PersistentSkillManager.ts 13 KB

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  1. import { _decorator, Component, sys } from 'cc';
  2. import { SkillConfigManager } from './SkillConfigManager';
  3. const { ccclass, property } = _decorator;
  4. /**
  5. * 技能类型枚举
  6. */
  7. export enum PersistentSkillType {
  8. BALL_SPEED = 'ball_speed',
  9. DAMAGE = 'damage',
  10. CRIT_DAMAGE = 'crit_damage'
  11. }
  12. /**
  13. * 技能点亮数据接口
  14. */
  15. export interface SkillUnlockData {
  16. skillType: string; // 'damage', 'ball_speed', 'crit_damage'
  17. effectPercent: number; // 该节点的效果百分比
  18. group: number; // 技能组别
  19. unlocked: boolean; // 是否已点亮
  20. }
  21. /**
  22. * 持久化技能管理器 - 单例模式
  23. * 负责接收技能点亮数据,计算累积效果,并保存到本地存储
  24. */
  25. @ccclass('PersistentSkillManager')
  26. export class PersistentSkillManager extends Component {
  27. private static _instance: PersistentSkillManager | null = null;
  28. private _unlockedSkills: Map<string, SkillUnlockData[]> = new Map();
  29. private _saveKey = 'persistent_skills_unlocked_data';
  30. private _skillConfigManager: SkillConfigManager | null = null;
  31. public static getInstance(): PersistentSkillManager | null {
  32. return PersistentSkillManager._instance;
  33. }
  34. onLoad() {
  35. if (PersistentSkillManager._instance === null) {
  36. PersistentSkillManager._instance = this;
  37. this._skillConfigManager = SkillConfigManager.getInstance();
  38. this.initSkillData();
  39. this.loadSkillData();
  40. } else {
  41. this.destroy();
  42. return;
  43. }
  44. }
  45. onDestroy() {
  46. if (PersistentSkillManager._instance === this) {
  47. PersistentSkillManager._instance = null;
  48. }
  49. }
  50. /**
  51. * 初始化技能数据结构
  52. */
  53. private initSkillData() {
  54. this._unlockedSkills.set('damage', []);
  55. this._unlockedSkills.set('ball_speed', []);
  56. this._unlockedSkills.set('crit_damage', []);
  57. }
  58. /**
  59. * 报告技能点亮
  60. * @param skillType 技能类型
  61. * @param effectPercent 效果百分比
  62. * @param group 技能组别
  63. */
  64. public reportSkillUnlocked(skillType: string, effectPercent: number, group: number) {
  65. const skillArray = this._unlockedSkills.get(skillType);
  66. if (!skillArray) {
  67. console.error(`未知的技能类型: ${skillType}`);
  68. return;
  69. }
  70. // 检查是否已经存在相同的技能节点
  71. const existingSkill = skillArray.find(skill => skill.group === group);
  72. if (existingSkill) {
  73. console.log(`技能节点已存在: ${skillType} Group ${group}`);
  74. return;
  75. }
  76. // 添加新的技能点亮数据
  77. const skillData: SkillUnlockData = {
  78. skillType,
  79. effectPercent,
  80. group,
  81. unlocked: true
  82. };
  83. skillArray.push(skillData);
  84. // 按组别排序
  85. skillArray.sort((a, b) => a.group - b.group);
  86. // 保存数据
  87. this.saveSkillData();
  88. const displayName = this.getSkillTypeDisplayName(skillType);
  89. console.log(`技能点亮成功: ${displayName} +${effectPercent}% (Group ${group})`);
  90. console.log(`当前${displayName}总加成: ${this.calculateTotalEffect(skillType)}%`);
  91. }
  92. /**
  93. * 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)
  94. * @param skillType 技能类型
  95. * @returns 总效果百分比
  96. */
  97. private calculateTotalEffect(skillType: string): number {
  98. const skillArray = this._unlockedSkills.get(skillType);
  99. if (!skillArray || skillArray.length === 0) {
  100. return 0;
  101. }
  102. // 返回已点亮节点中最大的效果值(因顺序解锁,最大即最新)
  103. let latestEffect = 0;
  104. for (let i = 0; i < skillArray.length; i++) {
  105. const skill = skillArray[i];
  106. if (skill.unlocked) {
  107. latestEffect = Math.max(latestEffect, skill.effectPercent);
  108. }
  109. }
  110. return latestEffect;
  111. }
  112. /**
  113. * 获取技能加成信息
  114. * @returns 技能加成信息
  115. */
  116. public getSkillBonuses() {
  117. return {
  118. ballSpeedBonus: this.calculateTotalEffect('ball_speed'),
