UpgradeController.ts 42 KB

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  1. import { _decorator, Component, Node, Button, Label, Sprite, SpriteFrame, Texture2D, resources, ScrollView, Layout, Prefab, instantiate, find, UIOpacity, Color } from 'cc';
  2. import { SaveDataManager, WeaponData } from '../../LevelSystem/SaveDataManager';
  3. import EventBus, { GameEvents } from '../../Core/EventBus';
  4. import { UpgradeAni } from './UpgradeAni';
  5. const { ccclass, property } = _decorator;
  6. /**
  7. * 武器配置接口(从weapons.json加载)
  8. */
  9. interface WeaponConfig {
  10. id: string;
  11. name: string;
  12. type: string;
  13. rarity: string;
  14. weight: number;
  15. stats: {
  16. damage: number;
  17. fireRate: number;
  18. range: number;
  19. bulletSpeed: number;
  20. };
  21. visualConfig: {
  22. weaponSprites: {
  23. "I": string;
  24. "H-I": string;
  25. "L": string;
  26. "S": string;
  27. "D-T": string;
  28. };
  29. };
  30. upgradeConfig?: {
  31. maxLevel: number;
  32. levels: {
  33. [level: string]: {
  34. cost: number;
  35. };
  36. };
  37. };
  38. }
  39. /**
  40. * 武器升级系统控制器
  41. * 负责管理武器升级UI和逻辑
  42. */
  43. @ccclass('UpgradeController')
  44. export class UpgradeController extends Component {
  45. // UI节点引用
  46. @property(Node) upgradeUI: Node = null; // Canvas/UpgradeUI
  47. @property(ScrollView) weaponScrollView: ScrollView = null; // Canvas/UpgradeUI/ScrollView
  48. @property(Layout) weaponLayout: Layout = null; // Canvas/UpgradeUI/ScrollView/view/content/Layout
  49. @property(Node) upgradePanel: Node = null; // Canvas/UpgradeUI/UpgradePanel
  50. @property(Button) closePanelBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/CloseBtn
  51. // 升级面板UI组件
  52. @property(Sprite) panelWeaponSprite: Sprite = null; // Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  53. @property(Label) panelLevelLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/LevelLabel
  54. @property(Label) panelCurrentDamage: Label = null; // Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  55. @property(Label) panelCostLabel: Label = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  56. @property(Button) panelUpgradeBtn: Button = null; // Canvas/UpgradeUI/UpgradePanel/UpgradeBtn
  57. // 武器节点预制体
  58. @property(Prefab) lockedWeaponPrefab: Prefab = null; // Lock.prefab
  59. @property(Prefab) unlockedWeaponPrefab: Prefab = null; // Unlock.prefab
  60. // 动画控制器
  61. @property(UpgradeAni) upgradeAni: UpgradeAni = null; // Canvas/UpgradeUI/UpgradePanel上的UpgradeAni组件
  62. // 数据管理
  63. private saveDataManager: SaveDataManager = null;
  64. private weaponsConfig: { weapons: WeaponConfig[] } = null;
  65. private currentSelectedWeapon: string = null;
  66. private levelConfigs: any[] = [];
  67. // 武器节点列表
  68. private weaponNodes: Node[] = [];
  69. onLoad() {
  70. this.saveDataManager = SaveDataManager.getInstance();
  71. this.bindEvents();
  72. }
  73. async start() {
  74. // 先加载武器配置
  75. await this.loadWeaponsConfig();
  76. // 加载关卡配置
  77. await this.loadLevelConfigs();
  78. // 初始化武器数据
  79. this.initializeWeapons();
  80. // 初始化时检查武器解锁状态
  81. this.checkInitialWeaponUnlocks();
  82. // 刷新UI
  83. this.refreshWeaponList();
  84. // 初始化升级面板状态
  85. if (this.upgradeAni) {
  86. this.upgradeAni.hidePanelImmediate();
  87. } else {
  88. this.upgradePanel.active = false;
  89. }
  90. console.log('[UpgradeController] 初始化完成');
  91. }
  92. /**
  93. * 绑定事件
  94. */
  95. private bindEvents() {
  96. // 关闭升级面板
  97. this.closePanelBtn?.node.on(Button.EventType.CLICK, this.closeUpgradePanel, this);
  98. // 升级按钮
  99. this.panelUpgradeBtn?.node.on(Button.EventType.CLICK, this.onUpgradeWeapon, this);
  100. // 监听关卡完成事件,自动解锁武器
  101. EventBus.getInstance().on(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  102. }
  103. /**
  104. * 加载武器配置
  105. */
  106. private async loadWeaponsConfig() {
  107. try {
  108. const jsonAsset = await new Promise<any>((resolve, reject) => {
  109. resources.load('data/weapons', (err, asset) => {
  110. if (err) reject(err);
  111. else resolve(asset);
  112. });
  113. });
  114. this.weaponsConfig = jsonAsset.json;
  115. console.log('[UpgradeController] 武器配置加载成功:', this.weaponsConfig);
  116. } catch (error) {
