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- import { _decorator, Component, Node, Button, Label, find, EventTouch, Vec2, Vec3, UITransform, Rect, Collider2D, Graphics, Color, Sprite } from 'cc';
- import { LevelSessionManager } from '../../Core/LevelSessionManager';
- import { BallController } from '../BallController';
- import { BlockManager } from '../BlockManager';
- import { ConfigManager } from '../../Core/ConfigManager';
- import { BlockTag } from './BlockTag';
- import { WeaponInfo } from './WeaponInfo';
- import { SkillManager } from '../SkillSelection/SkillManager';
- import { Audio } from '../../AudioManager/AudioManager';
- import { AdManager } from '../../Ads/AdManager';
- import { JsonConfigLoader } from '../../Core/JsonConfigLoader';
- import { AnalyticsManager, BlockSelectionClickProperties } from '../../Utils/AnalyticsManager';
- import EventBus, { GameEvents } from '../../Core/EventBus';
- import { NewbieGuideManager } from '../../Core/NewbieGuideManager';
- import { SaveDataManager } from '../../LevelSystem/SaveDataManager';
- import { InGameManager } from '../../LevelSystem/IN_game';
- const { ccclass, property } = _decorator;
- @ccclass('GameBlockSelection')
- export class GameBlockSelection extends Component {
-
- @property({
- type: Node,
- tooltip: '拖拽diban/ann001按钮节点到这里'
- })
- public addBallButton: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽diban/ann002按钮节点到这里'
- })
- public addCoinButton: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽diban/ann003按钮节点到这里'
- })
- public refreshButton: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽Canvas-001/TopArea/CoinNode/CoinLabel节点到这里'
- })
- public coinLabelNode: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽Canvas/GameLevelUI/BallController节点到这里'
- })
- public ballControllerNode: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽Canvas/GameLevelUI/BlockController节点到这里'
- })
- public blockManagerNode: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽Canvas/GameLevelUI/GameArea/GridContainer节点到这里'
- })
- public gridContainer: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽confirm按钮节点到这里'
- })
- public confirmButton: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽Canvas/GameLevelUI/InGameManager节点到这里'
- })
- public inGameManagerNode: Node = null;
- @property({
- type: Node,
- tooltip: '拖拽Canvas/Camera节点到这里'
- })
- public cameraNode: Node = null;
- // 武器配置数据,通过 BundleLoader 异步加载
- private weaponsConfigData: any = null;
- // 小球价格配置数据 - 通过BundleLoader动态加载
- private ballPriceConfigData: any = null;
- // 新增小球价格显示节点 - 对应addBallPricing
- @property({
- type: Node,
- tooltip: '拖拽Canvas/GameLevelUI/BlockSelectionUI/diban/ann001/Ball/db01/Price节点到这里'
- })
- public addBallPriceNode: Node = null;
- // 刷新方块价格显示节点 - 对应refreshBlockPricing
- @property({
- type: Node,
- tooltip: '拖拽Canvas/GameLevelUI/BlockSelectionUI/diban/ann003/Ball/db01/Price节点到这里'
- })
- public refreshBlockPriceNode: Node = null;
- // 增加金币奖励显示节点 - 对应addCoinReward
- @property({
- type: Node,
- tooltip: '拖拽Canvas/GameLevelUI/BlockSelectionUI/diban/ann002/db01/addCoin节点到这里'
- })
- public addCoinRewardNode: Node = null;
-
- // 价格配置默认值
- private readonly DEFAULT_ADD_BALL_BASE_PRICE = 80;
- private readonly DEFAULT_ADD_BALL_INCREMENT = 10;
- private readonly DEFAULT_ADD_BALL_MAX_PRICE = 500;
- private readonly DEFAULT_REFRESH_BASE_PRICE = 5;
- private readonly DEFAULT_REFRESH_INCREMENT = 2;
- private readonly DEFAULT_REFRESH_MAX_PRICE = 50;
- private readonly DEFAULT_ADD_COIN_BASE_REWARD = 60;
- private readonly DEFAULT_ADD_COIN_INCREMENT = 10;
- private readonly DEFAULT_ADD_COIN_MAX_REWARD = 200;
-
- // 获取增加金币奖励数量
- private getAddCoinReward(): number {
- // 优先从JSON配置中获取奖励数量
- if (this.ballPriceConfigData && this.ballPriceConfigData.addCoinReward) {
- const config = this.ballPriceConfigData.addCoinReward;
- const baseReward = config.initialPrice ?? this.DEFAULT_ADD_COIN_BASE_REWARD;
- const increment = config.priceIncrement ?? this.DEFAULT_ADD_COIN_INCREMENT;
- const maxReward = config.maxPrice ?? this.DEFAULT_ADD_COIN_MAX_REWARD;
-
- // 获取当前使用次数
- const session = this.session || LevelSessionManager.inst;
- const usageCount = session ? session.getAddCoinUsageCount() : 0;
-
- // 计算当前奖励数量
- const currentReward = Math.min(baseReward + (usageCount * increment), maxReward);
- return currentReward;
- }
-
- // 其次从装饰器绑定的节点获取奖励数量
- try {
- if (this.addCoinRewardNode) {
- const label = this.addCoinRewardNode.getComponent(Label);
- if (label) {
- const reward = parseInt(label.string);
- return isNaN(reward) ? this.DEFAULT_ADD_COIN_BASE_REWARD : reward;
- }
- } else {
- // 回退到find方法(兼容性)
- const rewardNode = find('Canvas/GameLevelUI/BlockSelectionUI/diban/ann002/db01/addCoin');
- if (rewardNode) {
- const label = rewardNode.getComponent(Label);
- if (label) {
- const reward = parseInt(label.string);
- return isNaN(reward) ? this.DEFAULT_ADD_COIN_BASE_REWARD : reward;
- }
- }
- }
- } catch (error) {
- console.warn('[GameBlockSelection] 获取增加金币奖励失败:', error);
- }
- return this.DEFAULT_ADD_COIN_BASE_REWARD; // 默认奖励
- }
-
- // 价格获取方法
- private getAddBallCost(): number {
- // 优先从JSON配置中获取价格
- if (this.ballPriceConfigData && this.ballPriceConfigData.addBallPricing) {
- const config = this.ballPriceConfigData.addBallPricing;
- const basePrice = config.initialPrice ?? this.DEFAULT_ADD_BALL_BASE_PRICE;
- const increment = config.priceIncrement ?? this.DEFAULT_ADD_BALL_INCREMENT;
- const maxPrice = config.maxPrice ?? this.DEFAULT_ADD_BALL_MAX_PRICE;
-
- // 获取当前使用次数
- const session = this.session || LevelSessionManager.inst;
- const usageCount = session ? session.getAddBallUsageCount() : 0;
-
- // 计算当前价格
- const currentPrice = Math.min(basePrice + (usageCount * increment), maxPrice);
- return currentPrice;
- }
-
- // 其次从装饰器绑定的节点获取价格
- try {
- if (this.addBallPriceNode) {
- const label = this.addBallPriceNode.getComponent(Label);
- if (label) {
- const price = parseInt(label.string);
- return isNaN(price) ? this.DEFAULT_ADD_BALL_BASE_PRICE : price;
- }
- } else {
- // 回退到find方法(兼容性)
- const priceNode = find('Canvas/GameLevelUI/BlockSelectionUI/diban/ann001/Ball/db01/Price');
- if (priceNode) {
- const label = priceNode.getComponent(Label);
- if (label) {
- const price = parseInt(label.string);
- return isNaN(price) ? this.DEFAULT_ADD_BALL_BASE_PRICE : price;
- }
- }
- }
- } catch (error) {
- console.warn('[GameBlockSelection] 获取新增小球价格失败:', error);
- }
- return this.DEFAULT_ADD_BALL_BASE_PRICE; // 默认价格
- }
-
- public getRefreshCost(): number {
- // 优先从JSON配置中获取价格
- console.log('[GameBlockSelection] 刷新方块价格配置:', this.ballPriceConfigData?.refreshBlockPricing);
