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- // MainUIController.ts
- import { _decorator, Component, Node, Button, Label } from 'cc';
- import { SaveDataManager } from '../../LevelSystem/SaveDataManager';
- import { GameManager, AppState } from '../../LevelSystem/GameManager';
- import { GameState } from '../../LevelSystem/IN_game';
- import { GameStartMove } from '../../Animations/GameStartMove';
- import { TopBarController } from '../TopBarController';
- import { MoneyAni } from '../../Animations/MoneyAni';
- import EventBus, { GameEvents } from '../../Core/EventBus';
- import { Audio } from '../../AudioManager/AudioManager';
- const { ccclass, property } = _decorator;
- @ccclass('MainUIController')
- export class MainUIController extends Component {
- /* 奖励节点 */
- @property(Node) rewardMoneyNode: Node = null; // 左钞票奖励
- @property(Node) rewardDiamondNode: Node = null; // 右钻石奖励
- @property(Label) levelNumberLabel: Label = null; // 第 X 关文本
- /* 升级 */
- @property(Button) upgradeBtn: Button = null; // 升级按钮
- @property(Node) upgradeCostLabel: Node = null; // 消耗钞票数字
- @property(Node) upgradeHpLabel: Node = null; // 升级后血量数字
- /* 主功能按钮 */
- @property(Node) battleBtn: Node = null; // 战斗
- // 底栏按钮由 NavBarController 统一管理,这里不再需要引用
- @property(Node) topArea: Node = null; // Canvas-001/TopArea
- /* UI节点引用 - 替换find查找 */
- @property(Node) mainUI: Node = null; // Canvas/MainUI
- @property(Node) gameUI: Node = null; // Canvas/GameLevelUI
- @property(Node) gameManagerNode: Node = null; // Canvas/GameLevelUI/GameManager
- @property(Node) navBarNode: Node = null; // Canvas/NavBar
- @property(Node) topBarNode: Node = null; // Canvas/TopBar
- @property(Node) cameraNode: Node = null; // Canvas/Camera
-
- /* 奖励动画系统 */
- @property(Node) moneyAniNode: Node = null; // MoneyAni节点
- private sdm: SaveDataManager = null;
- onLoad () {
- console.log('[MainUIController] onLoad 开始执行');
-
- this.sdm = SaveDataManager.getInstance();
- this.sdm.initialize();
- console.log('[MainUIController] SaveDataManager 初始化完成');
- this.bindButtons();
- this.refreshAll();
- // TopArea 默认隐藏,在点击战斗后再显示
- if (this.topArea) this.topArea.active = false;
-
- console.log('[MainUIController] onLoad 执行完成');
- }
- /* 绑定按钮事件 */
- private bindButtons () {
- console.log('[MainUIController] bindButtons 开始执行');
- console.log('[MainUIController] upgradeBtn 状态:', this.upgradeBtn ? '已设置' : '未设置');
- console.log('[MainUIController] battleBtn 状态:', this.battleBtn ? '已设置' : '未设置');
-
- // 升级按钮绑定 - upgradeBtn是Button类型
- if (this.upgradeBtn) {
- console.log('[MainUIController] upgradeBtn.node:', this.upgradeBtn.node ? '存在' : '不存在');
- this.upgradeBtn.node.on(Button.EventType.CLICK, this.upgradeWallHp, this);
- console.log('[MainUIController] 升级按钮事件已绑定');
-
- } else {
- console.error('[MainUIController] upgradeBtn未设置,无法绑定升级事件');
- }
- // 战斗按钮绑定 - battleBtn是Node类型
- if (this.battleBtn) {
- this.battleBtn.on(Button.EventType.CLICK, this.onBattle, this);
- console.log('[MainUIController] 战斗按钮事件已绑定');
- } else {
- console.error('[MainUIController] battleBtn未设置,无法绑定战斗事件');
- }
-
- console.log('[MainUIController] bindButtons 执行完成');
- }
- /* ================= 业务逻辑 ================= */
- private upgradeWallHp () {
- // 播放UI点击音效
- Audio.playUISound('data/弹球音效/level up 2');
- console.log('[MainUIController] 升级墙体按钮被点击');
-
- // 检查SaveDataManager是否初始化
- if (!this.sdm) {
- console.error('[MainUIController] SaveDataManager未初始化');
- return;
- }
-
- // 打印当前状态用于调试
- const currentMoney = this.sdm.getMoney();
- const currentWallLevel = this.sdm.getWallLevel();
- const upgradeCost = this.sdm.getWallUpgradeCost();
-
- console.log(`[MainUIController] 当前状态: 钞票=${currentMoney}, 墙体等级=${currentWallLevel}, 升级费用=${upgradeCost}`);