  117. console.error('[UpgradeController] 加载武器配置失败:', error);
  118. }
  119. }
  120. /**
  121. * 加载关卡配置
  122. */
  123. private async loadLevelConfigs() {
  124. try {
  125. this.levelConfigs = [];
  126. // 加载Level1到Level5的配置
  127. for (let i = 1; i <= 5; i++) {
  128. try {
  129. const levelData = await new Promise<any>((resolve, reject) => {
  130. resources.load(`data/levels/Level${i}`, (err, asset) => {
  131. if (err) reject(err);
  132. else resolve(asset);
  133. });
  134. });
  135. this.levelConfigs.push({
  136. level: i,
  137. ...levelData
  138. });
  139. } catch (error) {
  140. console.warn(`加载Level${i}配置失败:`, error);
  141. }
  142. }
  143. console.log('关卡配置加载成功:', this.levelConfigs);
  144. } catch (error) {
  145. console.error('加载关卡配置失败:', error);
  146. this.levelConfigs = [];
  147. }
  148. }
  149. /**
  150. * 初始化武器数据(确保所有武器都在存档中)
  151. */
  152. private initializeWeapons() {
  153. if (!this.weaponsConfig) return;
  154. // 为每个武器创建初始数据(如果不存在)
  155. this.weaponsConfig.weapons.forEach(weaponConfig => {
  156. const existingWeapon = this.saveDataManager.getWeapon(weaponConfig.id);
  157. if (!existingWeapon) {
  158. this.saveDataManager.addWeapon(weaponConfig.id, weaponConfig.rarity);
  159. }
  160. });
  161. }
  162. /**
  163. * 初始化时检查武器解锁状态
  164. */
  165. private checkInitialWeaponUnlocks() {
  166. if (!this.saveDataManager || !this.weaponsConfig) return;
  167. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  168. console.log(`[UpgradeController] 初始化检查武器解锁状态,当前最大解锁关卡: ${maxUnlockedLevel}`);
  169. let hasUpdates = false;
  170. for (const weaponConfig of this.weaponsConfig.weapons) {
  171. const weaponId = weaponConfig.id;
  172. const weaponData = this.saveDataManager.getWeapon(weaponId);
  173. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  174. // 检查武器是否应该根据关卡进度解锁
  175. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  176. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  177. // 如果武器应该解锁但还未解锁,则自动解锁
  178. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  179. weaponData.level = 1;
  180. // 由于WeaponData类型中没有unlockTime属性,这里先注释掉
  181. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  182. console.log(`[UpgradeController] 初始化时自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  183. hasUpdates = true;
  184. }
  185. }
  186. // 如果有更新,保存数据
  187. if (hasUpdates) {
  188. this.saveDataManager.savePlayerData();
  189. console.log(`[UpgradeController] 初始化武器解锁状态更新完成`);
  190. }
  191. }
  192. /**
  193. * 刷新武器列表UI
  194. */
  195. private refreshWeaponList() {
  196. if (!this.weaponsConfig || !this.weaponLayout) {
  197. console.warn('武器配置或武器布局未初始化');
  198. return;
  199. }
  200. // 清除现有节点
  201. this.clearWeaponNodes();
  202. // 为每个武器创建UI节点
  203. this.weaponsConfig.weapons.forEach((weaponConfig, index) => {
  204. this.createWeaponNode(weaponConfig, index);
  205. });
  206. }
  207. /**
  208. * 切换武器节点状态(从锁定到解锁或反之)
  209. */
  210. private switchWeaponNodeState(weaponId: string) {
  211. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  212. if (!weaponConfig) {
  213. console.warn(`未找到武器配置: ${weaponId}`);
  214. return;
  215. }
  216. // 找到对应的武器节点
  217. const weaponNodeIndex = this.weaponNodes.findIndex(node => node.name === `WeaponNode_${weaponId}`);
  218. if (weaponNodeIndex === -1) {
  219. console.warn(`未找到武器节点: ${weaponId}`);
  220. return;
  221. }
  222. const oldNode = this.weaponNodes[weaponNodeIndex];
  223. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponId);
  224. const weaponData = this.saveDataManager.getWeapon(weaponId);
  225. // 创建新节点
  226. let newNode: Node = null;
  227. if (isUnlocked) {
  228. if (this.unlockedWeaponPrefab) {
  229. newNode = instantiate(this.unlockedWeaponPrefab);
  230. this.setupUnlockedWeaponNode(newNode, weaponConfig, weaponData);
  231. }
  232. } else {
  233. if (this.lockedWeaponPrefab) {
  234. newNode = instantiate(this.lockedWeaponPrefab);
  235. this.setupLockedWeaponNode(newNode, weaponConfig);
  236. }
  237. }
  238. if (newNode) {
  239. newNode.name = `WeaponNode_${weaponId}`;
  240. // 获取旧节点的位置
  241. const siblingIndex = oldNode.getSiblingIndex();
  242. // 移除旧节点
  243. oldNode.removeFromParent();
  244. // 添加新节点到相同位置
