EnemyController.ts 42 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127
  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. const { ccclass, property } = _decorator;
  12. @ccclass('EnemyController')
  13. export class EnemyController extends BaseSingleton {
  14. // 仅类型声明,实例由 BaseSingleton 维护
  15. public static _instance: EnemyController;
  16. // 敌人预制体
  17. @property({
  18. type: Prefab,
  19. tooltip: '拖拽Enemy预制体到这里'
  20. })
  21. public enemyPrefab: Prefab = null;
  22. // 敌人容器节点
  23. @property({
  24. type: Node,
  25. tooltip: '拖拽enemyContainer节点到这里(Canvas/GameLevelUI/enemyContainer)'
  26. })
  27. public enemyContainer: Node = null;
  28. // 金币预制体
  29. @property({ type: Prefab, tooltip: '金币预制体 CoinDrop' })
  30. public coinPrefab: Prefab = null;
  31. // 移除Toast预制体属性,改用事件机制
  32. // @property({
  33. // type: Prefab,
  34. // tooltip: 'Toast预制体,用于显示波次提示'
  35. // })
  36. // public toastPrefab: Prefab = null;
  37. // === 生成 & 属性参数(保留需要可在内部自行设定,Inspector 不再显示) ===
  38. private spawnInterval: number = 3;
  39. // === 默认数值(当配置文件尚未加载时使用) ===
  40. private defaultEnemySpeed: number = 50;
  41. private defaultAttackPower: number = 10;
  42. private defaultHealth: number = 30;
  43. @property({ type: Node, tooltip: '拖拽 TopFence 节点到这里' })
  44. public topFenceNode: Node = null;
  45. @property({ type: Node, tooltip: '拖拽 BottomFence 节点到这里' })
  46. public bottomFenceNode: Node = null;
  47. // 关卡配置管理器节点
  48. @property({
  49. type: Node,
  50. tooltip: '拖拽Canvas/LevelConfigManager节点到这里,用于获取LevelConfigManager组件'
  51. })
  52. public levelConfigManagerNode: Node = null;
  53. // 主墙体组件
  54. private wallComponent: Wall = null;
  55. // 游戏区域边界 - 改为public,让敌人实例可以访问
  56. public gameBounds = {
  57. left: 0,
  58. right: 0,
  59. top: 0,
  60. bottom: 0
  61. };
  62. // 活跃的敌人列表
  63. private activeEnemies: Node[] = [];
  64. // 游戏是否已开始
  65. private gameStarted: boolean = false;
  66. // 墙体节点
  67. private wallNodes: Node[] = [];
  68. // 是否正在清理敌人(用于阻止清理时触发游戏胜利判断)
  69. private isClearing: boolean = false;
  70. // 配置管理器
  71. private configManager: ConfigManager = null;
  72. // 关卡配置管理器
  73. private levelConfigManager: LevelConfigManager = null;
  74. // 当前关卡血量倍率
  75. private currentHealthMultiplier: number = 1.0;
  76. @property({
  77. type: Node,
  78. tooltip: '敌人数量显示节点 (EnemyNumber)'
  79. })
  80. public enemyCountLabelNode: Node = null;
  81. @property({
  82. type: Node,
  83. tooltip: '波数显示Label (WaveNumber)'
  84. })
  85. public waveNumberLabelNode: Node = null;
  86. // 当前波次敌人数据
  87. private totalWaves: number = 1;
  88. private currentWave: number = 1;
  89. private currentWaveTotalEnemies: number = 0;
  90. private currentWaveEnemiesKilled: number = 0;
  91. private currentWaveEnemiesSpawned: number = 0; // 当前波次已生成的敌人数量
  92. private currentWaveEnemyConfigs: any[] = []; // 当前波次的敌人配置列表
  93. // 暂停前保存的敌人状态
  94. private pausedEnemyStates: Map<Node, {
  95. velocity: any,
  96. angularVelocity: number,
  97. isMoving: boolean,
  98. attackTimer: number
  99. }> = new Map();
  100. /**
  101. * BaseSingleton 首次实例化回调
  102. */
  103. protected init() {
  104. // 获取配置管理器实例
  105. this.configManager = ConfigManager.getInstance();
  106. // 获取关卡配置管理器实例
  107. if (this.levelConfigManagerNode) {
  108. this.levelConfigManager = this.levelConfigManagerNode.getComponent(LevelConfigManager) || null;
  109. if (this.levelConfigManager) {
  110. console.log('[EnemyController] LevelConfigManager组件已通过装饰器绑定');
  111. } else {
  112. console.warn('[EnemyController] LevelConfigManager节点上未找到LevelConfigManager组件');
  113. }
  114. } else {
  115. console.warn('[EnemyController] levelConfigManagerNode未通过装饰器绑定,请在编辑器中拖拽Canvas/LevelConfigManager节点');
  116. this.levelConfigManager = null;
  117. }
  118. // 如果没有指定enemyContainer,尝试找到它
  119. if (!this.enemyContainer) {
  120. this.enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  121. if (!this.enemyContainer) {
  122. console.warn('找不到enemyContainer节点,将尝试创建');
  123. }
  124. }
  125. // 获取游戏区域边界
  126. this.calculateGameBounds();
  127. // 查找墙体节点和组件
  128. this.findWallNodes();
  129. // 直接通过拖拽节点获取 Wall 组件
  130. if (this.topFenceNode && this.topFenceNode.getComponent(Wall)) {
