Files
heros/assets/script/game/map/CardsComp.ts
2025-07-02 17:45:00 +08:00

251 lines
9.2 KiB
TypeScript

import { _decorator, Label, tween, v3 } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { GameEvent } from "../common/config/GameEvent";
import { CardComp } from "./CardComp";
import { cardType, getRandomCardsByType } from "../common/config/CardSet";
import { smc } from "../common/SingletonModuleComp";
import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('CardsCompComp')
@ecs.register('CardsComp', false)
export class CardsCompComp extends CCComp {
card1:any=null
card2:any=null
card3:any=null
// card4:any=null
card1c:CardComp=null
card2c:CardComp=null
card3c:CardComp=null
// card4c:CardComp=null
/** 卡牌展示队列 */
private cardQueue: Array<{type: GameEvent, data?: any}> = [];
/** 是否正在展示卡牌 */
private isShowing: boolean = false;
//**当前卡组 */
private now_card:any=null;
//**是否正在倒计时 */
private is_countdown:boolean=false;
//**倒计时时间 */
private countdown_time:number=10;
/** 视图层逻辑代码分离演示 */
onLoad() {
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
this.on(GameEvent.HeroSkillSelect, this.addToQueue, this);
this.on(GameEvent.HeroSelect, this.addToQueue, this);
this.on(GameEvent.CardRefresh, this.addToQueue, this);
this.on(GameEvent.FuncSelect, this.addToQueue, this);
this.on(GameEvent.MissionEnd, this.clear_cards, this);
this.on(GameEvent.HeroSkillSelectEnd, this.close_cards, this);
this.on(GameEvent.CardsClose, this.close_cards, this);
this.on(GameEvent.EquipSelect, this.addToQueue, this);
this.card1=this.node.getChildByName("cards").getChildByName("card1")
this.card2=this.node.getChildByName("cards").getChildByName("card2")
this.card3=this.node.getChildByName("cards").getChildByName("card3")
// this.card4=this.node.getChildByName("card4")
this.card1c=this.card1.getComponent(CardComp)
this.card2c=this.card2.getComponent(CardComp)
this.card3c=this.card3.getComponent(CardComp)
// this.card4c=this.card4.getComponent(CardComp)
}
hero_select(){
let list=getRandomCardsByType(cardType.HERO,3)
console.log("[CardsComp]:英雄选择卡牌列表",list)
this.card1c.hero_select(list[0])
this.card2c.hero_select(list[1])
this.card3c.hero_select(list[2])
// this.card4c.hero_select(list[3])
}
hero_skill_select(data:any){
let list=getRandomCardsByType(cardType.SKILL,3)
console.log("[CardsComp]:技能选择卡牌列表",list)
this.card1c.hero_skill_select(list[0],data)
this.card2c.hero_skill_select(list[1],data)
this.card3c.hero_skill_select(list[2],data)
// this.card4c.hero_skill_select(list[3])
}
equip_select(data:any){
let list=[]
switch(data.slot){
case "weapon":
list=getRandomCardsByType(cardType.EQUIP,3)
break
case "armor":
list=getRandomCardsByType(cardType.EQUIP,3)
break
case "accessory":
list=getRandomCardsByType(cardType.EQUIP,3)
break
}
console.log("[CardsComp]:装备选择卡牌列表",list)
this.card1c.equip_select(list[0],data)
this.card2c.equip_select(list[1],data)
this.card3c.equip_select(list[2],data)
// this.card4c.equip_select(list[3])
}
func_select(){
let list=getRandomCardsByType(cardType.SPECIAL,3)
console.log("[CardsComp]:功能选择卡牌列表",list)
this.card1c.func_select(list[0])
this.card2c.func_select(list[1])
this.card3c.func_select(list[2])
// this.card4c.func_select(list[3])
}
random_select(){
this.card1c.random_select()
this.card2c.random_select()
this.card3c.random_select()
// this.card4c.random_select()
}
/** 添加卡牌展示到队列 */
private addToQueue(e: GameEvent, data?: any) {
