ConfigManager.ts 12 KB

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  1. import { _decorator, resources, JsonAsset } from 'cc';
  2. import { BaseSingleton } from './BaseSingleton';
  3. const { ccclass, property } = _decorator;
  4. // 武器配置接口
  5. export interface WeaponConfig {
  6. id: string;
  7. name: string;
  8. type: string;
  9. rarity: string;
  10. weight: number;
  11. stats: {
  12. damage: number;
  13. fireRate: number;
  14. range: number;
  15. bulletSpeed: number;
  16. penetration: number;
  17. accuracy: number;
  18. explosionRadius?: number;
  19. explosionDamage?: number;
  20. burnDuration?: number;
  21. burnDamage?: number;
  22. returnSpeed?: number;
  23. homingStrength?: number;
  24. };
  25. bulletConfig: {
  26. bulletType: string;
  27. bulletPrefab: string;
  28. hitEffect: string;
  29. trailEffect?: string;
  30. ricochetCount?: number;
  31. ricochetAngle?: number;
  32. explosionDelay?: number;
  33. burnEffect?: string;
  34. arcHeight?: number;
  35. returnDelay?: number;
  36. homingDelay?: number;
  37. };
  38. attackPattern: {
  39. type: string;
  40. projectileCount: number;
  41. spreadAngle: number;
  42. burstCount: number;
  43. burstDelay: number;
  44. };
  45. visualConfig: {
  46. weaponSprites: {
  47. [size: string]: string;
  48. };
  49. muzzleFlash: string;
  50. fireSound: string;
  51. };
  52. }
  53. // 敌人配置接口
  54. export interface EnemyConfig {
  55. id: string;
  56. name: string;
  57. type: string;
  58. rarity: string;
  59. weight: number;
  60. stats: {
  61. health: number;
  62. speed: number;
  63. damage: number;
  64. attackRange: number;
  65. attackSpeed: number;
  66. defense: number;
  67. coinReward: number;
  68. explosionDamage?: number;
  69. explosionRadius?: number;
  70. };
  71. movement: {
  72. type: string;
  73. pattern: string;
  74. speedVariation: number;
  75. swayAmplitude?: number;
  76. swayFrequency?: number;
  77. };
  78. combat: {
  79. attackType: string;
  80. attackDelay: number;
  81. attackCooldown: number;
  82. weaponType?: string;
  83. projectileType?: string;
  84. projectileSpeed?: number;
  85. canBlock: boolean;
  86. blockChance: number;
  87. };
  88. visualConfig: {
  89. spritePrefab: string;
  90. animations: {
  91. [state: string]: string;
  92. };
  93. scale: number;
  94. flipX: boolean;
  95. weapon?: string;
  96. armor?: string;
  97. prop?: string;
  98. };
  99. audioConfig: {
  100. [sound: string]: string;
  101. };
  102. specialAbilities: string[];
  103. stealthConfig?: {
  104. stealthDuration: number;
  105. stealthCooldown: number;
  106. revealOnAttack: boolean;
  107. visibilityAlpha: number;
  108. };
  109. armorConfig?: {
  110. armorHealth: number;
  111. armorReduction: number;
  112. breakThreshold: number;
  113. };
  114. explosionConfig?: {
  115. explosionDelay: number;
  116. explosionEffect: string;
  117. damageRadius: number;
  118. knockbackForce: number;
  119. };
  120. bossConfig?: {
  121. phases: number;
  122. phaseHealthThreshold: number;
  123. enrageBonus?: {
  124. speed: number;
  125. damage: number;
  126. attackSpeed: number;
  127. };
  128. summonAbility?: {
  129. minionType: string;
  130. summonCount: number;
  131. summonCooldown: number;
  132. };
  133. laserAbility?: {
  134. damage: number;
  135. range: number;
  136. chargeTime: number;
  137. cooldown: number;
  138. };
  139. };
  140. projectileConfig?: {
  141. bulletPrefab: string;
  142. hitEffect: string;
  143. trailEffect?: string;
  144. };
  145. }
  146. @ccclass('ConfigManager')
  147. export class ConfigManager extends BaseSingleton {
  148. // 仅用于类型声明,实例由 BaseSingleton 在运行时动态维护
