MainUIControlller.ts 22 KB

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  1. // MainUIController.ts
  2. import { _decorator, Component, Node, Button, Label, JsonAsset, resources } from 'cc';
  3. import { SaveDataManager } from '../../LevelSystem/SaveDataManager';
  4. import { GameManager, AppState } from '../../LevelSystem/GameManager';
  5. import { GameState } from '../../LevelSystem/IN_game';
  6. import { GameStartMove } from '../../Animations/GameStartMove';
  7. import { TopBarController } from '../TopBarController';
  8. import { MoneyAni } from '../../Animations/MoneyAni';
  9. import EventBus, { GameEvents } from '../../Core/EventBus';
  10. import { Audio } from '../../AudioManager/AudioManager';
  11. import { BundleLoader } from '../../Core/BundleLoader';
  12. import { ResourcePreloader } from '../../Core/ResourcePreloader';
  13. import { NewbieGuideManager } from '../../Core/NewbieGuideManager';
  14. const { ccclass, property } = _decorator;
  15. @ccclass('MainUIController')
  16. export class MainUIController extends Component {
  17. /* 奖励节点 */
  18. @property(Node) rewardMoneyNode: Node = null; // 左钞票奖励
  19. @property(Node) rewardDiamondNode: Node = null; // 右钻石奖励
  20. @property(Label) levelNumberLabel: Label = null; // 第 X 关文本
  21. /* 升级 */
  22. @property(Button) upgradeBtn: Button = null; // 升级按钮
  23. @property(Node) upgradeCostLabel: Node = null; // 消耗钞票数字
  24. @property(Node) upgradeHpLabel: Node = null; // 升级后血量数字
  25. @property(Label) upgradeCurrentHpLabel: Label = null; // 当前血量Label
  26. @property(Label) upgradeNextHpLabel: Label = null; // 升级后血量Label
  27. @property(Label) upgradeInfoLabel: Label = null; // 升级信息Label(显示"升级墙壁"或"已满级")
  28. @property(Node) upgradeArrowNode: Node = null; // 箭头符号节点xxtb
  29. /* 墙体配置 */
  30. // @property(JsonAsset) wallConfigAsset: JsonAsset = null; // 墙体配置JSON资源 - 已改为动态加载
  31. /* 主功能按钮 */
  32. @property(Node) battleBtn: Node = null; // 战斗
  33. // 底栏按钮由 NavBarController 统一管理,这里不再需要引用
  34. @property(Node) topArea: Node = null; // Canvas-001/TopArea
  35. /* UI节点引用 - 替换find查找 */
  36. @property(Node) mainUI: Node = null; // Canvas/MainUI
  37. @property(Node) gameUI: Node = null; // Canvas/GameLevelUI
  38. @property(Node) gameManagerNode: Node = null; // Canvas/GameLevelUI/GameManager
  39. @property(Node) navBarNode: Node = null; // Canvas/NavBar
  40. @property(Node) topBarNode: Node = null; // Canvas/TopBar
  41. @property(Node) cameraNode: Node = null; // Canvas/Camera
  42. /* 奖励动画系统 */
  43. @property(Node) moneyAniNode: Node = null; // MoneyAni节点
  44. private sdm: SaveDataManager = null;
  45. private wallConfig: any = null;
  46. private newbieGuideManager: NewbieGuideManager = null;
  47. async onLoad () {
  48. console.log('[MainUIController] onLoad 开始执行');
  49. this.sdm = SaveDataManager.getInstance();
  50. this.newbieGuideManager = NewbieGuideManager.getInstance();
  51. await this.loadWallConfig();
  52. this.sdm.initialize();
  53. console.log('[MainUIController] SaveDataManager 初始化完成');
  54. this.bindButtons();
  55. this.refreshAll();
  56. // TopArea 默认隐藏,在点击战斗后再显示
  57. if (this.topArea) this.topArea.active = false;
  58. // 预加载当前关卡和下一关的资源
  59. this.preloadLevelResources();
  60. // 检查并启动新手引导(如果是新用户)
