UpgradeController.ts 49 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213
  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. const { ccclass, property } = _decorator;
  9. /**
  10. * 武器配置接口(从weapons.json加载)
  11. */
  12. interface WeaponConfig {
  13. id: string;
  14. name: string;
  15. type: string;
  16. rarity: string;
  17. weight: number;
  18. stats: {
  19. damage: number;
  20. fireRate: number;
  21. range: number;
  22. bulletSpeed: number;
  23. };
  24. visualConfig: {
  25. weaponSprites: string | {
  26. "I": string;
  27. "H-I": string;
  28. "L": string;
  29. "S": string;
  30. "D-T": string;
  31. };
  32. };
  33. upgradeConfig?: {
  34. maxLevel: number;
  35. levels: {
  36. [level: string]: {
  37. cost: number;
  38. damage?: number;
  39. };
  40. };
  41. };
  42. rarityDamageMultipliers?: number[]; // 稀有度伤害倍率数组
  43. }
  44. /**
  45. * 武器升级系统控制器
  46. * 负责管理武器升级UI和逻辑
  47. */
  48. @ccclass('UpgradeController')
  49. export class UpgradeController extends Component {
  50. // UI节点引用
  51. @property(Node) upgradeUI: Node = null; // Canvas/UpgradeUI
  52. @property(ScrollView) weaponScrollView: ScrollView = null; // Canvas/UpgradeUI/ScrollView
  53. @property(Layout) weaponLayout: Layout = null; // Canvas/UpgradeUI/ScrollView/view/content/Layout
  54. @property(Node) upgradePanel: Node = null; // Canvas/UpgradeUI/UpgradePanel
  55. @property(Button) closePanelBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/CloseBtn
  56. // 升级面板UI组件
  57. @property(Sprite) panelWeaponSprite: Sprite = null; // Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  58. @property(Label) panelLevelLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/LevelLabel
  59. @property(Label) panelCurrentDamage: Label = null; // Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  60. @property(Label) panelCostLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  61. @property(Button) panelUpgradeBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn
  62. // 武器节点预制体
  63. @property(Prefab) lockedWeaponPrefab: Prefab = null; // Lock.prefab
  64. @property(Prefab) unlockedWeaponPrefab: Prefab = null; // Unlock.prefab
  65. // 动画控制器
  66. @property(PopUPAni) upgradeAni: PopUPAni = null; // Canvas/UpgradeUI/UpgradePanel上的PopUPAni组件
  67. @property(UpgradeAni) weaponUpgradeAni: UpgradeAni = null; // 武器升级动画组件
  68. // 满级按钮图片
  69. @property(SpriteFrame) maxLevelBtnSprite: SpriteFrame = null; // 武器满级时的灰色按钮图片
  70. @property(SpriteFrame) normalUpgradeBtnSprite: SpriteFrame = null; // 正常升级按钮图片
  71. // 数据管理
  72. private saveDataManager: SaveDataManager = null;
  73. private weaponsConfig: any = null;
  74. private currentSelectedWeapon: string = null;
  75. private levelConfigs: any[] = [];
  76. private bundleLoader: BundleLoader = null;
  77. // 武器节点列表
  78. private weaponNodes: Node[] = [];
  79. onLoad() {
  80. this.saveDataManager = SaveDataManager.getInstance();
  81. this.bundleLoader = BundleLoader.getInstance();
  82. this.bindEvents();
  83. }
  84. async start() {
  85. // 先加载武器配置
  86. await this.loadWeaponsConfig();
  87. // 为UpgradeAni组件加载武器配置
  88. if (this.weaponUpgradeAni) {
  89. try {
  90. await this.weaponUpgradeAni.loadWeaponsConfig();
  91. console.log('[UpgradeController] UpgradeAni武器配置加载完成');
  92. } catch (error) {
  93. console.error('[UpgradeController] UpgradeAni武器配置加载失败:', error);
  94. }
  95. }
  96. // 加载关卡配置
  97. await this.loadLevelConfigs();
  98. // 初始化武器数据
  99. this.initializeWeapons();
  100. // 初始化时检查武器解锁状态
  101. this.checkInitialWeaponUnlocks();
  102. // 刷新UI
  103. await this.refreshWeaponList();
  104. // 初始化升级面板状态
  105. if (this.upgradeAni) {
  106. this.upgradeAni.hidePanelImmediate();
  107. } else {
  108. this.upgradePanel.active = false;
  109. }
  110. console.log('[UpgradeController] 初始化完成');
  111. }
  112. /**
  113. * 绑定事件
  114. */
  115. private bindEvents() {
  116. // 关闭升级面板
  117. this.closePanelBtn?.node.on(Button.EventType.CLICK, this.closeUpgradePanel, this);
  118. // 升级按钮
  119. this.panelUpgradeBtn?.node.on(Button.EventType.CLICK, this.onUpgradeWeapon, this);
  120. // 监听关卡完成事件,自动解锁武器
  121. EventBus.getInstance().on(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  122. // 监听货币变化事件,更新升级按钮闪烁状态
  123. EventBus.getInstance().on(GameEvents.CURRENCY_CHANGED, this.onCurrencyChanged, this);
  124. }
  125. /**
  126. * 加载武器配置
  127. */
  128. private async loadWeaponsConfig() {
  129. try {
  130. this.weaponsConfig = await JsonConfigLoader.getInstance().loadConfig('weapons');
  131. console.log('[UpgradeController] 武器配置加载成功:', this.weaponsConfig);
  132. } catch (error) {
  133. console.error('[UpgradeController] 加载武器配置失败:', error);
  134. }
  135. }
  136. /**
  137. * 加载关卡配置
  138. */
  139. private async loadLevelConfigs() {
  140. try {
