WeaponBullet.ts 28 KB

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  1. import { _decorator, Component, Node, Vec2, Vec3, RigidBody2D, Collider2D, Contact2DType, IPhysics2DContact, find, Prefab, instantiate, UITransform, resources, sp, JsonAsset, Sprite, SpriteFrame, math } from 'cc';
  2. import { BulletCount, BulletSpawnInfo } from './BulletEffects/BulletCount';
  3. import { BulletTrajectory } from './BulletEffects/BulletTrajectory';
  4. import { BulletHitEffect, HitResult } from './BulletEffects/BulletHitEffect';
  5. import { BulletLifecycle } from './BulletEffects/BulletLifecycle';
  6. import { BulletTrailController } from './BulletTrailController';
  7. import { ConfigManager, WeaponConfig, BulletCountConfig, BulletTrajectoryConfig, HitEffectConfig, BulletLifecycleConfig } from '../Core/ConfigManager';
  8. import EventBus,{ GameEvents } from '../Core/EventBus';
  9. import { PersistentSkillManager } from '../FourUI/SkillSystem/PersistentSkillManager';
  10. import { SaveDataManager } from '../LevelSystem/SaveDataManager';
  11. const { ccclass, property } = _decorator;
  12. /**
  13. * WeaponBullet - 重构后的统一子弹控制器
  14. *
  15. * 整合四个子模块:
  16. * 1. BulletCount - 子弹数量控制
  17. * 2. BulletTrajectory - 弹道控制
  18. * 3. BulletHitEffect - 命中效果(可叠加)
  19. * 4. BulletLifecycle - 生命周期控制
  20. *
  21. * 从weapons.json读取配置并分发给各模块
  22. */
  23. export interface BulletInitData {
  24. weaponId: string; // 武器ID,用于查找配置
  25. firePosition: Vec3; // 发射位置
  26. direction?: Vec3; // 发射方向(可选)
  27. autoTarget?: boolean; // 是否自动瞄准
  28. weaponConfig?: WeaponConfig; // 直接传入的武器配置(优先级更高)
  29. }
  30. @ccclass('WeaponBullet')
  31. export class WeaponBullet extends Component {
  32. /* ========= 全局开关:是否允许生成子弹 ========= */
  33. private static shootingEnabled: boolean = true;
  34. public static setShootingEnabled(enable: boolean) {
  35. WeaponBullet.shootingEnabled = enable;
  36. }
  37. // 子弹组件
  38. private bulletTrajectory: BulletTrajectory = null;
  39. private bulletHitEffect: BulletHitEffect = null;
  40. private bulletLifecycle: BulletLifecycle = null;
  41. private bulletTrailController: BulletTrailController = null;
  42. // 武器配置和状态
  43. private weaponConfig: WeaponConfig = null;
  44. private weaponId: string = null; // 存储武器ID用于获取升级数据
  45. private isInitialized: boolean = false;
  46. // === 静态武器配置缓存 ===
  47. private static weaponsData: any = null;
  48. // === 自动旋转相关 ===
  49. private readonly _rotationSpeedDeg: number = 720; // 每秒旋转 720° (度)
  50. private readonly _rotationSpeedRad: number = 720 * Math.PI / 180; // 转换为弧度,用于物理角速度
  51. /**
  52. * 加载武器配置数据
  53. */
  54. public static loadWeaponsData(): Promise<void> {
  55. return new Promise((resolve, reject) => {
  56. if (WeaponBullet.weaponsData) {
  57. resolve();
  58. return;
  59. }
  60. resources.load('data/weapons', JsonAsset, (err, jsonAsset: JsonAsset) => {
  61. if (err) {
  62. reject(err);
  63. return;
  64. }
  65. WeaponBullet.weaponsData = jsonAsset.json;
  66. resolve();
  67. });
  68. });
  69. }
  70. /**
  71. * 根据武器ID获取配置
  72. */
  73. public static getWeaponConfig(weaponId: string): WeaponConfig | null {
  74. if (!WeaponBullet.weaponsData) {
  75. return null;
  76. }
  77. const weapons = WeaponBullet.weaponsData.weapons;
