MoneyAni.ts 15 KB

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  1. import { _decorator, Component, Node, Vec3, tween, instantiate, Prefab, math, Label, director } from 'cc';
  2. import { SaveDataManager } from '../LevelSystem/SaveDataManager';
  3. import { TopBarController } from '../FourUI/TopBarController';
  4. import EventBus, { GameEvents } from '../Core/EventBus';
  5. import { Audio } from '../AudioManager/AudioManager';
  6. const { ccclass, property } = _decorator;
  7. /**
  8. * 奖励动画系统
  9. * 负责在关卡结束后播放钞票和钻石的奖励动画
  10. */
  11. @ccclass('MoneyAni')
  12. export class MoneyAni extends Component {
  13. @property({
  14. type: Prefab,
  15. tooltip: '钞票预制体'
  16. })
  17. public coinPrefab: Prefab = null;
  18. @property({
  19. type: Prefab,
  20. tooltip: '钻石预制体'
  21. })
  22. public diamondPrefab: Prefab = null;
  23. @property({
  24. type: Node,
  25. tooltip: '奖励生成起始位置节点(MainUI中的奖励显示区域)'
  26. })
  27. public rewardStartNode: Node = null;
  28. @property({
  29. type: Node,
  30. tooltip: '钞票动画起始位置节点(Canvas/ShopUI/ScrollView/view/content/bill/Sprite/Sprite)'
  31. })
  32. public coinStartNode: Node = null;
  33. @property({
  34. type: Node,
  35. tooltip: '钻石动画起始位置节点(Canvas/ShopUI/ScrollView/view/content/diamond/Sprite/Sprite)'
  36. })
  37. public diamondStartNode: Node = null;
  38. @property({
  39. type: Node,
  40. tooltip: 'Canvas节点,用于添加动画元素'
  41. })
  42. public canvasNode: Node = null;
  43. @property({
  44. type: Node,
  45. tooltip: '钞票目标节点(TopBar中的钞票标签)'
  46. })
  47. public coinTargetNode: Node = null;
  48. @property({
  49. type: Node,
  50. tooltip: '钻石目标节点(TopBar中的钻石标签)'
  51. })
  52. public diamondTargetNode: Node = null;
  53. private saveDataManager: SaveDataManager = null;
  54. onLoad() {
  55. this.saveDataManager = SaveDataManager.getInstance();
  56. // 监听奖励动画事件
  57. EventBus.getInstance().on('PLAY_REWARD_ANIMATION', this.onPlayRewardAnimation, this);
  58. }
  59. /**
  60. * 处理奖励动画事件
  61. */
  62. private onPlayRewardAnimation(data: {money: number, diamonds: number}) {
  63. console.log('[MoneyAni] 接收到奖励动画事件:', data);
  64. this.playRewardAnimation(data.money, data.diamonds);
  65. }
  66. onDestroy() {
  67. // 移除事件监听器
  68. EventBus.getInstance().off('PLAY_REWARD_ANIMATION', this.onPlayRewardAnimation, this);
  69. }
  70. /**
  71. * 播放奖励动画
  72. * @param coinAmount 钞票数量
  73. * @param diamondAmount 钻石数量
  74. * @param onComplete 动画完成回调
  75. */
  76. public playRewardAnimation(coinAmount: number, diamondAmount: number, onComplete?: () => void) {
  77. console.log(`[MoneyAni] 开始播放奖励动画 - 钞票: ${coinAmount}, 钻石: ${diamondAmount}`);
  78. if (!this.canvasNode) {
  79. console.error('[MoneyAni] Canvas节点未设置,请在编辑器中拖拽Canvas节点到canvasNode属性');
  80. if (onComplete) onComplete();
  81. return;
  82. }
  83. let animationsCompleted = 0;
  84. const totalAnimations = (coinAmount > 0 ? 1 : 0) + (diamondAmount > 0 ? 1 : 0);
  85. const onAnimationComplete = () => {
  86. animationsCompleted++;
  87. if (animationsCompleted >= totalAnimations) {
  88. console.log('[MoneyAni] 所有奖励动画播放完成');
  89. if (onComplete) onComplete();