  61. this.newbieGuideManager.checkAndStartNewbieGuideOnSceneLoad();
  62. console.log('[MainUIController] onLoad 执行完成');
  63. }
  64. onEnable() {
  65. // 移除旧的主界面bgm播放,改为统一入口
  66. // this.playMainUIBGM();
  67. Audio.updateBGMByTopUI();
  68. // 下一帧再次复判,确保返回主界面时稳定播放 ui bgm
  69. this.scheduleOnce(() => {
  70. Audio.updateBGMByTopUI();
  71. }, 0);
  72. }
  73. onDisable() {
  74. console.log('[MainUIController] MainUI节点隐藏,停止主界面音乐');
  75. // 当MainUI节点隐藏时,停止主界面背景音乐
  76. Audio.stopMusic();
  77. }
  78. /* 绑定按钮事件 */
  79. private bindButtons () {
  80. console.log('[MainUIController] bindButtons 开始执行');
  81. console.log('[MainUIController] upgradeBtn 状态:', this.upgradeBtn ? '已设置' : '未设置');
  82. console.log('[MainUIController] battleBtn 状态:', this.battleBtn ? '已设置' : '未设置');
  83. // 升级按钮绑定 - upgradeBtn是Button类型
  84. if (this.upgradeBtn) {
  85. console.log('[MainUIController] upgradeBtn.node:', this.upgradeBtn.node ? '存在' : '不存在');
  86. this.upgradeBtn.node.on(Button.EventType.CLICK, this.upgradeWallHp, this);
  87. console.log('[MainUIController] 升级按钮事件已绑定');
  88. } else {
  89. console.error('[MainUIController] upgradeBtn未设置,无法绑定升级事件');
  90. }
  91. // 战斗按钮绑定 - battleBtn是Node类型
  92. if (this.battleBtn) {
  93. this.battleBtn.on(Button.EventType.CLICK, this.onBattle, this);
  94. console.log('[MainUIController] 战斗按钮事件已绑定');
  95. } else {
  96. console.error('[MainUIController] battleBtn未设置,无法绑定战斗事件');
  97. }
  98. // 监听新手引导的自动战斗事件
  99. EventBus.getInstance().on('NEWBIE_GUIDE_BATTLE_START', this.onNewbieGuideBattle, this);
  100. console.log('[MainUIController] 新手引导战斗事件已绑定');
  101. console.log('[MainUIController] bindButtons 执行完成');
  102. }
  103. /* ================= 配置加载 ================= */
  104. /**
  105. * 加载墙体配置
  106. */
  107. private async loadWallConfig(): Promise<void> {
  108. try {
  109. const bundleLoader = BundleLoader.getInstance();
  110. const wallData = await bundleLoader.loadDataJson('wall');
  111. if (!wallData) {
  112. console.error('[MainUIController] 墙体配置文件内容为空');
  113. return;
  114. }
  115. this.wallConfig = wallData.json;
  116. console.log('[MainUIController] 墙体配置加载成功:', this.wallConfig);
  117. // 将配置传递给SaveDataManager
  118. this.sdm.setWallConfig(this.wallConfig);
  119. } catch (error) {
  120. console.error('[MainUIController] 加载墙体配置失败:', error);
  121. }
  122. }
  123. /**
  124. * 获取墙体升级费用
  125. */
  126. private getWallUpgradeCost(level: number): number {
  127. if (this.wallConfig && this.wallConfig.wallConfig && this.wallConfig.wallConfig.upgradeCosts) {
  128. const costs = this.wallConfig.wallConfig.upgradeCosts;
  129. return costs[level.toString()] || 0;
  130. }
  131. return 0;
  132. }
  133. /**
  134. * 获取墙体血量
  135. */
  136. private getWallHealthByLevel(level: number): number {
  137. if (this.wallConfig && this.wallConfig.wallConfig && this.wallConfig.wallConfig.healthByLevel) {
  138. const healthByLevel = this.wallConfig.wallConfig.healthByLevel;
  139. return healthByLevel[level.toString()] || 100;
  140. }
  141. return 100;
  142. }
  143. /**
  144. * 获取墙体最大等级
  145. */
  146. private getWallMaxLevel(): number {
  147. if (this.wallConfig && this.wallConfig.wallConfig && this.wallConfig.wallConfig.maxLevel) {
  148. return this.wallConfig.wallConfig.maxLevel;
