| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360 |
- // MainUIController.ts
- import { _decorator, Component, Node, Button, Label } from 'cc';
- import { SaveDataManager } from '../../LevelSystem/SaveDataManager';
- import { GameManager, AppState } from '../../LevelSystem/GameManager';
- import { GameState } from '../../LevelSystem/IN_game';
- import { GameStartMove } from '../../Animations/GameStartMove';
- import { TopBarController } from '../TopBarController';
- import { MoneyAni } from '../../Animations/MoneyAni';
- import EventBus, { GameEvents } from '../../Core/EventBus';
- const { ccclass, property } = _decorator;
- @ccclass('MainUIController')
- export class MainUIController extends Component {
- /* 奖励节点 */
- @property(Node) rewardMoneyNode: Node = null; // 左金币奖励
- @property(Node) rewardDiamondNode: Node = null; // 右钻石奖励
- @property(Label) levelNumberLabel: Label = null; // 第 X 关文本
- /* 升级 */
- @property(Button) upgradeBtn: Button = null; // 升级按钮
- @property(Node) upgradeCostLabel: Node = null; // 消耗金币数字
- @property(Node) upgradeHpLabel: Node = null; // "100>>1000"
- /* 主功能按钮 */
- @property(Node) battleBtn: Node = null; // 战斗
- // 底栏按钮由 NavBarController 统一管理,这里不再需要引用
- @property(Node) topArea: Node = null; // Canvas-001/TopArea
- /* UI节点引用 - 替换find查找 */
- @property(Node) mainUI: Node = null; // Canvas/MainUI
- @property(Node) gameUI: Node = null; // Canvas/GameLevelUI
- @property(Node) gameManagerNode: Node = null; // Canvas/GameLevelUI/GameManager
- @property(Node) navBarNode: Node = null; // Canvas/NavBar
- @property(Node) topBarNode: Node = null; // Canvas/TopBar
- @property(Node) cameraNode: Node = null; // Canvas/Camera
-
- /* 奖励动画系统 */
- @property(Node) moneyAniNode: Node = null; // MoneyAni节点
- private sdm: SaveDataManager = null;
- onLoad () {
- this.sdm = SaveDataManager.getInstance();
- this.sdm.initialize();
- this.bindButtons();
- this.refreshAll();
- // TopArea 默认隐藏,在点击战斗后再显示
- if (this.topArea) this.topArea.active = false;
- }
- /* 绑定按钮事件 */
- private bindButtons () {
- this.upgradeBtn?.node.on(Button.EventType.CLICK, this.upgradeWallHp, this);
- this.battleBtn?.on(Button.EventType.CLICK, this.onBattle, this);
- }
- /* ================= 业务逻辑 ================= */
- private upgradeWallHp () {
- // 直接使用SaveDataManager进行墙体升级
- if (!this.sdm.canUpgradeWall()) {
- console.log('无法升级墙体:条件不满足');
- return;
- }
- const cost = this.sdm.getWallUpgradeCost();
- if (!this.sdm.spendCoins(cost)) {
- console.log('无法升级墙体:金币不足');
- return;
- }
- if (!this.sdm.upgradeWallLevel()) {
- console.log('墙体升级失败');
- return;
- }
- console.log('墙体升级成功');
-
- // 刷新所有UI显示
- this.refreshAll();
- // 通过事件系统通知UI更新
- EventBus.getInstance().emit(GameEvents.CURRENCY_CHANGED);
- }
- private onBattle () {
- // 显示 TopArea(拖拽引用),避免使用 find()
- if (this.topArea) this.topArea.active = true;
- // 若上一关已完成则自动+1
- const lvl = this.sdm.getCurrentLevel();
- if (this.sdm.isLevelCompleted(lvl)) {
- const pd = this.sdm.getPlayerData();
- pd.currentLevel = lvl + 1;
- this.sdm.savePlayerData();
- }
- this.refreshLevelNumber();
- // 切场景 UI - 使用装饰器引用
- if (this.mainUI) this.mainUI.active = false;
- if (this.gameUI) this.gameUI.active = true;