  78. const weapon = weapons.find((w: any) => w.id === weaponId);
  79. if (!weapon) {
  80. return null;
  81. }
  82. return weapon as WeaponConfig;
  83. }
  84. /**
  85. * 创建多发子弹
  86. */
  87. public static createBullets(initData: BulletInitData, bulletPrefab: Node): Node[] {
  88. // 关卡备战或其他情况下可关闭生成
  89. if (!WeaponBullet.shootingEnabled) return [];
  90. // 触发子弹创建请求事件
  91. const eventBus = EventBus.getInstance();
  92. eventBus.emit(GameEvents.BULLET_CREATE_REQUEST, { weaponId: initData.weaponId, position: initData.firePosition });
  93. // 通过事件系统检查是否可以发射子弹
  94. let canFire = true;
  95. eventBus.emit(GameEvents.BALL_FIRE_BULLET, { canFire: (result: boolean) => { canFire = result; } });
  96. if (!canFire) {
  97. return [];
  98. }
  99. // 获取武器配置
  100. const config = initData.weaponConfig || WeaponBullet.getWeaponConfig(initData.weaponId);
  101. if (!config) {
  102. return [];
  103. }
  104. // === 计算基础发射方向 ===
  105. let direction: Vec3;
  106. if (initData.direction) {
  107. direction = initData.direction.clone();
  108. } else if (initData.autoTarget) {
  109. // 通过事件系统获取最近敌人
  110. let nearestEnemy: Node = null;
  111. eventBus.emit(GameEvents.ENEMY_GET_NEAREST, {
  112. position: initData.firePosition,
  113. callback: (enemy: Node) => { nearestEnemy = enemy; }
  114. });
  115. if (nearestEnemy) {
  116. direction = nearestEnemy.worldPosition.clone().subtract(initData.firePosition).normalize();
  117. }
  118. // 如果没有敌人或计算失败,则回退为随机方向
  119. if (!direction) {
  120. const angleRand = Math.random() * Math.PI * 2;
  121. direction = new Vec3(Math.cos(angleRand), Math.sin(angleRand), 0);
  122. }
  123. } else {
  124. direction = new Vec3(1, 0, 0);
  125. }
  126. const spawnInfos = BulletCount.calculateBulletSpawns(
  127. config.bulletConfig.count,
  128. initData.firePosition,
  129. direction
  130. );
  131. const bullets: Node[] = [];
  132. // 为每个子弹创建实例
  133. for (const spawnInfo of spawnInfos) {
  134. const createBullet = () => {
  135. const bullet = instantiate(bulletPrefab);
  136. const weaponBullet = bullet.getComponent(WeaponBullet) || bullet.addComponent(WeaponBullet);
  137. // 初始化子弹
  138. weaponBullet.init({
  139. ...initData,
  140. firePosition: spawnInfo.position,
  141. direction: spawnInfo.direction,
  142. weaponConfig: config
  143. });
  144. bullets.push(bullet);
  145. };
  146. // 处理延迟发射
  147. if (spawnInfo.delay > 0) {
  148. // 这里需要一个全局的调度器来处理延迟,暂时直接创建
  149. setTimeout(createBullet, spawnInfo.delay * 1000);
  150. } else {
  151. createBullet();
  152. }
  153. }
  154. return bullets;
  155. }
  156. /**
  157. * 初始化子弹
  158. */
  159. public init(initData: BulletInitData) {
  160. // 通过事件系统检查游戏是否暂停,暂停时不初始化子弹
  161. let bulletFireEnabled = true;
  162. EventBus.getInstance().emit(GameEvents.BALL_FIRE_BULLET, { canFire: (result: boolean) => { bulletFireEnabled = result; } });
  163. if (!bulletFireEnabled) {
  164. // 立即销毁自己
  165. this.node.destroy();
  166. return;
  167. }
  168. // 验证初始化数据
  169. if (!WeaponBullet.validateInitData(initData)) {
  170. console.error('WeaponBullet.init: 初始化数据无效');
  171. this.node.destroy();
  172. return;
  173. }
  174. // 存储武器ID
  175. this.weaponId = initData.weaponId;
  176. // 获取武器配置
