ConfigManager.ts 17 KB

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  1. import { _decorator, resources, JsonAsset } from 'cc';
  2. import { BaseSingleton } from './BaseSingleton';
  3. const { ccclass, property } = _decorator;
  4. // 武器配置接口
  5. export interface WeaponConfig {
  6. id: string;
  7. name: string;
  8. type: string;
  9. rarity: string;
  10. weight: number;
  11. stats: {
  12. damage: number;
  13. fireRate: number;
  14. range: number;
  15. bulletSpeed: number;
  16. penetration: number;
  17. accuracy: number;
  18. explosionRadius?: number;
  19. explosionDamage?: number;
  20. burnDuration?: number;
  21. burnDamage?: number;
  22. returnSpeed?: number;
  23. homingStrength?: number;
  24. };
  25. bulletConfig: {
  26. bulletType: string;
  27. bulletPrefab: string;
  28. hitEffect: string;
  29. trailEffect?: string;
  30. ricochetCount?: number;
  31. ricochetAngle?: number;
  32. explosionDelay?: number;
  33. burnEffect?: string;
  34. arcHeight?: number;
  35. returnDelay?: number;
  36. homingDelay?: number;
  37. };
  38. attackPattern: {
  39. type: string;
  40. projectileCount: number;
  41. spreadAngle: number;
  42. burstCount: number;
  43. burstDelay: number;
  44. };
  45. visualConfig: {
  46. weaponSprites: {
  47. [size: string]: string;
  48. };
  49. muzzleFlash: string;
  50. fireSound: string;
  51. };
  52. }
  53. // 球控制器配置接口
  54. export interface BallControllerConfig {
  55. baseSpeed: number;
  56. maxReflectionRandomness: number;
  57. antiTrapTimeWindow: number;
  58. antiTrapHitThreshold: number;
  59. deflectionAttemptThreshold: number;
  60. antiTrapDeflectionMultiplier: number;
  61. FIRE_COOLDOWN: number;
  62. ballRadius: number;
  63. gravityScale: number;
  64. linearDamping: number;
  65. angularDamping: number;
  66. colliderGroup: number;
  67. colliderTag: number;
  68. friction: number;
  69. restitution: number;
  70. safeDistance: number;
  71. edgeOffset: number;
  72. sensor: boolean;
  73. }
  74. // 敌人配置接口
  75. export interface EnemyConfig {
  76. id: string;
  77. name: string;
  78. type: string;
  79. rarity: string;
  80. weight: number;
  81. health: number;
  82. speed: number;
  83. attack: number;
  84. range: number;
  85. attackSpeed: number;
  86. defense: number;
  87. goldReward: number;
  88. explosionDamage?: number;
  89. explosionRadius?: number;
  90. movement: {
  91. type: string;
  92. pattern: string;
  93. speedVariation: number;
  94. swayAmplitude?: number;
  95. swayFrequency?: number;
  96. };
  97. combat: {
  98. attackType: string;
  99. attackDelay: number;
  100. attackCooldown: number;
  101. weaponType?: string;
  102. projectileType?: string;
  103. projectileSpeed?: number;
  104. canBlock: boolean;
  105. blockChance: number;
  106. };
  107. visualConfig: {
  108. spritePrefab: string;
  109. animations: {
  110. [state: string]: string;
  111. };
  112. scale: number;
  113. flipX: boolean;
  114. weapon?: string;
  115. armor?: string;
  116. prop?: string;
  117. };
  118. audioConfig: {
  119. [sound: string]: string;
  120. };
  121. specialAbilities: string[];
  122. stealthConfig?: {
  123. stealthDuration: number;
  124. stealthCooldown: number;
  125. revealOnAttack: boolean;
  126. visibilityAlpha: number;
  127. };
  128. armorConfig?: {
  129. armorHealth: number;
  130. armorReduction: number;
  131. breakThreshold: number;
  132. };
  133. explosionConfig?: {
  134. explosionDelay: number;
  135. explosionEffect: string;
  136. damageRadius: number;
  137. knockbackForce: number;
  138. };
  139. bossConfig?: {
  140. phases: number;
