UpgradeController.ts 45 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 EventBus, { GameEvents } from '../../Core/EventBus';
  4. import { PopUPAni } from '../../Animations/PopUPAni';
  5. import { UpgradeAni } from './UpgradeAni';
  6. import { Audio } from '../../AudioManager/AudioManager';
  7. const { ccclass, property } = _decorator;
  8. /**
  9. * 武器配置接口(从weapons.json加载)
  10. */
  11. interface WeaponConfig {
  12. id: string;
  13. name: string;
  14. type: string;
  15. rarity: string;
  16. weight: number;
  17. stats: {
  18. damage: number;
  19. fireRate: number;
  20. range: number;
  21. bulletSpeed: number;
  22. };
  23. visualConfig: {
  24. weaponSprites: string;
  25. };
  26. upgradeConfig?: {
  27. maxLevel: number;
  28. levels: {
  29. [level: string]: {
  30. cost: number;
  31. damage?: number;
  32. };
  33. };
  34. };
  35. }
  36. /**
  37. * 武器升级系统控制器
  38. * 负责管理武器升级UI和逻辑
  39. */
  40. @ccclass('UpgradeController')
  41. export class UpgradeController extends Component {
  42. // UI节点引用
  43. @property(Node) upgradeUI: Node = null; // Canvas/UpgradeUI
  44. @property(ScrollView) weaponScrollView: ScrollView = null; // Canvas/UpgradeUI/ScrollView
  45. @property(Layout) weaponLayout: Layout = null; // Canvas/UpgradeUI/ScrollView/view/content/Layout
  46. @property(Node) upgradePanel: Node = null; // Canvas/UpgradeUI/UpgradePanel
  47. @property(Button) closePanelBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/CloseBtn
  48. // 升级面板UI组件
  49. @property(Sprite) panelWeaponSprite: Sprite = null; // Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  50. @property(Label) panelLevelLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/LevelLabel
  51. @property(Label) panelCurrentDamage: Label = null; // Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  52. @property(Label) panelCostLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  53. @property(Button) panelUpgradeBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn
  54. @property(Node) upIcon: Node = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/UP图标
  55. // 武器节点预制体
  56. @property(Prefab) lockedWeaponPrefab: Prefab = null; // Lock.prefab
  57. @property(Prefab) unlockedWeaponPrefab: Prefab = null; // Unlock.prefab
  58. // 动画控制器
  59. @property(PopUPAni) panelAni: PopUPAni = null; // Canvas/UpgradeUI/UpgradePanel上的PopUPAni组件
  60. @property(UpgradeAni) upgradeAni: UpgradeAni = null; // Canvas/UpgradeUI/UpgradePanel上的UpgradeAni组件
  61. // 数据管理
  62. private saveDataManager: SaveDataManager = null;
  63. private weaponsConfig: { weapons: WeaponConfig[] } = null;
  64. private currentSelectedWeapon: string = null;
  65. private levelConfigs: any[] = [];
  66. // 武器节点列表
  67. private weaponNodes: Node[] = [];
  68. onLoad() {
  69. this.saveDataManager = SaveDataManager.getInstance();
  70. this.bindEvents();
  71. }
  72. async start() {
  73. // 先加载武器配置
  74. await this.loadWeaponsConfig();
  75. // 加载关卡配置
  76. await this.loadLevelConfigs();
  77. // 初始化武器数据
  78. this.initializeWeapons();
  79. // 初始化时检查武器解锁状态
  80. this.checkInitialWeaponUnlocks();
  81. // 刷新UI
  82. this.refreshWeaponList();
  83. console.log('[UpgradeController] 初始化完成');
  84. }
  85. /**
  86. * 绑定事件
  87. */
  88. private bindEvents() {
  89. // 关闭升级面板
  90. this.closePanelBtn?.node.on(Button.EventType.CLICK, this.closeUpgradePanel, this);
  91. // 升级按钮
  92. this.panelUpgradeBtn?.node.on(Button.EventType.CLICK, this.onUpgradeWeapon, this);
  93. // 监听关卡完成事件,自动解锁武器
  94. EventBus.getInstance().on(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  95. }
  96. /**
  97. * 加载武器配置
  98. */
  99. private async loadWeaponsConfig() {
  100. try {
  101. const jsonAsset = await new Promise<any>((resolve, reject) => {
  102. resources.load('data/weapons', (err, asset) => {
  103. if (err) reject(err);
  104. else resolve(asset);
  105. });
  106. });
  107. this.weaponsConfig = jsonAsset.json;
  108. console.log('[UpgradeController] 武器配置加载成功:', this.weaponsConfig);
  109. } catch (error) {
  110. console.error('[UpgradeController] 加载武器配置失败:', error);
  111. }
  112. }
  113. /**
  114. * 加载关卡配置
  115. */
  116. private async loadLevelConfigs() {
  117. try {
  118. this.levelConfigs = [];
  119. // 加载Level1到Level5的配置
  120. for (let i = 1; i <= 5; i++) {
  121. try {
  122. const levelData = await new Promise<any>((resolve, reject) => {
  123. resources.load(`data/levels/Level${i}`, (err, asset) => {