  131. this.wallComponent = this.topFenceNode.getComponent(Wall);
  132. } else if (this.bottomFenceNode && this.bottomFenceNode.getComponent(Wall)) {
  133. this.wallComponent = this.bottomFenceNode.getComponent(Wall);
  134. } else {
  135. console.warn('[EnemyController] 未找到墙体组件,将无法处理墙体伤害');
  136. }
  137. // 确保enemyContainer节点存在
  138. this.ensureEnemyContainer();
  139. // UI节点已通过装饰器拖拽绑定,无需find查找
  140. if (!this.enemyCountLabelNode) {
  141. console.warn('[EnemyController] enemyCountLabelNode 未通过装饰器绑定,请在编辑器中拖拽 Canvas-001/TopArea/EnemyNode/EnemyNumber 节点');
  142. } else {
  143. console.log('[EnemyController] enemyCountLabelNode 已通过装饰器绑定');
  144. }
  145. if (!this.waveNumberLabelNode) {
  146. console.warn('[EnemyController] waveNumberLabelNode 未通过装饰器绑定,请在编辑器中拖拽 Canvas-001/TopArea/WaveInfo/WaveNumber 节点');
  147. } else {
  148. console.log('[EnemyController] waveNumberLabelNode 已通过装饰器绑定');
  149. }
  150. // 初始化敌人数量显示
  151. this.updateEnemyCountLabel();
  152. // 监听游戏事件
  153. this.setupEventListeners();
  154. }
  155. /**
  156. * 设置事件监听器
  157. */
  158. private setupEventListeners() {
  159. const eventBus = EventBus.getInstance();
  160. // 监听暂停事件
  161. eventBus.on(GameEvents.GAME_PAUSE, this.onGamePauseEvent, this);
  162. // 监听恢复事件
  163. eventBus.on(GameEvents.GAME_RESUME, this.onGameResumeEvent, this);
  164. // 监听游戏成功/失败事件
  165. eventBus.on(GameEvents.GAME_SUCCESS, this.onGameEndEvent, this);
  166. eventBus.on(GameEvents.GAME_DEFEAT, this.onGameDefeatEvent, this);
  167. // 监听敌人相关事件
  168. eventBus.on(GameEvents.ENEMY_UPDATE_COUNT, this.onUpdateEnemyCountEvent, this);
  169. eventBus.on(GameEvents.ENEMY_START_WAVE, this.onStartWaveEvent, this);
  170. eventBus.on(GameEvents.ENEMY_START_GAME, this.onStartGameEvent, this);
  171. eventBus.on(GameEvents.ENEMY_SHOW_START_WAVE_PROMPT, this.onShowStartWavePromptEvent, this);
  172. // 监听子弹发射检查事件
  173. eventBus.on(GameEvents.BALL_FIRE_BULLET, this.onBallFireBulletEvent, this);
  174. // 监听获取最近敌人事件
  175. eventBus.on(GameEvents.ENEMY_GET_NEAREST, this.onGetNearestEnemyEvent, this);
  176. // 监听重置敌人控制器事件
  177. eventBus.on(GameEvents.RESET_ENEMY_CONTROLLER, this.onResetEnemyControllerEvent, this);
  178. // 监听重置相关事件
  179. eventBus.on(GameEvents.CLEAR_ALL_GAME_OBJECTS, this.onClearAllGameObjectsEvent, this);
  180. eventBus.on(GameEvents.RESET_ENEMY_CONTROLLER, this.onResetEnemyControllerEvent, this);
  181. }
  182. /**
  183. * 获取当前关卡的血量倍率
  184. */
  185. private async getCurrentHealthMultiplier(): Promise<number> {
  186. if (!this.levelConfigManager) {
  187. return 1.0;
  188. }
  189. try {
  190. const saveDataManager = SaveDataManager.getInstance();
  191. const currentLevel = saveDataManager ? saveDataManager.getCurrentLevel() : 1;
  192. const levelConfig = await this.levelConfigManager.getLevelConfig(currentLevel);
  193. if (levelConfig && levelConfig.levelSettings && levelConfig.levelSettings.healthMultiplier) {
  194. return levelConfig.levelSettings.healthMultiplier;
  195. }
  196. } catch (error) {
  197. console.warn('[EnemyController] 获取关卡血量倍率失败:', error);
  198. }
  199. return 1.0;
  200. }
  201. /**
  202. * 处理游戏暂停事件
  203. */
  204. private onGamePauseEvent() {
  205. console.log('[EnemyController] 接收到游戏暂停事件,暂停所有敌人');
  206. this.pauseAllEnemies();
  207. this.pauseSpawning();
  208. }
  209. /**
  210. * 处理游戏恢复事件
  211. */
  212. private onGameResumeEvent() {
  213. console.log('[EnemyController] 接收到游戏恢复事件,恢复所有敌人');
  214. this.resumeAllEnemies();
  215. // 通过事件检查游戏状态,决定是否恢复敌人生成
  216. this.resumeSpawning();
  217. }
  218. /**
  219. * 处理游戏结束事件
  220. */
  221. private onGameEndEvent() {
  222. console.log('[EnemyController] 接收到游戏结束事件,停止敌人生成');
  223. this.stopGame(false); // 停止游戏但不清除敌人
  224. }
  225. /**
  226. * 处理游戏失败事件
  227. */
  228. private onGameDefeatEvent() {
  229. console.log('[EnemyController] 接收到游戏失败事件,直接删除所有敌人');
  230. this.stopGame(true); // 停止游戏并清除所有敌人
  231. }
  232. /**
  233. * 处理清除所有游戏对象事件
  234. */
  235. private onClearAllGameObjectsEvent() {
  236. console.log('[EnemyController] 接收到清除所有游戏对象事件,清除所有敌人');
  237. this.clearAllEnemies(false); // 清除敌人但不触发事件
  238. }
  239. /**
  240. * 处理重置敌人控制器事件
  241. */
  242. private onResetEnemyControllerEvent() {