  141. phaseHealthThreshold: number;
  142. enrageBonus?: {
  143. speed: number;
  144. damage: number;
  145. attackSpeed: number;
  146. };
  147. summonAbility?: {
  148. minionType: string;
  149. summonCount: number;
  150. summonCooldown: number;
  151. };
  152. laserAbility?: {
  153. damage: number;
  154. range: number;
  155. chargeTime: number;
  156. cooldown: number;
  157. };
  158. };
  159. projectileConfig?: {
  160. bulletPrefab: string;
  161. hitEffect: string;
  162. trailEffect?: string;
  163. };
  164. }
  165. @ccclass('ConfigManager')
  166. export class ConfigManager extends BaseSingleton {
  167. // 仅用于类型声明,实例由 BaseSingleton 在运行时动态维护
  168. public static _instance: ConfigManager;
  169. private weaponsConfig: any = null;
  170. private enemiesConfig: any = null;
  171. private configLoaded: boolean = false;
  172. // 武器权重缓存
  173. private weaponWeightedList: WeaponConfig[] = [];
  174. // 敌人权重缓存
  175. private enemyWeightedList: EnemyConfig[] = [];
  176. /**
  177. * BaseSingleton 首次实例化回调
  178. */
  179. protected init() {
  180. console.log('[ConfigManager] 开始初始化配置管理器');
  181. this.loadConfigs();
  182. }
  183. // 加载所有配置文件
  184. private async loadConfigs() {
  185. console.log('[ConfigManager] 开始加载配置文件');
  186. this.configLoaded = false;
  187. try {
  188. // 确保resources bundle已经准备好
  189. await this.ensureResourcesBundle();
  190. // 加载武器配置
  191. console.log('[ConfigManager] 开始加载武器配置');
  192. await this.loadWeaponsConfig();
  193. console.log('[ConfigManager] 武器配置加载完成');
  194. // 加载敌人配置
  195. console.log('[ConfigManager] 开始加载敌人配置');
  196. await this.loadEnemiesConfig();
  197. console.log('[ConfigManager] 敌人配置加载完成');
  198. // 注意:球控制器配置现在通过BallController组件的装饰器直接加载
  199. console.log('[ConfigManager] 球控制器配置通过装饰器加载,跳过ConfigManager加载');
  200. this.configLoaded = true;
  201. console.log('[ConfigManager] ✅ 所有配置文件加载成功,配置管理器初始化完成');
  202. } catch (error) {
  203. console.error('[ConfigManager] ❌ 配置文件加载失败:', error);
  204. this.configLoaded = false;
  205. // 延迟重试加载
  206. console.log('[ConfigManager] 将在3秒后重试加载配置');
  207. setTimeout(() => {
  208. console.log('[ConfigManager] 开始重试加载配置');
  209. this.loadConfigs();
  210. }, 3000);
  211. }
  212. }
  213. // 确保resources bundle已经准备好
  214. private ensureResourcesBundle(): Promise<void> {
  215. return new Promise((resolve) => {
  216. console.log('[ConfigManager] 检查resources bundle状态...');
  217. // 简单延迟确保Cocos Creator资源系统已经初始化
  218. setTimeout(() => {
  219. console.log('[ConfigManager] resources bundle初始化等待完成');
  220. resolve();
  221. }, 1000);
  222. });
  223. }
  224. // 加载武器配置
  225. private loadWeaponsConfig(): Promise<void> {
  226. return new Promise((resolve, reject) => {
  227. console.log('加载武器配置...');
  228. resources.load('data/weapons', JsonAsset, (err, asset) => {
  229. if (err) {
  230. console.error('武器配置文件加载失败:', err);
  231. reject(err);
  232. return;
  233. }
  234. if (!asset || !asset.json) {
  235. console.error('武器配置文件内容为空');
  236. reject(new Error('武器配置文件内容为空'));
  237. return;
  238. }
  239. this.weaponsConfig = asset.json as any;
  240. console.log('✅ 武器配置加载成功');
  241. this.buildWeaponWeightedList();
  242. resolve();
  243. });
  244. });
  245. }
  246. // 加载敌人配置
  247. private loadEnemiesConfig(): Promise<void> {
  248. return new Promise((resolve, reject) => {
  249. console.log('加载敌人配置...');
  250. resources.load('data/enemies', JsonAsset, (err, asset) => {
  251. if (err) {
  252. console.error('敌人配置文件加载失败:', err);
  253. reject(err);
  254. return;
  255. }
  256. if (!asset || !asset.json) {
  257. console.error('敌人配置文件内容为空');