  149. }
  150. return 5;
  151. }
  152. /* ================= 业务逻辑 ================= */
  153. private upgradeWallHp () {
  154. // 播放UI点击音效
  155. Audio.playUISound('data/弹球音效/level up 2');
  156. console.log('[MainUIController] 升级墙体按钮被点击');
  157. // 检查SaveDataManager是否初始化
  158. if (!this.sdm) {
  159. console.error('[MainUIController] SaveDataManager未初始化');
  160. return;
  161. }
  162. // 打印当前状态用于调试
  163. const currentMoney = this.sdm.getMoney();
  164. const currentWallLevel = this.sdm.getWallLevel();
  165. const upgradeCost = this.getWallUpgradeCost(currentWallLevel);
  166. console.log(`[MainUIController] 当前状态: 钞票=${currentMoney}, 墙体等级=${currentWallLevel}, 升级费用=${upgradeCost}`);
  167. // 检查墙体等级是否已达到最大值
  168. const maxLevel = this.getWallMaxLevel();
  169. if (currentWallLevel >= maxLevel) {
  170. console.log('[MainUIController] 墙体已达到最大等级');
  171. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, {
  172. message: '墙体已达到最大等级',
  173. duration: 2.0
  174. });
  175. return;
  176. }
  177. // 检查钞票是否足够
  178. if (currentMoney < upgradeCost) {
  179. EventBus.getInstance().emit(GameEvents.SHOW_RESOURCE_TOAST, {
  180. message: `钞票不足,需要${upgradeCost}钞票`,
  181. duration: 2.0
  182. });
  183. return;
  184. }
  185. // 执行升级
  186. if (!this.sdm.spendMoney(upgradeCost)) {
  187. console.log('[MainUIController] 扣除钞票失败');
  188. return;
  189. }
  190. if (!this.sdm.upgradeWallLevel()) {
  191. console.log('[MainUIController] 墙体升级失败');
  192. return;
  193. }
  194. console.log('[MainUIController] 墙体升级成功');
  195. // 刷新所有UI显示
  196. this.refreshAll();
  197. // 通过事件系统通知UI更新
  198. EventBus.getInstance().emit(GameEvents.CURRENCY_CHANGED);
  199. // 通知墙体组件更新血量显示
  200. const newLevel = this.sdm.getWallLevel();
  201. const newHealth = this.getWallHealthByLevel(newLevel);
  202. EventBus.getInstance().emit(GameEvents.WALL_HEALTH_CHANGED, {
  203. previousHealth: 0,
  204. currentHealth: newHealth,
  205. maxHealth: newHealth
  206. });
  207. }
  208. private onBattle () {
  209. console.log('[MainUIController] onBattle 被调用');
  210. this.executeBattleFlow();
  211. }
  212. /**
  213. * 新手引导自动触发战斗流程
  214. */
  215. private onNewbieGuideBattle() {
  216. console.log('[MainUIController] 新手引导自动触发战斗流程');
  217. this.executeBattleFlow();
  218. }
  219. /**
  220. * 执行战斗流程的核心逻辑
  221. * 无论是玩家点击战斗按钮还是新手引导自动触发,都使用相同的流程
  222. */
  223. private executeBattleFlow() {
  224. console.log('[MainUIController] 执行战斗流程开始');
  225. // 检查是否在新手引导中
  226. const isNewbieGuide = this.newbieGuideManager?.isNewbieGuideInProgress() || false;
  227. if (isNewbieGuide) {
  228. console.log('[MainUIController] 当前处于新手引导模式');
  229. }
  230. // 停止主界面背景音乐,避免与游戏内音效冲突
  231. Audio.stopMusic();
  232. // 战斗音乐现在由InGameManager控制,不在这里播放
  233. console.log('[MainUIController] 战斗音乐将由InGameManager控制播放');
  234. // 显示 TopArea(拖拽引用),避免使用 find()
  235. if (this.topArea) this.topArea.active = true;
  236. // 若上一关已完成则自动+1
  237. const lvl = this.sdm.getCurrentLevel();
  238. if (this.sdm.isLevelCompleted(lvl)) {
  239. const pd = this.sdm.getPlayerData();
  240. pd.currentLevel = lvl + 1;
  241. this.sdm.savePlayerData();
  242. }
  243. this.refreshLevelNumber();
  244. // 切场景 UI - 使用装饰器引用
  245. if (this.mainUI) this.mainUI.active = false;
