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 originalConfig = initData.weaponConfig || WeaponBullet.getWeaponConfig(initData.weaponId);
  101. if (!originalConfig) {
  102. return [];
  103. }
  104. // === 应用多重射击技能 ===
  105. const config = BulletCount.applyMultiShotSkill(originalConfig);
  106. // === 计算基础发射方向 ===
  107. let direction: Vec3;
  108. if (initData.direction) {
  109. direction = initData.direction.clone();
  110. } else if (initData.autoTarget) {
  111. // 通过事件系统获取最近敌人
  112. let nearestEnemy: Node = null;
  113. eventBus.emit(GameEvents.ENEMY_GET_NEAREST, {
  114. position: initData.firePosition,
  115. callback: (enemy: Node) => { nearestEnemy = enemy; }
  116. });
  117. if (nearestEnemy) {
  118. direction = nearestEnemy.worldPosition.clone().subtract(initData.firePosition).normalize();
  119. }
  120. // 如果没有敌人或计算失败,则回退为随机方向
  121. if (!direction) {
  122. const angleRand = Math.random() * Math.PI * 2;
  123. direction = new Vec3(Math.cos(angleRand), Math.sin(angleRand), 0);
  124. }
  125. } else {
  126. direction = new Vec3(1, 0, 0);
  127. }
  128. const spawnInfos = BulletCount.calculateBulletSpawns(
  129. config.bulletConfig.count,
  130. initData.firePosition,
  131. direction
  132. );
  133. const bullets: Node[] = [];
  134. // 为每个子弹创建实例
  135. for (const spawnInfo of spawnInfos) {
  136. const createBullet = () => {
  137. const bullet = instantiate(bulletPrefab);
  138. const weaponBullet = bullet.getComponent(WeaponBullet) || bullet.addComponent(WeaponBullet);
  139. // 初始化子弹
  140. weaponBullet.init({
  141. ...initData,
  142. firePosition: spawnInfo.position,
  143. direction: spawnInfo.direction,
  144. weaponConfig: config
  145. });
  146. bullets.push(bullet);
  147. };
  148. // 处理延迟发射
  149. if (spawnInfo.delay > 0) {
  150. // 这里需要一个全局的调度器来处理延迟,暂时直接创建
  151. setTimeout(createBullet, spawnInfo.delay * 1000);
  152. } else {
  153. createBullet();
  154. }
  155. }
  156. return bullets;
  157. }
  158. /**
  159. * 初始化子弹
  160. */
  161. public init(initData: BulletInitData) {
  162. // 通过事件系统检查游戏是否暂停,暂停时不初始化子弹
  163. let bulletFireEnabled = true;
  164. EventBus.getInstance().emit(GameEvents.BALL_FIRE_BULLET, { canFire: (result: boolean) => { bulletFireEnabled = result; } });
  165. if (!bulletFireEnabled) {
  166. // 立即销毁自己
  167. this.node.destroy();
  168. return;
  169. }
  170. // 验证初始化数据
  171. if (!WeaponBullet.validateInitData(initData)) {
  172. console.error('WeaponBullet.init: 初始化数据无效');
  173. this.node.destroy();
  174. return;
  175. }
  176. // 存储武器ID
  177. this.weaponId = initData.weaponId;
  178. // 获取武器配置
  179. this.weaponConfig = initData.weaponConfig || WeaponBullet.getWeaponConfig(initData.weaponId);
  180. if (!this.weaponConfig) {
  181. console.error(`WeaponBullet.init: 无法找到武器配置 ${initData.weaponId}`);
  182. this.node.destroy();
  183. return;
  184. }
  185. // 应用技能加成计算运行时数值
  186. this.calculateRuntimeStats();
  187. // 使用世界坐标设置位置
  188. this.setPositionInGameArea(initData.firePosition);
  189. // 初始化各个组件
  190. this.initializeComponents(initData);
  191. // 设置子弹外观
