refactor: 重构技能弹窗系统,移除冗余技能池逻辑
1. 删除SkillBoxCardConfig相关类型、技能池配置和抽卡函数 2. 移除技能弹窗的刷新次数持久化逻辑与UI 3. 简化MissSkillsComp、SkillBoxComp的技能处理流程 4. 统一技能卡的添加和初始化逻辑,移除config专用初始化流程 5. 调整MissionCardComp的波次技能弹窗触发逻辑 6. 清理CardComp中冗余的技能描述缓存代码 7. 修正UIConfig中SkillBox预制体路径命名
This commit is contained in:
@@ -37,7 +37,6 @@ import { FieldSkillType } from "../common/config/SkillSet";
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import { FieldSkillHelper } from "../hero/FieldSkillHelper";
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import { getLvColor } from "../common/config/GameSet";
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import { MissionEconomy } from "./MissionEconomy";
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import { buildSkillDesc } from "../common/config/HeroSkillDesc";
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@@ -95,9 +94,6 @@ export class CardComp extends CCComp {
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@property(Node)
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hp_node = null!
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/** 技能信息标签缓存引用(由 cacheLabels 在 onLoad 时初始化) */
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private infoLabel: Label | null = null;
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// ======================== 运行时状态 ========================
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/** 当前卡牌的金币费用 */
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@@ -148,7 +144,6 @@ export class CardComp extends CCComp {
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onLoad() {
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/** 初始阶段只做UI状态准备,不触发业务逻辑 */
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this.bindEvents();
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this.cacheLabels();
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this.restPosition = this.node.position.clone();
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this.opacityComp = this.node.getComponent(UIOpacity) || this.node.addComponent(UIOpacity);
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this.opacityComp.opacity = 255;
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@@ -705,8 +700,6 @@ export class CardComp extends CCComp {
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this.hp_node.active = true;
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// 英雄卡:隐藏技能信息节点
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if (this.info_node) this.info_node.active = false;
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// 英雄卡:清空技能描述文本,避免切回时残留上一次的技能信息
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if (this.infoLabel) this.infoLabel.string = "";
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} else if (this.card_type === CardType.Skill) {
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if (this.lvl_node) this.lvl_node.node.active = false;
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// 技能卡:显示技能名 + 品质后缀 + 描述
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@@ -720,18 +713,6 @@ export class CardComp extends CCComp {
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this.hp_node.active = false;
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// 技能卡:显示技能信息节点
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if (this.info_node) this.info_node.active = true;
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// 技能卡:填充技能描述文本(沿用 HInfoComp.buildSkillDesc 模式)
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// 注意:技能卡 uuid 来自 SkillSet 而非 HeroInfo,故以 SkillConfig 作为数据源;
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// 用 buildSkillDesc 兼容调用,结果为空时回退到 SkillConfig.info 字段
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if (this.infoLabel) {
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const skill = SkillSet[this.card_uuid];
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if (skill) {
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const desc = buildSkillDesc(skill as any) || skill.info || "";
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this.infoLabel.string = desc;
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} else {
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this.infoLabel.string = "";
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}
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}
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} else {
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if (this.lvl_node) this.lvl_node.node.active = false;
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// 特殊卡(升级 / 刷新):显示卡名 + 品质后缀 + 描述
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@@ -744,8 +725,6 @@ export class CardComp extends CCComp {
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this.ap_node.active = false;
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this.hp_node.active = false;
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// 特殊卡:清空技能描述文本,避免切到特殊卡时残留上一次的技能信息
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if (this.infoLabel) this.infoLabel.string = "";
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}
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// ---- 费用标签 ----
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@@ -927,25 +906,6 @@ export class CardComp extends CCComp {
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if (label) label.string = value;
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}
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/**
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* 缓存 info_node 子树中的 Label 引用。
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* 与 HInfoComp.cacheLabels() 同源实现:若 info_node 下没有 Label 则动态创建,
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* 并设置与 HInfoComp 一致的字号 / 行高 / 对齐 / 溢出策略。
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*/
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private cacheLabels() {
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if (this.infoLabel || !this.info_node) return;
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this.infoLabel = this.info_node.getComponentInChildren(Label);
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if (!this.infoLabel) {
