ConfigManager.ts 12 KB

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  1. import { _decorator, Component, resources, JsonAsset } from 'cc';
  2. const { ccclass, property } = _decorator;
  3. // 武器配置接口
  4. export interface WeaponConfig {
  5. id: string;
  6. name: string;
  7. type: string;
  8. rarity: string;
  9. weight: number;
  10. stats: {
  11. damage: number;
  12. fireRate: number;
  13. range: number;
  14. bulletSpeed: number;
  15. penetration: number;
  16. accuracy: number;
  17. explosionRadius?: number;
  18. explosionDamage?: number;
  19. burnDuration?: number;
  20. burnDamage?: number;
  21. returnSpeed?: number;
  22. homingStrength?: number;
  23. };
  24. bulletConfig: {
  25. bulletType: string;
  26. bulletPrefab: string;
  27. hitEffect: string;
  28. trailEffect?: string;
  29. ricochetCount?: number;
  30. ricochetAngle?: number;
  31. explosionDelay?: number;
  32. burnEffect?: string;
  33. arcHeight?: number;
  34. returnDelay?: number;
  35. homingDelay?: number;
  36. };
  37. attackPattern: {
  38. type: string;
  39. projectileCount: number;
  40. spreadAngle: number;
  41. burstCount: number;
  42. burstDelay: number;
  43. };
  44. visualConfig: {
  45. weaponSprites: {
  46. [size: string]: string;
  47. };
  48. muzzleFlash: string;
  49. fireSound: string;
  50. };
  51. }
  52. // 敌人配置接口
  53. export interface EnemyConfig {
  54. id: string;
  55. name: string;
  56. type: string;
  57. rarity: string;
  58. weight: number;
  59. stats: {
  60. health: number;
  61. speed: number;
  62. damage: number;
  63. attackRange: number;
  64. attackSpeed: number;
  65. defense: number;
  66. coinReward: number;
  67. explosionDamage?: number;
  68. explosionRadius?: number;
  69. };
  70. movement: {
  71. type: string;
  72. pattern: string;
  73. speedVariation: number;
  74. swayAmplitude?: number;
  75. swayFrequency?: number;
  76. };
  77. combat: {
  78. attackType: string;
  79. attackDelay: number;
  80. attackCooldown: number;
  81. weaponType?: string;
  82. projectileType?: string;
  83. projectileSpeed?: number;
  84. canBlock: boolean;
  85. blockChance: number;
  86. };
  87. visualConfig: {
  88. spritePrefab: string;
  89. animations: {
  90. [state: string]: string;
  91. };
  92. scale: number;
  93. flipX: boolean;
  94. weapon?: string;
  95. armor?: string;
  96. prop?: string;
  97. };
  98. audioConfig: {
  99. [sound: string]: string;
  100. };
  101. specialAbilities: string[];
  102. stealthConfig?: {
  103. stealthDuration: number;
  104. stealthCooldown: number;
  105. revealOnAttack: boolean;
  106. visibilityAlpha: number;
  107. };
  108. armorConfig?: {
  109. armorHealth: number;
  110. armorReduction: number;
  111. breakThreshold: number;
  112. };
  113. explosionConfig?: {
  114. explosionDelay: number;
  115. explosionEffect: string;
  116. damageRadius: number;
  117. knockbackForce: number;
  118. };
  119. bossConfig?: {
  120. phases: number;
  121. phaseHealthThreshold: number;
  122. enrageBonus?: {
  123. speed: number;
  124. damage: number;
  125. attackSpeed: number;
  126. };
  127. summonAbility?: {
  128. minionType: string;
  129. summonCount: number;
  130. summonCooldown: number;
  131. };
  132. laserAbility?: {
  133. damage: number;
  134. range: number;
  135. chargeTime: number;
  136. cooldown: number;
  137. };
  138. };
  139. projectileConfig?: {
  140. bulletPrefab: string;
  141. hitEffect: string;
  142. trailEffect?: string;
  143. };
  144. }
  145. @ccclass('ConfigManager')
  146. export class ConfigManager extends Component {
  147. private static instance: ConfigManager = null;
  148. private weaponsConfig: any = null;
  149. private enemiesConfig: any = null;