  177. this.weaponConfig = initData.weaponConfig || WeaponBullet.getWeaponConfig(initData.weaponId);
  178. if (!this.weaponConfig) {
  179. console.error(`WeaponBullet.init: 无法找到武器配置 ${initData.weaponId}`);
  180. this.node.destroy();
  181. return;
  182. }
  183. // 应用技能加成计算运行时数值
  184. this.calculateRuntimeStats();
  185. // 使用世界坐标设置位置
  186. this.setPositionInGameArea(initData.firePosition);
  187. // 初始化各个组件
  188. this.initializeComponents(initData);
  189. // 设置子弹外观
  190. this.setupBulletSprite();
  191. // 设置子弹效果节点激活状态
  192. this.setupBulletEffectNodes();
  193. // 设置碰撞监听
  194. this.setupCollisionListener();
  195. this.isInitialized = true;
  196. }
  197. /**
  198. * 在GameArea中设置位置
  199. */
  200. private setPositionInGameArea(worldPos: Vec3) {
  201. const gameArea = find('Canvas/GameLevelUI/GameArea');
  202. if (gameArea) {
  203. const gameAreaTransform = gameArea.getComponent(UITransform);
  204. if (gameAreaTransform) {
  205. const localPos = gameAreaTransform.convertToNodeSpaceAR(worldPos);
  206. this.node.position = localPos;
  207. }
  208. }
  209. }
  210. /**
  211. * 初始化各个组件
  212. */
  213. private initializeComponents(initData: BulletInitData) {
  214. const config = this.weaponConfig.bulletConfig;
  215. // 确保物理组件存在
  216. this.setupPhysics();
  217. // 设置物理角速度,实现持续旋转
  218. this.applyAutoRotation();
  219. // 初始化弹道组件
  220. this.bulletTrajectory = this.getComponent(BulletTrajectory) || this.addComponent(BulletTrajectory);
  221. const trajCfg: BulletTrajectoryConfig = { ...config.trajectory, speed: this.weaponConfig.stats.bulletSpeed };
  222. // 计算方向
  223. const direction = initData.direction || this.calculateDirection(initData.autoTarget);
  224. // === 根据发射方向调整容器朝向(仅首次,后续不再旋转) ===
  225. if (direction) {
  226. // 角度 = atan2(y,x),转成度数
  227. const deg = math.toDegree(Math.atan2(direction.y, direction.x));
  228. this.node.angle = deg;
  229. }
  230. this.bulletTrajectory.init(
  231. trajCfg,
  232. direction,
  233. initData.firePosition
  234. );
  235. // 设置子弹的外观(SpriteFrame 与武器方块一致)
  236. this.setupBulletSprite();
  237. // --- 额外偏移 ---
  238. // 若子弹在生成时与发射方块碰撞(位置重叠), 会立刻触发碰撞事件导致被销毁。
  239. // 因此在初始化完弹道后, 将子弹沿发射方向平移一小段距离(默认 30 像素左右)。
  240. const dir = direction.clone().normalize();
  241. const spawnOffset = 30; // 可根据子弹半径或方块大小调整
  242. if (!Number.isNaN(dir.x) && !Number.isNaN(dir.y)) {
  243. const newLocalPos = this.node.position.clone().add(new Vec3(dir.x * spawnOffset, dir.y * spawnOffset, 0));
  244. this.node.setPosition(newLocalPos);
  245. }
  246. // 初始化命中效果组件
  247. this.bulletHitEffect = this.getComponent(BulletHitEffect) || this.addComponent(BulletHitEffect);
  248. this.bulletHitEffect.init(config.hitEffects);
  249. // 传递默认特效路径
  250. if (this.bulletHitEffect && config.visual) {
  251. (this.bulletHitEffect as any).setDefaultEffects?.(config.visual.hitEffect, config.visual.trailEffect, (config.visual as any).burnEffect);
  252. }
  253. // 初始化生命周期组件
  254. this.bulletLifecycle = this.getComponent(BulletLifecycle) || this.addComponent(BulletLifecycle);
  255. this.bulletLifecycle.init(config.lifecycle, initData.firePosition);
  256. // 设置碰撞监听
  257. this.setupCollisionListener();
  258. this.isInitialized = true;
  259. }
  260. /**