  246. if (this.gameUI) this.gameUI.active = true;
  247. // 在下一帧根据当前顶层UI重新判定并更新BGM,避免同帧内两个onEnable竞争导致误判
  248. this.scheduleOnce(() => {
  249. Audio.updateBGMByTopUI();
  250. }, 0);
  251. const gm = this.gameManagerNode?.getComponent(GameManager);
  252. // 设置应用状态为游戏中(会自动隐藏TopBar和NavBar)
  253. gm?.setAppState(AppState.IN_GAME);
  254. // 统一使用StartGame启动游戏流程
  255. const eventBus = EventBus.getInstance();
  256. eventBus.emit(GameEvents.GAME_START);
  257. gm?.loadCurrentLevelConfig();
  258. // 镜头下移动画现在已集成到StartGame流程中的slideUpFromBottom方法里
  259. console.log('[MainUIController] 执行战斗流程完成');
  260. }
  261. /* ================= 刷新 ================= */
  262. private refreshLevelNumber(){
  263. if (this.levelNumberLabel) this.levelNumberLabel.string = `第 ${this.sdm.getCurrentLevel()} 关`;
  264. }
  265. private refreshAll(){
  266. this.refreshLevelNumber();
  267. this.refreshUpgradeInfo();
  268. this.refreshRewardDisplay();
  269. }
  270. /** 刷新奖励显示 - 从JSON配置读取 */
  271. private async refreshRewardDisplay() {
  272. const currentLevel = this.sdm.getCurrentLevel();
  273. try {
  274. // 从SaveDataManager获取关卡奖励配置
  275. const rewards = await this.sdm.getLevelRewardsFromConfig(currentLevel);
  276. if (rewards) {
  277. // 更新钞票奖励显示
  278. if (this.rewardMoneyNode) {
  279. const coinLabel = this.rewardMoneyNode.getComponent(Label) || this.rewardMoneyNode.getComponentInChildren(Label);
  280. if (coinLabel) {
  281. coinLabel.string = rewards.money.toString();
  282. }
  283. }
  284. // 更新钻石奖励显示
  285. if (this.rewardDiamondNode) {
  286. const diamondLabel = this.rewardDiamondNode.getComponent(Label) || this.rewardDiamondNode.getComponentInChildren(Label);
  287. if (diamondLabel) {
  288. diamondLabel.string = rewards.diamonds.toString();
  289. }
  290. }
  291. } else {
  292. console.warn(`无法获取关卡${currentLevel}的奖励配置,使用默认值`);
  293. // 使用默认奖励值
  294. this.setDefaultRewards();
  295. }
  296. } catch (error) {
  297. console.error('刷新奖励显示时出错:', error);
  298. this.setDefaultRewards();
  299. }
  300. }
  301. /** 设置默认奖励值 */
  302. private setDefaultRewards() {
  303. // 钞票奖励默认值
  304. if (this.rewardMoneyNode) {
  305. const coinLabel = this.rewardMoneyNode.getComponent(Label) || this.rewardMoneyNode.getComponentInChildren(Label);
  306. if (coinLabel) {
  307. coinLabel.string = '50';
  308. }
  309. }
  310. // 钻石奖励默认值
  311. if (this.rewardDiamondNode) {
  312. const diamondLabel = this.rewardDiamondNode.getComponent(Label) || this.rewardDiamondNode.getComponentInChildren(Label);
  313. if (diamondLabel) {
  314. diamondLabel.string = '5';
  315. }
  316. }
  317. }
  318. /** 刷新升级信息显示 */
  319. private refreshUpgradeInfo () {
  320. console.log('[MainUIController] refreshUpgradeInfo 开始执行');
  321. const costLbl = this.upgradeCostLabel?.getComponent(Label);
  322. const hpLbl = this.upgradeHpLabel?.getComponent(Label);
  323. const currentLevel = this.sdm.getWallLevel();
  324. const maxLevel = this.getWallMaxLevel();
  325. // 检查是否已达到最大等级
  326. if (currentLevel >= maxLevel) {
  327. // 满级状态:显示"已满级",隐藏当前血量和箭头,只显示满级血量
  328. if (this.upgradeInfoLabel) {
  329. this.upgradeInfoLabel.string = "已满级";
  330. }
  331. // 隐藏当前血量Label和箭头符号
  332. if (this.upgradeCurrentHpLabel) {
  333. this.upgradeCurrentHpLabel.node.active = false;