  245. this.weaponLayout.node.insertChild(newNode, siblingIndex);
  246. // 更新节点数组
  247. this.weaponNodes[weaponNodeIndex] = newNode;
  248. console.log(`武器 ${weaponId} 状态切换完成: ${isUnlocked ? '解锁' : '锁定'}`);
  249. }
  250. }
  251. /**
  252. * 清除武器节点
  253. */
  254. private clearWeaponNodes() {
  255. this.weaponNodes.forEach(node => {
  256. if (node && node.isValid) {
  257. node.destroy();
  258. }
  259. });
  260. this.weaponNodes = [];
  261. }
  262. /**
  263. * 创建武器节点
  264. */
  265. private createWeaponNode(weaponConfig: WeaponConfig, index: number) {
  266. // 获取武器数据
  267. const weaponData = this.saveDataManager.getWeapon(weaponConfig.id);
  268. const isUnlocked = this.saveDataManager.isWeaponUnlocked(weaponConfig.id);
  269. console.log(`设置武器节点 ${index}: ${weaponConfig.name}, 等级: ${weaponData?.level || 0}, 已解锁: ${isUnlocked}`);
  270. // 根据解锁状态选择合适的预制体
  271. let weaponNode: Node = null;
  272. if (isUnlocked) {
  273. if (this.unlockedWeaponPrefab) {
  274. weaponNode = instantiate(this.unlockedWeaponPrefab);
  275. this.setupUnlockedWeaponNode(weaponNode, weaponConfig, weaponData);
  276. }
  277. } else {
  278. if (this.lockedWeaponPrefab) {
  279. weaponNode = instantiate(this.lockedWeaponPrefab);
  280. this.setupLockedWeaponNode(weaponNode, weaponConfig);
  281. }
  282. }
  283. // 如果没有预制体,记录警告
  284. if (!weaponNode) {
  285. console.warn(`无法创建武器节点 ${weaponConfig.name}: 缺少对应的预制体`);
  286. return;
  287. }
  288. // 设置节点名称
  289. weaponNode.name = `WeaponNode_${weaponConfig.id}`;
  290. // 添加到布局中
  291. this.weaponLayout.node.addChild(weaponNode);
  292. this.weaponNodes.push(weaponNode);
  293. }
  294. /**
  295. * 加载武器图标
  296. */
  297. private loadWeaponSprite(sprite: Sprite, spritePath: string) {
  298. // 参考WeaponBullet.ts的正确加载方式,在路径后添加'/spriteFrame'
  299. const framePath = `${spritePath}/spriteFrame`;
  300. resources.load(framePath, SpriteFrame, (err, spriteFrame) => {
  301. if (!err && spriteFrame && sprite && sprite.isValid) {
  302. sprite.spriteFrame = spriteFrame;
  303. console.log(`武器图标加载成功: ${spritePath}`);
  304. } else if (err) {
  305. console.warn(`加载武器图标失败: ${spritePath}`, err);
  306. }
  307. });
  308. }
  309. /**
  310. * 设置已解锁武器节点(适配Unlock.prefab)
  311. */
  312. private setupUnlockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig, weaponData: any) {
  313. // 获取公共的Sprite节点,避免重复查找
  314. const spriteNode = weaponNode.getChildByName('Sprite');
  315. if (!spriteNode) {
  316. console.warn('未找到Sprite节点:', weaponConfig.id);
  317. return;
  318. }
  319. // 设置武器图标 - 查找专门的武器图标Sprite节点,避免影响背景
  320. const weaponSprite = spriteNode.getChildByName('WeaponSprite')?.getComponent(Sprite);
  321. if (weaponSprite && weaponConfig.visualConfig.weaponSprites) {
  322. const spritePath = weaponConfig.visualConfig.weaponSprites['I'] || weaponConfig.visualConfig.weaponSprites['H-I'] || weaponConfig.visualConfig.weaponSprites['L'] || weaponConfig.visualConfig.weaponSprites['S'] || weaponConfig.visualConfig.weaponSprites['D-T'];
  323. this.loadWeaponSprite(weaponSprite, spritePath);
  324. }
  325. // 设置武器名称 - Unlock.prefab中的Name节点下的Label(只显示武器名称)
  326. const nameLabel = spriteNode.getChildByName('Name')?.getComponent(Label);
  327. if (nameLabel) {
  328. nameLabel.string = weaponConfig.name;
  329. }
  330. // 设置武器等级 - should_hide_in_hierarchy/Unlock/Sprite/Level/Label节点(显示等级)
  331. const levelNode = spriteNode.getChildByName('Level');
  332. console.log(`[PreviewInEditor] 处理武器等级显示: ${weaponConfig.name}, weaponData:`, weaponData);
  333. if (levelNode) {
  334. // 先尝试Level节点本身的Label组件
  335. let levelLabel = levelNode.getComponent(Label);
  336. if (!levelLabel) {
  337. // 如果Level节点本身没有Label,尝试查找子节点Label
  338. const labelNode = levelNode.getChildByName('Label');
  339. if (labelNode) {
  340. levelLabel = labelNode.getComponent(Label);
  341. }
  342. }
  343. if (levelLabel) {
  344. const actualLevel = weaponData ? weaponData.level : 0;
  345. levelLabel.string = `${actualLevel}`;
  346. } else {
  347. console.warn(`[PreviewInEditor] 未找到Level Label组件: ${weaponConfig.name}`);
  348. }
  349. } else {
  350. console.warn(`[PreviewInEditor] 未找到Level节点: ${weaponConfig.name}`);
  351. }
  352. // 设置升级按钮 - Unlock.prefab中的Button节点
