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- import { _decorator, Component, Node, Prefab, instantiate, Vec3, EventTouch, Color, Vec2, UITransform, find, Rect, Label, Size, Sprite, SpriteFrame, resources, Button, Collider2D, Material, tween } from 'cc';
- import { ConfigManager, WeaponConfig } from '../Core/ConfigManager';
- import { SaveDataManager } from '../LevelSystem/SaveDataManager';
- import { LevelSessionManager } from '../Core/LevelSessionManager';
- import { LevelConfigManager } from '../LevelSystem/LevelConfigManager';
- import { BlockTag } from './BlockSelection/BlockTag';
- import { SkillManager } from './SkillSelection/SkillManager';
- import EventBus, { GameEvents } from '../Core/EventBus';
- import { sp } from 'cc';
- const { ccclass, property } = _decorator;
- @ccclass('BlockManager')
- export class BlockManager extends Component {
- // 预制体数组,存储5个预制体
- @property([Prefab])
- public blockPrefabs: Prefab[] = [];
-
- // 网格容器节点
- @property({
- type: Node,
- tooltip: '拖拽GridContainer节点到这里'
- })
- public gridContainer: Node = null;
-
- // 方块容器节点(kuang)
- @property({
- type: Node,
- tooltip: '拖拽kuang节点到这里'
- })
- public kuangContainer: Node = null;
-
- // 金币标签节点
- @property({
- type: Node,
- tooltip: '拖拽CoinLabel节点到这里'
- })
- public coinLabelNode: Node = null;
-
- // 已放置方块容器节点
- @property({
- type: Node,
- tooltip: '拖拽PlacedBlocks节点到这里(Canvas/GameLevelUI/PlacedBlocks)'
- })
- public placedBlocksContainer: Node = null;
-
- // 游戏是否已开始
- public gameStarted: boolean = false;
-
- // 移除移动冷却:相关属性/逻辑已废弃
-
- // SaveDataManager 单例
- private saveDataManager: SaveDataManager = null; // 仅用于局外数据
- private session: LevelSessionManager = null;
-
- // 方块价格标签映射
- private blockPriceMap: Map<Node, Node> = new Map();
-
- // 已经生成的块
- private blocks: Node[] = [];
- // 网格占用情况,用于控制台输出
- private gridOccupationMap: number[][] = [];
- // 网格行数和列数
- private readonly GRID_ROWS = 6;
- private readonly GRID_COLS = 11;
- // 是否已初始化网格信息
- private gridInitialized = false;
- // 存储网格节点信息
- private gridNodes: Node[][] = [];
- // 网格间距
- private gridSpacing = 54; // 默认值,将在initGridInfo中动态计算
- // 不参与占用的节点名称列表
- private readonly NON_BLOCK_NODES: string[] = ['Weapon', 'Price'];
- // 临时保存方块的原始占用格子
- private tempRemovedOccupiedGrids: { block: Node, occupiedGrids: { row: number, col: number }[] }[] = [];
- // 方块原始位置(在kuang中的位置)
- public originalPositions: Map<Node, Vec3> = new Map();
- // 方块当前所在的区域
- public blockLocations: Map<Node, string> = new Map();
-
- // 配置管理器
- private configManager: ConfigManager = null;
-
- // 关卡配置管理器
- private levelConfigManager: LevelConfigManager = null;
-
- // 方块武器配置映射
- private blockWeaponConfigs: Map<Node, WeaponConfig> = new Map();
-
- // 预加载的武器配置数据
- private preloadedWeaponsConfig: any = null;
-
- // 配置是否已预加载的标志
- private isWeaponsConfigPreloaded: boolean = false;
-
- // 调试绘制相关
- // 调试绘制功能已迁移到GameBlockSelection
-
- /** 冷却机制已废弃,方块随时可移动 */
- // 清除所有冷却(游戏重置时调用)
- public clearAllCooldowns() { /* no-op */ }
-
- /**
- * 设置预加载的武器配置数据
- * @param weaponsConfigData 从JsonAsset获取的武器配置数据
- */
- public setPreloadedWeaponsConfig(weaponsConfigData: any): void {
- console.log('[BlockManager] 接收到预加载的武器配置数据');
- this.preloadedWeaponsConfig = weaponsConfigData;
- this.isWeaponsConfigPreloaded = true;
-
- // 验证配置数据结构
- if (weaponsConfigData && weaponsConfigData.weapons && Array.isArray(weaponsConfigData.weapons)) {
- console.log(`[BlockManager] 武器配置验证成功,包含 ${weaponsConfigData.weapons.length} 个武器`);
- } else {
- console.warn('[BlockManager] 武器配置数据结构异常');
- this.isWeaponsConfigPreloaded = false;
- }
- }
-
- /**
- * 获取预加载的武器配置,如果没有预加载则返回null
- */
- private getPreloadedWeaponsConfig(): any {
- return this.isWeaponsConfigPreloaded ? this.preloadedWeaponsConfig : null;
- }
- // 获取当前关卡的武器列表
- private async getCurrentLevelWeapons(): Promise<string[]> {
- if (!this.levelConfigManager || !this.saveDataManager) {
- console.warn('关卡配置管理器或存档管理器未初始化,使用默认武器列表');
- return [];
- }
-
- try {
- const currentLevel = this.saveDataManager.getCurrentLevel();
- const levelConfig = await this.levelConfigManager.getLevelConfig(currentLevel);
-
- if (levelConfig && levelConfig.weapons && Array.isArray(levelConfig.weapons)) {
- console.log(`关卡 ${currentLevel} 配置的武器:`, levelConfig.weapons);
- return levelConfig.weapons;
- } else {
- console.warn(`关卡 ${currentLevel} 没有配置武器列表`);
- return [];
- }
- } catch (error) {
- console.error('获取当前关卡武器配置失败:', error);
- return [];
- }
- }
-
- // 根据武器名称获取武器配置
- private getWeaponConfigByName(weaponName: string): WeaponConfig | null {
- // 优先使用预加载的配置数据
- const preloadedConfig = this.getPreloadedWeaponsConfig();
- if (preloadedConfig && preloadedConfig.weapons && Array.isArray(preloadedConfig.weapons)) {
- const weapon = preloadedConfig.weapons.find((w: any) => w.name === weaponName);
- if (weapon) {
- console.log(`[BlockManager] 从预加载配置中找到武器: ${weaponName}`);
- return weapon as WeaponConfig;
- }
- }
-
- // 如果预加载配置中没有找到,回退到ConfigManager
- if (!this.configManager) {
- console.warn(`[BlockManager] 武器配置未预加载且ConfigManager不可用,无法获取武器: ${weaponName}`);
- return null;
- }
-
- console.log(`[BlockManager] 从ConfigManager中查找武器: ${weaponName}`);
- const allWeapons = this.configManager.getAllWeapons();
- return allWeapons.find(weapon => weapon.name === weaponName) || null;
- }
- // 设置事件监听器
- private setupEventListeners() {
- const eventBus = EventBus.getInstance();
-
- // 监听重置方块管理器事件
- eventBus.on(GameEvents.RESET_BLOCK_MANAGER, this.onResetBlockManagerEvent, this);
-
- // 监听方块生成事件
- eventBus.on(GameEvents.GENERATE_BLOCKS, this.onGenerateBlocksEvent, this);
-
- // 移除GAME_START事件监听,避免与GameBlockSelection重复生成方块
- // eventBus.on(GameEvents.GAME_START, this.onGameStartEvent, this);
-
- // 监听波次完成事件(每波结束后生成新方块)
- eventBus.on(GameEvents.WAVE_COMPLETED, this.onWaveCompletedEvent, this);
- }
-
- // 处理重置方块管理器事件
- private onResetBlockManagerEvent() {
- console.log('[BlockManager] 接收到重置方块管理器事件');
- this.onGameReset();
- }
-
- // 处理方块生成事件
- private onGenerateBlocksEvent() {
- console.log('[BlockManager] 接收到方块生成事件');
- this.generateRandomBlocksInKuang();
- }
-
- // 处理游戏开始事件 - 已废弃,避免与GameBlockSelection重复生成方块
- // private onGameStartEvent() {
- // console.log('[BlockManager] 接收到游戏开始事件,生成初始方块');
- // this.generateRandomBlocksInKuang();
- // }
-
- // 处理波次完成事件
- private onWaveCompletedEvent() {
- console.log('[BlockManager] 接收到波次完成事件,生成新方块');
- this.generateRandomBlocksInKuang();
- }
-
- start() {
- console.log('[BlockManager] 开始初始化BlockManager');
-
- // 获取配置管理器
- this.configManager = ConfigManager.getInstance();
- if (!this.configManager) {
- console.error('[BlockManager] 无法获取ConfigManager实例');
- } else {
- console.log('[BlockManager] ConfigManager实例获取成功,配置加载状态:', this.configManager.isConfigLoaded());
- }
-
- // 获取关卡配置管理器
- this.levelConfigManager = LevelConfigManager.getInstance();
- if (!this.levelConfigManager) {
- console.error('[BlockManager] 无法获取LevelConfigManager实例');
- } else {
- console.log('[BlockManager] LevelConfigManager实例获取成功');
- }
- // 如果没有指定GridContainer,尝试找到它
- if (!this.gridContainer) {
- this.gridContainer = find('Canvas/GameLevelUI/GameArea/GridContainer');
- if (!this.gridContainer) {
- console.error('找不到GridContainer节点');
- return;
- }
- }
-
- // 如果没有指定kuangContainer,尝试找到它
- if (!this.kuangContainer) {
- this.kuangContainer = find('Canvas/GameLevelUI/BlockSelectionUI/diban/kuang');
- if (!this.kuangContainer) {
- console.error('找不到kuang节点');
- return;
- }
- }
-
- // 如果没有指定coinLabelNode,尝试找到它
- if (!this.coinLabelNode) {