  149. public static _instance: ConfigManager;
  150. private weaponsConfig: any = null;
  151. private enemiesConfig: any = null;
  152. private configLoaded: boolean = false;
  153. // 武器权重缓存
  154. private weaponWeightedList: WeaponConfig[] = [];
  155. // 敌人权重缓存
  156. private enemyWeightedList: EnemyConfig[] = [];
  157. /**
  158. * BaseSingleton 首次实例化回调
  159. */
  160. protected init() {
  161. this.loadConfigs();
  162. }
  163. // 加载所有配置文件
  164. private async loadConfigs() {
  165. this.configLoaded = false;
  166. try {
  167. // 加载武器配置
  168. await this.loadWeaponsConfig();
  169. // 加载敌人配置
  170. await this.loadEnemiesConfig();
  171. this.configLoaded = true;
  172. } catch (error) {
  173. this.configLoaded = false;
  174. }
  175. }
  176. // 加载武器配置
  177. private loadWeaponsConfig(): Promise<void> {
  178. return new Promise((resolve, reject) => {
  179. console.log('加载武器配置...');
  180. resources.load('data/weapons', JsonAsset, (err, asset) => {
  181. if (err) {
  182. console.error('武器配置文件加载失败:', err);
  183. reject(err);
  184. return;
  185. }
  186. if (!asset || !asset.json) {
  187. console.error('武器配置文件内容为空');
  188. reject(new Error('武器配置文件内容为空'));
  189. return;
  190. }
  191. this.weaponsConfig = asset.json as any;
  192. console.log('✅ 武器配置加载成功');
  193. this.buildWeaponWeightedList();
  194. resolve();
  195. });
  196. });
  197. }
  198. // 加载敌人配置
  199. private loadEnemiesConfig(): Promise<void> {
  200. return new Promise((resolve, reject) => {
  201. console.log('加载敌人配置...');
  202. resources.load('data/enemies', JsonAsset, (err, asset) => {
  203. if (err) {
  204. console.error('敌人配置文件加载失败:', err);
  205. reject(err);
  206. return;
  207. }
  208. if (!asset || !asset.json) {
  209. console.error('敌人配置文件内容为空');
  210. reject(new Error('敌人配置文件内容为空'));
  211. return;
  212. }
  213. this.enemiesConfig = asset.json as any;
  214. console.log('✅ 敌人配置加载成功');
  215. this.buildEnemyWeightedList();
  216. resolve();
  217. });
  218. });
  219. }
  220. // 构建武器权重列表
  221. private buildWeaponWeightedList() {
  222. if (!this.weaponsConfig) return;
  223. this.weaponWeightedList = [];
  224. this.weaponsConfig.weapons.forEach(weapon => {
  225. // 根据权重添加多次到列表中
  226. for (let i = 0; i < weapon.weight; i++) {
  227. this.weaponWeightedList.push(weapon);
  228. }
  229. });
  230. console.log('武器权重列表构建完成,总权重:', this.weaponWeightedList.length);
  231. }
  232. // 构建敌人权重列表
  233. private buildEnemyWeightedList() {
  234. if (!this.enemiesConfig) return;
  235. this.enemyWeightedList = [];
  236. this.enemiesConfig.enemies.forEach(enemy => {
  237. // 根据权重添加多次到列表中
  238. for (let i = 0; i < enemy.weight; i++) {
  239. this.enemyWeightedList.push(enemy);
  240. }
  241. });
  242. console.log('敌人权重列表构建完成,总权重:', this.enemyWeightedList.length);
  243. }
  244. // 随机获取武器配置
  245. public getRandomWeapon(rarity?: string): WeaponConfig | null {
  246. if (!this.weaponsConfig || this.weaponWeightedList.length === 0) {
  247. console.warn('武器配置未加载或为空');
  248. return null;
  249. }
  250. if (rarity) {
  251. // 按稀有度筛选
  252. const filteredWeapons = this.weaponsConfig.weapons.filter(weapon => weapon.rarity === rarity);
  253. if (filteredWeapons.length === 0) {
  254. console.warn(`没有找到稀有度为 ${rarity} 的武器`);
  255. return null;
  256. }
  257. const randomIndex = Math.floor(Math.random() * filteredWeapons.length);
  258. return filteredWeapons[randomIndex];
  259. }
  260. // 从权重列表中随机选择
  261. const randomIndex = Math.floor(Math.random() * this.weaponWeightedList.length);
  262. return this.weaponWeightedList[randomIndex];
  263. }
  264. // 随机获取敌人配置
  265. public getRandomEnemy(rarity?: string): EnemyConfig | null {
