EnemyInstance.ts 21 KB

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  1. import { _decorator, Component, Node, ProgressBar, Label, Vec3, find, UITransform, Collider2D, Contact2DType, IPhysics2DContact, instantiate, resources, Prefab, JsonAsset, RigidBody2D, ERigidBody2DType } from 'cc';
  2. import { sp } from 'cc';
  3. import { DamageNumberAni } from '../Animations/DamageNumberAni';
  4. import { HPBarAnimation } from '../Animations/HPBarAnimation';
  5. import { EnemyComponent } from './EnemyComponent';
  6. import { EnemyAudio } from '../AudioManager/EnemyAudios';
  7. const { ccclass, property } = _decorator;
  8. // 前向声明EnemyController接口,避免循环引用
  9. interface EnemyControllerType {
  10. gameBounds: {
  11. left: number;
  12. right: number;
  13. top: number;
  14. bottom: number;
  15. };
  16. damageWall: (damage: number) => void;
  17. getComponent: (componentType: any) => any;
  18. }
  19. // 敌人状态枚举
  20. enum EnemyState {
  21. MOVING, // 移动中
  22. ATTACKING, // 攻击中
  23. DEAD // 死亡
  24. }
  25. // 单个敌人实例的组件
  26. @ccclass('EnemyInstance')
  27. export class EnemyInstance extends Component {
  28. // 敌人属性(从配置文件读取)
  29. public health: number = 0;
  30. public maxHealth: number = 0;
  31. public speed: number = 0;
  32. public attackPower: number = 0;
  33. // 敌人配置ID
  34. public enemyId: string = '';
  35. // 敌人配置数据
  36. private enemyConfig: any = null;
  37. // 敌人配置数据库
  38. private static enemyDatabase: any = null;
  39. // === 新增属性 ===
  40. /** 是否从上方生成 */
  41. public spawnFromTop: boolean = true;
  42. /** 目标 Fence 节点(TopFence / BottomFence) */
  43. public targetFence: Node | null = null;
  44. // 移动属性
  45. public movingDirection: number = 1; // 1: 向右, -1: 向左
  46. public targetY: number = 0; // 目标Y位置
  47. public changeDirectionTime: number = 0; // 下次改变方向的时间
  48. // 攻击属性
  49. public attackInterval: number = 0; // 攻击间隔(秒),从配置文件读取
  50. private attackTimer: number = 0;
  51. // 对控制器的引用
  52. public controller: EnemyControllerType = null;
  53. // 敌人当前状态
  54. private state: EnemyState = EnemyState.MOVING;
  55. // 游戏区域中心
  56. private gameAreaCenter: Vec3 = new Vec3();
  57. // 碰撞的墙体
  58. private collidedWall: Node = null;
  59. // 骨骼动画组件
  60. private skeleton: sp.Skeleton | null = null;
  61. // 血条动画组件
  62. private hpBarAnimation: HPBarAnimation | null = null;
  63. // 暂停状态标记
  64. private isPaused: boolean = false;
  65. start() {
  66. // 初始化敌人
  67. this.initializeEnemy();
  68. }
  69. // 静态方法:加载敌人配置数据库
  70. public static async loadEnemyDatabase(): Promise<void> {
  71. if (EnemyInstance.enemyDatabase) return;
  72. return new Promise((resolve, reject) => {
  73. resources.load('data/enemies', JsonAsset, (err, jsonAsset) => {
  74. if (err) {
  75. console.error('[EnemyInstance] 加载敌人配置失败:', err);
  76. reject(err);
  77. return;
  78. }
  79. EnemyInstance.enemyDatabase = jsonAsset.json;
  80. resolve();
  81. });
  82. });
  83. }
  84. // 设置敌人配置
  85. public setEnemyConfig(enemyId: string): void {
  86. this.enemyId = enemyId;
  87. if (!EnemyInstance.enemyDatabase) {
  88. console.error('[EnemyInstance] 敌人配置数据库未加载');
  89. return;
  90. }
  91. // 从数据库中查找敌人配置
  92. // 修复:enemies.json是直接的数组结构,不需要.enemies包装
  93. const enemies = EnemyInstance.enemyDatabase;
  94. this.enemyConfig = enemies.find((enemy: any) => enemy.id === enemyId);
  95. if (!this.enemyConfig) {
  96. console.error(`[EnemyInstance] 未找到敌人配置: ${enemyId}`);
  97. return;