  353. const upgradeButton = weaponNode.getChildByName('Upgrade')?.getComponent(Button);
  354. if (upgradeButton) {
  355. // 清除之前的事件监听
  356. upgradeButton.node.off(Button.EventType.CLICK);
  357. // 添加升级事件
  358. upgradeButton.node.on(Button.EventType.CLICK, () => {
  359. this.openUpgradePanel(weaponConfig.id);
  360. }, this);
  361. // 设置按钮文本和状态
  362. const buttonLabel = upgradeButton.node.getChildByName('Label')?.getComponent(Label);
  363. if (buttonLabel) {
  364. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  365. if (weaponData && weaponData.level >= maxLevel) {
  366. buttonLabel.string = '已满级';
  367. } else {
  368. // 只显示"升级",不显示费用,费用在升级面板中显示
  369. buttonLabel.string = '升级';
  370. }
  371. }
  372. }
  373. // Unlock.prefab已经有正常的视觉效果,确保节点激活
  374. weaponNode.active = true;
  375. }
  376. /**
  377. * 设置未解锁武器节点(适配Lock.prefab)
  378. */
  379. private setupLockedWeaponNode(weaponNode: Node, weaponConfig: WeaponConfig) {
  380. // 设置解锁信息文本 - Lock.prefab中的Label节点
  381. const unlockLabel = weaponNode.getChildByName('Label')?.getComponent(Label);
  382. if (unlockLabel) {
  383. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  384. unlockLabel.string = `通关第${unlockLevel}关解锁`;
  385. }
  386. // Lock.prefab已经有合适的视觉效果,不需要额外设置透明度
  387. weaponNode.active = true;
  388. // 锁定武器节点保持可点击状态以显示解锁提示
  389. // 添加点击事件监听(显示解锁提示)
  390. weaponNode.on(Node.EventType.TOUCH_END, () => {
  391. const unlockLevel = this.getWeaponUnlockLevel(weaponConfig.name);
  392. console.log(`${weaponConfig.name} 需要通关第${unlockLevel}关才能解锁`);
  393. }, this);
  394. }
  395. /**
  396. * 打开升级面板
  397. */
  398. private async openUpgradePanel(weaponId: string) {
  399. const weaponConfig = this.weaponsConfig.weapons.find(config => config.id === weaponId);
  400. if (!weaponConfig) {
  401. console.error(`未找到武器配置: ${weaponId}`);
  402. return;
  403. }
  404. const weaponData = this.saveDataManager.getWeapon(weaponId);
  405. if (!weaponData) {
  406. console.error(`未找到武器数据: ${weaponId}`);
  407. return;
  408. }
  409. this.currentSelectedWeapon = weaponId;
  410. console.log(`打开升级面板: ${weaponConfig.name}, 当前等级: ${weaponData.level}`);
  411. // 刷新面板内容
  412. this.refreshUpgradePanel();
  413. // 使用动画显示升级面板
  414. if (this.upgradeAni) {
  415. await this.upgradeAni.showPanel();
  416. } else {
  417. // 如果没有动画组件,直接显示
  418. this.upgradePanel.active = true;
  419. }
  420. }
  421. /**
  422. * 关闭升级面板
  423. */
  424. private async closeUpgradePanel() {
  425. // 使用动画隐藏升级面板
  426. if (this.upgradeAni) {
  427. await this.upgradeAni.hidePanel();
  428. } else {
  429. // 如果没有动画组件,直接隐藏
  430. this.upgradePanel.active = false;
  431. }
  432. this.currentSelectedWeapon = null;
  433. }
  434. /**
  435. * 刷新升级面板
  436. */
  437. private refreshUpgradePanel() {
  438. if (!this.currentSelectedWeapon || !this.weaponsConfig) return;
  439. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  440. const weaponData = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  441. if (!weaponConfig || !weaponData) {
  442. console.error(`刷新升级面板失败: 武器配置或数据不存在 ${this.currentSelectedWeapon}`);
  443. return;
  444. }
  445. console.log(`刷新升级面板: ${weaponConfig.name}, 等级: ${weaponData.level}`);
  446. // 设置武器图标 - Canvas/UpgradeUI/UpgradePanel/WeaponSprite
  447. if (this.panelWeaponSprite && weaponConfig.visualConfig.weaponSprites) {
  448. const spritePath = weaponConfig.visualConfig.weaponSprites['I'] || weaponConfig.visualConfig.weaponSprites['H-I'] || weaponConfig.visualConfig.weaponSprites['L'] || weaponConfig.visualConfig.weaponSprites['S'] || weaponConfig.visualConfig.weaponSprites['D-T'];
  449. this.loadWeaponSprite(this.panelWeaponSprite, spritePath);
  450. }
  451. // 设置武器名称和等级 - Canvas/UpgradeUI/UpgradePanel/LevelLabel
  452. if (this.panelLevelLabel) {
  453. this.panelLevelLabel.string = `${weaponConfig.name} 等级 ${weaponData.level}`;
  454. }
  455. // 计算当前伤害(基础伤害 + 等级加成)- Canvas/UpgradeUI/UpgradePanel/NumberBack/CurrentDamage
  456. const baseDamage = weaponConfig.stats.damage;
  457. const currentDamage = this.calculateWeaponDamage(baseDamage, weaponData.level, this.currentSelectedWeapon);
  458. const nextLevelDamage = this.calculateWeaponDamage(baseDamage, weaponData.level + 1, this.currentSelectedWeapon);
