UpgradeController.ts 38 KB

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  1. import { _decorator, Component, Node, Button, Label, Sprite, SpriteFrame, Texture2D, resources, ScrollView, Layout, Prefab, instantiate, find, UIOpacity, Color } from 'cc';
  2. import { SaveDataManager, WeaponData } from '../../LevelSystem/SaveDataManager';
  3. import { TopBarController } from '../TopBarController';
  4. import EventBus, { GameEvents } from '../../Core/EventBus';
  5. const { ccclass, property } = _decorator;
  6. /**
  7. * 武器配置接口(从weapons.json加载)
  8. */
  9. interface WeaponConfig {
  10. id: string;
  11. name: string;
  12. type: string;
  13. rarity: string;
  14. weight: number;
  15. stats: {
  16. damage: number;
  17. fireRate: number;
  18. range: number;
  19. bulletSpeed: number;
  20. };
  21. visualConfig: {
  22. weaponSprites: {
  23. "I": string;
  24. "H-I": string;
  25. "L": string;
  26. "S": string;
  27. "D-T": string;
  28. };
  29. };
  30. }
  31. /**
  32. * 武器升级系统控制器
  33. * 负责管理武器升级UI和逻辑
  34. */
  35. @ccclass('UpgradeController')
  36. export class UpgradeController extends Component {
  37. // UI节点引用
  38. @property(Node) upgradeUI: Node = null; // Canvas/UpgradeUI
  39. @property(ScrollView) weaponScrollView: ScrollView = null; // Canvas/UpgradeUI/ScrollView
  40. @property(Layout) weaponLayout: Layout = null; // Canvas/UpgradeUI/ScrollView/view/content/Layout
  41. @property(Node) upgradePanel: Node = null; // Canvas/UpgradeUI/UpgradePanel
  42. @property(Button) closePanelBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/CloseBtn
  43. // 升级面板UI组件
  44. @property(Sprite) panelWeaponSprite: Sprite = null; // Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  45. @property(Label) panelLevelLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/LevelLabel
  46. @property(Label) panelCurrentDamage: Label = null; // Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  47. @property(Label) panelCostLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  48. @property(Button) panelUpgradeBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn
  49. // 武器节点预制体
  50. @property(Prefab) weaponNodePrefab: Prefab = null;
  51. @property(Prefab) lockedWeaponPrefab: Prefab = null; // Lock.prefab
  52. @property(Prefab) unlockedWeaponPrefab: Prefab = null; // Unlock.prefab
  53. // 数据管理
  54. private saveDataManager: SaveDataManager = null;
  55. private weaponsConfig: { weapons: WeaponConfig[] } = null;
  56. private currentSelectedWeapon: string = null;
  57. private levelConfigs: any[] = [];
  58. // 武器节点列表
  59. private weaponNodes: Node[] = [];
  60. onLoad() {
  61. this.saveDataManager = SaveDataManager.getInstance();
  62. this.bindEvents();
  63. }
  64. async start() {
  65. // 先加载武器配置
  66. await this.loadWeaponsConfig();
  67. // 加载关卡配置
  68. await this.loadLevelConfigs();
  69. // 初始化武器数据
  70. this.initializeWeapons();
  71. // 初始化时检查武器解锁状态
  72. this.checkInitialWeaponUnlocks();
  73. // 刷新UI
  74. this.refreshWeaponList();
  75. this.upgradePanel.active = false;
  76. console.log('[UpgradeController] 初始化完成');
  77. }
  78. /**
  79. * 绑定事件
  80. */
  81. private bindEvents() {
  82. // 关闭升级面板
  83. this.closePanelBtn?.node.on(Button.EventType.CLICK, this.closeUpgradePanel, this);
  84. // 升级按钮
  85. this.panelUpgradeBtn?.node.on(Button.EventType.CLICK, this.onUpgradeWeapon, this);
  86. // 监听关卡完成事件,自动解锁武器
  87. EventBus.getInstance().on(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  88. }
  89. /**
  90. * 加载武器配置
  91. */
  92. private async loadWeaponsConfig() {
  93. try {
  94. const jsonAsset = await new Promise<any>((resolve, reject) => {
  95. resources.load('data/weapons', (err, asset) => {
  96. if (err) reject(err);
  97. else resolve(asset);
  98. });
  99. });
  100. this.weaponsConfig = jsonAsset.json;
  101. console.log('[UpgradeController] 武器配置加载成功:', this.weaponsConfig);