  243. console.log('[EnemyController] 接收到重置敌人控制器事件,重置到初始状态');
  244. this.resetToInitialState();
  245. }
  246. /**
  247. * 处理子弹发射检查事件
  248. */
  249. private onBallFireBulletEvent(data: { canFire: (value: boolean) => void }) {
  250. // 检查是否有活跃敌人
  251. const hasActiveEnemies = this.hasActiveEnemies();
  252. if (!hasActiveEnemies) {
  253. data.canFire(false);
  254. }
  255. }
  256. /**
  257. * 处理获取最近敌人事件
  258. */
  259. private onGetNearestEnemyEvent(data: { position: Vec3, callback: (enemy: Node | null) => void }) {
  260. const { position, callback } = data;
  261. if (callback && typeof callback === 'function') {
  262. const nearestEnemy = this.getNearestEnemy(position);
  263. callback(nearestEnemy);
  264. }
  265. }
  266. /**
  267. * 暂停所有敌人
  268. */
  269. private pauseAllEnemies(): void {
  270. const activeEnemies = this.getActiveEnemies();
  271. for (const enemy of activeEnemies) {
  272. if (!enemy || !enemy.isValid) continue;
  273. // 保存敌人状态
  274. const rigidBody = enemy.getComponent(RigidBody2D);
  275. if (rigidBody) {
  276. this.pausedEnemyStates.set(enemy, {
  277. velocity: rigidBody.linearVelocity.clone(),
  278. angularVelocity: rigidBody.angularVelocity,
  279. isMoving: true,
  280. attackTimer: 0 // 可以扩展保存攻击计时器
  281. });
  282. // 停止敌人运动
  283. rigidBody.linearVelocity.set(0, 0);
  284. rigidBody.angularVelocity = 0;
  285. rigidBody.sleep();
  286. }
  287. // 暂停敌人AI组件(如果有的话)
  288. const enemyAI = enemy.getComponent('EnemyAI');
  289. if (enemyAI && typeof (enemyAI as any).pause === 'function') {
  290. (enemyAI as any).pause();
  291. }
  292. // 暂停敌人动画(如果有的话)
  293. const animation = enemy.getComponent('Animation');
  294. if (animation && typeof (animation as any).pause === 'function') {
  295. (animation as any).pause();
  296. }
  297. }
  298. }
  299. /**
  300. * 恢复所有敌人
  301. */
  302. private resumeAllEnemies(): void {
  303. const activeEnemies = this.getActiveEnemies();
  304. for (const enemy of activeEnemies) {
  305. if (!enemy || !enemy.isValid) continue;
  306. const savedState = this.pausedEnemyStates.get(enemy);
  307. if (savedState) {
  308. const rigidBody = enemy.getComponent(RigidBody2D);
  309. if (rigidBody) {
  310. // 恢复敌人运动
  311. rigidBody.wakeUp();
  312. rigidBody.linearVelocity = savedState.velocity;
  313. rigidBody.angularVelocity = savedState.angularVelocity;
  314. }
  315. }
  316. // 恢复敌人AI组件
  317. const enemyAI = enemy.getComponent('EnemyAI');
  318. if (enemyAI && typeof (enemyAI as any).resume === 'function') {
  319. (enemyAI as any).resume();
  320. }
  321. // 恢复敌人动画
  322. const animation = enemy.getComponent('Animation');
  323. if (animation && typeof (animation as any).resume === 'function') {
  324. (animation as any).resume();
  325. }
  326. }
  327. // 清空保存的状态
  328. this.pausedEnemyStates.clear();
  329. }
  330. // 计算游戏区域边界
  331. private calculateGameBounds() {
  332. const gameArea = find('Canvas/GameLevelUI/GameArea');
  333. if (!gameArea) {
  334. return;
  335. }
  336. const uiTransform = gameArea.getComponent(UITransform);
  337. if (!uiTransform) {
  338. return;
  339. }
  340. const worldPos = gameArea.worldPosition;
  341. const width = uiTransform.width;
  342. const height = uiTransform.height;
  343. this.gameBounds = {
  344. left: worldPos.x - width / 2,
  345. right: worldPos.x + width / 2,
  346. top: worldPos.y + height / 2,
  347. bottom: worldPos.y - height / 2
  348. };
  349. }
  350. // 查找墙体节点
  351. private findWallNodes() {
  352. const gameArea = find('Canvas/GameLevelUI/GameArea');
  353. if (gameArea) {
  354. this.wallNodes = [];
  355. for (let i = 0; i < gameArea.children.length; i++) {
  356. const child = gameArea.children[i];
  357. if (child.name.includes('Wall') || child.name.includes('wall') || child.name.includes('墙')) {
  358. this.wallNodes.push(child);
  359. }
  360. }
  361. }
  362. }
  363. /**
  364. * 查找墙体组件
  365. */
  366. private findWallComponent() {
  367. // 查找墙体节点上的Wall组件
  368. for (const wallNode of this.wallNodes) {
  369. this.wallComponent = wallNode.getComponent(Wall);
  370. if (this.wallComponent) {
  371. console.log('[EnemyController] 找到墙体组件');
  372. break;
  373. }
  374. }
  375. }
  376. // 移除 initWallHealthDisplay 和 updateWallHealthDisplay 方法,这些现在由Wall组件处理