- if (this.ballPriceConfigData && this.ballPriceConfigData.refreshBlockPricing) {
- const config = this.ballPriceConfigData.refreshBlockPricing;
- const basePrice = config.initialPrice ?? this.DEFAULT_REFRESH_BASE_PRICE;
- const increment = config.priceIncrement ?? this.DEFAULT_REFRESH_INCREMENT;
- const maxPrice = config.maxPrice ?? this.DEFAULT_REFRESH_MAX_PRICE;
-
- // 获取当前使用次数
- const session = this.session || LevelSessionManager.inst;
- const usageCount = session ? session.getRefreshUsageCount() : 0;
-
- // 计算当前价格
- const currentPrice = Math.min(basePrice + (usageCount * increment), maxPrice);
- return currentPrice;
- }
-
- // 其次从装饰器绑定的节点获取价格
- try {
- if (this.refreshBlockPriceNode) {
- console.log('[GameBlockSelection] 刷新方块价格节点:', this.refreshBlockPriceNode);
- const label = this.refreshBlockPriceNode.getComponent(Label);
- if (label) {
- const price = parseInt(label.string);
- return isNaN(price) ? this.DEFAULT_REFRESH_BASE_PRICE : price;
- }
- } else {
- // 回退到find方法(兼容性)
- const priceNode = find('Canvas/GameLevelUI/BlockSelectionUI/diban/ann003/Ball/db01/Price');
- if (priceNode) {
- const label = priceNode.getComponent(Label);
- if (label) {
- const price = parseInt(label.string);
- return isNaN(price) ? this.DEFAULT_REFRESH_BASE_PRICE : price;
- }
- }
- }
- } catch (error) {
- console.warn('[GameBlockSelection] 获取刷新方块价格失败:', error);
- }
- return this.DEFAULT_REFRESH_BASE_PRICE; // 默认价格
- }
- private session: LevelSessionManager = null;
- private ballController: BallController = null;
- private blockManager: BlockManager = null;
- // 回调函数,用于通知GameManager
- public onConfirmCallback: () => void = null;
-
- // 标记是否已初始化
- private isInitialized: boolean = false;
-
- // 标记是否应该生成方块(只有在onBattle触发后才为true)
- private shouldGenerateBlocks: boolean = false;
-
- // 用户操作方块相关属性
- private currentDragBlock: Node | null = null;
- private startPos = new Vec2();
- private blockStartPos: Vec3 = new Vec3();
- private activeTouchId: number | null = null;
-
- // 调试绘制相关属性
- @property({
- tooltip: '是否启用吸附检测范围调试绘制'
- })
- public debugDrawSnapRange: boolean = false;
-
- private debugDrawNode: Node = null;
- private debugGraphics: Graphics = null;
- // 引导期间按钮原始颜色缓存
- private originalButtonColors: Map<Node, Color> = new Map();
- // 引导期禁用颜色置灰(HEX: 4D4545)
- private readonly GUIDE_DISABLED_COLOR: Color = new Color(0x4D, 0x45, 0x45, 255);
- // 引导阶段确认按钮交互覆盖:true 启用;false 禁用;null 不覆盖
- private guideConfirmEnabledOverride: boolean | null = null;
- onEnable() {
- // 如果还未初始化,则进行初始化
- if (!this.isInitialized) {
- this.initializeComponent();
- } else {
- // 如果已经初始化,重新设置事件监听器(因为onDisable时会移除)
- this.setupEventListeners();
- }
- // this.initDebugDraw();
- }
- start() {
- // 如果还未初始化,则进行初始化
- if (!this.isInitialized) {
- this.initializeComponent();
- }
- }
-
- private async initializeComponent() {
- // 异步加载小球价格配置
- try {
- this.ballPriceConfigData = await JsonConfigLoader.getInstance().loadConfig('ballPrice');
- console.log('[GameBlockSelection] 小球价格配置加载成功:', this.ballPriceConfigData);
- } catch (error) {
- console.warn('[GameBlockSelection] 小球价格配置加载失败:', error);
- this.ballPriceConfigData = null;
- }
-
- // 异步加载武器配置
- try {
- this.weaponsConfigData = await JsonConfigLoader.getInstance().loadConfig('weapons');
- console.log('[GameBlockSelection] 武器配置加载成功:', this.weaponsConfigData);
- } catch (error) {
- console.warn('[GameBlockSelection] 武器配置加载失败:', error);
- this.weaponsConfigData = null;
- }
-
- // 获取管理器实例
- this.session = LevelSessionManager.inst;
-
- // 获取BallController
- if (this.ballControllerNode) {
- this.ballController = this.ballControllerNode.getComponent(BallController);
- } else {
- console.warn('BallController节点未绑定,请在Inspector中拖拽Canvas/GameLevelUI/BallController节点');
- }
- // 获取BlockManager
- if (this.blockManagerNode) {
- this.blockManager = this.blockManagerNode.getComponent(BlockManager);
-
- // 如果武器配置已通过 BundleLoader 加载,传递给BlockManager
- if (this.weaponsConfigData) {
- // 通过公共方法将加载的配置传递给BlockManager
- if (this.blockManager && typeof this.blockManager.setPreloadedWeaponsConfig === 'function') {
- this.blockManager.setPreloadedWeaponsConfig(this.weaponsConfigData);
- console.log('[GameBlockSelection] 武器配置已传递给BlockManager');
- } else {
- console.warn('[GameBlockSelection] BlockManager不支持setPreloadedWeaponsConfig方法');
- }
- } else {
- console.warn('[GameBlockSelection] 武器配置加载失败,BlockManager将使用默认配置');
- }
- } else {
- console.warn('BlockManager节点未绑定,请在Inspector中拖拽Canvas/GameLevelUI/BlockController节点');
- }
- // 如果没有指定coinLabelNode,尝试找到它
- if (!this.coinLabelNode) {
- this.coinLabelNode = find('Canvas-001/TopArea/CoinNode/CoinLabel');
- }
- // 初始化金币显示
- this.updateCoinDisplay();
- // 绑定按钮事件
- this.bindButtonEvents();
-
- // 设置事件监听器
- this.setupEventListeners();
-
- // 更新价格显示
- this.updatePriceDisplay();
-
- // 更新奖励显示
- this.updateRewardDisplay();
-
- // 标记为已初始化
- this.isInitialized = true;
-
- // 初始化完成
- }
- // 设置事件监听器
- private setupEventListeners() {
- const eventBus = EventBus.getInstance();
-
- // 监听重置方块选择事件
- eventBus.on(GameEvents.RESET_BLOCK_SELECTION, this.onResetBlockSelectionEvent, this);
- // 监听全局UI重置事件,确保按钮视觉状态恢复
- eventBus.on(GameEvents.RESET_UI_STATES, this.onResetUIStatesEvent, this);
- // 监听游戏开始事件,用于标记可以开始生成方块
- eventBus.on(GameEvents.GAME_START, this.onGameStartEvent, this);
-
- // 监听方块拖拽事件设置请求
- eventBus.on(GameEvents.SETUP_BLOCK_DRAG_EVENTS, this.onSetupBlockDragEventsEvent, this);
- // 监听进入游玩状态与敌人开始生成以更新引导按钮状态(波次变化时)
- eventBus.on(GameEvents.ENTER_PLAYING_STATE, this.updateGuideButtonStates, this);
- eventBus.on(GameEvents.ENEMY_START_GAME, this.updateGuideButtonStates, this);
- eventBus.on(GameEvents.GAME_START, this.updateGuideButtonStates, this);
- // 监听敌人数量更新与新波次开始,精确在第二波结束时解禁按钮
- eventBus.on(GameEvents.ENEMY_UPDATE_COUNT, this.updateGuideButtonStates, this);
- eventBus.on(GameEvents.ENEMY_START_WAVE, this.updateGuideButtonStates, this);
- // 监听:全局强制结束所有拖拽(用于教程自动放置期间收敛拖拽状态)
- eventBus.on(GameEvents.FORCE_END_ALL_DRAGS, this.onForceEndAllDrags, this);
- // 监听:新手引导确认按钮覆盖事件
- eventBus.on(GameEvents.GUIDE_SET_CONFIRM_ENABLED, this.onGuideSetConfirmEnabledEvent, this);
- eventBus.on(GameEvents.GUIDE_CLEAR_CONFIRM_OVERRIDE, this.onGuideClearConfirmOverrideEvent, this);
- }
-
- // 处理重置方块选择事件
- private onResetBlockSelectionEvent() {
- this.resetSelection();
- // 恢复按钮颜色与交互状态,并清理颜色缓存,避免跨关卡残留
- this.applyGuideDisabledVisual(this.addCoinButton, false);
- this.applyGuideDisabledVisual(this.refreshButton, false);
- this.applyGuideDisabledVisual(this.confirmButton, false);
- this.originalButtonColors.clear();
- }
- // 处理全局UI重置事件(返回主界面或关卡结束时)
- private onResetUIStatesEvent() {
