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- import { _decorator, Component, Node, Vec2, Vec3, RigidBody2D, Collider2D, Contact2DType, IPhysics2DContact, find, Prefab, instantiate, UITransform, resources, sp, JsonAsset, Sprite, SpriteFrame, math } from 'cc';
- import { BulletCount, BulletCountConfig, BulletSpawnInfo } from './BulletEffects/BulletCount';
- import { BulletTrajectory, BulletTrajectoryConfig } from './BulletEffects/BulletTrajectory';
- import { BulletHitEffect, HitEffectConfig, HitResult } from './BulletEffects/BulletHitEffect';
- import { BulletLifecycle, BulletLifecycleConfig } from './BulletEffects/BulletLifecycle';
- import { ConfigManager } from '../Core/ConfigManager';
- import EventBus,{ GameEvents } from '../Core/EventBus';
- import { PersistentSkillManager } from '../FourUI/SkillSystem/PersistentSkillManager';
- import { SaveDataManager } from '../LevelSystem/SaveDataManager';
- const { ccclass, property } = _decorator;
- /**
- * WeaponBullet - 重构后的统一子弹控制器
- *
- * 整合四个子模块:
- * 1. BulletCount - 子弹数量控制
- * 2. BulletTrajectory - 弹道控制
- * 3. BulletHitEffect - 命中效果(可叠加)
- * 4. BulletLifecycle - 生命周期控制
- *
- * 从weapons.json读取配置并分发给各模块
- */
- export interface WeaponConfig {
- id: string;
- name: string;
- bulletConfig: {
- count: BulletCountConfig;
- trajectory: BulletTrajectoryConfig;
- hitEffects: HitEffectConfig[];
- lifecycle: BulletLifecycleConfig;
- visual: {
- bulletPrefab: string;
- hitEffect: string;
- trailEffect?: string;
- muzzleFlash: string;
- };
- };
- stats: {
- damage: number;
- fireRate: number;
- range: number;
- bulletSpeed: number;
- accuracy: number;
- };
- // 运行时计算的实际数值(应用技能加成后)
- runtimeStats?: {
- finalDamage: number;
- finalCritDamage: number;
- critChance: number;
- };
- }
- export interface BulletInitData {
- weaponId: string; // 武器ID,用于查找配置
- firePosition: Vec3; // 发射位置
- direction?: Vec3; // 发射方向(可选)
- autoTarget?: boolean; // 是否自动瞄准
- weaponConfig?: WeaponConfig; // 直接传入的武器配置(优先级更高)
- }
- @ccclass('WeaponBullet')
- export class WeaponBullet extends Component {
- /* ========= 全局开关:是否允许生成子弹 ========= */
- private static shootingEnabled: boolean = true;
- public static setShootingEnabled(enable: boolean) {
- WeaponBullet.shootingEnabled = enable;
- }
- // 子弹组件
- private bulletTrajectory: BulletTrajectory = null;
- private bulletHitEffect: BulletHitEffect = null;
- private bulletLifecycle: BulletLifecycle = null;
-
- // 武器配置和状态
- private weaponConfig: WeaponConfig = null;
- private weaponId: string = null; // 存储武器ID用于获取升级数据
- private isInitialized: boolean = false;
-
- // === 静态武器配置缓存 ===
- private static weaponsData: any = null;
-
- // === 自动旋转相关 ===
- private readonly _rotationSpeedDeg: number = 720; // 每秒旋转 720° (度)
- private readonly _rotationSpeedRad: number = 720 * Math.PI / 180; // 转换为弧度,用于物理角速度
-
- /**
- * 加载武器配置数据
- */
- public static loadWeaponsData(): Promise<void> {
- return new Promise((resolve, reject) => {
- if (WeaponBullet.weaponsData) {
- resolve();
- return;
- }
-
- resources.load('data/weapons', JsonAsset, (err, jsonAsset: JsonAsset) => {
- if (err) {
- reject(err);
- return;
- }
-