  102. } catch (error) {
  103. console.error('[UpgradeController] 加载武器配置失败:', error);
  104. }
  105. }
  106. /**
  107. * 加载关卡配置
  108. */
  109. private async loadLevelConfigs() {
  110. try {
  111. this.levelConfigs = [];
  112. // 加载Level1到Level5的配置
  113. for (let i = 1; i <= 5; i++) {
  114. try {
  115. const levelData = await new Promise<any>((resolve, reject) => {
  116. resources.load(`data/levels/Level${i}`, (err, asset) => {
  117. if (err) reject(err);
  118. else resolve(asset);
  119. });
  120. });
  121. this.levelConfigs.push({
  122. level: i,
  123. ...levelData
  124. });
  125. } catch (error) {
  126. console.warn(`加载Level${i}配置失败:`, error);
  127. }
  128. }
  129. console.log('关卡配置加载成功:', this.levelConfigs);
  130. } catch (error) {
  131. console.error('加载关卡配置失败:', error);
  132. this.levelConfigs = [];
  133. }
  134. }
  135. /**
  136. * 初始化武器数据(确保所有武器都在存档中)
  137. */
  138. private initializeWeapons() {
  139. if (!this.weaponsConfig) return;
  140. // 为每个武器创建初始数据(如果不存在)
  141. this.weaponsConfig.weapons.forEach(weaponConfig => {
  142. const existingWeapon = this.saveDataManager.getWeapon(weaponConfig.id);
  143. if (!existingWeapon) {
  144. this.saveDataManager.addWeapon(weaponConfig.id, weaponConfig.rarity);
  145. }
  146. });
  147. }
  148. /**
  149. * 初始化时检查武器解锁状态
  150. */
  151. private checkInitialWeaponUnlocks() {
  152. if (!this.saveDataManager || !this.weaponsConfig) return;
  153. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  154. console.log(`[UpgradeController] 初始化检查武器解锁状态,当前最大解锁关卡: ${maxUnlockedLevel}`);
  155. let hasUpdates = false;
  156. for (const weaponConfig of this.weaponsConfig.weapons) {
  157. const weaponId = weaponConfig.id;
  158. const weaponData = this.saveDataManager.getWeapon(weaponId);
  159. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  160. // 检查武器是否应该根据关卡进度解锁
  161. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  162. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  163. // 如果武器应该解锁但还未解锁,则自动解锁
  164. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  165. weaponData.level = 1;
  166. // 由于WeaponData类型中没有unlockTime属性,这里先注释掉
  167. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  168. console.log(`[UpgradeController] 初始化时自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  169. hasUpdates = true;
  170. }
  171. }
  172. // 如果有更新,保存数据
  173. if (hasUpdates) {
  174. this.saveDataManager.savePlayerData();
  175. console.log(`[UpgradeController] 初始化武器解锁状态更新完成`);
  176. }
  177. }
  178. /**
  179. * 刷新武器列表UI
  180. */
  181. private refreshWeaponList() {
  182. if (!this.weaponsConfig || !this.weaponLayout) {
  183. console.warn('武器配置或武器布局未初始化');
  184. return;
  185. }
  186. // 清除现有节点
  187. this.clearWeaponNodes();
  188. // 为每个武器创建UI节点
  189. this.weaponsConfig.weapons.forEach((weaponConfig, index) => {
  190. this.createWeaponNode(weaponConfig, index);
  191. });
  192. }
  193. /**
  194. * 切换武器节点状态(从锁定到解锁或反之)
  195. */
  196. private switchWeaponNodeState(weaponId: string) {
  197. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  198. if (!weaponConfig) {
  199. console.warn(`未找到武器配置: ${weaponId}`);
  200. return;
  201. }
  202. // 找到对应的武器节点
  203. const weaponNodeIndex = this.weaponNodes.findIndex(node => node.name === `WeaponNode_${weaponId}`);
  204. if (weaponNodeIndex === -1) {
  205. console.warn(`未找到武器节点: ${weaponId}`);
  206. return;
  207. }
  208. const oldNode = this.weaponNodes[weaponNodeIndex];
  209. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponId);
  210. const weaponData = this.saveDataManager.getWeapon(weaponId);
  211. // 创建新节点
  212. let newNode: Node = null;
  213. if (isUnlocked) {
  214. if (this.unlockedWeaponPrefab) {
  215. newNode = instantiate(this.unlockedWeaponPrefab);
  216. this.setupUnlockedWeaponNode(newNode, weaponConfig, weaponData);
  217. }
  218. } else {
  219. if (this.lockedWeaponPrefab) {