  124. if (err) reject(err);
  125. else resolve(asset);
  126. });
  127. });
  128. this.levelConfigs.push({
  129. level: i,
  130. ...levelData
  131. });
  132. } catch (error) {
  133. console.warn(`加载Level${i}配置失败:`, error);
  134. }
  135. }
  136. console.log('关卡配置加载成功:', this.levelConfigs);
  137. } catch (error) {
  138. console.error('加载关卡配置失败:', error);
  139. this.levelConfigs = [];
  140. }
  141. }
  142. /**
  143. * 初始化武器数据(确保所有武器都在存档中)
  144. */
  145. private initializeWeapons() {
  146. if (!this.weaponsConfig) return;
  147. // 为每个武器创建初始数据(如果不存在)
  148. this.weaponsConfig.weapons.forEach(weaponConfig => {
  149. const existingWeapon = this.saveDataManager.getWeapon(weaponConfig.id);
  150. if (!existingWeapon) {
  151. this.saveDataManager.addWeapon(weaponConfig.id, weaponConfig.rarity);
  152. }
  153. });
  154. }
  155. /**
  156. * 初始化时检查武器解锁状态
  157. */
  158. private checkInitialWeaponUnlocks() {
  159. if (!this.saveDataManager || !this.weaponsConfig) return;
  160. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  161. console.log(`[UpgradeController] 初始化检查武器解锁状态,当前最大解锁关卡: ${maxUnlockedLevel}`);
  162. let hasUpdates = false;
  163. for (const weaponConfig of this.weaponsConfig.weapons) {
  164. const weaponId = weaponConfig.id;
  165. const weaponData = this.saveDataManager.getWeapon(weaponId);
  166. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  167. // 检查武器是否应该根据关卡进度解锁
  168. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  169. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  170. // 如果武器应该解锁但还未解锁,则自动解锁
  171. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  172. weaponData.level = 1;
  173. // 由于WeaponData类型中没有unlockTime属性,这里先注释掉
  174. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  175. console.log(`[UpgradeController] 初始化时自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  176. hasUpdates = true;
  177. }
  178. }
  179. // 如果有更新,保存数据
  180. if (hasUpdates) {
  181. this.saveDataManager.savePlayerData();
  182. console.log(`[UpgradeController] 初始化武器解锁状态更新完成`);
  183. }
  184. }
  185. /**
  186. * 刷新武器列表UI
  187. */
  188. private refreshWeaponList() {
  189. if (!this.weaponsConfig || !this.weaponLayout) {
  190. console.warn('武器配置或武器布局未初始化');
  191. return;
  192. }
  193. // 清除现有节点
  194. this.clearWeaponNodes();
  195. // 为每个武器创建UI节点
  196. this.weaponsConfig.weapons.forEach((weaponConfig, index) => {
  197. this.createWeaponNode(weaponConfig, index);
  198. });
  199. }
  200. /**
  201. * 切换武器节点状态(从锁定到解锁或反之)
  202. */
  203. private switchWeaponNodeState(weaponId: string) {
  204. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  205. if (!weaponConfig) {
  206. console.warn(`未找到武器配置: ${weaponId}`);
  207. return;
  208. }
  209. // 找到对应的武器节点
  210. const weaponNodeIndex = this.weaponNodes.findIndex(node => node.name === `WeaponNode_${weaponId}`);
  211. if (weaponNodeIndex === -1) {
  212. console.warn(`未找到武器节点: ${weaponId}`);
  213. return;
  214. }
  215. const oldNode = this.weaponNodes[weaponNodeIndex];
  216. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponId);
  217. const weaponData = this.saveDataManager.getWeapon(weaponId);
  218. // 创建新节点
  219. let newNode: Node = null;
  220. if (isUnlocked) {
  221. if (this.unlockedWeaponPrefab) {
  222. newNode = instantiate(this.unlockedWeaponPrefab);
  223. this.setupUnlockedWeaponNode(newNode, weaponConfig, weaponData);
  224. }
  225. } else {
  226. if (this.lockedWeaponPrefab) {
  227. newNode = instantiate(this.lockedWeaponPrefab);
  228. this.setupLockedWeaponNode(newNode, weaponConfig);
  229. }
  230. }
  231. if (newNode) {
  232. newNode.name = `WeaponNode_${weaponId}`;
  233. // 获取旧节点的位置
  234. const siblingIndex = oldNode.getSiblingIndex();
  235. // 移除旧节点
  236. oldNode.removeFromParent();
  237. // 添加新节点到相同位置
  238. this.weaponLayout.node.insertChild(newNode, siblingIndex);
  239. // 更新节点数组
  240. this.weaponNodes[weaponNodeIndex] = newNode;
  241. console.log(`武器 ${weaponId} 状态切换完成: ${isUnlocked ? '解锁' : '锁定'}`);
  242. }
  243. }
  244. /**
  245. * 清除武器节点
  246. */
  247. private clearWeaponNodes() {
  248. this.weaponNodes.forEach(node => {
  249. if (node && node.isValid) {
  250. node.destroy();
  251. }
  252. });
  253. this.weaponNodes = [];
  254. }
  255. /**
  256. * 创建武器节点
  257. */
  258. private createWeaponNode(weaponConfig: WeaponConfig, index: number) {
  259. // 获取武器数据
  260. const weaponData = this.saveDataManager.getWeapon(weaponConfig.id);