  98. }
  99. // 应用配置到敌人属性
  100. this.applyEnemyConfig();
  101. }
  102. // 应用敌人配置到属性
  103. private applyEnemyConfig(): void {
  104. if (!this.enemyConfig) return;
  105. // 从stats节点读取基础属性
  106. const stats = this.enemyConfig.stats || {};
  107. this.health = stats.health || 30;
  108. this.maxHealth = stats.maxHealth || this.health;
  109. // 从movement节点读取移动速度
  110. const movement = this.enemyConfig.movement || {};
  111. this.speed = movement.speed || 50;
  112. // 从combat节点读取攻击力
  113. const combat = this.enemyConfig.combat || {};
  114. this.attackPower = combat.attackDamage || 10;
  115. // 设置攻击间隔
  116. this.attackInterval = combat.attackCooldown || 2.0;
  117. }
  118. // 获取敌人配置信息
  119. public getEnemyConfig(): any {
  120. return this.enemyConfig;
  121. }
  122. // 获取敌人名称
  123. public getEnemyName(): string {
  124. return this.enemyConfig?.name || '未知敌人';
  125. }
  126. // 获取敌人类型
  127. public getEnemyType(): string {
  128. return this.enemyConfig?.type || 'basic';
  129. }
  130. // 获取敌人稀有度
  131. public getEnemyRarity(): string {
  132. return this.enemyConfig?.rarity || 'common';
  133. }
  134. // 获取金币奖励
  135. public getGoldReward(): number {
  136. return this.enemyConfig?.goldReward || 1;
  137. }
  138. // 初始化敌人
  139. private initializeEnemy() {
  140. // 确保血量正确设置
  141. if (this.maxHealth > 0) {
  142. this.health = this.maxHealth;
  143. }
  144. this.state = EnemyState.MOVING;
  145. // 只有在攻击间隔未设置时才使用默认值
  146. if (this.attackInterval <= 0) {
  147. this.attackInterval = 2.0; // 默认攻击间隔
  148. }
  149. this.attackTimer = 0;
  150. // 初始化血条动画组件
  151. this.initializeHPBarAnimation();
  152. // 获取骨骼动画组件
  153. this.skeleton = this.getComponent(sp.Skeleton);
  154. this.playWalkAnimation();
  155. // 计算游戏区域中心
  156. this.calculateGameAreaCenter();
  157. // 初始化碰撞检测
  158. this.setupCollider();
  159. }
  160. // 设置碰撞器
  161. setupCollider() {
  162. // 检查节点是否有碰撞器
  163. let collider = this.node.getComponent(Collider2D);
  164. if (!collider) {
  165. console.warn(`[EnemyInstance] 敌人节点 ${this.node.name} 没有碰撞器组件`);
  166. return;
  167. }
  168. // 确保有RigidBody2D组件,这对于碰撞检测是必需的
  169. let rigidBody = this.node.getComponent(RigidBody2D);
  170. if (!rigidBody) {
  171. console.log(`[EnemyInstance] 为敌人节点 ${this.node.name} 添加RigidBody2D组件`);
  172. rigidBody = this.node.addComponent(RigidBody2D);
  173. }
  174. // 设置刚体属性
  175. if (rigidBody) {
  176. rigidBody.type = ERigidBody2DType.Dynamic; // 动态刚体
  177. rigidBody.enabledContactListener = true; // 启用碰撞监听
  178. rigidBody.gravityScale = 0; // 不受重力影响
  179. rigidBody.linearDamping = 0; // 无线性阻尼
  180. rigidBody.angularDamping = 0; // 无角阻尼
  181. rigidBody.allowSleep = false; // 不允许休眠
  182. rigidBody.fixedRotation = true; // 固定旋转
  183. }
  184. // 设置碰撞事件监听
  185. collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
  186. console.log(`[EnemyInstance] 敌人 ${this.node.name} 碰撞器设置完成,碰撞器启用: ${collider.enabled}, 刚体启用: ${rigidBody?.enabled}`);
  187. }
  188. // 碰撞开始事件
  189. onBeginContact(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
  190. const nodeName = otherCollider.node.name;
  191. // 如果碰到墙体,停止移动并开始攻击
  192. if (nodeName.includes('Wall') || nodeName.includes('wall') || nodeName.includes('Fence') || nodeName.includes('Jiguang')) {
  193. this.state = EnemyState.ATTACKING;
  194. this.attackTimer = 0; // 立即开始攻击
  195. // 切换攻击动画
  196. this.playAttackAnimation();
  197. }
  198. }