  261. * 设置物理组件
  262. */
  263. private setupPhysics() {
  264. const rigidBody = this.getComponent(RigidBody2D);
  265. if (rigidBody) {
  266. rigidBody.enabledContactListener = true;
  267. rigidBody.gravityScale = 0; // 由弹道组件控制重力
  268. rigidBody.linearDamping = 0;
  269. rigidBody.angularDamping = 0;
  270. rigidBody.allowSleep = false;
  271. // 如果节点包含子节点 'Pellet',表示这是带容器的子弹;锁定容器旋转
  272. if (this.node.getChildByName('Pellet')) {
  273. rigidBody.fixedRotation = true;
  274. }
  275. }
  276. const collider = this.getComponent(Collider2D);
  277. if (collider) {
  278. collider.sensor = false;
  279. collider.on(Contact2DType.BEGIN_CONTACT, this.onHit, this);
  280. }
  281. }
  282. /**
  283. * 计算子弹方向
  284. */
  285. private calculateDirection(autoTarget: boolean = false): Vec3 {
  286. if (!autoTarget) {
  287. // 随机方向
  288. const angle = Math.random() * Math.PI * 2;
  289. return new Vec3(Math.cos(angle), Math.sin(angle), 0);
  290. }
  291. // 寻找最近敌人(使用静态工具函数)
  292. const nearestEnemy = WeaponBullet.findNearestEnemyGlobal(this.node.worldPosition);
  293. if (nearestEnemy) {
  294. const direction = nearestEnemy.worldPosition.clone()
  295. .subtract(this.node.worldPosition)
  296. .normalize();
  297. return direction;
  298. }
  299. // 若没有敌人则随机方向发射
  300. const angle = Math.random() * Math.PI * 2;
  301. return new Vec3(Math.cos(angle), Math.sin(angle), 0);
  302. }
  303. /**
  304. * 设置碰撞监听
  305. */
  306. private setupCollisionListener() {
  307. // 碰撞监听已在setupPhysics中设置
  308. }
  309. /**
  310. * 碰撞处理
  311. */
  312. private onHit(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
  313. if (!this.isInitialized) return;
  314. const otherNode = otherCollider.node;
  315. // Ignore collisions with other bullets (prevent friendly-fire between shotgun pellets)
  316. if (otherNode.getComponent(WeaponBullet)) {
  317. return; // Skip further processing if the collider is another bullet
  318. }
  319. // 检查是否命中敌人并触发事件
  320. const isEnemy = otherNode.name.toLowerCase().includes('enemy') ||
  321. otherNode.name.toLowerCase().includes('敌人') ||
  322. otherNode.getComponent('EnemyInstance');
  323. if (isEnemy) {
  324. // 触发子弹命中敌人事件
  325. EventBus.getInstance().emit(GameEvents.BULLET_HIT_ENEMY, {
  326. bullet: this.node,
  327. enemy: otherNode,
  328. damage: this.getFinalDamage(),
  329. weaponId: this.weaponConfig?.id
  330. });
  331. }
  332. // 获取碰撞世界坐标
  333. let contactWorldPos: Vec3 = null;
  334. if (contact && (contact as any).getWorldManifold) {
  335. const wm = (contact as any).getWorldManifold();
  336. if (wm && wm.points && wm.points.length > 0) {
  337. contactWorldPos = new Vec3(wm.points[0].x, wm.points[0].y, 0);
  338. }
  339. }
  340. if (!contactWorldPos) {
  341. contactWorldPos = otherNode.worldPosition.clone();
  342. }
  343. // 处理命中效果
  344. const hitResult: HitResult = this.bulletHitEffect.processHit(otherNode, contactWorldPos);
  345. // 通知生命周期组件发生命中(可能影响内部计数或阶段)
  346. if (this.bulletLifecycle) {
  347. this.bulletLifecycle.onHit(otherNode);
  348. }
  349. // 不直接销毁,交由 BulletLifecycle 自行处理
  350. // 生命周期和命中效果自行决定是否销毁;此处不再直接销毁,由 BulletLifecycle.update() 完成
  351. if (hitResult.shouldRicochet) {
  352. // 这里需要实现子弹弹射的逻辑
  353. } else if (hitResult.shouldContinue) {
