EnemyController.ts 59 KB

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  1. import { _decorator, Node, Label, Vec3, Prefab, find, UITransform, resources, RigidBody2D, instantiate } from 'cc';
  2. import { sp } from 'cc';
  3. import { ConfigManager, EnemyConfig } from '../Core/ConfigManager';
  4. import { EnemyComponent } from '../CombatSystem/EnemyComponent';
  5. import { EnemyInstance } from './EnemyInstance';
  6. import { BaseSingleton } from '../Core/BaseSingleton';
  7. import { SaveDataManager } from '../LevelSystem/SaveDataManager';
  8. import { LevelConfigManager } from '../LevelSystem/LevelConfigManager';
  9. import EventBus, { GameEvents } from '../Core/EventBus';
  10. import { Wall } from './Wall';
  11. import { BurnEffect } from './BulletEffects/BurnEffect';
  12. import { Audio } from '../AudioManager/AudioManager';
  13. import { BundleLoader } from '../Core/BundleLoader';
  14. import { ResourcePreloader } from '../Core/ResourcePreloader';
  15. const { ccclass, property } = _decorator;
  16. @ccclass('EnemyController')
  17. export class EnemyController extends BaseSingleton {
  18. // 仅类型声明,实例由 BaseSingleton 维护
  19. public static _instance: EnemyController;
  20. // 敌人预制体
  21. @property({
  22. type: Prefab,
  23. tooltip: '拖拽Enemy预制体到这里'
  24. })
  25. public enemyPrefab: Prefab = null;
  26. // 敌人容器节点
  27. @property({
  28. type: Node,
  29. tooltip: '拖拽enemyContainer节点到这里(Canvas/GameLevelUI/enemyContainer)'
  30. })
  31. public enemyContainer: Node = null;
  32. // 金币预制体
  33. @property({ type: Prefab, tooltip: '金币预制体 CoinDrop' })
  34. public coinPrefab: Prefab = null;
  35. // 移除Toast预制体属性,改用事件机制
  36. // @property({
  37. // type: Prefab,
  38. // tooltip: 'Toast预制体,用于显示波次提示'
  39. // })
  40. // public toastPrefab: Prefab = null;
  41. // === 生成 & 属性参数(保留需要可在内部自行设定,Inspector 不再显示) ===
  42. private spawnInterval: number = 3;
  43. // === 默认数值(当配置文件尚未加载时使用) ===
  44. private defaultEnemySpeed: number = 50;
  45. private defaultAttackPower: number = 20; // 对应combat.attackDamage
  46. private defaultHealth: number = 10; // 对应stats.health
  47. @property({ type: Node, tooltip: '拖拽 TopFence 节点到这里' })
  48. public topFenceNode: Node = null;
  49. @property({ type: Node, tooltip: '拖拽 BottomFence 节点到这里' })
  50. public bottomFenceNode: Node = null;
  51. @property({
  52. type: Node,
  53. tooltip: '拖拽 Line5 节点到这里 (Canvas/GameLevelUI/enemyContainer/Line5)'
  54. })
  55. public line5Node: Node = null;
  56. @property({
  57. type: Node,
  58. tooltip: '拖拽 Line6 节点到这里 (Canvas/GameLevelUI/enemyContainer/Line6)'
  59. })
  60. public line6Node: Node = null;
  61. // 关卡配置管理器节点
  62. @property({
  63. type: Node,
  64. tooltip: '拖拽Canvas/LevelConfigManager节点到这里,用于获取LevelConfigManager组件'
  65. })
  66. public levelConfigManagerNode: Node = null;
  67. // 主墙体组件
  68. private wallComponent: Wall = null;
  69. // 游戏区域边界 - 改为public,让敌人实例可以访问
  70. public gameBounds = {
  71. left: 0,
  72. right: 0,
  73. top: 0,
  74. bottom: 0
  75. };
  76. // 活跃的敌人列表
  77. private activeEnemies: Node[] = [];
  78. // 游戏是否已开始
  79. private gameStarted: boolean = false;
  80. // 墙体节点
  81. private wallNodes: Node[] = [];
  82. // 是否正在清理敌人(用于阻止清理时触发游戏胜利判断)
  83. private isClearing: boolean = false;
  84. // 配置管理器
  85. private configManager: ConfigManager = null;
  86. // 关卡配置管理器
  87. private levelConfigManager: LevelConfigManager = null;
  88. // 资源预加载管理器
  89. private resourcePreloader: ResourcePreloader = null;
  90. // 当前关卡血量倍率
  91. private currentHealthMultiplier: number = 1.0;
  92. private currentWaveHealthMultiplier: number = 1.0; // 当前波次的血量系数
  93. @property({
  94. type: Node,
  95. tooltip: '敌人数量显示节点 (EnemyNumber)'
  96. })
  97. public enemyCountLabelNode: Node = null;
  98. @property({
  99. type: Node,
  100. tooltip: '当前波数显示Label (WaveNumber-前)'
  101. })
  102. public currentWaveNumberLabelNode: Node = null;
  103. @property({
  104. type: Node,
  105. tooltip: '总波数显示Label (WaveNumber-后)'
  106. })
  107. public totalWaveNumberLabelNode: Node = null;
  108. // 当前波次敌人数据
  109. private totalWaves: number = 1;
  110. private currentWave: number = 1;
  111. private currentWaveTotalEnemies: number = 0;
  112. private currentWaveEnemiesKilled: number = 0;
  113. private currentWaveEnemiesSpawned: number = 0; // 当前波次已生成的敌人数量
  114. private currentWaveEnemyConfigs: any[] = []; // 当前波次的敌人配置列表
  115. // 暂停前保存的敌人状态
  116. private pausedEnemyStates: Map<Node, {
  117. velocity: any,
  118. angularVelocity: number,
  119. isMoving: boolean,
  120. attackTimer: number
  121. }> = new Map();
  122. /**
  123. * BaseSingleton 首次实例化回调
  124. */
  125. protected init() {
  126. // 获取配置管理器实例
  127. this.configManager = ConfigManager.getInstance();
  128. // 获取资源预加载管理器实例
  129. this.resourcePreloader = ResourcePreloader.getInstance();
  130. // 获取关卡配置管理器实例
  131. if (this.levelConfigManagerNode) {
  132. this.levelConfigManager = this.levelConfigManagerNode.getComponent(LevelConfigManager) || null;
  133. if (!this.levelConfigManager) {
  134. // LevelConfigManager节点上未找到LevelConfigManager组件
  135. }
  136. } else {
  137. // levelConfigManagerNode未通过装饰器绑定,请在编辑器中拖拽Canvas/LevelConfigManager节点
  138. this.levelConfigManager = null;
  139. }
  140. // 如果没有指定enemyContainer,尝试找到它
  141. if (!this.enemyContainer) {
  142. this.enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  143. if (!this.enemyContainer) {
  144. // 找不到enemyContainer节点,将尝试创建
  145. }
  146. }
  147. // 获取游戏区域边界
  148. this.calculateGameBounds();
  149. // 查找墙体节点和组件
  150. this.findWallNodes();
  151. // 直接通过拖拽节点获取 Wall 组件
  152. if (this.topFenceNode && this.topFenceNode.getComponent(Wall)) {
  153. this.wallComponent = this.topFenceNode.getComponent(Wall);
  154. } else if (this.bottomFenceNode && this.bottomFenceNode.getComponent(Wall)) {
  155. this.wallComponent = this.bottomFenceNode.getComponent(Wall);
  156. } else {
  157. // 未找到墙体组件,将无法处理墙体伤害
  158. }
  159. // 确保enemyContainer节点存在
  160. this.ensureEnemyContainer();
  161. // UI节点已通过装饰器拖拽绑定,无需find查找
  162. if (!this.enemyCountLabelNode) {
  163. // enemyCountLabelNode 未通过装饰器绑定,请在编辑器中拖拽 Canvas-001/TopArea/EnemyNode/EnemyNumber 节点
  164. }
  165. if (!this.currentWaveNumberLabelNode) {
  166. // currentWaveNumberLabelNode 未通过装饰器绑定,请在编辑器中拖拽 Canvas-001/TopArea/WaveInfo/WaveNumber-前 节点
  167. }
  168. if (!this.totalWaveNumberLabelNode) {
  169. // totalWaveNumberLabelNode 未通过装饰器绑定,请在编辑器中拖拽 Canvas-001/TopArea/WaveInfo/WaveNumber-后 节点
  170. }
  171. // 初始化敌人数量显示
  172. this.updateEnemyCountLabel();
  173. // 延迟验证Line节点绑定(解决微信平台初始化时序问题)
  174. this.scheduleOnce(() => {
  175. this.validateLineNodes();
  176. }, 0.1);
  177. // 监听游戏事件
  178. this.setupEventListeners();
  179. }
  180. /**
  181. * 验证Line节点绑定(解决微信平台初始化时序问题)
  182. */
  183. private validateLineNodes() {
  184. // 验证Line5节点
  185. if (!this.line5Node && this.enemyContainer) {
  186. this.line5Node = this.enemyContainer.getChildByName('Line5');
