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. @property(Node) upgradeInfoNode: Node = null; // Canvas/MainUI/UpgradeInfoNode-001
  30. /* 墙体配置 */
  31. // @property(JsonAsset) wallConfigAsset: JsonAsset = null; // 墙体配置JSON资源 - 已改为动态加载
  32. /* 主功能按钮 */
  33. @property(Node) battleBtn: Node = null; // 战斗
  34. // 底栏按钮由 NavBarController 统一管理,这里不再需要引用
  35. @property(Node) topArea: Node = null; // Canvas-001/TopArea
  36. /* UI节点引用 - 替换find查找 */
  37. @property(Node) mainUI: Node = null; // Canvas/MainUI
  38. @property(Node) gameUI: Node = null; // Canvas/GameLevelUI
  39. @property(Node) gameManagerNode: Node = null; // Canvas/GameLevelUI/GameManager
  40. @property(Node) navBarNode: Node = null; // Canvas/NavBar
  41. @property(Node) topBarNode: Node = null; // Canvas/TopBar
  42. @property(Node) cameraNode: Node = null; // Canvas/Camera
  43. /* 奖励动画系统 */
  44. @property(Node) moneyAniNode: Node = null; // MoneyAni节点
  45. private sdm: SaveDataManager = null;
  46. private wallConfig: any = null;
  47. private newbieGuideManager: NewbieGuideManager = null;
  48. async onLoad () {
  49. console.log('[MainUIController] onLoad 开始执行');
  50. this.sdm = SaveDataManager.getInstance();
  51. this.newbieGuideManager = NewbieGuideManager.getInstance();
  52. await this.loadWallConfig();
  53. this.sdm.initialize();
  54. console.log('[MainUIController] SaveDataManager 初始化完成');
  55. this.bindButtons();
  56. this.refreshAll();
  57. // TopArea 默认隐藏,在点击战斗后再显示
  58. if (this.topArea) this.topArea.active = false;
  59. // 预加载当前关卡和下一关的资源
  60. this.preloadLevelResources();
  61. // 检查并启动新手引导(如果是新用户)
  62. this.newbieGuideManager.checkAndStartNewbieGuideOnSceneLoad();
  63. console.log('[MainUIController] onLoad 执行完成');
  64. }
  65. onEnable() {
  66. // 移除旧的主界面bgm播放,改为统一入口
  67. // this.playMainUIBGM();
  68. Audio.updateBGMByTopUI();
  69. // 下一帧再次复判,确保返回主界面时稳定播放 ui bgm
  70. this.scheduleOnce(() => {
  71. Audio.updateBGMByTopUI();
  72. }, 0);
  73. }
  74. onDisable() {
  75. console.log('[MainUIController] MainUI节点隐藏,停止主界面音乐');
  76. // 当MainUI节点隐藏时,停止主界面背景音乐
  77. Audio.stopMusic();
  78. }
  79. /* 绑定按钮事件 */
  80. private bindButtons () {
  81. console.log('[MainUIController] bindButtons 开始执行');
  82. console.log('[MainUIController] upgradeBtn 状态:', this.upgradeBtn ? '已设置' : '未设置');
  83. console.log('[MainUIController] battleBtn 状态:', this.battleBtn ? '已设置' : '未设置');
  84. // 升级按钮绑定 - upgradeBtn是Button类型
  85. if (this.upgradeBtn) {
  86. console.log('[MainUIController] upgradeBtn.node:', this.upgradeBtn.node ? '存在' : '不存在');
  87. this.upgradeBtn.node.on(Button.EventType.CLICK, this.upgradeWallHp, this);
  88. console.log('[MainUIController] 升级按钮事件已绑定');
  89. } else {
  90. console.error('[MainUIController] upgradeBtn未设置,无法绑定升级事件');
  91. }
  92. // 战斗按钮绑定 - battleBtn是Node类型
  93. if (this.battleBtn) {
  94. this.battleBtn.on(Button.EventType.CLICK, this.onBattle, this);
  95. console.log('[MainUIController] 战斗按钮事件已绑定');
  96. } else {
  97. console.error('[MainUIController] battleBtn未设置,无法绑定战斗事件');
