feat(equip-system): 新增装备系统核心支持
1. 重构卡牌配置定义,明确Field类型为装备卡并支持单卡多词条 2. 添加装备卡判断和词条计数工具函数 3. 新增EquipListComp装备列表组件 4. 更新aui.plist和预制体UI资源适配新装备系统 5. 补充多词条装备示例配置
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@@ -55,7 +55,7 @@ export enum CardSkillType {
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export enum CardTriggerType {
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Instant = 1, // 即时触发:使用后立即生效一次
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Interval = 2, // 定时循环:战斗中按 t_inv 间隔重复触发
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Field = 3, // 驻场光环:被动生效(仅显式分类,仍由 field 字段驱动)
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Field = 3, // 驻场光环(俗称「装备」):被动生效,由 field 数组驱动,支持单卡多词条
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FightStart = 4, // 战斗开始时触发
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FightEnd = 5, // 战斗结束时触发(每波结束)
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HeroDead = 6, // 场上己方英雄死亡时触发
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@@ -98,7 +98,7 @@ export interface CardConfig {
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t_inv?: number // 触发间隔(秒)
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keep_waves?: number // 维持的波次数(-1表示持续到战斗结束,0或undefined表示仅本波次)
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overrides?: SkillOverrides // 技能参数覆写(如自定义伤害ap、buff值、金币数等)
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field?: number[] // 驻场技能 UUID 数组,表示该卡牌提供驻场属性加成
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field?: number[] // 装备词条数组:驻场光环卡(trigger_type=Field)的属性词条,支持单卡多词条(如 [7002, 7004, 7005] 同时提供攻击/暴击/暴伤)
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/** 触发类型(必填,技能卡专用;功能卡/英雄卡可缺省) */
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trigger_type?: CardTriggerType;
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@@ -180,6 +180,8 @@ const SkillCardData: any[] = [
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{ uuid: 8710, skill: 0, wave: SKILL_CARD_WAVES[0], name: "金币收益", info: "每回合金币收益+1", is_inst: false, keep_waves: -1, field: [7010], trigger_type: CardTriggerType.Field },
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{ uuid: 8711, skill: 0, wave: SKILL_CARD_WAVES[0], name: "出售强化", info: "卖出英雄金币+1", is_inst: false, keep_waves: -1, field: [7011], trigger_type: CardTriggerType.Field },
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// --- 多词条装备示例(一张卡自带多条属性词条) ---
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{ uuid: 8720, skill: 0, wave: SKILL_CARD_WAVES[0], name: "勇者护符", info: "英雄攻击力+10%, 暴击率+10%, 暴击伤害+20%", is_inst: false, keep_waves: -1, field: [7002, 7004, 7005], trigger_type: CardTriggerType.Field },
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// ==================== wave 5 档(强度 ×2) ====================
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// --- 驻场卡(field uuid +200,对应 FieldSkillSet 72xx 段) ---
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@@ -204,6 +206,8 @@ const SkillCardData: any[] = [
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{ uuid: 8760, skill: 0, wave: SKILL_CARD_WAVES[1], name: "金币收益+", info: "每回合金币收益+2", is_inst: false, keep_waves: -1, field: [7210], trigger_type: CardTriggerType.Field },
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{ uuid: 8761, skill: 0, wave: SKILL_CARD_WAVES[1], name: "购买优惠+", info: "购买卡牌费用-2金币", is_inst: false, keep_waves: -1, field: [7212], trigger_type: CardTriggerType.Field },
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{ uuid: 8762, skill: 0, wave: SKILL_CARD_WAVES[1], name: "刷新优惠", info: "刷新卡牌费用-1金币", is_inst: false, keep_waves: -1, field: [7213], trigger_type: CardTriggerType.Field },
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// --- 多词条装备示例(一张卡自带多条属性词条) ---
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{ uuid: 8770, skill: 0, wave: SKILL_CARD_WAVES[1], name: "守卫护甲", info: "英雄最大生命+20%, 战后生命回复+20%, 攻速+20%", is_inst: false, keep_waves: -1, field: [7207, 7201, 7206], trigger_type: CardTriggerType.Field },
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// ==================== wave 8 档(强度 ×3) ====================
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@@ -234,6 +238,8 @@ const SkillCardData: any[] = [
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{ uuid: 8814, skill: 0, wave: SKILL_CARD_WAVES[2], name: "结束强化++", info: "战斗结束触发技能次数+1", is_inst: false, keep_waves: -1, field: [7017], trigger_type: CardTriggerType.Field },
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{ uuid: 8815, skill: 0, wave: SKILL_CARD_WAVES[2], name: "攻击强化++", info: "攻击触发技能次数+1", is_inst: false, keep_waves: -1, field: [7018], trigger_type: CardTriggerType.Field },
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{ uuid: 8816, skill: 0, wave: SKILL_CARD_WAVES[2], name: "受击强化++", info: "被攻击触发技能次数+1", is_inst: false, keep_waves: -1, field: [7019], trigger_type: CardTriggerType.Field },
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// --- 多词条装备示例(一张卡自带多条属性词条) ---
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{ uuid: 8820, skill: 0, wave: SKILL_CARD_WAVES[2], name: "神圣之刃", info: "英雄攻击力+30%, 暴击率+30%, 暴击伤害+60%, 攻速+30%", is_inst: false, keep_waves: -1, field: [7402, 7404, 7405, 7406], trigger_type: CardTriggerType.Field },
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// --- 范围攻击卡(ap 最高,间隔最短) ---
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];
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@@ -322,6 +328,28 @@ const clampCardLv = (lv: number): CardLV => {
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return CardLV.LV1;
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}
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// ============ 装备(光环类技能卡)语义化封装 ============
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// 说明:不新增 CardType / CKind,以 trigger_type=Field 且 field 非空作为装备识别标志,
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// 复用现有 CardConfig.field: number[] 天然支持单卡多词条(一张装备自带多条属性加成)。
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/**
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* 判断卡牌是否为「装备」(光环类技能卡)。
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* 判定条件:trigger_type 为 Field,且 field 数组非空。
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*/
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export const isEquipmentCard = (card: CardConfig): boolean => {
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return card.trigger_type === CardTriggerType.Field
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&& !!card.field
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&& card.field.length > 0;
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}