  141. this.levelConfigs = [];
  142. // 加载Level1到Level5的配置
  143. for (let i = 1; i <= 5; i++) {
  144. try {
  145. const levelData = await BundleLoader.getInstance().loadDataJson(`levels/Level${i}`);
  146. this.levelConfigs.push({
  147. level: i,
  148. ...levelData
  149. });
  150. } catch (error) {
  151. console.warn(`加载Level${i}配置失败:`, error);
  152. }
  153. }
  154. console.log('关卡配置加载成功:', this.levelConfigs);
  155. } catch (error) {
  156. console.error('加载关卡配置失败:', error);
  157. this.levelConfigs = [];
  158. }
  159. }
  160. /**
  161. * 初始化武器数据(确保所有武器都在存档中)
  162. */
  163. private initializeWeapons() {
  164. if (!this.weaponsConfig) return;
  165. // 为每个武器创建初始数据(如果不存在)
  166. this.weaponsConfig.weapons.forEach(weaponConfig => {
  167. const existingWeapon = this.saveDataManager.getWeapon(weaponConfig.id);
  168. if (!existingWeapon) {
  169. this.saveDataManager.addWeapon(weaponConfig.id, weaponConfig.rarity);
  170. }
  171. });
  172. }
  173. /**
  174. * 初始化时检查武器解锁状态
  175. */
  176. private checkInitialWeaponUnlocks() {
  177. if (!this.saveDataManager || !this.weaponsConfig) return;
  178. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  179. console.log(`[UpgradeController] 初始化检查武器解锁状态,当前最大解锁关卡: ${maxUnlockedLevel}`);
  180. let hasUpdates = false;
  181. for (const weaponConfig of this.weaponsConfig.weapons) {
  182. const weaponId = weaponConfig.id;
  183. const weaponData = this.saveDataManager.getWeapon(weaponId);
  184. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  185. // 检查武器是否应该根据关卡进度解锁
  186. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  187. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  188. // 如果武器应该解锁但还未解锁,则自动解锁
  189. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  190. weaponData.level = 1;
  191. // 由于WeaponData类型中没有unlockTime属性,这里先注释掉
  192. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  193. console.log(`[UpgradeController] 初始化时自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  194. hasUpdates = true;
  195. }
  196. }
  197. // 如果有更新,保存数据
  198. if (hasUpdates) {
  199. this.saveDataManager.savePlayerData();
  200. console.log(`[UpgradeController] 初始化武器解锁状态更新完成`);
  201. }
  202. }
  203. /**
  204. * 刷新武器列表UI
  205. */
  206. private async refreshWeaponList() {
  207. if (!this.weaponsConfig || !this.weaponLayout) {
  208. console.warn('武器配置或武器布局未初始化');
  209. return;
  210. }
  211. // 清除现有节点
  212. this.clearWeaponNodes();
  213. // 为每个武器创建UI节点
  214. for (let index = 0; index < this.weaponsConfig.weapons.length; index++) {
  215. const weaponConfig = this.weaponsConfig.weapons[index];
  216. await this.createWeaponNode(weaponConfig, index);
  217. }
  218. }
  219. /**
  220. * 切换武器节点状态(从锁定到解锁或反之)
  221. */
  222. private async switchWeaponNodeState(weaponId: string) {
  223. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  224. if (!weaponConfig) {
  225. console.warn(`未找到武器配置: ${weaponId}`);
  226. return;
  227. }
  228. // 找到对应的武器节点
  229. const weaponNodeIndex = this.weaponNodes.findIndex(node => node.name === `WeaponNode_${weaponId}`);
  230. if (weaponNodeIndex === -1) {
  231. console.warn(`未找到武器节点: ${weaponId}`);
  232. return;
  233. }
  234. const oldNode = this.weaponNodes[weaponNodeIndex];
  235. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponId);
  236. const weaponData = this.saveDataManager.getWeapon(weaponId);
  237. // 创建新节点
  238. let newNode: Node = null;
  239. if (isUnlocked) {
  240. if (this.unlockedWeaponPrefab) {
  241. newNode = instantiate(this.unlockedWeaponPrefab);
  242. await this.setupUnlockedWeaponNode(newNode, weaponConfig, weaponData);
  243. }
  244. } else {
  245. if (this.lockedWeaponPrefab) {
  246. newNode = instantiate(this.lockedWeaponPrefab);
  247. this.setupLockedWeaponNode(newNode, weaponConfig);
  248. }
  249. }
  250. if (newNode) {
  251. newNode.name = `WeaponNode_${weaponId}`;
  252. // 获取旧节点的位置
  253. const siblingIndex = oldNode.getSiblingIndex();
  254. // 移除旧节点
  255. oldNode.removeFromParent();
  256. // 添加新节点到相同位置
  257. this.weaponLayout.node.insertChild(newNode, siblingIndex);
  258. // 更新节点数组
  259. this.weaponNodes[weaponNodeIndex] = newNode;
  260. console.log(`武器 ${weaponId} 状态切换完成: ${isUnlocked ? '解锁' : '锁定'}`);
  261. }
  262. }
  263. /**
  264. * 清除武器节点
  265. */
  266. private clearWeaponNodes() {
  267. this.weaponNodes.forEach(node => {
  268. if (node && node.isValid) {
  269. node.destroy();
  270. }
  271. });
  272. this.weaponNodes = [];
  273. }
  274. /**
  275. * 创建武器节点
  276. */
  277. private async createWeaponNode(weaponConfig: WeaponConfig, index: number) {
  278. // 获取武器数据
  279. const weaponData = this.saveDataManager.getWeapon(weaponConfig.id);
  280. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponConfig.id);