  334. }
  335. if (this.upgradeArrowNode) {
  336. this.upgradeArrowNode.active = false;
  337. }
  338. // 只显示满级血量
  339. if (this.upgradeNextHpLabel) {
  340. const maxHp = this.getWallHealthByLevel(currentLevel);
  341. this.upgradeNextHpLabel.string = `${maxHp}`;
  342. this.upgradeNextHpLabel.node.active = true;
  343. }
  344. // 隐藏升级费用
  345. if (costLbl) {
  346. costLbl.string = "";
  347. }
  348. console.log(`[MainUIController] 满级状态显示: 等级=${currentLevel}, 血量=${this.getWallHealthByLevel(currentLevel)}`);
  349. } else {
  350. // 非满级状态:正常显示升级信息
  351. if (this.upgradeInfoLabel) {
  352. this.upgradeInfoLabel.string = "升级墙壁";
  353. }
  354. // 显示升级费用
  355. const cost = this.getWallUpgradeCost(currentLevel);
  356. if (costLbl) {
  357. costLbl.string = cost.toString();
  358. console.log(`[MainUIController] 升级费用: ${cost}`);
  359. }
  360. // 显示当前和下一级血量
  361. const currentHp = this.getWallHealthByLevel(currentLevel);
  362. const nextHp = this.getWallHealthByLevel(currentLevel + 1);
  363. // 显示当前血量Label和箭头符号
  364. if (this.upgradeCurrentHpLabel) {
  365. this.upgradeCurrentHpLabel.string = `${currentHp}>>`;
  366. this.upgradeCurrentHpLabel.node.active = true;
  367. }
  368. if (this.upgradeArrowNode) {
  369. this.upgradeArrowNode.active = true;
  370. }
  371. // 显示升级后血量
  372. if (this.upgradeNextHpLabel) {
  373. this.upgradeNextHpLabel.string = `${nextHp}`;
  374. this.upgradeNextHpLabel.node.active = true;
  375. }
  376. console.log(`[MainUIController] 升级信息显示: 当前=${currentHp}, 升级后=${nextHp}, 当前等级: ${currentLevel}`);
  377. }
  378. // 升级按钮始终保持可点击状态,通过Toast显示各种提示
  379. console.log(`[MainUIController] 升级按钮保持可交互状态`);
  380. }
  381. // 供外部(如 GameManager)调用的公共刷新接口
  382. public updateUI (): void {
  383. this.refreshAll();
  384. // 通过事件系统通知UI更新
  385. EventBus.getInstance().emit(GameEvents.CURRENCY_CHANGED);
  386. }
  387. /**
  388. * 游戏失败或成功返回MainUI后的UI状态管理
  389. * 隐藏Canvas-001并显示Canvas/TopBar和Canvas/NavBar
  390. */
  391. public onReturnToMainUI(): void {
  392. console.log('MainUIController.onReturnToMainUI 开始执行');
  393. // 注意:应用状态已在GameManager中设置,这里不需要重复设置
  394. // 隐藏 TopArea (Canvas-001)
  395. if (this.topArea) {
  396. this.topArea.active = false;
  397. console.log('TopArea (Canvas-001) 已隐藏');
  398. }
  399. // 显示主UI
  400. if (this.mainUI) {
  401. this.mainUI.active = true;
  402. console.log('MainUI 已显示');
  403. }
  404. // 隐藏游戏UI
  405. if (this.gameUI) {
  406. this.gameUI.active = false;
  407. console.log('GameUI 已隐藏');
  408. }
  409. // 显示顶部钱币栏 TopBar
  410. if (this.topBarNode) {
  411. this.topBarNode.active = true;
  412. console.log('TopBar 已显示');
  413. }
  414. // 显示底部导航栏 NavBar
  415. if (this.navBarNode) {
  416. this.navBarNode.active = true;
  417. console.log('NavBar 已显示');
  418. }
  419. // 不再在这里播放音乐,由onEnable自动处理
  420. // 为防止同帧竞争导致音乐被stop覆盖,下一帧再执行一次复判
  421. this.scheduleOnce(() => {
  422. Audio.updateBGMByTopUI();
  423. }, 0);
  424. // 刷新UI显示
  425. this.refreshAll();
  426. // 通过事件系统通知UI更新
  427. EventBus.getInstance().emit(GameEvents.CURRENCY_CHANGED);
  428. // 返回主界面时重新预加载资源,确保下次进入游戏时资源已准备就绪
  429. this.preloadLevelResources();
  430. console.log('MainUIController.onReturnToMainUI 执行完成');
  431. }
  432. /**
  433. * 游戏成功返回MainUI并播放奖励动画