  192. this.setupBulletSprite();
  193. // 设置子弹效果节点激活状态
  194. this.setupBulletEffectNodes();
  195. // 设置碰撞监听
  196. this.setupCollisionListener();
  197. this.isInitialized = true;
  198. }
  199. /**
  200. * 在GameArea中设置位置
  201. */
  202. private setPositionInGameArea(worldPos: Vec3) {
  203. const gameArea = find('Canvas/GameLevelUI/GameArea');
  204. if (gameArea) {
  205. const gameAreaTransform = gameArea.getComponent(UITransform);
  206. if (gameAreaTransform) {
  207. const localPos = gameAreaTransform.convertToNodeSpaceAR(worldPos);
  208. this.node.position = localPos;
  209. }
  210. }
  211. }
  212. /**
  213. * 初始化各个组件
  214. */
  215. private initializeComponents(initData: BulletInitData) {
  216. const config = this.weaponConfig.bulletConfig;
  217. // 确保物理组件存在
  218. this.setupPhysics();
  219. // 设置物理角速度,实现持续旋转
  220. this.applyAutoRotation();
  221. // 初始化弹道组件
  222. this.bulletTrajectory = this.getComponent(BulletTrajectory) || this.addComponent(BulletTrajectory);
  223. const trajCfg: BulletTrajectoryConfig = { ...config.trajectory, speed: this.weaponConfig.stats.bulletSpeed };
  224. // 计算方向
  225. const direction = initData.direction || this.calculateDirection(initData.autoTarget);
  226. // === 根据发射方向调整容器朝向(仅首次,后续不再旋转) ===
  227. if (direction) {
  228. // 角度 = atan2(y,x),转成度数
  229. const deg = math.toDegree(Math.atan2(direction.y, direction.x));
  230. this.node.angle = deg;
  231. }
  232. this.bulletTrajectory.init(
  233. trajCfg,
  234. direction,
  235. initData.firePosition
  236. );
  237. // 设置子弹的外观(SpriteFrame 与武器方块一致)
  238. this.setupBulletSprite();
  239. // --- 额外偏移 ---
  240. // 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。
  241. // 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)。
  242. const dir = direction.clone().normalize();
  243. const spawnOffset = 30; // 可根据子弹半径或方块大小调整
  244. if (!Number.isNaN(dir.x) && !Number.isNaN(dir.y)) {
  245. const newLocalPos = this.node.position.clone().add(new Vec3(dir.x * spawnOffset, dir.y * spawnOffset, 0));
  246. this.node.setPosition(newLocalPos);
  247. }
  248. // 初始化命中效果组件
  249. this.bulletHitEffect = this.getComponent(BulletHitEffect) || this.addComponent(BulletHitEffect);
  250. this.bulletHitEffect.init(config.hitEffects);
  251. // 传递默认特效路径
  252. if (this.bulletHitEffect && config.visual) {
  253. (this.bulletHitEffect as any).setDefaultEffects?.(config.visual.hitEffect, config.visual.trailEffect, (config.visual as any).burnEffect);
  254. }
  255. // 初始化生命周期组件
  256. this.bulletLifecycle = this.getComponent(BulletLifecycle) || this.addComponent(BulletLifecycle);
  257. this.bulletLifecycle.init(config.lifecycle, initData.firePosition);
  258. // 设置碰撞监听
  259. this.setupCollisionListener();
  260. this.isInitialized = true;
  261. }
  262. /**
  263. * 设置物理组件
  264. */
  265. private setupPhysics() {
  266. const rigidBody = this.getComponent(RigidBody2D);
  267. if (rigidBody) {
  268. rigidBody.enabledContactListener = true;
  269. rigidBody.gravityScale = 0; // 由弹道组件控制重力
  270. rigidBody.linearDamping = 0;
  271. rigidBody.angularDamping = 0;