  187. if (this.line5Node) {
  188. console.log('[EnemyController] Line5节点重新绑定成功');
  189. } else {
  190. console.warn('[EnemyController] Line5节点未找到');
  191. }
  192. }
  193. // 验证Line6节点
  194. if (!this.line6Node && this.enemyContainer) {
  195. this.line6Node = this.enemyContainer.getChildByName('Line6');
  196. if (this.line6Node) {
  197. console.log('[EnemyController] Line6节点重新绑定成功');
  198. } else {
  199. console.warn('[EnemyController] Line6节点未找到');
  200. }
  201. }
  202. // 输出当前Line节点状态
  203. console.log('[EnemyController] Line5节点状态:', this.line5Node ? '已绑定' : '未绑定');
  204. console.log('[EnemyController] Line6节点状态:', this.line6Node ? '已绑定' : '未绑定');
  205. }
  206. /**
  207. * 设置事件监听器
  208. */
  209. private setupEventListeners() {
  210. const eventBus = EventBus.getInstance();
  211. // 监听暂停事件
  212. eventBus.on(GameEvents.GAME_PAUSE, this.onGamePauseEvent, this);
  213. eventBus.on(GameEvents.GAME_PAUSE_SKILL_SELECTION, this.onGamePauseEvent, this);
  214. eventBus.on(GameEvents.GAME_PAUSE_BLOCK_SELECTION, this.onGamePauseEvent, this);
  215. // 监听游戏恢复事件
  216. eventBus.on(GameEvents.GAME_RESUME, this.onGameResumeEvent, this);
  217. eventBus.on(GameEvents.GAME_RESUME_SKILL_SELECTION, this.onGameResumeSkillSelectionEvent, this);
  218. eventBus.on(GameEvents.GAME_RESUME_BLOCK_SELECTION, this.onGameResumeBlockSelectionEvent, this);
  219. // 监听游戏成功/失败事件
  220. eventBus.on(GameEvents.GAME_SUCCESS, this.onGameEndEvent, this);
  221. eventBus.on(GameEvents.GAME_DEFEAT, this.onGameDefeatEvent, this);
  222. // 监听敌人相关事件
  223. eventBus.on(GameEvents.ENEMY_UPDATE_COUNT, this.onUpdateEnemyCountEvent, this);
  224. eventBus.on(GameEvents.ENEMY_START_WAVE, this.onStartWaveEvent, this);
  225. eventBus.on(GameEvents.ENEMY_START_GAME, this.onStartGameEvent, this);
  226. eventBus.on(GameEvents.ENEMY_SHOW_START_WAVE_PROMPT, this.onShowStartWavePromptEvent, this);
  227. // 监听子弹发射检查事件
  228. eventBus.on(GameEvents.BALL_FIRE_BULLET, this.onBallFireBulletEvent, this);
  229. // 监听获取最近敌人事件
  230. eventBus.on(GameEvents.ENEMY_GET_NEAREST, this.onGetNearestEnemyEvent, this);
  231. // 监听重置敌人控制器事件
  232. eventBus.on(GameEvents.RESET_ENEMY_CONTROLLER, this.onResetEnemyControllerEvent, this);
  233. // 监听重置相关事件
  234. eventBus.on(GameEvents.CLEAR_ALL_GAME_OBJECTS, this.onClearAllGameObjectsEvent, this);
  235. eventBus.on(GameEvents.CLEAR_ALL_ENEMIES, this.onClearAllEnemiesEvent, this);
  236. eventBus.on(GameEvents.RESET_ENEMY_CONTROLLER, this.onResetEnemyControllerEvent, this);
  237. // 监听伤害事件
  238. eventBus.on(GameEvents.APPLY_DAMAGE_TO_ENEMY, this.onApplyDamageToEnemyEvent, this);
  239. // 监听子弹击中敌人事件
  240. eventBus.on(GameEvents.BULLET_HIT_ENEMY, this.onBulletHitEnemyEvent, this);
  241. }
  242. /**
  243. * 获取当前关卡的血量倍率
  244. */
  245. private async getCurrentHealthMultiplier(): Promise<number> {
  246. // 优先使用当前波次的血量系数
  247. if (this.currentWaveHealthMultiplier > 0) {
  248. return this.currentWaveHealthMultiplier;
  249. }
  250. if (!this.levelConfigManager) {
  251. return 1.0;
  252. }
  253. try {
  254. const saveDataManager = SaveDataManager.getInstance();
  255. const currentLevel = saveDataManager ? saveDataManager.getCurrentLevel() : 1;
  256. const levelConfig = await this.levelConfigManager.getLevelConfig(currentLevel);
  257. if (levelConfig && levelConfig.levelSettings && levelConfig.levelSettings.healthMultiplier) {
  258. return levelConfig.levelSettings.healthMultiplier;
  259. }
  260. } catch (error) {
  261. console.warn('[EnemyController] 获取关卡血量倍率失败:', error);
  262. }
  263. return 1.0;
  264. }
  265. /**
  266. * 获取当前波次的血量倍率(从关卡配置中读取)
  267. */
  268. private async getWaveHealthMultiplier(): Promise<number> {
  269. if (!this.levelConfigManager) {
  270. return 1.0;
  271. }
  272. try {
  273. const saveDataManager = SaveDataManager.getInstance();
  274. const currentLevel = saveDataManager ? saveDataManager.getCurrentLevel() : 1;
  275. const levelConfig = await this.levelConfigManager.getLevelConfig(currentLevel);
  276. if (levelConfig && levelConfig.waves && levelConfig.waves.length > 0) {
  277. // 查找当前波次的配置
  278. const currentWaveConfig = levelConfig.waves.find(wave => wave.waveId === this.currentWave);
  279. if (currentWaveConfig && typeof currentWaveConfig.healthMultiplier === 'number') {
  280. console.log(`[EnemyController] 从关卡配置获取波次 ${this.currentWave} 血量倍率: ${currentWaveConfig.healthMultiplier}`);
  281. return currentWaveConfig.healthMultiplier;
  282. }
  283. }
  284. } catch (error) {
  285. console.warn('[EnemyController] 获取波次血量倍率失败:', error);
  286. }
  287. return 1.0;
  288. }
  289. /**
  290. * 计算最终的敌人血量倍率
  291. * 综合考虑:关卡基础倍率 × 波次倍率 × 敌人个体倍率
  292. */
  293. /**
  294. * 计算最终血量倍率(关卡 × 波次)
  295. */
  296. private async calculateFinalHealthMultiplier(): Promise<number> {
  297. try {
  298. // 1. 获取关卡基础血量倍率
  299. let levelMultiplier = 1.0;
  300. if (this.levelConfigManager) {
  301. const saveDataManager = SaveDataManager.getInstance();
  302. const currentLevel = saveDataManager ? saveDataManager.getCurrentLevel() : 1;
  303. const levelConfig = await this.levelConfigManager.getLevelConfig(currentLevel);
  304. if (levelConfig && typeof levelConfig.levelSettings.healthMultiplier === 'number') {
  305. levelMultiplier = levelConfig.levelSettings.healthMultiplier;
  306. }
  307. }
  308. // 2. 获取当前波次血量倍率
  309. const waveMultiplier = await this.getWaveHealthMultiplier();
  310. // 3. 计算最终倍率:关卡倍率 × 波次倍率
  311. const finalMultiplier = levelMultiplier * waveMultiplier;
  312. console.log(`[EnemyController] 血量倍率计算 - 关卡: ${levelMultiplier}, 波次: ${waveMultiplier}, 最终: ${finalMultiplier}`);
  313. return finalMultiplier;
  314. } catch (error) {
  315. console.warn('[EnemyController] 计算最终血量倍率失败:', error);
  316. return 1.0; // 返回默认倍率
  317. }
  318. }
  319. /**
  320. * 处理游戏暂停事件
  321. */
  322. private onGamePauseEvent() {
  323. console.log('[EnemyController] 接收到游戏暂停事件,暂停所有敌人');
  324. this.pauseAllEnemies();
  325. this.pauseSpawning();
  326. }
  327. /**
  328. * 处理游戏恢复事件
  329. */
  330. private onGameResumeEvent() {
  331. console.log('[EnemyController] 接收到游戏恢复事件,恢复所有敌人');
  332. this.resumeAllEnemies();
  333. // 通过事件检查游戏状态,决定是否恢复敌人生成
  334. this.resumeSpawning();
  335. }
  336. /**
  337. * 处理技能选择恢复事件
  338. */
  339. private onGameResumeSkillSelectionEvent() {
  340. console.log('[EnemyController] 接收到技能选择恢复事件,恢复所有敌人');
  341. this.resumeAllEnemies();
  342. this.resumeSpawning();
  343. }
  344. /**
  345. * 处理底板选择恢复事件
  346. */
  347. private onGameResumeBlockSelectionEvent() {
  348. console.log('[EnemyController] 接收到底板选择恢复事件,恢复所有敌人');
  349. this.resumeAllEnemies();
  350. this.resumeSpawning();
  351. }
  352. /**
  353. * 处理游戏结束事件
  354. */
  355. private onGameEndEvent() {
  356. this.stopGame(false); // 停止游戏但不清除敌人
  357. }
  358. /**
  359. * 处理游戏失败事件
  360. */
  361. private onGameDefeatEvent() {
  362. this.stopGame(true); // 停止游戏并清除所有敌人
  363. //是否是应该此时调用onGameDefeat()方法?