- this.coinLabelNode = find('Canvas/GameLevelUI/CoinNode/CoinLabel');
- if (!this.coinLabelNode) {
- console.error('找不到CoinLabel节点');
- return;
- }
- }
-
- // 如果没有指定placedBlocksContainer,尝试找到它
- if (!this.placedBlocksContainer) {
- this.placedBlocksContainer = find('Canvas/GameLevelUI/PlacedBlocks');
- }
-
- // 确保有PlacedBlocks节点用于存放已放置的方块
- this.ensurePlacedBlocksNode();
-
- // 获取数据管理器
- this.saveDataManager = SaveDataManager.getInstance();
- this.session = LevelSessionManager.inst;
-
- // 初始化玩家金币显示
- this.updateCoinDisplay();
-
- // 初始化网格信息
- this.initGridInfo();
-
- // 初始化网格占用情况
- this.initGridOccupationMap();
-
- // 设置事件监听器
- this.setupEventListeners();
-
- // 调试绘制功能已迁移到GameBlockSelection
-
- // 移除自动生成方块逻辑,改为事件触发
- // 方块生成现在通过以下事件触发:
- // - GAME_START: 游戏开始时
- // - WAVE_COMPLETED: 每波敌人消灭后
- // - GENERATE_BLOCKS: 手动触发生成
- }
-
- // 确保有PlacedBlocks节点
- ensurePlacedBlocksNode() {
- // 如果已经通过拖拽设置了节点,直接使用
- if (this.placedBlocksContainer && this.placedBlocksContainer.isValid) {
- return;
- }
-
- // 尝试查找节点
- this.placedBlocksContainer = find('Canvas/GameLevelUI/PlacedBlocks');
- if (this.placedBlocksContainer) {
- return;
- }
-
- // 如果找不到,创建新节点
- const gameLevelUI = find('Canvas/GameLevelUI');
- if (!gameLevelUI) {
- console.error('找不到GameLevelUI节点,无法创建PlacedBlocks');
- return;
- }
-
- this.placedBlocksContainer = new Node('PlacedBlocks');
- gameLevelUI.addChild(this.placedBlocksContainer);
- if (!this.placedBlocksContainer.getComponent(UITransform)) {
- this.placedBlocksContainer.addComponent(UITransform);
- }
- console.log('已在GameLevelUI下创建PlacedBlocks节点');
- }
-
- // 初始化网格信息
- initGridInfo() {
- if (!this.gridContainer || this.gridInitialized) return;
-
- this.gridNodes = [];
- for (let row = 0; row < this.GRID_ROWS; row++) {
- this.gridNodes[row] = [];
- }
-
- for (let i = 0; i < this.gridContainer.children.length; i++) {
- const grid = this.gridContainer.children[i];
- if (grid.name.startsWith('Grid_')) {
- const parts = grid.name.split('_');
- if (parts.length === 3) {
- const row = parseInt(parts[1]);
- const col = parseInt(parts[2]);
-
- if (row >= 0 && row < this.GRID_ROWS && col >= 0 && col < this.GRID_COLS) {
- this.gridNodes[row][col] = grid;
- }
- }
- }
- }
-
- // 动态计算网格间距,适应不同分辨率
- this.calculateGridSpacing();
-
- this.gridInitialized = true;
- }
- // 动态计算网格间距
- private calculateGridSpacing() {
- // 优先使用相邻行之间的距离计算间距
- if (this.GRID_ROWS > 1 && this.GRID_COLS > 0) {
- if (this.gridNodes[0][0] && this.gridNodes[1][0]) {
- const pos1 = this.gridNodes[0][0].position;
- const pos2 = this.gridNodes[1][0].position;
- this.gridSpacing = Math.abs(pos2.y - pos1.y);
- console.log(`动态计算网格间距(行间距): ${this.gridSpacing}`);
- return;
- }
- }
-
- // 如果行间距计算失败,尝试使用相邻列之间的距离
- if (this.GRID_COLS > 1 && this.GRID_ROWS > 0) {
- if (this.gridNodes[0][0] && this.gridNodes[0][1]) {
- const pos1 = this.gridNodes[0][0].position;
- const pos2 = this.gridNodes[0][1].position;
- this.gridSpacing = Math.abs(pos2.x - pos1.x);
- console.log(`动态计算网格间距(列间距): ${this.gridSpacing}`);
- return;
- }
- }
-
- // 如果都失败了,保持默认值
- console.warn(`无法动态计算网格间距,使用默认值: ${this.gridSpacing}`);
- }
- // 获取当前网格间距
- public getGridSpacing(): number {
- return this.gridSpacing;
- }
-
- // 初始化网格占用情况
- initGridOccupationMap() {
- this.gridOccupationMap = [];
- for (let row = 0; row < this.GRID_ROWS; row++) {
- const rowArray: number[] = [];
- for (let col = 0; col < this.GRID_COLS; col++) {
- rowArray.push(0);
- }
- this.gridOccupationMap.push(rowArray);
- }
- }
-
- // 在kuang下生成三个方块(基于关卡配置)
- private async generateRandomBlocksInKuang() {
- // 清除kuang区域中的旧方块,但不清除已放置在网格中的方块的标签
- this.clearBlocks();
-
- // 优先检查预加载的武器配置
- if (this.isWeaponsConfigPreloaded) {
- const preloadedConfig = this.getPreloadedWeaponsConfig();
- if (preloadedConfig && preloadedConfig.weapons && preloadedConfig.blockSizes) {
- console.log('[BlockManager] 使用预加载的武器配置生成方块');
- // 直接使用预加载配置继续生成方块
- // 跳过ConfigManager的等待逻辑
- } else {
- console.warn('[BlockManager] 预加载配置不完整,回退到ConfigManager模式');
- this.isWeaponsConfigPreloaded = false;
- }
- }
-
- // 如果没有预加载配置,检查ConfigManager
- if (!this.isWeaponsConfigPreloaded) {
- // 检查配置管理器是否可用
- if (!this.configManager) {
- console.error('[BlockManager] ConfigManager实例未找到,延迟2秒后重试');
- this.scheduleOnce(() => {
- this.generateRandomBlocksInKuang();
- }, 2.0);
- return;
- }
-
- // 检查武器配置是否已加载(不需要等待所有配置完成)
- const weaponsConfigLoaded = !!this.configManager['weaponsConfig'];
- const blockSizesAvailable = weaponsConfigLoaded && !!this.configManager['weaponsConfig'].blockSizes;
-
- if (!weaponsConfigLoaded) {
- console.log('[BlockManager] 武器配置未加载完成,延迟2秒后重试生成方块');
- console.log('[BlockManager] 整体配置状态:', this.configManager.isConfigLoaded());
- this.scheduleOnce(() => {
- this.generateRandomBlocksInKuang();
- }, 2.0);
- return;
- }
-
- if (!blockSizesAvailable) {
- console.warn('[BlockManager] 武器配置已加载但blockSizes缺失,延迟2秒后重试');
- console.log('[BlockManager] weaponsConfig keys:', Object.keys(this.configManager['weaponsConfig']));
- this.scheduleOnce(() => {
- this.generateRandomBlocksInKuang();
- }, 2.0);
- return;
- }
- }
-
- console.log('[BlockManager] 配置已加载完成,开始生成方块');
-
- if (this.blockPrefabs.length === 0) {
- console.error('没有可用的预制体');
- return;
- }
-
- const kuangNode = this.kuangContainer;
- if (!kuangNode) {
- console.error('找不到kuang节点');
- return;
- }
-
- const offsets = [
- new Vec3(-200, 0, 0),
- new Vec3(0, 0, 0),
- new Vec3(200, 0, 0)
- ];
-
- const dbNodes = [
- kuangNode.getChildByName('db01'),
- kuangNode.getChildByName('db02'),
- kuangNode.getChildByName('db03')
- ];
-
- // 获取当前关卡的武器配置列表
- const levelWeapons = await this.getCurrentLevelWeapons();
-
- for (let i = 0; i < 3; i++) {
- let weaponConfig: WeaponConfig | null = null;
-
- // 优先使用关卡配置的武器,确保符合关卡设计
- if (levelWeapons.length > 0) {
- const randomWeaponName = levelWeapons[Math.floor(Math.random() * levelWeapons.length)];
- weaponConfig = this.getWeaponConfigByName(randomWeaponName);
-
- if (!weaponConfig) {
- console.warn(`关卡配置的武器 "${randomWeaponName}" 在武器配置文件中未找到`);
- }
- }
-
- // 如果关卡没有配置武器或获取失败,使用随机武器
- if (!weaponConfig) {
- weaponConfig = this.configManager.getRandomWeapon();
- }
-
- // 最后的兜底处理
- if (!weaponConfig) {
- console.warn('无法获取武器配置,使用默认武器');
- // 尝试获取一个基础武器作为兜底
- const allWeapons = this.configManager.getAllWeapons();
- if (allWeapons.length > 0) {
- weaponConfig = allWeapons[0];
- }
- }
-
- if (!weaponConfig) {
- console.error(`无法获取第 ${i + 1} 个武器配置`);
- continue;
- }
-
- // 基于武器配置选择合适的预制体
- const prefab = this.selectPrefabForWeapon(weaponConfig);
- if (!prefab) {
- console.error(`无法为武器 ${weaponConfig.name} 选择合适的预制体`);
- continue;
- }
-
- const block = instantiate(prefab);
- kuangNode.addChild(block);
-
- block.position = offsets[i];
-
- // 设置方块名称
- block.name = `WeaponBlock_${weaponConfig.id}`;
-
- // 保存武器配置到方块
- this.blockWeaponConfigs.set(block, weaponConfig);
- block['weaponConfig'] = weaponConfig;
- block['weaponId'] = weaponConfig.id;
-
- this.originalPositions.set(block, offsets[i].clone());
- this.blockLocations.set(block, 'kuang');
- this.blocks.push(block);
-
- if (dbNodes[i]) {
- const priceNode = dbNodes[i].getChildByName('Price');
- if (priceNode) {
- this.blockPriceMap.set(block, priceNode);
- priceNode.active = true;
-
- // 根据武器配置和方块形状设置价格
- this.setBlockPriceByWeaponConfig(block, priceNode);
- }
-
- this.associateDbNodeWithBlock(block, dbNodes[i]);
- }
-
- // 设置方块的武器外观
- this.setupBlockWeaponVisual(block, weaponConfig);
-
- // 为新生成的方块添加标签