  98. }
  99. // 监听新手引导的自动战斗事件
  100. EventBus.getInstance().on('NEWBIE_GUIDE_BATTLE_START', this.onNewbieGuideBattle, this);
  101. console.log('[MainUIController] 新手引导战斗事件已绑定');
  102. console.log('[MainUIController] bindButtons 执行完成');
  103. }
  104. /* ================= 配置加载 ================= */
  105. /**
  106. * 加载墙体配置
  107. */
  108. private async loadWallConfig(): Promise<void> {
  109. try {
  110. const bundleLoader = BundleLoader.getInstance();
  111. const wallData = await bundleLoader.loadDataJson('wall');
  112. if (!wallData) {
  113. console.error('[MainUIController] 墙体配置文件内容为空');
  114. return;
  115. }
  116. this.wallConfig = wallData.json;
  117. console.log('[MainUIController] 墙体配置加载成功:', this.wallConfig);
  118. // 将配置传递给SaveDataManager
  119. this.sdm.setWallConfig(this.wallConfig);
  120. } catch (error) {
  121. console.error('[MainUIController] 加载墙体配置失败:', error);
  122. }
  123. }
  124. /**
  125. * 获取墙体升级费用
  126. */
  127. private getWallUpgradeCost(level: number): number {
  128. if (this.wallConfig && this.wallConfig.wallConfig && this.wallConfig.wallConfig.upgradeCosts) {
  129. const costs = this.wallConfig.wallConfig.upgradeCosts;
  130. return costs[level.toString()] || 0;
  131. }
  132. return 0;
  133. }
  134. /**
  135. * 获取墙体血量
  136. */
  137. private getWallHealthByLevel(level: number): number {
  138. if (this.wallConfig && this.wallConfig.wallConfig && this.wallConfig.wallConfig.healthByLevel) {
  139. const healthByLevel = this.wallConfig.wallConfig.healthByLevel;
  140. return healthByLevel[level.toString()] || 100;
  141. }
  142. return 100;
  143. }
  144. /**
  145. * 获取墙体最大等级
  146. */
  147. private getWallMaxLevel(): number {
  148. if (this.wallConfig && this.wallConfig.wallConfig && this.wallConfig.wallConfig.maxLevel) {
  149. return this.wallConfig.wallConfig.maxLevel;
  150. }
  151. return 5;
  152. }
  153. /* ================= 业务逻辑 ================= */
  154. private upgradeWallHp () {
  155. // 播放UI点击音效
  156. Audio.playUISound('data/弹球音效/level up 2');
  157. console.log('[MainUIController] 升级墙体按钮被点击');
  158. // 检查SaveDataManager是否初始化
  159. if (!this.sdm) {
  160. console.error('[MainUIController] SaveDataManager未初始化');
  161. return;
  162. }
  163. // 打印当前状态用于调试
  164. const currentMoney = this.sdm.getMoney();
  165. const currentWallLevel = this.sdm.getWallLevel();
  166. const upgradeCost = this.getWallUpgradeCost(currentWallLevel);
  167. console.log(`[MainUIController] 当前状态: 钞票=${currentMoney}, 墙体等级=${currentWallLevel}, 升级费用=${upgradeCost}`);
  168. // 检查墙体等级是否已达到最大值
  169. const maxLevel = this.getWallMaxLevel();
  170. if (currentWallLevel >= maxLevel) {
  171. console.log('[MainUIController] 墙体已达到最大等级');
  172. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, {
  173. message: '墙体已达到最大等级',
  174. duration: 2.0
  175. });
  176. return;
  177. }
  178. // 检查钞票是否足够
  179. if (currentMoney < upgradeCost) {
  180. EventBus.getInstance().emit(GameEvents.SHOW_RESOURCE_TOAST, {
  181. message: `钞票不足,需要${upgradeCost}钞票`,
  182. duration: 2.0