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const child = this.info_node.children[0] || this.info_node;
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this.infoLabel = child.getComponent(Label) || child.addComponent(Label);
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this.infoLabel.fontSize = 20;
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this.infoLabel.lineHeight = 28;
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this.infoLabel.overflow = Label.Overflow.SHRINK;
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this.infoLabel.horizontalAlign = Label.HorizontalAlign.LEFT;
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this.infoLabel.verticalAlign = Label.VerticalAlign.TOP;
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}
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}
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/**
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* 根据卡牌类型和 UUID 解析出图标 ID(在 SpriteAtlas 中的帧名)。
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@@ -1,266 +1,83 @@
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/**
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* @file MSkillBoxComp.ts
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* @description 固定波次触发的「技能卡三选一」弹窗组件(UI 视图层 + 流程控制)
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* @description 技能卡牌选择器
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*
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* 职责:
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* 1. 由 MissionCardComp 在 NewWave 事件且当前波次 ∈ {1, 5, 10, 15, 20} 时
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* 通过 `oops.gui.open(UIID.SkillBox, { wave, poolLv })` 弹出。
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* 2. 从 SkillBoxPool[wave] 抽 3 张卡,渲染到 card1 / card2 / card3 三个 CardComp 槽位。
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* 3. 玩家点中其中一张卡后,直接以该卡为 payload 分发 UseSkillCard 事件,
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* 由 MissSkillsComp 接管并实例化 SkillBoxComp(走 SkillBoxCardConfig 路径)。
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* 4. 提供「刷新」按钮(扣除 refreshRemain 一次)和「看广告刷新」按钮(回调留空,
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* 待接入广告 SDK 后会把 adRefreshRemain 累加 +3)。
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*
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* 关键设计:
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* - **强制必选**:不绑定关闭按钮,玩家只能点中 3 张卡之一才能关闭弹窗。
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* - **免费领取**:cost 强制 0,dispatchEvent(UseSkillCard) 不走 CoinAdd 扣费。
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* - **次数持久化**:refreshRemain / adRefreshRemain 存于 smc.vmdata.mission_data,
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* 跨波次保留,每局 mission 开始时由 MissionComp.data_init() 重置为 1/0。
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*
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* 依赖:
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* - CardComp —— 复用其渲染/交互逻辑(免费版:card_cost=0)
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* - SkillBoxPool / getSkillBoxCards (CardSet) —— 5 级硬编码技能池
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* - GameEvent.UseSkillCard —— 技能使用事件
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* - UIID.SkillBox (GameUIConfig) —— 弹窗 prefab 路径
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* - smc.vmdata.mission_data —— 刷新次数持久化
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*/
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import { mLogger } from "../common/Logger";
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import { _decorator, Label, Node, Button } from "cc";
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import { _decorator, instantiate, Label, Node, NodeEventType, Prefab, SpriteAtlas, Tween, tween, Vec3, Widget } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { GameEvent } from "../common/config/GameEvent";
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import { oops } from "db://oops-framework/core/Oops";
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import { smc } from "../common/SingletonModuleComp";
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import { getSkillBoxCards, SkillBoxCardConfig } from "../common/config/CardSet";
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import { UIID } from "../common/config/GameUIConfig";
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import { CardComp } from "./CardComp";
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const { ccclass, property } = _decorator;
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/**
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* MSkillBoxComp —— 技能三选一弹窗控制器
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* MSkillBoxComp —— 技能卡牌系统核心控制器
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*
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* 由 oops.gui.open(UIID.SkillBox, { wave, poolLv }) 实例化。
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* 管理 3 个卡牌槽位的抽卡分发、卡池升级、金币费用、
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* 在 1,5,10,15,20 波次弹出技能卡牌三选一
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*/
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@ccclass('MSkillBoxComp')
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@ecs.register('MSkillBoxComp', false)
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@ecs.register('MissionCard', false)
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export class MSkillBoxComp extends CCComp {
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/** 是否启用调试日志 */
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private debugMode: boolean = true;
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private debugMode: boolean = false;
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// ======================== 编辑器绑定节点 ========================
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/** 卡牌槽位 1 节点(需挂 CardComp) */
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/** 卡牌槽位 1 节点 */
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@property(Node)
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card1: Node = null!