- // 恢复按钮颜色与交互状态,并清理颜色缓存,避免跨关卡残留
- this.applyGuideDisabledVisual(this.addCoinButton, false);
- this.applyGuideDisabledVisual(this.refreshButton, false);
- this.applyGuideDisabledVisual(this.confirmButton, false);
- this.originalButtonColors.clear();
- }
- // 处理游戏开始事件
- private onGameStartEvent() {
- // 接收到游戏开始事件,允许生成方块
- this.shouldGenerateBlocks = true;
- }
-
- // 处理方块拖拽事件设置请求
- private onSetupBlockDragEventsEvent(blocks: Node[]) {
- // 确保组件仍然有效
- if (!this.node || !this.node.isValid) {
- console.warn('[GameBlockSelection] 组件节点无效,跳过拖拽事件设置');
- return;
- }
-
- for (const block of blocks) {
- if (block && block.isValid) {
- // 先移除可能存在的旧事件监听器
- block.off(Node.EventType.TOUCH_START);
- block.off(Node.EventType.TOUCH_MOVE);
- block.off(Node.EventType.TOUCH_END);
- block.off(Node.EventType.TOUCH_CANCEL);
-
- // 重新设置拖拽事件
- this.setupBlockDragEvents(block);
- } else {
- // 跳过无效方块的拖拽事件设置
- }
- }
- }
-
- // 绑定按钮事件
- private bindButtonEvents() {
- // 绑定新增小球按钮
- if (this.addBallButton) {
- const btn = this.addBallButton.getComponent(Button);
- if (btn) {
- this.addBallButton.on(Button.EventType.CLICK, this.onAddBallClicked, this);
- } else {
- this.addBallButton.on(Node.EventType.TOUCH_END, this.onAddBallClicked, this);
- }
- }
- // 绑定增加金币按钮
- if (this.addCoinButton) {
- const btn = this.addCoinButton.getComponent(Button);
- if (btn) {
- this.addCoinButton.on(Button.EventType.CLICK, this.onAddCoinClicked, this);
- } else {
- this.addCoinButton.on(Node.EventType.TOUCH_END, this.onAddCoinClicked, this);
- }
- }
- // 绑定刷新方块按钮
- if (this.refreshButton) {
- const btn = this.refreshButton.getComponent(Button);
- if (btn) {
- this.refreshButton.on(Button.EventType.CLICK, this.onRefreshClicked, this);
- } else {
- this.refreshButton.on(Node.EventType.TOUCH_END, this.onRefreshClicked, this);
- }
- }
- // 绑定确认按钮
- if (this.confirmButton) {
- const btn = this.confirmButton.getComponent(Button);
- if (btn) {
- this.confirmButton.on(Button.EventType.CLICK, this.onConfirmButtonClicked, this);
- } else {
- this.confirmButton.on(Node.EventType.TOUCH_END, this.onConfirmButtonClicked, this);
- }
- }
- // 初始更新引导期间按钮状态
- this.updateGuideButtonStates();
- }
- // 新增小球按钮点击
- private onAddBallClicked() {
- // 播放UI点击音效
- Audio.playUISound('data/弹球音效/ui play');
-
- // 从UI节点获取价格并应用便宜技能效果计算实际费用
- const baseCost = this.getAddBallCost();
- const actualCost = this.getActualCost(baseCost);
-
- // 检查是否有足够金币
- const canAfford = this.canSpendCoins(actualCost);
- let success = false;
- let failureReason: string | undefined;
-
- if (!canAfford) {
- failureReason = 'insufficient_coins';
- this.showInsufficientCoinsUI();
- } else {
- // 扣除金币
- if (this.session.spendCoins(actualCost)) {
- success = true;
- // 增加使用次数
- this.session.incrementAddBallUsageCount();
-
- this.updateCoinDisplay();
-
- // 更新价格显示
- this.updatePriceDisplay();
-
- // 通过事件系统创建新的小球
- const eventBus = EventBus.getInstance();
- eventBus.emit(GameEvents.BALL_CREATE_ADDITIONAL);
- // 新增小球成功
- } else {
- failureReason = 'spend_coins_failed';
- }
- }
-
- // 数据分析追踪
- const properties: BlockSelectionClickProperties = {
- button_type: 'add_ball',
- button_cost: actualCost,
- user_money: this.session.getCoins(),
- usage_count: this.session.getAddBallUsageCount(),
- success: success,
- failure_reason: failureReason
- };
- AnalyticsManager.getInstance().trackBlockSelectionClick(properties);
- }
- // 增加金币按钮点击
- private onAddCoinClicked() {
- // 引导第2波结束前禁用此按钮
- if (this.isGuideRestrictActive()) {
- this.applyGuideDisabledVisual(this.addCoinButton, true);
- return;
- }
- // 播放UI点击音效
- Audio.playUISound('data/弹球音效/ui play');
-
- let success = false;
- let failureReason: string | undefined;
-
- // 显示激励视频广告
- AdManager.getInstance().showRewardedVideoAd(
- () => {
- // 广告观看完成,增加金币
- const coinsToAdd = this.getAddCoinReward(); // 从配置中获取广告奖励的金币数量
- this.session.addCoins(coinsToAdd);
-
- // 增加使用次数
- this.session.incrementAddCoinUsageCount();
-
- // 更新显示
- this.updateCoinDisplay();
- this.updateRewardDisplay();
-
- success = true;
-
- // 数据分析追踪 - 成功情况
- const properties: BlockSelectionClickProperties = {
- button_type: 'add_coin',
- user_money: this.session.getCoins(),
- usage_count: this.session.getAddCoinUsageCount(),
- success: success
- };
- AnalyticsManager.getInstance().trackBlockSelectionClick(properties);
- },
- (error) => {
- console.error('[GameBlockSelection] 广告显示失败:', error);
- // 广告失败时不给予奖励
- failureReason = 'ad_failed';
-
- // 数据分析追踪 - 失败情况
- const properties: BlockSelectionClickProperties = {
- button_type: 'add_coin',
- user_money: this.session.getCoins(),
- usage_count: this.session.getAddCoinUsageCount(),
- success: false,
- failure_reason: failureReason
- };
- AnalyticsManager.getInstance().trackBlockSelectionClick(properties);
- }
- );
- }
- // 刷新方块按钮点击
- private onRefreshClicked() {
- // 引导第2波结束前禁用此按钮
- if (this.isGuideRestrictActive()) {
- this.applyGuideDisabledVisual(this.refreshButton, true);
- return;
- }
- // 播放UI点击音效
- Audio.playUISound('data/弹球音效/ui play');
-
- // 从UI节点获取价格并应用便宜技能效果计算实际费用
- const baseCost = this.getRefreshCost();
- const actualCost = this.getActualCost(baseCost);
-
- // 检查是否有足够金币
- const canAfford = this.canSpendCoins(actualCost);
- let success = false;
- let failureReason: string | undefined;
-
- if (!canAfford) {
- failureReason = 'insufficient_coins';
- this.showInsufficientCoinsUI();
- } else {
- // 扣除金币
- if (this.session.spendCoins(actualCost)) {
- success = true;
- // 增加使用次数
- this.session.incrementRefreshUsageCount();
-
- // 成功扣除金币
- this.updateCoinDisplay();
-
- // 更新价格显示
- this.updatePriceDisplay();
-
- // 刷新方块
- if (this.blockManager) {
- console.log('[GameBlockSelection] 开始刷新方块流程');
-
- // 找到PlacedBlocks容器
- const placedBlocksContainer = find('Canvas/GameLevelUI/GameArea/PlacedBlocks');
- if (placedBlocksContainer) {
- // 移除已放置方块的标签
- // 移除已放置方块的标签
- BlockTag.removeTagsInContainer(placedBlocksContainer);
- }
-
- // 刷新方块
- // 调用 blockManager.refreshBlocks()
- this.blockManager.refreshBlocks();
-
- // 等待一帧确保方块生成完成
- this.scheduleOnce(() => {
- }, 0.1);
- } else {
- console.error('[GameBlockSelection] 找不到BlockManager,无法刷新方块');
- success = false;
- failureReason = 'block_manager_not_found';
- }
- } else {
- console.error('[GameBlockSelection] 扣除金币失败');
- failureReason = 'spend_coins_failed';
- }
- }
-
- // 数据分析追踪
- const properties: BlockSelectionClickProperties = {
- button_type: 'refresh_blocks',
- button_cost: actualCost,
- user_money: this.session.getCoins(),
- usage_count: this.session.getRefreshUsageCount(),
- success: success,
- failure_reason: failureReason
- };
- AnalyticsManager.getInstance().trackBlockSelectionClick(properties);