  220. newNode = instantiate(this.lockedWeaponPrefab);
  221. this.setupLockedWeaponNode(newNode, weaponConfig);
  222. }
  223. }
  224. if (newNode) {
  225. newNode.name = `WeaponNode_${weaponId}`;
  226. // 获取旧节点的位置
  227. const siblingIndex = oldNode.getSiblingIndex();
  228. // 移除旧节点
  229. oldNode.removeFromParent();
  230. // 添加新节点到相同位置
  231. this.weaponLayout.node.insertChild(newNode, siblingIndex);
  232. // 更新节点数组
  233. this.weaponNodes[weaponNodeIndex] = newNode;
  234. console.log(`武器 ${weaponId} 状态切换完成: ${isUnlocked ? '解锁' : '锁定'}`);
  235. }
  236. }
  237. /**
  238. * 清除武器节点
  239. */
  240. private clearWeaponNodes() {
  241. this.weaponNodes.forEach(node => {
  242. if (node && node.isValid) {
  243. node.destroy();
  244. }
  245. });
  246. this.weaponNodes = [];
  247. }
  248. /**
  249. * 创建武器节点
  250. */
  251. private createWeaponNode(weaponConfig: WeaponConfig, index: number) {
  252. // 获取武器数据
  253. const weaponData = this.saveDataManager.getWeapon(weaponConfig.id);
  254. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponConfig.id);
  255. console.log(`设置武器节点 ${index}: ${weaponConfig.name}, 等级: ${weaponData?.level || 0}, 已解锁: ${isUnlocked}`);
  256. // 根据解锁状态选择合适的预制体
  257. let weaponNode: Node = null;
  258. if (isUnlocked) {
  259. if (this.unlockedWeaponPrefab) {
  260. weaponNode = instantiate(this.unlockedWeaponPrefab);
  261. this.setupUnlockedWeaponNode(weaponNode, weaponConfig, weaponData);
  262. } else if (this.weaponNodePrefab) {
  263. weaponNode = instantiate(this.weaponNodePrefab);
  264. this.convertToUnlockedNode(weaponNode, weaponConfig, weaponData, index);
  265. }
  266. } else {
  267. if (this.lockedWeaponPrefab) {
  268. weaponNode = instantiate(this.lockedWeaponPrefab);
  269. this.setupLockedWeaponNode(weaponNode, weaponConfig);
  270. } else if (this.weaponNodePrefab) {
  271. weaponNode = instantiate(this.weaponNodePrefab);
  272. this.convertToLockedNode(weaponNode, weaponConfig, index);
  273. }
  274. }
  275. // 如果没有任何预制体,创建基本节点
  276. if (!weaponNode) {
  277. weaponNode = new Node(`WeaponNode_${index}`);
  278. weaponNode.addComponent(UIOpacity);
  279. if (isUnlocked) {
  280. this.convertToUnlockedNode(weaponNode, weaponConfig, weaponData, index);
  281. } else {
  282. this.convertToLockedNode(weaponNode, weaponConfig, index);
  283. }
  284. }
  285. // 设置节点名称
  286. weaponNode.name = `WeaponNode_${weaponConfig.id}`;
  287. // 添加到布局中
  288. this.weaponLayout.node.addChild(weaponNode);
  289. this.weaponNodes.push(weaponNode);
  290. }
  291. /**
  292. * 加载武器图标
  293. */
  294. private loadWeaponSprite(sprite: Sprite, spritePath: string) {
  295. // 参考WeaponBullet.ts的正确加载方式,在路径后添加'/spriteFrame'
  296. const framePath = `${spritePath}/spriteFrame`;
  297. resources.load(framePath, SpriteFrame, (err, spriteFrame) => {
  298. if (!err && spriteFrame && sprite && sprite.isValid) {
  299. sprite.spriteFrame = spriteFrame;
  300. console.log(`武器图标加载成功: ${spritePath}`);
  301. } else if (err) {
  302. console.warn(`加载武器图标失败: ${spritePath}`, err);
  303. }
  304. });
  305. }
  306. /**
  307. * 设置已解锁武器节点(适配Unlock.prefab)
  308. */
  309. private setupUnlockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig, weaponData: any) {
  310. // 获取公共的Sprite节点,避免重复查找
  311. const spriteNode = weaponNode.getChildByName('Sprite');
  312. if (!spriteNode) {
  313. console.warn('未找到Sprite节点:', weaponConfig.id);
  314. return;
  315. }
  316. // 设置武器图标 - 查找专门的武器图标Sprite节点,避免影响背景
  317. const weaponSprite = spriteNode.getChildByName('WeaponSprite')?.getComponent(Sprite);
  318. if (weaponSprite && weaponConfig.visualConfig.weaponSprites) {
  319. const spritePath = weaponConfig.visualConfig.weaponSprites['I'] || weaponConfig.visualConfig.weaponSprites['H-I'] || weaponConfig.visualConfig.weaponSprites['L'] || weaponConfig.visualConfig.weaponSprites['S'] || weaponConfig.visualConfig.weaponSprites['D-T'];