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/** 卡牌槽位 2 节点(需挂 CardComp) */
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/** 卡牌槽位 2 节点 */
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@property(Node)
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card2: Node = null!
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/** 卡牌槽位 3 节点(需挂 CardComp) */
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/** 卡牌槽位 3 节点 */
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@property(Node)
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card3: Node = null!
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/** 刷新按钮(消耗 1 次 refreshRemain 重抽 3 张) */
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/** 刷新按钮 */
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@property(Node)
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refreshBtn: Node = null!
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/** 看广告刷新按钮(回调留空,后续接入广告 SDK 后累加 adRefreshRemain +3) */
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/** 看广告刷新按钮 */
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@property(Node)
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adRefreshBtn: Node = null!
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/** 刷新次数显示标签(可选,显示 "1/1" 形式) */
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@property(Label)
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refreshCountLabel: Label = null!
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// ======================== 运行时状态 ========================
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/** 当前波次(1/5/10/15/20) */
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private currentWave: number = 0;
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/** 当前卡池等级(预留扩展,目前未使用) */
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private currentPoolLv: number = 1;
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/** 3 个 CardComp 子控制器引用(有序) */
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private cardComps: CardComp[] = [];
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/** 是否已派发 UseSkillCard(防重复触发关闭) */
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private hasPicked: boolean = false;
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// ======================== 生命周期 ========================
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/**
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* 组件加载:
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*/
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onLoad() {
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// 监听任务结束,自动关闭弹窗(避免玩家关游戏时残留)
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oops.message.on(GameEvent.MissionEnd, this.onMissionEnd, this);
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this.bindEvents();
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}
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onAdded(args: { wave?: number; poolLv?: number }) {
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this.currentWave = Math.max(0, Math.floor(Number(args?.wave ?? 0)));
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this.currentPoolLv = Math.max(1, Math.floor(Number(args?.poolLv ?? 1)));
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this.hasPicked = false;
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this.cacheCardComps();
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this.rollAndRender();
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this.refreshRefreshCountUI();
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mLogger.log(this.debugMode, "MSkillBoxComp", "opened", {
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wave: this.currentWave,
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poolLv: this.currentPoolLv,
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refreshRemain: this.getRefreshRemain(),
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adRefreshRemain: this.getAdRefreshRemain(),
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});
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}
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onAdded(args: any) {
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}
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onDestroy() {