-
- // 检查墙体等级是否已达到最大值
- const maxLevel = this.sdm.getWallMaxLevel();
- if (currentWallLevel >= maxLevel) {
- console.log('[MainUIController] 墙体已达到最大等级');
- EventBus.getInstance().emit(GameEvents.SHOW_TOAST, {
- message: '墙体已达到最大等级',
- duration: 2.0
- });
- return;
- }
-
- // 检查钞票是否足够
- if (currentMoney < upgradeCost) {
- EventBus.getInstance().emit(GameEvents.SHOW_TOAST, {
- message: `钞票不足,需要${upgradeCost}钞票`,
- duration: 2.0
- });
- return;
- }
- // 执行升级
- if (!this.sdm.spendMoney(upgradeCost)) {
- console.log('[MainUIController] 扣除钞票失败');
- return;
- }
- if (!this.sdm.upgradeWallLevel()) {
- console.log('[MainUIController] 墙体升级失败');
- return;
- }
- console.log('[MainUIController] 墙体升级成功');
-
- // 刷新所有UI显示
- this.refreshAll();
- // 通过事件系统通知UI更新
- EventBus.getInstance().emit(GameEvents.CURRENCY_CHANGED);
-
- // 通知墙体组件更新血量显示
- const newLevel = this.sdm.getWallLevel();
- const newHealth = this.sdm.getWallHealthByLevel(newLevel);
- EventBus.getInstance().emit(GameEvents.WALL_HEALTH_CHANGED, {
- previousHealth: 0,
- currentHealth: newHealth,
- maxHealth: newHealth
- });
- }
- private onBattle () {
- // 播放UI点击音效
- Audio.playUISound('data/弹球音效/ui play');
- // 显示 TopArea(拖拽引用),避免使用 find()
- if (this.topArea) this.topArea.active = true;
- // 若上一关已完成则自动+1
- const lvl = this.sdm.getCurrentLevel();
- if (this.sdm.isLevelCompleted(lvl)) {
- const pd = this.sdm.getPlayerData();
- pd.currentLevel = lvl + 1;
- this.sdm.savePlayerData();
- }
- this.refreshLevelNumber();
- // 切场景 UI - 使用装饰器引用
- if (this.mainUI) this.mainUI.active = false;
- if (this.gameUI) this.gameUI.active = true;
- const gm = this.gameManagerNode?.getComponent(GameManager);
- // 设置应用状态为游戏中(会自动隐藏TopBar和NavBar)
- gm?.setAppState(AppState.IN_GAME);
-
- // 统一使用StartGame启动游戏流程
- const eventBus = EventBus.getInstance();
- eventBus.emit(GameEvents.GAME_START);
-
- gm?.loadCurrentLevelConfig();
- // 镜头下移动画现在已集成到StartGame流程中的slideUpFromBottom方法里
- }
- /* ================= 刷新 ================= */
- private refreshLevelNumber(){
- if (this.levelNumberLabel) this.levelNumberLabel.string = `第 ${this.sdm.getCurrentLevel()} 关`;
- }
-
- private refreshAll(){
- this.refreshLevelNumber();
- this.refreshUpgradeInfo();
- this.refreshRewardDisplay();
- }
- /** 刷新奖励显示 - 从JSON配置读取 */
- private async refreshRewardDisplay() {
- const currentLevel = this.sdm.getCurrentLevel();
-
- try {
- // 从SaveDataManager获取关卡奖励配置
- const rewards = await this.sdm.getLevelRewardsFromConfig(currentLevel);
-
- if (rewards) {
- // 更新钞票奖励显示
- if (this.rewardMoneyNode) {
- const coinLabel = this.rewardMoneyNode.getComponent(Label) || this.rewardMoneyNode.getComponentInChildren(Label);
- if (coinLabel) {
- coinLabel.string = rewards.money.toString();
- }
- }
-
- // 更新钻石奖励显示
- if (this.rewardDiamondNode) {
- const diamondLabel = this.rewardDiamondNode.getComponent(Label) || this.rewardDiamondNode.getComponentInChildren(Label);
- if (diamondLabel) {
- diamondLabel.string = rewards.diamonds.toString();
- }
- }
- } else {
- console.warn(`无法获取关卡${currentLevel}的奖励配置,使用默认值`);
- // 使用默认奖励值
- this.setDefaultRewards();
- }
- } catch (error) {
- console.error('刷新奖励显示时出错:', error);
- this.setDefaultRewards();
- }
- }
- /** 设置默认奖励值 */
- private setDefaultRewards() {
- // 钞票奖励默认值
- if (this.rewardMoneyNode) {
- const coinLabel = this.rewardMoneyNode.getComponent(Label) || this.rewardMoneyNode.getComponentInChildren(Label);
- if (coinLabel) {
- coinLabel.string = '50';
- }
- }
-
- // 钻石奖励默认值
- if (this.rewardDiamondNode) {
- const diamondLabel = this.rewardDiamondNode.getComponent(Label) || this.rewardDiamondNode.getComponentInChildren(Label);
- if (diamondLabel) {
- diamondLabel.string = '5';
- }
- }
- }
- /** 刷新升级信息显示 */
