refactor: 将刷新石替换为银币作为卡牌刷新消耗

1. 重构全局配置,移除刷新石相关定义,新增银币刷新消耗常量
2. 新增局外持久货币银币的数据结构与管理逻辑
3. 重构卡牌刷新经济系统,统一使用银币进行刷新消耗
4. 更新UI显示与事件通知,适配银币系统变更
5. 调整清屏奖励逻辑,将刷新石奖励改为金币奖励
This commit is contained in:
panFD
2026-09-10 14:12:51 +08:00
parent a02bf54ede
commit 317a500439
9 changed files with 1763 additions and 343 deletions

View File

@@ -81,8 +81,6 @@ export class MissionCardComp extends CCComp {
private readonly buttonPressScale: number = 0.94;
/** 按钮弹起缩放(峰值) */
private readonly buttonClickScale: number = 1.06;
/** 抽卡(刷新)费用 */
refreshCost: number = FightSet.REFRESH_COST;
/** 卡牌面板展开/收起动画时长(秒) */
cardsPanelMoveDuration: number = 0.2;
@@ -170,7 +168,7 @@ export class MissionCardComp extends CCComp {
/** 英雄数量显示节点(含 icon + num 子节点) */
@property(Node)
hero_num_node: Node = null!
/** 刷新石数量显示节点(含 icon + num 子节点) */
/** 银币数量显示节点(含 icon + num 子节点) */
@property(Node)
refresh_stone_num_node: Node = null!
@@ -330,6 +328,7 @@ export class MissionCardComp extends CCComp {
this.resetButtonScale(this.cards_refresh);
this.resetPanelOpenCosts();
this.updateCoinAndCostUI();
this.updateSilverNumUI();
this.updateHeroNumUI(false, false);
if (this.node && this.node.isValid) {
this.node.active = true;
@@ -416,7 +415,7 @@ export class MissionCardComp extends CCComp {
this.on("PhasePrepareStart", this.onPhasePrepareStart, this);
oops.message.on(GameEvent.CoinAdd, this.onCoinAdd, this);
oops.message.on(GameEvent.RefreshStone, this.onRefreshStone, this);
oops.message.on(GameEvent.SILVER_UPDATE, this.onSilverUpdate, this);
oops.message.on(GameEvent.MasterCalled, this.onMasterCalled, this);
oops.message.on(GameEvent.HeroDead, this.onHeroDead, this);
oops.message.on(GameEvent.HeroSell, this.onHeroSell, this);
@@ -477,13 +476,14 @@ export class MissionCardComp extends CCComp {
}
}
/** 刷新石数量变更:刷新刷新按钮状态/费用显示,并播放数量变化动画 */
private onRefreshStone(event: string, args: any) {
/** 银币数量变更:刷新银币数值显示 + 刷新按钮状态/费用显示,并播放数量变化动画 */
private onSilverUpdate(event: string, args: any) {
const payload = args ?? event;
const v = typeof payload === 'number' ? payload : (payload?.delta ?? payload?.value ?? 0);
this.updateSilverNumUI();
this.updateDrawCostUI();
if (v !== 0) {
this.playRefreshStoneChangeAnim(v > 0);
this.playSilverChangeAnim(v > 0);
}
}
@@ -506,9 +506,10 @@ export class MissionCardComp extends CCComp {
* 挂在 showHeros / showEquips / showSkills / showShop 按钮节点(按钮下需预置 smalltip 子节点)
* @param text 可选:覆盖气泡文字(默认读 prefab 中配置的文本)
*/
public showSmallTip(type: "refresh_coin" | "buy_coin" | "hero_full" | "panel_hero_full" | "panel_equip_full" | "panel_skill_full" | "panel_shop_full", text?: string) {
public showSmallTip(type: "refresh_silver" | "refresh_coin" | "buy_coin" | "hero_full" | "panel_hero_full" | "panel_equip_full" | "panel_skill_full" | "panel_shop_full", text?: string) {
let targetNode: Node | null = null;
switch (type) {
case "refresh_silver":
case "refresh_coin":
targetNode = this.cards_refresh;
break;
@@ -673,7 +674,7 @@ export class MissionCardComp extends CCComp {
/** 解除按钮监听,避免节点销毁后回调泄漏 */
private unbindEvents() {
oops.message.off(GameEvent.CoinAdd, this.onCoinAdd, this);
oops.message.off(GameEvent.RefreshStone, this.onRefreshStone, this);
oops.message.off(GameEvent.SILVER_UPDATE, this.onSilverUpdate, this);
oops.message.off(GameEvent.MasterCalled, this.onMasterCalled, this);
oops.message.off(GameEvent.HeroDead, this.onHeroDead, this);
oops.message.off(GameEvent.HeroSell, this.onHeroSell, this);