- WeaponBullet.weaponsData = jsonAsset.json;
- resolve();
- });
- });
- }
-
- /**
- * 根据武器ID获取配置
- */
- public static getWeaponConfig(weaponId: string): WeaponConfig | null {
- if (!WeaponBullet.weaponsData) {
- return null;
- }
-
- const weapons = WeaponBullet.weaponsData.weapons;
- const weapon = weapons.find((w: any) => w.id === weaponId);
-
- if (!weapon) {
- return null;
- }
-
- return weapon as WeaponConfig;
- }
-
- /**
- * 创建多发子弹
- */
- public static createBullets(initData: BulletInitData, bulletPrefab: Node): Node[] {
- // 关卡备战或其他情况下可关闭生成
- if (!WeaponBullet.shootingEnabled) return [];
- // 触发子弹创建请求事件
- const eventBus = EventBus.getInstance();
- eventBus.emit(GameEvents.BULLET_CREATE_REQUEST, { weaponId: initData.weaponId, position: initData.firePosition });
- // 通过事件系统检查是否可以发射子弹
- let canFire = true;
- eventBus.emit(GameEvents.BALL_FIRE_BULLET, { canFire: (result: boolean) => { canFire = result; } });
-
- if (!canFire) {
- return [];
- }
- // 获取武器配置
- const config = initData.weaponConfig || WeaponBullet.getWeaponConfig(initData.weaponId);
- if (!config) {
- return [];
- }
-
- // === 计算基础发射方向 ===
- let direction: Vec3;
- if (initData.direction) {
- direction = initData.direction.clone();
- } else if (initData.autoTarget) {
- // 通过事件系统获取最近敌人
- let nearestEnemy: Node = null;
- eventBus.emit(GameEvents.ENEMY_GET_NEAREST, {
- position: initData.firePosition,
- callback: (enemy: Node) => { nearestEnemy = enemy; }
- });
-
- if (nearestEnemy) {
- direction = nearestEnemy.worldPosition.clone().subtract(initData.firePosition).normalize();
- }
- // 如果没有敌人或计算失败,则回退为随机方向
- if (!direction) {
- const angleRand = Math.random() * Math.PI * 2;
- direction = new Vec3(Math.cos(angleRand), Math.sin(angleRand), 0);
- }
- } else {
- direction = new Vec3(1, 0, 0);
- }
-
- const spawnInfos = BulletCount.calculateBulletSpawns(
- config.bulletConfig.count,
- initData.firePosition,
- direction
- );
-
- const bullets: Node[] = [];
-
- // 为每个子弹创建实例
- for (const spawnInfo of spawnInfos) {
- const createBullet = () => {
- const bullet = instantiate(bulletPrefab);
- const weaponBullet = bullet.getComponent(WeaponBullet) || bullet.addComponent(WeaponBullet);
-
- // 初始化子弹
- weaponBullet.init({
- ...initData,
- firePosition: spawnInfo.position,
- direction: spawnInfo.direction,
- weaponConfig: config
- });
-
- bullets.push(bullet);
- };
-
- // 处理延迟发射
- if (spawnInfo.delay > 0) {
- // 这里需要一个全局的调度器来处理延迟,暂时直接创建
- setTimeout(createBullet, spawnInfo.delay * 1000);
- } else {
- createBullet();
- }
- }
-
- return bullets;
- }
-
- /**
- * 初始化子弹
- */
- public init(initData: BulletInitData) {
- // 通过事件系统检查游戏是否暂停,暂停时不初始化子弹
- let bulletFireEnabled = true;
- EventBus.getInstance().emit(GameEvents.BALL_FIRE_BULLET, { canFire: (result: boolean) => { bulletFireEnabled = result; } });
-
- if (!bulletFireEnabled) {
- // 立即销毁自己
- this.node.destroy();
- return;
- }
- // 验证初始化数据
- if (!WeaponBullet.validateInitData(initData)) {
- console.error('WeaponBullet.init: 初始化数据无效');
- this.node.destroy();
- return;
- }
-
- // 存储武器ID
- this.weaponId = initData.weaponId;
-
- // 获取武器配置