  272. rigidBody.allowSleep = false;
  273. // 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
  274. if (this.node.getChildByName('Pellet')) {
  275. rigidBody.fixedRotation = true;
  276. }
  277. }
  278. const collider = this.getComponent(Collider2D);
  279. if (collider) {
  280. collider.sensor = false;
  281. collider.on(Contact2DType.BEGIN_CONTACT, this.onHit, this);
  282. }
  283. }
  284. /**
  285. * 计算子弹方向
  286. */
  287. private calculateDirection(autoTarget: boolean = false): Vec3 {
  288. if (!autoTarget) {
  289. // 随机方向
  290. const angle = Math.random() * Math.PI * 2;
  291. return new Vec3(Math.cos(angle), Math.sin(angle), 0);
  292. }
  293. // 寻找最近敌人(使用静态工具函数)
  294. const nearestEnemy = WeaponBullet.findNearestEnemyGlobal(this.node.worldPosition);
  295. if (nearestEnemy) {
  296. const direction = nearestEnemy.worldPosition.clone()
  297. .subtract(this.node.worldPosition)
  298. .normalize();
  299. return direction;
  300. }
  301. // 若没有敌人则随机方向发射
  302. const angle = Math.random() * Math.PI * 2;
  303. return new Vec3(Math.cos(angle), Math.sin(angle), 0);
  304. }
  305. /**
  306. * 设置碰撞监听
  307. */
  308. private setupCollisionListener() {
  309. // 碰撞监听已在setupPhysics中设置
  310. }
  311. /**
  312. * 碰撞处理
  313. */
  314. private onHit(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
  315. if (!this.isInitialized) return;
  316. const otherNode = otherCollider.node;
  317. // Ignore collisions with other bullets (prevent friendly-fire between shotgun pellets)
  318. if (otherNode.getComponent(WeaponBullet)) {
  319. return; // Skip further processing if the collider is another bullet
  320. }
  321. // 检查是否命中敌人并触发事件
  322. const isEnemy = otherNode.name.toLowerCase().includes('enemy') ||
  323. otherNode.name.toLowerCase().includes('敌人') ||
  324. otherNode.getComponent('EnemyInstance');
  325. if (isEnemy) {
  326. // 触发子弹命中敌人事件
  327. EventBus.getInstance().emit(GameEvents.BULLET_HIT_ENEMY, {
  328. bullet: this.node,
  329. enemy: otherNode,
  330. damage: this.getFinalDamage(),
  331. weaponId: this.weaponConfig?.id
  332. });
  333. }
  334. // 获取碰撞世界坐标
  335. let contactWorldPos: Vec3 = null;
  336. if (contact && (contact as any).getWorldManifold) {
  337. const wm = (contact as any).getWorldManifold();
  338. if (wm && wm.points && wm.points.length > 0) {
  339. contactWorldPos = new Vec3(wm.points[0].x, wm.points[0].y, 0);
  340. }
  341. }
  342. if (!contactWorldPos) {
  343. contactWorldPos = otherNode.worldPosition.clone();
  344. }
  345. // 处理命中效果
  346. const hitResult: HitResult = this.bulletHitEffect.processHit(otherNode, contactWorldPos);
  347. // 通知生命周期组件发生命中(可能影响内部计数或阶段)
  348. if (this.bulletLifecycle) {
  349. this.bulletLifecycle.onHit(otherNode);
  350. }
  351. // 不直接销毁,交由 BulletLifecycle 自行处理
  352. // 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
  353. if (hitResult.shouldRicochet) {
  354. // 这里需要实现子弹弹射的逻辑
  355. } else if (hitResult.shouldContinue) {
  356. // 这里需要实现子弹继续飞行的逻辑
  357. }
  358. }
  359. /**
  360. * 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)
  361. */