  90. }
  91. };
  92. // 播放钞票动画
  93. if (coinAmount > 0) {
  94. this.playCoinAnimation(coinAmount, onAnimationComplete);
  95. }
  96. // 播放钻石动画(延迟0.2秒开始)
  97. if (diamondAmount > 0) {
  98. this.scheduleOnce(() => {
  99. this.playDiamondAnimation(diamondAmount, onAnimationComplete);
  100. }, 0.2);
  101. }
  102. // 如果没有奖励,直接调用完成回调
  103. if (totalAnimations === 0) {
  104. if (onComplete) onComplete();
  105. }
  106. }
  107. /**
  108. * 播放钞票动画
  109. */
  110. private playCoinAnimation(amount: number, onComplete?: () => void) {
  111. if (!this.coinPrefab) {
  112. console.error('[MoneyAni] 钞票预制体未设置');
  113. if (onComplete) onComplete();
  114. return;
  115. }
  116. // 使用装饰器引用的钞票目标节点
  117. if (!this.coinTargetNode) {
  118. console.error('[MoneyAni] 钞票目标节点未设置,请在编辑器中拖拽TopBar中的钞票标签节点');
  119. if (onComplete) onComplete();
  120. return;
  121. }
  122. const targetNode = this.coinTargetNode;
  123. // 生成钞票数量(最多10个,超过则按比例显示)
  124. const coinCount = Math.min(amount, 10);
  125. const startPos = this.getCoinStartPosition();
  126. console.log(`[MoneyAni] 生成${coinCount}个钞票动画`);
  127. let coinsCompleted = 0;
  128. for (let i = 0; i < coinCount; i++) {
  129. // 延迟生成,创造连续效果
  130. this.scheduleOnce(() => {
  131. this.createAndAnimateCoin(startPos, targetNode, () => {
  132. coinsCompleted++;
  133. if (coinsCompleted >= coinCount) {
  134. // 所有钞票动画完成,更新数据
  135. this.saveDataManager.addMoney(amount, 'level_reward');
  136. // 通过事件系统通知UI更新
  137. EventBus.getInstance().emit(GameEvents.CURRENCY_CHANGED);
  138. if (onComplete) onComplete();
  139. }
  140. });
  141. }, i * 0.1);
  142. }
  143. }
  144. /**
  145. * 播放钻石动画
  146. */
  147. private playDiamondAnimation(amount: number, onComplete?: () => void) {
  148. if (!this.diamondPrefab) {
  149. console.error('[MoneyAni] 钻石预制体未设置');
  150. if (onComplete) onComplete();
  151. return;
  152. }
  153. // 使用装饰器引用的钻石目标节点
  154. if (!this.diamondTargetNode) {
  155. console.error('[MoneyAni] 钻石目标节点未设置,请在编辑器中拖拽TopBar中的钻石标签节点');
  156. if (onComplete) onComplete();
  157. return;
  158. }
  159. const targetNode = this.diamondTargetNode;
  160. // 生成钻石数量(最多5个)
  161. const diamondCount = Math.min(amount, 5);
  162. const startPos = this.getDiamondStartPosition();
  163. console.log(`[MoneyAni] 生成${diamondCount}个钻石动画`);
  164. let diamondsCompleted = 0;
  165. for (let i = 0; i < diamondCount; i++) {
  166. // 延迟生成
  167. this.scheduleOnce(() => {
  168. this.createAndAnimateDiamond(startPos, targetNode, () => {
  169. diamondsCompleted++;
  170. if (diamondsCompleted >= diamondCount) {
  171. // 所有钻石动画完成,更新数据
  172. this.saveDataManager.addDiamonds(amount, 'level_reward');
  173. // 通过事件系统通知UI更新
  174. EventBus.getInstance().emit(GameEvents.CURRENCY_CHANGED);
  175. if (onComplete) onComplete();
  176. }
  177. });
  178. }, i * 0.15);
  179. }
  180. }
  181. /**
  182. * 创建并播放单个钞票动画
  183. */
  184. private createAndAnimateCoin(startPos: Vec3, targetNode: Node, onComplete?: () => void) {
  185. const coinNode = instantiate(this.coinPrefab);
  186. this.canvasNode.addChild(coinNode);
  187. // 设置初始位置