  377. // 确保enemyContainer节点存在
  378. ensureEnemyContainer() {
  379. // 如果已经通过拖拽设置了节点,直接使用
  380. if (this.enemyContainer && this.enemyContainer.isValid) {
  381. return;
  382. }
  383. // 尝试查找节点
  384. this.enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  385. if (this.enemyContainer) {
  386. console.log('找到已存在的enemyContainer节点');
  387. return;
  388. }
  389. // 如果找不到,创建新节点
  390. const gameLevelUI = find('Canvas/GameLevelUI');
  391. if (!gameLevelUI) {
  392. console.error('找不到GameLevelUI节点,无法创建enemyContainer');
  393. return;
  394. }
  395. this.enemyContainer = new Node('enemyContainer');
  396. gameLevelUI.addChild(this.enemyContainer);
  397. if (!this.enemyContainer.getComponent(UITransform)) {
  398. this.enemyContainer.addComponent(UITransform);
  399. }
  400. console.log('已在GameLevelUI下创建enemyContainer节点');
  401. }
  402. // 游戏开始
  403. startGame() {
  404. // 游戏状态检查现在通过事件系统处理
  405. this.gameStarted = true;
  406. // 确保enemyContainer节点存在
  407. this.ensureEnemyContainer();
  408. // 确保先取消之前的定时器,避免重复调度
  409. this.unschedule(this.spawnEnemy);
  410. console.log(`[EnemyController] 开始敌人生成定时器,间隔: ${this.spawnInterval}秒,当前已生成: ${this.currentWaveEnemiesSpawned}/${this.currentWaveTotalEnemies}`);
  411. // 开始生成敌人
  412. this.schedule(this.spawnEnemy, this.spawnInterval);
  413. console.log(`[EnemyController] 开始生成敌人,当前波次: ${this.currentWave}, 需要生成: ${this.currentWaveTotalEnemies} 个敌人`);
  414. }
  415. // 游戏结束
  416. stopGame(clearEnemies: boolean = true) {
  417. this.gameStarted = false;
  418. // 停止生成敌人
  419. this.unschedule(this.spawnEnemy);
  420. // 只有在指定时才清除所有敌人
  421. if (clearEnemies) {
  422. // 清除敌人,在重置状态时不触发事件,避免错误的游戏成功判定
  423. this.clearAllEnemies(false);
  424. }
  425. console.log('停止生成敌人');
  426. }
  427. // 生成敌人
  428. async spawnEnemy() {
  429. if (!this.gameStarted || !this.enemyPrefab) return;
  430. // 游戏状态检查现在通过事件系统处理
  431. // 检查是否已达到当前波次的敌人生成上限
  432. if (this.currentWaveEnemiesSpawned >= this.currentWaveTotalEnemies) {
  433. console.log(`[EnemyController] 当前波次敌人已全部生成 (${this.currentWaveEnemiesSpawned}/${this.currentWaveTotalEnemies}),停止生成`);
  434. this.unschedule(this.spawnEnemy); // 停止定时生成
  435. return;
  436. }
  437. // 随机决定从上方还是下方生成
  438. const fromTop = Math.random() > 0.5;
  439. // 实例化敌人
  440. const enemy = instantiate(this.enemyPrefab) as Node;
  441. enemy.name = 'Enemy'; // 确保敌人节点名称为Enemy
  442. // 添加到场景中
  443. const enemyContainer = find('Canvas/GameLevelUI/enemyContainer');
  444. if (!enemyContainer) {
  445. return;
  446. }
  447. enemyContainer.addChild(enemy);
  448. // 生成在对应线(Line1 / Line2)上的随机位置
  449. const lineName = fromTop ? 'Line1' : 'Line2';
  450. const lineNode = enemyContainer.getChildByName(lineName);
  451. if (!lineNode) {
  452. console.warn(`[EnemyController] 未找到 ${lineName} 节点,取消本次敌人生成`);
  453. enemy.destroy();
  454. return;
  455. }
  456. // 在对应 line 上随机 X 坐标
  457. const spawnWorldX = this.gameBounds.left + Math.random() * (this.gameBounds.right - this.gameBounds.left);
  458. const spawnWorldY = lineNode.worldPosition.y;
  459. const worldPos = new Vec3(spawnWorldX, spawnWorldY, 0);
  460. const localPos = enemyContainer.getComponent(UITransform).convertToNodeSpaceAR(worldPos);
  461. enemy.position = localPos;
  462. // === 根据配置设置敌人 ===
  463. const enemyComp = enemy.addComponent(EnemyInstance);
  464. let enemyConfig: EnemyConfig = null;
  465. if (this.configManager && this.configManager.isConfigLoaded()) {
  466. // 优先使用当前波次配置中的敌人类型
  467. if (this.currentWaveEnemyConfigs.length > 0) {
  468. const configIndex = this.currentWaveEnemiesSpawned % this.currentWaveEnemyConfigs.length;
  469. const enemyTypeConfig = this.currentWaveEnemyConfigs[configIndex];
  470. const enemyType = enemyTypeConfig.enemyType || enemyTypeConfig;
  471. // 尝试通过敌人名称映射获取ID
  472. let enemyId = enemyType;
  473. if (this.configManager.getNameToIdMapping) {
  474. const mapping = this.configManager.getNameToIdMapping();
  475. if (mapping && mapping[enemyType]) {
  476. enemyId = mapping[enemyType];
  477. console.log(`[EnemyController] 敌人名称映射: ${enemyType} -> ${enemyId}`);
  478. }
  479. }
  480. enemyConfig = this.configManager.getEnemyById(enemyId) || this.configManager.getRandomEnemy();