  261. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponConfig.id);
  262. console.log(`设置武器节点 ${index}: ${weaponConfig.name}, 等级: ${weaponData?.level || 0}, 已解锁: ${isUnlocked}`);
  263. // 根据解锁状态选择合适的预制体
  264. let weaponNode: Node = null;
  265. if (isUnlocked) {
  266. if (this.unlockedWeaponPrefab) {
  267. weaponNode = instantiate(this.unlockedWeaponPrefab);
  268. this.setupUnlockedWeaponNode(weaponNode, weaponConfig, weaponData);
  269. }
  270. } else {
  271. if (this.lockedWeaponPrefab) {
  272. weaponNode = instantiate(this.lockedWeaponPrefab);
  273. this.setupLockedWeaponNode(weaponNode, weaponConfig);
  274. }
  275. }
  276. // 如果没有预制体,记录警告
  277. if (!weaponNode) {
  278. console.warn(`无法创建武器节点 ${weaponConfig.name}: 缺少对应的预制体`);
  279. return;
  280. }
  281. // 设置节点名称
  282. weaponNode.name = `WeaponNode_${weaponConfig.id}`;
  283. // 添加到布局中
  284. this.weaponLayout.node.addChild(weaponNode);
  285. this.weaponNodes.push(weaponNode);
  286. }
  287. /**
  288. * 加载武器图标
  289. */
  290. private loadWeaponSprite(sprite: Sprite, spritePath: string) {
  291. // 参考WeaponBullet.ts的正确加载方式,在路径后添加'/spriteFrame'
  292. const framePath = `${spritePath}/spriteFrame`;
  293. resources.load(framePath, SpriteFrame, (err, spriteFrame) => {
  294. if (!err && spriteFrame && sprite && sprite.isValid) {
  295. sprite.spriteFrame = spriteFrame;
  296. console.log(`武器图标加载成功: ${spritePath}`);
  297. } else if (err) {
  298. console.warn(`加载武器图标失败: ${spritePath}`, err);
  299. }
  300. });
  301. }
  302. /**
  303. * 设置已解锁武器节点(适配Unlock.prefab)
  304. */
  305. private setupUnlockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig, weaponData: any) {
  306. // 获取公共的Sprite节点,避免重复查找
  307. const spriteNode = weaponNode.getChildByName('Sprite');
  308. if (!spriteNode) {
  309. console.warn('未找到Sprite节点:', weaponConfig.id);
  310. return;
  311. }
  312. // 设置武器图标 - 查找专门的武器图标Sprite节点,避免影响背景
  313. const weaponSprite = spriteNode.getChildByName('WeaponSprite')?.getComponent(Sprite);
  314. if (weaponSprite && weaponConfig.visualConfig.weaponSprites) {
  315. const spritePath = weaponConfig.visualConfig.weaponSprites;
  316. this.loadWeaponSprite(weaponSprite, spritePath);
  317. }
  318. // 设置武器名称 - Unlock.prefab中的Name节点下的Label(只显示武器名称)
  319. const nameLabel = spriteNode.getChildByName('Name')?.getComponent(Label);
  320. if (nameLabel) {
  321. nameLabel.string = weaponConfig.name;
  322. }
  323. // 设置武器等级 - should_hide_in_hierarchy/Unlock/Sprite/Level/Label节点(显示等级)
  324. const levelNode = spriteNode.getChildByName('Level');
  325. console.log(`[PreviewInEditor] 处理武器等级显示: ${weaponConfig.name}, weaponData:`, weaponData);
  326. if (levelNode) {
  327. // 先尝试Level节点本身的Label组件
  328. let levelLabel = levelNode.getComponent(Label);
  329. if (!levelLabel) {
  330. // 如果Level节点本身没有Label,尝试查找子节点Label
  331. const labelNode = levelNode.getChildByName('Label');
  332. if (labelNode) {
  333. levelLabel = labelNode.getComponent(Label);
  334. }
  335. }
  336. if (levelLabel) {
  337. const actualLevel = weaponData ? weaponData.level : 0;
  338. levelLabel.string = `${actualLevel}`;
  339. } else {
  340. console.warn(`[PreviewInEditor] 未找到Level Label组件: ${weaponConfig.name}`);
  341. }
  342. } else {
  343. console.warn(`[PreviewInEditor] 未找到Level节点: ${weaponConfig.name}`);
  344. }
  345. // 设置升级按钮 - Unlock.prefab中的Button节点
  346. const upgradeButton = weaponNode.getChildByName('Upgrade')?.getComponent(Button);
  347. if (upgradeButton) {
  348. // 清除之前的事件监听
  349. upgradeButton.node.off(Button.EventType.CLICK);
  350. // 添加升级事件
  351. upgradeButton.node.on(Button.EventType.CLICK, () => {
  352. this.openUpgradePanel(weaponConfig.id);
  353. }, this);
  354. // 设置按钮文本和状态
  355. const buttonLabel = upgradeButton.node.getChildByName('Label')?.getComponent(Label);
  356. if (buttonLabel) {
  357. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  358. if (weaponData && weaponData.level >= maxLevel) {
  359. buttonLabel.string = '已满级';
  360. } else {
  361. // 只显示"升级",不显示费用,费用在升级面板中显示
  362. buttonLabel.string = '升级';
  363. }
  364. }
  365. }
  366. // Unlock.prefab已经有正常的视觉效果,确保节点激活
  367. weaponNode.active = true;
  368. }
  369. /**
  370. * 设置未解锁武器节点(适配Lock.prefab)
  371. */
  372. private setupLockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig) {
  373. // 设置解锁信息文本 - Lock.prefab中的Label节点
  374. const unlockLabel = weaponNode.getChildByName('Label')?.getComponent(Label);