  364. }
  365. /**
  366. * 处理清除所有游戏对象事件
  367. */
  368. private onClearAllGameObjectsEvent() {
  369. this.clearAllEnemies(false); // 清除敌人但不触发事件
  370. }
  371. /**
  372. * 处理清除所有敌人事件
  373. * 专门响应CLEAR_ALL_ENEMIES事件,用于游戏结束时的敌人清理
  374. */
  375. private onClearAllEnemiesEvent() {
  376. console.log('[EnemyController] 接收到CLEAR_ALL_ENEMIES事件,开始清理所有敌人');
  377. this.clearAllEnemies(false); // 清除敌人但不触发事件,避免循环
  378. }
  379. /**
  380. * 处理重置敌人控制器事件
  381. */
  382. private onResetEnemyControllerEvent() {
  383. this.resetToInitialState();
  384. }
  385. /**
  386. * 处理子弹发射检查事件
  387. */
  388. private onBallFireBulletEvent(data: { canFire: (value: boolean) => void }) {
  389. // 检查是否有活跃敌人
  390. const hasActiveEnemies = this.hasActiveEnemies();
  391. data.canFire(hasActiveEnemies);
  392. }
  393. /**
  394. * 处理获取最近敌人事件
  395. */
  396. private onGetNearestEnemyEvent(data: { position: Vec3, callback: (enemy: Node | null) => void }) {
  397. const { position, callback } = data;
  398. if (callback && typeof callback === 'function') {
  399. const nearestEnemy = this.getNearestEnemy(position);
  400. callback(nearestEnemy);
  401. }
  402. }
  403. /**
  404. * 处理对敌人造成伤害事件
  405. */
  406. private onApplyDamageToEnemyEvent(data: { enemyNode: Node, damage: number, isCritical: boolean, source: string }) {
  407. console.log(`[EnemyController] 接收到伤害事件 - 敌人: ${data.enemyNode.name}, 伤害: ${data.damage}, 暴击: ${data.isCritical}, 来源: ${data.source}`);
  408. if (!data.enemyNode || !data.enemyNode.isValid) {
  409. console.log(`[EnemyController] 敌人节点无效,跳过伤害处理`);
  410. return;
  411. }
  412. // 调用现有的damageEnemy方法
  413. this.damageEnemy(data.enemyNode, data.damage, data.isCritical);
  414. }
  415. /**
  416. * 处理子弹击中敌人事件
  417. */
  418. private onBulletHitEnemyEvent(data: { enemyNode: Node, damage: number, isCritical: boolean, source: string }) {
  419. console.log(`[EnemyController] 接收到子弹击中敌人事件 - 敌人: ${data.enemyNode.name}, 伤害: ${data.damage}, 暴击: ${data.isCritical}, 来源: ${data.source}`);
  420. if (!data.enemyNode || !data.enemyNode.isValid) {
  421. console.log(`[EnemyController] 敌人节点无效,跳过伤害处理`);
  422. return;
  423. }
  424. // 调用现有的damageEnemy方法
  425. this.damageEnemy(data.enemyNode, data.damage, data.isCritical);
  426. }
  427. /**
  428. * 暂停所有敌人
  429. */
  430. private pauseAllEnemies(): void {
  431. const activeEnemies = this.getActiveEnemies();
  432. console.log(`[EnemyController] 暂停 ${activeEnemies.length} 个敌人`);
  433. for (const enemy of activeEnemies) {
  434. if (!enemy || !enemy.isValid) continue;
  435. // 保存敌人状态 - 从EnemySprite子节点获取RigidBody2D
  436. const enemySprite = enemy.getChildByName('EnemySprite');
  437. if (!enemySprite) {
  438. console.error('[EnemyController] pauseAllEnemies: 未找到EnemySprite子节点');
  439. continue;
  440. }
  441. const rigidBody = enemySprite.getComponent(RigidBody2D);
  442. if (rigidBody) {
  443. this.pausedEnemyStates.set(enemy, {
  444. velocity: rigidBody.linearVelocity.clone(),
  445. angularVelocity: rigidBody.angularVelocity,
  446. isMoving: true,
  447. attackTimer: 0 // 可以扩展保存攻击计时器
  448. });
  449. // 停止敌人运动 - 使用更温和的方式
  450. rigidBody.linearVelocity.set(0, 0);
  451. rigidBody.angularVelocity = 0;
  452. // 不强制让刚体休眠,避免物理系统状态异常
  453. // rigidBody.sleep();
  454. }
  455. // 暂停EnemyInstance组件
  456. const enemyInstance = enemy.getComponent('EnemyInstance');
  457. if (enemyInstance && typeof (enemyInstance as any).pause === 'function') {
  458. (enemyInstance as any).pause();
  459. }
  460. // 暂停敌人AI组件(如果有的话)
  461. const enemyAI = enemy.getComponent('EnemyAI');
  462. if (enemyAI && typeof (enemyAI as any).pause === 'function') {
  463. (enemyAI as any).pause();
  464. }
  465. // 暂停敌人动画(如果有的话)
  466. const animation = enemy.getComponent('Animation');
  467. if (animation && typeof (animation as any).pause === 'function') {
  468. (animation as any).pause();
  469. }
  470. }
  471. }
  472. /**
  473. * 恢复所有敌人
  474. */
  475. private resumeAllEnemies(): void {
  476. const activeEnemies = this.getActiveEnemies();
  477. for (const enemy of activeEnemies) {
  478. if (!enemy || !enemy.isValid) continue;
  479. const savedState = this.pausedEnemyStates.get(enemy);
  480. if (savedState) {
  481. // 从EnemySprite子节点获取RigidBody2D
  482. const enemySprite = enemy.getChildByName('EnemySprite');
  483. if (!enemySprite) {
  484. console.error('[EnemyController] resumeAllEnemies: 未找到EnemySprite子节点');
  485. continue;
  486. }
  487. const rigidBody = enemySprite.getComponent(RigidBody2D);
  488. if (rigidBody) {
  489. // 恢复敌人运动
  490. rigidBody.wakeUp();
  491. rigidBody.linearVelocity = savedState.velocity;
  492. rigidBody.angularVelocity = savedState.angularVelocity;
  493. }
  494. }
  495. // 恢复EnemyInstance组件
  496. const enemyInstance = enemy.getComponent('EnemyInstance');
  497. if (enemyInstance && typeof (enemyInstance as any).resume === 'function') {
  498. (enemyInstance as any).resume();
  499. }
  500. // 恢复敌人AI组件
  501. const enemyAI = enemy.getComponent('EnemyAI');
  502. if (enemyAI && typeof (enemyAI as any).resume === 'function') {
  503. (enemyAI as any).resume();
  504. }
  505. // 恢复敌人动画
  506. const animation = enemy.getComponent('Animation');
  507. if (animation && typeof (animation as any).resume === 'function') {
  508. (animation as any).resume();
  509. }
  510. }
  511. // 清空保存的状态
  512. this.pausedEnemyStates.clear();
  513. }
  514. // 计算游戏区域边界
  515. private calculateGameBounds() {
  516. const gameArea = find('Canvas/GameLevelUI/GameArea');
  517. if (!gameArea) {
  518. return;
  519. }
  520. const uiTransform = gameArea.getComponent(UITransform);