  281. console.log(`设置武器节点 ${index}: ${weaponConfig.name}, 等级: ${weaponData?.level || 0}, 已解锁: ${isUnlocked}`);
  282. // 根据解锁状态选择合适的预制体
  283. let weaponNode: Node = null;
  284. if (isUnlocked) {
  285. if (this.unlockedWeaponPrefab) {
  286. weaponNode = instantiate(this.unlockedWeaponPrefab);
  287. await this.setupUnlockedWeaponNode(weaponNode, weaponConfig, weaponData);
  288. }
  289. } else {
  290. if (this.lockedWeaponPrefab) {
  291. weaponNode = instantiate(this.lockedWeaponPrefab);
  292. this.setupLockedWeaponNode(weaponNode, weaponConfig);
  293. }
  294. }
  295. // 如果没有预制体,记录警告
  296. if (!weaponNode) {
  297. console.warn(`无法创建武器节点 ${weaponConfig.name}: 缺少对应的预制体`);
  298. return;
  299. }
  300. // 设置节点名称
  301. weaponNode.name = `WeaponNode_${weaponConfig.id}`;
  302. // 添加到布局中
  303. this.weaponLayout.node.addChild(weaponNode);
  304. this.weaponNodes.push(weaponNode);
  305. }
  306. /**
  307. * 加载武器图标
  308. */
  309. private async loadWeaponSprite(sprite: Sprite, spritePath: string) {
  310. // 转换路径格式,去除"images/"前缀
  311. const bundlePath = spritePath.replace(/^images\//, '');
  312. try {
  313. // 使用BundleLoader从images Bundle加载SpriteFrame,需要添加/spriteFrame后缀
  314. const spriteFrame = await this.bundleLoader.loadSpriteFrame(bundlePath + '/spriteFrame');
  315. if (spriteFrame && sprite && sprite.isValid) {
  316. sprite.spriteFrame = spriteFrame;
  317. console.log(`武器图标加载成功: ${spritePath}`);
  318. }
  319. } catch (err) {
  320. console.warn(`加载武器图标失败: ${spritePath}`, err);
  321. }
  322. }
  323. /**
  324. * 设置已解锁武器节点(适配Unlock.prefab)
  325. */
  326. private async setupUnlockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig, weaponData: any) {
  327. // 获取公共的Sprite节点,避免重复查找
  328. const spriteNode = weaponNode.getChildByName('Sprite');
  329. if (!spriteNode) {
  330. console.warn('未找到Sprite节点:', weaponConfig.id);
  331. return;
  332. }
  333. // 设置武器图标 - 查找专门的武器图标Sprite节点,避免影响背景
  334. const weaponSprite = spriteNode.getChildByName('WeaponSprite')?.getComponent(Sprite);
  335. if (weaponSprite && weaponConfig.visualConfig.weaponSprites) {
  336. let spritePath: string;
  337. // 检查weaponSprites是字符串还是对象
  338. if (typeof weaponConfig.visualConfig.weaponSprites === 'string') {
  339. spritePath = weaponConfig.visualConfig.weaponSprites;
  340. } else {
  341. // 如果是对象,按优先级选择路径
  342. spritePath = weaponConfig.visualConfig.weaponSprites['I'] ||
  343. weaponConfig.visualConfig.weaponSprites['H-I'] ||
  344. weaponConfig.visualConfig.weaponSprites['L'] ||
  345. weaponConfig.visualConfig.weaponSprites['S'] ||
  346. weaponConfig.visualConfig.weaponSprites['D-T'];
  347. }
  348. if (spritePath) {
  349. await this.loadWeaponSprite(weaponSprite, spritePath);
  350. }
  351. }
  352. // 设置武器名称 - Unlock.prefab中的Name节点下的Label(只显示武器名称)
  353. const nameLabel = spriteNode.getChildByName('Name')?.getComponent(Label);
  354. if (nameLabel) {
  355. nameLabel.string = weaponConfig.name;
  356. }
  357. // 设置武器等级 - should_hide_in_hierarchy/Unlock/Sprite/Level/Label节点(显示等级)
  358. const levelNode = spriteNode.getChildByName('Level');
  359. console.log(`[PreviewInEditor] 处理武器等级显示: ${weaponConfig.name}, weaponData:`, weaponData);
  360. if (levelNode) {
  361. // 先尝试Level节点本身的Label组件
  362. let levelLabel = levelNode.getComponent(Label);
  363. if (!levelLabel) {
  364. // 如果Level节点本身没有Label,尝试查找子节点Label
  365. const labelNode = levelNode.getChildByName('Label');
  366. if (labelNode) {
  367. levelLabel = labelNode.getComponent(Label);
  368. }
  369. }
  370. if (levelLabel) {
  371. const actualLevel = weaponData ? weaponData.level : 0;
  372. levelLabel.string = `${actualLevel}`;
  373. } else {
  374. console.warn(`[PreviewInEditor] 未找到Level Label组件: ${weaponConfig.name}`);
  375. }
  376. } else {
  377. console.warn(`[PreviewInEditor] 未找到Level节点: ${weaponConfig.name}`);
  378. }
  379. // 设置升级按钮 - Unlock.prefab中的Button节点
  380. const upgradeButton = weaponNode.getChildByName('Upgrade')?.getComponent(Button);
  381. if (upgradeButton) {
  382. // 清除之前的事件监听
  383. upgradeButton.node.off(Button.EventType.CLICK);
  384. // 添加升级事件
  385. upgradeButton.node.on(Button.EventType.CLICK, () => {
  386. this.openUpgradePanel(weaponConfig.id);
  387. }, this);
  388. // 设置按钮文本和状态
  389. const buttonLabel = upgradeButton.node.getChildByName('Label')?.getComponent(Label);
  390. if (buttonLabel) {
  391. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  392. if (weaponData && weaponData.level >= maxLevel) {
  393. buttonLabel.string = '已满级';
  394. } else {
  395. // 只显示"升级",不显示费用,费用在升级面板中显示
  396. buttonLabel.string = '升 级';
  397. }
  398. }
  399. }
  400. // Unlock.prefab已经有正常的视觉效果,确保节点激活
  401. weaponNode.active = true;
  402. }
  403. /**
  404. * 设置未解锁武器节点(适配Lock.prefab)
  405. */
  406. private setupLockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig) {