- const gm = this.gameManagerNode?.getComponent(GameManager);
- // 设置应用状态为游戏中(会自动隐藏TopBar和NavBar)
- gm?.setAppState(AppState.IN_GAME);
-
- // 统一使用StartGame启动游戏流程
- const eventBus = EventBus.getInstance();
- eventBus.emit(GameEvents.GAME_START);
-
- gm?.loadCurrentLevelConfig();
- // 镜头下移动画现在已集成到StartGame流程中的slideUpFromBottom方法里
- }
- /* ================= 刷新 ================= */
- private refreshLevelNumber(){
- if (this.levelNumberLabel) this.levelNumberLabel.string = `第 ${this.sdm.getCurrentLevel()} 关`;
- }
-
- private refreshAll(){
- this.refreshLevelNumber();
- this.refreshUpgradeInfo();
- this.refreshRewardDisplay();
- }
- /** 刷新奖励显示 - 从JSON配置读取 */
- private async refreshRewardDisplay() {
- const currentLevel = this.sdm.getCurrentLevel();
-
- try {
- // 从SaveDataManager获取关卡奖励配置
- const rewards = await this.sdm.getLevelRewardsFromConfig(currentLevel);
-
- if (rewards) {
- // 更新金币奖励显示
- if (this.rewardMoneyNode) {
- const coinLabel = this.rewardMoneyNode.getComponent(Label) || this.rewardMoneyNode.getComponentInChildren(Label);
- if (coinLabel) {
- coinLabel.string = rewards.coins.toString();
- }
- }
-
- // 更新钻石奖励显示
- if (this.rewardDiamondNode) {
- const diamondLabel = this.rewardDiamondNode.getComponent(Label) || this.rewardDiamondNode.getComponentInChildren(Label);
- if (diamondLabel) {
- diamondLabel.string = rewards.diamonds.toString();
- }
- }
- } else {
- console.warn(`无法获取关卡${currentLevel}的奖励配置,使用默认值`);
- // 使用默认奖励值
- this.setDefaultRewards();
- }
- } catch (error) {
- console.error('刷新奖励显示时出错:', error);
- this.setDefaultRewards();
- }
- }
- /** 设置默认奖励值 */
- private setDefaultRewards() {
- // 金币奖励默认值
- if (this.rewardMoneyNode) {
- const coinLabel = this.rewardMoneyNode.getComponent(Label) || this.rewardMoneyNode.getComponentInChildren(Label);
- if (coinLabel) {
- coinLabel.string = '50';
- }
- }
-
- // 钻石奖励默认值
- if (this.rewardDiamondNode) {
- const diamondLabel = this.rewardDiamondNode.getComponent(Label) || this.rewardDiamondNode.getComponentInChildren(Label);
- if (diamondLabel) {
- diamondLabel.string = '5';
- }
- }
- }
- /** 刷新升级信息显示 */
- private refreshUpgradeInfo () {
- const costLbl = this.upgradeCostLabel?.getComponent(Label);
- const hpLbl = this.upgradeHpLabel?.getComponent(Label);
-
- if (!costLbl || !hpLbl) return;
- // 显示升级费用
- const cost = this.sdm.getWallUpgradeCost();
- costLbl.string = cost.toString();
- // 显示当前和下一级血量
- const currentLevel = this.sdm.getWallLevel();
- const currentHp = this.sdm.getPlayerData()?.wallBaseHealth || 100;
-
- // 计算下一级血量
- const wallHpMap: Record<number, number> = {
- 1: 100,
- 2: 1000,
- 3: 1200,
- 4: 1500,
- 5: 2000
- };
- const nextHp = wallHpMap[currentLevel + 1] || (100 + currentLevel * 200);
-
- hpLbl.string = `${currentHp}>>${nextHp}`;
-
- // 根据是否可以升级来设置按钮状态
- if (this.upgradeBtn) {
- this.upgradeBtn.interactable = this.sdm.canUpgradeWall();
- }
- }
- // 供外部(如 GameManager)调用的公共刷新接口
- public updateUI (): void {
- this.refreshAll();
-
- // 通过事件系统通知UI更新
- EventBus.getInstance().emit(GameEvents.CURRENCY_CHANGED);
- }
- /**
- * 游戏失败或成功返回MainUI后的UI状态管理
- * 隐藏Canvas-001并显示Canvas/TopBar和Canvas/NavBar
- */
- public onReturnToMainUI(): void {