  521. if (!uiTransform) {
  522. return;
  523. }
  524. const worldPos = gameArea.worldPosition;
  525. const width = uiTransform.width;
  526. const height = uiTransform.height;
  527. this.gameBounds = {
  528. left: worldPos.x - width / 2,
  529. right: worldPos.x + width / 2,
  530. top: worldPos.y + height / 2,
  531. bottom: worldPos.y - height / 2
  532. };
  533. }
  534. // 查找墙体节点
  535. private findWallNodes() {
  536. const gameArea = find('Canvas/GameLevelUI/GameArea');
  537. if (gameArea) {
  538. this.wallNodes = [];
  539. for (let i = 0; i < gameArea.children.length; i++) {
  540. const child = gameArea.children[i];
  541. if (child.name.includes('Wall') || child.name.includes('wall') || child.name.includes('墙')) {
  542. this.wallNodes.push(child);
  543. }
  544. }
  545. }
  546. }
  547. /**
  548. * 查找墙体组件
  549. */
  550. private findWallComponent() {
  551. // 查找墙体节点上的Wall组件
  552. for (const wallNode of this.wallNodes) {
  553. this.wallComponent = wallNode.getComponent(Wall);
  554. if (this.wallComponent) {
  555. break;
  556. }
  557. }
  558. }
  559. // 移除 initWallHealthDisplay 和 updateWallHealthDisplay 方法,这些现在由Wall组件处理
  560. // 确保enemyContainer节点存在
  561. ensureEnemyContainer() {
  562. // 如果已经通过拖拽设置了节点,直接使用
  563. if (this.enemyContainer && this.enemyContainer.isValid) {
  564. return;
  565. }
  566. // 尝试查找节点
  567. this.enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  568. if (this.enemyContainer) {
  569. return;
  570. }
  571. // 如果找不到,创建新节点
  572. const gameLevelUI = find('Canvas/GameLevelUI');
  573. if (!gameLevelUI) {
  574. console.error('找不到GameLevelUI节点,无法创建enemyContainer');
  575. return;
  576. }
  577. this.enemyContainer = new Node('enemyContainer');
  578. gameLevelUI.addChild(this.enemyContainer);
  579. if (!this.enemyContainer.getComponent(UITransform)) {
  580. this.enemyContainer.addComponent(UITransform);
  581. }
  582. }
  583. // 游戏开始
  584. startGame() {
  585. // 游戏状态检查现在通过事件系统处理
  586. this.gameStarted = true;
  587. // 确保enemyContainer节点存在
  588. this.ensureEnemyContainer();
  589. // 确保先取消之前的定时器,避免重复调度
  590. this.unschedule(this.spawnEnemy);
  591. // 播放游戏开始音效
  592. Audio.playUISound('data/弹球音效/start zombie');
  593. // 立即生成第一个敌人,与音效同步
  594. this.spawnEnemy();
  595. // 然后按间隔生成后续敌人
  596. this.schedule(this.spawnEnemy, this.spawnInterval);
  597. // 触发敌人生成开始事件
  598. const eventBus = EventBus.getInstance();
  599. eventBus.emit(GameEvents.ENEMY_SPAWNING_STARTED);
  600. }
  601. // 游戏结束
  602. stopGame(clearEnemies: boolean = true) {
  603. this.gameStarted = false;
  604. // 停止生成敌人
  605. this.unschedule(this.spawnEnemy);
  606. // 触发敌人生成停止事件
  607. const eventBus = EventBus.getInstance();
  608. eventBus.emit(GameEvents.ENEMY_SPAWNING_STOPPED);
  609. // 只有在指定时才清除所有敌人
  610. if (clearEnemies) {
  611. // 清除敌人,在重置状态时不触发事件,避免错误的游戏成功判定
  612. this.clearAllEnemies(false);
  613. }
  614. }
  615. // 生成敌人
  616. async spawnEnemy() {
  617. if (!this.gameStarted || !this.enemyPrefab) {
  618. return;
  619. }
  620. // 游戏状态检查现在通过事件系统处理
  621. // 检查是否已达到当前波次的敌人生成上限
  622. if (this.currentWaveEnemiesSpawned >= this.currentWaveTotalEnemies) {
  623. this.unschedule(this.spawnEnemy); // 停止定时生成
  624. return;
  625. }
  626. // 随机选择从Line1或Line2生成
  627. const fromTop = Math.random() > 0.5;
  628. // 实例化敌人
  629. const enemy = instantiate(this.enemyPrefab) as Node;
  630. enemy.name = 'Enemy'; // 确保敌人节点名称为Enemy
  631. // 添加到场景中
  632. const enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  633. if (!enemyContainer) {
  634. return;
  635. }
  636. enemyContainer.addChild(enemy);
  637. // 根据随机选择生成在对应线上的随机位置
  638. const lineName = fromTop ? 'Line1' : 'Line2';
  639. const lineNode = enemyContainer.getChildByName(lineName);
  640. if (!lineNode) {
  641. console.warn(`[EnemyController] 未找到 ${lineName} 节点,取消本次敌人生成`);
  642. enemy.destroy();
  643. return;
  644. }
  645. // 在对应线上随机 X 坐标
  646. const spawnWorldX = this.gameBounds.left + Math.random() * (this.gameBounds.right - this.gameBounds.left);
  647. const spawnWorldY = lineNode.worldPosition.y;
  648. // 根据生成位置计算漂移目标位置
  649. let driftWorldX = spawnWorldX;
  650. let driftWorldY = spawnWorldY;
  651. // 获取漂移目标线节点
  652. let targetLineNode: Node = null;
  653. if (fromTop) {
  654. // 从Line1生成,漂移到Line5
  655. targetLineNode = this.line5Node || enemyContainer.getChildByName('Line5');
  656. console.log(`[EnemyController] 从Line1生成敌人,查找Line5节点: this.line5Node=${!!this.line5Node}, 通过名称查找=${!!enemyContainer.getChildByName('Line5')}`);
  657. } else {
  658. // 从Line2生成,漂移到Line6
  659. targetLineNode = this.line6Node || enemyContainer.getChildByName('Line6');
  660. console.log(`[EnemyController] 从Line2生成敌人,查找Line6节点: this.line6Node=${!!this.line6Node}, 通过名称查找=${!!enemyContainer.getChildByName('Line6')}`);
  661. }
  662. if (targetLineNode && targetLineNode.isValid) {
  663. // 使用目标线的Y坐标作为漂移目标
  664. driftWorldY = targetLineNode.worldPosition.y;
  665. console.log(`[EnemyController] 使用新逻辑:目标线节点找到`);
  666. console.log(`[EnemyController] 节点名称: ${targetLineNode.name}`);
  667. console.log(`[EnemyController] 本地坐标Y: ${targetLineNode.position.y}`);
  668. console.log(`[EnemyController] 世界坐标Y: ${targetLineNode.worldPosition.y}`);
  669. console.log(`[EnemyController] 漂移目标Y坐标: ${driftWorldY}`);
  670. } else {
  671. console.log(`[EnemyController] 目标线节点未找到或无效,使用旧逻辑(屏幕边界)`);
  672. // 如果找不到目标线节点,回退到原来的屏幕边界逻辑
  673. const canvas = find('Canvas');
  674. if (canvas) {
  675. const canvasUI = canvas.getComponent(UITransform);
  676. if (canvasUI) {
  677. const screenHeight = canvasUI.height;