  119. damageBonus: this.calculateTotalEffect('damage'),
  120. critDamageBonus: this.calculateTotalEffect('crit_damage')
  121. };
  122. }
  123. /**
  124. * 应用技能加成到数值
  125. * @param baseBallSpeed 基础球速
  126. * @param baseDamage 基础伤害
  127. * @param baseCritDamage 基础暴击伤害
  128. * @returns 加成后的数值
  129. */
  130. public applySkillBonuses(baseBallSpeed: number, baseDamage: number, baseCritDamage: number) {
  131. const bonuses = this.getSkillBonuses();
  132. return {
  133. ballSpeed: baseBallSpeed * (1 + bonuses.ballSpeedBonus / 100),
  134. damage: baseDamage * (1 + bonuses.damageBonus / 100),
  135. critDamage: baseCritDamage * (1 + bonuses.critDamageBonus / 100)
  136. };
  137. }
  138. /**
  139. * 应用球速加成
  140. * @param baseBallSpeed 基础球速
  141. * @returns 加成后的球速
  142. */
  143. public applyBallSpeedBonus(baseBallSpeed: number): number {
  144. const bonus = this.calculateTotalEffect('ball_speed');
  145. return baseBallSpeed * (1 + bonus / 100);
  146. }
  147. /**
  148. * 应用伤害加成
  149. * @param baseDamage 基础伤害
  150. * @returns 加成后的伤害
  151. */
  152. public applyDamageBonus(baseDamage: number): number {
  153. const bonus = this.calculateTotalEffect('damage');
  154. return baseDamage * (1 + bonus / 100);
  155. }
  156. /**
  157. * 应用暴击伤害加成
  158. * @param baseCritDamage 基础暴击伤害
  159. * @returns 加成后的暴击伤害
  160. */
  161. public applyCritDamageBonus(baseCritDamage: number): number {
  162. const bonus = this.calculateTotalEffect('crit_damage');
  163. return baseCritDamage * (1 + bonus / 100);
  164. }
  165. /**
  166. * 获取指定技能类型的所有点亮数据
  167. * @param skillType 技能类型
  168. * @returns 技能点亮数据数组
  169. */
  170. public getUnlockedSkills(skillType: string): SkillUnlockData[] {
  171. return this._unlockedSkills.get(skillType) || [];
  172. }
  173. /**
  174. * 获取所有技能的点亮数据
  175. * @returns 所有技能数据
  176. */
  177. public getAllUnlockedSkills(): Map<string, SkillUnlockData[]> {
  178. return this._unlockedSkills;
  179. }
  180. /**
  181. * 保存技能数据到本地存储
  182. */
  183. private saveSkillData() {
  184. const saveData = {
  185. damage: this._unlockedSkills.get('damage') || [],
  186. ball_speed: this._unlockedSkills.get('ball_speed') || [],
  187. crit_damage: this._unlockedSkills.get('crit_damage') || []
  188. };
  189. const jsonData = JSON.stringify(saveData);
  190. sys.localStorage.setItem(this._saveKey, jsonData);
  191. console.log('技能数据已保存到本地存储');
  192. }
  193. /**
  194. * 从本地存储加载技能数据
  195. */
  196. private loadSkillData() {
  197. const saveData = sys.localStorage.getItem(this._saveKey);
  198. if (saveData) {
  199. try {
  200. const parsedData = JSON.parse(saveData);
  201. this._unlockedSkills.set('damage', parsedData.damage || []);
  202. this._unlockedSkills.set('ball_speed', parsedData.ball_speed || []);
  203. this._unlockedSkills.set('crit_damage', parsedData.crit_damage || []);
  204. console.log('技能数据加载成功');
  205. console.log('当前技能加成:', this.getSkillBonuses());
  206. } catch (error) {
  207. console.error('加载技能数据失败:', error);
  208. this.initSkillData();
  209. }
  210. } else {
  211. console.log('未找到保存的技能数据,使用默认数据');
  212. }
  213. }
  214. /**
  215. * 重置所有技能数据(调试用)
  216. */
  217. public resetAllSkills() {
  218. this.initSkillData();
  219. this.saveSkillData();
  220. console.log('所有技能数据已重置');
  221. }
  222. /**
  223. * 获取技能统计信息
  224. */
  225. public getSkillStats() {
  226. const stats = {
  227. damage: {
  228. unlockedCount: this.getUnlockedSkills('damage').length,
  229. totalEffect: this.calculateTotalEffect('damage')
  230. },
  231. ballSpeed: {
  232. unlockedCount: this.getUnlockedSkills('ball_speed').length,
  233. totalEffect: this.calculateTotalEffect('ball_speed')
  234. },
  235. critDamage: {
  236. unlockedCount: this.getUnlockedSkills('crit_damage').length,
  237. totalEffect: this.calculateTotalEffect('crit_damage')
  238. }
  239. };
  240. return stats;
  241. }