  481. console.log(`[EnemyController] 使用波次配置敌人类型: ${enemyType} (ID: ${enemyId}), 配置索引: ${configIndex}`);
  482. } else {
  483. enemyConfig = this.configManager.getRandomEnemy();
  484. console.log(`[EnemyController] 使用随机敌人类型`);
  485. }
  486. }
  487. // 获取当前关卡的血量倍率
  488. const healthMultiplier = await this.getCurrentHealthMultiplier();
  489. if (enemyConfig) {
  490. // 添加EnemyComponent保存配置
  491. const cfgComp = enemy.addComponent(EnemyComponent);
  492. cfgComp.enemyConfig = enemyConfig;
  493. cfgComp.spawner = this;
  494. // 应用数值,血量乘以倍率
  495. const baseHealth = enemyConfig.stats.health;
  496. const finalHealth = Math.round(baseHealth * healthMultiplier);
  497. enemyComp.health = finalHealth;
  498. enemyComp.maxHealth = finalHealth;
  499. enemyComp.speed = enemyConfig.stats.speed;
  500. enemyComp.attackPower = enemyConfig.stats.damage;
  501. console.log(`[EnemyController] 敌人血量: ${baseHealth} * ${healthMultiplier} = ${finalHealth}`);
  502. // 加载动画
  503. this.loadEnemyAnimation(enemy, enemyConfig);
  504. } else {
  505. // 使用默认值,血量乘以倍率
  506. const finalHealth = Math.round(this.defaultHealth * healthMultiplier);
  507. enemyComp.health = finalHealth;
  508. enemyComp.maxHealth = finalHealth;
  509. enemyComp.speed = this.defaultEnemySpeed;
  510. enemyComp.attackPower = this.defaultAttackPower;
  511. console.log(`[EnemyController] 默认敌人血量: ${this.defaultHealth} * ${healthMultiplier} = ${finalHealth}`);
  512. }
  513. // 额外的属性设置
  514. enemyComp.spawnFromTop = fromTop;
  515. enemyComp.targetFence = find(fromTop ? 'Canvas/GameLevelUI/GameArea/TopFence' : 'Canvas/GameLevelUI/GameArea/BottomFence');
  516. enemyComp.movingDirection = Math.random() > 0.5 ? 1 : -1;
  517. enemyComp.targetY = fromTop ? this.gameBounds.top - 50 : this.gameBounds.bottom + 50;
  518. enemyComp.changeDirectionTime = 0;
  519. enemyComp.controller = this;
  520. // 更新敌人血量显示
  521. enemyComp.updateHealthDisplay();
  522. // 添加到活跃敌人列表
  523. this.activeEnemies.push(enemy);
  524. // 增加已生成敌人计数
  525. this.currentWaveEnemiesSpawned++;
  526. // 生成敌人时不更新敌人数量显示,避免重置计数
  527. console.log(`生成敌人,当前共有 ${this.activeEnemies.length} 个敌人 (已生成: ${this.currentWaveEnemiesSpawned}/${this.currentWaveTotalEnemies})`);
  528. }
  529. // 清除所有敌人
  530. clearAllEnemies(triggerEvents: boolean = true) {
  531. console.log(`[EnemyController] 开始清除所有敌人,triggerEvents: ${triggerEvents}`);
  532. // 设置清理标志,阻止清理过程中触发游戏胜利判断
  533. if (!triggerEvents) {
  534. this.isClearing = true;
  535. console.log('[EnemyController] 设置清理标志,阻止触发游戏事件');
  536. }
  537. // 如果不触发事件,先暂时禁用 notifyEnemyDead 方法
  538. const originalNotifyMethod = this.notifyEnemyDead;
  539. if (!triggerEvents) {
  540. // 临时替换为空函数
  541. this.notifyEnemyDead = () => {
  542. console.log('[EnemyController] notifyEnemyDead 被调用但已被禁用(清理模式)');
  543. };
  544. console.log('[EnemyController] 临时禁用敌人死亡通知');
  545. }
  546. for (const enemy of this.activeEnemies) {
  547. if (enemy && enemy.isValid) {
  548. enemy.destroy();
  549. }
  550. }
  551. // 恢复原来的方法
  552. if (!triggerEvents) {
  553. this.notifyEnemyDead = originalNotifyMethod;
  554. console.log('[EnemyController] 恢复敌人死亡通知');
  555. }
  556. this.activeEnemies = [];
  557. // 重置清理标志
  558. if (!triggerEvents) {
  559. this.isClearing = false;
  560. console.log('[EnemyController] 清理完成,重置清理标志');
  561. }
  562. // 清除敌人时不更新敌人数量显示,避免重置计数
  563. }
  564. // 获取所有活跃的敌人
  565. getActiveEnemies(): Node[] {
  566. // 过滤掉已经无效的敌人
  567. this.activeEnemies = this.activeEnemies.filter(enemy => enemy && enemy.isValid);
  568. return this.activeEnemies;
  569. }
  570. // 获取当前敌人数量
  571. getCurrentEnemyCount(): number {
  572. return this.getActiveEnemies().length;
  573. }
  574. // 获取最近的敌人节点
  575. public getNearestEnemy(fromPosition: Vec3): Node | null {
  576. const enemies = this.getActiveEnemies();
  577. if (enemies.length === 0) return null;
  578. let nearestEnemy: Node = null;
  579. let nearestDistance = Infinity;
  580. for (const enemy of enemies) {
  581. const distance = Vec3.distance(fromPosition, enemy.worldPosition);
  582. if (distance < nearestDistance) {
  583. nearestDistance = distance;
  584. nearestEnemy = enemy;
  585. }
  586. }
  587. return nearestEnemy;