  678. const canvasWorldPos = canvas.worldPosition;
  679. if (fromTop) {
  680. // 从Line1生成,漂移到屏幕上边界位置-30px
  681. const screenTop = canvasWorldPos.y + screenHeight / 2;
  682. driftWorldY = screenTop - 30;
  683. console.log(`[EnemyController] 旧逻辑:从Line1漂移到屏幕上边界,Y坐标: ${driftWorldY}`);
  684. } else {
  685. // 从Line2生成,漂移到屏幕下边界位置+30px
  686. const screenBottom = canvasWorldPos.y - screenHeight / 2;
  687. driftWorldY = screenBottom + 30;
  688. console.log(`[EnemyController] 旧逻辑:从Line2漂移到屏幕下边界,Y坐标: ${driftWorldY}`);
  689. }
  690. }
  691. }
  692. }
  693. // 设置初始位置(线上的位置)
  694. const initialWorldPos = new Vec3(spawnWorldX, spawnWorldY, 0);
  695. const initialLocalPos = enemyContainer.getComponent(UITransform).convertToNodeSpaceAR(initialWorldPos);
  696. enemy.position = initialLocalPos;
  697. // 记录漂移目标位置(墙体附近的位置)
  698. const driftWorldPos = new Vec3(driftWorldX, driftWorldY, 0);
  699. // === 根据配置设置敌人 ===
  700. // 检查是否已经存在EnemyInstance组件,避免重复添加
  701. let enemyComp = enemy.getComponent(EnemyInstance);
  702. if (!enemyComp) {
  703. enemyComp = enemy.addComponent(EnemyInstance);
  704. }
  705. // 确保敌人数据库已加载
  706. await EnemyInstance.loadEnemyDatabase();
  707. let enemyConfig: EnemyConfig = null;
  708. let enemyId: string = null;
  709. if (this.configManager && this.configManager.isConfigLoaded()) {
  710. // 优先使用当前波次配置中的敌人类型
  711. if (this.currentWaveEnemyConfigs.length > 0) {
  712. // 修复:根据每种敌人的count配置来选择敌人类型,而不是简单的循环选择
  713. let selectedEnemyType = null;
  714. let cumulativeCount = 0;
  715. for (const enemyTypeConfig of this.currentWaveEnemyConfigs) {
  716. cumulativeCount += enemyTypeConfig.count || 1;
  717. if (this.currentWaveEnemiesSpawned < cumulativeCount) {
  718. selectedEnemyType = enemyTypeConfig;
  719. break;
  720. }
  721. }
  722. if (selectedEnemyType) {
  723. const enemyType = selectedEnemyType.enemyType || selectedEnemyType;
  724. enemyId = enemyType;
  725. console.log(`[EnemyController] 使用敌人类型: ${enemyType} 作为敌人ID (已生成: ${this.currentWaveEnemiesSpawned})`);
  726. enemyConfig = this.configManager.getEnemyById(enemyId) || this.configManager.getRandomEnemy();
  727. } else {
  728. // 如果超出了配置的敌人数量,使用随机敌人
  729. enemyConfig = this.configManager.getRandomEnemy();
  730. enemyId = enemyConfig?.id || 'normal_zombie';
  731. console.warn(`[EnemyController] 超出配置的敌人数量,使用随机敌人: ${enemyId}`);
  732. }
  733. } else {
  734. enemyConfig = this.configManager.getRandomEnemy();
  735. enemyId = enemyConfig?.id || 'normal_zombie';
  736. }
  737. }
  738. // 计算最终血量倍率(关卡 × 波次)
  739. const finalHealthMultiplier = await this.calculateFinalHealthMultiplier();
  740. if (enemyConfig && enemyId) {
  741. try {
  742. const cfgComp = enemy.addComponent(EnemyComponent);
  743. cfgComp.enemyConfig = enemyConfig;
  744. cfgComp.spawner = this;
  745. } catch (error) {
  746. console.error(`[EnemyController] 添加EnemyComponent失败:`, error);
  747. }
  748. // 使用EnemyInstance的新配置系统
  749. try {
  750. // 设置敌人配置
  751. enemyComp.setEnemyConfig(enemyId);
  752. // 应用血量倍率
  753. const baseHealth = enemyComp.health || this.defaultHealth;
  754. const finalHealth = Math.round(baseHealth * finalHealthMultiplier);
  755. enemyComp.health = finalHealth;
  756. enemyComp.maxHealth = finalHealth;
  757. console.log(`[EnemyController] 敌人 ${enemyId} 配置已应用,血量: ${finalHealth} (最终倍率: ${finalHealthMultiplier})`);
  758. } catch (error) {
  759. console.error(`[EnemyController] 应用敌人配置时出错:`, error);
  760. // 使用默认值
  761. const finalHealth = Math.round(this.defaultHealth * finalHealthMultiplier);
  762. enemyComp.health = finalHealth;
  763. enemyComp.maxHealth = finalHealth;
  764. enemyComp.speed = this.defaultEnemySpeed;
  765. enemyComp.attackPower = this.defaultAttackPower;
  766. }
  767. // 加载动画
  768. this.loadEnemyAnimation(enemy, enemyConfig);
  769. } else {
  770. // 使用默认配置
  771. try {
  772. enemyComp.setEnemyConfig('normal_zombie'); // 默认敌人类型
  773. const baseHealth = enemyComp.health || this.defaultHealth;
  774. const finalHealth = Math.round(baseHealth * finalHealthMultiplier);
  775. enemyComp.health = finalHealth;
  776. enemyComp.maxHealth = finalHealth;
  777. } catch (error) {
  778. console.error(`[EnemyController] 应用默认敌人配置时出错:`, error);
  779. // 使用硬编码默认值
  780. const finalHealth = Math.round(this.defaultHealth * finalHealthMultiplier);
  781. enemyComp.health = finalHealth;
  782. enemyComp.maxHealth = finalHealth;
  783. enemyComp.speed = this.defaultEnemySpeed;
  784. enemyComp.attackPower = this.defaultAttackPower;
  785. }
  786. }
  787. // 额外的属性设置
  788. enemyComp.spawnFromTop = fromTop;
  789. enemyComp.targetFence = fromTop ?
  790. find('Canvas/GameLevelUI/GameArea/TopFence') :
  791. find('Canvas/GameLevelUI/GameArea/BottomFence');
  792. // 设置漂移目标位置(墙体附近的位置)
  793. enemyComp.driftTargetPosition = driftWorldPos.clone();
  794. // 计算墙体上的随机目标位置
  795. if (enemyComp.targetFence && enemyComp.targetFence.isValid) {
  796. const fenceWorldPos = enemyComp.targetFence.worldPosition.clone();
  797. const fenceTransform = enemyComp.targetFence.getComponent(UITransform);
  798. if (fenceTransform) {
  799. // 在墙体宽度范围内随机选择X坐标
  800. const fenceWidth = fenceTransform.width;
  801. const randomX = fenceWorldPos.x + (Math.random() - 0.5) * fenceWidth * 0.8; // 0.8是为了避免太靠近边缘
  802. enemyComp.targetPosition = new Vec3(randomX, fenceWorldPos.y, fenceWorldPos.z);
  803. } else {
  804. // 如果无法获取墙体尺寸,使用墙体中心位置
  805. enemyComp.targetPosition = fenceWorldPos;
  806. }
  807. }
  808. enemyComp.movingDirection = Math.random() > 0.5 ? 1 : -1;
  809. enemyComp.targetY = fromTop ?