  188. coinNode.setWorldPosition(startPos);
  189. // 生成随机散开位置
  190. const scatterPos = this.getScatterPosition(startPos);
  191. // 获取目标世界位置
  192. const targetWorldPos = new Vec3();
  193. targetNode.getWorldPosition(targetWorldPos);
  194. // 动画序列:散开 -> 飞向目标
  195. tween(coinNode)
  196. // 第一阶段:散开(带旋转和缩放)
  197. .parallel(
  198. tween().to(0.3, { worldPosition: scatterPos }, { easing: 'quadOut' }),
  199. tween().to(0.3, { scale: new Vec3(1.2, 1.2, 1.2) }, { easing: 'quadOut' }),
  200. tween().by(0.3, { eulerAngles: new Vec3(0, 0, 180) })
  201. )
  202. // 短暂停留
  203. .delay(0.1)
  204. // 播放音效并开始第二阶段:飞向目标(带缩小和旋转)
  205. .call(() => {
  206. Audio.playUISound('data/弹球音效/get money');
  207. })
  208. .parallel(
  209. tween().to(0.5, { worldPosition: targetWorldPos }, { easing: 'quadIn' }),
  210. tween().to(0.5, { scale: new Vec3(0.3, 0.3, 0.3) }, { easing: 'quadIn' }),
  211. tween().by(0.5, { eulerAngles: new Vec3(0, 0, 360) })
  212. )
  213. .call(() => {
  214. // 动画完成,销毁节点
  215. coinNode.destroy();
  216. if (onComplete) onComplete();
  217. })
  218. .start();
  219. }
  220. /**
  221. * 创建并播放单个钻石动画
  222. */
  223. private createAndAnimateDiamond(startPos: Vec3, targetNode: Node, onComplete?: () => void) {
  224. const diamondNode = instantiate(this.diamondPrefab);
  225. this.canvasNode.addChild(diamondNode);
  226. // 设置初始位置
  227. diamondNode.setWorldPosition(startPos);
  228. // 生成随机散开位置
  229. const scatterPos = this.getScatterPosition(startPos);
  230. // 获取目标世界位置
  231. const targetWorldPos = new Vec3();
  232. targetNode.getWorldPosition(targetWorldPos);
  233. // 动画序列:散开 -> 飞向目标
  234. tween(diamondNode)
  235. // 第一阶段:散开(带旋转和缩放)
  236. .parallel(
  237. tween().to(0.4, { worldPosition: scatterPos }, { easing: 'quadOut' }),
  238. tween().to(0.4, { scale: new Vec3(1.3, 1.3, 1.3) }, { easing: 'quadOut' }),
  239. tween().by(0.4, { eulerAngles: new Vec3(0, 0, -180) })
  240. )
  241. // 短暂停留
  242. .delay(0.15)
  243. // 播放音效并开始第二阶段:飞向目标(带缩小和旋转)
  244. .call(() => {
  245. Audio.playUISound('data/弹球音效/get money');
  246. })
  247. .parallel(
  248. tween().to(0.6, { worldPosition: targetWorldPos }, { easing: 'quadIn' }),
  249. tween().to(0.6, { scale: new Vec3(0.4, 0.4, 0.4) }, { easing: 'quadIn' }),
  250. tween().by(0.6, { eulerAngles: new Vec3(0, 0, -360) })
  251. )
  252. .call(() => {
  253. // 动画完成,销毁节点
  254. diamondNode.destroy();
  255. if (onComplete) onComplete();
  256. })
  257. .start();
  258. }
  259. /**
  260. * 获取奖励生成起始位置
  261. */
  262. private getRewardStartPosition(): Vec3 {
  263. if (this.rewardStartNode) {
  264. const worldPos = new Vec3();
  265. this.rewardStartNode.getWorldPosition(worldPos);
  266. return worldPos;
  267. }
  268. // 默认位置(屏幕中央偏下)
  269. return new Vec3(0, -200, 0);
  270. }
  271. /**
  272. * 获取钞票动画起始位置
  273. */
  274. private getCoinStartPosition(): Vec3 {
  275. if (this.coinStartNode) {
  276. const worldPos = new Vec3();
  277. this.coinStartNode.getWorldPosition(worldPos);
  278. return worldPos;
  279. }
  280. // 如果没有设置专门的钞票起始节点,使用通用的奖励起始位置
  281. return this.getRewardStartPosition();
