| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412 |
- import { _decorator, Component, sys } from 'cc';
- import { SkillConfigManager } from './SkillConfigManager';
- const { ccclass, property } = _decorator;
- /**
- * 技能类型枚举
- */
- export enum PersistentSkillType {
- BALL_SPEED = 'ball_speed',
- DAMAGE = 'damage',
- CRIT_DAMAGE = 'crit_damage'
- }
- /**
- * 技能点亮数据接口
- */
- export interface SkillUnlockData {
- skillType: string; // 'damage', 'ball_speed', 'crit_damage'
- effectPercent: number; // 该节点的效果百分比
- group: number; // 技能组别
- unlocked: boolean; // 是否已点亮
- }
- /**
- * 持久化技能管理器 - 单例模式
- * 负责接收技能点亮数据,计算累积效果,并保存到本地存储
- */
- @ccclass('PersistentSkillManager')
- export class PersistentSkillManager extends Component {
- private static _instance: PersistentSkillManager | null = null;
- private _unlockedSkills: Map<string, SkillUnlockData[]> = new Map();
- private _saveKey = 'persistent_skills_unlocked_data';
- private _skillConfigManager: SkillConfigManager | null = null;
- public static getInstance(): PersistentSkillManager | null {
- return PersistentSkillManager._instance;
- }
- onLoad() {
- if (PersistentSkillManager._instance === null) {
- PersistentSkillManager._instance = this;
- this._skillConfigManager = SkillConfigManager.getInstance();
- this.initSkillData();
- this.loadSkillData();
- } else {
- this.destroy();
- return;
- }
- }
- onDestroy() {
- if (PersistentSkillManager._instance === this) {
- PersistentSkillManager._instance = null;
- }
- }
- /**
- * 初始化技能数据结构
- */
- private initSkillData() {
- this._unlockedSkills.set('damage', []);
- this._unlockedSkills.set('ball_speed', []);
- this._unlockedSkills.set('crit_damage', []);
- }
- /**
- * 报告技能点亮
- * @param skillType 技能类型
- * @param effectPercent 效果百分比
- * @param group 技能组别
- */
- public reportSkillUnlocked(skillType: string, effectPercent: number, group: number) {
- const skillArray = this._unlockedSkills.get(skillType);
- if (!skillArray) {
- console.error(`未知的技能类型: ${skillType}`);
- return;
- }
- // 检查是否已经存在相同的技能节点
- const existingSkill = skillArray.find(skill => skill.group === group);
- if (existingSkill) {
- console.log(`技能节点已存在: ${skillType} Group ${group}`);
- return;
- }
- // 添加新的技能点亮数据
- const skillData: SkillUnlockData = {
- skillType,
- effectPercent,
- group,
- unlocked: true
- };
- skillArray.push(skillData);
-
- // 按组别排序
- skillArray.sort((a, b) => a.group - b.group);
-
- // 保存数据
- this.saveSkillData();
-
- const displayName = this.getSkillTypeDisplayName(skillType);
- console.log(`技能点亮成功: ${displayName} +${effectPercent}% (Group ${group})`);
- console.log(`当前${displayName}总加成: ${this.calculateTotalEffect(skillType)}%`);
- }
- /**
- * 计算指定技能类型的总效果(按最新点亮的节点值,不再对历史节点累加)
- * @param skillType 技能类型
- * @returns 总效果百分比
- */
- private calculateTotalEffect(skillType: string): number {
- const skillArray = this._unlockedSkills.get(skillType);
- if (!skillArray || skillArray.length === 0) {
- return 0;
- }
- // 返回已点亮节点中最大的效果值(因顺序解锁,最大即最新)
- let latestEffect = 0;
- for (let i = 0; i < skillArray.length; i++) {
- const skill = skillArray[i];
- if (skill.unlocked) {
- latestEffect = Math.max(latestEffect, skill.effectPercent);
- }
- }
- return latestEffect;
- }
- /**
- * 获取技能加成信息
- * @returns 技能加成信息
- */
- public getSkillBonuses() {
- return {