- console.log('MainUIController.onReturnToMainUI 开始执行');
-
- // 设置应用状态为主菜单
- const gm = this.gameManagerNode?.getComponent(GameManager);
- gm?.setAppState(AppState.MAIN_MENU);
-
- // 隐藏 TopArea (Canvas-001)
- if (this.topArea) {
- this.topArea.active = false;
- console.log('TopArea (Canvas-001) 已隐藏');
- }
-
- // 显示主UI
- if (this.mainUI) {
- this.mainUI.active = true;
- console.log('MainUI 已显示');
- }
-
- // 隐藏游戏UI
- if (this.gameUI) {
- this.gameUI.active = false;
- console.log('GameUI 已隐藏');
- }
-
- // 显示顶部钱币栏 TopBar
- if (this.topBarNode) {
- this.topBarNode.active = true;
- console.log('TopBar 已显示');
- }
-
- // 显示底部导航栏 NavBar
- if (this.navBarNode) {
- this.navBarNode.active = true;
- console.log('NavBar 已显示');
- }
-
- // 刷新UI显示
- this.refreshAll();
- // 通过事件系统通知UI更新
- EventBus.getInstance().emit(GameEvents.CURRENCY_CHANGED);
-
- console.log('MainUIController.onReturnToMainUI 执行完成');
- }
-
-
- /**
- * 游戏成功返回MainUI并播放奖励动画
- */
- public onReturnToMainUIWithReward(): void {
- console.log('MainUIController.onReturnToMainUIWithReward 开始执行');
-
- // 先执行基本的UI状态管理
- this.onReturnToMainUI();
-
- // 延迟播放奖励动画,确保UI已经完全显示
- this.scheduleOnce(() => {
- this.playRewardAnimation();
- }, 0.5);
- }
-
- /**
- * 播放奖励动画
- */
- private async playRewardAnimation(): Promise<void> {
- console.log('MainUIController.playRewardAnimation 开始播放奖励动画');
-
- const currentLevel = this.sdm.getCurrentLevel();
-
- try {
- // 获取游戏管理器以判断游戏状态
- const gameManager = this.gameManagerNode?.getComponent(GameManager);
- const currentGameState = gameManager?.getCurrentGameState();
- const isGameSuccess = currentGameState === GameState.SUCCESS; // 使用游戏内状态枚举进行比较
-
- let rewards;
- if (isGameSuccess) {
- // 游戏成功,获取完整奖励
- console.log('游戏成功,获取完整奖励');
- rewards = this.sdm.getLastRewards();
- } else {
- // 游戏失败,直接获取已经计算好的失败奖励
- console.log('游戏失败,获取已计算的部分奖励');
- rewards = this.sdm.getLastRewards();
-
- // 记录波数完成情况用于调试
- const currentWave = gameManager?.getCurrentWave() || 0;
- const inGameManager = gameManager?.getInGameManager();
- const totalWaves = inGameManager?.levelWaves?.length || 1;
- const completedWaves = Math.max(0, currentWave - 1);
-
- console.log(`波数完成情况: ${completedWaves}/${totalWaves} = ${(completedWaves / totalWaves * 100).toFixed(1)}%`);
- console.log('计算出的失败奖励:', rewards);
- }
-
- if (rewards && (rewards.coins > 0 || rewards.diamonds > 0)) {
- // 使用MoneyAni播放奖励动画
- if (this.moneyAniNode) {
- const moneyAni = this.moneyAniNode.getComponent(MoneyAni);
- if (moneyAni) {
- moneyAni.playRewardAnimation(rewards.coins, rewards.diamonds, () => {
- console.log('奖励动画播放完成');
- });
- } else {
- console.error('MoneyAni组件未找到');
- // 使用静态方法作为备选
- MoneyAni.playReward(rewards.coins, rewards.diamonds);
- }
- } else {
- console.warn('MoneyAni节点未设置,使用静态方法播放动画');
- MoneyAni.playReward(rewards.coins, rewards.diamonds);
- }
- } else {
- console.log('当前关卡没有奖励或奖励为0');
- }
- } catch (error) {
- console.error('播放奖励动画时出错:', error);
- // 使用默认奖励
- MoneyAni.playReward(25, 2);
- }
- }
-
-
- /* =============== Util =============== */
- private format(n:number){ return n>=1000000? (n/1e6).toFixed(1)+'M' : n>=1000? (n/1e3).toFixed(1)+'K' : n.toString(); }
- }
|