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/**
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* 获取装备卡的属性词条数量。
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* 非装备卡返回 0;装备卡返回 field 数组长度。
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*/
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export const getEquipmentFieldCount = (card: CardConfig): number => {
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return isEquipmentCard(card) ? (card.field?.length ?? 0) : 0;
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}
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/** 单次按权重抽取一张卡 */
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const weightedPick = (cards: CardConfig[]): CardConfig | null => {
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if (cards.length === 0) return null
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153
assets/script/game/map/EquipListComp.ts
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153
assets/script/game/map/EquipListComp.ts
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@@ -0,0 +1,153 @@
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/**
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* @file EquipListComp.ts
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* @description 单个技能卡效果控制组件(UI 视图层 + 逻辑层)
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*
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* 职责:
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* 1. 表示一张已使用的技能卡在战场上的 **可视化实体**。
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* 2. 按 trigger_type 类型化分发触发逻辑(即时 / 定时 / 驻场 / 事件型)。
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* 3. 显示技能图标和剩余触发次数。
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* 4. 触发结束后自动销毁。
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*
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* 触发类型(CardTriggerType):
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* - Instant (1):init 时立即触发一次(按 t_times 控制次数,跨波次 NewWave 时再次触发)
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* - Interval (2):监听 FightStart → update 帧驱动按 t_inv 间隔重复触发(按 t_times 控制每波次数)
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* - Field (3):被动生效,不主动施法(实际由 FieldSkillSet 处理)
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* - FightStart (4):监听 FightStart 事件,按 trigger_limit 全局累计上限
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* - FightEnd (5):监听 FightEnd 事件(每波结束派发),按 trigger_limit 全局累计上限
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* - HeroDead (6):监听 HeroDead 事件(仅英雄阵营派发,怪物死亡不触发)
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* - HeroCall (7):监听 MasterCalled(主角/技能召唤)+ ReviveSuccess(复活)
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*
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* 关键设计:
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* - 事件型(4-7)统一走 onEventTrigger 入口,仅作触发信号,不读取 payload
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* - 触发上限:Instant/Interval 按 t_times(每波内),事件型按 trigger_limit(全局)
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* - 跨波次:keep_waves 控制存活;事件型 trigger_count 不随波次重置
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* - 销毁时通过 GameEvent.RemoveSkillBox 通知 MissSkillsComp 回收槽位
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*
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* 依赖:
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* - CardPoolList / CardTriggerType(CardSet)—— 查询技能卡的触发配置
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* - SkillSet —— 技能静态配置(icon 字段)
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* - GameEvent —— 各类游戏事件
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* - smc.mission —— 游戏运行状态
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*/
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import { mLogger } from "../common/Logger";
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import { _decorator, Node, Prefab, Sprite, Label, Vec3, resources, SpriteAtlas, tween, v3, Tween, NodeEventType } 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 { CardPoolList, CardTriggerType } from "../common/config/CardSet";
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import { SkillSet, SkillOverrides, FieldSkillSet } from "../common/config/SkillSet";
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import { oops } from "db://oops-framework/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { smc } from "../common/SingletonModuleComp";
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import { UIID } from "../common/config/GameUIConfig";
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const { ccclass, property } = _decorator;
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/**
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* EquipListComp —— 单个技能卡效果视图 + 逻辑组件
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*
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* 由 MissSkillsComp.addSkill() 实例化并初始化。
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* 在战场上以图标 + 剩余次数的形式呈现。
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*/
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@ccclass('EquipListComp')
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@ecs.register('EquipListComp', false)
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export class EquipListComp extends CCComp {
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/** 调试日志开关 */
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private debugMode: boolean = true;
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/** 装备图标节点 */
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@property({ type: Node })
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private icon_node: Node = null;
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@property({ type: Node })
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private bg_node: Node = null;
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@property(Label)
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private name_label: Label = null;
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@property(Label)
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private fied1: Label = null;
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@property(Label)
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private fied2: Label = null;
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@property(Label)
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private fied3: Label = null;
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@property(Label)
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private level_label: Label = null;