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super.onDestroy();
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this.unbindEvents();
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oops.message.off(GameEvent.MissionEnd, this.onMissionEnd, this);
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}
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onMissionEnd() {
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// 任务结束时强制关闭弹窗
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oops.gui.remove(UIID.SkillBox);
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}
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init() {
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// 弹窗组件无需额外 init,onAdded 阶段完成所有初始化
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}
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update(dt: number) {
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// 弹窗无帧更新逻辑
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}
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reset() {
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// ECS 组件移除时清理
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}
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// ======================== 内部:CardComp 缓存 ========================
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/**
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* 缓存 3 个卡槽上的 CardComp 引用。
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* 与 MissionCardComp.cacheCardComps() 同源实现,确保即开即用。
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*/
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private cacheCardComps() {
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this.cardComps = [];
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const slots: (Node | null)[] = [this.card1, this.card2, this.card3];
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for (let i = 0; i < slots.length; i++) {
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const node = slots[i];
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if (!node) continue;
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const comp = node.getComponent(CardComp) || node.addComponent(CardComp);
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this.cardComps.push(comp);
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}
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}
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// ======================== 内部:抽卡与渲染 ========================
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/**
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* 从 SkillBoxPool[currentWave] 抽 3 张并渲染到 3 个卡槽。
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* 渲染时强制 cost=0,触发 free 路径。
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*/
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private rollAndRender() {
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const cards = getSkillBoxCards(this.currentWave, 3);
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for (let i = 0; i < this.cardComps.length; i++) {
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const comp = this.cardComps[i];
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if (!comp) continue;
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if (i < cards.length) {
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comp.applyDrawCard(cards[i]);
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comp.card_cost = 0; // 强制免费
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} else {
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comp.clearBySystem();
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}
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}
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}
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/** 重新抽 3 张(玩家点 refreshBtn) */
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private reroll() {
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if (this.hasPicked) return;
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this.rollAndRender();
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mLogger.log(this.debugMode, "MSkillBoxComp", "reroll", {
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refreshRemain: this.getRefreshRemain(),
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adRefreshRemain: this.getAdRefreshRemain(),