  362. private applyAutoRotation() {
  363. // 若存在子节点 Pellet,则只旋转 Pellet,容器保持角度不变
  364. const pelletNode = this.node.getChildByName('Pellet');
  365. if (pelletNode) {
  366. this.schedule((dt: number) => {
  367. pelletNode.angle += this._rotationSpeedDeg * dt;
  368. }, 0);
  369. return;
  370. }
  371. const rigidBody = this.getComponent(RigidBody2D);
  372. if (rigidBody) {
  373. rigidBody.angularVelocity = this._rotationSpeedRad; // 弧度/秒
  374. rigidBody.angularDamping = 0; // 无角阻尼,保持恒定旋转
  375. } else {
  376. // 如果没有刚体,退化为在 update 中手动旋转
  377. this.schedule((dt: number) => {
  378. this.node.angle += this._rotationSpeedDeg * dt;
  379. }, 0);
  380. }
  381. }
  382. /**
  383. * 获取武器配置
  384. */
  385. public getWeaponConfig(): WeaponConfig {
  386. return this.weaponConfig;
  387. }
  388. /**
  389. * 获取子弹状态信息
  390. */
  391. public getBulletStatus() {
  392. return {
  393. isInitialized: this.isInitialized,
  394. weaponName: this.weaponConfig?.name,
  395. trajectoryState: this.bulletTrajectory?.getState(),
  396. lifecycleState: this.bulletLifecycle?.getState(),
  397. hitStats: this.bulletHitEffect?.getHitStats()
  398. };
  399. }
  400. /**
  401. * 强制销毁子弹
  402. */
  403. public forceDestroy() {
  404. if (this.bulletLifecycle) {
  405. this.bulletLifecycle.forceDestroy();
  406. }
  407. }
  408. /**
  409. * 清理所有活跃的子弹 - 游戏重置时使用
  410. */
  411. public static clearAllBullets() {
  412. console.log('[WeaponBullet] 开始清理所有活跃子弹');
  413. // 查找GameArea节点,子弹都添加在这里
  414. const gameArea = find('Canvas/GameLevelUI/GameArea');
  415. if (!gameArea) {
  416. console.log('[WeaponBullet] 未找到GameArea节点');
  417. return;
  418. }
  419. let bulletCount = 0;
  420. const bulletsToDestroy: Node[] = [];
  421. // 遍历GameArea的所有子节点,查找WeaponBullet组件
  422. for (const child of gameArea.children) {
  423. if (child && child.isValid) {
  424. const weaponBullet = child.getComponent(WeaponBullet);
  425. if (weaponBullet) {
  426. bulletsToDestroy.push(child);
  427. bulletCount++;
  428. }
  429. }
  430. }
  431. // 销毁所有找到的子弹
  432. for (const bullet of bulletsToDestroy) {
  433. if (bullet && bullet.isValid) {
  434. bullet.destroy();
  435. }
  436. }
  437. console.log(`[WeaponBullet] 清理完成,共销毁 ${bulletCount} 个子弹`);
  438. }
  439. /**
  440. * 验证初始化数据
  441. */
  442. public static validateInitData(initData: BulletInitData): boolean {
  443. if (!initData) return false;
  444. if (!initData.weaponId && !initData.weaponConfig) return false;
  445. if (!initData.firePosition) return false;
  446. return true;
  447. }
  448. onDestroy() {
  449. // 清理事件监听
  450. const collider = this.getComponent(Collider2D);
  451. if (collider) {
  452. collider.off(Contact2DType.BEGIN_CONTACT, this.onHit, this);
  453. }
  454. // 清理拖尾控制器
  455. if (this.bulletTrailController) {
  456. this.bulletTrailController.resetTrail();
  457. this.bulletTrailController = null;
  458. }
  459. }
  460. /**
  461. * 设置子弹的SpriteFrame,使其与方块武器 (WeaponBlock/B1/Weapon) 节点上的SpriteFrame 一致
  462. */
  463. private setupBulletSprite() {
  464. // 先尝试获取当前节点上的 Sprite 组件,若不存在则在子节点中查找