  320. this.loadWeaponSprite(weaponSprite, spritePath);
  321. }
  322. // 设置武器名称 - Unlock.prefab中的Name节点下的Label
  323. const nameLabel = spriteNode.getChildByName('Name')?.getComponent(Label);
  324. if (nameLabel) {
  325. nameLabel.string = `${weaponConfig.name} Lv.${weaponData ? weaponData.level : 0}`;
  326. }
  327. // 设置升级按钮 - Unlock.prefab中的Button节点
  328. const upgradeButton = weaponNode.getChildByName('Button')?.getComponent(Button);
  329. if (upgradeButton) {
  330. // 清除之前的事件监听
  331. upgradeButton.node.off(Button.EventType.CLICK);
  332. // 添加升级事件
  333. upgradeButton.node.on(Button.EventType.CLICK, () => {
  334. this.openUpgradePanel(weaponConfig.id);
  335. }, this);
  336. // 设置按钮文本和状态
  337. const buttonLabel = upgradeButton.node.getChildByName('Label')?.getComponent(Label);
  338. if (buttonLabel) {
  339. const cost = this.saveDataManager.getWeaponUpgradeCost(weaponConfig.id);
  340. const maxLevel = 10; // 假设最大等级为10
  341. if (weaponData && weaponData.level >= maxLevel) {
  342. buttonLabel.string = '已满级';
  343. upgradeButton.interactable = false;
  344. } else {
  345. buttonLabel.string = `升级 (${cost}金币)`;
  346. upgradeButton.interactable = true;
  347. }
  348. }
  349. }
  350. // Unlock.prefab已经有正常的视觉效果,确保节点激活
  351. weaponNode.active = true;
  352. }
  353. /**
  354. * 设置未解锁武器节点(适配Lock.prefab)
  355. */
  356. private setupLockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig) {
  357. // 设置解锁信息文本 - Lock.prefab中的Label节点
  358. const unlockLabel = weaponNode.getChildByName('Label')?.getComponent(Label);
  359. if (unlockLabel) {
  360. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  361. unlockLabel.string = `通关第${unlockLevel}关解锁`;
  362. }
  363. // Lock.prefab已经有合适的视觉效果,不需要额外设置透明度
  364. weaponNode.active = true;
  365. // 禁用点击事件(如果有Button组件)
  366. const button = weaponNode.getComponent(Button);
  367. if (button) {
  368. button.interactable = false;
  369. }
  370. // 添加点击事件监听(显示解锁提示)
  371. weaponNode.on(Node.EventType.TOUCH_END, () => {
  372. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  373. console.log(`${weaponConfig.name} 需要通关第${unlockLevel}关才能解锁`);
  374. }, this);
  375. }
  376. /**
  377. * 转换为锁定节点
  378. */
  379. private convertToLockedNode(weaponNode: Node, weaponConfig: WeaponConfig, index: number) {
  380. // 隐藏正常武器节点的所有子节点
  381. const spriteNode = weaponNode.getChildByName('WeaponIcon') ||
  382. weaponNode.getChildByName('Icon') ||
  383. weaponNode.getChildByName('WeaponSprite') ||
  384. weaponNode.getChildByName('Sprite');
  385. if (spriteNode) {
  386. spriteNode.active = false;
  387. }
  388. const upgradeBtn = weaponNode.getChildByName('Upgrade');
  389. if (upgradeBtn) {
  390. upgradeBtn.active = false;
  391. }
  392. // 创建或显示锁定状态的Label
  393. let lockLabel = weaponNode.getChildByName('LockLabel');
  394. if (!lockLabel) {
  395. lockLabel = new Node('LockLabel');
  396. const labelComp = lockLabel.addComponent(Label);
  397. labelComp.fontSize = 24;
  398. labelComp.color = Color.WHITE;
  399. weaponNode.addChild(lockLabel);
  400. }
  401. const labelComp = lockLabel.getComponent(Label);
  402. if (labelComp) {
  403. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  404. labelComp.string = `通关第${unlockLevel}关解锁`;
  405. }
  406. lockLabel.active = true;
  407. // 设置节点为锁定状态
  408. let uiOpacity = weaponNode.getComponent(UIOpacity);
  409. if (!uiOpacity) {
  410. uiOpacity = weaponNode.addComponent(UIOpacity);
  411. }
  412. uiOpacity.opacity = 180;
  413. weaponNode.active = true;
  414. // 禁用点击事件
  415. const button = weaponNode.getComponent(Button);
  416. if (button) {
  417. button.interactable = false;
  418. }
  419. }
  420. /**
  421. * 转换为解锁节点
  422. */
  423. private convertToUnlockedNode(weaponNode: Node, weaponConfig: WeaponConfig, weaponData: any, index: number) {
  424. // 隐藏锁定状态的Label
  425. const lockLabel = weaponNode.getChildByName('LockLabel');