console.log("[CardsComp]:添加卡牌到队列", e,data);
this.cardQueue.push({type: e, data: data});
this.processQueue();
}
/** 处理卡牌队列 */
private processQueue() {
if (this.isShowing || this.cardQueue.length === 0) {
return;
}
const nextCard = this.cardQueue.shift();
this.isShowing = true;
this.now_card=nextCard
this.show_cards(nextCard.type, nextCard.data);
}
show_cards(e:GameEvent,data:any,is_refresh:boolean=false){
this.node.getChildByName("btns").getChildByName("cancel").active=false
switch(e){
case GameEvent.HeroSelect:
console.log("[CardsComp]:显示英雄选择卡牌")
this.hero_select()
break
case GameEvent.HeroSkillSelect:
console.log("[CardsComp]:显示技能选择卡牌")
this.hero_skill_select(data)
break
case GameEvent.FuncSelect:
console.log("[CardsComp]:显示功能卡牌")
this.node.getChildByName("btns").getChildByName("cancel").active=true
this.func_select()
break
case GameEvent.EquipSelect:
console.log("[CardsComp]:显示装备选择卡牌")
this.node.getChildByName("btns").getChildByName("cancel").active=true
this.equip_select(data)
break
}
if(!is_refresh) this.show()
}
close_cards(e:GameEvent,data:any){
switch(e){
case GameEvent.HeroSelect:
console.log("[CardsComp]:关闭英雄选择卡牌")
break
case GameEvent.HeroSkillSelect:
console.log("[CardsComp]:关闭技能选择卡牌")
break
case GameEvent.CardRefresh:
console.log("[CardsComp]:关闭随机刷新卡牌")
break
case GameEvent.CardsClose:
console.log("[CardsComp]:关闭所有卡牌")
break
}
this.hide()
}
show(){
this.node.getChildByName("vip").active=false
// 设置初始状态
smc.mission.pause=true
// this.node.getChildByName("btns").getChildByName("cancel").setPosition(v3(0, this.node.getChildByName("btns").getChildByName("cancel").getPosition().y, 0))
// this.node.getChildByName("top").setPosition(v3(0, this.node.getChildByName("top").getPosition().y, 0))
this.node.setPosition(v3(0, 0, 0));
this.node.setScale(v3(0, 0, 1));
// 使用缓动动画放大和移动
tween(this.node)
.parallel(
tween().to(0.3, { scale: v3(1, 1, 1) }, { easing: 'backOut' }),
tween().to(0.3, { position: v3(0, 640, 0) }, { easing: 'backOut' })
)
.start();
let vip = RandomManager.instance.getRandomInt(0,100)
console.log("[CardsComp]:vip",vip)
if(vip < 30){
this.node.getChildByName("vip").active=true
this.is_countdown=true
this.countdown_time=10
}
}
hide(){
smc.mission.pause=false
tween(this.node)
.parallel(
tween().to(0.3, { scale: v3(0, 0, 1) }, { easing: 'backIn' }),
tween().to(0.3, { position: v3(0, 0, 0) }, { easing: 'backIn' })
)
.call(()=>{
this.node.setPosition(v3(0, -1000, 0));
this.isShowing = false;
this.processQueue(); // 处理队列中的下一个卡牌
})
.start();
}
clear_cards(){
// console.log("[CardsComp]:清除卡牌队列")
this.cardQueue = [];
this.close_cards(GameEvent.CardsClose,null)
}
refresh_card(){
this.show_cards(this.now_card.type,this.now_card.data,true)
}
//放弃选择
give_up_select(){
this.hide()
// let mission_data=smc.vmdata.mission_data
// mission_data.gold+=(mission_data.back_gold+mission_data.buff_back_gold) //返还金币
}
//点击看视频广告
to_do_vip(){
if(this.checkout_vip()){
console.log("[CardsComp]:vip检查通过")
}
}
//检测广告是否成功观看
checkout_vip(){
return true
}
update(dt: number) {
if(this.is_countdown){
this.countdown_time-=dt
this.node.getChildByName("vip").getChildByName("num").getComponent(Label).string=Math.floor(this.countdown_time).toString()
if(this.countdown_time<=0){
this.is_countdown=false
this.node.getChildByName("vip").active=false
}
}
}
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
reset() {
this.cardQueue = [];
this.isShowing = false;
this.node.destroy();
}
}