- this.weaponConfig = initData.weaponConfig || WeaponBullet.getWeaponConfig(initData.weaponId);
- if (!this.weaponConfig) {
- console.error(`WeaponBullet.init: 无法找到武器配置 ${initData.weaponId}`);
- this.node.destroy();
- return;
- }
-
- // 应用技能加成计算运行时数值
- this.calculateRuntimeStats();
-
- // 使用世界坐标设置位置
- this.setPositionInGameArea(initData.firePosition);
-
- // 初始化各个组件
- this.initializeComponents(initData);
-
- // 设置子弹外观
- this.setupBulletSprite();
-
- // 设置碰撞监听
- this.setupCollisionListener();
-
- this.isInitialized = true;
- }
-
- /**
- * 在GameArea中设置位置
- */
- private setPositionInGameArea(worldPos: Vec3) {
- const gameArea = find('Canvas/GameLevelUI/GameArea');
- if (gameArea) {
- const gameAreaTransform = gameArea.getComponent(UITransform);
- if (gameAreaTransform) {
- const localPos = gameAreaTransform.convertToNodeSpaceAR(worldPos);
- this.node.position = localPos;
- }
- }
- }
-
- /**
- * 初始化各个组件
- */
- private initializeComponents(initData: BulletInitData) {
- const config = this.weaponConfig.bulletConfig;
-
- // 确保物理组件存在
- this.setupPhysics();
-
- // 设置物理角速度,实现持续旋转
- this.applyAutoRotation();
-
- // 初始化弹道组件
- this.bulletTrajectory = this.getComponent(BulletTrajectory) || this.addComponent(BulletTrajectory);
- const trajCfg: BulletTrajectoryConfig = { ...config.trajectory, speed: this.weaponConfig.stats.bulletSpeed };
-
- // 计算方向
- const direction = initData.direction || this.calculateDirection(initData.autoTarget);
-
- // === 根据发射方向调整容器朝向(仅首次,后续不再旋转) ===
- if (direction) {
- // 角度 = atan2(y,x),转成度数
- const deg = math.toDegree(Math.atan2(direction.y, direction.x));
- this.node.angle = deg;
- }
-
- this.bulletTrajectory.init(
- trajCfg,
- direction,
- initData.firePosition
- );
-
- // 设置子弹的外观(SpriteFrame 与武器方块一致)
- this.setupBulletSprite();
-
- // --- 额外偏移 ---
- // 若子弹在生成时与发射方块碰撞(位置重叠), 会立刻触发碰撞事件导致被销毁。
- // 因此在初始化完弹道后, 将子弹沿发射方向平移一小段距离(默认 30 像素左右)。
- const dir = direction.clone().normalize();
- const spawnOffset = 30; // 可根据子弹半径或方块大小调整
- if (!Number.isNaN(dir.x) && !Number.isNaN(dir.y)) {
- const newLocalPos = this.node.position.clone().add(new Vec3(dir.x * spawnOffset, dir.y * spawnOffset, 0));
- this.node.setPosition(newLocalPos);
- }
-
- // 初始化命中效果组件
- this.bulletHitEffect = this.getComponent(BulletHitEffect) || this.addComponent(BulletHitEffect);
- this.bulletHitEffect.init(config.hitEffects);
-
- // 传递默认特效路径
- if (this.bulletHitEffect && config.visual) {
- (this.bulletHitEffect as any).setDefaultEffects?.(config.visual.hitEffect, config.visual.trailEffect, (config.visual as any).burnEffect);
- }
-
- // 初始化生命周期组件
- this.bulletLifecycle = this.getComponent(BulletLifecycle) || this.addComponent(BulletLifecycle);
- this.bulletLifecycle.init(config.lifecycle, initData.firePosition);
-
- // 设置碰撞监听
- this.setupCollisionListener();
-
- this.isInitialized = true;
- }
-
- /**
- * 设置物理组件
- */
- private setupPhysics() {
- const rigidBody = this.getComponent(RigidBody2D);
- if (rigidBody) {
- rigidBody.enabledContactListener = true;
- rigidBody.gravityScale = 0; // 由弹道组件控制重力
- rigidBody.linearDamping = 0;
- rigidBody.angularDamping = 0;
- rigidBody.allowSleep = false;
-
- // 如果节点包含子节点 'Pellet',表示这是带容器的子弹;锁定容器旋转