  183. });
  184. return;
  185. }
  186. // 执行升级
  187. if (!this.sdm.spendMoney(upgradeCost)) {
  188. console.log('[MainUIController] 扣除钞票失败');
  189. return;
  190. }
  191. if (!this.sdm.upgradeWallLevel()) {
  192. console.log('[MainUIController] 墙体升级失败');
  193. return;
  194. }
  195. console.log('[MainUIController] 墙体升级成功');
  196. // 刷新所有UI显示
  197. this.refreshAll();
  198. // 通过事件系统通知UI更新
  199. EventBus.getInstance().emit(GameEvents.CURRENCY_CHANGED);
  200. // 通知墙体组件更新血量显示
  201. const newLevel = this.sdm.getWallLevel();
  202. const newHealth = this.getWallHealthByLevel(newLevel);
  203. EventBus.getInstance().emit(GameEvents.WALL_HEALTH_CHANGED, {
  204. previousHealth: 0,
  205. currentHealth: newHealth,
  206. maxHealth: newHealth
  207. });
  208. }
  209. private onBattle () {
  210. console.log('[MainUIController] onBattle 被调用');
  211. this.executeBattleFlow();
  212. }
  213. /**
  214. * 新手引导自动触发战斗流程
  215. */
  216. private onNewbieGuideBattle() {
  217. console.log('[MainUIController] 新手引导自动触发战斗流程');
  218. this.executeBattleFlow();
  219. }
  220. /**
  221. * 执行战斗流程的核心逻辑
  222. * 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
  223. */
  224. private executeBattleFlow() {
  225. console.log('[MainUIController] 执行战斗流程开始');
  226. // 检查是否在新手引导中
  227. const isNewbieGuide = this.newbieGuideManager?.isNewbieGuideInProgress() || false;
  228. if (isNewbieGuide) {
  229. console.log('[MainUIController] 当前处于新手引导模式');
  230. }
  231. // 停止主界面背景音乐,避免与游戏内音效冲突
  232. Audio.stopMusic();
  233. // 战斗音乐现在由InGameManager控制,不在这里播放
  234. console.log('[MainUIController] 战斗音乐将由InGameManager控制播放');
  235. // 显示 TopArea(拖拽引用),避免使用 find()
  236. if (this.topArea) this.topArea.active = true;
  237. // 若上一关已完成则自动+1
  238. const lvl = this.sdm.getCurrentLevel();
  239. if (this.sdm.isLevelCompleted(lvl)) {
  240. const pd = this.sdm.getPlayerData();
  241. pd.currentLevel = lvl + 1;
  242. this.sdm.savePlayerData();
  243. }
  244. this.refreshLevelNumber();
  245. // 切场景 UI - 使用装饰器引用
  246. if (this.mainUI) this.mainUI.active = false;
  247. if (this.gameUI) this.gameUI.active = true;
  248. // 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
  249. this.scheduleOnce(() => {
  250. Audio.updateBGMByTopUI();
  251. }, 0);
  252. const gm = this.gameManagerNode?.getComponent(GameManager);
  253. // 设置应用状态为游戏中(会自动隐藏TopBar和NavBar)
  254. gm?.setAppState(AppState.IN_GAME);
  255. // 统一使用StartGame启动游戏流程
  256. const eventBus = EventBus.getInstance();
  257. eventBus.emit(GameEvents.GAME_START);
  258. gm?.loadCurrentLevelConfig();
  259. // 镜头下移动画现在已集成到StartGame流程中的slideUpFromBottom方法里
  260. console.log('[MainUIController] 执行战斗流程完成');
  261. }
  262. /* ================= 刷新 ================= */
  263. private refreshLevelNumber(){
  264. if (this.levelNumberLabel) this.levelNumberLabel.string = `第 ${this.sdm.getCurrentLevel()} 关`;
  265. }
  266. private refreshAll(){
  267. this.refreshLevelNumber();
  268. this.refreshUpgradeInfo();
  269. this.refreshRewardDisplay();
  270. }