- }
- // 确认按钮点击
- public onConfirmButtonClicked() {
- // 引导阶段需要禁用时直接拦截点击
- const restrictGuide = this.isGuideRestrictActive();
- if (this.guideConfirmEnabledOverride === false || (restrictGuide && this.guideConfirmEnabledOverride !== true)) {
- this.applyGuideDisabledVisual(this.confirmButton, true);
- return;
- }
- // 检查是否有上阵方块
- const hasBlocks = this.hasPlacedBlocks();
- if (!hasBlocks) {
- this.showNoPlacedBlocksToast();
- return;
- }
-
- // 播放UI音效
- Audio.playUISound('data/弹球音效/ui play');
-
- // 保存已放置的方块
- this.preservePlacedBlocks();
-
- // 清理kuang区域的方块(用户期望的行为)
- if (this.blockManager) {
- this.blockManager.clearBlocks();
- console.log('[GameBlockSelection] 已清理kuang区域的方块');
- }
- // 先回调通知GameManager,让它处理波次逻辑
- if (this.onConfirmCallback) {
- this.onConfirmCallback();
- }
- // 发出方块选择确认事件(用于新手引导第三步结束)
- EventBus.getInstance().emit(GameEvents.BLOCK_SELECTION_CONFIRMED);
-
- // 播放下滑diban动画,结束备战进入playing状态
- this.playDibanSlideDownAnimation();
- // 确认后更新一次(可能进入下一波)
- this.updateGuideButtonStates();
- }
-
- // 播放diban下滑动画
- private playDibanSlideDownAnimation() {
- // 开始播放diban下滑动画
-
- // 使用装饰器属性获取Camera节点上的GameStartMove组件
- if (!this.cameraNode) {
- console.warn('[GameBlockSelection] Camera节点未设置,请在Inspector中拖拽Canvas/Camera节点');
- return;
- }
-
- const gameStartMove = this.cameraNode.getComponent('GameStartMove');
- if (!gameStartMove) {
- console.warn('[GameBlockSelection] GameStartMove组件未找到');
- return;
- }
-
- // 调用GameStartMove的下滑动画方法
- (gameStartMove as any).slideDibanDownAndHide(0.3);
-
- // 已调用GameStartMove的diban下滑动画
- }
- // 保存已放置的方块(从GameManager迁移)
- private preservePlacedBlocks() {
- if (this.blockManager) {
- this.blockManager.onGameStart();
- }
- }
- // 检查是否有足够金币
- private canSpendCoins(amount: number): boolean {
- return this.session.getCoins() >= amount;
- }
- // 计算应用便宜技能效果后的实际费用
- private getActualCost(baseCost: number): number {
- const skillManager = SkillManager.getInstance();
- if (skillManager) {
- const cheaperSkillLevel = skillManager.getSkillLevel('cheaper_units');
- return Math.ceil(SkillManager.calculateCheaperUnitsPrice(baseCost, cheaperSkillLevel));
- }
- return baseCost;
- }
- // 更新金币显示
- private updateCoinDisplay() {
- if (this.coinLabelNode) {
- const label = this.coinLabelNode.getComponent(Label);
- if (label) {
- const coins = this.session.getCoins();
- label.string = coins.toString();
- // 更新金币显示
- } else {
- console.warn('[GameBlockSelection] coinLabelNode缺少Label组件');
- }
- } else {
- console.warn('[GameBlockSelection] coinLabelNode未找到');
- }
- }
- // ——— 引导期间按钮禁用与颜色处理 ———
- private isGuideRestrictActive(): boolean {
- try {
- // 仅在第1关启用引导期限制;进入其他关卡一律不限制
- const sdm = SaveDataManager.getInstance();
- const currentLevel = sdm ? sdm.getCurrentLevel() : 1;
- if (currentLevel !== 1) return false;
- const guideMgr = NewbieGuideManager.getInstance();
- const isGuide = guideMgr && guideMgr.isNewbieGuideInProgress();
- if (!isGuide) return false;
- const inGameMgr = this.inGameManagerNode ? this.inGameManagerNode.getComponent(InGameManager) : null;
- const currentWave = inGameMgr ? inGameMgr.getCurrentWave() : 1;
- // 第1波:禁用
- if (currentWave < 2) return true;
- // 第3波及以后:解禁
- if (currentWave > 2) return false;
- // 第2波:直到所有敌人被击败前禁用
- const total = inGameMgr ? inGameMgr.getCurrentWaveTotalEnemies() : 0;
- const killed = inGameMgr ? inGameMgr.getCurrentWaveEnemyCount() : 0;
- if (total <= 0) {
- // 无法获取总数时保守禁用
- return true;
- }
- return killed < total;
- } catch (e) {
- return false;
- }
- }
- private applyGuideDisabledVisual(targetButtonNode: Node | null, disabled: boolean) {
- if (!targetButtonNode) return;
- const btn = targetButtonNode.getComponent(Button);
- if (btn) btn.interactable = !disabled;
- // 设置按钮节点及其子节点的Sprite颜色
- const applyColorRecursively = (node: Node, color: Color) => {
- const sp = node.getComponent(Sprite);
- if (sp) {
- // 缓存原始颜色
- if (!this.originalButtonColors.has(node)) {
- this.originalButtonColors.set(node, sp.color?.clone?.() || new Color(255, 255, 255, 255));
- }
- sp.color = color;
- }
- node.children?.forEach(child => applyColorRecursively(child, color));
- };
- if (disabled) {
- applyColorRecursively(targetButtonNode, this.GUIDE_DISABLED_COLOR);
- } else {
- // 恢复至原始颜色(若无缓存则使用白色)
- const restoreColorRecursively = (node: Node) => {
- const sp = node.getComponent(Sprite);
- if (sp) {
- const orig = this.originalButtonColors.get(node) || new Color(255, 255, 255, 255);
- sp.color = orig;
- }
- node.children?.forEach(child => restoreColorRecursively(child));
- };
- restoreColorRecursively(targetButtonNode);
- }
- }
- private updateGuideButtonStates = () => {
- // 根据引导期与波次实时计算禁用状态(仅第1关的第1/2波禁用)
- const restrict = this.isGuideRestrictActive();
- this.applyGuideDisabledVisual(this.addCoinButton, restrict);
- this.applyGuideDisabledVisual(this.refreshButton, restrict);
- // 同步确认按钮禁用(允许由引导覆盖)
- let confirmDisabled = restrict;
- if (this.guideConfirmEnabledOverride !== null) {
- confirmDisabled = !this.guideConfirmEnabledOverride;
- }
- this.applyGuideDisabledVisual(this.confirmButton, confirmDisabled);
- };
- // 引导:设置确认按钮启用/禁用覆盖
- private onGuideSetConfirmEnabledEvent(enabled: boolean) {
- if (typeof enabled === 'boolean') {
- this.guideConfirmEnabledOverride = enabled;
- } else {
- this.guideConfirmEnabledOverride = null;
- }
- this.updateGuideButtonStates();
- }
- // 引导:清除确认按钮覆盖
- private onGuideClearConfirmOverrideEvent() {
- this.guideConfirmEnabledOverride = null;
- this.updateGuideButtonStates();
- }
- // 显示金币不足UI
- private showInsufficientCoinsUI() {
- // 使用事件机制显示资源不足Toast
- EventBus.getInstance().emit(GameEvents.SHOW_RESOURCE_TOAST, {
- message: '金币不足!',
- duration: 3.0
- });
-
- // 金币不足
- }
- // === 公共方法:供GameManager调用 ===
- // 生成方块选择(不再控制UI显示,只负责生成方块)
- public generateBlockSelection() {
- // 尝试确保拿到 BlockManager(兼容场景切换后生命周期先后顺序)
- if (!this.blockManager) {
- // 1) 通过已绑定的节点拿组件
- if (this.blockManagerNode && this.blockManagerNode.isValid) {
- this.blockManager = this.blockManagerNode.getComponent(BlockManager);
- }
- // 2) 回退到路径查找(确保场景加载后也能获取到)
- if (!this.blockManager) {
- const bmNode = find('Canvas/GameLevelUI/BlockController');
- if (bmNode) {
- this.blockManager = bmNode.getComponent(BlockManager) as any;
- if (!this.blockManager) {
- // 兼容字符串组件名(某些环境下主动通过字符串拿组件)
- this.blockManager = bmNode.getComponent('BlockManager') as any;
- }
- }
- }
- // 3) 如果武器配置已预加载,补传一次给 BlockManager
- if (this.blockManager && this.weaponsConfigData && typeof (this.blockManager as any).setPreloadedWeaponsConfig === 'function') {
- (this.blockManager as any).setPreloadedWeaponsConfig(this.weaponsConfigData);
