MoneyAni.ts 13 KB

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  1. import { _decorator, Component, Node, Vec3, tween, instantiate, Prefab, math, Label, director } from 'cc';
  2. import { SaveDataManager } from '../LevelSystem/SaveDataManager';
  3. import { TopBarController } from '../FourUI/TopBarController';
  4. import EventBus, { GameEvents } from '../Core/EventBus';
  5. const { ccclass, property } = _decorator;
  6. /**
  7. * 奖励动画系统
  8. * 负责在关卡结束后播放金币和钻石的奖励动画
  9. */
  10. @ccclass('MoneyAni')
  11. export class MoneyAni extends Component {
  12. @property({
  13. type: Prefab,
  14. tooltip: '金币预制体'
  15. })
  16. public coinPrefab: Prefab = null;
  17. @property({
  18. type: Prefab,
  19. tooltip: '钻石预制体'
  20. })
  21. public diamondPrefab: Prefab = null;
  22. @property({
  23. type: Node,
  24. tooltip: '奖励生成起始位置节点(MainUI中的奖励显示区域)'
  25. })
  26. public rewardStartNode: Node = null;
  27. @property({
  28. type: Node,
  29. tooltip: 'Canvas节点,用于添加动画元素'
  30. })
  31. public canvasNode: Node = null;
  32. @property({
  33. type: Node,
  34. tooltip: '金币目标节点(TopBar中的金币标签)'
  35. })
  36. public coinTargetNode: Node = null;
  37. @property({
  38. type: Node,
  39. tooltip: '钻石目标节点(TopBar中的钻石标签)'
  40. })
  41. public diamondTargetNode: Node = null;
  42. private saveDataManager: SaveDataManager = null;
  43. onLoad() {
  44. this.saveDataManager = SaveDataManager.getInstance();
  45. }
  46. /**
  47. * 播放奖励动画
  48. * @param coinAmount 金币数量
  49. * @param diamondAmount 钻石数量
  50. * @param onComplete 动画完成回调
  51. */
  52. public playRewardAnimation(coinAmount: number, diamondAmount: number, onComplete?: () => void) {
  53. console.log(`[MoneyAni] 开始播放奖励动画 - 金币: ${coinAmount}, 钻石: ${diamondAmount}`);
  54. if (!this.canvasNode) {
  55. console.error('[MoneyAni] Canvas节点未设置,请在编辑器中拖拽Canvas节点到canvasNode属性');
  56. if (onComplete) onComplete();
  57. return;
  58. }
  59. let animationsCompleted = 0;
  60. const totalAnimations = (coinAmount > 0 ? 1 : 0) + (diamondAmount > 0 ? 1 : 0);
  61. const onAnimationComplete = () => {
  62. animationsCompleted++;
  63. if (animationsCompleted >= totalAnimations) {
  64. console.log('[MoneyAni] 所有奖励动画播放完成');
  65. if (onComplete) onComplete();
  66. }
  67. };
  68. // 播放金币动画
  69. if (coinAmount > 0) {
  70. this.playCoinAnimation(coinAmount, onAnimationComplete);
  71. }
  72. // 播放钻石动画(延迟0.2秒开始)
  73. if (diamondAmount > 0) {
  74. this.scheduleOnce(() => {
  75. this.playDiamondAnimation(diamondAmount, onAnimationComplete);
  76. }, 0.2);
  77. }
  78. // 如果没有奖励,直接调用完成回调
  79. if (totalAnimations === 0) {
  80. if (onComplete) onComplete();
  81. }
  82. }
  83. /**
  84. * 播放金币动画
  85. */
  86. private playCoinAnimation(amount: number, onComplete?: () => void) {
  87. if (!this.coinPrefab) {
  88. console.error('[MoneyAni] 金币预制体未设置');
  89. if (onComplete) onComplete();
  90. return;
  91. }
  92. // 使用装饰器引用的金币目标节点
  93. if (!this.coinTargetNode) {
  94. console.error('[MoneyAni] 金币目标节点未设置,请在编辑器中拖拽TopBar中的金币标签节点');
  95. if (onComplete) onComplete();
  96. return;
  97. }
  98. const targetNode = this.coinTargetNode;
  99. // 生成金币数量(最多10个,超过则按比例显示)
  100. const coinCount = Math.min(amount, 10);
  101. const startPos = this.getRewardStartPosition();
  102. console.log(`[MoneyAni] 生成${coinCount}个金币动画`);
  103. let coinsCompleted = 0;
  104. for (let i = 0; i < coinCount; i++) {
  105. // 延迟生成,创造连续效果
  106. this.scheduleOnce(() => {
  107. this.createAndAnimateCoin(startPos, targetNode, () => {
  108. coinsCompleted++;
  109. if (coinsCompleted >= coinCount) {