- ballSpeedBonus: this.calculateTotalEffect('ball_speed'),
- damageBonus: this.calculateTotalEffect('damage'),
- critDamageBonus: this.calculateTotalEffect('crit_damage')
- };
- }
- /**
- * 应用技能加成到数值
- * @param baseBallSpeed 基础球速
- * @param baseDamage 基础伤害
- * @param baseCritDamage 基础暴击伤害
- * @returns 加成后的数值
- */
- public applySkillBonuses(baseBallSpeed: number, baseDamage: number, baseCritDamage: number) {
- const bonuses = this.getSkillBonuses();
-
- return {
- ballSpeed: baseBallSpeed * (1 + bonuses.ballSpeedBonus / 100),
- damage: baseDamage * (1 + bonuses.damageBonus / 100),
- critDamage: baseCritDamage * (1 + bonuses.critDamageBonus / 100)
- };
- }
- /**
- * 应用球速加成
- * @param baseBallSpeed 基础球速
- * @returns 加成后的球速
- */
- public applyBallSpeedBonus(baseBallSpeed: number): number {
- const bonus = this.calculateTotalEffect('ball_speed');
- return baseBallSpeed * (1 + bonus / 100);
- }
- /**
- * 应用伤害加成
- * @param baseDamage 基础伤害
- * @returns 加成后的伤害
- */
- public applyDamageBonus(baseDamage: number): number {
- const bonus = this.calculateTotalEffect('damage');
- return baseDamage * (1 + bonus / 100);
- }
- /**
- * 应用暴击伤害加成
- * @param baseCritDamage 基础暴击伤害
- * @returns 加成后的暴击伤害
- */
- public applyCritDamageBonus(baseCritDamage: number): number {
- const bonus = this.calculateTotalEffect('crit_damage');
- return baseCritDamage * (1 + bonus / 100);
- }
- /**
- * 获取指定技能类型的所有点亮数据
- * @param skillType 技能类型
- * @returns 技能点亮数据数组
- */
- public getUnlockedSkills(skillType: string): SkillUnlockData[] {
- return this._unlockedSkills.get(skillType) || [];
- }
- /**
- * 获取所有技能的点亮数据
- * @returns 所有技能数据
- */
- public getAllUnlockedSkills(): Map<string, SkillUnlockData[]> {
- return this._unlockedSkills;
- }
- /**
- * 保存技能数据到本地存储
- */
- private saveSkillData() {
- const saveData = {
- damage: this._unlockedSkills.get('damage') || [],
- ball_speed: this._unlockedSkills.get('ball_speed') || [],
- crit_damage: this._unlockedSkills.get('crit_damage') || []
- };
-
- const jsonData = JSON.stringify(saveData);
- sys.localStorage.setItem(this._saveKey, jsonData);
- console.log('技能数据已保存到本地存储');
- }
- /**
- * 从本地存储加载技能数据
- */
- private loadSkillData() {
- const saveData = sys.localStorage.getItem(this._saveKey);
- if (saveData) {
- try {
- const parsedData = JSON.parse(saveData);
-
- this._unlockedSkills.set('damage', parsedData.damage || []);
- this._unlockedSkills.set('ball_speed', parsedData.ball_speed || []);
- this._unlockedSkills.set('crit_damage', parsedData.crit_damage || []);
-
- console.log('技能数据加载成功');
- console.log('当前技能加成:', this.getSkillBonuses());
- } catch (error) {
- console.error('加载技能数据失败:', error);
- this.initSkillData();
- }
- } else {
- console.log('未找到保存的技能数据,使用默认数据');
- }
- }
- /**
- * 重置所有技能数据(调试用)
- */
- public resetAllSkills() {
- this.initSkillData();
- this.saveSkillData();
- console.log('所有技能数据已重置');
- }
- /**
- * 获取技能统计信息
- */
- public getSkillStats() {
- const stats = {
- damage: {
- unlockedCount: this.getUnlockedSkills('damage').length,
- totalEffect: this.calculateTotalEffect('damage')
- },
- ballSpeed: {
- unlockedCount: this.getUnlockedSkills('ball_speed').length,
- totalEffect: this.calculateTotalEffect('ball_speed')
- },
- critDamage: {
- unlockedCount: this.getUnlockedSkills('crit_damage').length,
- totalEffect: this.calculateTotalEffect('crit_damage')
- }