- console.log('[GameBlockSelection] 懒加载后已向BlockManager传递武器配置');
- }
- }
- // 直接生成方块,不再依赖shouldGenerateBlocks标志
- if (this.blockManager) {
- this.blockManager.refreshBlocks();
- } else {
- console.warn('[GameBlockSelection] BlockManager未找到,无法生成随机方块');
- }
- // 触发进入备战状态事件
- EventBus.getInstance().emit(GameEvents.ENTER_BATTLE_PREPARATION);
- }
-
- // 设置确认回调
- public setConfirmCallback(callback: () => void) {
- this.onConfirmCallback = callback;
- }
- // 统一的方块占用情况刷新方法
- public refreshGridOccupation() {
- if (this.blockManager) {
- this.blockManager.resetGridOccupation();
-
- // 重新计算所有已放置方块的占用情况
- const placedBlocksContainer = find('Canvas/GameLevelUI/GameArea/PlacedBlocks');
- if (placedBlocksContainer) {
- for (let i = 0; i < placedBlocksContainer.children.length; i++) {
- const block = placedBlocksContainer.children[i];
-
- // 按照BlockManager.tryPlaceBlockToGrid的正确方法获取位置
- let b1Node = block;
- if (block.name !== 'B1') {
- b1Node = block.getChildByName('B1');
- if (!b1Node) {
- console.warn(`[GameBlockSelection] 方块 ${block.name} 没有B1子节点`);
- continue;
- }
- }
-
- // 获取B1节点的世界坐标,然后转换为网格本地坐标
- const b1WorldPos = b1Node.parent.getComponent(UITransform).convertToWorldSpaceAR(b1Node.position);
- const gridPos = this.blockManager.gridContainer.getComponent(UITransform).convertToNodeSpaceAR(b1WorldPos);
-
- // 重新标记方块占用的网格位置
- const gridNode = this.blockManager.findNearestGridNode(gridPos);
- if (gridNode) {
- this.blockManager.markOccupiedPositions(block, gridNode);
- } else {
- console.warn(`[GameBlockSelection] 方块 ${block.name} 未找到对应的网格节点`);
- }
- }
- }
- } else {
- console.warn('[GameBlockSelection] BlockManager未找到,无法刷新占用情况');
- }
-
- this.blockManager.printGridOccupationMatrix();
- }
- // 重置方块选择状态
- public resetSelection() {
- // 重置方块生成标志,等待下次onBattle触发
- this.shouldGenerateBlocks = false;
-
- // 注意:不再直接调用blockManager.onGameReset(),因为StartGame.clearGameStates()
- // 已经通过RESET_BLOCK_MANAGER事件触发了BlockManager的重置,避免重复生成方块
-
- // 清理所有方块标签
- BlockTag.clearAllTags();
-
- // 更新价格显示(使用次数已在session中重置)
- this.updatePriceDisplay();
-
- // 更新金币显示
- this.updateCoinDisplay();
- }
- // 检查是否有上阵方块
- private hasPlacedBlocks(): boolean {
- // 优先使用BlockManager的方法检查
- if (this.blockManager) {
- return this.blockManager.hasPlacedBlocks();
- }
-
- // 备用方案:直接检查PlacedBlocks容器
- const placedBlocksContainer = find('Canvas/GameLevelUI/GameArea/PlacedBlocks');
- if (!placedBlocksContainer) {
- console.warn('找不到PlacedBlocks容器');
- return false;
- }
-
- // 检查容器中是否有子节点(方块)
- return placedBlocksContainer.children.length > 0;
- }
- // 显示没有上阵方块的Toast提示
- private showNoPlacedBlocksToast() {
- // 使用事件机制显示Toast
- EventBus.getInstance().emit(GameEvents.SHOW_RESOURCE_TOAST, {
- message: '请至少上阵一个植物!',
- duration: 3.0
- });
- }
-
- // 设置方块拖拽事件
- public setupBlockDragEvents(block: Node) {
- block.on(Node.EventType.TOUCH_START, (event: EventTouch) => {
- // 仅处理首个触点,过滤其他触点事件
- const touchId = this.getTouchId(event);
- if (this.activeTouchId !== null && this.activeTouchId !== touchId) {
- return;
- }
- // 检查游戏是否已开始
- if (!this.blockManager.gameStarted) {
- return;
- }
-
- // 只对grid区域的方块检查移动限制,kuang区域的方块可以自由拖拽
- const blockLocation = this.blockManager.blockLocations.get(block);
- // 金币不足时禁止从kuang区域拖拽,并在点击时提示
- if (blockLocation !== 'grid') {
- const price = this.blockManager.getBlockPrice(block);
- if (!this.canSpendCoins(price)) {
- this.blockManager.showInsufficientCoinsEffect(block);
- return; // 不进入拖拽流程
- }
- }
-
- // grid区域的方块目前允许自由移动
-
- // 绑定当前拖拽手指ID
- this.activeTouchId = touchId;
- this.currentDragBlock = block;
- this.startPos = event.getUILocation();
- this.blockStartPos.set(block.position);
- this.currentDragBlock['startLocation'] = blockLocation;
-
- // 如果方块在grid区域,拿起时清除其占用状态
- if (blockLocation === 'grid') {
- this.blockManager.clearOccupiedPositions(block);
- // 输出更新后的占用情况
- this.blockManager.printGridOccupationMatrix();
- }
-
- // 设置拖动状态,隐藏价格标签
- block['isDragging'] = true;
-
- block.setSiblingIndex(block.parent.children.length - 1);
- // 拖拽开始时禁用碰撞体
- const collider = block.getComponent(Collider2D);
- if (collider) collider.enabled = false;
-
- // 通知BallController有方块开始拖拽
- EventBus.getInstance().emit(GameEvents.BLOCK_DRAG_START, { block: block });
- }, this);
-
- block.on(Node.EventType.TOUCH_MOVE, (event: EventTouch) => {
- // 只处理与当前绑定触点一致的移动事件
- const touchId = this.getTouchId(event);
- if (this.activeTouchId !== touchId) {
- return;
- }
- // 检查游戏是否已开始
- if (!this.blockManager.gameStarted) {
- return;
- }
-
- // 只对grid区域的方块检查移动限制,kuang区域的方块可以自由拖拽
- const blockLocation = this.blockManager.blockLocations.get(block);
-
- // 教程阶段:第6步结束前禁止移动已上阵方块(第4步除外)
- if (blockLocation === 'grid' && !this.blockManager.canMovePlacedBlocks()) {
- return;
- }
-
- if (!this.currentDragBlock) return;
-
- const location = event.getUILocation();
- const deltaX = location.x - this.startPos.x;
- const deltaY = location.y - this.startPos.y;
-
- // 目标位置(本地坐标)
- const targetLocal = new Vec3(
- this.blockStartPos.x + deltaX,
- this.blockStartPos.y + deltaY,
- this.blockStartPos.z
- );
- const parentTransform = this.currentDragBlock.parent ? this.currentDragBlock.parent.getComponent(UITransform) : null;
- const targetWorld = parentTransform ? parentTransform.convertToWorldSpaceAR(targetLocal) : targetLocal.clone();
- // GameArea 边界夹紧(仅在目标点位于 GameArea 内部时进行夹紧)
- const gameAreaNode = find('Canvas/GameLevelUI/GameArea');
- const gameAreaTransform = gameAreaNode ? gameAreaNode.getComponent(UITransform) : null;
- if (gameAreaTransform) {
- const bounds = gameAreaTransform.getBoundingBoxToWorld();
- const inside = bounds.contains(new Vec2(targetWorld.x, targetWorld.y));
- if (inside && parentTransform) {
- const minX = bounds.x;
- const maxX = bounds.x + bounds.width;
- const minY = bounds.y;
- const maxY = bounds.y + bounds.height;
- const clampedWorld = new Vec3(
- Math.min(Math.max(targetWorld.x, minX), maxX),
- Math.min(Math.max(targetWorld.y, minY), maxY),
- targetWorld.z
- );
- const clampedLocal = parentTransform.convertToNodeSpaceAR(clampedWorld);
- this.currentDragBlock.position = clampedLocal;
- } else {
- this.currentDragBlock.position = targetLocal;
- }
- } else {
- this.currentDragBlock.position = targetLocal;
- }
- }, this);
-
- block.on(Node.EventType.TOUCH_END, async (event: EventTouch) => {
- // 只处理与当前绑定触点一致的结束事件
- const touchId = this.getTouchId(event);
- if (this.activeTouchId !== null && this.activeTouchId !== touchId) {
- return;
- }
- // 检查游戏是否已开始
- if (!this.blockManager.gameStarted) {
- return;
- }
-
- // 只对grid区域的方块检查移动限制,kuang区域的方块可以自由拖拽
- const blockLocation = this.blockManager.blockLocations.get(block);
-