  150. private configLoaded: boolean = false;
  151. // 武器权重缓存
  152. private weaponWeightedList: WeaponConfig[] = [];
  153. // 敌人权重缓存
  154. private enemyWeightedList: EnemyConfig[] = [];
  155. onLoad() {
  156. console.log('ConfigManager onLoad()');
  157. if (ConfigManager.instance === null) {
  158. ConfigManager.instance = this;
  159. console.log('ConfigManager 单例创建成功');
  160. this.loadConfigs();
  161. } else if (ConfigManager.instance !== this) {
  162. console.log('ConfigManager 单例已存在,销毁当前实例');
  163. this.destroy();
  164. return;
  165. }
  166. }
  167. onDestroy() {
  168. if (ConfigManager.instance === this) {
  169. ConfigManager.instance = null;
  170. }
  171. }
  172. public static getInstance(): ConfigManager {
  173. return ConfigManager.instance;
  174. }
  175. // 加载所有配置文件
  176. private async loadConfigs() {
  177. console.log('开始加载配置文件...');
  178. this.configLoaded = false;
  179. try {
  180. // 加载武器配置
  181. await this.loadWeaponsConfig();
  182. // 加载敌人配置
  183. await this.loadEnemiesConfig();
  184. this.configLoaded = true;
  185. console.log('✅ 所有配置文件加载完成');
  186. console.log('武器数量:', this.weaponsConfig?.weapons?.length || 0);
  187. console.log('敌人数量:', this.enemiesConfig?.enemies?.length || 0);
  188. } catch (error) {
  189. console.error('❌ 配置文件加载失败:', error);
  190. this.configLoaded = false;
  191. }
  192. }
  193. // 加载武器配置
  194. private loadWeaponsConfig(): Promise<void> {
  195. return new Promise((resolve, reject) => {
  196. console.log('加载武器配置...');
  197. resources.load('data/weapons', JsonAsset, (err, asset) => {
  198. if (err) {
  199. console.error('武器配置文件加载失败:', err);
  200. reject(err);
  201. return;
  202. }
  203. if (!asset || !asset.json) {
  204. console.error('武器配置文件内容为空');
  205. reject(new Error('武器配置文件内容为空'));
  206. return;
  207. }
  208. this.weaponsConfig = asset.json as any;
  209. console.log('✅ 武器配置加载成功');
  210. this.buildWeaponWeightedList();
  211. resolve();
  212. });
  213. });
  214. }
  215. // 加载敌人配置
  216. private loadEnemiesConfig(): Promise<void> {
  217. return new Promise((resolve, reject) => {
  218. console.log('加载敌人配置...');
  219. resources.load('data/enemies', JsonAsset, (err, asset) => {
  220. if (err) {
  221. console.error('敌人配置文件加载失败:', err);
  222. reject(err);
  223. return;
  224. }
  225. if (!asset || !asset.json) {
  226. console.error('敌人配置文件内容为空');
  227. reject(new Error('敌人配置文件内容为空'));
  228. return;
  229. }
  230. this.enemiesConfig = asset.json as any;
  231. console.log('✅ 敌人配置加载成功');
  232. this.buildEnemyWeightedList();
  233. resolve();
  234. });
  235. });
  236. }
  237. // 构建武器权重列表
  238. private buildWeaponWeightedList() {
  239. if (!this.weaponsConfig) return;
  240. this.weaponWeightedList = [];
  241. this.weaponsConfig.weapons.forEach(weapon => {
  242. // 根据权重添加多次到列表中
  243. for (let i = 0; i < weapon.weight; i++) {
  244. this.weaponWeightedList.push(weapon);
  245. }
  246. });
  247. console.log('武器权重列表构建完成,总权重:', this.weaponWeightedList.length);
  248. }
  249. // 构建敌人权重列表
  250. private buildEnemyWeightedList() {
  251. if (!this.enemiesConfig) return;
  252. this.enemyWeightedList = [];
  253. this.enemiesConfig.enemies.forEach(enemy => {
  254. // 根据权重添加多次到列表中
  255. for (let i = 0; i < enemy.weight; i++) {
  256. this.enemyWeightedList.push(enemy);
  257. }
  258. });
  259. console.log('敌人权重列表构建完成,总权重:', this.enemyWeightedList.length);
  260. }
  261. // 随机获取武器配置
  262. public getRandomWeapon(rarity?: string): WeaponConfig | null {
  263. if (!this.weaponsConfig || this.weaponWeightedList.length === 0) {
  264. console.warn('武器配置未加载或为空');
  265. return null;
  266. }
  267. if (rarity) {
  268. // 按稀有度筛选