  407. // 设置解锁信息文本 - Lock.prefab中的Label节点
  408. const unlockLabel = weaponNode.getChildByName('Label')?.getComponent(Label);
  409. if (unlockLabel) {
  410. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  411. unlockLabel.string = `通关第${unlockLevel}关解锁`;
  412. }
  413. // Lock.prefab已经有合适的视觉效果,不需要额外设置透明度
  414. weaponNode.active = true;
  415. // 锁定武器节点保持可点击状态以显示解锁提示
  416. // 添加点击事件监听(显示解锁提示)
  417. weaponNode.on(Node.EventType.TOUCH_END, () => {
  418. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  419. console.log(`${weaponConfig.name} 需要通关第${unlockLevel}关才能解锁`);
  420. }, this);
  421. }
  422. /**
  423. * 打开升级面板
  424. */
  425. private async openUpgradePanel(weaponId: string) {
  426. const weaponConfig = this.weaponsConfig.weapons.find(config => config.id === weaponId);
  427. if (!weaponConfig) {
  428. console.error(`未找到武器配置: ${weaponId}`);
  429. return;
  430. }
  431. const weaponData = this.saveDataManager.getWeapon(weaponId);
  432. if (!weaponData) {
  433. console.error(`未找到武器数据: ${weaponId}`);
  434. return;
  435. }
  436. this.currentSelectedWeapon = weaponId;
  437. console.log(`打开升级面板: ${weaponConfig.name}, 当前等级: ${weaponData.level}`);
  438. // 刷新面板内容
  439. this.refreshUpgradePanel();
  440. // 使用动画显示升级面板
  441. if (this.upgradeAni) {
  442. await this.upgradeAni.showPanel();
  443. } else {
  444. // 如果没有动画组件,直接显示
  445. this.upgradePanel.active = true;
  446. }
  447. }
  448. /**
  449. * 关闭升级面板
  450. */
  451. private async closeUpgradePanel() {
  452. // 使用动画隐藏升级面板
  453. if (this.upgradeAni) {
  454. await this.upgradeAni.hidePanel();
  455. } else {
  456. // 如果没有动画组件,直接隐藏
  457. this.upgradePanel.active = false;
  458. }
  459. this.currentSelectedWeapon = null;
  460. }
  461. /**
  462. * 刷新升级面板
  463. */
  464. private refreshUpgradePanel() {
  465. if (!this.currentSelectedWeapon || !this.weaponsConfig) return;
  466. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  467. const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  468. if (!weaponConfig || !weaponData) {
  469. console.error(`刷新升级面板失败: 武器配置或数据不存在 ${this.currentSelectedWeapon}`);
  470. return;
  471. }
  472. console.log(`刷新升级面板: ${weaponConfig.name}, 等级: ${weaponData.level}`);
  473. // 设置武器图标 - Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  474. if (this.panelWeaponSprite && weaponConfig.visualConfig.weaponSprites) {
  475. let spritePath: string;
  476. // 检查weaponSprites是字符串还是对象
  477. if (typeof weaponConfig.visualConfig.weaponSprites === 'string') {
  478. spritePath = weaponConfig.visualConfig.weaponSprites;
  479. } else {
  480. // 如果是对象,按优先级选择路径
  481. spritePath = weaponConfig.visualConfig.weaponSprites['I'] ||
  482. weaponConfig.visualConfig.weaponSprites['H-I'] ||
  483. weaponConfig.visualConfig.weaponSprites['L'] ||
  484. weaponConfig.visualConfig.weaponSprites['S'] ||
  485. weaponConfig.visualConfig.weaponSprites['D-T'];
  486. }
  487. if (spritePath) {
  488. this.loadWeaponSprite(this.panelWeaponSprite, spritePath);
  489. }
  490. }
  491. // 设置武器名称和等级 - Canvas/UpgradeUI/UpgradePanel/LevelLabel
  492. if (this.panelLevelLabel) {
  493. this.panelLevelLabel.string = `${weaponConfig.name} 等级 ${weaponData.level}`;
  494. }
  495. // 计算当前伤害(基础伤害 + 等级加成)- Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  496. const baseDamage = weaponConfig.stats.damage;
  497. const currentDamage = this.calculateWeaponDamage(baseDamage, weaponData.level, this.currentSelectedWeapon);
  498. const nextLevelDamage = this.calculateWeaponDamage(baseDamage, weaponData.level + 1, this.currentSelectedWeapon);
  499. const damageIncrease = nextLevelDamage - currentDamage;
  500. if (this.panelCurrentDamage) {
  501. // 只显示当前伤害数值,不显示增量
  502. this.panelCurrentDamage.string = currentDamage.toString();
  503. }
  504. // 同时更新UpgradeAni组件中的伤害显示
  505. if (this.weaponUpgradeAni && this.weaponUpgradeAni.currentDamageLabel) {
  506. this.weaponUpgradeAni.updateCurrentDamageDisplay(this.currentSelectedWeapon, weaponData.level);
  507. }
  508. // 设置升级费用 - Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  509. // 优先从武器配置的upgradeConfig字段获取升级费用
  510. let upgradeCost = 0;
  511. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  512. if (weaponData.level >= maxLevel) {
  513. // 已达到最大等级,显示"已满级"
  514. if (this.panelCostLabel) {
  515. this.panelCostLabel.string = "已满级";
  516. }
  517. // 替换升级按钮为灰色图片
  518. if (this.panelUpgradeBtn && this.maxLevelBtnSprite) {
  519. const btnSprite = this.panelUpgradeBtn.getComponent(Sprite);
  520. if (btnSprite) {
  521. btnSprite.spriteFrame = this.maxLevelBtnSprite;
  522. }
  523. }
  524. } else {
  525. // 恢复正常升级按钮图片
  526. if (this.panelUpgradeBtn && this.normalUpgradeBtnSprite) {
  527. const btnSprite = this.panelUpgradeBtn.getComponent(Sprite);