  271. /** 刷新奖励显示 - 从JSON配置读取 */
  272. private async refreshRewardDisplay() {
  273. const currentLevel = this.sdm.getCurrentLevel();
  274. try {
  275. // 从SaveDataManager获取关卡奖励配置
  276. const rewards = await this.sdm.getLevelRewardsFromConfig(currentLevel);
  277. if (rewards) {
  278. // 更新钞票奖励显示
  279. if (this.rewardMoneyNode) {
  280. const coinLabel = this.rewardMoneyNode.getComponent(Label) || this.rewardMoneyNode.getComponentInChildren(Label);
  281. if (coinLabel) {
  282. coinLabel.string = rewards.money.toString();
  283. }
  284. }
  285. // 更新钻石奖励显示
  286. if (this.rewardDiamondNode) {
  287. const diamondLabel = this.rewardDiamondNode.getComponent(Label) || this.rewardDiamondNode.getComponentInChildren(Label);
  288. if (diamondLabel) {
  289. diamondLabel.string = rewards.diamonds.toString();
  290. }
  291. }
  292. } else {
  293. console.warn(`无法获取关卡${currentLevel}的奖励配置,使用默认值`);
  294. // 使用默认奖励值
  295. this.setDefaultRewards();
  296. }
  297. } catch (error) {
  298. console.error('刷新奖励显示时出错:', error);
  299. this.setDefaultRewards();
  300. }
  301. }
  302. /** 设置默认奖励值 */
  303. private setDefaultRewards() {
  304. // 钞票奖励默认值
  305. if (this.rewardMoneyNode) {
  306. const coinLabel = this.rewardMoneyNode.getComponent(Label) || this.rewardMoneyNode.getComponentInChildren(Label);
  307. if (coinLabel) {
  308. coinLabel.string = '50';
  309. }
  310. }
  311. // 钻石奖励默认值
  312. if (this.rewardDiamondNode) {
  313. const diamondLabel = this.rewardDiamondNode.getComponent(Label) || this.rewardDiamondNode.getComponentInChildren(Label);
  314. if (diamondLabel) {
  315. diamondLabel.string = '5';
  316. }
  317. }
  318. }
  319. /** 刷新升级信息显示 */
  320. private refreshUpgradeInfo () {
  321. console.log('[MainUIController] refreshUpgradeInfo 开始执行');
  322. const costLbl = this.upgradeCostLabel?.getComponent(Label);
  323. const hpLbl = this.upgradeHpLabel?.getComponent(Label);
  324. const currentLevel = this.sdm.getWallLevel();
  325. const maxLevel = this.getWallMaxLevel();
  326. // 检查是否已达到最大等级
  327. if (currentLevel >= maxLevel) {
  328. // 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
  329. if (this.upgradeInfoLabel) {
  330. this.upgradeInfoLabel.string = "已满级";
  331. }
  332. // 显示满级提示节点
  333. if (this.upgradeInfoNode) {
  334. this.upgradeInfoNode.active = true;
  335. }
  336. // 隐藏当前血量Label和箭头符号
  337. if (this.upgradeCurrentHpLabel) {
  338. this.upgradeCurrentHpLabel.node.active = false;
  339. }
  340. if (this.upgradeArrowNode) {
  341. this.upgradeArrowNode.active = false;
  342. }
  343. // 只显示满级血量
  344. if (this.upgradeNextHpLabel) {
  345. const maxHp = this.getWallHealthByLevel(currentLevel);
  346. this.upgradeNextHpLabel.string = `${maxHp}`;
  347. this.upgradeNextHpLabel.node.active = true;
  348. }
  349. // 隐藏升级费用
  350. if (costLbl) {
  351. costLbl.string = "";
  352. }
  353. console.log(`[MainUIController] 满级状态显示: 等级=${currentLevel}, 血量=${this.getWallHealthByLevel(currentLevel)}`);
  354. } else {
  355. // 非满级状态:正常显示升级信息
  356. if (this.upgradeInfoLabel) {