- // 教程阶段:第6步结束前禁止移动已上阵方块(第4步除外)
- if (blockLocation === 'grid' && !this.blockManager.canMovePlacedBlocks()) {
- return;
- }
-
- if (this.currentDragBlock) {
- try {
- await this.handleBlockDrop(event);
- } catch (error) {
- console.error('[GameBlockSelection] 处理方块拖拽放置时发生错误:', error);
- // 发生错误时,将方块返回原位置
- this.returnBlockToOriginalPosition();
- }
-
- // 清除拖动状态,恢复价格标签显示
- block['isDragging'] = false;
-
- this.currentDragBlock = null;
- // 拖拽结束时恢复碰撞体
- const collider = block.getComponent(Collider2D);
- if (collider) collider.enabled = true;
-
- // 通知BallController方块拖拽结束
- EventBus.getInstance().emit(GameEvents.BLOCK_DRAG_END, { block: block });
- // 释放触点绑定
- this.activeTouchId = null;
- }
- }, this);
-
- block.on(Node.EventType.TOUCH_CANCEL, (event: EventTouch) => {
- const touchId = this.getTouchId(event);
- if (this.activeTouchId !== null && this.activeTouchId !== touchId) {
- return;
- }
- if (this.currentDragBlock) {
- this.returnBlockToOriginalPosition();
-
- // 清除拖动状态,恢复价格标签显示
- block['isDragging'] = false;
-
- this.currentDragBlock = null;
- // 拖拽取消时恢复碰撞体
- const collider = block.getComponent(Collider2D);
- if (collider) collider.enabled = true;
-
- // 通知BallController方块拖拽结束
- EventBus.getInstance().emit(GameEvents.BLOCK_DRAG_END, { block: block });
- // 释放触点绑定
- this.activeTouchId = null;
- }
- }, this);
- }
-
- // 处理方块放下
- private async handleBlockDrop(event: EventTouch) {
- try {
- const touchPos = event.getLocation();
- const startLocation = this.currentDragBlock['startLocation'];
-
- if (this.isInKuangArea(touchPos)) {
- // 检查是否有标签,只有有标签的方块才能放回kuang
- if (BlockTag.hasTag(this.currentDragBlock)) {
- this.returnBlockToKuang(startLocation);
- } else {
- // 没有标签的方块不能放回kuang,返回原位置
- this.returnBlockToOriginalPosition();
- }
- } else if (this.blockManager.tryPlaceBlockToGrid(this.currentDragBlock)) {
- await this.handleSuccessfulPlacement(startLocation);
- } else {
- // 放置失败,尝试直接与重叠方块合成
- // 先检查金币是否充足(如果来自kuang区域)
- if (startLocation !== 'grid') {
- const price = this.blockManager.getBlockPrice(this.currentDragBlock);
- if (!this.canSpendCoins(price)) {
- this.returnBlockToOriginalPosition();
- return;
- }
- }
-
- if (this.blockManager.tryMergeOnOverlap(this.currentDragBlock)) {
- // 合成成功时,若来自 kuang 则扣费
- if (startLocation !== 'grid') {
- const price = this.blockManager.getBlockPrice(this.currentDragBlock);
- this.blockManager.deductPlayerCoins(price);
- }
- // 当前拖拽块已被销毁(合并时),无需复位
- } else {
- this.returnBlockToOriginalPosition();
- }
- }
- } catch (error) {
- console.error('[GameBlockSelection] handleBlockDrop 发生错误:', error);
- // 发生错误时,将方块返回原位置
- this.returnBlockToOriginalPosition();
- throw error; // 重新抛出错误,让上层处理
- } finally {
- // 无论成功还是失败,都要清理拖拽状态
- if (this.currentDragBlock && this.currentDragBlock.isValid) {
- // 重新启用碰撞器
- const collider = this.currentDragBlock.getComponent(Collider2D);
- if (collider) {
- collider.enabled = true;
- console.log('[GameBlockSelection] 拖拽结束,重新启用碰撞器:', this.currentDragBlock.name);
- }
-
- // 发射拖拽结束事件
- console.log('[GameBlockSelection] 发射 BLOCK_DRAG_END 事件:', this.currentDragBlock.name);
- EventBus.getInstance().emit(GameEvents.BLOCK_DRAG_END, { block: this.currentDragBlock });
- }
-
- // 清理拖拽状态
- this.currentDragBlock = null;
- // 释放触点绑定
- this.activeTouchId = null;
- }
-
- // 刷新方块占用情况
- this.refreshGridOccupation();
- }
-
- // 检查是否在kuang区域内
- private isInKuangArea(touchPos: Vec2): boolean {
- // 检查是否在任何一个Block容器区域内
- const blockContainers = [
- this.blockManager.block1Container,
- this.blockManager.block2Container,
- this.blockManager.block3Container
- ];
-
- for (const container of blockContainers) {
- if (container) {
- const transform = container.getComponent(UITransform);
- if (transform) {
- const boundingBox = new Rect(
- container.worldPosition.x - transform.width * transform.anchorX,
- container.worldPosition.y - transform.height * transform.anchorY,
- transform.width,
- transform.height
- );
-
- if (boundingBox.contains(new Vec2(touchPos.x, touchPos.y))) {
- return true;
- }
- }
- }
- }
-
- // 如果Block容器都不可用,回退到检查kuang容器
- if (this.blockManager.kuangContainer) {
- const kuangTransform = this.blockManager.kuangContainer.getComponent(UITransform);
- if (kuangTransform) {
- const kuangBoundingBox = new Rect(
- this.blockManager.kuangContainer.worldPosition.x - kuangTransform.width * kuangTransform.anchorX,
- this.blockManager.kuangContainer.worldPosition.y - kuangTransform.height * kuangTransform.anchorY,
- kuangTransform.width,
- kuangTransform.height
- );
-
- return kuangBoundingBox.contains(new Vec2(touchPos.x, touchPos.y));
- }
- }
-
- return false;
- }
-
- // 返回方块到对应的Block容器区域
- private returnBlockToKuang(startLocation: string) {
- const originalPos = this.blockManager.originalPositions.get(this.currentDragBlock);
- const blockLocation = this.blockManager.blockLocations.get(this.currentDragBlock);
-
- if (originalPos) {
- // 根据方块的原始位置确定应该返回到哪个Block容器
- let targetContainer: Node = null;
- let targetLocation = 'kuang'; // 默认位置
-
- if (blockLocation && blockLocation.startsWith('block')) {
- // 如果方块原本在Block容器中,返回到对应的容器
- if (blockLocation === 'block1') {
- targetContainer = this.blockManager.block1Container;
- targetLocation = 'block1';
- } else if (blockLocation === 'block2') {
- targetContainer = this.blockManager.block2Container;
- targetLocation = 'block2';
- } else if (blockLocation === 'block3') {
- targetContainer = this.blockManager.block3Container;
- targetLocation = 'block3';
- }
- }
-
- // 如果没有找到对应的Block容器,回退到kuang容器
- if (!targetContainer) {
- targetContainer = this.blockManager.kuangContainer;
- targetLocation = 'kuang';
- }
-
- if (targetContainer && this.currentDragBlock.parent !== targetContainer) {
- this.currentDragBlock.removeFromParent();
- targetContainer.addChild(this.currentDragBlock);
- }
-
- this.currentDragBlock.position = originalPos.clone();
- this.blockManager.blockLocations.set(this.currentDragBlock, targetLocation);
- }
-
- // 当方块返回kuang区域时,重新设置植物图标缩放至0.4倍
- const weaponNode = this.findWeaponNodeInBlock(this.currentDragBlock);
- if (weaponNode) {
- weaponNode.setScale(0.4, 0.4, 1);
- // 方块返回kuang区域,设置植物图标缩放: 0.4倍
- }
-
- if (startLocation === 'grid') {
- const price = this.blockManager.getBlockPrice(this.currentDragBlock);
- this.blockManager.refundPlayerCoins(price);
- this.currentDragBlock['placedBefore'] = false;
- }
-
- // 显示对应的db标签节点
- this.showDbNodeByBlockLocation(this.currentDragBlock);
- }
-
- /**
- * 为方块的武器节点添加武器信息组件
- * @param block 方块节点
- */
- private attachWeaponInfoToBlock(block: Node): void {
- try {
- // 查找方块中的Weapon节点
- const weaponNode = this.findWeaponNodeInBlock(block);
- if (!weaponNode) {
