fix(游戏逻辑): 修复任务结束时的UI移除时机并重置英雄数据
调整VictoryComp中UI节点移除的时机,确保在MissionStart事件之后执行 在MissionComp中添加英雄数据和金币的初始化逻辑,确保每局游戏开始时状态重置
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@@ -211,6 +211,34 @@ export class MissionComp extends CCComp {
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smc.vmdata.mission_data.time=15*60
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smc.vmdata.mission_data.time=15*60
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this.rewards=[] // 改为数组,用于存储掉落物品列表
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this.rewards=[] // 改为数组,用于存储掉落物品列表
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this.revive_times = 1; // 每次任务开始重置复活次数
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this.revive_times = 1; // 每次任务开始重置复活次数
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// 重置英雄数据,确保新一局是初始状态
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smc.vmdata.hero = {
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name:'',
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path:'',
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as:0,
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type:0,
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lv:0,
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exp:0,
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exp_max:100,
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exp_pre:0,
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hp:50,
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hp_max:100,
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mp:50,
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mp_max:100,
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def:0,
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ap:0,
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dis:0,
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crt:0,
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speed:0,
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skills:[],
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buff:[],
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tal:[],
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info:'',
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};
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// 重置金币为初始值 (如果需要保留金币,请注释掉此行)
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smc.vmdata.gold = 200;
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// console.log("[MissionComp]局内数据初始化",smc.vmdata.mission_data)
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// console.log("[MissionComp]局内数据初始化",smc.vmdata.mission_data)
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}
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}
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@@ -144,8 +144,8 @@ export class VictoryComp extends CCComp {
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oops.message.dispatchEvent(GameEvent.MissionEnd)
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oops.message.dispatchEvent(GameEvent.MissionEnd)
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this.scheduleOnce(()=>{
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this.scheduleOnce(()=>{
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oops.message.dispatchEvent(GameEvent.MissionStart)
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oops.message.dispatchEvent(GameEvent.MissionStart)
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oops.gui.removeByNode(this.node)
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},0.5)
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},0.5)
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oops.gui.removeByNode(this.node)
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}
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}
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item_show(e:any,val:any){
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item_show(e:any,val:any){
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// console.log("item_show",val)
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// console.log("item_show",val)
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