  810. this.gameBounds.top - 50 :
  811. this.gameBounds.bottom + 50;
  812. enemyComp.changeDirectionTime = 0;
  813. enemyComp.controller = this;
  814. // 更新敌人血量显示
  815. enemyComp.updateHealthDisplay();
  816. // 添加到活跃敌人列表
  817. this.activeEnemies.push(enemy);
  818. // 增加已生成敌人计数
  819. this.currentWaveEnemiesSpawned++;
  820. // 生成敌人时不更新敌人数量显示,避免重置计数
  821. }
  822. // 清除所有敌人
  823. clearAllEnemies(triggerEvents: boolean = true) {
  824. // 设置清理标志,阻止清理过程中触发游戏胜利判断
  825. if (!triggerEvents) {
  826. this.isClearing = true;
  827. }
  828. // 如果不触发事件,先暂时禁用 notifyEnemyDead 方法
  829. const originalNotifyMethod = this.notifyEnemyDead;
  830. if (!triggerEvents) {
  831. // 临时替换为空函数
  832. this.notifyEnemyDead = () => {};
  833. }
  834. for (const enemy of this.activeEnemies) {
  835. if (enemy && enemy.isValid) {
  836. enemy.destroy();
  837. }
  838. }
  839. // 恢复原来的方法
  840. if (!triggerEvents) {
  841. this.notifyEnemyDead = originalNotifyMethod;
  842. }
  843. this.activeEnemies = [];
  844. // 重置清理标志
  845. if (!triggerEvents) {
  846. this.isClearing = false;
  847. }
  848. // 清除敌人时不更新敌人数量显示,避免重置计数
  849. }
  850. // 获取所有活跃的敌人
  851. getActiveEnemies(): Node[] {
  852. // 过滤掉已经无效的敌人
  853. this.activeEnemies = this.activeEnemies.filter(enemy => enemy && enemy.isValid);
  854. return this.activeEnemies;
  855. }
  856. // 获取当前敌人数量
  857. getCurrentEnemyCount(): number {
  858. return this.getActiveEnemies().length;
  859. }
  860. // 获取最近的敌人节点(排除漂移状态的敌人)
  861. public getNearestEnemy(fromPosition: Vec3): Node | null {
  862. const enemies = this.getActiveEnemies();
  863. if (enemies.length === 0) return null;
  864. // 过滤掉漂移状态的敌人
  865. const nonDriftingEnemies = enemies.filter(enemy => {
  866. const enemyInstance = enemy.getComponent('EnemyInstance') as any;
  867. return !enemyInstance || !enemyInstance.isDrifting();
  868. });
  869. if (nonDriftingEnemies.length === 0) return null;
  870. let nearestEnemy: Node = null;
  871. let nearestDistance = Infinity;
  872. for (const enemy of nonDriftingEnemies) {
  873. const distance = Vec3.distance(fromPosition, enemy.worldPosition);
  874. if (distance < nearestDistance) {
  875. nearestDistance = distance;
  876. nearestEnemy = enemy;
  877. }
  878. }
  879. return nearestEnemy;
  880. }
  881. // 检查是否有活跃敌人(排除漂移状态的敌人)
  882. public hasActiveEnemies(): boolean {
  883. const activeEnemies = this.getActiveEnemies();
  884. // 过滤掉漂移状态的敌人
  885. const nonDriftingEnemies = activeEnemies.filter(enemy => {
  886. const enemyInstance = enemy.getComponent('EnemyInstance') as any;
  887. return !enemyInstance || !enemyInstance.isDrifting();
  888. });
  889. return nonDriftingEnemies.length > 0;
  890. }
  891. // 调试方法:检查enemyContainer中的实际敌人节点
  892. private debugEnemyContainer() {
  893. const enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  894. if (!enemyContainer) {
  895. return;
  896. }
  897. let enemyNodeCount = 0;
  898. enemyContainer.children.forEach((child, index) => {
  899. if (child.name === 'Enemy' || child.name.includes('Enemy')) {
  900. enemyNodeCount++;
  901. }
  902. });
  903. }
  904. // 调试方法:强制清理无效敌人引用
  905. public debugCleanupEnemies() {
  906. const beforeCount = this.activeEnemies.length;
  907. this.activeEnemies = this.activeEnemies.filter(enemy => enemy && enemy.isValid);
  908. const afterCount = this.activeEnemies.length;
  909. return afterCount;
  910. }
  911. // 获取游戏是否已开始状态
  912. public isGameStarted(): boolean {
  913. return this.gameStarted;
  914. }
  915. // 暂停生成敌人
  916. public pauseSpawning(): void {
  917. if (this.gameStarted) {
  918. this.unschedule(this.spawnEnemy);
  919. // 触发敌人生成停止事件
  920. const eventBus = EventBus.getInstance();
  921. eventBus.emit(GameEvents.ENEMY_SPAWNING_STOPPED);
  922. }
  923. }
  924. // 恢复生成敌人
  925. public resumeSpawning(): void {
  926. // 游戏状态检查现在通过事件系统处理
  927. if (!this.gameStarted) {
  928. return;
  929. }
  930. // 检查是否已达到当前波次的敌人生成上限
  931. if (this.currentWaveEnemiesSpawned >= this.currentWaveTotalEnemies) {
  932. return;
  933. }
  934. // 确保先取消之前的定时器,避免重复调度
  935. this.unschedule(this.spawnEnemy);
  936. this.schedule(this.spawnEnemy, this.spawnInterval);
  937. // 触发敌人生成开始事件
  938. const eventBus = EventBus.getInstance();
  939. eventBus.emit(GameEvents.ENEMY_SPAWNING_STARTED);
  940. }
  941. // 敌人受到伤害
  942. damageEnemy(enemy: Node, damage: number, isCritical: boolean = false) {
  943. if (!enemy || !enemy.isValid) return;
  944. // 游戏状态检查现在通过事件系统处理
  945. // 获取敌人组件
  946. const enemyComp = enemy.getComponent(EnemyInstance);
  947. if (!enemyComp) return;
  948. // 减少敌人血量
  949. enemyComp.takeDamage(damage, isCritical);
  950. // 检查敌人是否死亡
  951. if (enemyComp.health <= 0) {
  952. // 从活跃敌人列表中移除
  953. const index = this.activeEnemies.indexOf(enemy);
  954. if (index !== -1) {
  955. this.activeEnemies.splice(index, 1);
  956. }
  957. // 清理敌人身上的所有灼烧效果,防止定时器继续运行
  958. try {
  959. const burnEffect = enemy.getComponent(BurnEffect);
  960. if (burnEffect) {
  961. console.log(`[EnemyController] 清理敌人身上的灼烧效果`);
  962. // 先停止灼烧效果,再移除组件
  963. burnEffect.stopBurnEffect();
  964. enemy.removeComponent(BurnEffect);
  965. }
  966. } catch (error) {
  967. console.warn(`[EnemyController] 清理灼烧效果时出错:`, error);
  968. }
  969. // 敌人死亡时不在这里更新数量显示,由GameManager统一管理
  970. // 延迟销毁敌人,避免在物理碰撞监听器中直接销毁导致的刚体激活错误
  971. this.scheduleOnce(() => {
  972. if (enemy && enemy.isValid) {
  973. enemy.destroy();
  974. }
  975. }, 0);
  976. }
  977. }
  978. // 墙体受到伤害 - 现在委托给Wall组件
  979. damageWall(damage: number) {
  980. if (this.wallComponent) {
  981. this.wallComponent.takeDamage(damage);
  982. } else {
  983. console.warn('[EnemyController] 墙体组件未找到,无法处理伤害');
  984. }
  985. }
  986. // 游戏结束
  987. gameOver() {
  988. // 停止游戏,但不清除敌人
  989. this.stopGame(false);
  990. // 通过事件系统触发游戏失败
  991. const eventBus = EventBus.getInstance();
  992. eventBus.emit(GameEvents.GAME_DEFEAT);
  993. }
  994. update(dt: number) {
  995. if (!this.gameStarted) return;
  996. // 更新所有敌人
  997. for (let i = this.activeEnemies.length - 1; i >= 0; i--) {