  375. if (unlockLabel) {
  376. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  377. unlockLabel.string = `通关第${unlockLevel}关解锁`;
  378. }
  379. // Lock.prefab已经有合适的视觉效果,不需要额外设置透明度
  380. weaponNode.active = true;
  381. // 锁定武器节点保持可点击状态以显示解锁提示
  382. // 添加点击事件监听(显示解锁提示)
  383. weaponNode.on(Node.EventType.TOUCH_END, () => {
  384. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  385. console.log(`${weaponConfig.name} 需要通关第${unlockLevel}关才能解锁`);
  386. }, this);
  387. }
  388. /**
  389. * 打开升级面板
  390. */
  391. private async openUpgradePanel(weaponId: string) {
  392. const weaponConfig = this.weaponsConfig.weapons.find(config => config.id === weaponId);
  393. if (!weaponConfig) {
  394. console.error(`未找到武器配置: ${weaponId}`);
  395. return;
  396. }
  397. const weaponData = this.saveDataManager.getWeapon(weaponId);
  398. if (!weaponData) {
  399. console.error(`未找到武器数据: ${weaponId}`);
  400. return;
  401. }
  402. this.currentSelectedWeapon = weaponId;
  403. console.log(`打开升级面板: ${weaponConfig.name}, 当前等级: ${weaponData.level}`);
  404. // 刷新面板内容
  405. this.refreshUpgradePanel();
  406. // 使用动画显示升级面板
  407. if (this.panelAni) {
  408. await this.panelAni.showPanel();
  409. } else {
  410. // 如果没有动画组件,直接显示
  411. this.upgradePanel.active = true;
  412. }
  413. }
  414. /**
  415. * 关闭升级面板
  416. */
  417. private async closeUpgradePanel() {
  418. // 播放UI点击音效
  419. Audio.playUISound('data/弹球音效/ui play');
  420. // 停止UP图标动画
  421. if (this.upIcon && this.panelAni) {
  422. this.panelAni.stopIconTipAnimation(this.upIcon);
  423. }
  424. // 使用动画隐藏升级面板
  425. if (this.panelAni) {
  426. await this.panelAni.hidePanel();
  427. } else {
  428. // 如果没有动画组件,直接隐藏
  429. this.upgradePanel.active = false;
  430. }
  431. this.currentSelectedWeapon = null;
  432. }
  433. /**
  434. * 刷新升级面板
  435. */
  436. private refreshUpgradePanel() {
  437. if (!this.currentSelectedWeapon || !this.weaponsConfig) return;
  438. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  439. const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  440. if (!weaponConfig || !weaponData) {
  441. console.error(`刷新升级面板失败: 武器配置或数据不存在 ${this.currentSelectedWeapon}`);
  442. return;
  443. }
  444. console.log(`刷新升级面板: ${weaponConfig.name}, 等级: ${weaponData.level}`);
  445. // 设置武器图标 - Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  446. if (this.panelWeaponSprite && weaponConfig.visualConfig.weaponSprites) {
  447. const spritePath = weaponConfig.visualConfig.weaponSprites;
  448. this.loadWeaponSprite(this.panelWeaponSprite, spritePath);
  449. }
  450. // 设置武器名称和等级 - Canvas/UpgradeUI/UpgradePanel/LevelLabel
  451. if (this.panelLevelLabel) {
  452. this.panelLevelLabel.string = `${weaponConfig.name} 等级 ${weaponData.level}`;
  453. }
  454. // 计算当前伤害(基础伤害 + 等级加成)- Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  455. const baseDamage = weaponConfig.stats.damage;
  456. const currentDamage = this.calculateWeaponDamage(baseDamage, weaponData.level, this.currentSelectedWeapon);
  457. const nextLevelDamage = this.calculateWeaponDamage(baseDamage, weaponData.level + 1, this.currentSelectedWeapon);
  458. const damageIncrease = nextLevelDamage - currentDamage;
  459. if (this.panelCurrentDamage) {
  460. // 只显示当前伤害数值,不显示增量
  461. this.panelCurrentDamage.string = currentDamage.toString();
  462. }
  463. // 设置升级费用 - Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  464. // 优先从武器配置的upgradeConfig字段获取升级费用
  465. let upgradeCost = 0;
  466. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  467. if (weaponData.level >= maxLevel) {
  468. // 已达到最大等级,显示"已满级"
  469. if (this.panelCostLabel) {
  470. this.panelCostLabel.string = "已满级";
  471. }
  472. } else {
  473. // 从upgradeConfig获取升级费用
  474. if (weaponConfig.upgradeConfig?.levels) {
  475. const levelConfig = weaponConfig.upgradeConfig.levels[weaponData.level.toString()];
  476. if (levelConfig && levelConfig.cost) {
  477. upgradeCost = levelConfig.cost;
  478. } else {
  479. // 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
  480. upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  481. }
  482. } else {
  483. // 如果没有upgradeConfig,使用SaveDataManager的计算方法
  484. upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  485. }
  486. if (this.panelCostLabel) {
  487. this.panelCostLabel.string = upgradeCost.toString();
  488. }
  489. }
  490. // 检查钞票是否足够,控制UP图标显示和动画
  491. const playerMoney = this.saveDataManager.getMoney();
