EventBus.ts 3.3 KB

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  1. import { EventTarget } from 'cc';
  2. /**
  3. * 全局事件总线,用于模块间解耦通信。
  4. */
  5. export enum GameEvents {
  6. // 游戏状态事件
  7. GAME_START = 'GAME_START',
  8. GAME_PAUSE = 'GAME_PAUSE',
  9. GAME_RESUME = 'GAME_RESUME',
  10. GAME_SUCCESS = 'GAME_SUCCESS',
  11. GAME_DEFEAT = 'GAME_DEFEAT',
  12. // 游戏重置事件
  13. GAME_RESTART = 'GAME_RESTART',
  14. GAME_RESET_REQUEST = 'GAME_RESET_REQUEST',
  15. GAME_RESET_COMPLETE = 'GAME_RESET_COMPLETE',
  16. // 组件重置事件
  17. RESET_GAME_MANAGER = 'RESET_GAME_MANAGER',
  18. RESET_ENEMY_CONTROLLER = 'RESET_ENEMY_CONTROLLER',
  19. RESET_BALL_CONTROLLER = 'RESET_BALL_CONTROLLER',
  20. RESET_BLOCK_MANAGER = 'RESET_BLOCK_MANAGER',
  21. RESET_BLOCK_SELECTION = 'RESET_BLOCK_SELECTION',
  22. RESET_WALL_HEALTH = 'RESET_WALL_HEALTH',
  23. RESET_GAME_PAUSE = 'RESET_GAME_PAUSE',
  24. RESET_UI_STATES = 'RESET_UI_STATES',
  25. RESET_ENERGY_SYSTEM = 'RESET_ENERGY_SYSTEM',
  26. // 游戏对象清理事件
  27. CLEAR_ALL_BULLETS = 'CLEAR_ALL_BULLETS',
  28. CLEAR_ALL_ENEMIES = 'CLEAR_ALL_ENEMIES',
  29. CLEAR_ALL_GAME_OBJECTS = 'CLEAR_ALL_GAME_OBJECTS',
  30. // UI事件
  31. UPGRADE_UPDATED = 'UPGRADE_UPDATED',
  32. RETURN_TO_MAIN_MENU = 'RETURN_TO_MAIN_MENU',
  33. // UI状态切换事件(根据游戏管理文档)
  34. ENTER_BATTLE_PREPARATION = 'ENTER_BATTLE_PREPARATION', // 进入备战阶段
  35. ENTER_PLAYING_STATE = 'ENTER_PLAYING_STATE', // 进入游玩状态
  36. ENTER_GAME_END_STATE = 'ENTER_GAME_END_STATE', // 进入游戏结束状态
  37. // 敌人控制事件
  38. ENEMY_SPAWN_START = 'ENEMY_SPAWN_START',
  39. ENEMY_SPAWN_STOP = 'ENEMY_SPAWN_STOP',
  40. ENEMY_ALL_PAUSE = 'ENEMY_ALL_PAUSE',
  41. ENEMY_ALL_RESUME = 'ENEMY_ALL_RESUME',
  42. // 墙体事件
  43. WALL_HEALTH_CHANGED = 'WALL_HEALTH_CHANGED',
  44. WALL_DESTROYED = 'WALL_DESTROYED',
  45. WALL_TAKE_DAMAGE = 'WALL_TAKE_DAMAGE',
  46. // 球控制事件
  47. BALL_CREATE = 'BALL_CREATE',
  48. BALL_START = 'BALL_START',
  49. BALL_CREATE_ADDITIONAL = 'BALL_CREATE_ADDITIONAL',
  50. BALL_FIRE_BULLET = 'BALL_FIRE_BULLET',
  51. // 敌人控制事件
  52. ENEMY_TAKE_DAMAGE = 'ENEMY_TAKE_DAMAGE',
  53. ENEMY_SPAWN_REQUEST = 'ENEMY_SPAWN_REQUEST',
  54. ENEMY_GET_NEAREST = 'ENEMY_GET_NEAREST',
  55. ENEMY_UPDATE_COUNT = 'ENEMY_UPDATE_COUNT',
  56. ENEMY_START_WAVE = 'ENEMY_START_WAVE',
  57. ENEMY_START_GAME = 'ENEMY_START_GAME',
  58. ENEMY_SHOW_START_WAVE_PROMPT = 'ENEMY_SHOW_START_WAVE_PROMPT',
  59. // 游戏状态检查事件
  60. GAME_CHECK_OVER = 'GAME_CHECK_OVER',
  61. // 方块生成事件
  62. GENERATE_BLOCKS = 'GENERATE_BLOCKS',
  63. WAVE_COMPLETED = 'WAVE_COMPLETED',
  64. // 子弹事件
  65. BULLET_CREATE_REQUEST = 'BULLET_CREATE_REQUEST',
  66. BULLET_HIT_ENEMY = 'BULLET_HIT_ENEMY'
  67. }
  68. export default class EventBus extends EventTarget {
  69. private static _instance: EventBus;
  70. private constructor() {
  71. super();
  72. }
  73. public static getInstance(): EventBus {
  74. if (!this._instance) {
  75. this._instance = new EventBus();
  76. }
  77. return this._instance;
  78. }
  79. // 重写emit方法,添加黄色字体的日志输出
  80. emit(type: string, ...args: any[]): void {
  81. console.log(`%c[EventBus] 发送事件: ${type}`, 'color: #FFD700; font-weight: bold;', args.length > 0 ? args : '');
  82. super.emit(type, ...args);
  83. }
  84. }