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});
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}
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// ======================== 内部:刷新次数持久化 ========================
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/** 读取当前总可用刷新次数(普通 + 广告奖励) */
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private getRefreshRemain(): number {
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const d = smc.vmdata?.mission_data;
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if (!d) return 0;
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return Math.max(0, Math.floor(Number(d.skill_box_refresh_remain ?? 0)));
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}
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/** 读取广告奖励次数(待接入 SDK 后使用) */
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private getAdRefreshRemain(): number {
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const d = smc.vmdata?.mission_data;
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if (!d) return 0;
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return Math.max(0, Math.floor(Number(d.skill_box_ad_refresh_remain ?? 0)));
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}
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/** 消耗一次刷新(优先用普通次数,再用广告奖励) */
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private consumeRefresh(): boolean {
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const d = smc.vmdata?.mission_data;
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if (!d) return false;
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const remain = this.getRefreshRemain();
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const adRemain = this.getAdRefreshRemain();
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if (remain + adRemain <= 0) return false;
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if (remain > 0) {
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d.skill_box_refresh_remain = remain - 1;
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} else {
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d.skill_box_ad_refresh_remain = adRemain - 1;
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}
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return true;
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}
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/** 同步刷新次数显示 */
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private refreshRefreshCountUI() {
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if (!this.refreshCountLabel) return;
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const total = this.getRefreshRemain() + this.getAdRefreshRemain();
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this.refreshCountLabel.string = `${total}`;
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}
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// ======================== 内部:玩家选择 ========================
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/**
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* 监听每个 CardComp 的 UseSkillCard 派发,以关闭弹窗。
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* 由于 CardComp.useCard 内部已经 dispatchEvent(UseSkillCard, payload),
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* 这里只需监听事件并在识别为本弹窗的卡时关闭。
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*/
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private onSkillCardUsed(event: string, args: any) {
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if (this.hasPicked) return;
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const payload = args ?? event;
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if (!payload) return;
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const uuid = Number(payload?.uuid ?? 0);
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// 仅处理本弹窗抽出的 SkillBox 卡(uuid >= 9000)
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if (uuid < 9000) return;
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this.hasPicked = true;
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mLogger.log(this.debugMode, "MSkillBoxComp", "player picked skill card", { uuid });
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oops.gui.remove(UIID.SkillBox);