  426. if (lockLabel) {
  427. lockLabel.active = false;
  428. }
  429. // 显示正常武器节点的所有子节点
  430. const spriteNode = weaponNode.getChildByName('WeaponIcon') ||
  431. weaponNode.getChildByName('Icon') ||
  432. weaponNode.getChildByName('WeaponSprite') ||
  433. weaponNode.getChildByName('Sprite');
  434. if (spriteNode) {
  435. spriteNode.active = true;
  436. }
  437. const upgradeBtn = weaponNode.getChildByName('Upgrade');
  438. if (upgradeBtn) {
  439. upgradeBtn.active = true;
  440. }
  441. // 设置为解锁状态
  442. this.setupUnlockedWeaponNode(weaponNode, weaponConfig, weaponData);
  443. }
  444. /**
  445. * 打开升级面板
  446. */
  447. private openUpgradePanel(weaponId: string) {
  448. const weaponConfig = this.weaponsConfig.weapons.find(config => config.id === weaponId);
  449. if (!weaponConfig) {
  450. console.error(`未找到武器配置: ${weaponId}`);
  451. return;
  452. }
  453. const weaponData = this.saveDataManager.getWeapon(weaponId);
  454. if (!weaponData) {
  455. console.error(`未找到武器数据: ${weaponId}`);
  456. return;
  457. }
  458. this.currentSelectedWeapon = weaponId;
  459. console.log(`打开升级面板: ${weaponConfig.name}, 当前等级: ${weaponData.level}`);
  460. // 显示升级面板
  461. this.upgradePanel.active = true;
  462. this.refreshUpgradePanel();
  463. }
  464. /**
  465. * 关闭升级面板
  466. */
  467. private closeUpgradePanel() {
  468. this.upgradePanel.active = false;
  469. this.currentSelectedWeapon = null;
  470. }
  471. /**
  472. * 刷新升级面板
  473. */
  474. private refreshUpgradePanel() {
  475. if (!this.currentSelectedWeapon || !this.weaponsConfig) return;
  476. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  477. const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  478. if (!weaponConfig || !weaponData) {
  479. console.error(`刷新升级面板失败: 武器配置或数据不存在 ${this.currentSelectedWeapon}`);
  480. return;
  481. }
  482. console.log(`刷新升级面板: ${weaponConfig.name}, 等级: ${weaponData.level}`);
  483. // 设置武器图标 - Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  484. if (this.panelWeaponSprite && weaponConfig.visualConfig.weaponSprites) {
  485. const spritePath = weaponConfig.visualConfig.weaponSprites['I'] || weaponConfig.visualConfig.weaponSprites['H-I'] || weaponConfig.visualConfig.weaponSprites['L'] || weaponConfig.visualConfig.weaponSprites['S'] || weaponConfig.visualConfig.weaponSprites['D-T'];
  486. this.loadWeaponSprite(this.panelWeaponSprite, spritePath);
  487. }
  488. // 设置武器名称和等级 - Canvas/UpgradeUI/UpgradePanel/LevelLabel
  489. if (this.panelLevelLabel) {
  490. this.panelLevelLabel.string = `${weaponConfig.name} 等级 ${weaponData.level}`;
  491. }
  492. // 计算当前伤害(基础伤害 + 等级加成)- Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  493. const baseDamage = weaponConfig.stats.damage;
  494. const currentDamage = this.calculateWeaponDamage(baseDamage, weaponData.level);
  495. if (this.panelCurrentDamage) {
  496. this.panelCurrentDamage.string = currentDamage.toString();
  497. }
  498. // 设置升级费用 - Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  499. const upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  500. if (this.panelCostLabel) {
  501. this.panelCostLabel.string = upgradeCost.toString();
  502. }
  503. // 设置升级按钮状态 - Canvas/UpgradeUI/UpgradePanel/UpgradeBtn
  504. if (this.panelUpgradeBtn) {
  505. const canUpgrade = this.saveDataManager.canUpgradeWeapon(this.currentSelectedWeapon);
  506. this.panelUpgradeBtn.interactable = canUpgrade;
  507. // 检查金币是否足够
  508. const playerData = this.saveDataManager.getPlayerData();
  509. const cost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  510. if (playerData.coins < cost) {
  511. console.log(`金币不足进行升级: 需要 ${cost}, 当前 ${playerData.coins}`);
  512. }
  513. }
  514. }
  515. /**
  516. * 计算武器伤害
  517. */
  518. private calculateWeaponDamage(baseDamage: number, level: number): number {
  519. if (level === 0) return 0; // 未解锁武器伤害为0
  520. // 每级增加10%基础伤害