  199. // 获取节点路径
  200. getNodePath(node: Node): string {
  201. let path = node.name;
  202. let current = node;
  203. while (current.parent) {
  204. current = current.parent;
  205. path = current.name + '/' + path;
  206. }
  207. return path;
  208. }
  209. // 计算游戏区域中心
  210. private calculateGameAreaCenter() {
  211. const gameArea = find('Canvas/GameLevelUI/GameArea');
  212. if (gameArea) {
  213. this.gameAreaCenter = gameArea.worldPosition;
  214. }
  215. }
  216. /**
  217. * 初始化血条动画组件
  218. */
  219. private initializeHPBarAnimation() {
  220. const hpBar = this.node.getChildByName('HPBar');
  221. if (hpBar) {
  222. // 查找红色和黄色血条节点
  223. const redBarNode = hpBar.getChildByName('RedBar');
  224. const yellowBarNode = hpBar.getChildByName('YellowBar');
  225. if (redBarNode && yellowBarNode) {
  226. // 添加血条动画组件
  227. this.hpBarAnimation = this.node.addComponent(HPBarAnimation);
  228. if (this.hpBarAnimation) {
  229. // 正确设置红色和黄色血条节点引用
  230. this.hpBarAnimation.redBarNode = redBarNode;
  231. this.hpBarAnimation.yellowBarNode = yellowBarNode;
  232. console.log(`[EnemyInstance] 血条动画组件已初始化`);
  233. }
  234. } else {
  235. console.warn(`[EnemyInstance] HPBar下未找到RedBar或YellowBar节点,RedBar: ${!!redBarNode}, YellowBar: ${!!yellowBarNode}`);
  236. }
  237. } else {
  238. console.warn(`[EnemyInstance] 未找到HPBar节点,无法初始化血条动画`);
  239. }
  240. }
  241. // 更新血量显示
  242. updateHealthDisplay() {
  243. // 确保血量值在有效范围内
  244. this.health = Math.max(0, Math.min(this.maxHealth, this.health));
  245. const healthProgress = this.maxHealth > 0 ? this.health / this.maxHealth : 0;
  246. console.log(`[EnemyInstance] 更新血量显示: ${this.health}/${this.maxHealth} (${(healthProgress * 100).toFixed(1)}%)`);
  247. // 使用血条动画组件更新血条
  248. if (this.hpBarAnimation) {
  249. this.hpBarAnimation.updateProgress(healthProgress);
  250. } else {
  251. // 备用方案:直接更新血条
  252. const hpBar = this.node.getChildByName('HPBar');
  253. if (hpBar) {
  254. const progressBar = hpBar.getComponent(ProgressBar);
  255. if (progressBar) {
  256. progressBar.progress = healthProgress;
  257. }
  258. }
  259. }
  260. // 更新血量数字
  261. const hpLabel = this.node.getChildByName('HPLabel');
  262. if (hpLabel) {
  263. const label = hpLabel.getComponent(Label);
  264. if (label) {
  265. // 显示整数血量值
  266. label.string = Math.ceil(this.health).toString();
  267. }
  268. }
  269. }
  270. // 受到伤害
  271. takeDamage(damage: number, isCritical: boolean = false) {
  272. // 如果已经死亡,不再处理伤害
  273. if (this.state === EnemyState.DEAD) {
  274. return;
  275. }
  276. // 确保伤害值为正数
  277. if (damage <= 0) {
  278. console.warn(`[EnemyInstance] 无效的伤害值: ${damage}`);
  279. return;
  280. }
  281. // 计算新的血量,确保不会低于0
  282. const oldHealth = this.health;
  283. const newHealth = Math.max(0, this.health - damage);
  284. const actualHealthLoss = oldHealth - newHealth; // 实际血量损失
  285. this.health = newHealth;
  286. // 日志显示武器的真实伤害值,而不是血量差值
  287. console.log(`[EnemyInstance] 敌人受到伤害: ${damage} (武器伤害), 实际血量损失: ${actualHealthLoss}, 剩余血量: ${this.health}/${this.maxHealth}`);
  288. // 受击音效已移除
  289. // 显示伤害数字动画(在敌人头顶)- 显示武器的真实伤害
  290. // 优先使用EnemyController节点上的DamageNumberAni组件实例
  291. if (this.controller) {
  292. const damageAni = this.controller.getComponent(DamageNumberAni);
  293. if (damageAni) {
  294. damageAni.showDamageNumber(damage, this.node.worldPosition, isCritical);
  295. } else {
  296. // 如果没有找到组件实例,使用静态方法作为备用