@@ -1447,10 +1448,9 @@ export class MissionCardComp extends CCComp {
this.playButtonResetAnim(this.skill_refresh);
}
/** 装备刷新:扣费后重新抽取 3 张装备展示 */
/** 装备刷新:扣银币后重新抽取 3 张装备展示 */
private onClickEquipRefresh() {
const cost = MissionEconomy.getRefreshCost(this.refreshCost);
const success = MissionEconomy.executeRefresh(this.refreshCost);
const success = MissionEconomy.executeRefresh();
if (!success) {
this.showSmallTip("refresh_coin");
return;
@@ -1458,10 +1458,9 @@ export class MissionCardComp extends CCComp {
this.populateEquipments();
}
/** 药品刷新:扣费后重新抽取 3 张商品展示 */
/** 药品刷新:扣银币后重新抽取 3 张商品展示 */
private onClickShopRefresh() {
const cost = MissionEconomy.getRefreshCost(this.refreshCost);
const success = MissionEconomy.executeRefresh(this.refreshCost);
const success = MissionEconomy.executeRefresh();
if (!success) {
this.showSmallTip("refresh_coin");
return;
@@ -1469,9 +1468,9 @@ export class MissionCardComp extends CCComp {
this.populateShopItems();
}
/** 技能刷新:扣费后重新抽取 3 张技能卡展示 */
/** 技能刷新:扣银币后重新抽取 3 张技能卡展示 */
private onClickSkillRefresh() {
const success = MissionEconomy.executeRefresh(this.refreshCost);
const success = MissionEconomy.executeRefresh();
if (!success) {
this.showSmallTip("refresh_coin");
return;
@@ -1568,18 +1567,18 @@ export class MissionCardComp extends CCComp {
/**
* 刷新卡池按钮核心逻辑:
* 1. 检查金币/刷新石是否足够 → 不够则 toast 提示。
* 2. 扣除费用、播放金币动画。
* 1. 检查银币是否足够 → 不够则 toast 提示。
* 2. 扣除银币费用。
* 3. 重新布局槽位 → 从卡池构建 3 张卡 → 分发到槽位(三选一展示)。
*/
private onClickDraw() {
const cost = MissionEconomy.getRefreshCost(this.refreshCost);
const success = MissionEconomy.executeRefresh(this.refreshCost);
const cost = MissionEconomy.getSilverRefreshCost();
const success = MissionEconomy.executeRefresh();
if (!success) {
this.showSmallTip("refresh_coin");
this.showSmallTip("refresh_silver", "银币不足");
this.updateCoinAndCostUI();
mLogger.log(this.debugMode, "MissionCardComp", "draw coin not enough", {
currentCoin: MissionEconomy.getCoin(),
mLogger.log(this.debugMode, "MissionCardComp", "draw silver not enough", {
currentSilver: MissionEconomy.getSilver(),
cost
});
return;
@@ -1587,7 +1586,7 @@ export class MissionCardComp extends CCComp {
mLogger.log(this.debugMode, "MissionCardComp", "click refresh", {
cost,
leftCoin: MissionEconomy.getCoin()
leftSilver: MissionEconomy.getSilver()
});
this.layoutCardSlots();
const cards = this.buildDrawCards();
@@ -1626,8 +1625,10 @@ export class MissionCardComp extends CCComp {
}
// 开局三选一期满后永久隐藏 showHeros(战前限定,不随阶段恢复)
this.updateShowHerosVisibility();
// 刷新所有刷新按钮的费用显示(含刷新石/金币切换与置灰状态)
// 刷新所有刷新按钮的费用显示(含银币置灰状态)
this.updateDrawCostUI();
// 同步银币数量显示(阶段切换时确保数值最新)
this.updateSilverNumUI();
// 显示卡牌面板(默认进入准备阶段时展开,缩放放大到 1,点亮按钮 active 高亮)
if (this.cardPanNode && this.cardPanNode.isValid) {
this.showCardsPanel();
@@ -1851,17 +1852,17 @@ export class MissionCardComp extends CCComp {
}
private canDrawCards() {
// 有刷新石时可直接刷新,否则校验金币是否足够
return MissionEconomy.canRefresh(this.refreshCost);
// 银币足够时才可刷新
return MissionEconomy.canRefresh();
}
private updateDrawCostUI() {
const stones = MissionEconomy.getRefreshStone();
const stoneCost = MissionEconomy.getRefreshStoneCost();
this.updateOneRefreshBtnUI(this.cards_refresh, stones, stoneCost);
this.updateOneRefreshBtnUI(this.equip_refresh, stones, stoneCost);
this.updateOneRefreshBtnUI(this.shop_refresh, stones, stoneCost);
this.updateOneRefreshBtnUI(this.skill_refresh, stones, stoneCost);
const silver = MissionEconomy.getSilver();