- BlockTag.addTag(block);
- console.log(`[BlockManager] 为方块 ${block.name} 添加标签,UUID: ${block.uuid}`);
- }
-
- // 通过事件机制通知GameBlockSelection为新生成的方块设置拖拽事件
- if (this.blocks.length > 0) {
- const eventBus = EventBus.getInstance();
- eventBus.emit(GameEvents.SETUP_BLOCK_DRAG_EVENTS, this.blocks.slice());
- console.log(`[BlockManager] 发送方块拖拽事件设置请求,方块数量: ${this.blocks.length}`);
- }
-
- this.updateCoinDisplay();
- }
-
- // 将db节点与方块关联
- associateDbNodeWithBlock(block: Node, dbNode: Node) {
- block['dbNode'] = dbNode;
-
- block.on(Node.EventType.TRANSFORM_CHANGED, () => {
- if (dbNode && block.parent) {
- const location = this.blockLocations.get(block);
-
- if (location === 'grid') {
- dbNode.active = false;
- return;
- }
-
- // 检查方块是否正在被拖动,如果是则隐藏价格标签
- if (block['isDragging']) {
- dbNode.active = false;
- return;
- }
-
- dbNode.active = true;
-
- const worldPos = block.parent.getComponent(UITransform).convertToWorldSpaceAR(block.position);
- const localPos = dbNode.parent.getComponent(UITransform).convertToNodeSpaceAR(worldPos);
-
- dbNode.position = new Vec3(localPos.x, localPos.y - 80, localPos.z);
- }
- });
- }
-
- // 更新金币显示
- updateCoinDisplay() {
- if (this.coinLabelNode) {
- const label = this.coinLabelNode.getComponent(Label);
- if (label) {
- const coins = this.session.getCoins();
- label.string = coins.toString();
- }
- }
- }
-
- // 获取方块价格
- getBlockPrice(block: Node): number {
- const priceNode = this.blockPriceMap.get(block);
- if (priceNode) {
- const label = priceNode.getComponent(Label);
- if (label) {
- const price = parseInt(label.string);
- if (!isNaN(price)) {
- return price;
- }
- }
- }
- return 50;
- }
-
- // 隐藏价格标签
- hidePriceLabel(block: Node) {
- const priceNode = this.blockPriceMap.get(block);
- if (priceNode) {
- priceNode.active = false;
- }
- }
-
- // 显示价格标签
- showPriceLabel(block: Node) {
- const priceNode = this.blockPriceMap.get(block);
- if (priceNode) {
- priceNode.active = true;
- }
- }
-
- // 扣除玩家金币
- deductPlayerCoins(amount: number): boolean {
- const success = this.session.spendCoins(amount);
- if (success) {
- this.updateCoinDisplay();
- }
- return success;
- }
-
- // 显示金币不足时的价格标签闪烁效果
- showInsufficientCoinsEffect(block: Node) {
- const priceNode = this.blockPriceMap.get(block);
- if (!priceNode) {
- console.warn('[BlockManager] 找不到方块对应的价格标签');
- return;
- }
-
- const label = priceNode.getComponent(Label);
- if (!label) {
- console.warn('[BlockManager] 价格节点缺少Label组件');
- return;
- }
-
- // 保存原始颜色
- const originalColor = label.color.clone();
-
- // 设置红色
- const redColor = new Color(255, 0, 0, 255);
-
- // 创建闪烁动画:变红 -> 恢复原色,重复3次,总时长2秒
- tween(label)
- .to(0.2, { color: redColor })
- .to(0.2, { color: originalColor })
- .to(0.2, { color: redColor })
- .to(0.2, { color: originalColor })
- .to(0.2, { color: redColor })
- .to(1.0, { color: originalColor })
- .start();
-
- // 发送显示Toast事件
- EventBus.getInstance().emit(GameEvents.SHOW_TOAST, {
- message: '金币不足',
- duration: 2.0
- });
-
- console.log('[BlockManager] 显示金币不足效果');
- }
-
- // 归还玩家金币
- refundPlayerCoins(amount: number) {
- this.session.addCoins(amount);
- this.updateCoinDisplay();
- }
-
- // 设置拖拽事件方法已迁移到GameBlockSelection
-
-
- // 清除临时保存的占用状态
- clearTempStoredOccupiedGrids(block: Node) {
- const index = this.tempRemovedOccupiedGrids.findIndex(item => item.block === block);
- if (index === -1) return;
-
- this.tempRemovedOccupiedGrids.splice(index, 1);
- }
-
- // 尝试将方块放置到网格中
- tryPlaceBlockToGrid(block: Node): boolean {
- console.log(`[BlockManager] 尝试放置方块 ${block.name} 到网格`);
-
- if (!this.gridContainer || !this.gridInitialized) {
- console.log(`[BlockManager] 网格容器或网格未初始化`);
- return false;
- }
-
- let b1Node = block;
- if (block.name !== 'B1') {
- b1Node = block.getChildByName('B1');
- if (!b1Node) {
- console.log(`[BlockManager] 方块 ${block.name} 没有B1子节点`);
- return false;
- }
- }
-
- const b1WorldPos = b1Node.parent.getComponent(UITransform).convertToWorldSpaceAR(b1Node.position);
- const gridPos = this.gridContainer.getComponent(UITransform).convertToNodeSpaceAR(b1WorldPos);
-
- console.log(`[BlockManager] B1世界坐标:`, b1WorldPos);
- console.log(`[BlockManager] 网格本地坐标:`, gridPos);
-
- const gridSize = this.gridContainer.getComponent(UITransform).contentSize;
- const halfWidth = gridSize.width / 2;
- const halfHeight = gridSize.height / 2;
-
- const tolerance = this.gridSpacing * 0.5;
- if (gridPos.x < -halfWidth - tolerance || gridPos.x > halfWidth + tolerance ||
- gridPos.y < -halfHeight - tolerance || gridPos.y > halfHeight + tolerance) {
- console.log(`[BlockManager] 方块超出网格边界`);
- return false;
- }
-
- const nearestGrid = this.findNearestGridNode(gridPos);
- if (!nearestGrid) {
- console.log(`[BlockManager] 找不到最近的网格节点`);
- return false;
- }
-
- console.log(`[BlockManager] 找到最近的网格节点: ${nearestGrid.name}`);
- return this.tryPlaceBlockToSpecificGrid(block, nearestGrid);
- }
-
- // 找到最近的网格节点
- public findNearestGridNode(position: Vec3): Node {
- if (!this.gridContainer || !this.gridInitialized) return null;
-
- let nearestNode: Node = null;
- let minDistance = Number.MAX_VALUE;
-
- for (let row = 0; row < this.GRID_ROWS; row++) {
- for (let col = 0; col < this.GRID_COLS; col++) {
- const grid = this.gridNodes[row][col];
- if (grid) {
- const distance = Vec3.distance(position, grid.position);
- if (distance < minDistance) {
- minDistance = distance;
- nearestNode = grid;
- }
- }
- }
- }
-
- if (minDistance > this.gridSpacing * 2) {
- return null;
- }
-
- return nearestNode;
- }
-
- // 尝试将方块放置到指定的网格节点
- tryPlaceBlockToSpecificGrid(block: Node, targetGrid: Node): boolean {
- let b1Node = block;
- if (block.name !== 'B1') {
- b1Node = block.getChildByName('B1');
- if (!b1Node) {
- return false;
- }
- }
-
- if (!this.canPlaceBlockAt(block, targetGrid)) {
- return false;
- }
-
- const gridCenterWorldPos = this.gridContainer.getComponent(UITransform).convertToWorldSpaceAR(targetGrid.position);
- const targetWorldPos = gridCenterWorldPos.clone();
-
- const b1LocalPos = b1Node.position.clone();
-
- let rootTargetWorldPos;
- if (b1Node === block) {
- rootTargetWorldPos = targetWorldPos.clone();
- } else {
- rootTargetWorldPos = new Vec3(
- targetWorldPos.x - b1LocalPos.x,
- targetWorldPos.y - b1LocalPos.y,
- targetWorldPos.z
- );
- }
-
- const rootTargetLocalPos = block.parent.getComponent(UITransform).convertToNodeSpaceAR(rootTargetWorldPos);
-
- block.position = rootTargetLocalPos;
- this.markOccupiedPositions(block, targetGrid);
-
- // 当方块从kuang区域拖到网格时,恢复植物图标的正常缩放
- const weaponNode = block.getChildByName('Weapon');
- if (weaponNode) {
- weaponNode.setScale(1.0, 1.0, 1.0);
- console.log(`[BlockManager] 方块 ${block.name} 放置到网格,植物图标缩放恢复为正常大小`);
- }
-
- return true;
- }
-
- // 检查方块是否可以放置在指定位置
- canPlaceBlockAt(block: Node, targetGrid: Node): boolean {
-
- if (!this.gridInitialized) {
- console.log(`[BlockManager] 网格未初始化`);
- return false;
- }
-
- const targetRowCol = this.getGridRowCol(targetGrid);
- if (!targetRowCol) {
- console.log(`[BlockManager] 无法获取目标网格的行列信息`);
- return false;
- }
-
- const parts = this.getBlockParts(block);
-
- for (let i = 0; i < parts.length; i++) {
- const part = parts[i];
- const row = targetRowCol.row - part.y;
- const col = targetRowCol.col + part.x;
-
-
- if (row < 0 || row >= this.GRID_ROWS || col < 0 || col >= this.GRID_COLS) {
- console.log(`[BlockManager] 部件${i} 超出网格边界: row=${row}, col=${col}, 网格大小=${this.GRID_ROWS}x${this.GRID_COLS}`);
- return false;
- }
-