  528. if (btnSprite) {
  529. btnSprite.spriteFrame = this.normalUpgradeBtnSprite;
  530. }
  531. }
  532. // 从upgradeConfig获取升级费用
  533. if (weaponConfig.upgradeConfig?.levels) {
  534. const levelConfig = weaponConfig.upgradeConfig.levels[weaponData.level.toString()];
  535. if (levelConfig && levelConfig.cost) {
  536. upgradeCost = levelConfig.cost;
  537. } else {
  538. // 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
  539. upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  540. }
  541. } else {
  542. // 如果没有upgradeConfig,使用SaveDataManager的计算方法
  543. upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  544. }
  545. if (this.panelCostLabel) {
  546. // 将数字转换为字符串,并在每个数字之间添加空格
  547. const costString = upgradeCost.toString();
  548. const spacedCostString = costString.split('').join(' ');
  549. this.panelCostLabel.string = spacedCostString;
  550. }
  551. }
  552. // 升级按钮始终保持可点击状态,通过Toast显示各种提示
  553. console.log(`[UpgradeController] 升级按钮保持可交互状态`);
  554. // 检查并更新升级按钮闪烁状态
  555. this.updateUpgradeBtnBlinkState();
  556. }
  557. /**
  558. * 计算武器伤害
  559. */
  560. private calculateWeaponDamage(baseDamage: number, level: number, weaponId?: string): number {
  561. if (level === 0) return 0; // 未解锁武器伤害为0
  562. // 优先从武器配置的upgradeConfig中获取伤害值
  563. if (weaponId && this.weaponsConfig && this.weaponsConfig.weapons) {
  564. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  565. if (weaponConfig && weaponConfig.upgradeConfig && weaponConfig.upgradeConfig.levels) {
  566. const levelConfig = weaponConfig.upgradeConfig.levels[level.toString()];
  567. if (levelConfig && typeof levelConfig.damage === 'number') {
  568. console.log(`[UpgradeController] 从upgradeConfig获取伤害: ${weaponId} 等级${level} 伤害${levelConfig.damage}`);
  569. return levelConfig.damage;
  570. }
  571. }
  572. // 如果upgradeConfig中没有伤害值,使用基础伤害 + 等级加成作为后备
  573. if (weaponConfig && weaponConfig.stats && weaponConfig.stats.damage) {
  574. const damage = baseDamage + (level - 1);
  575. console.log(`[UpgradeController] 使用基础伤害计算: ${weaponId} 等级${level} 伤害${damage}`);
  576. return damage;
  577. }
  578. }
  579. // 如果配置不存在,使用默认公式作为最后后备
  580. return baseDamage + (level - 1);
  581. }
  582. /**
  583. * 根据武器名称查找解锁关卡
  584. */
  585. private getWeaponUnlockLevel(weaponName: string): number {
  586. // 武器名称到解锁关卡的映射
  587. const weaponUnlockMap: { [key: string]: number } = {
  588. "毛豆射手": 1,
  589. "尖胡萝卜": 2,
  590. "锯齿草": 3,
  591. "西瓜炸弹": 4,
  592. "回旋镖盆栽": 5,
  593. "炙热辣椒": 6,
  594. "仙人散弹": 7,
  595. "秋葵导弹": 8,
  596. "狼牙棒": 9
  597. };
  598. return weaponUnlockMap[weaponName] || 1;
  599. }
  600. /**
  601. * 根据武器ID查找解锁关卡
  602. */
  603. private getWeaponUnlockLevelById(weaponId: string): number {
  604. // 武器ID到解锁关卡的映射
  605. const weaponUnlockMap: { [key: string]: number } = {
  606. "pea_shooter": 1,
  607. "sharp_carrot": 2,
  608. "saw_grass": 3,
  609. "watermelon_bomb": 4,
  610. "boomerang_plant": 5,
  611. "hot_pepper": 6,
  612. "cactus_shotgun": 7,
  613. "okra_missile": 8,
  614. "mace_club": 9
  615. };
  616. return weaponUnlockMap[weaponId] || 1;
  617. }
  618. /**
  619. * 升级武器
  620. */
  621. private async onUpgradeWeapon() {
  622. console.log(`[UpgradeController] onUpgradeWeapon方法被调用`);
  623. if (!this.currentSelectedWeapon) {
  624. console.log(`[UpgradeController] currentSelectedWeapon为空,退出`);
  625. return;
  626. }
  627. console.log(`[UpgradeController] 开始升级武器: ${this.currentSelectedWeapon}`);
  628. // 检查升级条件并显示相应提示
  629. const weapon = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  630. console.log(`[UpgradeController] 获取到的武器数据:`, weapon);
  631. if (!weapon) {
  632. console.log(`[UpgradeController] 武器不存在: ${this.currentSelectedWeapon}`);
  633. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器不存在", duration: 2.0 });
  634. return;
  635. }
  636. console.log(`[UpgradeController] 武器等级: ${weapon.level}`);
  637. if (weapon.level === 0) {
  638. console.log(`[UpgradeController] 武器未解锁: ${this.currentSelectedWeapon}`);
  639. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "请先解锁武器", duration: 2.0 });
  640. return;
  641. }
  642. // 检查是否已达到最大等级
  643. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  644. const maxLevel = weaponConfig?.upgradeConfig?.maxLevel || 10;
  645. if (weapon.level >= maxLevel) {
  646. console.log(`[UpgradeController] 武器已达到最大等级: ${this.currentSelectedWeapon}`);
  647. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器已达到最大等级", duration: 2.0 });
  648. return;
  649. }
  650. const cost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  651. const playerMoney = this.saveDataManager.getMoney();
  652. console.log(`[UpgradeController] 升级检查 - 武器: ${this.currentSelectedWeapon}, 费用: ${cost}, 当前金币: ${playerMoney}`);