  998. const enemy = this.activeEnemies[i];
  999. if (!enemy || !enemy.isValid) {
  1000. this.activeEnemies.splice(i, 1);
  1001. continue;
  1002. }
  1003. // 敌人更新由各自的组件处理
  1004. // 不再需要检查敌人是否到达墙体,因为敌人到达游戏区域后会自动攻击
  1005. // 敌人的攻击逻辑已经在EnemyInstance中处理
  1006. }
  1007. }
  1008. public getCurrentWallHealth(): number {
  1009. return this.wallComponent ? this.wallComponent.getCurrentHealth() : 0;
  1010. }
  1011. public forceEnemyAttack() {
  1012. const activeEnemies = this.getActiveEnemies();
  1013. for (const enemy of activeEnemies) {
  1014. const enemyComp = enemy.getComponent(EnemyInstance);
  1015. if (enemyComp) {
  1016. // 直接调用damageWall方法进行测试
  1017. this.damageWall(enemyComp.attackPower);
  1018. }
  1019. }
  1020. }
  1021. /** 供 EnemyInstance 在 onDestroy 中调用 */
  1022. public notifyEnemyDead(enemyNode?: Node) {
  1023. // 如果正在清理敌人,不触发任何游戏事件
  1024. if (this.isClearing) {
  1025. if (enemyNode) {
  1026. const idx = this.activeEnemies.indexOf(enemyNode);
  1027. if (idx !== -1) {
  1028. this.activeEnemies.splice(idx, 1);
  1029. }
  1030. }
  1031. return;
  1032. }
  1033. if (enemyNode) {
  1034. const idx = this.activeEnemies.indexOf(enemyNode);
  1035. if (idx !== -1) {
  1036. this.activeEnemies.splice(idx, 1);
  1037. } else {
  1038. console.log(`[EnemyController] 警告:尝试移除的敌人不在activeEnemies数组中!`);
  1039. }
  1040. // 移除EnemyController内部的击杀计数,统一由GameManager管理
  1041. // this.currentWaveEnemiesKilled++;
  1042. // 敌人死亡通知时不更新数量显示,由GameManager统一管理
  1043. }
  1044. // 直接通过事件总线发送ENEMY_KILLED事件,避免通过GamePause的双重调用
  1045. const eventBus = EventBus.getInstance();
  1046. eventBus.emit('ENEMY_KILLED');
  1047. }
  1048. /**
  1049. * 加载敌人骨骼动画
  1050. */
  1051. private loadEnemyAnimation(enemyNode: Node, enemyConfig: EnemyConfig) {
  1052. console.log(`[EnemyController] 开始加载敌人动画,敌人ID: ${enemyConfig?.id}, 敌人名称: ${enemyConfig?.name}`);
  1053. if (!enemyConfig || !enemyConfig.visualConfig) {
  1054. console.warn('[EnemyController] 敌人配置或视觉配置缺失,使用默认动画');
  1055. return;
  1056. }
  1057. let spinePath: string | undefined = enemyConfig.visualConfig?.spritePath;
  1058. console.log(`[EnemyController] 敌人 ${enemyConfig.id} 的spritePath: ${spinePath}`);
  1059. if (!spinePath) {
  1060. console.warn('[EnemyController] 敌人精灵路径缺失');
  1061. return;
  1062. }
  1063. if (spinePath.startsWith('@EnemyAni')) {
  1064. spinePath = spinePath.replace('@EnemyAni', 'Animation/EnemyAni');
  1065. }
  1066. if (spinePath.startsWith('@')) {
  1067. spinePath = spinePath.substring(1);
  1068. }
  1069. // 对于Animation/EnemyAni路径,需要添加子目录和文件名
  1070. // 例如:Animation/EnemyAni/007 -> Animation/EnemyAni/007/007
  1071. if (spinePath.startsWith('Animation/EnemyAni/')) {
  1072. const parts = spinePath.split('/');
  1073. if (parts.length === 3) {
  1074. const animId = parts[2];
  1075. spinePath = `${spinePath}/${animId}`;
  1076. }
  1077. }
  1078. // 移除Animation/前缀,因为BundleLoader会从Bundle中加载
  1079. if (spinePath.startsWith('Animation/')) {
  1080. spinePath = spinePath.replace('Animation/', '');
  1081. }
  1082. console.log(`[EnemyController] 最终加载路径: ${spinePath}`);
  1083. // 优先使用预加载的资源
  1084. let skeletonData = this.resourcePreloader.getPreloadedEnemyAnimation(spinePath);
  1085. if (skeletonData) {
  1086. console.log(`[EnemyController] 使用预加载的敌人动画: ${spinePath}`);
  1087. this.applySkeletonData(enemyNode, enemyConfig, skeletonData);
  1088. } else {
  1089. console.log(`[EnemyController] 预加载资源未找到,动态加载: ${spinePath}`);
  1090. BundleLoader.loadSkeletonData(spinePath).then((dynamicSkeletonData) => {
  1091. if (!dynamicSkeletonData) {
  1092. console.warn(`加载敌人Spine动画失败: ${spinePath}`);
  1093. return;
  1094. }
  1095. this.applySkeletonData(enemyNode, enemyConfig, dynamicSkeletonData);
  1096. });
  1097. }
  1098. }
  1099. /**
  1100. * 应用骨骼动画数据到敌人节点
  1101. */
  1102. private applySkeletonData(enemyNode: Node, enemyConfig: EnemyConfig, skeletonData: any) {
  1103. // 获取EnemySprite子节点
  1104. const enemySprite = enemyNode.getChildByName('EnemySprite');
  1105. if (!enemySprite) {
  1106. console.error('[EnemyController] 未找到EnemySprite子节点,无法设置骨骼动画');
  1107. return;
  1108. }
  1109. let skeleton = enemySprite.getComponent(sp.Skeleton);
  1110. if (!skeleton) {
  1111. skeleton = enemySprite.addComponent(sp.Skeleton);
  1112. }
  1113. skeleton.skeletonData = skeletonData;
  1114. const anims = enemyConfig.visualConfig.animations;
  1115. const walkName = anims?.walk ?? 'walk';
  1116. const idleName = anims?.idle ?? 'idle';
  1117. if (skeleton.findAnimation(walkName)) {
  1118. skeleton.setAnimation(0, walkName, true);
  1119. } else if (skeleton.findAnimation(idleName)) {
  1120. skeleton.setAnimation(0, idleName, true);
  1121. } else {
  1122. console.warn(`[EnemyController] 未找到合适的动画,walk: ${walkName}, idle: ${idleName}`);
  1123. }
  1124. }
  1125. // 更新敌人数量显示
  1126. public updateEnemyCountLabel(killedCount?: number) {
  1127. if (!this.enemyCountLabelNode) {
  1128. console.warn('[EnemyController] enemyCountLabelNode 未找到,无法更新敌人数量显示');
  1129. return;
  1130. }
  1131. const label = this.enemyCountLabelNode.getComponent(Label);
  1132. if (label) {
  1133. // 计算剩余敌人数量:总数 - 击杀数量
  1134. let remaining: number;
  1135. if (killedCount !== undefined) {
  1136. // 使用传入的击杀数量计算剩余数量
  1137. remaining = Math.max(0, this.currentWaveTotalEnemies - killedCount);
  1138. } else {
  1139. // 如果没有传入击杀数量,则显示当前波次总敌人数(初始状态)
  1140. remaining = this.currentWaveTotalEnemies;
  1141. }
  1142. label.string = remaining.toString();
  1143. } else {
  1144. console.warn('[EnemyController] enemyCountLabelNode 上未找到 Label 组件');
  1145. }
  1146. }
  1147. public startWave(waveNum: number, totalWaves: number, totalEnemies: number, waveEnemyConfigs?: any[], waveHealthMultiplier?: number) {
  1148. this.currentWave = waveNum;
  1149. this.totalWaves = totalWaves;
  1150. this.currentWaveTotalEnemies = totalEnemies;
  1151. this.currentWaveEnemiesSpawned = 0; // 重置已生成敌人计数器
  1152. this.currentWaveEnemyConfigs = waveEnemyConfigs || []; // 存储当前波次的敌人配置