  354. // 这里需要实现子弹继续飞行的逻辑
  355. }
  356. }
  357. /**
  358. * 为子弹设置持续旋转(通过刚体角速度,避免被物理系统覆盖)
  359. */
  360. private applyAutoRotation() {
  361. // 若存在子节点 Pellet,则只旋转 Pellet,容器保持角度不变
  362. const pelletNode = this.node.getChildByName('Pellet');
  363. if (pelletNode) {
  364. this.schedule((dt: number) => {
  365. pelletNode.angle += this._rotationSpeedDeg * dt;
  366. }, 0);
  367. return;
  368. }
  369. const rigidBody = this.getComponent(RigidBody2D);
  370. if (rigidBody) {
  371. rigidBody.angularVelocity = this._rotationSpeedRad; // 弧度/秒
  372. rigidBody.angularDamping = 0; // 无角阻尼,保持恒定旋转
  373. } else {
  374. // 如果没有刚体,退化为在 update 中手动旋转
  375. this.schedule((dt: number) => {
  376. this.node.angle += this._rotationSpeedDeg * dt;
  377. }, 0);
  378. }
  379. }
  380. /**
  381. * 获取武器配置
  382. */
  383. public getWeaponConfig(): WeaponConfig {
  384. return this.weaponConfig;
  385. }
  386. /**
  387. * 获取子弹状态信息
  388. */
  389. public getBulletStatus() {
  390. return {
  391. isInitialized: this.isInitialized,
  392. weaponName: this.weaponConfig?.name,
  393. trajectoryState: this.bulletTrajectory?.getState(),
  394. lifecycleState: this.bulletLifecycle?.getState(),
  395. hitStats: this.bulletHitEffect?.getHitStats()
  396. };
  397. }
  398. /**
  399. * 强制销毁子弹
  400. */
  401. public forceDestroy() {
  402. if (this.bulletLifecycle) {
  403. this.bulletLifecycle.forceDestroy();
  404. }
  405. }
  406. /**
  407. * 清理所有活跃的子弹 - 游戏重置时使用
  408. */
  409. public static clearAllBullets() {
  410. console.log('[WeaponBullet] 开始清理所有活跃子弹');
  411. // 查找GameArea节点,子弹都添加在这里
  412. const gameArea = find('Canvas/GameLevelUI/GameArea');
  413. if (!gameArea) {
  414. console.log('[WeaponBullet] 未找到GameArea节点');
  415. return;
  416. }
  417. let bulletCount = 0;
  418. const bulletsToDestroy: Node[] = [];
  419. // 遍历GameArea的所有子节点,查找WeaponBullet组件
  420. for (const child of gameArea.children) {
  421. if (child && child.isValid) {
  422. const weaponBullet = child.getComponent(WeaponBullet);
  423. if (weaponBullet) {
  424. bulletsToDestroy.push(child);
  425. bulletCount++;
  426. }
  427. }
  428. }
  429. // 销毁所有找到的子弹
  430. for (const bullet of bulletsToDestroy) {
  431. if (bullet && bullet.isValid) {
  432. bullet.destroy();
  433. }
  434. }
  435. console.log(`[WeaponBullet] 清理完成,共销毁 ${bulletCount} 个子弹`);
  436. }
  437. /**
  438. * 验证初始化数据
  439. */
  440. public static validateInitData(initData: BulletInitData): boolean {
  441. if (!initData) return false;
  442. if (!initData.weaponId && !initData.weaponConfig) return false;
  443. if (!initData.firePosition) return false;
  444. return true;
  445. }
  446. onDestroy() {
  447. // 清理事件监听
  448. const collider = this.getComponent(Collider2D);
  449. if (collider) {
  450. collider.off(Contact2DType.BEGIN_CONTACT, this.onHit, this);
  451. }
  452. // 清理拖尾控制器
  453. if (this.bulletTrailController) {
  454. this.bulletTrailController.resetTrail();
  455. this.bulletTrailController = null;
  456. }
  457. }
  458. /**
  459. * 设置子弹的SpriteFrame,使其与方块武器 (WeaponBlock/B1/Weapon) 节点上的SpriteFrame 一致
  460. */
  461. private setupBulletSprite() {
  462. // 先尝试获取当前节点上的 Sprite 组件,若不存在则在子节点中查找