  459. const damageIncrease = nextLevelDamage - currentDamage;
  460. if (this.panelCurrentDamage) {
  461. // 只显示当前伤害数值,不显示增量
  462. this.panelCurrentDamage.string = currentDamage.toString();
  463. }
  464. // 设置升级费用 - Canvas/UpgradeUI/UpgradePanel/UpgradeBtn/CostLabel
  465. // 优先从武器配置的upgradeConfig字段获取升级费用
  466. let upgradeCost = 0;
  467. const maxLevel = weaponConfig.upgradeConfig?.maxLevel || 10;
  468. if (weaponData.level >= maxLevel) {
  469. // 已达到最大等级,显示"已满级"
  470. if (this.panelCostLabel) {
  471. this.panelCostLabel.string = "已满级";
  472. }
  473. } else {
  474. // 从upgradeConfig获取升级费用
  475. if (weaponConfig.upgradeConfig?.levels) {
  476. const levelConfig = weaponConfig.upgradeConfig.levels[weaponData.level.toString()];
  477. if (levelConfig && levelConfig.cost) {
  478. upgradeCost = levelConfig.cost;
  479. } else {
  480. // 如果upgradeConfig中没有对应等级的费用,使用SaveDataManager的计算方法作为后备
  481. upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  482. }
  483. } else {
  484. // 如果没有upgradeConfig,使用SaveDataManager的计算方法
  485. upgradeCost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  486. }
  487. if (this.panelCostLabel) {
  488. this.panelCostLabel.string = upgradeCost.toString();
  489. }
  490. }
  491. // 升级按钮始终保持可点击状态,通过Toast显示各种提示
  492. console.log(`[UpgradeController] 升级按钮保持可交互状态`);
  493. }
  494. /**
  495. * 计算武器伤害
  496. */
  497. private calculateWeaponDamage(baseDamage: number, level: number, weaponId?: string): number {
  498. if (level === 0) return 0; // 未解锁武器伤害为0
  499. // 从武器配置中获取伤害增加值
  500. if (weaponId && this.weaponsConfig && this.weaponsConfig.weapons) {
  501. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  502. // 由于WeaponConfig中没有upgradeConfig属性,直接使用基础伤害计算
  503. if (weaponConfig && weaponConfig.stats && weaponConfig.stats.damage) {
  504. let totalDamageIncrease = 0;
  505. // 累加从1级到当前级别的所有伤害增加
  506. for (let i = 1; i < level; i++) {
  507. // 从武器配置的stats中获取每级伤害增加值
  508. if (this.levelConfigs[i] && this.levelConfigs[i].damageIncrease) {
  509. totalDamageIncrease += this.levelConfigs[i].damageIncrease;
  510. }
  511. }
  512. return baseDamage + totalDamageIncrease;
  513. }
  514. }
  515. // 如果配置不存在,使用默认公式作为后备
  516. return baseDamage + (level - 1);
  517. }
  518. /**
  519. * 根据武器名称查找解锁关卡
  520. */
  521. private getWeaponUnlockLevel(weaponName: string): number {
  522. // 武器名称到解锁关卡的映射
  523. const weaponUnlockMap: { [key: string]: number } = {
  524. "毛豆射手": 1,
  525. "尖胡萝卜": 2,
  526. "锯齿草": 3,
  527. "西瓜炸弹": 4,
  528. "回旋镖盆栽": 5,
  529. "炙热辣椒": 6,
  530. "仙人散弹": 7,
  531. "秋葵导弹": 8,
  532. "狼牙棒": 9
  533. };
  534. return weaponUnlockMap[weaponName] || 1;
  535. }
  536. /**
  537. * 根据武器ID查找解锁关卡
  538. */
  539. private getWeaponUnlockLevelById(weaponId: string): number {
  540. // 武器ID到解锁关卡的映射
  541. const weaponUnlockMap: { [key: string]: number } = {
  542. "pea_shooter": 1,
  543. "sharp_carrot": 2,
  544. "saw_grass": 3,
  545. "watermelon_bomb": 4,
  546. "boomerang_plant": 5,
  547. "hot_pepper": 6,
  548. "cactus_shotgun": 7,
  549. "okra_missile": 8,
  550. "mace_club": 9
  551. };
  552. return weaponUnlockMap[weaponId] || 1;
  553. }
  554. /**
  555. * 升级武器
  556. */
  557. private onUpgradeWeapon() {
  558. console.log(`[UpgradeController] onUpgradeWeapon方法被调用`);
  559. if (!this.currentSelectedWeapon) {
  560. console.log(`[UpgradeController] currentSelectedWeapon为空,退出`);
  561. return;
  562. }
  563. console.log(`[UpgradeController] 开始升级武器: ${this.currentSelectedWeapon}`);
  564. // 检查升级条件并显示相应提示
  565. const weapon = this.saveDataManager.getWeapon(this.currentSelectedWeapon);
  566. console.log(`[UpgradeController] 获取到的武器数据:`, weapon);
  567. if (!weapon) {
  568. console.log(`[UpgradeController] 武器不存在: ${this.currentSelectedWeapon}`);
  569. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器不存在", duration: 2.0 });
  570. return;
  571. }
  572. console.log(`[UpgradeController] 武器等级: ${weapon.level}`);
  573. if (weapon.level === 0) {
  574. console.log(`[UpgradeController] 武器未解锁: ${this.currentSelectedWeapon}`);
  575. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "请先解锁武器", duration: 2.0 });
  576. return;
  577. }
  578. // 检查是否已达到最大等级
  579. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === this.currentSelectedWeapon);
