConfig) || this.enemiesConfig.length === 0) {
  368. console.warn('敌人配置未加载或为空');
  369. return null;
  370. }
  371. // 直接从敌人列表中随机选择
  372. const randomIndex = Math.floor(Math.random() * this.enemiesConfig.length);
  373. return this.enemiesConfig[randomIndex];
  374. }
  375. // 根据ID获取武器配置
  376. public getWeaponById(id: string): WeaponConfig | null {
  377. if (!this.weaponsConfig) return null;
  378. return this.weaponsConfig.weapons.find(weapon => weapon.id === id) || null;
  379. }
  380. // 根据ID获取敌人配置
  381. public getEnemyById(id: string): EnemyConfig | null {
  382. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  383. if (!this.enemiesConfig || !Array.isArray(this.enemiesConfig)) return null;
  384. return this.enemiesConfig.find(enemy => enemy.id === id) || null;
  385. }
  386. /**
  387. * 获取敌人名称到ID的映射
  388. */
  389. public getNameToIdMapping(): { [key: string]: string } | null {
  390. if (!this.enemiesConfig) return null;
  391. return this.enemiesConfig.nameToIdMapping || null;
  392. }
  393. // 获取所有武器配置
  394. public getAllWeapons(): WeaponConfig[] {
  395. return this.weaponsConfig?.weapons || [];
  396. }
  397. // 获取所有敌人配置
  398. public getAllEnemies(): EnemyConfig[] {
  399. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  400. return Array.isArray(this.enemiesConfig) ? this.enemiesConfig : [];
  401. }
  402. // 根据稀有度获取武器列表
  403. public getWeaponsByRarity(rarity: string): WeaponConfig[] {
  404. if (!this.weaponsConfig) return [];
  405. return this.weaponsConfig.weapons.filter(weapon => weapon.rarity === rarity);
  406. }
  407. // 获取完整的武器配置对象
  408. public getWeaponsConfig(): any {
  409. return this.weaponsConfig;
  410. }
  411. // 获取方块尺寸列表(已更新为形状ID)
  412. public getBlockSizes(): string[] {
  413. if (!this.weaponsConfig || !this.weaponsConfig.blockSizes) {
  414. return ['I', 'H-I', 'L', 'S', 'D-T'];
  415. }
  416. // 从blockSizes配置中提取形状ID
  417. return this.weaponsConfig.blockSizes.map((shape: any) => shape.id);
  418. }
  419. // 获取方块形状配置列表
  420. public getBlockShapes(): any[] {
  421. if (!this.weaponsConfig) {
  422. console.warn('[ConfigManager] 武器配置未加载,无法获取方块形状配置');
  423. console.warn('[ConfigManager] 配置加载状态:', this.configLoaded);
  424. return [];
  425. }
  426. if (!this.weaponsConfig.blockSizes) {
  427. console.warn('[ConfigManager] 方块形状配置(blockSizes)未找到');
  428. console.warn('[ConfigManager] 可用的配置字段:', Object.keys(this.weaponsConfig));
  429. return [];
  430. }
  431. if (!Array.isArray(this.weaponsConfig.blockSizes)) {
  432. console.error('[ConfigManager] blockSizes不是数组格式:', typeof this.weaponsConfig.blockSizes);
  433. return [];
  434. }
  435. console.log(`[ConfigManager] 成功获取${this.weaponsConfig.blockSizes.length}个方块形状配置`);
  436. return this.weaponsConfig.blockSizes;
  437. }
  438. // 获取波次进展配置(已废弃,波次配置现在通过关卡系统管理)
  439. public getWaveProgression(): any {
  440. console.warn('[ConfigManager] getWaveProgression已废弃,波次配置现在通过关卡系统管理');
  441. return {};
  442. }
  443. // 根据波次获取合适的敌人(简化版本,直接返回随机敌人)
  444. public getEnemyForWave(waveNumber: number): EnemyConfig | null {
  445. // 修复:波次配置现在通过关卡系统管理,这里简化为返回随机敌人
  446. // 具体的波次敌人配置由EnemyController通过关卡配置处理
  447. console.log(`[ConfigManager] 为波次 ${waveNumber} 获取随机敌人`);
  448. return this.getRandomEnemy();
  449. }
  450. // 检查配置是否已加载
  451. public isConfigLoaded(): boolean {
  452. return this.configLoaded;
  453. }
  454. // 获取球控制器配置
  455. // getBallControllerConfig方法已移除,球控制器配置现在通过装饰器直接在BallController中加载
  456. }