  266. if (!this.enemiesConfig || this.enemyWeightedList.length === 0) {
  267. console.warn('敌人配置未加载或为空');
  268. return null;
  269. }
  270. if (rarity) {
  271. // 按稀有度筛选
  272. const filteredEnemies = this.enemiesConfig.enemies.filter(enemy => enemy.rarity === rarity);
  273. if (filteredEnemies.length === 0) {
  274. console.warn(`没有找到稀有度为 ${rarity} 的敌人`);
  275. return null;
  276. }
  277. const randomIndex = Math.floor(Math.random() * filteredEnemies.length);
  278. return filteredEnemies[randomIndex];
  279. }
  280. // 从权重列表中随机选择
  281. const randomIndex = Math.floor(Math.random() * this.enemyWeightedList.length);
  282. return this.enemyWeightedList[randomIndex];
  283. }
  284. // 根据ID获取武器配置
  285. public getWeaponById(id: string): WeaponConfig | null {
  286. if (!this.weaponsConfig) return null;
  287. return this.weaponsConfig.weapons.find(weapon => weapon.id === id) || null;
  288. }
  289. // 根据ID获取敌人配置
  290. public getEnemyById(id: string): EnemyConfig | null {
  291. if (!this.enemiesConfig) return null;
  292. return this.enemiesConfig.enemies.find(enemy => enemy.id === id) || null;
  293. }
  294. /**
  295. * 获取敌人名称到ID的映射
  296. */
  297. public getNameToIdMapping(): { [key: string]: string } | null {
  298. if (!this.enemiesConfig) return null;
  299. return this.enemiesConfig.nameToIdMapping || null;
  300. }
  301. // 获取所有武器配置
  302. public getAllWeapons(): WeaponConfig[] {
  303. return this.weaponsConfig?.weapons || [];
  304. }
  305. // 获取所有敌人配置
  306. public getAllEnemies(): EnemyConfig[] {
  307. return this.enemiesConfig?.enemies || [];
  308. }
  309. // 根据稀有度获取武器列表
  310. public getWeaponsByRarity(rarity: string): WeaponConfig[] {
  311. if (!this.weaponsConfig) return [];
  312. return this.weaponsConfig.weapons.filter(weapon => weapon.rarity === rarity);
  313. }
  314. // 根据稀有度获取敌人列表
  315. public getEnemiesByRarity(rarity: string): EnemyConfig[] {
  316. if (!this.enemiesConfig) return [];
  317. return this.enemiesConfig.enemies.filter(enemy => enemy.rarity === rarity);
  318. }
  319. // 获取方块尺寸列表(已更新为形状ID)
  320. public getBlockSizes(): string[] {
  321. if (!this.weaponsConfig || !this.weaponsConfig.blockSizes) {
  322. return ['I', 'H-I', 'L', 'S', 'D-T'];
  323. }
  324. // 从blockSizes配置中提取形状ID
  325. return this.weaponsConfig.blockSizes.map((shape: any) => shape.id);
  326. }
  327. // 获取方块形状配置列表
  328. public getBlockShapes(): any[] {
  329. if (!this.weaponsConfig || !this.weaponsConfig.blockSizes) {
  330. console.warn('武器配置或方块形状配置未加载');
  331. return [];
  332. }
  333. return this.weaponsConfig.blockSizes;
  334. }
  335. // 获取波次进展配置
  336. public getWaveProgression(): any {
  337. return this.enemiesConfig?.waveProgression || {};
  338. }
  339. // 根据波次获取合适的敌人
  340. public getEnemyForWave(waveNumber: number): EnemyConfig | null {
  341. if (!this.enemiesConfig) return null;
  342. const progression = this.enemiesConfig.waveProgression;
  343. let enemyPool: string[] = [];
  344. if (waveNumber <= 5) {
  345. enemyPool = progression.earlyWaves || [];
  346. } else if (waveNumber <= 15) {
  347. enemyPool = [...(progression.earlyWaves || []), ...(progression.midWaves || [])];
  348. } else if (waveNumber <= 25) {
  349. enemyPool = [...(progression.midWaves || []), ...(progression.lateWaves || [])];
  350. } else {
  351. enemyPool = [...(progression.lateWaves || []), ...(progression.bossWaves || [])];
  352. }
  353. if (enemyPool.length === 0) {
  354. return this.getRandomEnemy();
  355. }
  356. const randomId = enemyPool[Math.floor(Math.random() * enemyPool.length)];
  357. return this.getEnemyById(randomId);
  358. }
  359. // 检查配置是否已加载
  360. public isConfigLoaded(): boolean {
  361. return this.configLoaded;
  362. }
  363. }