  297. DamageNumberAni.showDamageNumber(damage, this.node.worldPosition, isCritical);
  298. }
  299. } else {
  300. // 如果没有controller引用,使用静态方法
  301. DamageNumberAni.showDamageNumber(damage, this.node.worldPosition, isCritical);
  302. }
  303. // 更新血量显示和动画
  304. this.updateHealthDisplay();
  305. // 如果血量低于等于0,销毁敌人
  306. if (this.health <= 0) {
  307. console.log(`[EnemyInstance] 敌人死亡,开始销毁流程`);
  308. this.state = EnemyState.DEAD;
  309. this.spawnCoin();
  310. // 进入死亡流程,禁用碰撞避免重复命中
  311. const col = this.getComponent(Collider2D);
  312. if (col) col.enabled = false;
  313. this.playDeathAnimationAndDestroy();
  314. }
  315. }
  316. onDestroy() {
  317. console.log(`[EnemyInstance] onDestroy 被调用,准备通知控制器`);
  318. // 通知控制器 & GameManager
  319. if (this.controller && typeof (this.controller as any).notifyEnemyDead === 'function') {
  320. // 检查控制器是否处于清理状态,避免在清理过程中触发游戏事件
  321. const isClearing = (this.controller as any).isClearing;
  322. if (isClearing) {
  323. console.log(`[EnemyInstance] 控制器处于清理状态,跳过死亡通知`);
  324. return;
  325. }
  326. console.log(`[EnemyInstance] 调用 notifyEnemyDead`);
  327. (this.controller as any).notifyEnemyDead(this.node);
  328. } else {
  329. console.warn(`[EnemyInstance] 无法调用 notifyEnemyDead: controller=${!!this.controller}`);
  330. }
  331. }
  332. update(deltaTime: number) {
  333. // 如果敌人被暂停,则不执行任何更新逻辑
  334. if (this.isPaused) {
  335. return;
  336. }
  337. if (this.state === EnemyState.MOVING) {
  338. this.updateMovement(deltaTime);
  339. } else if (this.state === EnemyState.ATTACKING) {
  340. this.updateAttack(deltaTime);
  341. }
  342. // 不再每帧播放攻击动画,避免日志刷屏
  343. }
  344. // 更新移动逻辑
  345. private updateMovement(deltaTime: number) {
  346. // 检查是否接近游戏区域边界
  347. if (this.checkNearGameArea()) {
  348. this.state = EnemyState.ATTACKING;
  349. this.attackTimer = 0;
  350. this.playAttackAnimation();
  351. return;
  352. }
  353. // 继续移动
  354. this.moveTowardsTarget(deltaTime);
  355. }
  356. // 检查是否接近游戏区域
  357. private checkNearGameArea(): boolean {
  358. const currentPos = this.node.worldPosition;
  359. // 获取游戏区域边界
  360. const gameArea = find('Canvas/GameLevelUI/GameArea');
  361. if (!gameArea) return false;
  362. const uiTransform = gameArea.getComponent(UITransform);
  363. if (!uiTransform) return false;
  364. const gameAreaPos = gameArea.worldPosition;
  365. const halfWidth = uiTransform.width / 2;
  366. const halfHeight = uiTransform.height / 2;
  367. const bounds = {
  368. left: gameAreaPos.x - halfWidth,
  369. right: gameAreaPos.x + halfWidth,
  370. top: gameAreaPos.y + halfHeight,
  371. bottom: gameAreaPos.y - halfHeight
  372. };
  373. // 检查是否在游戏区域内或非常接近
  374. const safeDistance = 50; // 安全距离
  375. const isInside = currentPos.x >= bounds.left - safeDistance &&
  376. currentPos.x <= bounds.right + safeDistance &&
  377. currentPos.y >= bounds.bottom - safeDistance &&
  378. currentPos.y <= bounds.top + safeDistance;
  379. if (isInside) {
  380. return true;
  381. }
  382. return false;
  383. }
  384. // 移动到目标位置
  385. private moveTowardsTarget(deltaTime: number) {
  386. // 使用世界坐标进行移动计算,确保不受父节点坐标系影响
  387. const currentWorldPos = this.node.worldPosition.clone();
  388. // 目标世界坐标:优先使用指定的 Fence,其次退化到游戏区域中心
  389. let targetWorldPos: Vec3;
  390. if (this.targetFence && this.targetFence.isValid) {
  391. targetWorldPos = this.targetFence.worldPosition.clone();
  392. } else {
  393. targetWorldPos = this.gameAreaCenter.clone();