  492. if (weaponData.level < maxLevel && playerMoney >= upgradeCost) {
  493. // 钞票足够,显示UP图标并播放动画
  494. if (this.upIcon) {
  495. this.upIcon.active = true;
  496. if (this.panelAni) {
  497. // 传入检查条件:钞票是否足够且未达到最大等级
  498. const checkCondition = () => {
  499. const currentMoney = this.saveDataManager.getMoney();
  500. const currentWeaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  501. const currentUpgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  502. return currentWeaponData &&
  503. currentWeaponData.level < maxLevel &&
  504. currentMoney >= currentUpgradeCost;
  505. };
  506. this.panelAni.playIconTipAnimation(this.upIcon, checkCondition);
  507. }
  508. }
  509. } else {
  510. // 钞票不足或已满级,隐藏UP图标并停止动画
  511. if (this.upIcon) {
  512. this.upIcon.active = false;
  513. if (this.panelAni) {
  514. this.panelAni.stopIconTipAnimation(this.upIcon);
  515. }
  516. }
  517. }
  518. // 升级按钮始终保持可点击状态,通过Toast显示各种提示
  519. console.log(`[UpgradeController] 升级按钮保持可交互状态`);
  520. }
  521. /**
  522. * 计算武器伤害
  523. */
  524. private calculateWeaponDamage(baseDamage: number, level: number, weaponId?: string): number {
  525. if (level === 0) return 0; // 未解锁武器伤害为0
  526. // 优先使用手动配置的伤害值
  527. if (weaponId && this.weaponsConfig && this.weaponsConfig.weapons) {
  528. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  529. if (weaponConfig && weaponConfig.upgradeConfig && weaponConfig.upgradeConfig.levels) {
  530. const levelConfig = weaponConfig.upgradeConfig.levels[level.toString()];
  531. if (levelConfig && levelConfig.damage !== undefined) {
  532. console.log(`[UpgradeController] 使用手动配置伤害 - ${weaponId}: 等级=${level}, 伤害=${levelConfig.damage}`);
  533. return levelConfig.damage;
  534. }
  535. }
  536. }
  537. // 如果没有手动配置,使用基于武器稀有度的伤害增长公式作为后备
  538. if (weaponId && this.weaponsConfig && this.weaponsConfig.weapons) {
  539. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  540. if (weaponConfig && weaponConfig.stats && weaponConfig.stats.damage) {
  541. // 根据武器稀有度确定每级伤害增长
  542. let damagePerLevel = 0;
  543. switch (weaponConfig.rarity) {
  544. case 'common':
  545. damagePerLevel = Math.floor(baseDamage * 0.15); // 普通武器每级增加15%基础伤害
  546. break;
  547. case 'uncommon':
  548. damagePerLevel = Math.floor(baseDamage * 0.18); // 不常见武器每级增加18%基础伤害
  549. break;
  550. case 'rare':
  551. damagePerLevel = Math.floor(baseDamage * 0.20); // 稀有武器每级增加20%基础伤害
  552. break;
  553. case 'epic':
  554. damagePerLevel = Math.floor(baseDamage * 0.25); // 史诗武器每级增加25%基础伤害
  555. break;
  556. default:
  557. damagePerLevel = Math.floor(baseDamage * 0.15); // 默认15%
  558. break;
  559. }
  560. // 确保每级至少增加1点伤害
  561. damagePerLevel = Math.max(1, damagePerLevel);
  562. // 计算总伤害:基础伤害 + (等级-1) * 每级伤害增长
  563. const totalDamage = baseDamage + (level - 1) * damagePerLevel;
  564. console.log(`[UpgradeController] 使用自动计算伤害 - ${weaponId}: 基础=${baseDamage}, 等级=${level}, 每级增长=${damagePerLevel}, 总伤害=${totalDamage}`);
  565. return totalDamage;
  566. }
  567. }
  568. // 如果配置不存在,使用默认公式作为后备
  569. console.log(`[UpgradeController] 使用默认伤害计算 - ${weaponId}: 基础=${baseDamage}, 等级=${level}`);
  570. return baseDamage + (level - 1);
  571. }
  572. /**
  573. * 根据武器名称查找解锁关卡
  574. */
  575. private getWeaponUnlockLevel(weaponName: string): number {
  576. // 武器名称到解锁关卡的映射
  577. const weaponUnlockMap: { [key: string]: number } = {
  578. "毛豆射手": 1,
  579. "尖胡萝卜": 2,
  580. "锯齿草": 3,
  581. "西瓜炸弹": 4,
  582. "回旋镖盆栽": 5,
  583. "炙热辣椒": 6,
  584. "仙人散弹": 7,
  585. "秋葵导弹": 8,
  586. "狼牙棒": 9
  587. };
  588. return weaponUnlockMap[weaponName] || 1;
  589. }
  590. /**
  591. * 根据武器ID查找解锁关卡
  592. */
  593. private getWeaponUnlockLevelById(weaponId: string): number {
  594. // 武器ID到解锁关卡的映射
  595. const weaponUnlockMap: { [key: string]: number } = {
  596. "pea_shooter": 1,
  597. "sharp_carrot": 2,
  598. "saw_grass": 3,
  599. "watermelon_bomb": 4,
  600. "boomerang_plant": 5,
  601. "hot_pepper": 6,
  602. "cactus_shotgun": 7,
  603. "okra_missile": 8,
  604. "mace_club": 9
  605. };
  606. return weaponUnlockMap[weaponId] || 1;
  607. }
  608. /**
  609. * 升级武器
  610. */
  611. private onUpgradeWeapon() {
  612. // 播放UI点击音效
  613. Audio.playUISound('data/弹球音效/ui play');
  614. console.log(`[UpgradeController] onUpgradeWeapon方法被调用`);
  615. if (!this.currentSelectedWeapon) {
  616. console.log(`[UpgradeController] currentSelectedWeapon为空,退出`);
  617. return;
  618. }
  619. console.log(`[UpgradeController] 开始升级武器: ${this.currentSelectedWeapon}`);