  282. }
  283. /**
  284. * 获取钻石动画起始位置
  285. */
  286. private getDiamondStartPosition(): Vec3 {
  287. if (this.diamondStartNode) {
  288. const worldPos = new Vec3();
  289. this.diamondStartNode.getWorldPosition(worldPos);
  290. return worldPos;
  291. }
  292. // 如果没有设置专门的钻石起始节点,使用通用的奖励起始位置
  293. return this.getRewardStartPosition();
  294. }
  295. /**
  296. * 获取散开位置
  297. */
  298. private getScatterPosition(startPos: Vec3): Vec3 {
  299. const scatterRadius = 150; // 散开半径
  300. const angle = math.randomRange(0, Math.PI * 2); // 随机角度
  301. const distance = math.randomRange(50, scatterRadius); // 随机距离
  302. return new Vec3(
  303. startPos.x + Math.cos(angle) * distance,
  304. startPos.y + Math.sin(angle) * distance,
  305. startPos.z
  306. );
  307. }
  308. /**
  309. * 静态方法:播放奖励动画(需要传入实例)
  310. * @param moneyAniInstance MoneyAni组件实例
  311. * @param coinAmount 钞票数量
  312. * @param diamondAmount 钻石数量
  313. * @param onComplete 完成回调
  314. */
  315. public static playRewardWithInstance(moneyAniInstance: MoneyAni, coinAmount: number, diamondAmount: number, onComplete?: () => void) {
  316. if (!moneyAniInstance) {
  317. console.error('[MoneyAni] MoneyAni实例为空,请传入有效的MoneyAni组件实例');
  318. if (onComplete) onComplete();
  319. return;
  320. }
  321. moneyAniInstance.playRewardAnimation(coinAmount, diamondAmount, onComplete);
  322. }
  323. /**
  324. * 静态方法:播放奖励动画(简化版本)
  325. * 自动查找场景中的MoneyAni组件
  326. * @param coinAmount 钞票数量
  327. * @param diamondAmount 钻石数量
  328. * @param onComplete 完成回调
  329. */
  330. public static playReward(coinAmount: number, diamondAmount: number, onComplete?: () => void) {
  331. // 尝试从director获取场景中的MoneyAni组件
  332. const scene = director.getScene();
  333. if (!scene) {
  334. console.error('[MoneyAni] 无法获取当前场景');
  335. if (onComplete) onComplete();
  336. return;
  337. }
  338. // 递归查找MoneyAni组件
  339. const findMoneyAni = (node: Node): MoneyAni | null => {
  340. const moneyAni = node.getComponent(MoneyAni);
  341. if (moneyAni) return moneyAni;
  342. for (const child of node.children) {
  343. const result = findMoneyAni(child);
  344. if (result) return result;
  345. }
  346. return null;
  347. };
  348. const moneyAni = findMoneyAni(scene);
  349. if (!moneyAni) {
  350. console.error('[MoneyAni] 场景中未找到MoneyAni组件,请确保场景中存在MoneyAni组件');
  351. if (onComplete) onComplete();
  352. return;
  353. }
  354. moneyAni.playRewardAnimation(coinAmount, diamondAmount, onComplete);
  355. }
  356. /**
  357. * 根据关卡配置播放奖励动画
  358. */
  359. public async playLevelReward(level: number, onComplete?: () => void) {
  360. try {
  361. const rewards = await this.saveDataManager.getLevelRewardsFromConfig(level);
  362. if (rewards) {
  363. this.playRewardAnimation(rewards.money, rewards.diamonds, onComplete);
  364. } else {
  365. console.warn(`[MoneyAni] 无法获取关卡${level}的奖励配置,使用默认奖励`);
  366. // 使用默认奖励
  367. this.playRewardAnimation(50, 5, onComplete);
  368. }
  369. } catch (error) {
  370. console.error('[MoneyAni] 获取关卡奖励配置时出错:', error);
  371. // 使用默认奖励
  372. this.playRewardAnimation(50, 5, onComplete);
  373. }
  374. }
  375. }