- if (this.gridOccupationMap[row][col] === 1) {
- console.log(`[BlockManager] 部件${i} 位置已被占用: row=${row}, col=${col}`);
- return false;
- }
- }
-
- return true;
- }
-
- // 获取网格行列索引
- getGridRowCol(gridNode: Node): { row: number, col: number } | null {
- if (!gridNode || !gridNode.name.startsWith('Grid_')) return null;
-
- const parts = gridNode.name.split('_');
- if (parts.length === 3) {
- const row = parseInt(parts[1]);
- const col = parseInt(parts[2]);
-
- if (row >= 0 && row < this.GRID_ROWS && col >= 0 && col < this.GRID_COLS) {
- return { row, col };
- }
- }
-
- return null;
- }
-
- // 获取指定行列的网格世界坐标(用于调试绘制)
- public getGridWorldPosition(row: number, col: number): Vec3 | null {
- if (!this.gridInitialized || !this.gridNodes[row] || !this.gridNodes[row][col]) {
- return null;
- }
-
- const gridNode = this.gridNodes[row][col];
- return this.gridContainer.getComponent(UITransform).convertToWorldSpaceAR(gridNode.position);
- }
-
- // 获取方块的所有部分节点及其相对坐标
- getBlockParts(block: Node): { node: Node, x: number, y: number }[] {
- const parts: { node: Node, x: number, y: number }[] = [];
-
- // 检查根节点是否有B1子节点,如果有,则B1是实际的形状根节点
- const b1Node = block.getChildByName('B1');
- if (b1Node) {
- // B1节点作为(0,0)位置
- parts.push({ node: b1Node, x: 0, y: 0 });
- this.findBlockParts(b1Node, parts, 0, 0);
- } else {
- // 没有B1节点,使用根节点
- parts.push({ node: block, x: 0, y: 0 });
- this.findBlockParts(block, parts, 0, 0);
- }
-
- return parts;
- }
-
- // 递归查找方块的所有部分
- findBlockParts(node: Node, result: { node: Node, x: number, y: number }[], parentX: number, parentY: number) {
- for (let i = 0; i < node.children.length; i++) {
- const child = node.children[i];
-
- if (this.NON_BLOCK_NODES.indexOf(child.name) !== -1) {
- continue;
- }
-
- let x = parentX;
- let y = parentY;
-
- const match = child.name.match(/^\((-?\d+),(-?\d+)\)$/);
- if (match) {
- x = parseInt(match[1]);
- y = parseInt(match[2]);
- result.push({ node: child, x, y });
- } else if (child.name.startsWith('B')) {
- const relativeX = Math.round(child.position.x / this.gridSpacing);
- const relativeY = -Math.round(child.position.y / this.gridSpacing);
-
- x = parentX + relativeX;
- y = parentY + relativeY;
-
- result.push({ node: child, x, y });
- }
-
- this.findBlockParts(child, result, x, y);
- }
- }
-
- // 标记方块占用的格子
- public markOccupiedPositions(block: Node, targetGrid: Node) {
- if (!this.gridInitialized) return;
-
- const targetRowCol = this.getGridRowCol(targetGrid);
- if (!targetRowCol) return;
-
- const parts = this.getBlockParts(block);
-
- block['occupiedGrids'] = [];
-
- for (const part of parts) {
- const row = targetRowCol.row - part.y;
- const col = targetRowCol.col + part.x;
-
- if (row >= 0 && row < this.GRID_ROWS && col >= 0 && col < this.GRID_COLS) {
- this.gridOccupationMap[row][col] = 1;
-
- block['occupiedGrids'] = block['occupiedGrids'] || [];
- block['occupiedGrids'].push({ row, col });
- }
- }
- }
-
- // 清除方块
- clearBlocks() {
- console.log('[BlockManager] clearBlocks开始,当前方块总数:', this.blocks.length);
- const blocksToRemove = [];
-
- for (const block of this.blocks) {
- if (block.isValid) {
- const location = this.blockLocations.get(block);
- if (location === 'kuang') {
- blocksToRemove.push(block);
- }
- }
- }
-
- console.log('[BlockManager] 找到需要清理的kuang区域方块数量:', blocksToRemove.length);
-
- for (const block of blocksToRemove) {
- const dbNode = block['dbNode'];
- if (dbNode && dbNode.isValid) {
- block.off(Node.EventType.TRANSFORM_CHANGED);
-
- const kuangNode = this.kuangContainer;
- if (kuangNode) {
- const dbName = dbNode.name;
- if (!kuangNode.getChildByName(dbName)) {
- dbNode.parent = kuangNode;
- }
- }
- }
-
- const index = this.blocks.indexOf(block);
- if (index !== -1) {
- this.blocks.splice(index, 1);
- }
-
- this.originalPositions.delete(block);
- this.blockLocations.delete(block);
- this.blockPriceMap.delete(block);
- // 清理武器配置映射
- this.blockWeaponConfigs.delete(block);
-
- console.log('[BlockManager] 销毁kuang区域方块:', block.name);
- block.destroy();
- }
-
- console.log('[BlockManager] clearBlocks完成,剩余方块总数:', this.blocks.length);
- }
-
- // 游戏开始时调用
- onGameStart() {
- this.gameStarted = true;
-
- for (const block of this.blocks) {
- if (block.isValid) {
- const location = this.blockLocations.get(block);
-
- if (location === 'grid') {
- this.hidePriceLabel(block);
-
- const dbNode = block['dbNode'];
- if (dbNode) {
- dbNode.active = false;
- }
-
- this.moveBlockToPlacedBlocks(block);
- this.addLockedVisualHint(block);
-
- // 游戏开始后放置的方块移除标签,不能再放回kuang
- BlockTag.removeTag(block);
- }
- }
- }
- }
-
- // 游戏重置时调用
- onGameReset() {
- console.log('[BlockManager] 游戏重置,清理所有状态');
- console.log('[BlockManager] 重置前方块总数:', this.blocks.length);
-
- this.gameStarted = false;
- this.clearAllCooldowns();
-
- // 清理已放置的方块
- console.log('[BlockManager] 开始清理已放置的方块');
- this.clearPlacedBlocks();
-
- // 重置网格占用状态
- console.log('[BlockManager] 开始重置网格占用状态');
- this.resetGridOccupation();
-
- // 清理kuang区域的方块
- console.log('[BlockManager] 开始清理kuang区域的方块');
- this.clearBlocks();
-
- // 清理所有方块标签
- console.log('[BlockManager] 开始清理所有方块标签');
- BlockTag.clearAllTags();
-
- console.log('[BlockManager] 清理后方块总数:', this.blocks.length);
-
- console.log('[BlockManager] 游戏重置完成 - 方块生成将由StartGame流程处理');
- }
-
- // 清理已放置的方块
- private clearPlacedBlocks() {
- if (!this.placedBlocksContainer || !this.placedBlocksContainer.isValid) {
- console.log('[BlockManager] PlacedBlocks容器无效,跳过清理');
- return;
- }
-
- console.log(`[BlockManager] 清理已放置方块,当前数量: ${this.placedBlocksContainer.children.length}`);
-
- // 清理PlacedBlocks容器中的所有方块
- const placedBlocks = [...this.placedBlocksContainer.children];
- let clearedCount = 0;
-
- for (const block of placedBlocks) {
- if (block && block.isValid) {
- // 从blocks数组中移除
- const index = this.blocks.indexOf(block);
- if (index !== -1) {
- this.blocks.splice(index, 1);
- }
-
- // 清理相关映射
- this.originalPositions.delete(block);
- this.blockLocations.delete(block);
- this.blockPriceMap.delete(block);
- this.blockWeaponConfigs.delete(block);
-
- console.log('[BlockManager] 销毁已放置方块:', block.name);
- // 销毁方块
- block.destroy();
- clearedCount++;
- }
- }
-
- console.log(`[BlockManager] 已清理 ${clearedCount} 个已放置方块`);
- }
-
- // 重置网格占用状态
- public resetGridOccupation() {
- console.log('[BlockManager] 重置网格占用状态');
-
- // 重新初始化网格占用地图
- this.gridOccupationMap = [];
- for (let row = 0; row < this.GRID_ROWS; row++) {
- this.gridOccupationMap[row] = [];
- for (let col = 0; col < this.GRID_COLS; col++) {
- this.gridOccupationMap[row][col] = 0;
- }
- }
- // 清理临时存储的占用状态
- this.tempRemovedOccupiedGrids = [];
- }
-
- // 添加视觉提示,表明方块已锁定
- addLockedVisualHint(block: Node) {
- const children = block.children;
- for (let i = 0; i < children.length; i++) {
- const child = children[i];
- if (this.NON_BLOCK_NODES.indexOf(child.name) !== -1) {
- continue;
- }
-
- child.setScale(new Vec3(0.95, 0.95, 1));
- }
-
- }
-
- // 将方块移动到PlacedBlocks节点下
- moveBlockToPlacedBlocks(block: Node) {
- if (!this.placedBlocksContainer) {
- console.error('PlacedBlocks容器未设置');
- return;
- }
-
- if (!this.placedBlocksContainer.isValid) {
- console.error('PlacedBlocks容器已失效');
- return;
- }
-
- const worldPosition = new Vec3();
- block.getWorldPosition(worldPosition);
-
- // 移除旧的触摸事件监听器
- block.off(Node.EventType.TOUCH_START);
- block.off(Node.EventType.TOUCH_MOVE);
- block.off(Node.EventType.TOUCH_END);
- block.off(Node.EventType.TOUCH_CANCEL);
-
- block.removeFromParent();
- this.placedBlocksContainer.addChild(block);