  588. }
  589. // 检查是否有活跃敌人
  590. public hasActiveEnemies(): boolean {
  591. const activeCount = this.getActiveEnemies().length;
  592. return activeCount > 0;
  593. }
  594. // 调试方法:强制清理无效敌人引用
  595. public debugCleanupEnemies() {
  596. const beforeCount = this.activeEnemies.length;
  597. this.activeEnemies = this.activeEnemies.filter(enemy => enemy && enemy.isValid);
  598. const afterCount = this.activeEnemies.length;
  599. console.log(`[EnemyController] 清理无效敌人引用: ${beforeCount} -> ${afterCount}`);
  600. return afterCount;
  601. }
  602. // 获取游戏是否已开始状态
  603. public isGameStarted(): boolean {
  604. return this.gameStarted;
  605. }
  606. // 暂停生成敌人
  607. public pauseSpawning(): void {
  608. if (this.gameStarted) {
  609. console.log('暂停生成敌人');
  610. this.unschedule(this.spawnEnemy);
  611. }
  612. }
  613. // 恢复生成敌人
  614. public resumeSpawning(): void {
  615. console.log(`[EnemyController] resumeSpawning() 调用: gameStarted=${this.gameStarted}, currentWave=${this.currentWave}, currentWaveEnemiesSpawned=${this.currentWaveEnemiesSpawned}, currentWaveTotalEnemies=${this.currentWaveTotalEnemies}`);
  616. // 游戏状态检查现在通过事件系统处理
  617. if (!this.gameStarted) {
  618. console.log('[EnemyController] 游戏未开始,不恢复敌人生成');
  619. return;
  620. }
  621. // 检查是否已达到当前波次的敌人生成上限
  622. if (this.currentWaveEnemiesSpawned >= this.currentWaveTotalEnemies) {
  623. console.log(`[EnemyController] 当前波次敌人已全部生成 (${this.currentWaveEnemiesSpawned}/${this.currentWaveTotalEnemies}),不恢复生成`);
  624. return;
  625. }
  626. console.log(`[EnemyController] 恢复敌人生成,当前波次${this.currentWave},已生成: ${this.currentWaveEnemiesSpawned}/${this.currentWaveTotalEnemies}`);
  627. // 确保先取消之前的定时器,避免重复调度
  628. this.unschedule(this.spawnEnemy);
  629. this.schedule(this.spawnEnemy, this.spawnInterval);
  630. }
  631. // 敌人受到伤害
  632. damageEnemy(enemy: Node, damage: number, isCritical: boolean = false) {
  633. if (!enemy || !enemy.isValid) return;
  634. // 游戏状态检查现在通过事件系统处理
  635. // 获取敌人组件
  636. const enemyComp = enemy.getComponent(EnemyInstance);
  637. if (!enemyComp) return;
  638. // 减少敌人血量
  639. enemyComp.takeDamage(damage, isCritical);
  640. // 检查敌人是否死亡
  641. if (enemyComp.health <= 0) {
  642. // 从活跃敌人列表中移除
  643. const index = this.activeEnemies.indexOf(enemy);
  644. if (index !== -1) {
  645. this.activeEnemies.splice(index, 1);
  646. }
  647. // 敌人死亡时不在这里更新数量显示,由GameManager统一管理
  648. // 销毁敌人
  649. enemy.destroy();
  650. }
  651. }
  652. // 墙体受到伤害 - 现在委托给Wall组件
  653. damageWall(damage: number) {
  654. if (this.wallComponent) {
  655. this.wallComponent.takeDamage(damage);
  656. } else {
  657. console.warn('[EnemyController] 墙体组件未找到,无法处理伤害');
  658. }
  659. }
  660. // 游戏结束
  661. gameOver() {
  662. // 停止游戏,但不清除敌人
  663. this.stopGame(false);
  664. // 通过事件系统触发游戏失败
  665. const eventBus = EventBus.getInstance();
  666. eventBus.emit(GameEvents.GAME_DEFEAT);
  667. }
  668. update(dt: number) {
  669. if (!this.gameStarted) return;
  670. // 更新所有敌人
  671. for (let i = this.activeEnemies.length - 1; i >= 0; i--) {
  672. const enemy = this.activeEnemies[i];
  673. if (!enemy || !enemy.isValid) {
  674. this.activeEnemies.splice(i, 1);
  675. continue;
  676. }
  677. // 敌人更新由各自的组件处理
  678. // 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
  679. // 敌人的攻击逻辑已经在EnemyInstance中处理
  680. }
  681. }
  682. // === 调试方法 ===
  683. public testEnemyAttack() {
  684. console.log('=== 测试敌人攻击墙体 ===');
  685. // 手动触发墙体受到伤害
  686. const testDamage = 50;
  687. console.log(`模拟敌人攻击,伤害: ${testDamage}`);
  688. this.damageWall(testDamage);
  689. return this.wallComponent ? this.wallComponent.getCurrentHealth() : 0;
  690. }
  691. public getCurrentWallHealth(): number {
  692. return this.wallComponent ? this.wallComponent.getCurrentHealth() : 0;
  693. }
  694. public forceEnemyAttack() {
  695. console.log('=== 强制所有敌人进入攻击状态 ===');
  696. const activeEnemies = this.getActiveEnemies();
  697. console.log(`当前活跃敌人数量: ${activeEnemies.length}`);
  698. for (const enemy of activeEnemies) {
  699. const enemyComp = enemy.getComponent(EnemyInstance);
  700. if (enemyComp) {
  701. console.log(`强制敌人 ${enemy.name} 进入攻击状态`);
  702. // 直接调用damageWall方法进行测试
  703. this.damageWall(enemyComp.attackPower);