  580. const maxLevel = weaponConfig?.upgradeConfig?.maxLevel || 10;
  581. if (weapon.level >= maxLevel) {
  582. console.log(`[UpgradeController] 武器已达到最大等级: ${this.currentSelectedWeapon}`);
  583. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "武器已达到最大等级", duration: 2.0 });
  584. return;
  585. }
  586. const cost = this.saveDataManager.getWeaponUpgradeCost(this.currentSelectedWeapon);
  587. const playerMoney = this.saveDataManager.getMoney();
  588. console.log(`[UpgradeController] 升级检查 - 武器: ${this.currentSelectedWeapon}, 费用: ${cost}, 当前金币: ${playerMoney}`);
  589. console.log(`[UpgradeController] 费用类型: ${typeof cost}, 金币类型: ${typeof playerMoney}`);
  590. console.log(`[UpgradeController] 条件判断: ${playerMoney} < ${cost} = ${playerMoney < cost}`);
  591. if (playerMoney < cost) {
  592. console.log(`[UpgradeController] 金币不足 - 需要: ${cost}, 当前: ${playerMoney}`);
  593. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: `金币不足,需要${cost}金币`, duration: 2.0 });
  594. return;
  595. }
  596. console.log(`[UpgradeController] 金币充足,继续升级流程`);
  597. // 记录升级前的金币数量
  598. const coinsBeforeUpgrade = this.saveDataManager.getMoney();
  599. console.log(`[UpgradeController] 升级前金币: ${coinsBeforeUpgrade}`);
  600. const success = this.saveDataManager.upgradeWeapon(this.currentSelectedWeapon);
  601. if (success) {
  602. const coinsAfterUpgrade = this.saveDataManager.getMoney();
  603. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级成功`);
  604. console.log(`[UpgradeController] 升级后金币: ${coinsAfterUpgrade}, 消耗: ${coinsBeforeUpgrade - coinsAfterUpgrade}`);
  605. // 播放武器升级成功动画
  606. this.playWeaponUpgradeSuccessAnimation();
  607. // 刷新升级面板
  608. this.refreshUpgradePanel();
  609. // 使用新的状态切换方法更新武器节点
  610. this.switchWeaponNodeState(this.currentSelectedWeapon);
  611. // 保存数据
  612. this.saveDataManager.savePlayerData();
  613. } else {
  614. console.log(`[UpgradeController] 武器 ${this.currentSelectedWeapon} 升级失败`);
  615. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, { message: "升级失败,请重试", duration: 1.0 });
  616. // 升级失败时不更新UI
  617. }
  618. }
  619. /**
  620. * 播放武器升级成功动画
  621. */
  622. private async playWeaponUpgradeSuccessAnimation(): Promise<void> {
  623. if (!this.upgradeAni || !this.panelWeaponSprite) {
  624. console.warn('[UpgradeController] upgradeAni 或 panelWeaponSprite 未设置,跳过升级动画');
  625. return;
  626. }
  627. try {
  628. // 获取武器图标节点
  629. const weaponIconNode = this.panelWeaponSprite.node;
  630. // 播放升级动画
  631. await this.upgradeAni.playWeaponUpgradeAnimation(weaponIconNode);
  632. console.log('[UpgradeController] 武器升级动画播放完成');
  633. } catch (error) {
  634. console.error('[UpgradeController] 播放武器升级动画时出错:', error);
  635. }
  636. }
  637. /**
  638. * 解锁武器
  639. */
  640. public unlockWeapon(weaponId: string): boolean {
  641. const success = this.saveDataManager.unlockWeapon(weaponId);
  642. if (success) {
  643. console.log(`武器 ${weaponId} 解锁成功`);
  644. // 使用新的状态切换方法更新武器节点
  645. this.switchWeaponNodeState(weaponId);
  646. // 保存数据
  647. this.saveDataManager.savePlayerData();
  648. }
  649. return success;
  650. }
  651. /**
  652. * 获取武器当前伤害
  653. */
  654. public getWeaponDamage(weaponId: string): number {
  655. if (!this.weaponsConfig) return 0;
  656. const weaponConfig = this.weaponsConfig.weapons.find(w => w.id === weaponId);
  657. const weaponData = this.saveDataManager.getWeapon(weaponId);
  658. if (!weaponConfig || !weaponData) return 0;
  659. return this.calculateWeaponDamage(weaponConfig.stats.damage, weaponData.level, weaponId);
  660. }
  661. /**
  662. * 刷新UI
  663. */
  664. public refreshUI() {
  665. this.refreshWeaponList();
  666. }
  667. /**
  668. * 处理关卡完成事件,自动解锁相应武器
  669. */
  670. private onLevelComplete() {
  671. if (!this.saveDataManager || !this.weaponsConfig) return;
  672. // 获取当前关卡数据
  673. const currentLevel = this.saveDataManager.getCurrentLevel();
  674. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  675. const playerData = this.saveDataManager.getPlayerData();
  676. console.log(`[UpgradeController] 关卡完成事件触发`);
  677. console.log(`[UpgradeController] 当前关卡: ${currentLevel}, 最大解锁关卡: ${maxUnlockedLevel}`);
  678. console.log(`[UpgradeController] 玩家数据:`, {
  679. coins: playerData?.money || 0,