  357. this.upgradeInfoLabel.string = "升级墙壁";
  358. }
  359. // 隐藏满级提示节点
  360. if (this.upgradeInfoNode) {
  361. this.upgradeInfoNode.active = false;
  362. }
  363. // 显示升级费用
  364. const cost = this.getWallUpgradeCost(currentLevel);
  365. if (costLbl) {
  366. costLbl.string = cost.toString();
  367. console.log(`[MainUIController] 升级费用: ${cost}`);
  368. }
  369. // 显示当前和下一级血量
  370. const currentHp = this.getWallHealthByLevel(currentLevel);
  371. const nextHp = this.getWallHealthByLevel(currentLevel + 1);
  372. // 显示当前血量Label和箭头符号
  373. if (this.upgradeCurrentHpLabel) {
  374. this.upgradeCurrentHpLabel.string = `${currentHp}>>`;
  375. this.upgradeCurrentHpLabel.node.active = true;
  376. }
  377. if (this.upgradeArrowNode) {
  378. this.upgradeArrowNode.active = true;
  379. }
  380. // 显示升级后血量
  381. if (this.upgradeNextHpLabel) {
  382. this.upgradeNextHpLabel.string = `${nextHp}`;
  383. this.upgradeNextHpLabel.node.active = true;
  384. }
  385. console.log(`[MainUIController] 升级信息显示: 当前=${currentHp}, 升级后=${nextHp}, 当前等级: ${currentLevel}`);
  386. }
  387. // 升级按钮始终保持可点击状态,通过Toast显示各种提示
  388. console.log(`[MainUIController] 升级按钮保持可交互状态`);
  389. }
  390. // 供外部(如 GameManager)调用的公共刷新接口
  391. public updateUI (): void {
  392. this.refreshAll();
  393. // 通过事件系统通知UI更新
  394. EventBus.getInstance().emit(GameEvents.CURRENCY_CHANGED);
  395. }
  396. /**
  397. * 游戏失败或成功返回MainUI后的UI状态管理
  398. * 隐藏Canvas-001并显示Canvas/TopBar和Canvas/NavBar
  399. */
  400. public onReturnToMainUI(): void {
  401. console.log('MainUIController.onReturnToMainUI 开始执行');
  402. // 注意:应用状态已在GameManager中设置,这里不需要重复设置
  403. // 隐藏 TopArea (Canvas-001)
  404. if (this.topArea) {
  405. this.topArea.active = false;
  406. console.log('TopArea (Canvas-001) 已隐藏');
  407. }
  408. // 显示主UI
  409. if (this.mainUI) {
  410. this.mainUI.active = true;
  411. console.log('MainUI 已显示');
  412. }
  413. // 隐藏游戏UI
  414. if (this.gameUI) {
  415. this.gameUI.active = false;
  416. console.log('GameUI 已隐藏');
  417. }
  418. // 显示顶部钱币栏 TopBar
  419. if (this.topBarNode) {
  420. this.topBarNode.active = true;
  421. console.log('TopBar 已显示');
  422. }
  423. // 显示底部导航栏 NavBar
  424. if (this.navBarNode) {
  425. this.navBarNode.active = true;
  426. console.log('NavBar 已显示');
  427. }
  428. // 不再在这里播放音乐,由onEnable自动处理
  429. // 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
  430. this.scheduleOnce(() => {
  431. Audio.updateBGMByTopUI();
  432. }, 0);
  433. // 刷新UI显示
  434. this.refreshAll();
  435. // 通过事件系统通知UI更新
  436. EventBus.getInstance().emit(GameEvents.CURRENCY_CHANGED);
  437. // 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
  438. this.preloadLevelResources();
  439. console.log('MainUIController.onReturnToMainUI 执行完成');
  440. }
  441. /**
  442. * 游戏成功返回MainUI并播放奖励动画
  443. */
  444. public onReturnToMainUIWithReward(): void {
  445. console.log('MainUIController.onReturnToMainUIWithReward 开始执行');
  446. // 先执行基本的UI状态管理
  447. this.onReturnToMainUI();
  448. // 延迟播放奖励动画,确保UI已经完全显示
  449. this.scheduleOnce(() => {