  463. const sprite: Sprite | null = this.getComponent(Sprite) || this.node.getComponentInChildren(Sprite);
  464. if (!sprite) {
  465. // 子弹预制体可能没有Sprite组件,直接返回
  466. return;
  467. }
  468. // weaponConfig.visualConfig.weaponSprites 中存储了各尺寸的SpriteFrame路径
  469. const spriteConfig = (this.weaponConfig as any)?.visualConfig?.weaponSprites;
  470. if (!spriteConfig) {
  471. return;
  472. }
  473. // 依次尝试新的形状ID键值
  474. const spritePath = spriteConfig['I'] || spriteConfig['H-I'] || spriteConfig['L'] || spriteConfig['S'] || spriteConfig['D-T'];
  475. if (!spritePath) {
  476. return;
  477. }
  478. const framePath = `${spritePath}/spriteFrame`;
  479. resources.load(framePath, SpriteFrame, (err, spriteFrame) => {
  480. if (err) {
  481. return;
  482. }
  483. // Add comprehensive null safety checks before setting spriteFrame
  484. if (sprite && sprite.isValid &&
  485. this.node && this.node.isValid &&
  486. spriteFrame && spriteFrame.isValid) {
  487. sprite.spriteFrame = spriteFrame;
  488. // === 子弹大小控制:保持prefab预设的大小 ===
  489. const uiTransform = sprite.node.getComponent(UITransform);
  490. if (uiTransform) {
  491. const originalSize = spriteFrame.originalSize || null;
  492. if (originalSize) {
  493. // 设置为原图大小的0.5倍,确保子弹不会过大
  494. uiTransform.setContentSize(originalSize.width * 0.45, originalSize.height * 0.45);
  495. } else {
  496. // 若无法获取原尺寸,退化为缩放节点
  497. sprite.node.setScale(sprite.node.scale.x * 0.45, sprite.node.scale.y * 0.45, sprite.node.scale.z);
  498. }
  499. } else {
  500. // 没有 UITransform,直接缩放节点
  501. sprite.node.setScale(sprite.node.scale.x * 0.45, sprite.node.scale.y * 0.45, sprite.node.scale.z);
  502. }
  503. }
  504. }
  505. );
  506. }
  507. /**
  508. * 设置子弹效果节点激活状态
  509. */
  510. private setupBulletEffectNodes() {
  511. // 尖胡萝卜特殊处理:使用Spine动画而不是拖尾效果
  512. const isSharpCarrot = this.weaponId === 'sharp_carrot';
  513. // 查找Spine节点
  514. const spineNode = this.node.getChildByName('Spine');
  515. if (spineNode) {
  516. spineNode.active = isSharpCarrot;
  517. }
  518. // 查找TrailEffect节点
  519. const trailEffectNode = this.node.getChildByName('TrailEffect');
  520. if (trailEffectNode) {
  521. trailEffectNode.active = !isSharpCarrot;
  522. // 为拖尾效果设置白色颜色
  523. if (!isSharpCarrot) {
  524. const trailController = trailEffectNode.getComponent(BulletTrailController);
  525. if (trailController) {
  526. trailController.setTrailColor('white');
  527. }
  528. }
  529. }
  530. }
  531. /**
  532. * 静态:根据给定世界坐标,寻找最近的敌人节点
  533. */
  534. private static findNearestEnemyGlobal(worldPos: Vec3): Node | null {
  535. const enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  536. if (!enemyContainer) return null;
  537. const enemies = enemyContainer.children.filter(child => {
  538. if (!child.active) return false;
  539. const nameLower = child.name.toLowerCase();
  540. if (nameLower.includes('enemy') || nameLower.includes('敌人')) return true;
  541. if (child.getComponent('EnemyInstance')) return true;
  542. return false;
  543. });
  544. if (enemies.length === 0) return null;
  545. let nearest: Node = null;
  546. let nearestDist = Infinity;
  547. for (const enemy of enemies) {
  548. const dist = Vec3.distance(worldPos, enemy.worldPosition);
  549. if (dist < nearestDist) {