  465. const sprite: Sprite | null = this.getComponent(Sprite) || this.node.getComponentInChildren(Sprite);
  466. if (!sprite) {
  467. // 子弹预制体可能没有Sprite组件,直接返回
  468. return;
  469. }
  470. // weaponConfig.visualConfig.weaponSprites 中存储了各尺寸的SpriteFrame路径
  471. const spriteConfig = (this.weaponConfig as any)?.visualConfig?.weaponSprites;
  472. if (!spriteConfig) {
  473. return;
  474. }
  475. // 依次尝试新的形状ID键值
  476. const spritePath = spriteConfig['I'] || spriteConfig['H-I'] || spriteConfig['L'] || spriteConfig['S'] || spriteConfig['D-T'];
  477. if (!spritePath) {
  478. return;
  479. }
  480. const framePath = `${spritePath}/spriteFrame`;
  481. resources.load(framePath, SpriteFrame, (err, spriteFrame) => {
  482. if (err) {
  483. return;
  484. }
  485. // Add comprehensive null safety checks before setting spriteFrame
  486. if (sprite && sprite.isValid &&
  487. this.node && this.node.isValid &&
  488. spriteFrame && spriteFrame.isValid) {
  489. sprite.spriteFrame = spriteFrame;
  490. // === 子弹大小控制:保持prefab预设的大小 ===
  491. const uiTransform = sprite.node.getComponent(UITransform);
  492. if (uiTransform) {
  493. const originalSize = spriteFrame.originalSize || null;
  494. if (originalSize) {
  495. // 设置为原图大小的0.5倍,确保子弹不会过大
  496. uiTransform.setContentSize(originalSize.width * 0.45, originalSize.height * 0.45);
  497. } else {
  498. // 若无法获取原尺寸,退化为缩放节点
  499. sprite.node.setScale(sprite.node.scale.x * 0.45, sprite.node.scale.y * 0.45, sprite.node.scale.z);
  500. }
  501. } else {
  502. // 没有 UITransform,直接缩放节点
  503. sprite.node.setScale(sprite.node.scale.x * 0.45, sprite.node.scale.y * 0.45, sprite.node.scale.z);
  504. }
  505. }
  506. }
  507. );
  508. }
  509. /**
  510. * 设置子弹效果节点激活状态
  511. */
  512. private setupBulletEffectNodes() {
  513. // 尖胡萝卜特殊处理:使用Spine动画而不是拖尾效果
  514. const isSharpCarrot = this.weaponId === 'sharp_carrot';
  515. // 查找Spine节点
  516. const spineNode = this.node.getChildByName('Spine');
  517. if (spineNode) {
  518. spineNode.active = isSharpCarrot;
  519. }
  520. // 查找TrailEffect节点
  521. const trailEffectNode = this.node.getChildByName('TrailEffect');
  522. if (trailEffectNode) {
  523. trailEffectNode.active = !isSharpCarrot;
  524. // 为拖尾效果设置白色颜色
  525. if (!isSharpCarrot) {
  526. const trailController = trailEffectNode.getComponent(BulletTrailController);
  527. if (trailController) {
  528. trailController.setTrailColor('white');
  529. }
  530. }
  531. }
  532. }
  533. /**
  534. * 静态:根据给定世界坐标,寻找最近的敌人节点
  535. */
  536. private static findNearestEnemyGlobal(worldPos: Vec3): Node | null {
  537. const enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  538. if (!enemyContainer) return null;
  539. const enemies = enemyContainer.children.filter(child => {
  540. if (!child.active) return false;
  541. const nameLower = child.name.toLowerCase();
  542. if (nameLower.includes('enemy') || nameLower.includes('敌人')) return true;
  543. if (child.getComponent('EnemyInstance')) return true;
  544. return false;
  545. });
  546. if (enemies.length === 0) return null;
  547. let nearest: Node = null;