  653. console.log(`[UpgradeController] 费用类型: ${typeof cost}, 金币类型: ${typeof playerMoney}`);
  654. console.log(`[UpgradeController] 条件判断: ${playerMoney} < ${cost} = ${playerMoney < cost}`);
  655. if (playerMoney < cost) {
  656. console.log(`[UpgradeController] 金币不足 - 需要: ${cost}, 当前: ${playerMoney}`);
  657. EventBus.getInstance().emit(GameEvents.SHOW_RESOURCE_TOAST, { message: `金币不足,需要${cost}金币`, duration: 2.0 });
  658. return;
  659. }
  660. console.log(`[UpgradeController] 金币充足,继续升级流程`);
  661. // 记录升级前的金币数量
  662. const coinsBeforeUpgrade = this.saveDataManager.getMoney();
  663. console.log(`[UpgradeController] 升级前金币: ${coinsBeforeUpgrade}`);
  664. const success = this.saveDataManager.upgradeWeapon(this.currentSelectedWeapon);
  665. if (success) {
  666. const coinsAfterUpgrade = this.saveDataManager.getMoney();
  667. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级成功`);
  668. console.log(`[UpgradeController] 升级后金币: ${coinsAfterUpgrade}, 消耗: ${coinsBeforeUpgrade - coinsAfterUpgrade}`);
  669. // 播放武器升级成功动画
  670. this.playWeaponUpgradeSuccessAnimation();
  671. // 刷新升级面板
  672. this.refreshUpgradePanel();
  673. // 更新UpgradeAni组件中的伤害显示
  674. if (this.weaponUpgradeAni && this.weaponUpgradeAni.currentDamageLabel) {
  675. const upgradedWeapon = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  676. if (upgradedWeapon) {
  677. this.weaponUpgradeAni.updateCurrentDamageDisplay(this.currentSelectedWeapon, upgradedWeapon.level);
  678. console.log(`[UpgradeController] 升级后更新UpgradeAni伤害显示: ${this.currentSelectedWeapon} 等级${upgradedWeapon.level}`);
  679. }
  680. }
  681. // 使用新的状态切换方法更新武器节点
  682. await this.switchWeaponNodeState(this.currentSelectedWeapon);
  683. // 更新升级按钮闪烁状态(升级后钞票可能不足继续升级)
  684. this.updateUpgradeBtnBlinkState();
  685. // 保存数据
  686. this.saveDataManager.savePlayerData();
  687. } else {
  688. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级失败`);
  689. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "升级失败,请重试", duration: 1.0 });
  690. // 升级失败时不更新UI
  691. }
  692. }
  693. /**
  694. * 播放武器升级成功动画
  695. */
  696. private async playWeaponUpgradeSuccessAnimation(): Promise<void> {
  697. if (!this.weaponUpgradeAni || !this.panelWeaponSprite) {
  698. console.warn('[UpgradeController] weaponUpgradeAni 或 panelWeaponSprite 未设置,跳过升级动画');
  699. return;
  700. }
  701. try {
  702. // 获取武器图标节点
  703. const weaponIconNode = this.panelWeaponSprite.node;
  704. // 播放升级动画
  705. await this.weaponUpgradeAni.playWeaponUpgradeAnimation(weaponIconNode);
  706. console.log('[UpgradeController] 武器升级动画播放完成');
  707. } catch (error) {
  708. console.error('[UpgradeController] 播放武器升级动画时出错:', error);
  709. }
  710. }
  711. /**
  712. * 解锁武器
  713. */
  714. public async unlockWeapon(weaponId: string): Promise<boolean> {
  715. const success = this.saveDataManager.unlockWeapon(weaponId);
  716. if (success) {
  717. console.log(`武器 ${weaponId} 解锁成功`);
  718. // 使用新的状态切换方法更新武器节点
  719. await this.switchWeaponNodeState(weaponId);
  720. // 保存数据
  721. this.saveDataManager.savePlayerData();
  722. }
  723. return success;
  724. }
  725. /**
  726. * 获取武器当前伤害
  727. */
  728. public getWeaponDamage(weaponId: string): number {
  729. if (!this.weaponsConfig) return 0;
  730. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  731. const weaponData = this.saveDataManager.getWeapon(weaponId);
  732. if (!weaponConfig || !weaponData) return 0;
  733. return this.calculateWeaponDamage(weaponConfig.stats.damage, weaponData.level, weaponId);
  734. }
  735. /**
  736. * 刷新UI
  737. */
  738. public async refreshUI() {
  739. await this.refreshWeaponList();
  740. }
  741. /**
  742. * 处理关卡完成事件,自动解锁相应武器
  743. */
  744. private async onLevelComplete() {
  745. if (!this.saveDataManager || !this.weaponsConfig) return;
  746. // 获取当前关卡数据
  747. const currentLevel = this.saveDataManager.getCurrentLevel();
  748. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  749. const playerData = this.saveDataManager.getPlayerData();
  750. console.log(`[UpgradeController] 关卡完成事件触发`);
  751. console.log(`[UpgradeController] 当前关卡: ${currentLevel}, 最大解锁关卡: ${maxUnlockedLevel}`);
  752. console.log(`[UpgradeController] 玩家数据:`, {
  753. coins: playerData?.money || 0,
  754. currentLevel: playerData?.currentLevel || 1,
  755. maxUnlockedLevel: playerData?.maxUnlockedLevel || 1
  756. });
  757. // 遍历所有武器,检查是否有新解锁的武器
  758. let hasNewUnlocks = false;
  759. const newlyUnlockedWeapons: string[] = [];
  760. for (const weaponConfig of this.weaponsConfig.weapons) {
  761. const weaponId = weaponConfig.id;
  762. const weaponData = this.saveDataManager.getWeapon(weaponId);
  763. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  764. // 检查武器是否应该根据关卡进度解锁
  765. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  766. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  767. console.log(`[UpgradeController] 武器检查: ${weaponConfig.name} (${weaponId})`);