- if (this.node.getChildByName('Pellet')) {
- rigidBody.fixedRotation = true;
- }
- }
-
- const collider = this.getComponent(Collider2D);
- if (collider) {
- collider.sensor = false;
- collider.on(Contact2DType.BEGIN_CONTACT, this.onHit, this);
- }
- }
-
- /**
- * 计算子弹方向
- */
- private calculateDirection(autoTarget: boolean = false): Vec3 {
- if (!autoTarget) {
- // 随机方向
- const angle = Math.random() * Math.PI * 2;
- return new Vec3(Math.cos(angle), Math.sin(angle), 0);
- }
-
- // 寻找最近敌人(使用静态工具函数)
- const nearestEnemy = WeaponBullet.findNearestEnemyGlobal(this.node.worldPosition);
- if (nearestEnemy) {
- const direction = nearestEnemy.worldPosition.clone()
- .subtract(this.node.worldPosition)
- .normalize();
- return direction;
- }
-
- // 若没有敌人则随机方向发射
- const angle = Math.random() * Math.PI * 2;
- return new Vec3(Math.cos(angle), Math.sin(angle), 0);
- }
-
- /**
- * 设置碰撞监听
- */
- private setupCollisionListener() {
- // 碰撞监听已在setupPhysics中设置
- }
-
- /**
- * 碰撞处理
- */
- private onHit(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
- if (!this.isInitialized) return;
-
- const otherNode = otherCollider.node;
- // Ignore collisions with other bullets (prevent friendly-fire between shotgun pellets)
- if (otherNode.getComponent(WeaponBullet)) {
- return; // Skip further processing if the collider is another bullet
- }
-
- // 检查是否命中敌人并触发事件
- const isEnemy = otherNode.name.toLowerCase().includes('enemy') ||
- otherNode.name.toLowerCase().includes('敌人') ||
- otherNode.getComponent('EnemyInstance');
-
- if (isEnemy) {
- // 触发子弹命中敌人事件
- EventBus.getInstance().emit(GameEvents.BULLET_HIT_ENEMY, {
- bullet: this.node,
- enemy: otherNode,
- damage: this.getFinalDamage(),
- weaponId: this.weaponConfig?.id
- });
- }
-
- // 获取碰撞世界坐标
- let contactWorldPos: Vec3 = null;
- if (contact && (contact as any).getWorldManifold) {
- const wm = (contact as any).getWorldManifold();
- if (wm && wm.points && wm.points.length > 0) {
- contactWorldPos = new Vec3(wm.points[0].x, wm.points[0].y, 0);
- }
- }
- if (!contactWorldPos) {
- contactWorldPos = otherNode.worldPosition.clone();
- }
-
- // 处理命中效果
- const hitResult: HitResult = this.bulletHitEffect.processHit(otherNode, contactWorldPos);
-
- // 通知生命周期组件发生命中(可能影响内部计数或阶段)
- if (this.bulletLifecycle) {
- this.bulletLifecycle.onHit(otherNode);
- }
- // 不直接销毁,交由 BulletLifecycle 自行处理
- // 生命周期和命中效果自行决定是否销毁;此处不再直接销毁,由 BulletLifecycle.update() 完成
- if (hitResult.shouldRicochet) {
- // 这里需要实现子弹弹射的逻辑
- } else if (hitResult.shouldContinue) {
- // 这里需要实现子弹继续飞行的逻辑
- }
- }
-
- /**
- * 为子弹设置持续旋转(通过刚体角速度,避免被物理系统覆盖)
- */
- private applyAutoRotation() {
- // 若存在子节点 Pellet,则只旋转 Pellet,容器保持角度不变
- const pelletNode = this.node.getChildByName('Pellet');
- if (pelletNode) {
- this.schedule((dt: number) => {
- pelletNode.angle += this._rotationSpeedDeg * dt;
- }, 0);
- return;
- }
- const rigidBody = this.getComponent(RigidBody2D);
- if (rigidBody) {
- rigidBody.angularVelocity = this._rotationSpeedRad; // 弧度/秒
- rigidBody.angularDamping = 0; // 无角阻尼,保持恒定旋转
- } else {
- // 如果没有刚体,退化为在 update 中手动旋转
- this.schedule((dt: number) => {