  1153. this.currentWaveHealthMultiplier = waveHealthMultiplier || 1.0; // 设置当前波次的血量系数
  1154. // 移除EnemyController内部的击杀计数重置,统一由GameManager管理
  1155. // this.currentWaveEnemiesKilled = 0;
  1156. // 修复问题1:根据波次配置设置生成间隔
  1157. if (this.currentWaveEnemyConfigs.length > 0) {
  1158. // 使用第一个敌人配置的spawnInterval,如果有多个配置可以取平均值或最小值
  1159. const firstEnemyConfig = this.currentWaveEnemyConfigs[0];
  1160. if (firstEnemyConfig && typeof firstEnemyConfig.spawnInterval === 'number') {
  1161. this.spawnInterval = firstEnemyConfig.spawnInterval;
  1162. console.log(`[EnemyController] 设置生成间隔为: ${this.spawnInterval}`);
  1163. }
  1164. }
  1165. console.log(`[EnemyController] 开始波次 ${waveNum}/${totalWaves},需要生成 ${totalEnemies} 个敌人`);
  1166. console.log(`[EnemyController] 波次敌人配置:`, this.currentWaveEnemyConfigs);
  1167. console.log(`[EnemyController] 当前生成间隔: ${this.spawnInterval}`);
  1168. this.updateWaveLabel();
  1169. this.updateEnemyCountLabel();
  1170. // 移除startWaveUI的隐藏,因为现在使用Toast预制体
  1171. // if (this.startWaveUI) this.startWaveUI.active = false;
  1172. }
  1173. private updateWaveLabel() {
  1174. // 更新当前波数显示
  1175. if (this.currentWaveNumberLabelNode) {
  1176. const currentLabel = this.currentWaveNumberLabelNode.getComponent(Label);
  1177. if (currentLabel) {
  1178. currentLabel.string = this.currentWave.toString();
  1179. } else {
  1180. console.warn('[EnemyController] currentWaveNumberLabelNode 上未找到 Label 组件');
  1181. }
  1182. } else {
  1183. console.warn('[EnemyController] currentWaveNumberLabelNode 未找到,无法更新当前波次标签');
  1184. }
  1185. // 更新总波数显示
  1186. if (this.totalWaveNumberLabelNode) {
  1187. const totalLabel = this.totalWaveNumberLabelNode.getComponent(Label);
  1188. if (totalLabel) {
  1189. totalLabel.string = this.totalWaves.toString();
  1190. } else {
  1191. console.warn('[EnemyController] totalWaveNumberLabelNode 上未找到 Label 组件');
  1192. }
  1193. } else {
  1194. console.warn('[EnemyController] totalWaveNumberLabelNode 未找到,无法更新总波次标签');
  1195. }
  1196. }
  1197. /** 显示每波开始提示,随后开启敌人生成 */
  1198. public showStartWavePromptUI(duration: number = 2) {
  1199. // 通过事件系统检查游戏是否已经结束
  1200. let gameOver = false;
  1201. EventBus.getInstance().emit(GameEvents.GAME_CHECK_OVER, (isOver: boolean) => {
  1202. gameOver = isOver;
  1203. });
  1204. if (gameOver) {
  1205. return;
  1206. }
  1207. // 暂停敌人生成,确保在Toast显示期间不会生成敌人
  1208. this.pauseSpawning();
  1209. // 使用事件机制显示Toast
  1210. const toastText = `第${this.currentWave}波敌人来袭!`;
  1211. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, {
  1212. message: toastText,
  1213. duration: duration
  1214. });
  1215. // 等待Toast消息播放结束后再开始生成敌人
  1216. if (duration > 0) {
  1217. this.scheduleOnce(() => {
  1218. // 再次检查游戏状态,确保游戏未结束
  1219. let gameOverCheck = false;
  1220. EventBus.getInstance().emit(GameEvents.GAME_CHECK_OVER, (isOver: boolean) => {
  1221. gameOverCheck = isOver;
  1222. });
  1223. if (gameOverCheck) {
  1224. return;
  1225. }
  1226. // Toast播放完毕,开始生成敌人
  1227. this.startGame();
  1228. }, duration);
  1229. } else {
  1230. // 如果duration为0,立即开始游戏
  1231. this.startGame();
  1232. }
  1233. }
  1234. /**
  1235. * 重置到初始状态
  1236. * 用于游戏重新开始时重置所有敌人相关状态
  1237. */
  1238. public resetToInitialState(): void {
  1239. // 停止游戏并清理所有敌人
  1240. this.stopGame(true);
  1241. // 重置波次信息
  1242. this.currentWave = 1;
  1243. this.totalWaves = 1;
  1244. this.currentWaveTotalEnemies = 0;
  1245. this.currentWaveEnemiesKilled = 0;
  1246. this.currentWaveEnemiesSpawned = 0;
  1247. this.currentWaveEnemyConfigs = [];
  1248. // 重置血量倍率
  1249. this.currentHealthMultiplier = 1.0;
  1250. this.currentWaveHealthMultiplier = 1.0;
  1251. // 清空暂停状态
  1252. this.pausedEnemyStates.clear();
  1253. // 重置UI显示
  1254. this.updateEnemyCountLabel();
  1255. this.updateWaveLabel();
  1256. }
  1257. /**
  1258. * 处理更新敌人计数事件
  1259. */
  1260. private onUpdateEnemyCountEvent(killedCount: number) {
  1261. this.updateEnemyCountLabel(killedCount);
  1262. }
  1263. /**
  1264. * 处理启动波次事件
  1265. */
  1266. private onStartWaveEvent(data: { wave: number; totalWaves: number; enemyCount: number; waveEnemyConfigs: any[]; healthMultiplier?: number }) {
  1267. this.startWave(data.wave, data.totalWaves, data.enemyCount, data.waveEnemyConfigs, data.healthMultiplier);
  1268. }
  1269. /**
  1270. * 处理启动游戏事件
  1271. */
  1272. private onStartGameEvent() {
  1273. this.startGame();
  1274. }
  1275. /**
  1276. * 处理显示波次提示事件
  1277. */
  1278. private onShowStartWavePromptEvent() {
  1279. this.showStartWavePromptUI();
  1280. }
  1281. onDestroy() {
  1282. // 清理事件监听
  1283. const eventBus = EventBus.getInstance();
  1284. eventBus.off(GameEvents.GAME_PAUSE, this.onGamePauseEvent, this);
  1285. eventBus.off(GameEvents.GAME_PAUSE_SKILL_SELECTION, this.onGamePauseEvent, this);
  1286. eventBus.off(GameEvents.GAME_PAUSE_BLOCK_SELECTION, this.onGamePauseEvent, this);
  1287. eventBus.off(GameEvents.GAME_RESUME, this.onGameResumeEvent, this);
  1288. eventBus.off(GameEvents.GAME_RESUME_SKILL_SELECTION, this.onGameResumeSkillSelectionEvent, this);
  1289. eventBus.off(GameEvents.GAME_RESUME_BLOCK_SELECTION, this.onGameResumeBlockSelectionEvent, this);
  1290. eventBus.off(GameEvents.GAME_SUCCESS, this.onGameEndEvent, this);
  1291. eventBus.off(GameEvents.GAME_DEFEAT, this.onGameEndEvent, this);
  1292. eventBus.off(GameEvents.CLEAR_ALL_GAME_OBJECTS, this.onClearAllGameObjectsEvent, this);
  1293. eventBus.off(GameEvents.CLEAR_ALL_ENEMIES, this.onClearAllEnemiesEvent, this);
  1294. eventBus.off(GameEvents.RESET_ENEMY_CONTROLLER, this.onResetEnemyControllerEvent, this);
  1295. // 清理新增的事件监听
  1296. eventBus.off(GameEvents.ENEMY_UPDATE_COUNT, this.onUpdateEnemyCountEvent, this);
  1297. eventBus.off(GameEvents.ENEMY_START_WAVE, this.onStartWaveEvent, this);
  1298. eventBus.off(GameEvents.ENEMY_START_GAME, this.onStartGameEvent, this);
  1299. eventBus.off(GameEvents.ENEMY_SHOW_START_WAVE_PROMPT, this.onShowStartWavePromptEvent, this);
  1300. // 清空状态
  1301. this.pausedEnemyStates.clear();
  1302. }
  1303. }