  110. // 所有金币动画完成,更新数据
  111. this.saveDataManager.addMoney(amount, 'level_reward');
  112. // 通过事件系统通知UI更新
  113. EventBus.getInstance().emit(GameEvents.CURRENCY_CHANGED);
  114. if (onComplete) onComplete();
  115. }
  116. });
  117. }, i * 0.1);
  118. }
  119. }
  120. /**
  121. * 播放钻石动画
  122. */
  123. private playDiamondAnimation(amount: number, onComplete?: () => void) {
  124. if (!this.diamondPrefab) {
  125. console.error('[MoneyAni] 钻石预制体未设置');
  126. if (onComplete) onComplete();
  127. return;
  128. }
  129. // 使用装饰器引用的钻石目标节点
  130. if (!this.diamondTargetNode) {
  131. console.error('[MoneyAni] 钻石目标节点未设置,请在编辑器中拖拽TopBar中的钻石标签节点');
  132. if (onComplete) onComplete();
  133. return;
  134. }
  135. const targetNode = this.diamondTargetNode;
  136. // 生成钻石数量(最多5个)
  137. const diamondCount = Math.min(amount, 5);
  138. const startPos = this.getRewardStartPosition();
  139. console.log(`[MoneyAni] 生成${diamondCount}个钻石动画`);
  140. let diamondsCompleted = 0;
  141. for (let i = 0; i < diamondCount; i++) {
  142. // 延迟生成
  143. this.scheduleOnce(() => {
  144. this.createAndAnimateDiamond(startPos, targetNode, () => {
  145. diamondsCompleted++;
  146. if (diamondsCompleted >= diamondCount) {
  147. // 所有钻石动画完成,更新数据
  148. this.saveDataManager.addDiamonds(amount, 'level_reward');
  149. // 通过事件系统通知UI更新
  150. EventBus.getInstance().emit(GameEvents.CURRENCY_CHANGED);
  151. if (onComplete) onComplete();
  152. }
  153. });
  154. }, i * 0.15);
  155. }
  156. }
  157. /**
  158. * 创建并播放单个金币动画
  159. */
  160. private createAndAnimateCoin(startPos: Vec3, targetNode: Node, onComplete?: () => void) {
  161. const coinNode = instantiate(this.coinPrefab);
  162. this.canvasNode.addChild(coinNode);
  163. // 设置初始位置
  164. coinNode.setWorldPosition(startPos);
  165. // 生成随机散开位置
  166. const scatterPos = this.getScatterPosition(startPos);
  167. // 获取目标世界位置
  168. const targetWorldPos = new Vec3();
  169. targetNode.getWorldPosition(targetWorldPos);
  170. // 动画序列:散开 -> 飞向目标
  171. tween(coinNode)
  172. // 第一阶段:散开(带旋转和缩放)
  173. .parallel(
  174. tween().to(0.3, { worldPosition: scatterPos }, { easing: 'quadOut' }),
  175. tween().to(0.3, { scale: new Vec3(1.2, 1.2, 1.2) }, { easing: 'quadOut' }),
  176. tween().by(0.3, { eulerAngles: new Vec3(0, 0, 180) })
  177. )
  178. // 短暂停留
  179. .delay(0.1)
  180. // 第二阶段:飞向目标(带缩小和旋转)
  181. .parallel(
  182. tween().to(0.5, { worldPosition: targetWorldPos }, { easing: 'quadIn' }),
  183. tween().to(0.5, { scale: new Vec3(0.3, 0.3, 0.3) }, { easing: 'quadIn' }),
  184. tween().by(0.5, { eulerAngles: new Vec3(0, 0, 360) })
  185. )
  186. .call(() => {
  187. // 动画完成,销毁节点
  188. coinNode.destroy();
  189. if (onComplete) onComplete();
  190. })
  191. .start();
  192. }
  193. /**
  194. * 创建并播放单个钻石动画
  195. */
  196. private createAndAnimateDiamond(startPos: Vec3, targetNode: Node, onComplete?: () => void) {
  197. const diamondNode = instantiate(this.diamondPrefab);
  198. this.canvasNode.addChild(diamondNode);
  199. // 设置初始位置
  200. diamondNode.setWorldPosition(startPos);
  201. // 生成随机散开位置
  202. const scatterPos = this.getScatterPosition(startPos);
  203. // 获取目标世界位置
  204. const targetWorldPos = new Vec3();
  205. targetNode.getWorldPosition(targetWorldPos);
  206. // 动画序列:散开 -> 飞向目标
  207. tween(diamondNode)
  208. // 第一阶段:散开(带旋转和缩放)
  209. .parallel(
  210. tween().to(0.4, { worldPosition: scatterPos }, { easing: 'quadOut' }),
  211. tween().to(0.4, { scale: new Vec3(1.3, 1.3, 1.3) }, { easing: 'quadOut' }),
  212. tween().by(0.4, { eulerAngles: new Vec3(0, 0, -180) })