- block.setWorldPosition(worldPosition);
-
- // 通过事件机制重新设置拖拽事件
- const eventBus = EventBus.getInstance();
- eventBus.emit(GameEvents.SETUP_BLOCK_DRAG_EVENTS, [block]);
- console.log(`[BlockManager] 为移动到PlacedBlocks的方块 ${block.name} 重新设置拖拽事件`);
- }
-
- // 根据武器配置选择合适的预制体
- private selectPrefabForWeapon(weaponConfig: WeaponConfig): Prefab | null {
- if (this.blockPrefabs.length === 0) {
- return null;
- }
-
- // 获取所有可用的方块形状配置
- console.log('[BlockManager] 尝试获取方块形状配置...');
-
- let blockShapes = null;
-
- // 优先使用预加载的配置
- if (this.isWeaponsConfigPreloaded && this.preloadedWeaponsConfig) {
- blockShapes = this.preloadedWeaponsConfig.blockSizes;
- console.log('[BlockManager] 使用预加载的方块形状配置');
- } else {
- // 回退到ConfigManager
- blockShapes = this.configManager.getBlockShapes();
- console.log('[BlockManager] 使用ConfigManager的方块形状配置');
- }
-
- if (!blockShapes || blockShapes.length === 0) {
- console.warn('[BlockManager] 未找到匹配的形状配置,使用默认形状I');
- const randomIndex = Math.floor(Math.random() * this.blockPrefabs.length);
- return this.blockPrefabs[randomIndex];
- }
-
- console.log(`[BlockManager] ✅ 成功获取${blockShapes.length}个方块形状配置`);
-
- // 随机选择一个方块形状
- const randomShapeIndex = Math.floor(Math.random() * blockShapes.length);
- const targetShape = blockShapes[randomShapeIndex];
-
- // 寻找与目标形状匹配的预制体
- const matchingPrefab = this.findMatchingPrefab(targetShape);
- if (matchingPrefab) {
- console.log(`为武器 ${weaponConfig.name} 选择了匹配的预制体,形状: ${targetShape.name}`);
- return matchingPrefab;
- }
-
- // 如果没有找到匹配的预制体,使用随机预制体
- console.warn(`没有找到匹配形状 ${targetShape.name} 的预制体,使用随机预制体`);
- const randomIndex = Math.floor(Math.random() * this.blockPrefabs.length);
- return this.blockPrefabs[randomIndex];
- }
-
- // 根据稀有度设置方块价格
- private setBlockPriceByRarity(priceNode: Node, rarity: string) {
- const label = priceNode.getComponent(Label);
- if (!label) {
- return;
- }
-
- let basePrice: number;
- switch (rarity) {
- case 'common':
- basePrice = 10;
- break;
- case 'uncommon':
- basePrice = 20;
- break;
- case 'rare':
- basePrice = 50;
- break;
- case 'epic':
- basePrice = 100;
- break;
- case 'legendary':
- basePrice = 150;
- break;
- default:
- basePrice = 200;
- }
-
- // 应用便宜技能效果
- const skillManager = SkillManager.getInstance();
- let finalPrice = basePrice;
- if (skillManager) {
- const cheaperSkillLevel = skillManager.getSkillLevel('cheaper_units');
- finalPrice = Math.ceil(SkillManager.calculateCheaperUnitsPrice(basePrice, cheaperSkillLevel));
- }
-
- label.string = finalPrice.toString();
- }
- // 根据武器配置和方块形状设置价格
- private setBlockPriceByWeaponConfig(block: Node, priceNode: Node) {
- const label = priceNode.getComponent(Label);
- if (!label) {
- return;
- }
- // 获取方块的武器配置
- const weaponConfig = this.getBlockWeaponConfig(block);
- if (!weaponConfig) {
- // 如果没有武器配置,使用原有的稀有度定价方式
- this.setBlockPriceByRarity(priceNode, 'common');
- return;
- }
- // 获取方块形状
- const shapeId = this.getBlockShape(block);
- if (!shapeId) {
- // 如果无法获取形状,使用基础价格
- this.setBlockPriceByRarity(priceNode, weaponConfig.rarity || 'common');
- return;
- }
- // 从武器配置中获取局内金币花费配置
- const inGameCostConfig = weaponConfig.inGameCostConfig;
- if (!inGameCostConfig) {
- // 如果没有局内金币配置,使用原有的稀有度定价方式
- this.setBlockPriceByRarity(priceNode, weaponConfig.rarity || 'common');
- return;
- }
- // 根据形状获取价格
- let basePrice = inGameCostConfig.shapeCosts[shapeId];
- if (basePrice === undefined) {
- // 如果没有找到对应形状的价格,使用基础价格
- basePrice = inGameCostConfig.baseCost * this.getBlockGridCount(block);
- }
- // 应用便宜技能效果
- const skillManager = SkillManager.getInstance();
- let finalPrice = basePrice;
- if (skillManager) {
- const cheaperSkillLevel = skillManager.getSkillLevel('cheaper_units');
- finalPrice = Math.ceil(SkillManager.calculateCheaperUnitsPrice(basePrice, cheaperSkillLevel));
- }
- label.string = finalPrice.toString();
- }
- // 计算方块占用的格子数量
- private getBlockGridCount(block: Node): number {
- const parts = this.getBlockParts(block);
- return parts.length;
- }
-
- // 设置方块的武器外观
- private setupBlockWeaponVisual(block: Node, weaponConfig: WeaponConfig) {
- // 确保方块节点上也有 weaponConfig 属性
- block['weaponConfig'] = weaponConfig;
-
- // 设置方块的稀有度颜色
- this.setBlockRarityColor(block, weaponConfig.rarity || 'common');
-
- // 加载武器图标
- this.loadWeaponIcon(block, weaponConfig);
- }
-
- // 设置方块稀有度颜色
- private setBlockRarityColor(block: Node, rarity: string) {
- this.applyBlockRarityColor(block, rarity);
- }
-
- // 公共方法:应用方块稀有度颜色(供外部调用)
- public applyBlockRarityColor(block: Node, rarity: string) {
- // Add null safety check for block
- if (!block || !block.isValid) {
- return;
- }
-
- const sprite = block.getComponent(Sprite);
- if (!sprite || !sprite.isValid) {
- return;
- }
-
- // 根据稀有度设置颜色
- let color: Color;
- switch (rarity) {
- case 'common':
- color = new Color(255, 255, 255); // 白色
- break;
- case 'uncommon':
- color = new Color(0, 255, 0); // 绿色
- break;
- case 'rare':
- color = new Color(0, 100, 255); // 蓝色
- break;
- case 'epic':
- color = new Color(160, 32, 240); // 紫色
- break;
- case 'legendary':
- color = new Color(255, 165, 0); // 橙色
- break;
- default:
- color = new Color(255, 255, 255); // 默认白色
- }
-
- sprite.color = color;
- console.log(`[BlockManager] 设置方块稀有度颜色: ${rarity}`, color);
- }
-
-
- // 加载武器图标
- private loadWeaponIcon(block: Node, weaponConfig: WeaponConfig) {
- // 根据预制体结构:WeaponBlock -> B1 -> Weapon
- const b1Node = block.getChildByName('B1');
- if (!b1Node) {
- console.warn('找不到B1节点');
- return;
- }
-
- const weaponNode = b1Node.getChildByName('Weapon');
- if (!weaponNode) {
- console.warn('找不到Weapon节点');
- return;
- }
-
- const weaponSprite = weaponNode.getComponent(Sprite);
- if (!weaponSprite) {
- console.warn('Weapon节点上没有Sprite组件');
- return;
- }
-
- // 获取武器配置中的图片路径
- const spriteConfig = weaponConfig.visualConfig?.weaponSprites;
- if (!spriteConfig) {
- console.warn(`武器 ${weaponConfig.name} 没有配置图片信息`);
- return;
- }
-
- // 获取方块的形状ID
- const blockShapeId = this.getBlockShape(block);
-
- // 根据方块形状选择合适的图片路径
- let spritePath = null;
- if (blockShapeId && spriteConfig[blockShapeId]) {
- spritePath = spriteConfig[blockShapeId];
- } else {
- // 如果没有找到对应形状的图片,使用备用顺序
- spritePath = spriteConfig['I'] || spriteConfig['H-I'] || spriteConfig['L'] || spriteConfig['S'] || spriteConfig['D-T'];
- }
- if (!spritePath) {
- console.warn(`武器 ${weaponConfig.name} 没有可用的图片路径`);
- return;
- }
-
- // 正确的SpriteFrame子资源路径
- const spriteFramePath = `${spritePath}/spriteFrame`;
-
- // 加载SpriteFrame子资源
- resources.load(spriteFramePath, SpriteFrame, (err, spriteFrame) => {
- if (err) {
- console.warn(`加载武器图片失败: ${spriteFramePath}`, err);
- return;
- }
-
- // Add comprehensive null safety checks before setting spriteFrame
- if (weaponSprite && weaponSprite.isValid &&
- weaponNode && weaponNode.isValid &&
- block && block.isValid &&
- spriteFrame && spriteFrame.isValid) {
- weaponSprite.spriteFrame = spriteFrame;
-
- // 检查方块是否在kuang区域,如果是则缩放植物图标至0.45倍
- const blockLocation = this.blockLocations.get(block);
- if (blockLocation === 'kuang') {
- weaponNode.setScale(0.45, 0.45, 1);
- console.log(`[BlockManager] 设置kuang区域植物图标缩放: 0.45倍`);
- }
-
- // 应用武器图标的位置偏移和旋转
- this.rotateWeaponIconByShape(weaponNode, blockShapeId, weaponConfig.id);
- }
- });
- }
-
- // 武器类型和方块形状组合的位置偏移配置(相对于方块中心的偏移量)
- private readonly WEAPON_SHAPE_POSITION_OFFSETS: { [weaponId: string]: { [shapeId: string]: { x: number, y: number } } } = {
- 'pea_shooter': {
- 'I': { x: 4, y: -3 }, // 毛豆射手竖条形状,轻微向下偏移