- };
-
- return stats;
- }
- /**
- * 检查技能是否已点亮
- * @param skillType 技能类型
- * @param group 技能组别
- * @returns 是否已点亮
- */
- /**
- * 检查技能是否已点亮
- * @param skillType 技能类型
- * @param group 技能组别
- * @returns 是否已点亮
- */
- public checkSkillUnlocked(skillType: string, group: number): boolean {
- const skillArray = this._unlockedSkills.get(skillType);
- if (!skillArray) {
- return false;
- }
-
- return skillArray.some(skill => skill.group === group && skill.unlocked);
- }
- /**
- * 检查技能是否可以解锁
- * 该方法仅供参考,实际解锁逻辑由 SkillNodeGenerator 负责
- * @param skillType 技能类型
- * @param group 技能组别
- * @returns 是否可以解锁
- */
- public canUnlockSkill(skillType: string, group: number): boolean {
- // 该方法不再负责解锁验证,始终返回 true
- // 实际解锁逻辑由 SkillNodeGenerator 负责
- return true;
- }
- /**
- * 接收技能解锁数据
- * @param skillType 技能类型
- * @param group 技能组别
- * @param effectPercent 效果百分比
- * @returns 解锁结果 {success: boolean, message: string}
- */
- public unlockSkill(skillType: string, group: number, effectPercent: number): {success: boolean, message: string} {
- // 检查技能类型是否有效
- const skillArray = this._unlockedSkills.get(skillType);
- if (!skillArray) {
- return {success: false, message: `未知的技能类型: ${skillType}`};
- }
-
- // 检查是否已经解锁(避免重复解锁)
- if (this.isSkillUnlocked(skillType, group)) {
- return {success: false, message: `技能已解锁: ${this.getSkillTypeDisplayName(skillType)} Group ${group}`};
- }
-
- // 直接接收解锁数据,不进行验证
- // 解锁验证逻辑由 SkillNodeGenerator 负责
- this.reportSkillUnlocked(skillType, effectPercent, group);
- return {success: true, message: `技能解锁成功: ${this.getSkillTypeDisplayName(skillType)} +${effectPercent}% (Group ${group})`};
- }
- /**
- * 获取技能解锁所需的钻石数量
- * @param group 技能组别
- * @returns 所需钻石数量
- */
- public getSkillCost(group: number): number {
- if (this._skillConfigManager) {
- return this._skillConfigManager.getSkillCost(group);
- }
- // 如果配置管理器未初始化,使用默认公式
- return 10 + (group - 1) * 10;
- }
- /**
- * 获取技能效果百分比
- * @param skillType 技能类型
- * @returns 效果百分比
- */
- public getSkillEffectPercent(skillType: PersistentSkillType): number {
- return this.calculateTotalEffect(skillType);
- }
- /**
- * 获取技能等级(点亮的节点数量)
- * @param skillType 技能类型
- * @returns 技能等级
- */
- public getSkillLevel(skillType: PersistentSkillType): number {
- const skillArray = this._unlockedSkills.get(skillType);
- if (!skillArray) {
- return 0;
- }
- return skillArray.filter(skill => skill.unlocked).length;
- }
- // 已删除重复的 getSkillTypeDisplayName 方法,使用下方的中文版本
- /**
- * 检查技能是否已解锁
- */
- public isSkillUnlocked(skillType: string, group: number): boolean {
- const skillArray = this._unlockedSkills.get(skillType);
- if (!skillArray) {
- return false;
- }
-
- return skillArray.some(skill => skill.group === group && skill.unlocked);
- }
- /**
- * 获取技能类型的显示名称
- */
- private getSkillTypeDisplayName(skillType: string): string {
- if (this._skillConfigManager) {
- // 根据技能类型找到对应的索引
- const skillConfig = this._skillConfigManager.getSkillConfig();
- if (skillConfig) {
- const skillTypeConfig = skillConfig.skillTypes.find(config => config.type === skillType);
- if (skillTypeConfig) {
- return skillTypeConfig.displayName;
- }
- }
- }
-
- // 如果配置管理器未初始化或找不到配置,使用默认名称
- switch (skillType) {
- case 'damage':
- return '伤害';
- case 'ball_speed':
- return '球速';
- case 'crit_damage':
- return '暴击伤害';
- default:
- return skillType;
- }
- }
- }
|