const silverCost = MissionEconomy.getSilverRefreshCost();
this.updateOneRefreshBtnUI(this.cards_refresh, silver, silverCost);
this.updateOneRefreshBtnUI(this.equip_refresh, silver, silverCost);
this.updateOneRefreshBtnUI(this.shop_refresh, silver, silverCost);
this.updateOneRefreshBtnUI(this.skill_refresh, silver, silverCost);
}
/**
@@ -1871,50 +1872,42 @@ export class MissionCardComp extends CCComp {
* - 背景 :按钮底图
* - nobg :置灰遮罩,不可刷新时激活
* - Node/ :费用容器,下含 Label + coin + stone
* - coin/ :金币费用(含 num 子节点 Label),刷新石=0 时显示
* - stone/ :刷新石费用(含 num 子节点 Label),刷新石>0 时显示
* - coin/ :金币费用(含 num 子节点 Label),银币机制下隐藏
* - stone/ :银币数量(含 num 子节点 Label),显示当前持有银币数
*
* @param btnNode 刷新按钮节点
* @param stones 当前刷新石数量(外部统一读取,避免 4 次重复访问)
* @param stoneCost 单次刷新消耗的刷新石数量
* @param silver 当前银币数量(外部统一读取,避免 4 次重复访问)
* @param silverCost 单次刷新消耗的银币数量(仅用于判断是否置灰)
*/
private updateOneRefreshBtnUI(btnNode: Node | null, stones: number, stoneCost: number) {
private updateOneRefreshBtnUI(btnNode: Node | null, silver: number, silverCost: number) {
if (!btnNode || !btnNode.isValid) return;
// 刷新石足够一次消耗时走刷新石通道,否则走金币通道
const useStone = stones >= stoneCost;
// 银币足够一次消耗时走银币通道
const useSilver = silver >= silverCost;
// 置灰遮罩:有刷新石必定可刷新,否则按金币判断
// 置灰遮罩:银币不足时置灰
const nobg = btnNode.getChildByName("nobg");
if (nobg) {
nobg.active = useStone ? false : !this.canDrawCards();
nobg.active = !useSilver;
}
// 费用容器:按钮下的 Node 子节点(统一结构:背景 + Node[Label/coin/stone])
const container = btnNode.getChildByName("Node");
if (!container) return;
// 金币费用节点
// 金币费用节点:银币机制下隐藏,不再显示金币费用
const coinNode = container.getChildByName("coin");
if (coinNode) {
coinNode.active = !useStone;
if (!useStone) {
const numLabel = coinNode.getChildByName("num")?.getComponent(Label);
if (numLabel) {
numLabel.string = `${MissionEconomy.getRefreshCost(this.refreshCost)}`;
}
}
coinNode.active = false;
}
// 刷新石费用节点(显示单次刷新消耗数量)
// 银币费用节点(复用 stone 子节点结构,显示当前持有银币数量)
const stoneNode = container.getChildByName("stone");
if (stoneNode) {
stoneNode.active = useStone;
if (useStone) {
const numLabel = stoneNode.getChildByName("num")?.getComponent(Label);
if (numLabel) {
numLabel.string = `${stoneCost}`;
}
stoneNode.active = true;
const numLabel = stoneNode.getChildByName("num")?.getComponent(Label);
if (numLabel) {
numLabel.string = `${silver}`;
}
}
}
@@ -1930,6 +1923,17 @@ export class MissionCardComp extends CCComp {
}
}
/** 刷新银币数量显示(refresh_stone_num_node 下的 num Label),未绑定或节点失效时静默跳过 */
private updateSilverNumUI() {
if (!this.refresh_stone_num_node || !this.refresh_stone_num_node.isValid) return;
const numNode = this.refresh_stone_num_node.getChildByName("num");
if (!numNode || !numNode.isValid) return;
const label = numNode.getComponent(Label);
if (label) {
label.string = `${MissionEconomy.getSilver()}`;
}
}
private playCoinChangeAnim(isIncrease: boolean) {
if (!this.coins_node || !this.coins_node.isValid) return;
const icon = this.coins_node.getChildByName("icon");
@@ -1941,8 +1945,8 @@ export class MissionCardComp extends CCComp {
this.playHeroNumNodePop(num, peak);
}
/** 刷新石计数变化动画(与金币一致的 icon+num 弹跳) */
private playRefreshStoneChangeAnim(isIncrease: boolean) {
/** 银币计数变化动画(与金币一致的 icon+num 弹跳) */
private playSilverChangeAnim(isIncrease: boolean) {
if (!this.refresh_stone_num_node || !this.refresh_stone_num_node.isValid) return;
const peak = isIncrease ? 1.2 : 1.2;
const icon = this.refresh_stone_num_node.getChildByName("icon");