  704. }
  705. }
  706. }
  707. /** 供 EnemyInstance 在 onDestroy 中调用 */
  708. public notifyEnemyDead(enemyNode?: Node) {
  709. console.log(`[EnemyController] notifyEnemyDead 被调用,敌人节点: ${!!enemyNode}, 清理模式: ${this.isClearing}`);
  710. // 如果正在清理敌人,不触发任何游戏事件
  711. if (this.isClearing) {
  712. console.log('[EnemyController] 正在清理敌人,跳过死亡事件处理');
  713. if (enemyNode) {
  714. const idx = this.activeEnemies.indexOf(enemyNode);
  715. if (idx !== -1) {
  716. this.activeEnemies.splice(idx, 1);
  717. }
  718. }
  719. return;
  720. }
  721. if (enemyNode) {
  722. const idx = this.activeEnemies.indexOf(enemyNode);
  723. console.log(`[EnemyController] 在活跃敌人列表中查找敌人,索引: ${idx}, 列表长度: ${this.activeEnemies.length}`);
  724. if (idx !== -1) {
  725. this.activeEnemies.splice(idx, 1);
  726. console.log(`[EnemyController] 从活跃敌人列表中移除敌人,剩余: ${this.activeEnemies.length}`);
  727. }
  728. // 移除EnemyController内部的击杀计数,统一由GameManager管理
  729. // this.currentWaveEnemiesKilled++;
  730. // 敌人死亡通知时不更新数量显示,由GameManager统一管理
  731. }
  732. // 直接通过事件总线发送ENEMY_KILLED事件,避免通过GamePause的双重调用
  733. console.log(`[EnemyController] 发送 ENEMY_KILLED 事件`);
  734. const eventBus = EventBus.getInstance();
  735. eventBus.emit('ENEMY_KILLED');
  736. }
  737. /**
  738. * 加载敌人骨骼动画
  739. */
  740. private loadEnemyAnimation(enemyNode: Node, enemyConfig: EnemyConfig) {
  741. let spinePath: string | undefined = enemyConfig.visualConfig?.spritePrefab;
  742. if (!spinePath) return;
  743. if (spinePath.startsWith('@EnemyAni')) {
  744. spinePath = spinePath.replace('@EnemyAni', 'Animation/EnemyAni');
  745. }
  746. if (spinePath.startsWith('@')) {
  747. spinePath = spinePath.substring(1);
  748. }
  749. resources.load(spinePath, sp.SkeletonData, (err, skeletonData) => {
  750. if (err) {
  751. console.warn(`加载敌人Spine动画失败: ${spinePath}`, err);
  752. return;
  753. }
  754. let skeleton = enemyNode.getComponent(sp.Skeleton);
  755. if (!skeleton) {
  756. skeleton = enemyNode.addComponent(sp.Skeleton);
  757. }
  758. skeleton.skeletonData = skeletonData;
  759. const anims = enemyConfig.visualConfig.animations;
  760. const walkName = anims?.walk ?? 'walk';
  761. const idleName = anims?.idle ?? 'idle';
  762. if (skeleton.findAnimation(walkName)) {
  763. skeleton.setAnimation(0, walkName, true);
  764. console.log(`[EnemyController] 成功播放walk动画: ${walkName}`);
  765. } else if (skeleton.findAnimation(idleName)) {
  766. skeleton.setAnimation(0, idleName, true);
  767. console.log(`[EnemyController] 成功播放idle动画: ${idleName}`);
  768. } else {
  769. console.warn(`[EnemyController] 未找到合适的动画,walk: ${walkName}, idle: ${idleName}`);
  770. }
  771. });
  772. }
  773. // 更新敌人数量显示
  774. public updateEnemyCountLabel(killedCount?: number) {
  775. if (!this.enemyCountLabelNode) {
  776. console.warn('[EnemyController] enemyCountLabelNode 未找到,无法更新敌人数量显示');
  777. return;
  778. }
  779. const label = this.enemyCountLabelNode.getComponent(Label);
  780. if (label) {
  781. // 计算剩余敌人数量:总数 - 击杀数量
  782. let remaining: number;
  783. if (killedCount !== undefined) {
  784. // 使用传入的击杀数量计算剩余数量
  785. remaining = Math.max(0, this.currentWaveTotalEnemies - killedCount);
  786. } else {
  787. // 如果没有传入击杀数量,则显示当前波次总敌人数(初始状态)
  788. remaining = this.currentWaveTotalEnemies;
  789. }
  790. const oldText = label.string;
  791. label.string = remaining.toString();
  792. console.log(`[EnemyController] 更新敌人数量显示: "${oldText}" -> "${remaining}" (总数: ${this.currentWaveTotalEnemies}, 击杀数: ${killedCount ?? '未传入'}, 活跃敌人: ${this.getActiveEnemies().length})`);
  793. } else {
  794. console.warn('[EnemyController] enemyCountLabelNode 上未找到 Label 组件');
  795. }
  796. }
  797. public startWave(waveNum: number, totalWaves: number, totalEnemies: number, waveEnemyConfigs?: any[]) {
  798. this.currentWave = waveNum;
  799. this.totalWaves = totalWaves;
  800. this.currentWaveTotalEnemies = totalEnemies;
  801. this.currentWaveEnemiesSpawned = 0; // 重置已生成敌人计数器
  802. this.currentWaveEnemyConfigs = waveEnemyConfigs || []; // 存储当前波次的敌人配置
  803. // 移除EnemyController内部的击杀计数重置,统一由GameManager管理
  804. // this.currentWaveEnemiesKilled = 0;
  805. console.log(`[EnemyController] 开始波次 ${waveNum}/${totalWaves},需要生成 ${totalEnemies} 个敌人`);