  258. reject(new Error('敌人配置文件内容为空'));
  259. return;
  260. }
  261. this.enemiesConfig = asset.json as any;
  262. console.log('✅ 敌人配置加载成功');
  263. this.buildEnemyWeightedList();
  264. resolve();
  265. });
  266. });
  267. }
  268. // 加载球控制器配置
  269. // 球控制器配置现在通过BallController组件的装饰器直接加载,不再需要在ConfigManager中处理
  270. // 构建武器权重列表
  271. private buildWeaponWeightedList() {
  272. if (!this.weaponsConfig) return;
  273. this.weaponWeightedList = [];
  274. this.weaponsConfig.weapons.forEach(weapon => {
  275. // 根据权重添加多次到列表中
  276. for (let i = 0; i < weapon.weight; i++) {
  277. this.weaponWeightedList.push(weapon);
  278. }
  279. });
  280. console.log('武器权重列表构建完成,总权重:', this.weaponWeightedList.length);
  281. }
  282. // 构建敌人权重列表
  283. private buildEnemyWeightedList() {
  284. if (!this.enemiesConfig) return;
  285. this.enemyWeightedList = [];
  286. this.enemiesConfig.enemies.forEach(enemy => {
  287. // 根据权重添加多次到列表中
  288. for (let i = 0; i < enemy.weight; i++) {
  289. this.enemyWeightedList.push(enemy);
  290. }
  291. });
  292. console.log('敌人权重列表构建完成,总权重:', this.enemyWeightedList.length);
  293. }
  294. // 随机获取武器配置
  295. public getRandomWeapon(rarity?: string): WeaponConfig | null {
  296. if (!this.weaponsConfig || this.weaponWeightedList.length === 0) {
  297. console.warn('武器配置未加载或为空');
  298. return null;
  299. }
  300. if (rarity) {
  301. // 按稀有度筛选
  302. const filteredWeapons = this.weaponsConfig.weapons.filter(weapon => weapon.rarity === rarity);
  303. if (filteredWeapons.length === 0) {
  304. console.warn(`没有找到稀有度为 ${rarity} 的武器`);
  305. return null;
  306. }
  307. const randomIndex = Math.floor(Math.random() * filteredWeapons.length);
  308. return filteredWeapons[randomIndex];
  309. }
  310. // 使用稀有度权重系统进行随机选择
  311. const rarityWeights = this.weaponsConfig.rarityWeights;
  312. if (!rarityWeights) {
  313. console.warn('稀有度权重配置未找到,使用武器权重列表');
  314. const randomIndex = Math.floor(Math.random() * this.weaponWeightedList.length);
  315. return this.weaponWeightedList[randomIndex];
  316. }
  317. // 计算总权重
  318. // 计算总权重(兼容ES5)
  319. const totalWeight = Object.keys(rarityWeights).reduce((sum: number, key: string) => sum + (rarityWeights[key] as number), 0);
  320. const randomValue = Math.random() * totalWeight;
  321. // 根据权重选择稀有度
  322. let currentWeight = 0;
  323. let selectedRarity = 'common';
  324. // 兼容ES5的写法遍历对象
  325. for (let rarity in rarityWeights) {
  326. if (rarityWeights.hasOwnProperty(rarity)) {
  327. const weight = rarityWeights[rarity];
  328. currentWeight += weight as number;
  329. if (randomValue <= currentWeight) {
  330. selectedRarity = rarity;
  331. break;
  332. }
  333. }
  334. // 从选中的稀有度中随机选择武器
  335. const weaponsOfRarity = this.weaponsConfig.weapons.filter(weapon => weapon.rarity === selectedRarity);
  336. if (weaponsOfRarity.length === 0) {
  337. console.warn(`稀有度 ${selectedRarity} 没有可用武器,使用武器权重列表`);
  338. const randomIndex = Math.floor(Math.random() * this.weaponWeightedList.length);
  339. return this.weaponWeightedList[randomIndex];
  340. }
  341. const randomIndex = Math.floor(Math.random() * weaponsOfRarity.length);
  342. const selectedWeapon = weaponsOfRarity[randomIndex];
  343. console.log(`随机选择武器: ${selectedWeapon.name} (${selectedRarity})`);
  344. return selectedWeapon;
  345. }
  346. }
  347. // 随机获取敌人配置
  348. public getRandomEnemy(rarity?: string): EnemyConfig | null {
  349. if (!this.enemiesConfig || this.enemyWeightedList.length === 0) {
  350. console.warn('敌人配置未加载或为空');
  351. return null;
  352. }
  353. if (rarity) {
  354. // 按稀有度筛选