  434. */
  435. public onReturnToMainUIWithReward(): void {
  436. console.log('MainUIController.onReturnToMainUIWithReward 开始执行');
  437. // 先执行基本的UI状态管理
  438. this.onReturnToMainUI();
  439. // 延迟播放奖励动画,确保UI已经完全显示
  440. this.scheduleOnce(() => {
  441. this.playRewardAnimation();
  442. }, 0.5);
  443. }
  444. /**
  445. * 播放奖励动画
  446. */
  447. private async playRewardAnimation(): Promise<void> {
  448. console.log('MainUIController.playRewardAnimation 开始播放奖励动画');
  449. const currentLevel = this.sdm.getCurrentLevel();
  450. try {
  451. // 直接获取SaveDataManager中已经计算好的奖励数据
  452. // 注意:不再依赖当前游戏状态判断,因为游戏数据清理可能已经重置了状态
  453. // SaveDataManager.getLastRewards()已经包含了正确的奖励信息(成功或失败奖励)
  454. const rewards = this.sdm.getLastRewards();
  455. console.log('获取已计算的奖励:', rewards);
  456. if (rewards && (rewards.money > 0 || rewards.diamonds > 0)) {
  457. // 使用MoneyAni播放奖励动画
  458. if (this.moneyAniNode) {
  459. const moneyAni = this.moneyAniNode.getComponent(MoneyAni);
  460. if (moneyAni) {
  461. moneyAni.playRewardAnimation(rewards.money, rewards.diamonds, () => {
  462. console.log('奖励动画播放完成');
  463. });
  464. } else {
  465. console.error('MoneyAni组件未找到');
  466. // 使用静态方法作为备选
  467. MoneyAni.playReward(rewards.money, rewards.diamonds);
  468. }
  469. } else {
  470. console.warn('MoneyAni节点未设置,使用静态方法播放动画');
  471. MoneyAni.playReward(rewards.money, rewards.diamonds);
  472. }
  473. } else {
  474. console.log('当前关卡没有奖励或奖励为0,跳过动画播放');
  475. }
  476. } catch (error) {
  477. console.error('播放奖励动画时出错:', error);
  478. // 使用默认奖励
  479. MoneyAni.playReward(25, 2);
  480. }
  481. }
  482. /**
  483. * 播放主界面背景音乐
  484. */
  485. private async playMainUIBGM(): Promise<void> {
  486. // 旧逻辑废弃:直接走统一入口,根据顶层UI播放
  487. // Audio.playMusic('data/弹球音效/ui bgm', true);
  488. Audio.updateBGMByTopUI();
  489. }
  490. /**
  491. * 预加载当前关卡和下一关的资源
  492. * 在MainUI场景加载时提前预加载,避免进入游戏时的资源加载延迟
  493. */
  494. private async preloadLevelResources(): Promise<void> {
  495. console.log('[MainUIController] 开始预加载关卡资源');
  496. try {
  497. const resourcePreloader = ResourcePreloader.getInstance();
  498. const currentLevel = this.sdm.getCurrentLevel();
  499. // 预加载当前关卡资源
  500. console.log(`[MainUIController] 预加载当前关卡 ${currentLevel} 的资源`);
  501. try {
  502. await resourcePreloader.preloadLevelResources(currentLevel);
  503. console.log(`[MainUIController] 当前关卡 ${currentLevel} 资源预加载完成`);
  504. } catch (error) {
  505. console.warn(`[MainUIController] 当前关卡 ${currentLevel} 资源预加载失败:`, error);
  506. }
  507. // 预加载下一关资源(如果存在)
  508. const nextLevel = currentLevel + 1;
  509. console.log(`[MainUIController] 预加载下一关卡 ${nextLevel} 的资源`);
  510. try {
  511. await resourcePreloader.preloadLevelResources(nextLevel);
  512. console.log(`[MainUIController] 下一关卡 ${nextLevel} 资源预加载完成`);
  513. } catch (error) {
  514. console.warn(`[MainUIController] 下一关卡 ${nextLevel} 资源预加载失败(可能不存在该关卡):`, error);
  515. }
  516. console.log('[MainUIController] 关卡资源预加载流程完成');
  517. } catch (error) {
  518. console.error('[MainUIController] 预加载关卡资源时发生错误:', error);
  519. }
  520. }
  521. /* =============== Util =============== */
  522. private format(n:number){ return n>=1000000? (n/1e6).toFixed(1)+'M' : n>=1000? (n/1e3).toFixed(1)+'K' : n.toString(); }
  523. }