  213. )
  214. // 短暂停留
  215. .delay(0.15)
  216. // 第二阶段:飞向目标(带缩小和旋转)
  217. .parallel(
  218. tween().to(0.6, { worldPosition: targetWorldPos }, { easing: 'quadIn' }),
  219. tween().to(0.6, { scale: new Vec3(0.4, 0.4, 0.4) }, { easing: 'quadIn' }),
  220. tween().by(0.6, { eulerAngles: new Vec3(0, 0, -360) })
  221. )
  222. .call(() => {
  223. // 动画完成,销毁节点
  224. diamondNode.destroy();
  225. if (onComplete) onComplete();
  226. })
  227. .start();
  228. }
  229. /**
  230. * 获取奖励生成起始位置
  231. */
  232. private getRewardStartPosition(): Vec3 {
  233. if (this.rewardStartNode) {
  234. const worldPos = new Vec3();
  235. this.rewardStartNode.getWorldPosition(worldPos);
  236. return worldPos;
  237. }
  238. // 默认位置(屏幕中央偏下)
  239. return new Vec3(0, -200, 0);
  240. }
  241. /**
  242. * 获取散开位置
  243. */
  244. private getScatterPosition(startPos: Vec3): Vec3 {
  245. const scatterRadius = 150; // 散开半径
  246. const angle = math.randomRange(0, Math.PI * 2); // 随机角度
  247. const distance = math.randomRange(50, scatterRadius); // 随机距离
  248. return new Vec3(
  249. startPos.x + Math.cos(angle) * distance,
  250. startPos.y + Math.sin(angle) * distance,
  251. startPos.z
  252. );
  253. }
  254. /**
  255. * 静态方法:播放奖励动画(需要传入实例)
  256. * @param moneyAniInstance MoneyAni组件实例
  257. * @param coinAmount 金币数量
  258. * @param diamondAmount 钻石数量
  259. * @param onComplete 完成回调
  260. */
  261. public static playRewardWithInstance(moneyAniInstance: MoneyAni, coinAmount: number, diamondAmount: number, onComplete?: () => void) {
  262. if (!moneyAniInstance) {
  263. console.error('[MoneyAni] MoneyAni实例为空,请传入有效的MoneyAni组件实例');
  264. if (onComplete) onComplete();
  265. return;
  266. }
  267. moneyAniInstance.playRewardAnimation(coinAmount, diamondAmount, onComplete);
  268. }
  269. /**
  270. * 静态方法:播放奖励动画(简化版本)
  271. * 自动查找场景中的MoneyAni组件
  272. * @param coinAmount 金币数量
  273. * @param diamondAmount 钻石数量
  274. * @param onComplete 完成回调
  275. */
  276. public static playReward(coinAmount: number, diamondAmount: number, onComplete?: () => void) {
  277. // 尝试从director获取场景中的MoneyAni组件
  278. const scene = director.getScene();
  279. if (!scene) {
  280. console.error('[MoneyAni] 无法获取当前场景');
  281. if (onComplete) onComplete();
  282. return;
  283. }
  284. // 递归查找MoneyAni组件
  285. const findMoneyAni = (node: Node): MoneyAni | null => {
  286. const moneyAni = node.getComponent(MoneyAni);
  287. if (moneyAni) return moneyAni;
  288. for (const child of node.children) {
  289. const result = findMoneyAni(child);
  290. if (result) return result;
  291. }
  292. return null;
  293. };
  294. const moneyAni = findMoneyAni(scene);
  295. if (!moneyAni) {
  296. console.error('[MoneyAni] 场景中未找到MoneyAni组件,请确保场景中存在MoneyAni组件');
  297. if (onComplete) onComplete();
  298. return;
  299. }
  300. moneyAni.playRewardAnimation(coinAmount, diamondAmount, onComplete);
  301. }
  302. /**
  303. * 根据关卡配置播放奖励动画
  304. */
  305. public async playLevelReward(level: number, onComplete?: () => void) {
  306. try {
  307. const rewards = await this.saveDataManager.getLevelRewardsFromConfig(level);
  308. if (rewards) {
  309. this.playRewardAnimation(rewards.coins, rewards.diamonds, onComplete);
  310. } else {
  311. console.warn(`[MoneyAni] 无法获取关卡${level}的奖励配置,使用默认奖励`);
  312. // 使用默认奖励
  313. this.playRewardAnimation(50, 5, onComplete);
  314. }
  315. } catch (error) {
  316. console.error('[MoneyAni] 获取关卡奖励配置时出错:', error);
  317. // 使用默认奖励
  318. this.playRewardAnimation(50, 5, onComplete);
  319. }
  320. }
  321. }