  355. const filteredEnemies = this.enemiesConfig.enemies.filter(enemy => enemy.rarity === rarity);
  356. if (filteredEnemies.length === 0) {
  357. console.warn(`没有找到稀有度为 ${rarity} 的敌人`);
  358. return null;
  359. }
  360. const randomIndex = Math.floor(Math.random() * filteredEnemies.length);
  361. return filteredEnemies[randomIndex];
  362. }
  363. // 从权重列表中随机选择
  364. const randomIndex = Math.floor(Math.random() * this.enemyWeightedList.length);
  365. return this.enemyWeightedList[randomIndex];
  366. }
  367. // 根据ID获取武器配置
  368. public getWeaponById(id: string): WeaponConfig | null {
  369. if (!this.weaponsConfig) return null;
  370. return this.weaponsConfig.weapons.find(weapon => weapon.id === id) || null;
  371. }
  372. // 根据ID获取敌人配置
  373. public getEnemyById(id: string): EnemyConfig | null {
  374. if (!this.enemiesConfig) return null;
  375. return this.enemiesConfig.enemies.find(enemy => enemy.id === id) || null;
  376. }
  377. /**
  378. * 获取敌人名称到ID的映射
  379. */
  380. public getNameToIdMapping(): { [key: string]: string } | null {
  381. if (!this.enemiesConfig) return null;
  382. return this.enemiesConfig.nameToIdMapping || null;
  383. }
  384. // 获取所有武器配置
  385. public getAllWeapons(): WeaponConfig[] {
  386. return this.weaponsConfig?.weapons || [];
  387. }
  388. // 获取所有敌人配置
  389. public getAllEnemies(): EnemyConfig[] {
  390. return this.enemiesConfig?.enemies || [];
  391. }
  392. // 根据稀有度获取武器列表
  393. public getWeaponsByRarity(rarity: string): WeaponConfig[] {
  394. if (!this.weaponsConfig) return [];
  395. return this.weaponsConfig.weapons.filter(weapon => weapon.rarity === rarity);
  396. }
  397. // 根据稀有度获取敌人列表
  398. public getEnemiesByRarity(rarity: string): EnemyConfig[] {
  399. if (!this.enemiesConfig) return [];
  400. return this.enemiesConfig.enemies.filter(enemy => enemy.rarity === rarity);
  401. }
  402. // 获取方块尺寸列表(已更新为形状ID)
  403. public getBlockSizes(): string[] {
  404. if (!this.weaponsConfig || !this.weaponsConfig.blockSizes) {
  405. return ['I', 'H-I', 'L', 'S', 'D-T'];
  406. }
  407. // 从blockSizes配置中提取形状ID
  408. return this.weaponsConfig.blockSizes.map((shape: any) => shape.id);
  409. }
  410. // 获取方块形状配置列表
  411. public getBlockShapes(): any[] {
  412. if (!this.weaponsConfig || !this.weaponsConfig.blockSizes) {
  413. console.warn('武器配置或方块形状配置未加载');
  414. return [];
  415. }
  416. return this.weaponsConfig.blockSizes;
  417. }
  418. // 获取波次进展配置
  419. public getWaveProgression(): any {
  420. return this.enemiesConfig?.waveProgression || {};
  421. }
  422. // 根据波次获取合适的敌人
  423. public getEnemyForWave(waveNumber: number): EnemyConfig | null {
  424. if (!this.enemiesConfig) return null;
  425. const progression = this.enemiesConfig.waveProgression;
  426. let enemyPool: string[] = [];
  427. if (waveNumber <= 5) {
  428. enemyPool = progression.earlyWaves || [];
  429. } else if (waveNumber <= 15) {
  430. enemyPool = [...(progression.earlyWaves || []), ...(progression.midWaves || [])];
  431. } else if (waveNumber <= 25) {
  432. enemyPool = [...(progression.midWaves || []), ...(progression.lateWaves || [])];
  433. } else {
  434. enemyPool = [...(progression.lateWaves || []), ...(progression.bossWaves || [])];
  435. }
  436. if (enemyPool.length === 0) {
  437. return this.getRandomEnemy();
  438. }
  439. const randomId = enemyPool[Math.floor(Math.random() * enemyPool.length)];
  440. return this.getEnemyById(randomId);
  441. }
  442. // 检查配置是否已加载
  443. public isConfigLoaded(): boolean {
  444. return this.configLoaded;
  445. }
  446. // 获取球控制器配置
  447. // getBallControllerConfig方法已移除,球控制器配置现在通过装饰器直接在BallController中加载
  448. }