- 'H-I': { x: 0, y: 5 }, // 毛豆射手横条形状,居中
- 'L': { x: 1, y: -10 }, // 毛豆射手L型,轻微向左下偏移
- 'S': { x: 5, y: -1 }, // 毛豆射手S型,轻微向右下偏移
- 'D-T': { x: 4, y: -1 } // 毛豆射手倒T型,轻微向下偏移
- },
- 'sharp_carrot': {
- 'I': { x: 0, y: -1 }, // 尖胡萝卜竖条形状,轻微向下偏移
- 'H-I': { x: 0, y: 0 }, // 尖胡萝卜横条形状,居中
- 'L': { x: -1, y: -7 }, // 尖胡萝卜L型,轻微向左下偏移
- 'S': { x: 1, y: -1 }, // 尖胡萝卜S型,轻微向右下偏移
- 'D-T': { x: 0, y: -1 } // 尖胡萝卜倒T型,轻微向下偏移
- },
- 'saw_grass': {
- 'I': { x: 0, y: -1 }, // 锯齿草竖条形状,轻微向下偏移
- 'H-I': { x: 0, y: 0 }, // 锯齿草横条形状,居中
- 'L': { x: -1, y: -1 }, // 锯齿草L型,轻微向左下偏移
- 'S': { x: 1, y: -1 }, // 锯齿草S型,轻微向右下偏移
- 'D-T': { x: 0, y: -5 } // 锯齿草倒T型,轻微向下偏移
- },
- 'watermelon_bomb': {
- 'I': { x: 0, y: -1 }, // 西瓜炸弹竖条形状,轻微向下偏移
- 'H-I': { x: 0, y: 0 }, // 西瓜炸弹横条形状,居中
- 'L': { x: -1, y: -1 }, // 西瓜炸弹L型,轻微向左下偏移
- 'S': { x: 1, y: -1 }, // 西瓜炸弹S型,轻微向右下偏移
- 'D-T': { x: 0, y: -7 } // 西瓜炸弹倒T型,轻微向下偏移
- },
- 'boomerang_plant': {
- 'I': { x: 0, y: -1 }, // 回旋镖植物竖条形状,轻微向下偏移
- 'H-I': { x: 0, y: 0 }, // 回旋镖植物横条形状,居中
- 'L': { x: -1, y: -8 }, // 回旋镖植物L型,轻微向左下偏移
- 'S': { x: 1, y: -1 }, // 回旋镖植物S型,轻微向右下偏移
- 'D-T': { x: -10, y: -13 } // 回旋镖植物倒T型,轻微向下偏移
- },
- 'hot_pepper': {
- 'I': { x: 0, y: 5 }, // 辣椒竖条形状,轻微向下偏移
- 'H-I': { x: 0, y: 0 }, // 辣椒横条形状,居中
- 'L': { x: -1, y: -1 }, // 辣椒L型,轻微向左下偏移
- 'S': { x: 1, y: -1 }, // 辣椒S型,轻微向右下偏移
- 'D-T': { x: 0, y: 0 } // 辣椒倒T型,轻微向下偏移
- },
- 'cactus_shotgun': {
- 'I': { x: 0, y: -1 }, // 仙人掌霰弹枪竖条形状,轻微向下偏移
- 'H-I': { x: 0, y: 0 }, // 仙人掌霰弹枪横条形状,居中
- 'L': { x: -1, y: -3 }, // 仙人掌霰弹枪L型,轻微向左下偏移
- 'S': { x: 1, y: -1 }, // 仙人掌霰弹枪S型,轻微向右下偏移
- 'D-T': { x: 0, y: -1 } // 仙人掌霰弹枪倒T型,轻微向下偏移
- },
- 'okra_missile': {
- 'I': { x: -4, y:3 }, // 秋葵导弹竖条形状,轻微向下偏移
- 'H-I': { x: 0, y: -3 }, // 秋葵导弹横条形状,居中
- 'L': { x: -1, y: -9 }, // 秋葵导弹L型,轻微向左下偏移
- 'S': { x: -6, y: 0 }, // 秋葵导弹S型,轻微向右下偏移
- 'D-T': { x: -3, y: 3 } // 秋葵导弹倒T型,轻微向下偏移
- },
- 'mace_club': {
- 'I': { x: 0, y: -1 }, // 狼牙棒竖条形状,轻微向下偏移
- 'H-I': { x: 1, y: 0 }, // 狼牙棒横条形状,居中
- 'L': { x: -1, y: -1 }, // 狼牙棒L型,轻微向左下偏移
- 'S': { x: 1, y: -1 }, // 狼牙棒S型,轻微向右下偏移
- 'D-T': { x: 0, y: -5 } // 狼牙棒倒T型,轻微向下偏移
- }
- };
-
- // 默认位置偏移配置(当武器类型未配置时使用)
- private readonly DEFAULT_SHAPE_POSITION_OFFSETS: { [key: string]: { x: number, y: number } } = {
- 'I': { x: 0, y: -1 }, // 竖条形状,轻微向下偏移
- 'H-I': { x: 0, y: 0 }, // 横I型,居中
- 'L': { x: -1, y: -1 }, // L型,轻微向左下偏移
- 'S': { x: 1, y: -1 }, // S型,轻微向右下偏移
- 'D-T': { x: 0, y: -1 } // 倒T型,轻微向下偏移
- };
-
- // 武器类型和方块形状组合的旋转角度配置
- private readonly WEAPON_SHAPE_ROTATION_ANGLES: { [weaponId: string]: { [shapeId: string]: number } } = {
- 'pea_shooter': {
- 'I': 0, // 毛豆射手竖条形状
- 'H-I': 90, // 毛豆射手横条形状
- 'L': 0, // 毛豆射手L型
- 'S': 0, // 毛豆射手S型
- 'D-T': 0 // 毛豆射手倒T型
- },
- 'sharp_carrot': {
- 'I': 0, // 尖胡萝卜竖条形状
- 'H-I': 90, // 尖胡萝卜横条形状,旋转适配水平方向
- 'L': -15, // 尖胡萝卜L型,轻微调整
- 'S': 15, // 尖胡萝卜S型,轻微调整
- 'D-T': 0 // 尖胡萝卜倒T型
- },
- 'saw_grass': {
- 'I': 0, // 锯齿草竖条形状
- 'H-I': 0, // 锯齿草横条形状
- 'L': -45, // 锯齿草L型,更大角度适配锯齿形状
- 'S': 30, // 锯齿草S型,适配锯齿弯曲
- 'D-T': 0 // 锯齿草倒T型
- },
- 'watermelon_bomb': {
- 'I': 0, // 西瓜炸弹竖条形状
- 'H-I': 0, // 西瓜炸弹横条形状,圆形炸弹不需要旋转
- 'L': 0, // 西瓜炸弹L型
- 'S': 0, // 西瓜炸弹S型
- 'D-T': 0 // 西瓜炸弹倒T型
- },
- 'boomerang_plant': {
- 'I': 0, // 回旋镖植物竖条形状
- 'H-I': 90, // 回旋镖植物横条形状,旋转适配飞行方向
- 'L': -30, // 回旋镖植物L型
- 'S': -10, // 回旋镖植物S型,适配回旋轨迹
- 'D-T': -80 // 回旋镖植物倒T型
- },
- 'hot_pepper': {
- 'I': 0, // 辣椒竖条形状
- 'H-I': 90, // 辣椒横条形状
- 'L': 0, // 辣椒L型
- 'S': 0, // 辣椒S型
- 'D-T': 0 // 辣椒倒T型
- },
- 'cactus_shotgun': {
- 'I': 0, // 仙人掌霰弹枪竖条形状
- 'H-I': 90, // 仙人掌霰弹枪横条形状
- 'L': -20, // 仙人掌霰弹枪L型
- 'S': 20, // 仙人掌霰弹枪S型
- 'D-T': 0 // 仙人掌霰弹枪倒T型
- },
- 'okra_missile': {
- 'I': 0, // 秋葵导弹竖条形状
- 'H-I': 90, // 秋葵导弹横条形状,旋转适配发射方向
- 'L': -10, // 秋葵导弹L型
- 'S': 10, // 秋葵导弹S型
- 'D-T': 0 // 秋葵导弹倒T型
- },
- 'mace_club': {
- 'I': -45, // 狼牙棒竖条形状
- 'H-I': 0, // 狼牙棒横条形状
- 'L': -90, // 狼牙棒L型,适配棒状武器
- 'S': -90, // 狼牙棒S型
- 'D-T': 0 // 狼牙棒倒T型
- }
- };
-
- // 默认旋转角度配置(当武器类型未配置时使用)
- private readonly DEFAULT_SHAPE_ROTATION_ANGLES: { [key: string]: number } = {
- 'I': 0, // 竖条形状,保持原始方向
- 'H-I': 90, // 横I型,旋转90度适配水平方向
- 'L': -15, // L型,轻微左倾适配L形状的转角
- 'S': 15, // S型,轻微右倾适配S形状的弯曲
- 'D-T': 0 // 倒T型,保持原始方向
- };
-
- // 根据武器类型和方块形状调整武器图标位置和旋转
- private rotateWeaponIconByShape(weaponNode: Node, shapeId: string | null, weaponId?: string) {
- if (!weaponNode || !shapeId) return;
-
- let rotationAngle = 0;
- let positionOffset = { x: 0, y: 0 };
-
- // 如果提供了武器ID,尝试获取特定武器的配置
- if (weaponId && this.WEAPON_SHAPE_ROTATION_ANGLES[weaponId]) {
- rotationAngle = this.WEAPON_SHAPE_ROTATION_ANGLES[weaponId][shapeId] || 0;
- positionOffset = this.WEAPON_SHAPE_POSITION_OFFSETS[weaponId]?.[shapeId] || { x: 0, y: 0 };
- console.log(`为武器 ${weaponId} 形状 ${shapeId} 设置特定配置: 旋转${rotationAngle}度, 偏移(${positionOffset.x}, ${positionOffset.y})`);
- } else {
- // 使用默认配置
- rotationAngle = this.DEFAULT_SHAPE_ROTATION_ANGLES[shapeId] || 0;
- positionOffset = this.DEFAULT_SHAPE_POSITION_OFFSETS[shapeId] || { x: 0, y: 0 };
- console.log(`为形状 ${shapeId} 设置默认配置: 旋转${rotationAngle}度, 偏移(${positionOffset.x}, ${positionOffset.y})`);
- }
-
- // 应用旋转
- weaponNode.setRotationFromEuler(0, 0, rotationAngle);
-
- // 应用位置偏移
- const currentPos = weaponNode.position;
- weaponNode.setPosition(currentPos.x + positionOffset.x, currentPos.y + positionOffset.y, currentPos.z);
- }
-
- // 设置特定武器和形状的旋转角度
- public setWeaponShapeRotationAngle(weaponId: string, shapeId: string, angle: number) {
- if (!this.WEAPON_SHAPE_ROTATION_ANGLES[weaponId]) {
- this.WEAPON_SHAPE_ROTATION_ANGLES[weaponId] = {};
- }
- this.WEAPON_SHAPE_ROTATION_ANGLES[weaponId][shapeId] = angle;
- console.log(`已更新武器 ${weaponId} 形状 ${shapeId} 的旋转角度为: ${angle}度`);
- }
-
- // 设置默认形状的旋转角度
- public setDefaultShapeRotationAngle(shapeId: string, angle: number) {
- this.DEFAULT_SHAPE_ROTATION_ANGLES[shapeId] = angle;
- console.log(`已更新默认形状 ${shapeId} 的旋转角度为: ${angle}度`);
- }
-
- // 设置特定武器和形状的位置偏移
- public setWeaponShapePositionOffset(weaponId: string, shapeId: string, offset: { x: number, y: number }) {
- if (!this.WEAPON_SHAPE_POSITION_OFFSETS[weaponId]) {
- this.WEAPON_SHAPE_POSITION_OFFSETS[weaponId] = {};
- }
- this.WEAPON_SHAPE_POSITION_OFFSETS[weaponId][shapeId] = offset;
- console.log(`已更新武器 ${weaponId} 形状 ${shapeId} 的位置偏移为: (${offset.x}, ${offset.y})`);
- }
-
- // 设置默认形状的位置偏移
- public setDefaultShapePositionOffset(shapeId: string, offset: { x: number, y: number }) {
- this.DEFAULT_SHAPE_POSITION_OFFSETS[shapeId] = offset;
- console.log(`已更新默认形状 ${shapeId} 的位置偏移为: (${offset.x}, ${offset.y})`);
- }
-
- // 获取特定武器和形状的旋转角度
- public getWeaponShapeRotationAngle(weaponId: string, shapeId: string): number {
- if (this.WEAPON_SHAPE_ROTATION_ANGLES[weaponId]) {
- return this.WEAPON_SHAPE_ROTATION_ANGLES[weaponId][shapeId] || 0;
- }
- return 0;
- }
-
- // 获取默认形状的旋转角度
- public getDefaultShapeRotationAngle(shapeId: string): number {
- return this.DEFAULT_SHAPE_ROTATION_ANGLES[shapeId] || 0;
- }
-
- // 获取特定武器和形状的位置偏移
- public getWeaponShapePositionOffset(weaponId: string, shapeId: string): { x: number, y: number } {
- if (this.WEAPON_SHAPE_POSITION_OFFSETS[weaponId]) {
- return this.WEAPON_SHAPE_POSITION_OFFSETS[weaponId][shapeId] || { x: 0, y: 0 };
- }
- return { x: 0, y: 0 };
- }
-
- // 获取默认形状的位置偏移
- public getDefaultShapePositionOffset(shapeId: string): { x: number, y: number } {
- return this.DEFAULT_SHAPE_POSITION_OFFSETS[shapeId] || { x: 0, y: 0 };
- }
-
- // 同时设置特定武器和形状的位置偏移和旋转角度
- public setWeaponShapeTransform(weaponId: string, shapeId: string, offset: { x: number, y: number }, angle: number) {