- private refreshUpgradeInfo () {
- console.log('[MainUIController] refreshUpgradeInfo 开始执行');
-
- const costLbl = this.upgradeCostLabel?.getComponent(Label);
- const hpLbl = this.upgradeHpLabel?.getComponent(Label);
-
- if (!costLbl || !hpLbl) {
- console.error('[MainUIController] 升级信息标签未找到:', { costLbl: !!costLbl, hpLbl: !!hpLbl });
- return;
- }
- // 显示升级费用
- const cost = this.sdm.getWallUpgradeCost();
- costLbl.string = cost.toString();
- console.log(`[MainUIController] 升级费用: ${cost}`);
- // 显示当前和下一级血量
- const currentLevel = this.sdm.getWallLevel();
- const currentHp = this.sdm.getWallHealthByLevel(currentLevel);
-
- // 计算下一级血量 - 使用配置数据
- const nextHp = this.sdm.getWallHealthByLevel(currentLevel + 1);
-
- hpLbl.string = `${currentHp}>>${nextHp}`;
- console.log(`[MainUIController] 血量显示: ${currentHp}>>${nextHp}, 当前等级: ${currentLevel}`);
-
- // 升级按钮始终保持可点击状态,通过Toast显示各种提示
- console.log(`[MainUIController] 升级按钮保持可交互状态`);
- }
- // 供外部(如 GameManager)调用的公共刷新接口
- public updateUI (): void {
- this.refreshAll();
-
- // 通过事件系统通知UI更新
- EventBus.getInstance().emit(GameEvents.CURRENCY_CHANGED);
- }
- /**
- * 游戏失败或成功返回MainUI后的UI状态管理
- * 隐藏Canvas-001并显示Canvas/TopBar和Canvas/NavBar
- */
- public onReturnToMainUI(): void {
- console.log('MainUIController.onReturnToMainUI 开始执行');
-
- // 注意:应用状态已在GameManager中设置,这里不需要重复设置
-
- // 隐藏 TopArea (Canvas-001)
- if (this.topArea) {
- this.topArea.active = false;
- console.log('TopArea (Canvas-001) 已隐藏');
- }
-
- // 显示主UI
- if (this.mainUI) {
- this.mainUI.active = true;
- console.log('MainUI 已显示');
- }
-
- // 隐藏游戏UI
- if (this.gameUI) {
- this.gameUI.active = false;
- console.log('GameUI 已隐藏');
- }
-
- // 显示顶部钱币栏 TopBar
- if (this.topBarNode) {
- this.topBarNode.active = true;
- console.log('TopBar 已显示');
- }
-
- // 显示底部导航栏 NavBar
- if (this.navBarNode) {
- this.navBarNode.active = true;
- console.log('NavBar 已显示');
- }
-
- // 刷新UI显示
- this.refreshAll();
- // 通过事件系统通知UI更新
- EventBus.getInstance().emit(GameEvents.CURRENCY_CHANGED);
-
- console.log('MainUIController.onReturnToMainUI 执行完成');
- }
-
-
- /**
- * 游戏成功返回MainUI并播放奖励动画
- */
- public onReturnToMainUIWithReward(): void {
- console.log('MainUIController.onReturnToMainUIWithReward 开始执行');
-
- // 先执行基本的UI状态管理
- this.onReturnToMainUI();
-
- // 延迟播放奖励动画,确保UI已经完全显示
- this.scheduleOnce(() => {
- this.playRewardAnimation();
- }, 0.5);
- }
-
- /**
- * 播放奖励动画
- */
- private async playRewardAnimation(): Promise<void> {
- console.log('MainUIController.playRewardAnimation 开始播放奖励动画');
-
- const currentLevel = this.sdm.getCurrentLevel();
-
- try {
- // 直接获取SaveDataManager中已经计算好的奖励数据
- // 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
- // SaveDataManager.getLastRewards()已经包含了正确的奖励信息(成功或失败奖励)
- const rewards = this.sdm.getLastRewards();
- console.log('获取已计算的奖励:', rewards);
-
- if (rewards && (rewards.money > 0 || rewards.diamonds > 0)) {
- // 使用MoneyAni播放奖励动画
- if (this.moneyAniNode) {
- const moneyAni = this.moneyAniNode.getComponent(MoneyAni);
- if (moneyAni) {
- moneyAni.playRewardAnimation(rewards.money, rewards.diamonds, () => {
- console.log('奖励动画播放完成');
- });
- } else {
- console.error('MoneyAni组件未找到');
- // 使用静态方法作为备选
- MoneyAni.playReward(rewards.money, rewards.diamonds);
- }
- } else {
- console.warn('MoneyAni节点未设置,使用静态方法播放动画');
- MoneyAni.playReward(rewards.money, rewards.diamonds);
- }
- } else {
- console.log('当前关卡没有奖励或奖励为0');
- }
- } catch (error) {
- console.error('播放奖励动画时出错:', error);
- // 使用默认奖励
- MoneyAni.playReward(25, 2);
- }
- }
-
-
- /* =============== Util =============== */
- private format(n:number){ return n>=1000000? (n/1e6).toFixed(1)+'M' : n>=1000? (n/1e3).toFixed(1)+'K' : n.toString(); }
- }
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