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. stats: {
  82. health: number;
  83. speed: number;
  84. damage: number;
  85. attackRange: number;
  86. attackSpeed: number;
  87. defense: number;
  88. coinReward: number;
  89. explosionDamage?: number;
  90. explosionRadius?: number;
  91. };
  92. movement: {
  93. type: string;
  94. pattern: string;
  95. speedVariation: number;
  96. swayAmplitude?: number;
  97. swayFrequency?: number;
  98. };
  99. combat: {
  100. attackType: string;
  101. attackDelay: number;
  102. attackCooldown: number;
  103. weaponType?: string;
  104. projectileType?: string;
  105. projectileSpeed?: number;
  106. canBlock: boolean;
  107. blockChance: number;
  108. };
  109. visualConfig: {
  110. spritePrefab: string;
  111. animations: {
  112. [state: string]: string;
  113. };
  114. scale: number;
  115. flipX: boolean;
  116. weapon?: string;
  117. armor?: string;
  118. prop?: string;
  119. };
  120. audioConfig: {
  121. [sound: string]: string;
  122. };
  123. specialAbilities: string[];
  124. stealthConfig?: {
  125. stealthDuration: number;
  126. stealthCooldown: number;
  127. revealOnAttack: boolean;
  128. visibilityAlpha: number;
  129. };
  130. armorConfig?: {
  131. armorHealth: number;
  132. armorReduction: number;
  133. breakThreshold: number;
  134. };
  135. explosionConfig?: {
  136. explosionDelay: number;
  137. explosionEffect: string;
  138. damageRadius: number;
  139. knockbackForce: number;
  140. };
  141. bossConfig?: {
  142. phases: number;
  143. phaseHealthThreshold: number;
  144. enrageBonus?: {
  145. speed: number;
  146. damage: number;
  147. attackSpeed: number;
  148. };
  149. summonAbility?: {
  150. minionType: string;
  151. summonCount: number;
  152. summonCooldown: number;
  153. };
  154. laserAbility?: {
  155. damage: number;
  156. range: number;
  157. chargeTime: number;
  158. cooldown: number;
  159. };
  160. };
  161. projectileConfig?: {
  162. bulletPrefab: string;
  163. hitEffect: string;
  164. trailEffect?: string;
  165. };
  166. }
  167. @ccclass('ConfigManager')
  168. export class ConfigManager extends BaseSingleton {
  169. // 仅用于类型声明,实例由 BaseSingleton 在运行时动态维护
  170. public static _instance: ConfigManager;
  171. private weaponsConfig: any = null;
  172. private enemiesConfig: any = null;
  173. private configLoaded: boolean = false;
  174. // 武器权重缓存
  175. private weaponWeightedList: WeaponConfig[] = [];
  176. // 敌人权重缓存
  177. private enemyWeightedList: EnemyConfig[] = [];
  178. /**
  179. * BaseSingleton 首次实例化回调
  180. */
  181. protected init() {
  182. console.log('[ConfigManager] 开始初始化配置管理器');
  183. this.loadConfigs();
  184. }
  185. // 加载所有配置文件
  186. private async loadConfigs() {
  187. console.log('[ConfigManager] 开始加载配置文件');
  188. this.configLoaded = false;
  189. try {
  190. // 确保resources bundle已经准备好
  191. await this.ensureResourcesBundle();
  192. // 加载武器配置
  193. console.log('[ConfigManager] 开始加载武器配置');
  194. await this.loadWeaponsConfig();
  195. console.log('[ConfigManager] 武器配置加载完成');
  196. // 加载敌人配置
  197. console.log('[ConfigManager] 开始加载敌人配置');
  198. await this.loadEnemiesConfig();
  199. console.log('[ConfigManager] 敌人配置加载完成');
  200. // 注意:球控制器配置现在通过BallController组件的装饰器直接加载
  201. console.log('[ConfigManager] 球控制器配置通过装饰器加载,跳过ConfigManager加载');
  202. this.configLoaded = true;
  203. console.log('[ConfigManager] ✅ 所有配置文件加载成功,配置管理器初始化完成');
  204. } catch (error) {
  205. console.error('[ConfigManager] ❌ 配置文件加载失败:', error);
  206. this.configLoaded = false;
  207. // 延迟重试加载
  208. console.log('[ConfigManager] 将在3秒后重试加载配置');
  209. setTimeout(() => {
  210. console.log('[ConfigManager] 开始重试加载配置');
  211. this.loadConfigs();
  212. }, 3000);
  213. }
  214. }
  215. // 确保resources bundle已经准备好
  216. private ensureResourcesBundle(): Promise<void> {
  217. return new Promise((resolve) => {
  218. console.log('[ConfigManager] 检查resources bundle状态...');
  219. // 简单延迟确保Cocos Creator资源系统已经初始化
  220. setTimeout(() => {
  221. console.log('[ConfigManager] resources bundle初始化等待完成');
  222. resolve();
  223. }, 1000);
  224. });