- this.setWeaponShapePositionOffset(weaponId, shapeId, offset);
- this.setWeaponShapeRotationAngle(weaponId, shapeId, angle);
- console.log(`已更新武器 ${weaponId} 形状 ${shapeId} 的完整变换: 偏移(${offset.x}, ${offset.y}), 旋转${angle}度`);
- }
-
- // 同时设置默认形状的位置偏移和旋转角度
- public setDefaultShapeTransform(shapeId: string, offset: { x: number, y: number }, angle: number) {
- this.setDefaultShapePositionOffset(shapeId, offset);
- this.setDefaultShapeRotationAngle(shapeId, angle);
- console.log(`已更新默认形状 ${shapeId} 的完整变换: 偏移(${offset.x}, ${offset.y}), 旋转${angle}度`);
- }
-
- // 重新应用所有已放置方块的武器图标位置和旋转
- public refreshAllWeaponIconRotations() {
- // 遍历所有已放置的方块
- if (this.placedBlocksContainer) {
- this.placedBlocksContainer.children.forEach(block => {
- const weaponConfig = this.getBlockWeaponConfig(block);
- if (weaponConfig) {
- const b1Node = block.getChildByName('B1');
- if (b1Node) {
- const weaponNode = b1Node.getChildByName('Weapon');
- if (weaponNode) {
- const shapeId = this.getBlockShape(block);
- this.rotateWeaponIconByShape(weaponNode, shapeId, weaponConfig.id);
- }
- }
- }
- });
- }
-
- // 遍历kuang区域的方块
- this.blocks.forEach(block => {
- const weaponConfig = this.getBlockWeaponConfig(block);
- if (weaponConfig) {
- const b1Node = block.getChildByName('B1');
- if (b1Node) {
- const weaponNode = b1Node.getChildByName('Weapon');
- if (weaponNode) {
- const shapeId = this.getBlockShape(block);
- this.rotateWeaponIconByShape(weaponNode, shapeId, weaponConfig.id);
- }
- }
- }
- });
- }
-
- // 根据方块获取武器配置
- public getBlockWeaponConfig(block: Node): WeaponConfig | null {
- return this.blockWeaponConfigs.get(block) || block['weaponConfig'] || null;
- }
-
- // 获取方块的武器ID
- public getBlockWeaponId(block: Node): string | null {
- const weaponConfig = this.getBlockWeaponConfig(block);
- return weaponConfig ? weaponConfig.id : null;
- }
- // 获取方块的形状
- public getBlockShape(block: Node): string | null {
- const weaponConfig = this.getBlockWeaponConfig(block);
- if (!weaponConfig) return null;
-
- // 从方块结构推断形状
- return this.inferBlockShapeFromStructure(block);
- }
-
- // 获取方块的详细形状信息(包括形状ID和名称)
- public getBlockShapeInfo(block: Node): { id: string, name: string, shape: number[][] } | null {
- const actualShape = this.extractShapeFromBlock(block);
-
- let blockShapes = null;
-
- // 优先使用预加载的配置
- if (this.isWeaponsConfigPreloaded && this.preloadedWeaponsConfig) {
- blockShapes = this.preloadedWeaponsConfig.blockSizes;
- } else {
- // 回退到ConfigManager
- blockShapes = this.configManager.getBlockShapes();
- }
-
- if (!blockShapes) return null;
-
- // 寻找匹配的形状配置
- for (const shapeConfig of blockShapes) {
- if (this.compareShapeMatrices(actualShape, shapeConfig.shape)) {
- return {
- id: shapeConfig.id,
- name: shapeConfig.name,
- shape: shapeConfig.shape
- };
- }
- }
-
- return null;
- }
- // 从方块结构推断形状
- private inferBlockShapeFromStructure(block: Node): string {
- const actualShape = this.extractShapeFromBlock(block);
- console.log('[BlockManager] 提取的方块形状矩阵:', actualShape);
-
- let blockShapes = null;
-
- // 优先使用预加载的配置
- if (this.isWeaponsConfigPreloaded && this.preloadedWeaponsConfig) {
- blockShapes = this.preloadedWeaponsConfig.blockSizes;
- console.log('[BlockManager] 使用预加载的方块形状配置');
- } else {
- // 回退到ConfigManager
- blockShapes = this.configManager.getBlockShapes();
- console.log('[BlockManager] 使用ConfigManager的方块形状配置');
- }
-
- if (!blockShapes || blockShapes.length === 0) {
- console.warn('[BlockManager] 无法获取方块形状配置,使用默认形状I');
- console.warn('[BlockManager] 配置状态 - isConfigLoaded:', this.configManager.isConfigLoaded());
- console.warn('[BlockManager] 配置状态 - weaponsConfig存在:', !!this.configManager['weaponsConfig']);
- console.warn('[BlockManager] 配置状态 - 预加载状态:', this.isWeaponsConfigPreloaded);
- if (this.configManager['weaponsConfig']) {
- console.warn('[BlockManager] 配置状态 - blockSizes存在:', !!this.configManager['weaponsConfig'].blockSizes);
- }
- return 'I';
- }
-
- console.log(`[BlockManager] 开始匹配形状,共有${blockShapes.length}个配置形状`);
-
- // 寻找匹配的形状配置
- for (const shapeConfig of blockShapes) {
- console.log(`[BlockManager] 尝试匹配形状: ${shapeConfig.id} (${shapeConfig.name})`);
- console.log(`[BlockManager] 配置形状矩阵:`, shapeConfig.shape);
-
- if (this.compareShapeMatrices(actualShape, shapeConfig.shape)) {
- console.log(`[BlockManager] ✅ 识别方块形状: ${shapeConfig.id} (${shapeConfig.name})`);
- return shapeConfig.id;
- }
- }
-
- console.warn('[BlockManager] 未找到匹配的形状配置,使用默认形状I');
- return 'I';
- }
-
- // 寻找与目标形状匹配的预制体
- private findMatchingPrefab(targetShape: any): Prefab | null {
- for (const prefab of this.blockPrefabs) {
- if (this.doesPrefabMatchShape(prefab, targetShape)) {
- return prefab;
- }
- }
- return null;
- }
-
- // 检查预制体是否匹配指定形状
- private doesPrefabMatchShape(prefab: Prefab, targetShape: any): boolean {
- // 创建临时实例来检查形状
- const tempBlock = instantiate(prefab);
- const parts = this.getBlockParts(tempBlock);
- const actualShape = this.extractShapeFromBlock(tempBlock);
- tempBlock.destroy();
-
- // 比较形状矩阵
- const matches = this.compareShapeMatrices(actualShape, targetShape.shape);
- return matches;
- }
-
- // 从方块实例中提取形状矩阵
- private extractShapeFromBlock(block: Node): number[][] {
- const parts = this.getBlockParts(block);
-
- // 创建4x4矩阵
- const matrix: number[][] = [];
- for (let i = 0; i < 4; i++) {
- matrix[i] = [0, 0, 0, 0];
- }
-
- // 找到最小坐标作为偏移基准
- let minX = 0, minY = 0;
- for (const part of parts) {
- minX = Math.min(minX, part.x);
- minY = Math.min(minY, part.y);
- }
-
- // 填充矩阵,将坐标标准化到从(0,0)开始
- for (const part of parts) {
- const matrixX = part.x - minX;
- const matrixY = (part.y - minY); // 不需要Y轴翻转,直接使用相对坐标
-
- if (matrixX >= 0 && matrixX < 4 && matrixY >= 0 && matrixY < 4) {
- matrix[matrixY][matrixX] = 1;
- }
- }
-
- // 对矩阵进行上下翻转(交换第0行和第1行)
- const temp = matrix[0];
- matrix[0] = matrix[1];
- matrix[1] = temp;
-
- return matrix;
- }
-
- // 比较两个形状矩阵是否相同
- private compareShapeMatrices(matrix1: number[][], matrix2: number[][]): boolean {
- if (matrix1.length !== matrix2.length) return false;
-
- for (let i = 0; i < matrix1.length; i++) {
- if (matrix1[i].length !== matrix2[i].length) return false;
- for (let j = 0; j < matrix1[i].length; j++) {
- if (matrix1[i][j] !== matrix2[i][j]) return false;
- }
- }
-
- return true;
- }
- // 检查两个方块是否可以合成(相同形状相同种类)
- private canMergeBlocks(block1: Node, block2: Node): boolean {
- // 检查稀有度
- const rarity1 = this.getBlockRarity(block1);
- const rarity2 = this.getBlockRarity(block2);
- if (rarity1 !== rarity2) {
- console.log(`[BlockManager] 稀有度不匹配: ${rarity1} vs ${rarity2}`);
- return false;
- }
-
- // 检查武器ID(种类)
- const weaponId1 = this.getBlockWeaponId(block1);
- const weaponId2 = this.getBlockWeaponId(block2);
- if (weaponId1 !== weaponId2) {
- console.log(`[BlockManager] 武器种类不匹配: ${weaponId1} vs ${weaponId2}`);
- return false;
- }
-
- // 使用精确的形状矩阵比较
- const shape1 = this.extractShapeFromBlock(block1);
- const shape2 = this.extractShapeFromBlock(block2);
- if (!this.compareShapeMatrices(shape1, shape2)) {
- console.log(`[BlockManager] 形状矩阵不匹配`);
- return false;
- }
-
- console.log(`[BlockManager] 方块可以合成: 稀有度=${rarity1}, 种类=${weaponId1}`);
- return true;
- }
-
- // 刷新方块 - 重新生成三个新的武器方块
- public refreshBlocks() {
- // 移除PlacedBlocks容器中所有方块的标签
- if (this.placedBlocksContainer && this.placedBlocksContainer.isValid) {
- BlockTag.removeTagsInContainer(this.placedBlocksContainer);
- }
-
- // 保存已放置方块的占用信息
- const placedBlocksOccupation: { block: Node, occupiedGrids: { row: number, col: number }[] }[] = [];