  269. const filteredWeapons = this.weaponsConfig.weapons.filter(weapon => weapon.rarity === rarity);
  270. if (filteredWeapons.length === 0) {
  271. console.warn(`没有找到稀有度为 ${rarity} 的武器`);
  272. return null;
  273. }
  274. const randomIndex = Math.floor(Math.random() * filteredWeapons.length);
  275. return filteredWeapons[randomIndex];
  276. }
  277. // 从权重列表中随机选择
  278. const randomIndex = Math.floor(Math.random() * this.weaponWeightedList.length);
  279. return this.weaponWeightedList[randomIndex];
  280. }
  281. // 随机获取敌人配置
  282. public getRandomEnemy(rarity?: string): EnemyConfig | null {
  283. if (!this.enemiesConfig || this.enemyWeightedList.length === 0) {
  284. console.warn('敌人配置未加载或为空');
  285. return null;
  286. }
  287. if (rarity) {
  288. // 按稀有度筛选
  289. const filteredEnemies = this.enemiesConfig.enemies.filter(enemy => enemy.rarity === rarity);
  290. if (filteredEnemies.length === 0) {
  291. console.warn(`没有找到稀有度为 ${rarity} 的敌人`);
  292. return null;
  293. }
  294. const randomIndex = Math.floor(Math.random() * filteredEnemies.length);
  295. return filteredEnemies[randomIndex];
  296. }
  297. // 从权重列表中随机选择
  298. const randomIndex = Math.floor(Math.random() * this.enemyWeightedList.length);
  299. return this.enemyWeightedList[randomIndex];
  300. }
  301. // 根据ID获取武器配置
  302. public getWeaponById(id: string): WeaponConfig | null {
  303. if (!this.weaponsConfig) return null;
  304. return this.weaponsConfig.weapons.find(weapon => weapon.id === id) || null;
  305. }
  306. // 根据ID获取敌人配置
  307. public getEnemyById(id: string): EnemyConfig | null {
  308. if (!this.enemiesConfig) return null;
  309. return this.enemiesConfig.enemies.find(enemy => enemy.id === id) || null;
  310. }
  311. // 获取所有武器配置
  312. public getAllWeapons(): WeaponConfig[] {
  313. return this.weaponsConfig?.weapons || [];
  314. }
  315. // 获取所有敌人配置
  316. public getAllEnemies(): EnemyConfig[] {
  317. return this.enemiesConfig?.enemies || [];
  318. }
  319. // 根据稀有度获取武器列表
  320. public getWeaponsByRarity(rarity: string): WeaponConfig[] {
  321. if (!this.weaponsConfig) return [];
  322. return this.weaponsConfig.weapons.filter(weapon => weapon.rarity === rarity);
  323. }
  324. // 根据稀有度获取敌人列表
  325. public getEnemiesByRarity(rarity: string): EnemyConfig[] {
  326. if (!this.enemiesConfig) return [];
  327. return this.enemiesConfig.enemies.filter(enemy => enemy.rarity === rarity);
  328. }
  329. // 获取方块尺寸列表
  330. public getBlockSizes(): string[] {
  331. return this.weaponsConfig?.blockSizes || ['1x1', '1x2', '2x1', '2x2'];
  332. }
  333. // 获取波次进展配置
  334. public getWaveProgression(): any {
  335. return this.enemiesConfig?.waveProgression || {};
  336. }
  337. // 根据波次获取合适的敌人
  338. public getEnemyForWave(waveNumber: number): EnemyConfig | null {
  339. if (!this.enemiesConfig) return null;
  340. const progression = this.enemiesConfig.waveProgression;
  341. let enemyPool: string[] = [];
  342. if (waveNumber <= 5) {
  343. enemyPool = progression.earlyWaves || [];
  344. } else if (waveNumber <= 15) {
  345. enemyPool = [...(progression.earlyWaves || []), ...(progression.midWaves || [])];
  346. } else if (waveNumber <= 25) {
  347. enemyPool = [...(progression.midWaves || []), ...(progression.lateWaves || [])];
  348. } else {
  349. enemyPool = [...(progression.lateWaves || []), ...(progression.bossWaves || [])];
  350. }
  351. if (enemyPool.length === 0) {
  352. return this.getRandomEnemy();
  353. }
  354. const randomId = enemyPool[Math.floor(Math.random() * enemyPool.length)];
  355. return this.getEnemyById(randomId);
  356. }
  357. // 检查配置是否已加载
  358. public isConfigLoaded(): boolean {
  359. return this.configLoaded;
  360. }
  361. }