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}
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// ======================== 按钮事件 ========================
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private bindEvents() {
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this.refreshBtn?.on(Button.EventType.CLICK, this.onRefreshClick, this);
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this.adRefreshBtn?.on(Button.EventType.CLICK, this.onAdRefreshClick, this);
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oops.message.on(GameEvent.UseSkillCard, this.onSkillCardUsed, this);
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}
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private unbindEvents() {
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this.refreshBtn?.off(Button.EventType.CLICK, this.onRefreshClick, this);
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this.adRefreshBtn?.off(Button.EventType.CLICK, this.onAdRefreshClick, this);
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oops.message.off(GameEvent.UseSkillCard, this.onSkillCardUsed, this);
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}
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private onRefreshClick() {
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if (this.hasPicked) return;
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if (this.getRefreshRemain() + this.getAdRefreshRemain() <= 0) {
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oops.gui.toast("刷新次数已用完,请观看广告获取");
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return;
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}
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if (!this.consumeRefresh()) return;
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this.reroll();
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this.refreshRefreshCountUI();
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}
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reset() {
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private onAdRefreshClick() {
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// TODO: 接入广告 SDK 后,在广告播放成功回调中:
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||||
// smc.vmdata.mission_data.skill_box_ad_refresh_remain += 3;
|
||||
// this.refreshRefreshCountUI();
|
||||
// 当前为占位实现,仅打印日志提示
|
||||
mLogger.log(this.debugMode, "MSkillBoxComp", "onAdRefreshClick", "TODO: 接入广告 SDK,成功后 adRefreshRemain += 3");
|
||||
oops.gui.toast("广告功能即将上线");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -28,7 +28,6 @@ import { SkillBoxComp } from "./SkillBoxComp";
|
||||
import { oops } from "db://oops-framework/core/Oops";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { SkillBoxCardConfig } from "../common/config/CardSet";
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
/** 技能槽位数据结构 */
|
||||
@@ -142,32 +141,13 @@ export class MissSkillsComp extends CCComp {
|
||||
* 处理使用技能卡事件:提取 uuid 和 card_lv 后调用 addSkill。
|
||||
* @param event 事件名
|
||||
* @param args 卡牌数据(含 uuid、card_lv)
|
||||
*
|
||||
* 兼容两种数据源:
|
||||
* - 普通卡池(uuid < 9000):走 addSkill(uuid, card_lv) 旧流程
|
||||
* - SkillBox 卡池(uuid >= 9000 且 payload 含 s_uuid):
|
||||
* 视为 SkillBoxCardConfig,使用 addSkillByConfig 走新流程
|
||||
*/
|
||||
private onUseSkillCard(event: string, args: any) {
|
||||
const payload = args ?? event;
|
||||
const uuid = Number(payload?.uuid ?? 0);
|
||||
const card_lv = Math.max(1, Math.floor(Number(payload?.card_lv ?? 1)));
|
||||
if (!uuid) return;
|
||||
if (this.isSkillBoxPayload(payload)) {
|
||||
this.addSkillByConfig(payload as SkillBoxCardConfig);
|
||||
} else {
|
||||
this.addSkill(uuid, card_lv);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 判断 payload 是否为 SkillBox 三选一弹窗的卡牌配置。
|
||||
* 识别规则:uuid >= 9000 且 payload 含 s_uuid 字段。
|
||||
*/
|
||||
private isSkillBoxPayload(payload: any): boolean {
|
||||
if (!payload) return false;
|
||||
const uuid = Number(payload.uuid ?? 0);
|
||||
return uuid >= 9000 && Number(payload.s_uuid ?? 0) > 0;
|
||||
this.addSkill(uuid, card_lv);
|
||||
}
|
||||
|
||||
start() {
|
||||
@@ -212,37 +192,6 @@ export class MissSkillsComp extends CCComp {
|
||||
comp.init(uuid, card_lv);
|
||||
}
|
||||
|
||||
/**
|
||||
* 在场上添加一个 SkillBox 弹窗产出的技能卡(uuid >= 9000):
|
||||
* 流程与 addSkill 相同,但初始化走 initWithConfig 以支持 overrides / s_uuid。
|
||||
*
|
||||
* @param skillBoxCard SkillBoxCardConfig 完整卡牌配置