- console.warn(`[GameBlockSelection] 方块 ${block.name} 中未找到Weapon节点,无法添加武器信息组件`);
- return;
- }
-
- // 检查是否已经有WeaponInfo组件
- let weaponInfo = weaponNode.getComponent(WeaponInfo);
- if (weaponInfo) {
- return;
- }
-
- // 添加WeaponInfo组件
- weaponInfo = weaponNode.addComponent(WeaponInfo);
-
- // 获取方块的武器配置
- const weaponConfig = this.blockManager.getBlockWeaponConfig(block);
- if (weaponConfig) {
- // 设置武器配置到WeaponInfo组件
- weaponInfo.setWeaponConfig(weaponConfig);
- } else {
- console.warn(`[GameBlockSelection] 方块 ${block.name} 没有武器配置,无法设置武器信息`);
- // 移除刚添加的组件
- weaponNode.removeComponent(WeaponInfo);
- }
- } catch (error) {
- console.error(`[GameBlockSelection] 为方块 ${block.name} 添加武器信息组件时发生错误:`, error);
- }
- }
-
- /**
- * 在方块中查找Weapon节点
- * @param block 方块节点
- * @returns Weapon节点,如果未找到返回null
- */
- private findWeaponNodeInBlock(block: Node): Node | null {
- if (!block || !block.isValid) {
- return null;
- }
-
- // 根据新的预制体结构,武器节点直接位于方块根节点下
- const weaponNode = block.getChildByName('Weapon');
- if (weaponNode) {
- return weaponNode;
- }
-
- // 兼容旧结构:如果直接查找失败,尝试B1/Weapon路径
- const b1Node = block.getChildByName('B1');
- if (b1Node) {
- const b1WeaponNode = b1Node.getChildByName('Weapon');
- if (b1WeaponNode) {
- return b1WeaponNode;
- }
- }
-
- // 最后使用递归方式查找(兼容其他可能的结构)
- const findWeaponRecursive = (node: Node): Node | null => {
- if (node.name === 'Weapon') {
- return node;
- }
-
- for (let i = 0; i < node.children.length; i++) {
- const result = findWeaponRecursive(node.children[i]);
- if (result) {
- return result;
- }
- }
-
- return null;
- };
-
- return findWeaponRecursive(block);
- }
-
- // 根据方块位置隐藏对应的db标签节点
- private hideDbNodeByBlockLocation(block: Node) {
- const originalLocation = this.getBlockOriginalLocation(block);
-
- if (originalLocation === 'block1') {
- console.log(`[GameBlockSelection] 隐藏block1的db标签节点`);
- const blockInContainer = this.getBlockInContainer(this.blockManager.block1Container);
- if (blockInContainer) {
- this.blockManager.hideDbLabel(blockInContainer);
- }
- } else if (originalLocation === 'block2') {
- console.log(`[GameBlockSelection] 隐藏block2的db标签节点`);
- const blockInContainer = this.getBlockInContainer(this.blockManager.block2Container);
- if (blockInContainer) {
- this.blockManager.hideDbLabel(blockInContainer);
- }
- } else if (originalLocation === 'block3') {
- console.log(`[GameBlockSelection] 隐藏block3的db标签节点`);
- const blockInContainer = this.getBlockInContainer(this.blockManager.block3Container);
- if (blockInContainer) {
- this.blockManager.hideDbLabel(blockInContainer);
- }
- }
- }
-
- // 根据方块位置显示对应的db标签节点
- private showDbNodeByBlockLocation(block: Node) {
- const originalLocation = this.getBlockOriginalLocation(block);
-
- if (originalLocation === 'block1') {
- const blockInContainer = this.getBlockInContainer(this.blockManager.block1Container);
- if (blockInContainer) {
- this.blockManager.showDbLabel(blockInContainer);
- }
- } else if (originalLocation === 'block2') {
- const blockInContainer = this.getBlockInContainer(this.blockManager.block2Container);
- if (blockInContainer) {
- this.blockManager.showDbLabel(blockInContainer);
- }
- } else if (originalLocation === 'block3') {
- const blockInContainer = this.getBlockInContainer(this.blockManager.block3Container);
- if (blockInContainer) {
- this.blockManager.showDbLabel(blockInContainer);
- }
- }
- }
-
- // 获取容器中的方块节点
- private getBlockInContainer(container: Node): Node | null {
- if (!container) {
- return null;
- }
-
- // 查找容器中的方块节点(通常以Block命名或有B1子节点)
- for (let i = 0; i < container.children.length; i++) {
- const child = container.children[i];
- if (child.name.includes('Block') || child.getChildByName('B1')) {
- return child;
- }
- }
-
- return null;
- }
-
- // 处理成功放置
- private async handleSuccessfulPlacement(startLocation: string) {
- try {
- const price = this.blockManager.getBlockPrice(this.currentDragBlock);
-
- if (startLocation === 'grid') {
- this.blockManager.clearTempStoredOccupiedGrids(this.currentDragBlock);
- this.blockManager.blockLocations.set(this.currentDragBlock, 'grid');
-
- // 隐藏对应的db标签节点
- this.hideDbNodeByBlockLocation(this.currentDragBlock);
-
- // 立即将方块移动到PlacedBlocks节点下,不等游戏开始
- this.blockManager.moveBlockToPlacedBlocks(this.currentDragBlock);
-
- // 为武器节点添加武器信息组件
- this.attachWeaponInfoToBlock(this.currentDragBlock);
-
- // 如果游戏已开始,添加锁定视觉提示
- if (this.blockManager.gameStarted) {
- this.blockManager.addLockedVisualHint(this.currentDragBlock);
- BlockTag.removeTag(this.currentDragBlock);
- }
- // 检查并执行合成
- try {
- await this.blockManager.tryMergeBlock(this.currentDragBlock);
- } catch (mergeError) {
- console.error('[GameBlockSelection] 方块合成时发生错误:', mergeError);
- }
- } else {
- if (this.blockManager.deductPlayerCoins(price)) {
- this.blockManager.clearTempStoredOccupiedGrids(this.currentDragBlock);
- this.blockManager.blockLocations.set(this.currentDragBlock, 'grid');
-
- // 隐藏对应的db标签节点
- this.hideDbNodeByBlockLocation(this.currentDragBlock);
-
- this.currentDragBlock['placedBefore'] = true;
-
- // 立即将方块移动到PlacedBlocks节点下,不等游戏开始
- this.blockManager.moveBlockToPlacedBlocks(this.currentDragBlock);
-
- // 为武器节点添加武器信息组件
- this.attachWeaponInfoToBlock(this.currentDragBlock);
-
- // 如果游戏已开始,添加锁定视觉提示
- if (this.blockManager.gameStarted) {
- this.blockManager.addLockedVisualHint(this.currentDragBlock);
-
- // 游戏开始后放置的方块移除标签,不能再放回kuang
- BlockTag.removeTag(this.currentDragBlock);
- }
- // 检查并执行合成
- try {
- await this.blockManager.tryMergeBlock(this.currentDragBlock);
- } catch (mergeError) {
- console.error('[GameBlockSelection] 方块合成时发生错误:', mergeError);
- // 合成失败不影响方块放置,只记录错误
- }
- } else {
- // 金币不足时显示价格标签闪烁效果和Toast提示
- this.blockManager.showInsufficientCoinsEffect(this.currentDragBlock);
- this.returnBlockToOriginalPosition();
- }
- }
- } catch (error) {
- console.error('[GameBlockSelection] handleSuccessfulPlacement 发生错误:', error);
- // 发生错误时,将方块返回原位置
- this.returnBlockToOriginalPosition();
- throw error; // 重新抛出错误,让上层处理
- }
- }
-
- // 返回方块到原位置
- private returnBlockToOriginalPosition() {
- const currentLocation = this.blockManager.blockLocations.get(this.currentDragBlock);
- const startLocation = this.currentDragBlock['startLocation'];
-
- if (currentLocation === 'kuang') {
- const originalPos = this.blockManager.originalPositions.get(this.currentDragBlock);
- if (originalPos) {
- this.currentDragBlock.position = originalPos.clone();
- }
- } else {
- this.currentDragBlock.position = this.blockStartPos.clone();
-
- // 如果方块原本在grid区域,返回原位置后需要重新标记占用状态
- if (startLocation === 'grid') {
- // 获取方块当前位置对应的网格节点
- let b1Node = this.currentDragBlock;