  521. const damageMultiplier = 1 + (level - 1) * 0.1;
  522. return Math.floor(baseDamage * damageMultiplier);
  523. }
  524. /**
  525. * 根据武器名称查找解锁关卡
  526. */
  527. private getWeaponUnlockLevel(weaponName: string): number {
  528. // 武器名称到解锁关卡的映射
  529. const weaponUnlockMap: { [key: string]: number } = {
  530. "毛豆射手": 1,
  531. "尖胡萝卜": 2,
  532. "锯齿草": 3,
  533. "西瓜炸弹": 4,
  534. "回旋镖盆栽": 5,
  535. "炙热辣椒": 6,
  536. "仙人散弹": 7,
  537. "秋葵导弹": 8,
  538. "狼牙棒": 9
  539. };
  540. return weaponUnlockMap[weaponName] || 1;
  541. }
  542. /**
  543. * 根据武器ID查找解锁关卡
  544. */
  545. private getWeaponUnlockLevelById(weaponId: string): number {
  546. // 武器ID到解锁关卡的映射
  547. const weaponUnlockMap: { [key: string]: number } = {
  548. "pea_shooter": 1,
  549. "sharp_carrot": 2,
  550. "saw_grass": 3,
  551. "watermelon_bomb": 4,
  552. "boomerang_plant": 5,
  553. "hot_pepper": 6,
  554. "cactus_shotgun": 7,
  555. "okra_missile": 8,
  556. "mace_club": 9
  557. };
  558. return weaponUnlockMap[weaponId] || 1;
  559. }
  560. /**
  561. * 升级武器
  562. */
  563. private onUpgradeWeapon() {
  564. if (!this.currentSelectedWeapon) return;
  565. const success = this.saveDataManager.upgradeWeapon(this.currentSelectedWeapon);
  566. if (success) {
  567. console.log(`武器 ${this.currentSelectedWeapon} 升级成功`);
  568. // 刷新升级面板
  569. this.refreshUpgradePanel();
  570. // 使用新的状态切换方法更新武器节点
  571. this.switchWeaponNodeState(this.currentSelectedWeapon);
  572. // 更新顶部金币显示
  573. TopBarController.updateTopBarUI();
  574. // 保存数据
  575. this.saveDataManager.savePlayerData();
  576. } else {
  577. console.log(`武器 ${this.currentSelectedWeapon} 升级失败`);
  578. }
  579. }
  580. /**
  581. * 解锁武器
  582. */
  583. public unlockWeapon(weaponId: string): boolean {
  584. const success = this.saveDataManager.unlockWeapon(weaponId);
  585. if (success) {
  586. console.log(`武器 ${weaponId} 解锁成功`);
  587. // 使用新的状态切换方法更新武器节点
  588. this.switchWeaponNodeState(weaponId);
  589. // 更新顶部金币显示
  590. TopBarController.updateTopBarUI();
  591. // 保存数据
  592. this.saveDataManager.savePlayerData();
  593. }
  594. return success;
  595. }
  596. /**
  597. * 获取武器当前伤害
  598. */
  599. public getWeaponDamage(weaponId: string): number {
  600. if (!this.weaponsConfig) return 0;
  601. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  602. const weaponData = this.saveDataManager.getWeapon(weaponId);
  603. if (!weaponConfig || !weaponData) return 0;
  604. return this.calculateWeaponDamage(weaponConfig.stats.damage, weaponData.level);
  605. }
  606. /**
  607. * 刷新UI
  608. */
  609. public refreshUI() {
  610. this.refreshWeaponList();
  611. }
  612. /**
  613. * 处理关卡完成事件,自动解锁相应武器
  614. */
  615. private onLevelComplete() {
  616. if (!this.saveDataManager || !this.weaponsConfig) return;
  617. // 获取当前关卡数据
  618. const currentLevel = this.saveDataManager.getCurrentLevel();
  619. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  620. const playerData = this.saveDataManager.getPlayerData();
  621. console.log(`[UpgradeController] 关卡完成事件触发`);
  622. console.log(`[UpgradeController] 当前关卡: ${currentLevel}, 最大解锁关卡: ${maxUnlockedLevel}`);
  623. console.log(`[UpgradeController] 玩家数据:`, {
  624. coins: playerData?.coins || 0,
  625. currentLevel: playerData?.currentLevel || 1,
  626. maxUnlockedLevel: playerData?.maxUnlockedLevel || 1
  627. });
  628. // 遍历所有武器,检查是否有新解锁的武器
  629. let hasNewUnlocks = false;
  630. const newlyUnlockedWeapons: string[] = [];
  631. for (const weaponConfig of this.weaponsConfig.weapons) {
  632. const weaponId = weaponConfig.id;
  633. const weaponData = this.saveDataManager.getWeapon(weaponId);
  634. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  635. // 检查武器是否应该根据关卡进度解锁
  636. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  637. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  638. console.log(`[UpgradeController] 武器检查: ${weaponConfig.name} (${weaponId})`);