  620. // 检查升级条件并显示相应提示
  621. const weapon = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  622. console.log(`[UpgradeController] 获取到的武器数据:`, weapon);
  623. if (!weapon) {
  624. console.log(`[UpgradeController] 武器不存在: ${this.currentSelectedWeapon}`);
  625. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器不存在", duration: 2.0 });
  626. return;
  627. }
  628. console.log(`[UpgradeController] 武器等级: ${weapon.level}`);
  629. if (weapon.level === 0) {
  630. console.log(`[UpgradeController] 武器未解锁: ${this.currentSelectedWeapon}`);
  631. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "请先解锁武器", duration: 2.0 });
  632. return;
  633. }
  634. // 检查是否已达到最大等级
  635. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  636. const maxLevel = weaponConfig?.upgradeConfig?.maxLevel || 10;
  637. if (weapon.level >= maxLevel) {
  638. console.log(`[UpgradeController] 武器已达到最大等级: ${this.currentSelectedWeapon}`);
  639. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器已达到最大等级", duration: 2.0 });
  640. return;
  641. }
  642. const cost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  643. const playerMoney = this.saveDataManager.getMoney();
  644. console.log(`[UpgradeController] 升级检查 - 武器: ${this.currentSelectedWeapon}, 费用: ${cost}, 当前钞票: ${playerMoney}`);
  645. console.log(`[UpgradeController] 费用类型: ${typeof cost}, 钞票类型: ${typeof playerMoney}`);
  646. console.log(`[UpgradeController] 条件判断: ${playerMoney} < ${cost} = ${playerMoney < cost}`);
  647. if (playerMoney < cost) {
  648. console.log(`[UpgradeController] 钞票不足 - 需要: ${cost}, 当前: ${playerMoney}`);
  649. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: `钞票不足,需要${cost}钞票`, duration: 2.0 });
  650. return;
  651. }
  652. console.log(`[UpgradeController] 钞票充足,继续升级流程`);
  653. // 记录升级前的钞票数量
  654. const coinsBeforeUpgrade = this.saveDataManager.getMoney();
  655. console.log(`[UpgradeController] 升级前钞票: ${coinsBeforeUpgrade}`);
  656. const success = this.saveDataManager.upgradeWeapon(this.currentSelectedWeapon);
  657. if (success) {
  658. const coinsAfterUpgrade = this.saveDataManager.getMoney();
  659. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级成功`);
  660. console.log(`[UpgradeController] 升级后钞票: ${coinsAfterUpgrade}, 消耗: ${coinsBeforeUpgrade - coinsAfterUpgrade}`);
  661. // 播放武器升级成功动画
  662. this.playWeaponUpgradeSuccessAnimation();
  663. // 刷新升级面板
  664. this.refreshUpgradePanel();
  665. // 使用新的状态切换方法更新武器节点
  666. this.switchWeaponNodeState(this.currentSelectedWeapon);
  667. // 保存数据
  668. this.saveDataManager.savePlayerData();
  669. } else {
  670. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级失败`);
  671. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "升级失败,请重试", duration: 1.0 });
  672. // 升级失败时不更新UI
  673. }
  674. }
  675. /**
  676. * 播放武器升级成功动画
  677. */
  678. private async playWeaponUpgradeSuccessAnimation(): Promise<void> {
  679. if (!this.upgradeAni || !this.panelWeaponSprite) {
  680. console.warn('[UpgradeController] upgradeAni 或 panelWeaponSprite 未设置,跳过升级动画');
  681. return;
  682. }
  683. try {
  684. // 获取武器图标节点
  685. const weaponIconNode = this.panelWeaponSprite.node;
  686. // 播放升级动画
  687. await this.upgradeAni.playWeaponUpgradeAnimation(weaponIconNode);
  688. console.log('[UpgradeController] 武器升级动画播放完成');
  689. } catch (error) {
  690. console.error('[UpgradeController] 播放武器升级动画时出错:', error);
  691. }
  692. }
  693. /**
  694. * 解锁武器
  695. */
  696. public unlockWeapon(weaponId: string): boolean {
  697. const success = this.saveDataManager.unlockWeapon(weaponId);
  698. if (success) {
  699. console.log(`武器 ${weaponId} 解锁成功`);
  700. // 使用新的状态切换方法更新武器节点
  701. this.switchWeaponNodeState(weaponId);
  702. // 保存数据
  703. this.saveDataManager.savePlayerData();
  704. }
  705. return success;
  706. }
  707. /**
  708. * 获取武器当前伤害
  709. */
  710. public getWeaponDamage(weaponId: string): number {
  711. if (!this.weaponsConfig) return 0;
  712. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  713. const weaponData = this.saveDataManager.getWeapon(weaponId);
  714. if (!weaponConfig || !weaponData) return 0;
  715. return this.calculateWeaponDamage(weaponConfig.stats.damage, weaponData.level, weaponId);
  716. }
  717. /**
  718. * 刷新UI
  719. */
  720. public refreshUI() {
  721. this.refreshWeaponList();
  722. }
  723. /**
  724. * 处理关卡完成事件,自动解锁相应武器
  725. */
  726. private onLevelComplete() {
  727. if (!this.saveDataManager || !this.weaponsConfig) return;