  550. nearestDist = dist;
  551. nearest = enemy;
  552. }
  553. }
  554. return nearest;
  555. }
  556. /**
  557. * 计算运行时数值(应用武器升级和技能加成)
  558. */
  559. private calculateRuntimeStats() {
  560. // 获取基础伤害
  561. let baseDamage = this.weaponConfig.stats.damage;
  562. // 应用武器升级加成
  563. const saveDataManager = SaveDataManager.getInstance();
  564. if (saveDataManager && this.weaponId) {
  565. const weaponData = saveDataManager.getWeapon(this.weaponId);
  566. if (weaponData && weaponData.level > 0) {
  567. // 应用武器升级加成:升级后伤害 = 基础伤害 + (等级 - 1)
  568. baseDamage = this.weaponConfig.stats.damage + (weaponData.level - 1);
  569. console.log(`[WeaponBullet] 武器升级加成应用 - 武器ID: ${this.weaponId}, 等级: ${weaponData.level}, 基础伤害: ${this.weaponConfig.stats.damage}, 升级后伤害: ${baseDamage}`);
  570. }
  571. }
  572. // 应用稀有度伤害倍数(合成升级效果)
  573. // 从武器配置中获取稀有度,如果不存在则默认为 'common'
  574. const rarity = this.weaponConfig.rarity || 'common';
  575. const rarityMultiplier = this.getRarityDamageMultiplier(rarity);
  576. if (rarityMultiplier > 1) {
  577. baseDamage = baseDamage * rarityMultiplier;
  578. console.log(`[WeaponBullet] 稀有度伤害倍数应用 - 稀有度: ${rarity}, 倍数: ${rarityMultiplier}, 最终基础伤害: ${baseDamage}`);
  579. }
  580. const skillManager = PersistentSkillManager.getInstance();
  581. if (!skillManager) {
  582. // 如果没有技能管理器,使用升级后的基础数值
  583. this.weaponConfig.runtimeStats = {
  584. finalDamage: baseDamage,
  585. finalCritDamage: baseDamage,
  586. critChance: 0.1 // 基础暴击率10%
  587. };
  588. console.log(`[WeaponBullet] 无技能管理器 - 最终伤害: ${baseDamage}`);
  589. return;
  590. }
  591. // 应用技能伤害加成(基于升级后的伤害)
  592. const finalDamage = skillManager.applyDamageBonus(baseDamage);
  593. // 应用技能暴击伤害加成(基于升级后的伤害)
  594. const finalCritDamage = skillManager.applyCritDamageBonus(baseDamage);
  595. // 设置基础暴击率为10%
  596. const critChance = 0.1;
  597. this.weaponConfig.runtimeStats = {
  598. finalDamage,
  599. finalCritDamage,
  600. critChance
  601. };
  602. console.log(`[WeaponBullet] 完整伤害计算完成 - 武器ID: ${this.weaponId}, 原始伤害: ${this.weaponConfig.stats.damage}, 稀有度: ${rarity}, 计算后基础伤害: ${baseDamage}, 最终伤害: ${finalDamage}, 暴击伤害: ${finalCritDamage}, 暴击率: ${(critChance * 100).toFixed(1)}%`);
  603. }
  604. /**
  605. * 获取最终伤害值(应用技能加成后)
  606. */
  607. public getFinalDamage(): number {
  608. return this.weaponConfig?.runtimeStats?.finalDamage || this.weaponConfig?.stats?.damage || 0;
  609. }
  610. /**
  611. * 获取最终暴击伤害值(应用技能加成后)
  612. */
  613. public getFinalCritDamage(): number {
  614. return this.weaponConfig?.runtimeStats?.finalCritDamage || this.weaponConfig?.stats?.damage || 0;
  615. }
  616. /**
  617. * 获取暴击率
  618. */
  619. public getCritChance(): number {
  620. return this.weaponConfig?.runtimeStats?.critChance || 0.1;
  621. }
  622. /**
  623. * 根据稀有度获取伤害倍数
  624. * 合成升级效果:2级伤害*2,3级伤害*4,以此类推
  625. */
  626. private getRarityDamageMultiplier(rarity: string): number {
  627. switch (rarity) {
  628. case 'common':
  629. return 1; // 1级,无倍数
  630. case 'uncommon':
  631. return 1.5; // 2级,2倍伤害
  632. case 'rare':
  633. return 4; // 3级,4倍伤害
  634. case 'epic':
  635. return 8; // 4级,8倍伤害
  636. case 'legendary':
  637. return 16; // 5级,16倍伤害
  638. default:
  639. return 1;
  640. }
  641. }
  642. }