  768. console.log(` - 需要关卡: ${requiredLevel}, 当前最大解锁: ${maxUnlockedLevel}`);
  769. console.log(` - 应该解锁: ${shouldBeUnlocked}, 当前已解锁: ${isCurrentlyUnlocked}`);
  770. console.log(` - 武器数据:`, weaponData);
  771. // 如果武器应该解锁但还未解锁,则自动解锁
  772. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  773. // 确保武器数据存在
  774. if (!weaponData) {
  775. this.saveDataManager.addWeapon(weaponId, weaponConfig.rarity);
  776. }
  777. // 自动解锁武器(设置为level 1,免费解锁)
  778. const updatedWeaponData = this.saveDataManager.getWeapon(weaponId);
  779. if (updatedWeaponData) {
  780. updatedWeaponData.level = 1;
  781. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行
  782. // updatedWeaponData.unlockTime = Date.now();
  783. console.log(`[UpgradeController] 自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  784. newlyUnlockedWeapons.push(weaponConfig.name);
  785. hasNewUnlocks = true;
  786. }
  787. }
  788. }
  789. // 如果有新解锁的武器,刷新UI并保存数据
  790. if (hasNewUnlocks) {
  791. await this.refreshWeaponList();
  792. this.saveDataManager.savePlayerData();
  793. console.log(`[UpgradeController] 关卡完成后解锁了 ${newlyUnlockedWeapons.length} 个武器:`, newlyUnlockedWeapons);
  794. // 可以在这里添加解锁提示UI
  795. this.showWeaponUnlockNotification(newlyUnlockedWeapons);
  796. } else {
  797. console.log(`[UpgradeController] 关卡完成后没有新武器解锁`);
  798. }
  799. }
  800. /**
  801. * 显示武器解锁通知
  802. */
  803. private showWeaponUnlockNotification(weaponNames: string[]) {
  804. if (weaponNames.length === 0) return;
  805. // 这里可以实现解锁通知UI
  806. // 目前先用console输出
  807. console.log(`🎉 恭喜解锁新武器: ${weaponNames.join(', ')}!`);
  808. // TODO: 实现实际的UI通知
  809. // 可以显示一个弹窗或者顶部通知条
  810. }
  811. /**
  812. * 获取当前关卡数据(用于调试和UI显示)
  813. */
  814. public getCurrentLevelData() {
  815. if (!this.saveDataManager) return null;
  816. return {
  817. currentLevel: this.saveDataManager.getCurrentLevel(),
  818. maxUnlockedLevel: this.saveDataManager.getMaxUnlockedLevel(),
  819. coins: this.saveDataManager.getMoney(),
  820. diamonds: this.saveDataManager.getDiamonds(),
  821. wallLevel: this.saveDataManager.getWallLevel()
  822. };
  823. }
  824. /**
  825. * 手动检查并解锁武器(用于调试或特殊情况)
  826. */
  827. public async checkAndUnlockWeapons() {
  828. console.log('[UpgradeController] 手动检查武器解锁状态');
  829. await this.onLevelComplete();
  830. }
  831. /**
  832. * 获取所有武器的解锁状态信息(用于调试和UI显示)
  833. */
  834. public getWeaponUnlockStatus() {
  835. if (!this.saveDataManager || !this.weaponsConfig) {
  836. return { error: '数据管理器或武器配置未初始化' };
  837. }
  838. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  839. const weaponStatus = [];
  840. for (const weaponConfig of this.weaponsConfig.weapons) {
  841. const weaponId = weaponConfig.id;
  842. const weaponData = this.saveDataManager.getWeapon(weaponId);
  843. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  844. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  845. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  846. weaponStatus.push({
  847. id: weaponId,
  848. name: weaponConfig.name,
  849. requiredLevel: requiredLevel,
  850. shouldBeUnlocked: shouldBeUnlocked,
  851. isCurrentlyUnlocked: isCurrentlyUnlocked,
  852. currentLevel: weaponData?.level || 0,
  853. // 由于WeaponData类型中没有unlockTime属性,暂时移除该字段
  854. unlocked: weaponData?.level > 0,
  855. needsUpdate: shouldBeUnlocked && !isCurrentlyUnlocked
  856. });
  857. }
  858. return {
  859. maxUnlockedLevel: maxUnlockedLevel,
  860. weapons: weaponStatus,
  861. summary: {
  862. total: weaponStatus.length,
  863. unlocked: weaponStatus.filter(w => w.isCurrentlyUnlocked).length,
  864. shouldBeUnlocked: weaponStatus.filter(w => w.shouldBeUnlocked).length,
  865. needsUpdate: weaponStatus.filter(w => w.needsUpdate).length
  866. }
  867. };
  868. }
  869. /**
  870. * 强制同步所有武器解锁状态(用于修复数据不一致问题)
  871. */
  872. public async forceSyncWeaponUnlocks() {
  873. if (!this.saveDataManager || !this.weaponsConfig) {
  874. console.error('[UpgradeController] 无法强制同步:数据管理器或武器配置未初始化');
  875. return false;
  876. }
  877. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  878. let syncCount = 0;
  879. console.log(`[UpgradeController] 开始强制同步武器解锁状态,基于最大解锁关卡: ${maxUnlockedLevel}`);
  880. for (const weaponConfig of this.weaponsConfig.weapons) {
  881. const weaponId = weaponConfig.id;
  882. const weaponData = this.saveDataManager.getWeapon(weaponId);
  883. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  884. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  885. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  886. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  887. weaponData.level = 1;
  888. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行代码