  450. this.playRewardAnimation();
  451. }, 0.5);
  452. }
  453. /**
  454. * 播放奖励动画
  455. */
  456. private async playRewardAnimation(): Promise<void> {
  457. console.log('MainUIController.playRewardAnimation 开始播放奖励动画');
  458. const currentLevel = this.sdm.getCurrentLevel();
  459. try {
  460. // 直接获取SaveDataManager中已经计算好的奖励数据
  461. // 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
  462. // SaveDataManager.getLastRewards()已经包含了正确的奖励信息(成功或失败奖励)
  463. const rewards = this.sdm.getLastRewards();
  464. console.log('获取已计算的奖励:', rewards);
  465. if (rewards && (rewards.money > 0 || rewards.diamonds > 0)) {
  466. // 使用MoneyAni播放奖励动画
  467. if (this.moneyAniNode) {
  468. const moneyAni = this.moneyAniNode.getComponent(MoneyAni);
  469. if (moneyAni) {
  470. moneyAni.playRewardAnimation(rewards.money, rewards.diamonds, () => {
  471. console.log('奖励动画播放完成');
  472. });
  473. } else {
  474. console.error('MoneyAni组件未找到');
  475. // 使用静态方法作为备选
  476. MoneyAni.playReward(rewards.money, rewards.diamonds);
  477. }
  478. } else {
  479. console.warn('MoneyAni节点未设置,使用静态方法播放动画');
  480. MoneyAni.playReward(rewards.money, rewards.diamonds);
  481. }
  482. } else {
  483. console.log('当前关卡没有奖励或奖励为0,跳过动画播放');
  484. }
  485. } catch (error) {
  486. console.error('播放奖励动画时出错:', error);
  487. // 使用默认奖励
  488. MoneyAni.playReward(25, 2);
  489. }
  490. }
  491. /**
  492. * 播放主界面背景音乐
  493. */
  494. private async playMainUIBGM(): Promise<void> {
  495. // 旧逻辑废弃:直接走统一入口,根据顶层UI播放
  496. // Audio.playMusic('data/弹球音效/ui bgm', true);
  497. Audio.updateBGMByTopUI();
  498. }
  499. /**
  500. * 预加载当前关卡和下一关的资源
  501. * 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
  502. */
  503. private async preloadLevelResources(): Promise<void> {
  504. console.log('[MainUIController] 开始预加载关卡资源');
  505. try {
  506. const resourcePreloader = ResourcePreloader.getInstance();
  507. const currentLevel = this.sdm.getCurrentLevel();
  508. // 预加载当前关卡资源
  509. console.log(`[MainUIController] 预加载当前关卡 ${currentLevel} 的资源`);
  510. try {
  511. await resourcePreloader.preloadLevelResources(currentLevel);
  512. console.log(`[MainUIController] 当前关卡 ${currentLevel} 资源预加载完成`);
  513. } catch (error) {
  514. console.warn(`[MainUIController] 当前关卡 ${currentLevel} 资源预加载失败:`, error);
  515. }
  516. // 预加载下一关资源(如果存在)
  517. const nextLevel = currentLevel + 1;
  518. console.log(`[MainUIController] 预加载下一关卡 ${nextLevel} 的资源`);
  519. try {
  520. await resourcePreloader.preloadLevelResources(nextLevel);
  521. console.log(`[MainUIController] 下一关卡 ${nextLevel} 资源预加载完成`);
  522. } catch (error) {
  523. console.warn(`[MainUIController] 下一关卡 ${nextLevel} 资源预加载失败(可能不存在该关卡):`, error);
  524. }
  525. console.log('[MainUIController] 关卡资源预加载流程完成');
  526. } catch (error) {
  527. console.error('[MainUIController] 预加载关卡资源时发生错误:', error);
  528. }
  529. }
  530. /* =============== Util =============== */
  531. private format(n:number){ return n>=1000000? (n/1e6).toFixed(1)+'M' : n>=1000? (n/1e3).toFixed(1)+'K' : n.toString(); }
  532. }