  728. // 获取当前关卡数据
  729. const currentLevel = this.saveDataManager.getCurrentLevel();
  730. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  731. const playerData = this.saveDataManager.getPlayerData();
  732. console.log(`[UpgradeController] 关卡完成事件触发`);
  733. console.log(`[UpgradeController] 当前关卡: ${currentLevel}, 最大解锁关卡: ${maxUnlockedLevel}`);
  734. console.log(`[UpgradeController] 玩家数据:`, {
  735. coins: playerData?.money || 0,
  736. currentLevel: playerData?.currentLevel || 1,
  737. maxUnlockedLevel: playerData?.maxUnlockedLevel || 1
  738. });
  739. // 遍历所有武器,检查是否有新解锁的武器
  740. let hasNewUnlocks = false;
  741. const newlyUnlockedWeapons: string[] = [];
  742. for (const weaponConfig of this.weaponsConfig.weapons) {
  743. const weaponId = weaponConfig.id;
  744. const weaponData = this.saveDataManager.getWeapon(weaponId);
  745. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  746. // 检查武器是否应该根据关卡进度解锁
  747. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  748. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  749. console.log(`[UpgradeController] 武器检查: ${weaponConfig.name} (${weaponId})`);
  750. console.log(` - 需要关卡: ${requiredLevel}, 当前最大解锁: ${maxUnlockedLevel}`);
  751. console.log(` - 应该解锁: ${shouldBeUnlocked}, 当前已解锁: ${isCurrentlyUnlocked}`);
  752. console.log(` - 武器数据:`, weaponData);
  753. // 如果武器应该解锁但还未解锁,则自动解锁
  754. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  755. // 确保武器数据存在
  756. if (!weaponData) {
  757. this.saveDataManager.addWeapon(weaponId, weaponConfig.rarity);
  758. }
  759. // 自动解锁武器(设置为level 1,免费解锁)
  760. const updatedWeaponData = this.saveDataManager.getWeapon(weaponId);
  761. if (updatedWeaponData) {
  762. updatedWeaponData.level = 1;
  763. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行
  764. // updatedWeaponData.unlockTime = Date.now();
  765. console.log(`[UpgradeController] 自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  766. newlyUnlockedWeapons.push(weaponConfig.name);
  767. hasNewUnlocks = true;
  768. }
  769. }
  770. }
  771. // 如果有新解锁的武器,刷新UI并保存数据
  772. if (hasNewUnlocks) {
  773. this.refreshWeaponList();
  774. this.saveDataManager.savePlayerData();
  775. console.log(`[UpgradeController] 关卡完成后解锁了 ${newlyUnlockedWeapons.length} 个武器:`, newlyUnlockedWeapons);
  776. // 可以在这里添加解锁提示UI
  777. this.showWeaponUnlockNotification(newlyUnlockedWeapons);
  778. } else {
  779. console.log(`[UpgradeController] 关卡完成后没有新武器解锁`);
  780. }
  781. }
  782. /**
  783. * 显示武器解锁通知
  784. */
  785. private showWeaponUnlockNotification(weaponNames: string[]) {
  786. if (weaponNames.length === 0) return;
  787. // 这里可以实现解锁通知UI
  788. // 目前先用console输出
  789. console.log(`🎉 恭喜解锁新武器: ${weaponNames.join(', ')}!`);
  790. // TODO: 实现实际的UI通知
  791. // 可以显示一个弹窗或者顶部通知条
  792. }
  793. /**
  794. * 获取当前关卡数据(用于调试和UI显示)
  795. */
  796. public getCurrentLevelData() {
  797. if (!this.saveDataManager) return null;
  798. return {
  799. currentLevel: this.saveDataManager.getCurrentLevel(),
  800. maxUnlockedLevel: this.saveDataManager.getMaxUnlockedLevel(),
  801. coins: this.saveDataManager.getMoney(),
  802. diamonds: this.saveDataManager.getDiamonds(),
  803. wallLevel: this.saveDataManager.getWallLevel()
  804. };
  805. }
  806. /**
  807. * 手动检查并解锁武器(用于调试或特殊情况)
  808. */
  809. public checkAndUnlockWeapons() {
  810. console.log('[UpgradeController] 手动检查武器解锁状态');
  811. this.onLevelComplete();
  812. }
  813. /**
  814. * 获取所有武器的解锁状态信息(用于调试和UI显示)
  815. */
  816. public getWeaponUnlockStatus() {
  817. if (!this.saveDataManager || !this.weaponsConfig) {
  818. return { error: '数据管理器或武器配置未初始化' };
  819. }
  820. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  821. const weaponStatus = [];
  822. for (const weaponConfig of this.weaponsConfig.weapons) {
  823. const weaponId = weaponConfig.id;
  824. const weaponData = this.saveDataManager.getWeapon(weaponId);
  825. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  826. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  827. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  828. weaponStatus.push({
  829. id: weaponId,
  830. name: weaponConfig.name,
  831. requiredLevel: requiredLevel,
  832. shouldBeUnlocked: shouldBeUnlocked,
  833. isCurrentlyUnlocked: isCurrentlyUnlocked,
  834. currentLevel: weaponData?.level || 0,
  835. // 由于WeaponData类型中没有unlockTime属性,暂时移除该字段
  836. unlocked: weaponData?.level > 0,
  837. needsUpdate: shouldBeUnlocked && !isCurrentlyUnlocked