- if (this.placedBlocksContainer && this.placedBlocksContainer.isValid) {
- for (let i = 0; i < this.placedBlocksContainer.children.length; i++) {
- const block = this.placedBlocksContainer.children[i];
- const occupiedGrids = block['occupiedGrids'];
- if (occupiedGrids && occupiedGrids.length > 0) {
- placedBlocksOccupation.push({
- block: block,
- occupiedGrids: [...occupiedGrids]
- });
- }
- }
- }
-
- // 生成新的方块
- this.generateRandomBlocksInKuang();
-
- }
- // 检查是否有已放置的方块
- public hasPlacedBlocks(): boolean {
- if (!this.placedBlocksContainer || !this.placedBlocksContainer.isValid) {
- console.log('[BlockManager] PlacedBlocks容器无效');
- return false;
- }
-
- const blockCount = this.placedBlocksContainer.children.length;
- console.log(`[BlockManager] 已放置方块数量: ${blockCount}`);
-
- // 检查容器中是否有子节点(方块)
- return blockCount > 0;
- }
- /* =================== 合成逻辑 =================== */
- private readonly rarityOrder: string[] = ['common','uncommon','rare','epic','legendary'];
- /** 检查当前放置的方块能否与相同稀有度的方块合成 */
- public async tryMergeBlock(block: Node) {
- try {
- const rarity = this.getBlockRarity(block);
- if (!rarity) return;
- // 在 placedBlocksContainer 中寻找与之重叠且可以合成的其他方块
- if (!this.placedBlocksContainer) return;
- const blockBB = this.getWorldAABB(block);
- for (const other of this.placedBlocksContainer.children) {
- if (other === block) continue;
-
- // 使用新的合成检查方法
- if (!this.canMergeBlocks(block, other)) continue;
- const otherBB = this.getWorldAABB(other);
- if (this.rectIntersects(blockBB, otherBB)) {
- // 找到合成目标
- await this.performMerge(block, other, rarity);
- break;
- }
- }
- } catch (error) {
- console.error('[BlockManager] tryMergeBlock 发生错误:', error);
- // 合成失败不影响游戏继续,只记录错误
- }
- }
- private async performMerge(target: Node, source: Node, rarity: string) {
- try {
- console.log(`[BlockManager] 开始合成方块: 目标=${target.name}, 源=${source.name}, 稀有度=${rarity}`);
-
- // 隐藏价格标签并处理 db 关联
- this.hidePriceLabel(source);
- const srcDb = source['dbNode'];
- if (srcDb) srcDb.active = false;
- // 销毁被合并方块
- source.destroy();
- // 升级稀有度
- const nextRarity = this.getNextRarity(rarity);
- if (nextRarity) {
- console.log(`[BlockManager] 合成成功,稀有度升级: ${rarity} -> ${nextRarity}`);
-
- // 获取当前武器配置
- const currentConfig = this.blockWeaponConfigs.get(target);
- if (currentConfig) {
- // 保存原始武器名称用于日志输出
- const originalWeaponName = currentConfig.name;
-
- try {
- // 获取当前关卡允许的武器列表
- const levelWeapons = await this.getCurrentLevelWeapons();
-
- // 检查是否应该限制在关卡配置的武器范围内
- if (levelWeapons.length > 0) {
- // 如果当前武器不在关卡配置中,说明是通过合成获得的,应该保持原武器不变,只升级稀有度
- if (!levelWeapons.some(weapon => weapon === originalWeaponName)) {
- console.log(`[BlockManager] 武器 ${originalWeaponName} 不在关卡配置中,保持原武器,只升级稀有度`);
- }
-
- // 无论如何,都只升级稀有度,不改变武器类型
- const upgradedConfig = { ...currentConfig };
- upgradedConfig.rarity = nextRarity;
- this.blockWeaponConfigs.set(target, upgradedConfig);
- // 同时更新方块节点的 weaponConfig 属性,供 BallController 使用
- (target as any)['weaponConfig'] = upgradedConfig;
- console.log(`[BlockManager] 武器配置升级: ${originalWeaponName} 稀有度 ${rarity} -> ${nextRarity}`);
- } else {
- // 如果没有关卡配置限制,正常升级稀有度
- const upgradedConfig = { ...currentConfig };
- upgradedConfig.rarity = nextRarity;
- this.blockWeaponConfigs.set(target, upgradedConfig);
- // 同时更新方块节点的 weaponConfig 属性,供 BallController 使用
- (target as any)['weaponConfig'] = upgradedConfig;
- console.log(`[BlockManager] 武器配置升级: ${originalWeaponName} 稀有度 ${rarity} -> ${nextRarity}`);
- }
- } catch (weaponError) {
- console.error('[BlockManager] 获取关卡武器配置失败:', weaponError);
- // 武器配置获取失败时,仍然升级稀有度
- const upgradedConfig = { ...currentConfig };
- upgradedConfig.rarity = nextRarity;
- this.blockWeaponConfigs.set(target, upgradedConfig);
- // 同时更新方块节点的 weaponConfig 属性,供 BallController 使用
- (target as any)['weaponConfig'] = upgradedConfig;
- console.log(`[BlockManager] 武器配置升级(降级处理): ${originalWeaponName} 稀有度 ${rarity} -> ${nextRarity}`);
- }
- }
-
- // 更新方块颜色
- this.setBlockRarityColor(target, nextRarity);
- }
- // 播放烟雾动画
- const worldPos = new Vec3();
- target.getWorldPosition(worldPos);
- this.spawnMergeSmoke(worldPos);
- // 递归检查是否还能继续合成
- if (nextRarity) {
- await this.tryMergeBlock(target);
- }
-
- console.log(`[BlockManager] 合成完成`);
- } catch (error) {
- console.error('[BlockManager] performMerge 发生错误:', error);
- // 合成失败时重新抛出错误,让上层处理
- throw error;
- }
- }
- private getBlockRarity(block: Node): string | null {
- const cfg = this.blockWeaponConfigs.get(block);
- if (cfg) return cfg.rarity;
- // fallback based on sprite color maybe
- return null;
- }
- private getNextRarity(rarity: string): string | null {
- const idx = this.rarityOrder.indexOf(rarity);
- if (idx === -1 || idx >= this.rarityOrder.length - 1) return null;
- return this.rarityOrder[idx + 1];
- }
- private getWorldAABB(node: Node): Rect {
- const ui = node.getComponent(UITransform);
- if (!ui) return new Rect();
- const pos = node.worldPosition;
- const width = ui.width;
- const height = ui.height;
- return new Rect(pos.x - width/2, pos.y - height/2, width, height);
- }
- private rectIntersects(a: Rect, b: Rect): boolean {
- return a.x < b.x + b.width &&
- a.x + a.width > b.x &&
- a.y < b.y + b.height &&
- a.y + a.height > b.y;
- }
- /** 生成烟雾特效 */
- private spawnMergeSmoke(worldPos: Vec3) {
- const path = 'Animation/WeaponTx/tx0003/tx0003';
- resources.load(path, sp.SkeletonData, (err, sData: sp.SkeletonData) => {
- if (err || !sData) {
- console.warn('加载合成烟雾动画失败', err);
- return;
- }
- const node = new Node('MergeSmoke');
- const skeleton = node.addComponent(sp.Skeleton);
- skeleton.skeletonData = sData;
- skeleton.premultipliedAlpha = false;
- skeleton.setAnimation(0, 'animation', false);
- skeleton.setCompleteListener(() => node.destroy());
- const canvas = find('Canvas');
- if (canvas) canvas.addChild(node);
- node.setWorldPosition(worldPos);
- });
- }
- /** 在放置失败时尝试与现有方块进行合成 */
- public tryMergeOnOverlap(draggedBlock: Node): boolean {
- if (!this.placedBlocksContainer) return false;
- const rarity = this.getBlockRarity(draggedBlock);
- if (!rarity) return false;
- const dragBB = this.getWorldAABB(draggedBlock);
- for (const target of this.placedBlocksContainer.children) {
- if (target === draggedBlock) continue;
-
- // 使用新的合成检查方法
- if (!this.canMergeBlocks(draggedBlock, target)) continue;
- const targetBB = this.getWorldAABB(target);
- if (this.rectIntersects(dragBB, targetBB)) {
- // 执行合并:目标保留,拖拽方块销毁
- this.performMerge(target, draggedBlock, rarity);
- return true;
- }
- }
- return false;
- }
-
- // 调试绘制功能已迁移到GameBlockSelection
-
- // 输出格子占用情况矩阵
- public printGridOccupationMatrix() {
- console.log('[BlockManager] 格子占用情况de矩阵 (6行11列):');
- for (let row = 0; row < this.GRID_ROWS; row++) {
- let rowStr = '';
- for (let col = 0; col < this.GRID_COLS; col++) {
- rowStr += this.gridOccupationMap[row][col] + ' ';
- }
- console.log(`第${row + 1}行: ${rowStr.trim()}`);
- }
- }
-
- // 通过GameBlockSelection刷新方块占用情况
-
- onDestroy() {
- // 调试绘制功能已迁移到GameBlockSelection
-
- // 清理事件监听
- const eventBus = EventBus.getInstance();
- eventBus.off(GameEvents.RESET_BLOCK_MANAGER, this.onResetBlockManagerEvent, this);
- eventBus.off(GameEvents.GENERATE_BLOCKS, this.onGenerateBlocksEvent, this);
- // 移除GAME_START事件清理,因为已不再监听该事件
- // eventBus.off(GameEvents.GAME_START, this.onGameStartEvent, this);
- eventBus.off(GameEvents.WAVE_COMPLETED, this.onWaveCompletedEvent, this);
- }
- }
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