- if (this.currentDragBlock.name !== 'B1') {
- b1Node = this.currentDragBlock.getChildByName('B1');
- }
-
- if (b1Node) {
- const b1WorldPos = b1Node.parent.getComponent(UITransform).convertToWorldSpaceAR(b1Node.position);
- const gridPos = this.blockManager.gridContainer.getComponent(UITransform).convertToNodeSpaceAR(b1WorldPos);
- const gridNode = this.blockManager.findNearestGridNode(gridPos);
-
- if (gridNode) {
- this.blockManager.markOccupiedPositions(this.currentDragBlock, gridNode);
- // 输出更新后的占用情况
- this.blockManager.printGridOccupationMatrix();
- }
- }
- }
- }
-
- // 清除拖动状态,恢复db节点显示
- this.currentDragBlock['isDragging'] = false;
-
- this.showDbNodeByBlockLocation(this.currentDragBlock);
-
- this.currentDragBlock.emit(Node.EventType.TRANSFORM_CHANGED);
- }
- // === 调试绘制相关方法 ===
-
- private initDebugDraw() {
- // 调试绘制功能已禁用
- }
-
- private drawGridSnapRanges() {
- // 调试绘制功能已禁用
- }
-
- private drawBlockSnapRange(block: Node) {
- // 调试绘制功能已禁用
- }
-
- private updateDebugDraw() {
- // 调试绘制功能已禁用
- }
-
- // 清理调试绘制
- private cleanupDebugDraw() {
- if (this.debugDrawNode && this.debugDrawNode.isValid) {
- this.debugDrawNode.destroy();
- this.debugDrawNode = null;
- this.debugGraphics = null;
- }
- }
-
- public setDebugDrawSnapRange(enabled: boolean) {
- this.debugDrawSnapRange = enabled;
- // 调试绘制功能已禁用
- }
- onDisable() {
- this.removeEventListeners();
- this.cleanupDebugDraw();
- }
- onDestroy() {
- this.removeEventListeners();
- this.cleanupDebugDraw();
- }
- // 移除事件监听器
- private removeEventListeners() {
- const eventBus = EventBus.getInstance();
- eventBus.off(GameEvents.RESET_BLOCK_SELECTION, this.onResetBlockSelectionEvent, this);
- eventBus.off(GameEvents.RESET_UI_STATES, this.onResetUIStatesEvent, this);
- eventBus.off(GameEvents.GAME_START, this.onGameStartEvent, this);
- eventBus.off(GameEvents.GAME_START, this.updateGuideButtonStates, this);
- eventBus.off(GameEvents.ENTER_PLAYING_STATE, this.updateGuideButtonStates, this);
- eventBus.off(GameEvents.ENEMY_START_GAME, this.updateGuideButtonStates, this);
- eventBus.off(GameEvents.ENEMY_UPDATE_COUNT, this.updateGuideButtonStates, this);
- eventBus.off(GameEvents.ENEMY_START_WAVE, this.updateGuideButtonStates, this);
- eventBus.off(GameEvents.SETUP_BLOCK_DRAG_EVENTS, this.onSetupBlockDragEventsEvent, this);
- eventBus.off(GameEvents.FORCE_END_ALL_DRAGS, this.onForceEndAllDrags, this);
- }
- // 强制结束当前拖拽:用于教程自动放置发生时,立即清空拖拽上下文
- private onForceEndAllDrags() {
- if (!this.currentDragBlock || !this.currentDragBlock.isValid) {
- return;
- }
- try {
- // 清除拖拽标记并恢复碰撞
- (this.currentDragBlock as any)['isDragging'] = false;
- const rootCol = this.currentDragBlock.getComponent(Collider2D);
- if (rootCol && !rootCol.enabled) rootCol.enabled = true;
- const b1 = this.currentDragBlock.getChildByName('B1');
- if (b1) {
- const b1Col = b1.getComponent(Collider2D);
- if (b1Col && !b1Col.enabled) b1Col.enabled = true;
- }
- // 根据方块原始位置决定是否需要回到kuang容器
- const startLocation = this.blockManager.blockLocations.get(this.currentDragBlock);
- if (startLocation && startLocation !== 'grid') {
- this.returnBlockToKuang(startLocation);
- }
- // 统一抛出拖拽结束事件,维持各模块状态一致
- EventBus.getInstance().emit(GameEvents.BLOCK_DRAG_END, { block: this.currentDragBlock });
- } catch (e) {
- console.warn('[GameBlockSelection] 强制结束拖拽失败:', e);
- } finally {
- this.currentDragBlock = null;
- this.activeTouchId = null;
- }
- }
- // 统一获取触点ID,兼容不同版本API
- private getTouchId(event: EventTouch): number {
- try {
- const anyEvent = event as any;
- const touch = anyEvent.touch;
- if (touch && typeof touch.getID === 'function') {
- return touch.getID();
- }
- if (touch && typeof touch._id === 'number') {
- return touch._id;
- }
- if (typeof anyEvent.id === 'number') {
- return anyEvent.id;
- }
- } catch {}
- return 0;
- }
-
- /**
- * 获取方块的原始位置
- * @param block 方块节点
- * @returns 原始位置标识符
- */
- private getBlockOriginalLocation(block: Node): string | null {
- // 检查方块是否在block1Container中
- if (this.blockManager.block1Container && this.isBlockInContainer(block, this.blockManager.block1Container)) {
- return 'block1';
- }
- // 检查方块是否在block2Container中
- if (this.blockManager.block2Container && this.isBlockInContainer(block, this.blockManager.block2Container)) {
- return 'block2';
- }
- // 检查方块是否在block3Container中
- if (this.blockManager.block3Container && this.isBlockInContainer(block, this.blockManager.block3Container)) {
- return 'block3';
- }
- return null;
- }
-
- /**
- * 检查方块是否在指定容器中
- * @param block 方块节点
- * @param container 容器节点
- * @returns 是否在容器中
- */
- private isBlockInContainer(block: Node, container: Node): boolean {
- let parent = block.parent;
- while (parent) {
- if (parent === container) {
- return true;
- }
- parent = parent.parent;
- }
- return false;
- }
-
- // === 价格配置管理方法 ===
-
-
- // 更新价格显示
- private updatePriceDisplay() {
- // 更新新增小球价格显示 - 使用装饰器绑定的节点
- if (this.addBallPriceNode) {
- console.log(`[GameBlockSelection] 更新新增小球价格显示: ${this.getAddBallCost()}`);
- const label = this.addBallPriceNode.getComponent(Label);
- if (label) {
- label.string = this.getAddBallCost().toString();
- }
- } else {
- // 回退到find方法(兼容性)
- const addBallPriceNode = find('Canvas/GameLevelUI/BlockSelectionUI/diban/ann001/Ball/db01/Price');
- if (addBallPriceNode) {
- const label = addBallPriceNode.getComponent(Label);
- if (label) {
- label.string = this.getAddBallCost().toString();
- }
- }
- }
-
- // 更新刷新方块价格显示 - 使用装饰器绑定的节点
- if (this.refreshBlockPriceNode) {
- console.log(`[GameBlockSelection] 更新刷新方块价格显示: ${this.getRefreshCost()}`);
- const label = this.refreshBlockPriceNode.getComponent(Label);
- if (label) {
- label.string = this.getRefreshCost().toString();
- }
- } else {
- // 回退到find方法(兼容性)
- const refreshPriceNode = find('Canvas/GameLevelUI/BlockSelectionUI/diban/ann003/Ball/db01/Price');
- if (refreshPriceNode) {
- const label = refreshPriceNode.getComponent(Label);
- if (label) {
- label.string = this.getRefreshCost().toString();
- }
- }
- }
- }
-
- // 更新奖励显示
- private updateRewardDisplay() {
- // 更新增加金币奖励显示 - 使用装饰器绑定的节点
- if (this.addCoinRewardNode) {
- const label = this.addCoinRewardNode.getComponent(Label);
- if (label) {
- label.string = this.getAddCoinReward().toString();
- }
- } else {
- // 回退到find方法(兼容性)
- try {
- const rewardNode = find('Canvas/GameLevelUI/BlockSelectionUI/diban/ann002/db01/addCoin');
- if (rewardNode) {
- const label = rewardNode.getComponent(Label);
- if (label) {
- label.string = this.getAddCoinReward().toString();
- }
- }
- } catch (error) {
- console.warn('[GameBlockSelection] 更新增加金币奖励显示失败:', error);
- }
- }
- }
-
- }
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