  225. }
  226. // 加载武器配置
  227. private loadWeaponsConfig(): Promise<void> {
  228. return new Promise((resolve, reject) => {
  229. console.log('加载武器配置...');
  230. resources.load('data/weapons', JsonAsset, (err, asset) => {
  231. if (err) {
  232. console.error('武器配置文件加载失败:', err);
  233. reject(err);
  234. return;
  235. }
  236. if (!asset || !asset.json) {
  237. console.error('武器配置文件内容为空');
  238. reject(new Error('武器配置文件内容为空'));
  239. return;
  240. }
  241. this.weaponsConfig = asset.json as any;
  242. console.log('✅ 武器配置加载成功');
  243. this.buildWeaponWeightedList();
  244. resolve();
  245. });
  246. });
  247. }
  248. // 加载敌人配置
  249. private loadEnemiesConfig(): Promise<void> {
  250. return new Promise((resolve, reject) => {
  251. console.log('加载敌人配置...');
  252. resources.load('data/enemies', JsonAsset, (err, asset) => {
  253. if (err) {
  254. console.error('敌人配置文件加载失败:', err);
  255. reject(err);
  256. return;
  257. }
  258. if (!asset || !asset.json) {
  259. console.error('敌人配置文件内容为空');
  260. reject(new Error('敌人配置文件内容为空'));
  261. return;
  262. }
  263. this.enemiesConfig = asset.json as any;
  264. console.log('✅ 敌人配置加载成功');
  265. this.buildEnemyWeightedList();
  266. resolve();
  267. });
  268. });
  269. }
  270. // 加载球控制器配置
  271. // 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
  272. // 构建武器权重列表
  273. private buildWeaponWeightedList() {
  274. if (!this.weaponsConfig) return;
  275. this.weaponWeightedList = [];
  276. this.weaponsConfig.weapons.forEach(weapon => {
  277. // 根据权重添加多次到列表中
  278. for (let i = 0; i < weapon.weight; i++) {
  279. this.weaponWeightedList.push(weapon);
  280. }
  281. });
  282. console.log('武器权重列表构建完成,总权重:', this.weaponWeightedList.length);
  283. }
  284. // 构建敌人权重列表
  285. private buildEnemyWeightedList() {
  286. if (!this.enemiesConfig) return;
  287. this.enemyWeightedList = [];
  288. this.enemiesConfig.enemies.forEach(enemy => {
  289. // 根据权重添加多次到列表中
  290. for (let i = 0; i < enemy.weight; i++) {
  291. this.enemyWeightedList.push(enemy);
  292. }
  293. });
  294. console.log('敌人权重列表构建完成,总权重:', this.enemyWeightedList.length);
  295. }
  296. // 随机获取武器配置
  297. public getRandomWeapon(rarity?: string): WeaponConfig | null {
  298. if (!this.weaponsConfig || this.weaponWeightedList.length === 0) {
  299. console.warn('武器配置未加载或为空');
  300. return null;
  301. }
  302. if (rarity) {
  303. // 按稀有度筛选
  304. const filteredWeapons = this.weaponsConfig.weapons.filter(weapon => weapon.rarity === rarity);
  305. if (filteredWeapons.length === 0) {
  306. console.warn(`没有找到稀有度为 ${rarity} 的武器`);
  307. return null;
  308. }
  309. const randomIndex = Math.floor(Math.random() * filteredWeapons.length);
  310. return filteredWeapons[randomIndex];
  311. }
  312. // 使用稀有度权重系统进行随机选择
  313. const rarityWeights = this.weaponsConfig.rarityWeights;
  314. if (!rarityWeights) {
  315. console.warn('稀有度权重配置未找到,使用武器权重列表');
  316. const randomIndex = Math.floor(Math.random() * this.weaponWeightedList.length);
  317. return this.weaponWeightedList[randomIndex];
  318. }
  319. // 计算总权重
  320. // 计算总权重(兼容ES5)
  321. const totalWeight = Object.keys(rarityWeights).reduce((sum: number, key: string) => sum + (rarityWeights[key] as number), 0);
  322. const randomValue = Math.random() * totalWeight;
  323. // 根据权重选择稀有度
  324. let currentWeight = 0;
  325. let selectedRarity = 'common';
  326. // 兼容ES5的写法遍历对象
  327. for (let rarity in rarityWeights) {
  328. if (rarityWeights.hasOwnProperty(rarity)) {
  329. const weight = rarityWeights[rarity];
  330. currentWeight += weight as number;
  331. if (randomValue <= currentWeight) {
  332. selectedRarity = rarity;
  333. break;
  334. }
  335. }
  336. // 从选中的稀有度中随机选择武器
  337. const weaponsOfRarity = this.weaponsConfig.weapons.filter(weapon => weapon.rarity === selectedRarity);
  338. if (weaponsOfRarity.length === 0) {
  339. console.warn(`稀有度 ${selectedRarity} 没有可用武器,使用武器权重列表`);
  340. const randomIndex = Math.floor(Math.random() * this.weaponWeightedList.length);
  341. return this.weaponWeightedList[randomIndex];
  342. }