  639. console.log(` - 需要关卡: ${requiredLevel}, 当前最大解锁: ${maxUnlockedLevel}`);
  640. console.log(` - 应该解锁: ${shouldBeUnlocked}, 当前已解锁: ${isCurrentlyUnlocked}`);
  641. console.log(` - 武器数据:`, weaponData);
  642. // 如果武器应该解锁但还未解锁,则自动解锁
  643. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  644. // 确保武器数据存在
  645. if (!weaponData) {
  646. this.saveDataManager.addWeapon(weaponId, weaponConfig.rarity);
  647. }
  648. // 自动解锁武器(设置为level 1,免费解锁)
  649. const updatedWeaponData = this.saveDataManager.getWeapon(weaponId);
  650. if (updatedWeaponData) {
  651. updatedWeaponData.level = 1;
  652. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行
  653. // updatedWeaponData.unlockTime = Date.now();
  654. console.log(`[UpgradeController] 自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  655. newlyUnlockedWeapons.push(weaponConfig.name);
  656. hasNewUnlocks = true;
  657. }
  658. }
  659. }
  660. // 如果有新解锁的武器,刷新UI并保存数据
  661. if (hasNewUnlocks) {
  662. this.refreshWeaponList();
  663. this.saveDataManager.savePlayerData();
  664. console.log(`[UpgradeController] 关卡完成后解锁了 ${newlyUnlockedWeapons.length} 个武器:`, newlyUnlockedWeapons);
  665. // 可以在这里添加解锁提示UI
  666. this.showWeaponUnlockNotification(newlyUnlockedWeapons);
  667. } else {
  668. console.log(`[UpgradeController] 关卡完成后没有新武器解锁`);
  669. }
  670. }
  671. /**
  672. * 显示武器解锁通知
  673. */
  674. private showWeaponUnlockNotification(weaponNames: string[]) {
  675. if (weaponNames.length === 0) return;
  676. // 这里可以实现解锁通知UI
  677. // 目前先用console输出
  678. console.log(`🎉 恭喜解锁新武器: ${weaponNames.join(', ')}!`);
  679. // TODO: 实现实际的UI通知
  680. // 可以显示一个弹窗或者顶部通知条
  681. }
  682. /**
  683. * 获取当前关卡数据(用于调试和UI显示)
  684. */
  685. public getCurrentLevelData() {
  686. if (!this.saveDataManager) return null;
  687. return {
  688. currentLevel: this.saveDataManager.getCurrentLevel(),
  689. maxUnlockedLevel: this.saveDataManager.getMaxUnlockedLevel(),
  690. coins: this.saveDataManager.getCoins(),
  691. diamonds: this.saveDataManager.getDiamonds(),
  692. gems: this.saveDataManager.getGems(),
  693. wallLevel: this.saveDataManager.getWallLevel()
  694. };
  695. }
  696. /**
  697. * 手动检查并解锁武器(用于调试或特殊情况)
  698. */
  699. public checkAndUnlockWeapons() {
  700. console.log('[UpgradeController] 手动检查武器解锁状态');
  701. this.onLevelComplete();
  702. }
  703. /**
  704. * 获取所有武器的解锁状态信息(用于调试和UI显示)
  705. */
  706. public getWeaponUnlockStatus() {
  707. if (!this.saveDataManager || !this.weaponsConfig) {
  708. return { error: '数据管理器或武器配置未初始化' };
  709. }
  710. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  711. const weaponStatus = [];
  712. for (const weaponConfig of this.weaponsConfig.weapons) {
  713. const weaponId = weaponConfig.id;
  714. const weaponData = this.saveDataManager.getWeapon(weaponId);
  715. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  716. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  717. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  718. weaponStatus.push({
  719. id: weaponId,
  720. name: weaponConfig.name,
  721. requiredLevel: requiredLevel,
  722. shouldBeUnlocked: shouldBeUnlocked,
  723. isCurrentlyUnlocked: isCurrentlyUnlocked,
  724. currentLevel: weaponData?.level || 0,
  725. // 由于WeaponData类型中没有unlockTime属性,暂时移除该字段
  726. unlocked: weaponData?.level > 0,
  727. needsUpdate: shouldBeUnlocked && !isCurrentlyUnlocked
  728. });
  729. }
  730. return {
  731. maxUnlockedLevel: maxUnlockedLevel,
  732. weapons: weaponStatus,
  733. summary: {
  734. total: weaponStatus.length,
  735. unlocked: weaponStatus.filter(w => w.isCurrentlyUnlocked).length,
  736. shouldBeUnlocked: weaponStatus.filter(w => w.shouldBeUnlocked).length,
  737. needsUpdate: weaponStatus.filter(w => w.needsUpdate).length
  738. }
  739. };
  740. }
  741. /**
  742. * 强制同步所有武器解锁状态(用于修复数据不一致问题)
  743. */
  744. public forceSyncWeaponUnlocks() {