- this.node.angle += this._rotationSpeedDeg * dt;
- }, 0);
- }
- }
-
- /**
- * 获取武器配置
- */
- public getWeaponConfig(): WeaponConfig {
- return this.weaponConfig;
- }
-
- /**
- * 获取子弹状态信息
- */
- public getBulletStatus() {
- return {
- isInitialized: this.isInitialized,
- weaponName: this.weaponConfig?.name,
- trajectoryState: this.bulletTrajectory?.getState(),
- lifecycleState: this.bulletLifecycle?.getState(),
- hitStats: this.bulletHitEffect?.getHitStats()
- };
- }
-
- /**
- * 强制销毁子弹
- */
- public forceDestroy() {
- if (this.bulletLifecycle) {
- this.bulletLifecycle.forceDestroy();
- }
- }
-
- /**
- * 清理所有活跃的子弹 - 游戏重置时使用
- */
- public static clearAllBullets() {
- console.log('[WeaponBullet] 开始清理所有活跃子弹');
-
- // 查找GameArea节点,子弹都添加在这里
- const gameArea = find('Canvas/GameLevelUI/GameArea');
- if (!gameArea) {
- console.log('[WeaponBullet] 未找到GameArea节点');
- return;
- }
-
- let bulletCount = 0;
- const bulletsToDestroy: Node[] = [];
-
- // 遍历GameArea的所有子节点,查找WeaponBullet组件
- for (const child of gameArea.children) {
- if (child && child.isValid) {
- const weaponBullet = child.getComponent(WeaponBullet);
- if (weaponBullet) {
- bulletsToDestroy.push(child);
- bulletCount++;
- }
- }
- }
-
- // 销毁所有找到的子弹
- for (const bullet of bulletsToDestroy) {
- if (bullet && bullet.isValid) {
- bullet.destroy();
- }
- }
-
- console.log(`[WeaponBullet] 清理完成,共销毁 ${bulletCount} 个子弹`);
- }
-
- /**
- * 验证初始化数据
- */
- public static validateInitData(initData: BulletInitData): boolean {
- if (!initData) return false;
- if (!initData.weaponId && !initData.weaponConfig) return false;
- if (!initData.firePosition) return false;
-
- return true;
- }
-
- onDestroy() {
- // 清理事件监听
- const collider = this.getComponent(Collider2D);
- if (collider) {
- collider.off(Contact2DType.BEGIN_CONTACT, this.onHit, this);
- }
- }
-
- /**
- * 设置子弹的SpriteFrame,使其与方块武器 (WeaponBlock/B1/Weapon) 节点上的SpriteFrame 一致
- */
- private setupBulletSprite() {
- // 先尝试获取当前节点上的 Sprite 组件,若不存在则在子节点中查找
- const sprite: Sprite | null = this.getComponent(Sprite) || this.node.getComponentInChildren(Sprite);
- if (!sprite) {
- // 子弹预制体可能没有Sprite组件,直接返回
- return;
- }
- // weaponConfig.visualConfig.weaponSprites 中存储了各尺寸的SpriteFrame路径
- const spriteConfig = (this.weaponConfig as any)?.visualConfig?.weaponSprites;
- if (!spriteConfig) {
- return;
- }
- // 依次尝试新的形状ID键值
- const spritePath = spriteConfig['I'] || spriteConfig['H-I'] || spriteConfig['L'] || spriteConfig['S'] || spriteConfig['D-T'];
- if (!spritePath) {
- return;
- }
- const framePath = `${spritePath}/spriteFrame`;
- resources.load(framePath, SpriteFrame, (err, spriteFrame) => {
- if (err) {
- return;
- }
- // Add comprehensive null safety checks before setting spriteFrame
- if (sprite && sprite.isValid &&
- this.node && this.node.isValid &&
- spriteFrame && spriteFrame.isValid) {
- sprite.spriteFrame = spriteFrame;
- // === 缩小至原始尺寸的 0.5 倍 ===
- const uiTransform = sprite.node.getComponent(UITransform);
- if (uiTransform) {
- const originalSize = spriteFrame.originalSize || null;
- if (originalSize) {
- uiTransform.setContentSize(originalSize.width * 0.5, originalSize.height * 0.5);