  680. currentLevel: playerData?.currentLevel || 1,
  681. maxUnlockedLevel: playerData?.maxUnlockedLevel || 1
  682. });
  683. // 遍历所有武器,检查是否有新解锁的武器
  684. let hasNewUnlocks = false;
  685. const newlyUnlockedWeapons: string[] = [];
  686. for (const weaponConfig of this.weaponsConfig.weapons) {
  687. const weaponId = weaponConfig.id;
  688. const weaponData = this.saveDataManager.getWeapon(weaponId);
  689. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  690. // 检查武器是否应该根据关卡进度解锁
  691. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  692. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  693. console.log(`[UpgradeController] 武器检查: ${weaponConfig.name} (${weaponId})`);
  694. console.log(` - 需要关卡: ${requiredLevel}, 当前最大解锁: ${maxUnlockedLevel}`);
  695. console.log(` - 应该解锁: ${shouldBeUnlocked}, 当前已解锁: ${isCurrentlyUnlocked}`);
  696. console.log(` - 武器数据:`, weaponData);
  697. // 如果武器应该解锁但还未解锁,则自动解锁
  698. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  699. // 确保武器数据存在
  700. if (!weaponData) {
  701. this.saveDataManager.addWeapon(weaponId, weaponConfig.rarity);
  702. }
  703. // 自动解锁武器(设置为level 1,免费解锁)
  704. const updatedWeaponData = this.saveDataManager.getWeapon(weaponId);
  705. if (updatedWeaponData) {
  706. updatedWeaponData.level = 1;
  707. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行
  708. // updatedWeaponData.unlockTime = Date.now();
  709. console.log(`[UpgradeController] 自动解锁武器: ${weaponConfig.name} (${weaponId})`);
  710. newlyUnlockedWeapons.push(weaponConfig.name);
  711. hasNewUnlocks = true;
  712. }
  713. }
  714. }
  715. // 如果有新解锁的武器,刷新UI并保存数据
  716. if (hasNewUnlocks) {
  717. this.refreshWeaponList();
  718. this.saveDataManager.savePlayerData();
  719. console.log(`[UpgradeController] 关卡完成后解锁了 ${newlyUnlockedWeapons.length} 个武器:`, newlyUnlockedWeapons);
  720. // 可以在这里添加解锁提示UI
  721. this.showWeaponUnlockNotification(newlyUnlockedWeapons);
  722. } else {
  723. console.log(`[UpgradeController] 关卡完成后没有新武器解锁`);
  724. }
  725. }
  726. /**
  727. * 显示武器解锁通知
  728. */
  729. private showWeaponUnlockNotification(weaponNames: string[]) {
  730. if (weaponNames.length === 0) return;
  731. // 这里可以实现解锁通知UI
  732. // 目前先用console输出
  733. console.log(`🎉 恭喜解锁新武器: ${weaponNames.join(', ')}!`);
  734. // TODO: 实现实际的UI通知
  735. // 可以显示一个弹窗或者顶部通知条
  736. }
  737. /**
  738. * 获取当前关卡数据(用于调试和UI显示)
  739. */
  740. public getCurrentLevelData() {
  741. if (!this.saveDataManager) return null;
  742. return {
  743. currentLevel: this.saveDataManager.getCurrentLevel(),
  744. maxUnlockedLevel: this.saveDataManager.getMaxUnlockedLevel(),
  745. coins: this.saveDataManager.getMoney(),
  746. diamonds: this.saveDataManager.getDiamonds(),
  747. wallLevel: this.saveDataManager.getWallLevel()
  748. };
  749. }
  750. /**
  751. * 手动检查并解锁武器(用于调试或特殊情况)
  752. */
  753. public checkAndUnlockWeapons() {
  754. console.log('[UpgradeController] 手动检查武器解锁状态');
  755. this.onLevelComplete();
  756. }
  757. /**
  758. * 获取所有武器的解锁状态信息(用于调试和UI显示)
  759. */
  760. public getWeaponUnlockStatus() {
  761. if (!this.saveDataManager || !this.weaponsConfig) {
  762. return { error: '数据管理器或武器配置未初始化' };
  763. }
  764. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  765. const weaponStatus = [];
  766. for (const weaponConfig of this.weaponsConfig.weapons) {
  767. const weaponId = weaponConfig.id;
  768. const weaponData = this.saveDataManager.getWeapon(weaponId);
  769. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  770. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  771. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  772. weaponStatus.push({
  773. id: weaponId,
  774. name: weaponConfig.name,
  775. requiredLevel: requiredLevel,
  776. shouldBeUnlocked: shouldBeUnlocked,
  777. isCurrentlyUnlocked: isCurrentlyUnlocked,
  778. currentLevel: weaponData?.level || 0,
  779. // 由于WeaponData类型中没有unlockTime属性,暂时移除该字段
  780. unlocked: weaponData?.level > 0,
  781. needsUpdate: shouldBeUnlocked && !isCurrentlyUnlocked
  782. });
  783. }
  784. return {
  785. maxUnlockedLevel: maxUnlockedLevel,
  786. weapons: weaponStatus,
  787. summary: {
  788. total: weaponStatus.length,
  789. unlocked: weaponStatus.filter(w => w.isCurrentlyUnlocked).length,