  889. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  890. syncCount++;
  891. console.log(`[UpgradeController] 强制解锁武器: ${weaponConfig.name} (${weaponId})`);
  892. }
  893. }
  894. if (syncCount > 0) {
  895. this.saveDataManager.savePlayerData();
  896. await this.refreshWeaponList();
  897. console.log(`[UpgradeController] 强制同步完成,解锁了 ${syncCount} 个武器`);
  898. } else {
  899. console.log(`[UpgradeController] 强制同步完成,没有需要更新的武器`);
  900. }
  901. return syncCount > 0;
  902. }
  903. /**
  904. * 诊断武器解锁问题(用于调试)
  905. */
  906. public diagnoseWeaponUnlockIssue() {
  907. console.log('=== 武器解锁问题诊断 ===');
  908. if (!this.saveDataManager) {
  909. console.error('SaveDataManager未初始化');
  910. return;
  911. }
  912. if (!this.weaponsConfig) {
  913. console.error('武器配置未加载');
  914. return;
  915. }
  916. const currentLevel = this.saveDataManager.getCurrentLevel();
  917. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  918. const playerData = this.saveDataManager.getPlayerData();
  919. console.log(`当前关卡: ${currentLevel}`);
  920. console.log(`最大解锁关卡: ${maxUnlockedLevel}`);
  921. console.log(`金钱: ${playerData?.money || 0}`);
  922. console.log('\n=== 关卡完成状态 ===');
  923. for (let i = 1; i <= 5; i++) {
  924. const progress = this.saveDataManager.getLevelProgress(i);
  925. const isCompleted = this.saveDataManager.isLevelCompleted(i);
  926. console.log(`关卡${i}: 完成=${isCompleted}, 尝试次数=${progress?.attempts || 0}`);
  927. }
  928. console.log('\n=== 武器解锁状态 ===');
  929. const weaponUnlockMap = {
  930. 'pea_shooter': 1,
  931. 'sharp_carrot': 2,
  932. 'saw_grass': 3,
  933. 'watermelon_bomb': 4,
  934. 'boomerang_plant': 5,
  935. 'hot_pepper': 6,
  936. 'cactus_shotgun': 7,
  937. 'okra_missile': 8,
  938. 'mace_club': 9
  939. };
  940. for (const weaponConfig of this.weaponsConfig.weapons) {
  941. const weaponId = weaponConfig.id;
  942. const weaponData = this.saveDataManager.getWeapon(weaponId);
  943. const requiredLevel = weaponUnlockMap[weaponId] || 1;
  944. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  945. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  946. console.log(`${weaponConfig.name} (${weaponId}):`);
  947. console.log(` 需要关卡: ${requiredLevel}`);
  948. console.log(` 应该解锁: ${shouldBeUnlocked}`);
  949. console.log(` 当前状态: ${isCurrentlyUnlocked ? '已解锁' : '未解锁'}`);
  950. console.log(` 武器等级: ${weaponData?.level || 0}`);
  951. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  952. console.log(` ❌ 问题:应该解锁但未解锁`);
  953. } else if (shouldBeUnlocked && isCurrentlyUnlocked) {
  954. console.log(` ✅ 正常:已正确解锁`);
  955. } else {
  956. console.log(` ⏳ 等待:尚未达到解锁条件`);
  957. }
  958. }
  959. console.log('\n=== 修复建议 ===');
  960. console.log('如果发现武器解锁状态不正确,请运行以下命令:');
  961. console.log('1. 在控制台运行: window.upgradeController.forceSyncWeaponUnlocks()');
  962. console.log('2. 或者刷新页面重新初始化');
  963. // 将实例暴露到全局,方便调试
  964. (window as any).upgradeController = this;
  965. }
  966. /**
  967. * 货币变化事件处理
  968. */
  969. private onCurrencyChanged() {
  970. console.log('[UpgradeController] 货币发生变化,检查升级按钮闪烁状态');
  971. // 如果升级面板打开,更新闪烁状态
  972. if (this.upgradePanel && this.upgradePanel.active && this.currentSelectedWeapon) {
  973. this.updateUpgradeBtnBlinkState();
  974. }
  975. }
  976. /**
  977. * 更新升级按钮闪烁状态
  978. */
  979. private updateUpgradeBtnBlinkState() {
  980. if (!this.weaponUpgradeAni || !this.currentSelectedWeapon) {
  981. return;
  982. }
  983. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  984. const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  985. if (!weaponConfig || !weaponData) {
  986. return;
  987. }
  988. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  989. // 如果武器已达到最大等级,停止闪烁
  990. if (weaponData.level >= maxLevel) {
  991. this.weaponUpgradeAni.stopUpgradeBtnBlink();
  992. console.log(`[UpgradeController] 武器已满级,停止闪烁: ${this.currentSelectedWeapon}`);
  993. return;
  994. }
  995. // 检查钞票是否足够升级
  996. const canUpgrade = this.saveDataManager.canUpgradeWeapon(this.currentSelectedWeapon);
  997. if (canUpgrade) {
  998. // 钞票足够,开始闪烁
  999. if (!this.weaponUpgradeAni.isUpgradeBtnBlinking()) {
  1000. this.weaponUpgradeAni.startUpgradeBtnBlink();
  1001. console.log(`[UpgradeController] 钞票足够,开始闪烁: ${this.currentSelectedWeapon}`);
  1002. }
  1003. } else {
  1004. // 钞票不够,停止闪烁
  1005. if (this.weaponUpgradeAni.isUpgradeBtnBlinking()) {
  1006. this.weaponUpgradeAni.stopUpgradeBtnBlink();
  1007. console.log(`[UpgradeController] 钞票不足,停止闪烁: ${this.currentSelectedWeapon}`);
  1008. }
  1009. }
  1010. }
  1011. /**
  1012. * 组件销毁时清理事件监听
  1013. */
  1014. onDestroy() {
  1015. EventBus.getInstance().off(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  1016. EventBus.getInstance().off(GameEvents.CURRENCY_CHANGED, this.onCurrencyChanged, this);
  1017. }
  1018. }