  242. /**
  243. * 检查技能是否已点亮
  244. * @param skillType 技能类型
  245. * @param group 技能组别
  246. * @returns 是否已点亮
  247. */
  248. /**
  249. * 检查技能是否已点亮
  250. * @param skillType 技能类型
  251. * @param group 技能组别
  252. * @returns 是否已点亮
  253. */
  254. public checkSkillUnlocked(skillType: string, group: number): boolean {
  255. const skillArray = this._unlockedSkills.get(skillType);
  256. if (!skillArray) {
  257. return false;
  258. }
  259. return skillArray.some(skill => skill.group === group && skill.unlocked);
  260. }
  261. /**
  262. * 检查技能是否可以解锁
  263. * 该方法仅供参考,实际解锁逻辑由 SkillNodeGenerator 负责
  264. * @param skillType 技能类型
  265. * @param group 技能组别
  266. * @returns 是否可以解锁
  267. */
  268. public canUnlockSkill(skillType: string, group: number): boolean {
  269. // 该方法不再负责解锁验证,始终返回 true
  270. // 实际解锁逻辑由 SkillNodeGenerator 负责
  271. return true;
  272. }
  273. /**
  274. * 接收技能解锁数据
  275. * @param skillType 技能类型
  276. * @param group 技能组别
  277. * @param effectPercent 效果百分比
  278. * @returns 解锁结果 {success: boolean, message: string}
  279. */
  280. public unlockSkill(skillType: string, group: number, effectPercent: number): {success: boolean, message: string} {
  281. // 检查技能类型是否有效
  282. const skillArray = this._unlockedSkills.get(skillType);
  283. if (!skillArray) {
  284. return {success: false, message: `未知的技能类型: ${skillType}`};
  285. }
  286. // 检查是否已经解锁(避免重复解锁)
  287. if (this.isSkillUnlocked(skillType, group)) {
  288. return {success: false, message: `技能已解锁: ${this.getSkillTypeDisplayName(skillType)} Group ${group}`};
  289. }
  290. // 直接接收解锁数据,不进行验证
  291. // 解锁验证逻辑由 SkillNodeGenerator 负责
  292. this.reportSkillUnlocked(skillType, effectPercent, group);
  293. return {success: true, message: `技能解锁成功: ${this.getSkillTypeDisplayName(skillType)} +${effectPercent}% (Group ${group})`};
  294. }
  295. /**
  296. * 获取技能解锁所需的钻石数量
  297. * @param group 技能组别
  298. * @returns 所需钻石数量
  299. */
  300. public getSkillCost(group: number): number {
  301. if (this._skillConfigManager) {
  302. return this._skillConfigManager.getSkillCost(group);
  303. }
  304. // 如果配置管理器未初始化,使用默认公式
  305. return 10 + (group - 1) * 10;
  306. }
  307. /**
  308. * 获取技能效果百分比
  309. * @param skillType 技能类型
  310. * @returns 效果百分比
  311. */
  312. public getSkillEffectPercent(skillType: PersistentSkillType): number {
  313. return this.calculateTotalEffect(skillType);
  314. }
  315. /**
  316. * 获取技能等级(点亮的节点数量)
  317. * @param skillType 技能类型
  318. * @returns 技能等级
  319. */
  320. public getSkillLevel(skillType: PersistentSkillType): number {
  321. const skillArray = this._unlockedSkills.get(skillType);
  322. if (!skillArray) {
  323. return 0;
  324. }
  325. return skillArray.filter(skill => skill.unlocked).length;
  326. }
  327. // 已删除重复的 getSkillTypeDisplayName 方法,使用下方的中文版本
  328. /**
  329. * 检查技能是否已解锁
  330. */
  331. public isSkillUnlocked(skillType: string, group: number): boolean {
  332. const skillArray = this._unlockedSkills.get(skillType);
  333. if (!skillArray) {
  334. return false;
  335. }
  336. return skillArray.some(skill => skill.group === group && skill.unlocked);
  337. }
  338. /**
  339. * 获取技能类型的显示名称
  340. */
  341. private getSkillTypeDisplayName(skillType: string): string {
  342. if (this._skillConfigManager) {
  343. // 根据技能类型找到对应的索引
  344. const skillConfig = this._skillConfigManager.getSkillConfig();
  345. if (skillConfig) {
  346. const skillTypeConfig = skillConfig.skillTypes.find(config => config.type === skillType);
  347. if (skillTypeConfig) {
  348. return skillTypeConfig.displayName;
  349. }
  350. }
  351. }
  352. // 如果配置管理器未初始化或找不到配置,使用默认名称
  353. switch (skillType) {
  354. case 'damage':
  355. return '伤害';
  356. case 'ball_speed':
  357. return '球速';
  358. case 'crit_damage':
  359. return '暴击伤害';
  360. default:
  361. return skillType;
  362. }
  363. }
  364. }