  790. shouldBeUnlocked: weaponStatus.filter(w => w.shouldBeUnlocked).length,
  791. needsUpdate: weaponStatus.filter(w => w.needsUpdate).length
  792. }
  793. };
  794. }
  795. /**
  796. * 强制同步所有武器解锁状态(用于修复数据不一致问题)
  797. */
  798. public forceSyncWeaponUnlocks() {
  799. if (!this.saveDataManager || !this.weaponsConfig) {
  800. console.error('[UpgradeController] 无法强制同步:数据管理器或武器配置未初始化');
  801. return false;
  802. }
  803. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  804. let syncCount = 0;
  805. console.log(`[UpgradeController] 开始强制同步武器解锁状态,基于最大解锁关卡: ${maxUnlockedLevel}`);
  806. for (const weaponConfig of this.weaponsConfig.weapons) {
  807. const weaponId = weaponConfig.id;
  808. const weaponData = this.saveDataManager.getWeapon(weaponId);
  809. const requiredLevel = this.getWeaponUnlockLevelById(weaponId);
  810. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  811. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  812. if (shouldBeUnlocked && !isCurrentlyUnlocked && weaponData) {
  813. weaponData.level = 1;
  814. // 由于WeaponData类型中没有unlockTime属性,暂时注释掉这行代码
  815. // weaponData.unlockTime = weaponData.unlockTime || Date.now();
  816. syncCount++;
  817. console.log(`[UpgradeController] 强制解锁武器: ${weaponConfig.name} (${weaponId})`);
  818. }
  819. }
  820. if (syncCount > 0) {
  821. this.saveDataManager.savePlayerData();
  822. this.refreshWeaponList();
  823. console.log(`[UpgradeController] 强制同步完成,解锁了 ${syncCount} 个武器`);
  824. } else {
  825. console.log(`[UpgradeController] 强制同步完成,没有需要更新的武器`);
  826. }
  827. return syncCount > 0;
  828. }
  829. /**
  830. * 诊断武器解锁问题(用于调试)
  831. */
  832. public diagnoseWeaponUnlockIssue() {
  833. console.log('=== 武器解锁问题诊断 ===');
  834. if (!this.saveDataManager) {
  835. console.error('SaveDataManager未初始化');
  836. return;
  837. }
  838. if (!this.weaponsConfig) {
  839. console.error('武器配置未加载');
  840. return;
  841. }
  842. const currentLevel = this.saveDataManager.getCurrentLevel();
  843. const maxUnlockedLevel = this.saveDataManager.getMaxUnlockedLevel();
  844. const playerData = this.saveDataManager.getPlayerData();
  845. console.log(`当前关卡: ${currentLevel}`);
  846. console.log(`最大解锁关卡: ${maxUnlockedLevel}`);
  847. console.log(`金钱: ${playerData?.money || 0}`);
  848. console.log('\n=== 关卡完成状态 ===');
  849. for (let i = 1; i <= 5; i++) {
  850. const progress = this.saveDataManager.getLevelProgress(i);
  851. const isCompleted = this.saveDataManager.isLevelCompleted(i);
  852. console.log(`关卡${i}: 完成=${isCompleted}, 尝试次数=${progress?.attempts || 0}`);
  853. }
  854. console.log('\n=== 武器解锁状态 ===');
  855. const weaponUnlockMap = {
  856. 'pea_shooter': 1,
  857. 'sharp_carrot': 2,
  858. 'saw_grass': 3,
  859. 'watermelon_bomb': 4,
  860. 'boomerang_plant': 5,
  861. 'hot_pepper': 6,
  862. 'cactus_shotgun': 7,
  863. 'okra_missile': 8,
  864. 'mace_club': 9
  865. };
  866. for (const weaponConfig of this.weaponsConfig.weapons) {
  867. const weaponId = weaponConfig.id;
  868. const weaponData = this.saveDataManager.getWeapon(weaponId);
  869. const requiredLevel = weaponUnlockMap[weaponId] || 1;
  870. const shouldBeUnlocked = maxUnlockedLevel >= requiredLevel;
  871. const isCurrentlyUnlocked = weaponData && weaponData.level > 0;
  872. console.log(`${weaponConfig.name} (${weaponId}):`);
  873. console.log(` 需要关卡: ${requiredLevel}`);
  874. console.log(` 应该解锁: ${shouldBeUnlocked}`);
  875. console.log(` 当前状态: ${isCurrentlyUnlocked ? '已解锁' : '未解锁'}`);
  876. console.log(` 武器等级: ${weaponData?.level || 0}`);
  877. if (shouldBeUnlocked && !isCurrentlyUnlocked) {
  878. console.log(` ❌ 问题:应该解锁但未解锁`);
  879. } else if (shouldBeUnlocked && isCurrentlyUnlocked) {
  880. console.log(` ✅ 正常:已正确解锁`);
  881. } else {
  882. console.log(` ⏳ 等待:尚未达到解锁条件`);
  883. }
  884. }
  885. console.log('\n=== 修复建议 ===');
  886. console.log('如果发现武器解锁状态不正确,请运行以下命令:');
  887. console.log('1. 在控制台运行: window.upgradeController.forceSyncWeaponUnlocks()');
  888. console.log('2. 或者刷新页面重新初始化');
  889. // 将实例暴露到全局,方便调试
  890. (window as any).upgradeController = this;
  891. }
  892. /**
  893. * 组件销毁时清理事件监听
  894. */
  895. onDestroy() {
  896. EventBus.getInstance().off(GameEvents.GAME_SUCCESS, this.onLevelComplete, this);
  897. }
  898. }