  806. console.log(`[EnemyController] 波次敌人配置:`, this.currentWaveEnemyConfigs);
  807. this.updateWaveLabel();
  808. this.updateEnemyCountLabel();
  809. // 移除startWaveUI的隐藏,因为现在使用Toast预制体
  810. // if (this.startWaveUI) this.startWaveUI.active = false;
  811. }
  812. private updateWaveLabel() {
  813. if (!this.waveNumberLabelNode) {
  814. console.warn('[EnemyController] waveNumberLabelNode 未找到,无法更新波次标签');
  815. return;
  816. }
  817. const label = this.waveNumberLabelNode.getComponent(Label);
  818. if (label) {
  819. const newText = `${this.currentWave}/${this.totalWaves}`;
  820. label.string = newText;
  821. } else {
  822. console.warn('[EnemyController] waveNumberLabelNode 上未找到 Label 组件');
  823. }
  824. }
  825. /** 显示每波开始提示,随后开启敌人生成 */
  826. public showStartWavePromptUI(duration: number = 2) {
  827. // 通过事件系统检查游戏是否已经结束
  828. let gameOver = false;
  829. EventBus.getInstance().emit(GameEvents.GAME_CHECK_OVER, (isOver: boolean) => {
  830. gameOver = isOver;
  831. });
  832. if (gameOver) {
  833. console.log('[EnemyController] 游戏已经结束,不显示波次提示');
  834. return;
  835. }
  836. // 使用事件机制显示Toast
  837. const toastText = `第${this.currentWave}波敌人来袭!`;
  838. EventBus.getInstance().emit(GameEvents.SHOW_TOAST, {
  839. message: toastText,
  840. duration: duration
  841. });
  842. // 暂停生成(确保未重复)
  843. this.pauseSpawning();
  844. if (duration > 0) {
  845. this.scheduleOnce(() => {
  846. // 再次通过事件系统检查游戏是否已经结束
  847. let gameOverCheck = false;
  848. EventBus.getInstance().emit(GameEvents.GAME_CHECK_OVER, (isOver: boolean) => {
  849. gameOverCheck = isOver;
  850. });
  851. if (gameOverCheck) {
  852. console.log('[EnemyController] 游戏已经结束,不启动敌人生成(延时检查)');
  853. return;
  854. }
  855. // 真正开始/恢复生成敌人
  856. this.startGame();
  857. }, duration);
  858. } else {
  859. // 立即开始游戏
  860. this.startGame();
  861. }
  862. }
  863. /**
  864. * 重置到初始状态
  865. * 用于游戏重新开始时重置所有敌人相关状态
  866. */
  867. public resetToInitialState(): void {
  868. console.log('[EnemyController] 开始重置到初始状态');
  869. // 停止游戏并清理所有敌人
  870. this.stopGame(true);
  871. // 重置波次信息
  872. this.currentWave = 1;
  873. this.totalWaves = 1;
  874. this.currentWaveTotalEnemies = 0;
  875. this.currentWaveEnemiesKilled = 0;
  876. this.currentWaveEnemiesSpawned = 0;
  877. this.currentWaveEnemyConfigs = [];
  878. // 重置血量倍率
  879. this.currentHealthMultiplier = 1.0;
  880. // 清空暂停状态
  881. this.pausedEnemyStates.clear();
  882. // 重置UI显示
  883. this.updateEnemyCountLabel();
  884. this.updateWaveLabel();
  885. console.log('[EnemyController] 重置到初始状态完成');
  886. }
  887. /**
  888. * 处理更新敌人计数事件
  889. */
  890. private onUpdateEnemyCountEvent(killedCount: number) {
  891. this.updateEnemyCountLabel(killedCount);
  892. }
  893. /**
  894. * 处理启动波次事件
  895. */
  896. private onStartWaveEvent(data: { wave: number; totalWaves: number; enemyCount: number; waveEnemyConfigs: any[] }) {
  897. this.startWave(data.wave, data.totalWaves, data.enemyCount, data.waveEnemyConfigs);
  898. }
  899. /**
  900. * 处理启动游戏事件
  901. */
  902. private onStartGameEvent() {
  903. this.startGame();
  904. }
  905. /**
  906. * 处理显示波次提示事件
  907. */
  908. private onShowStartWavePromptEvent() {
  909. this.showStartWavePromptUI();
  910. }
  911. onDestroy() {
  912. // 清理事件监听
  913. const eventBus = EventBus.getInstance();
  914. eventBus.off(GameEvents.GAME_PAUSE, this.onGamePauseEvent, this);
  915. eventBus.off(GameEvents.GAME_RESUME, this.onGameResumeEvent, this);
  916. eventBus.off(GameEvents.GAME_SUCCESS, this.onGameEndEvent, this);
  917. eventBus.off(GameEvents.GAME_DEFEAT, this.onGameEndEvent, this);
  918. eventBus.off(GameEvents.CLEAR_ALL_GAME_OBJECTS, this.onClearAllGameObjectsEvent, this);
  919. eventBus.off(GameEvents.RESET_ENEMY_CONTROLLER, this.onResetEnemyControllerEvent, this);
  920. // 清理新增的事件监听
  921. eventBus.off(GameEvents.ENEMY_UPDATE_COUNT, this.onUpdateEnemyCountEvent, this);
  922. eventBus.off(GameEvents.ENEMY_START_WAVE, this.onStartWaveEvent, this);
  923. eventBus.off(GameEvents.ENEMY_START_GAME, this.onStartGameEvent, this);
  924. eventBus.off(GameEvents.ENEMY_SHOW_START_WAVE_PROMPT, this.onShowStartWavePromptEvent, this);
  925. // 清空状态
  926. this.pausedEnemyStates.clear();
  927. }
  928. }