  343. const randomIndex = Math.floor(Math.random() * weaponsOfRarity.length);
  344. const selectedWeapon = weaponsOfRarity[randomIndex];
  345. console.log(`随机选择武器: ${selectedWeapon.name} (${selectedRarity})`);
  346. return selectedWeapon;
  347. }
  348. }
  349. // 随机获取敌人配置
  350. public getRandomEnemy(rarity?: string): EnemyConfig | null {
  351. if (!this.enemiesConfig || this.enemyWeightedList.length === 0) {
  352. console.warn('敌人配置未加载或为空');
  353. return null;
  354. }
  355. if (rarity) {
  356. // 按稀有度筛选
  357. const filteredEnemies = this.enemiesConfig.enemies.filter(enemy => enemy.rarity === rarity);
  358. if (filteredEnemies.length === 0) {
  359. console.warn(`没有找到稀有度为 ${rarity} 的敌人`);
  360. return null;
  361. }
  362. const randomIndex = Math.floor(Math.random() * filteredEnemies.length);
  363. return filteredEnemies[randomIndex];
  364. }
  365. // 从权重列表中随机选择
  366. const randomIndex = Math.floor(Math.random() * this.enemyWeightedList.length);
  367. return this.enemyWeightedList[randomIndex];
  368. }
  369. // 根据ID获取武器配置
  370. public getWeaponById(id: string): WeaponConfig | null {
  371. if (!this.weaponsConfig) return null;
  372. return this.weaponsConfig.weapons.find(weapon => weapon.id === id) || null;
  373. }
  374. // 根据ID获取敌人配置
  375. public getEnemyById(id: string): EnemyConfig | null {
  376. if (!this.enemiesConfig) return null;
  377. return this.enemiesConfig.enemies.find(enemy => enemy.id === id) || null;
  378. }
  379. /**
  380. * 获取敌人名称到ID的映射
  381. */
  382. public getNameToIdMapping(): { [key: string]: string } | null {
  383. if (!this.enemiesConfig) return null;
  384. return this.enemiesConfig.nameToIdMapping || null;
  385. }
  386. // 获取所有武器配置
  387. public getAllWeapons(): WeaponConfig[] {
  388. return this.weaponsConfig?.weapons || [];
  389. }
  390. // 获取所有敌人配置
  391. public getAllEnemies(): EnemyConfig[] {
  392. return this.enemiesConfig?.enemies || [];
  393. }
  394. // 根据稀有度获取武器列表
  395. public getWeaponsByRarity(rarity: string): WeaponConfig[] {
  396. if (!this.weaponsConfig) return [];
  397. return this.weaponsConfig.weapons.filter(weapon => weapon.rarity === rarity);
  398. }
  399. // 根据稀有度获取敌人列表
  400. public getEnemiesByRarity(rarity: string): EnemyConfig[] {
  401. if (!this.enemiesConfig) return [];
  402. return this.enemiesConfig.enemies.filter(enemy => enemy.rarity === rarity);
  403. }
  404. // 获取方块尺寸列表(已更新为形状ID)
  405. public getBlockSizes(): string[] {
  406. if (!this.weaponsConfig || !this.weaponsConfig.blockSizes) {
  407. return ['I', 'H-I', 'L', 'S', 'D-T'];
  408. }
  409. // 从blockSizes配置中提取形状ID
  410. return this.weaponsConfig.blockSizes.map((shape: any) => shape.id);
  411. }
  412. // 获取方块形状配置列表
  413. public getBlockShapes(): any[] {
  414. if (!this.weaponsConfig || !this.weaponsConfig.blockSizes) {
  415. console.warn('武器配置或方块形状配置未加载');
  416. return [];
  417. }
  418. return this.weaponsConfig.blockSizes;
  419. }
  420. // 获取波次进展配置
  421. public getWaveProgression(): any {
  422. return this.enemiesConfig?.waveProgression || {};
  423. }
  424. // 根据波次获取合适的敌人
  425. public getEnemyForWave(waveNumber: number): EnemyConfig | null {
  426. if (!this.enemiesConfig) return null;
  427. const progression = this.enemiesConfig.waveProgression;
  428. let enemyPool: string[] = [];
  429. if (waveNumber <= 5) {
  430. enemyPool = progression.earlyWaves || [];
  431. } else if (waveNumber <= 15) {
  432. enemyPool = [...(progression.earlyWaves || []), ...(progression.midWaves || [])];
  433. } else if (waveNumber <= 25) {
  434. enemyPool = [...(progression.midWaves || []), ...(progression.lateWaves || [])];
  435. } else {
  436. enemyPool = [...(progression.lateWaves || []), ...(progression.bossWaves || [])];
  437. }
  438. if (enemyPool.length === 0) {
  439. return this.getRandomEnemy();
  440. }
  441. const randomId = enemyPool[Math.floor(Math.random() * enemyPool.length)];
  442. return this.getEnemyById(randomId);
  443. }
  444. // 检查配置是否已加载
  445. public isConfigLoaded(): boolean {
  446. return this.configLoaded;
  447. }
  448. // 获取球控制器配置
  449. // 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
  450. }