|
||||
*/
|
||||
addSkillByConfig(skillBoxCard: SkillBoxCardConfig) {
|
||||
var parent = smc.map.MapView.scene.entityLayer!.node!.getChildByName("SKILL")!;
|
||||
|
||||
if (!this.skill_box) {
|
||||
mLogger.error(this.debugMode, "MissSkillsComp", "skill_box prefab not set");
|
||||
return;
|
||||
}
|
||||
|
||||
const emptyIndex = this.slots.findIndex(slot => !slot.used);
|
||||
if (emptyIndex === -1) {
|
||||
mLogger.warn(this.debugMode, "MissSkillsComp", "skill_box slots are full");
|
||||
return;
|
||||
}
|
||||
|
||||
const node = instantiate(this.skill_box);
|
||||
node.parent = parent;
|
||||
node.setPosition(new Vec3(this.slots[emptyIndex].x, this.slots[emptyIndex].y, 0));
|
||||
|
||||
this.slots[emptyIndex].used = true;
|
||||
this.slots[emptyIndex].node = node;
|
||||
|
||||
const comp = node.getComponent(SkillBoxComp) || node.addComponent(SkillBoxComp);
|
||||
comp.initWithConfig(skillBoxCard);
|
||||
}
|
||||
|
||||
/** ECS 组件移除时销毁节点 */
|
||||
reset() {
|
||||
this.node.destroy();
|
||||
|
||||
@@ -37,7 +37,7 @@ import { _decorator, instantiate, Label, Node, NodeEventType, Prefab, SpriteAtla
|
||||
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 { CARD_POOL_INIT_LEVEL, CARD_POOL_MAX_LEVEL, CARD_POOL_UPGRADE_DISCOUNT_PER_WAVE, CardConfig, CardType, CardsUpSet, drawCardsByRule, getCardsByLv, SKILL_BOX_TRIGGER_WAVES, SpecialRefreshCardList, SpecialRefreshHeroType, SpecialUpgradeCardList } from "../common/config/CardSet";
|
||||
import { CARD_POOL_INIT_LEVEL, CARD_POOL_MAX_LEVEL, CARD_POOL_UPGRADE_DISCOUNT_PER_WAVE, CardConfig, CardType, CardsUpSet, drawCardsByRule, getCardsByLv, SpecialRefreshCardList, SpecialRefreshHeroType, SpecialUpgradeCardList } from "../common/config/CardSet";
|
||||
import { CardComp } from "./CardComp";
|
||||
import { oops } from "db://oops-framework/core/Oops";
|
||||
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
|
||||
@@ -48,7 +48,6 @@ import { FacSet, FightSet } from "../common/config/GameSet";
|
||||
import { MoveComp } from "../hero/MoveComp";
|
||||
import { MissionHeroComp } from "./MissionHeroComp";
|
||||
import { MissionEconomy } from "./MissionEconomy";
|
||||
import { UIID } from "../common/config/GameUIConfig";
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@@ -324,35 +323,13 @@ export class MissionCardComp extends CCComp {
|
||||
}
|
||||
|
||||
/** 新一波:展开面板 → 刷新费用 UI → 重新抽卡分发 */
|
||||
private onNewWave(event?: string, args?: any) {
|
||||
private onNewWave() {
|
||||
this.isBattlePhase = false;
|
||||
this.enterPreparePhase();
|
||||
this.updateCoinAndCostUI();
|
||||
this.layoutCardSlots();
|
||||
const cards = this.buildDrawCards();
|
||||
this.dispatchCardsToSlots(cards);
|
||||
|
||||
// 固定波次(1/5/10/15/20)弹出技能三选一弹窗
|
||||
const wave = Number(args?.wave ?? 0);
|
||||
if (this.isSkillBoxTriggerWave(wave)) {
|
||||
this.openSkillBox(wave);
|
||||
}
|
||||
}
|
||||
|
||||
/** 判断 wave 是否属于技能弹窗触发波次 */
|
||||
private isSkillBoxTriggerWave(wave: number): boolean {
|
||||
if (!wave || wave <= 0) return false;
|
||||
return SKILL_BOX_TRIGGER_WAVES.includes(wave);
|
||||
}
|
||||
|
||||
/** 打开技能三选一弹窗(MSkillBoxComp) */
|
||||
private openSkillBox(wave: number) {
|
||||
if (smc.map?.MapView) {
|
||||
oops.gui.open(UIID.SkillBox, { wave, poolLv: this.poolLv });
|
||||
mLogger.log(this.debugMode, "MissionCardComp", "openSkillBox", { wave, poolLv: this.poolLv });
|
||||
} else {
|
||||
mLogger.warn(this.debugMode, "MissionCardComp", "openSkillBox skipped, smc.map.MapView not ready");
|
||||
}
|
||||
}
|
||||
|
||||
/** 解除按钮监听,避免节点销毁后回调泄漏 */
|
||||
@@ -626,17 +603,13 @@ export class MissionCardComp extends CCComp {
|
||||
this.cardsHideScale = new Vec3(0, 0, this.cardsBaseScale.z);
|
||||
}
|
||||
|
||||
/** 进入准备阶段:展开卡牌面板(立即恢复缩放,无动画)+ 显示抽卡按钮 */
|
||||
/** 进入准备阶段:展开卡牌面板(立即恢复缩放,无动画) */
|
||||
private enterPreparePhase() {
|
||||
if (!this.cards_node || !this.cards_node.isValid) return;
|
||||
this.initCardsPanelPos();
|
||||
this.cards_node.active = true;
|
||||
Tween.stopAllByTarget(this.cards_node);
|
||||
this.cards_node.setScale(this.cardsShowScale);
|
||||
// 准备阶段:显示抽卡按钮
|
||||
if (this.cards_chou && this.cards_chou.isValid) {
|
||||
this.cards_chou.active = true;
|
||||
}
|
||||
}
|
||||
|
||||
private enterBattlePhase() {
|
||||
@@ -652,16 +625,16 @@ export class MissionCardComp extends CCComp {
|
||||
// }
|
||||
// })
|