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@property({ type: Node })
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private buy_node: Node = null;
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// ======================== 技能配置 ========================
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/** 技能 UUID */
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private s_uuid: number = 0;
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/** 卡牌等级 */
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private card_lv: number = 1;
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/** 是否为即时技能(true=使用后立即触发,false=战斗中定时触发) */
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private is_instant: boolean = true;
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/** 总触发次数 */
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private trigger_times: number = 1;
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/** 触发间隔(秒,仅持续技能有效) */
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private trigger_interval: number = 0;
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/** 维持的波次数(-1表示直到战斗结束,0表示不跨波次,>0表示维持的具体波次数) */
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private keep_waves: number = 0;
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/** 技能覆写参数(自定义伤害、Buff等) */
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private overrides?: SkillOverrides;
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/** 驻场技能 UUID 列表 */
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public field: number[] = [];
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/** 卡牌自定义图标ID(优先级最高,未定义则按 trigger_type 自动取) */
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private card_icon?: string;
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// ======================== 触发类型化扩展 ========================
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/** 触发类型(默认即时,保持向后兼容) */
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private trigger_type: CardTriggerType = CardTriggerType.Instant;
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/** 事件型触发的全局次数上限(Infinity 表示无上限) */
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private trigger_limit: number = Infinity;
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/** 事件型已触发次数 */
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private trigger_count: number = 0;
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// ======================== 运行时状态 ========================
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/** 已触发次数 */
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private current_trigger_times: number = 0;
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/** 当前计时器(秒) */
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private timer: number = 0;
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/** 是否处于战斗中(仅战斗中持续技能才计时) */
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private in_combat: boolean = false;
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/** 是否已初始化 */
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private initialized: boolean = false;
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onLoad() {
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}
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onDestroy() {
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}
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init() {
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}
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private registerTrigger(): void {
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}
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updateUI() {
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}
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/** ECS 组件移除时销毁节点 */
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reset() {
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if (this.node && this.node.isValid) {
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this.node.destroy();
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}
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}
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}
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9
assets/script/game/map/EquipListComp.ts.meta
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9
assets/script/game/map/EquipListComp.ts.meta
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@@ -0,0 +1,9 @@
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{
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"ver": "4.0.24",
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"importer": "typescript",
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"imported": true,
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"uuid": "f0155d5e-713e-4c0f-a5d3-9c69f75af91b",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -105,6 +105,20 @@ export class MissionCardComp extends CCComp {
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/** 关闭英雄卡池按钮(仅负责收起 cards_node) */
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@property(Node)
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closeHeros: Node = null!
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/** 卡池升级按钮节点(已废弃,保留节点引用防止 editor 报错) */
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/** 英雄卡牌池cards_node显示隐藏 */
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@property(Node)
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showEquips: Node = null!
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/** 关闭英雄卡池按钮(仅负责收起 cards_node) */
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@property(Node)
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closeEquips: Node = null!
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/** 卡池升级按钮节点(已废弃,保留节点引用防止 editor 报错) */
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/** 英雄卡牌池cards_node显示隐藏 */
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@property(Node)
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showShop: Node = null!
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/** 关闭英雄卡池按钮(仅负责收起 cards_node) */
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@property(Node)
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closeShop: Node = null!
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/** 卡池升级按钮节点(已废弃,保留节点引用防止 editor 报错) */
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@property(Node)
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cards_up: Node = null!
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