  838. });
  839. }
  840. return {
  841. maxUnlockedLevel: maxUnlockedLevel,
  842. weapons: weaponStatus,
  843. summary: {
  844. total: weaponStatus.length,
  845. unlocked: weaponStatus.filter(w => w.isCurrentlyUnlocked).length,
  846. shouldBeUnlocked: weaponStatus.filter(w => w.shouldBeUnlocked).length,
  847. needsUpdate: weaponStatus.filter(w => w.needsUpdate).length
  848. }
  849. };
  850. }
  851. /**
  852. * 强制同步所有武器解锁状态(用于修复数据不一致问题)
  853. */
  854. public forceSyncWeaponUnlocks() {
  855. if (!this.saveDataManager || !this.weaponsConfig) {
  856. console.error('[UpgradeController] 无法强制同步:数据管理器或武器配置未初始化');
  857. return false;
  858. }
  859. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  860. let syncCount = 0;
  861. console.log(`[UpgradeController] 开始强制同步武器解锁状态,基于最大解锁关卡: ${maxUnlockedLevel}`);
  862. for (const weaponConfig of this.weaponsConfig.weapons) {
  863. const weaponId = weaponConfig.id;
  864. const weaponData = this.saveDataManager.getWeapon(weaponId);
  865. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  866. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  867. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  868. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  869. weaponData.level = 1;
  870. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行代码
  871. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  872. syncCount++;
  873. console.log(`[UpgradeController] 强制解锁武器: ${weaponConfig.name} (${weaponId})`);
  874. }
  875. }
  876. if (syncCount > 0) {
  877. this.saveDataManager.savePlayerData();
  878. this.refreshWeaponList();
  879. console.log(`[UpgradeController] 强制同步完成,解锁了 ${syncCount} 个武器`);
  880. } else {
  881. console.log(`[UpgradeController] 强制同步完成,没有需要更新的武器`);
  882. }
  883. return syncCount > 0;
  884. }
  885. /**
  886. * 诊断武器解锁问题(用于调试)
  887. */
  888. public diagnoseWeaponUnlockIssue() {
  889. console.log('=== 武器解锁问题诊断 ===');
  890. if (!this.saveDataManager) {
  891. console.error('SaveDataManager未初始化');
  892. return;
  893. }
  894. if (!this.weaponsConfig) {
  895. console.error('武器配置未加载');
  896. return;
  897. }
  898. const currentLevel = this.saveDataManager.getCurrentLevel();
  899. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  900. const playerData = this.saveDataManager.getPlayerData();
  901. console.log(`当前关卡: ${currentLevel}`);
  902. console.log(`最大解锁关卡: ${maxUnlockedLevel}`);
  903. console.log(`金钱: ${playerData?.money || 0}`);
  904. console.log('\n=== 关卡完成状态 ===');
  905. for (let i = 1; i <= 5; i++) {
  906. const progress = this.saveDataManager.getLevelProgress(i);
  907. const isCompleted = this.saveDataManager.isLevelCompleted(i);
  908. console.log(`关卡${i}: 完成=${isCompleted}, 尝试次数=${progress?.attempts || 0}`);
  909. }
  910. console.log('\n=== 武器解锁状态 ===');
  911. const weaponUnlockMap = {
  912. 'pea_shooter': 1,
  913. 'sharp_carrot': 2,
  914. 'saw_grass': 3,
  915. 'watermelon_bomb': 4,
  916. 'boomerang_plant': 5,
  917. 'hot_pepper': 6,
  918. 'cactus_shotgun': 7,
  919. 'okra_missile': 8,
  920. 'mace_club': 9
  921. };
  922. for (const weaponConfig of this.weaponsConfig.weapons) {
  923. const weaponId = weaponConfig.id;
  924. const weaponData = this.saveDataManager.getWeapon(weaponId);
  925. const requiredLevel = weaponUnlockMap[weaponId] || 1;
  926. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  927. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  928. console.log(`${weaponConfig.name} (${weaponId}):`);
  929. console.log(` 需要关卡: ${requiredLevel}`);
  930. console.log(` 应该解锁: ${shouldBeUnlocked}`);
  931. console.log(` 当前状态: ${isCurrentlyUnlocked ? '已解锁' : '未解锁'}`);
  932. console.log(` 武器等级: ${weaponData?.level || 0}`);
  933. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  934. console.log(` ❌ 问题:应该解锁但未解锁`);
  935. } else if (shouldBeUnlocked && isCurrentlyUnlocked) {
  936. console.log(` ✅ 正常:已正确解锁`);
  937. } else {
  938. console.log(` ⏳ 等待:尚未达到解锁条件`);
  939. }
  940. }
  941. console.log('\n=== 修复建议 ===');
  942. console.log('如果发现武器解锁状态不正确,请运行以下命令:');
  943. console.log('1. 在控制台运行: window.upgradeController.forceSyncWeaponUnlocks()');
  944. console.log('2. 或者刷新页面重新初始化');
  945. // 将实例暴露到全局,方便调试
  946. (window as any).upgradeController = this;
  947. }
  948. /**
  949. * 组件销毁时清理事件监听
  950. */
  951. onDestroy() {
  952. EventBus.getInstance().off(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  953. }
  954. }