  394. }
  395. const dir = targetWorldPos.subtract(currentWorldPos);
  396. if (dir.length() === 0) return;
  397. dir.normalize();
  398. const moveDistance = this.speed * deltaTime;
  399. const newWorldPos = currentWorldPos.add(dir.multiplyScalar(moveDistance));
  400. // 直接设置世界坐标
  401. this.node.setWorldPosition(newWorldPos);
  402. }
  403. // 更新攻击逻辑
  404. private updateAttack(deltaTime: number) {
  405. this.attackTimer -= deltaTime;
  406. if (this.attackTimer <= 0) {
  407. // 执行攻击
  408. this.performAttack();
  409. // 重置攻击计时器
  410. this.attackTimer = this.attackInterval;
  411. }
  412. }
  413. // 执行攻击
  414. private performAttack() {
  415. if (!this.controller) {
  416. return;
  417. }
  418. // 播放攻击音效
  419. EnemyAudio.playAttackSound(this.enemyConfig);
  420. // 对墙体造成伤害
  421. this.controller.damageWall(this.attackPower);
  422. }
  423. // 播放行走动画
  424. private playWalkAnimation() {
  425. if (!this.skeleton) return;
  426. const enemyComp = this.getComponent('EnemyComponent') as any;
  427. const anims = enemyComp?.getAnimations ? enemyComp.getAnimations() : {};
  428. const walkName = anims.walk ?? 'walk';
  429. const idleName = anims.idle ?? 'idle';
  430. if (this.skeleton.findAnimation(walkName)) {
  431. this.skeleton.setAnimation(0, walkName, true);
  432. // 行走音效已移除
  433. } else if (this.skeleton.findAnimation(idleName)) {
  434. this.skeleton.setAnimation(0, idleName, true);
  435. }
  436. }
  437. // 播放攻击动画
  438. private playAttackAnimation() {
  439. if (!this.skeleton) return;
  440. const enemyComp2 = this.getComponent('EnemyComponent') as any;
  441. const anims2 = enemyComp2?.getAnimations ? enemyComp2.getAnimations() : {};
  442. const attackName = anims2.attack ?? 'attack';
  443. // 移除频繁打印
  444. if (this.skeleton.findAnimation(attackName)) {
  445. this.skeleton.setAnimation(0, attackName, true);
  446. }
  447. }
  448. private playDeathAnimationAndDestroy() {
  449. console.log(`[EnemyInstance] 开始播放死亡动画并销毁`);
  450. // 播放死亡音效
  451. EnemyAudio.playDeathSound(this.enemyConfig);
  452. if (this.skeleton) {
  453. const enemyComp = this.getComponent('EnemyComponent') as any;
  454. const anims = enemyComp?.getAnimations ? enemyComp.getAnimations() : {};
  455. const deathName = anims.dead ?? 'dead';
  456. if (this.skeleton.findAnimation(deathName)) {
  457. this.skeleton.setAnimation(0, deathName, false);
  458. // 销毁节点在动画完毕后
  459. this.skeleton.setCompleteListener(() => {
  460. this.node.destroy();
  461. });
  462. return;
  463. }
  464. }
  465. this.node.destroy();
  466. }
  467. private spawnCoin() {
  468. const ctrl = this.controller as any; // EnemyController
  469. if (!ctrl?.coinPrefab) return;
  470. const coin = instantiate(ctrl.coinPrefab);
  471. find('Canvas')!.addChild(coin); // 放到 UI 层
  472. const pos = new Vec3();
  473. this.node.getWorldPosition(pos); // 取死亡敌人的世界坐标
  474. coin.worldPosition = pos; // 金币就在敌人身上出现
  475. }
  476. /**
  477. * 暂停敌人
  478. */
  479. public pause(): void {
  480. this.isPaused = true;
  481. console.log(`[EnemyInstance] 敌人 ${this.getEnemyName()} 已暂停`);
  482. }
  483. /**
  484. * 恢复敌人
  485. */
  486. public resume(): void {
  487. this.isPaused = false;
  488. console.log(`[EnemyInstance] 敌人 ${this.getEnemyName()} 已恢复`);
  489. }
  490. /**
  491. * 检查是否暂停
  492. */
  493. public isPausedState(): boolean {
  494. return this.isPaused;
  495. }
  496. }