- } else {
- // 若无法获取原尺寸,退化为缩放节点
- sprite.node.setScale(sprite.node.scale.x * 0.5, sprite.node.scale.y * 0.5, sprite.node.scale.z);
- }
- } else {
- // 没有 UITransform,直接缩放节点
- sprite.node.setScale(sprite.node.scale.x * 0.5, sprite.node.scale.y * 0.5, sprite.node.scale.z);
- }
- }
- });
- }
-
- /**
- * 静态:根据给定世界坐标,寻找最近的敌人节点
- */
- private static findNearestEnemyGlobal(worldPos: Vec3): Node | null {
- const enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
- if (!enemyContainer) return null;
- const enemies = enemyContainer.children.filter(child => {
- if (!child.active) return false;
- const nameLower = child.name.toLowerCase();
- if (nameLower.includes('enemy') || nameLower.includes('敌人')) return true;
- if (child.getComponent('EnemyInstance')) return true;
- return false;
- });
- if (enemies.length === 0) return null;
- let nearest: Node = null;
- let nearestDist = Infinity;
- for (const enemy of enemies) {
- const dist = Vec3.distance(worldPos, enemy.worldPosition);
- if (dist < nearestDist) {
- nearestDist = dist;
- nearest = enemy;
- }
- }
- return nearest;
- }
-
- /**
- * 计算运行时数值(应用武器升级和技能加成)
- */
- private calculateRuntimeStats() {
- // 获取基础伤害
- let baseDamage = this.weaponConfig.stats.damage;
-
- // 应用武器升级加成
- const saveDataManager = SaveDataManager.getInstance();
- if (saveDataManager && this.weaponId) {
- const weaponData = saveDataManager.getWeapon(this.weaponId);
- if (weaponData && weaponData.level > 0) {
- // 应用武器升级加成:升级后伤害 = 基础伤害 + (等级 - 1)
- baseDamage = this.weaponConfig.stats.damage + (weaponData.level - 1);
- console.log(`[WeaponBullet] 武器升级加成应用 - 武器ID: ${this.weaponId}, 等级: ${weaponData.level}, 基础伤害: ${this.weaponConfig.stats.damage}, 升级后伤害: ${baseDamage}`);
- }
- }
-
- const skillManager = PersistentSkillManager.getInstance();
- if (!skillManager) {
- // 如果没有技能管理器,使用升级后的基础数值
- this.weaponConfig.runtimeStats = {
- finalDamage: baseDamage,
- finalCritDamage: baseDamage,
- critChance: 0.1 // 基础暴击率10%
- };
- console.log(`[WeaponBullet] 无技能管理器 - 最终伤害: ${baseDamage}`);
- return;
- }
-
- // 应用技能伤害加成(基于升级后的伤害)
- const finalDamage = skillManager.applyDamageBonus(baseDamage);
-
- // 应用技能暴击伤害加成(基于升级后的伤害)
- const finalCritDamage = skillManager.applyCritDamageBonus(baseDamage);
-
- // 设置基础暴击率为10%
- const critChance = 0.1;
-
- this.weaponConfig.runtimeStats = {
- finalDamage,
- finalCritDamage,
- critChance
- };
-
- console.log(`[WeaponBullet] 完整伤害计算完成 - 武器ID: ${this.weaponId}, 基础伤害: ${this.weaponConfig.stats.damage}, 升级后伤害: ${baseDamage}, 最终伤害: ${finalDamage}, 暴击伤害: ${finalCritDamage}, 暴击率: ${(critChance * 100).toFixed(1)}%`);
- }
-
- /**
- * 获取最终伤害值(应用技能加成后)
- */
- public getFinalDamage(): number {
- return this.weaponConfig?.runtimeStats?.finalDamage || this.weaponConfig?.stats?.damage || 0;
- }
-
- /**
- * 获取最终暴击伤害值(应用技能加成后)
- */
- public getFinalCritDamage(): number {
- return this.weaponConfig?.runtimeStats?.finalCritDamage || this.weaponConfig?.stats?.damage || 0;
- }
-
- /**
- * 获取暴击率
- */
- public getCritChance(): number {
- return this.weaponConfig?.runtimeStats?.critChance || 0.1;
- }
- }
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