  745. if (!this.saveDataManager || !this.weaponsConfig) {
  746. console.error('[UpgradeController] 无法强制同步:数据管理器或武器配置未初始化');
  747. return false;
  748. }
  749. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  750. let syncCount = 0;
  751. console.log(`[UpgradeController] 开始强制同步武器解锁状态,基于最大解锁关卡: ${maxUnlockedLevel}`);
  752. for (const weaponConfig of this.weaponsConfig.weapons) {
  753. const weaponId = weaponConfig.id;
  754. const weaponData = this.saveDataManager.getWeapon(weaponId);
  755. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  756. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  757. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  758. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  759. weaponData.level = 1;
  760. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行代码
  761. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  762. syncCount++;
  763. console.log(`[UpgradeController] 强制解锁武器: ${weaponConfig.name} (${weaponId})`);
  764. }
  765. }
  766. if (syncCount > 0) {
  767. this.saveDataManager.savePlayerData();
  768. this.refreshWeaponList();
  769. console.log(`[UpgradeController] 强制同步完成,解锁了 ${syncCount} 个武器`);
  770. } else {
  771. console.log(`[UpgradeController] 强制同步完成,没有需要更新的武器`);
  772. }
  773. return syncCount > 0;
  774. }
  775. /**
  776. * 诊断武器解锁问题(用于调试)
  777. */
  778. public diagnoseWeaponUnlockIssue() {
  779. console.log('=== 武器解锁问题诊断 ===');
  780. if (!this.saveDataManager) {
  781. console.error('SaveDataManager未初始化');
  782. return;
  783. }
  784. if (!this.weaponsConfig) {
  785. console.error('武器配置未加载');
  786. return;
  787. }
  788. const currentLevel = this.saveDataManager.getCurrentLevel();
  789. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  790. const playerData = this.saveDataManager.getPlayerData();
  791. console.log(`当前关卡: ${currentLevel}`);
  792. console.log(`最大解锁关卡: ${maxUnlockedLevel}`);
  793. console.log(`金币: ${playerData?.coins || 0}`);
  794. console.log('\n=== 关卡完成状态 ===');
  795. for (let i = 1; i <= 5; i++) {
  796. const progress = this.saveDataManager.getLevelProgress(i);
  797. const isCompleted = this.saveDataManager.isLevelCompleted(i);
  798. console.log(`关卡${i}: 完成=${isCompleted}, 尝试次数=${progress?.attempts || 0}`);
  799. }
  800. console.log('\n=== 武器解锁状态 ===');
  801. const weaponUnlockMap = {
  802. 'pea_shooter': 1,
  803. 'sharp_carrot': 2,
  804. 'saw_grass': 3,
  805. 'watermelon_bomb': 4,
  806. 'boomerang_plant': 5,
  807. 'hot_pepper': 6,
  808. 'cactus_shotgun': 7,
  809. 'okra_missile': 8,
  810. 'mace_club': 9
  811. };
  812. for (const weaponConfig of this.weaponsConfig.weapons) {
  813. const weaponId = weaponConfig.id;
  814. const weaponData = this.saveDataManager.getWeapon(weaponId);
  815. const requiredLevel = weaponUnlockMap[weaponId] || 1;
  816. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  817. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  818. console.log(`${weaponConfig.name} (${weaponId}):`);
  819. console.log(` 需要关卡: ${requiredLevel}`);
  820. console.log(` 应该解锁: ${shouldBeUnlocked}`);
  821. console.log(` 当前状态: ${isCurrentlyUnlocked ? '已解锁' : '未解锁'}`);
  822. console.log(` 武器等级: ${weaponData?.level || 0}`);
  823. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  824. console.log(` ❌ 问题:应该解锁但未解锁`);
  825. } else if (shouldBeUnlocked && isCurrentlyUnlocked) {
  826. console.log(` ✅ 正常:已正确解锁`);
  827. } else {
  828. console.log(` ⏳ 等待:尚未达到解锁条件`);
  829. }
  830. }
  831. console.log('\n=== 修复建议 ===');
  832. console.log('如果发现武器解锁状态不正确,请运行以下命令:');
  833. console.log('1. 在控制台运行: window.upgradeController.forceSyncWeaponUnlocks()');
  834. console.log('2. 或者刷新页面重新初始化');
  835. // 将实例暴露到全局,方便调试
  836. (window as any).upgradeController = this;
  837. }
  838. /**
  839. * 组件销毁时清理事件监听
  840. */
  841. onDestroy() {
  842. EventBus.getInstance().off(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  843. }
  844. }