||||
// .start();
|
||||
// 战斗阶段:隐藏抽卡按钮
|
||||
if (this.cards_chou && this.cards_chou.isValid) {
|
||||
this.cards_chou.active = false;
|
||||
}
|
||||
}
|
||||
|
||||
/** 构建本次抽卡结果,保证最终可分发3条数据 */
|
||||
private buildDrawCards(): CardConfig[] {
|
||||
// 技能卡已不再通过常规刷新分发,统一走 MSkillBoxComp 固定波次弹窗
|
||||
const targetType: CardType[] = [CardType.Hero, CardType.SpecialRefresh];
|
||||
let targetType: CardType | CardType[] | undefined = undefined;
|
||||
if (this.isBattlePhase) {
|
||||
targetType = CardType.Skill;
|
||||
} else {
|
||||
targetType = [CardType.Hero, CardType.SpecialRefresh];
|
||||
}
|
||||
const cards = getCardsByLv(this.poolLv, targetType);
|
||||
|
||||
/** 正常情况下直接取前3 */
|
||||
|
||||
@@ -727,9 +727,6 @@ export class MissionComp extends CCComp {
|
||||
smc.vmdata.mission_data.coin = Math.max(0, Math.floor(CardInitCoins));
|
||||
// 【评分系统 - 效率分】记录初始获得的金币收入
|
||||
smc.vmdata.scores.gold_earned += smc.vmdata.mission_data.coin;
|
||||
// 技能三选一弹窗:每局重置 1 次普通刷新 + 清零广告累计次数
|
||||
smc.vmdata.mission_data.skill_box_refresh_remain = 1;
|
||||
smc.vmdata.mission_data.skill_box_ad_refresh_remain = 0;
|
||||
}
|
||||
|
||||
// ======================== 波次管理 ========================
|
||||
|
||||
@@ -29,8 +29,8 @@ import { mLogger } from "../common/Logger";
|
||||
import { _decorator, Node, Prefab, Sprite, Label, Vec3, resources, SpriteAtlas } 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 { CardPoolList, SkillBoxCardConfig } from "../common/config/CardSet";
|
||||
import { SkillOverrides, SkillSet } from "../common/config/SkillSet";
|
||||
import { CardPoolList } from "../common/config/CardSet";
|
||||
import { SkillSet } from "../common/config/SkillSet";
|
||||
import { oops } from "db://oops-framework/core/Oops";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
@@ -68,8 +68,6 @@ export class SkillBoxComp extends CCComp {
|
||||
private trigger_times: number = 1;
|
||||
/** 触发间隔(秒,仅持续技能有效) */
|
||||
private trigger_interval: number = 0;
|
||||
/** 技能参数覆盖(来自 SkillBoxCardConfig.overrides,触发时随事件派发) */
|
||||
private skill_overrides: SkillOverrides | null = null;
|
||||
|
||||
// ======================== 运行时状态 ========================
|
||||
|
||||
@@ -125,7 +123,6 @@ export class SkillBoxComp extends CCComp {
|
||||
this.trigger_times = config.t_times ?? 1;
|
||||
this.trigger_interval = config.t_inv ?? 0;
|
||||
}
|
||||
this.skill_overrides = null;
|
||||
|
||||
this.current_trigger_times = 0;
|
||||
this.timer = 0;
|
||||
@@ -146,39 +143,6 @@ export class SkillBoxComp extends CCComp {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 使用 SkillBoxCardConfig 初始化(MSkillBoxComp 三选一弹窗场景)
|
||||
*
|
||||
* 与 init(uuid, card_lv) 的区别:
|
||||
* - 直接以 s_uuid 字段作为实际生效技能
|
||||
* - 触发参数(is_inst / t_times / t_inv)取自 SkillBoxCardConfig
|
||||
* - overrides 在 triggerSkill 时随事件一起派发,由技能执行系统按需应用
|
||||
*/
|
||||
initWithConfig(skillBoxCard: SkillBoxCardConfig) {
|
||||
this.s_uuid = skillBoxCard.s_uuid;
|
||||
this.card_lv = Math.max(1, Math.floor(skillBoxCard.card_lv ?? 1));
|
||||
this.is_instant = skillBoxCard.is_inst ?? true;
|
||||
this.trigger_times = skillBoxCard.t_num ?? skillBoxCard.t_times ?? 1;
|
||||
this.trigger_interval = skillBoxCard.t_inv ?? 0;
|
||||
this.skill_overrides = skillBoxCard.overrides ?? null;
|
||||
|
||||
this.current_trigger_times = 0;
|
||||
this.timer = 0;
|
||||
this.initialized = true;
|
||||
|
||||
this.updateUI();
|
||||
|
||||
if (this.is_instant) {
|
||||
this.triggerSkill();
|
||||
this.current_trigger_times++;
|
||||
if (this.current_trigger_times >= this.trigger_times) {
|
||||
this.scheduleOnce(() => {
|
||||
this.node.destroy();
|
||||
}, 1.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新 UI:
|
||||
* - 图标:从 uicons 图集获取。
|
||||
@@ -293,13 +257,11 @@ export class SkillBoxComp extends CCComp {
|
||||
const parentPos = this.node.parent ? this.node.parent.position : new Vec3(0, 0, 0);
|
||||
targetPos.set(parentPos.x + localPos.x, parentPos.y + localPos.y, 0);
|
||||
|
||||
// 将 SkillBoxCardConfig 的 overrides 一起派发,技能执行系统可按需合并到基础 SkillSet 配置
|
||||
oops.message.dispatchEvent(GameEvent.TriggerSkill, {
|
||||
s_uuid: this.s_uuid,
|
||||
isCardSkill: true, // 标记为卡牌技能(区别于英雄自身技能)
|
||||
card_lv: this.card_lv,
|
||||
targetPos: targetPos,
|
||||
overrides: this.skill_overrides ?? undefined
|
||||
targetPos: targetPos
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user