  548. let nearestDist = Infinity;
  549. for (const enemy of enemies) {
  550. const dist = Vec3.distance(worldPos, enemy.worldPosition);
  551. if (dist < nearestDist) {
  552. nearestDist = dist;
  553. nearest = enemy;
  554. }
  555. }
  556. return nearest;
  557. }
  558. /**
  559. * 计算运行时数值(应用武器升级和技能加成)
  560. */
  561. private calculateRuntimeStats() {
  562. // 获取基础伤害
  563. let baseDamage = this.weaponConfig.stats.damage;
  564. // 应用武器升级加成
  565. const saveDataManager = SaveDataManager.getInstance();
  566. if (saveDataManager && this.weaponId) {
  567. const weaponData = saveDataManager.getWeapon(this.weaponId);
  568. if (weaponData && weaponData.level > 0) {
  569. // 应用武器升级加成:升级后伤害 = 基础伤害 + (等级 - 1)
  570. baseDamage = this.weaponConfig.stats.damage + (weaponData.level - 1);
  571. 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}`);
  572. }
  573. }
  574. // 应用稀有度伤害倍数(合成升级效果)
  575. // 从武器配置中获取稀有度,如果不存在则默认为 'common'
  576. const rarity = this.weaponConfig.rarity || 'common';
  577. const rarityMultiplier = this.getRarityDamageMultiplier(rarity);
  578. if (rarityMultiplier > 1) {
  579. baseDamage = baseDamage * rarityMultiplier;
  580. 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}`);
  581. }
  582. const skillManager = PersistentSkillManager.getInstance();
  583. if (!skillManager) {
  584. // 如果没有技能管理器,使用升级后的基础数值
  585. this.weaponConfig.runtimeStats = {
  586. finalDamage: baseDamage,
  587. finalCritDamage: baseDamage,
  588. critChance: 0.1 // 基础暴击率10%
  589. };
  590. console.log(`[WeaponBullet] 无技能管理器 - 最终伤害: ${baseDamage}`);
  591. return;
  592. }
  593. // 应用技能伤害加成(基于升级后的伤害)
  594. const finalDamage = skillManager.applyDamageBonus(baseDamage);
  595. // 应用技能暴击伤害加成(基于升级后的伤害)
  596. const finalCritDamage = skillManager.applyCritDamageBonus(baseDamage);
  597. // 设置基础暴击率为10%
  598. const critChance = 0.1;
  599. this.weaponConfig.runtimeStats = {
  600. finalDamage,
  601. finalCritDamage,
  602. critChance
  603. };
  604. 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)}%`);
  605. }
  606. /**
  607. * 获取最终伤害值(应用技能加成后)
  608. */
  609. public getFinalDamage(): number {
  610. return this.weaponConfig?.runtimeStats?.finalDamage || this.weaponConfig?.stats?.damage || 0;
  611. }
  612. /**
  613. * 获取最终暴击伤害值(应用技能加成后)
  614. */
  615. public getFinalCritDamage(): number {
  616. return this.weaponConfig?.runtimeStats?.finalCritDamage || this.weaponConfig?.stats?.damage || 0;
  617. }
  618. /**
  619. * 获取暴击率
  620. */
  621. public getCritChance(): number {
  622. return this.weaponConfig?.runtimeStats?.critChance || 0.1;
  623. }
  624. /**
  625. * 根据稀有度获取伤害倍数
  626. * 合成升级效果:2级伤害*2,3级伤害*4,以此类推
  627. */
  628. private getRarityDamageMultiplier(rarity: string): number {
  629. switch (rarity) {
  630. case 'common':
  631. return 1; // 1级,无倍数
  632. case 'uncommon':
  633. return 1.5; // 2级,2倍伤害
  634. case 'rare':
  635. return 4; // 3级,4倍伤害
  636. case 'epic':
  637. return 8; // 4级,8倍伤害
  638. case 'legendary':
  639. return 16; // 5级,16倍伤害
  640. default:
  641. return 1;
  642. }
  643. }
  644. }