refactor(map): 移除卡牌购买限购逻辑,改为可重复购买
1. 重构SCardComp、ItemListComp、EquipListComp的isPurchased注释与逻辑,不再用于限制重复购买 2. 删除MissionCardComp中的跨波次购买记录集合与相关监听、标记逻辑 3. 调整购买按钮逻辑,购买后保持可见不再隐藏
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@@ -70,7 +70,7 @@ export class EquipListComp extends CCComp {
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/** 当前装备的卡牌配置 */
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private cardData: CardConfig | null = null;
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/** 是否已购买 */
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/** 购买/逝去动画播放中标记(仅用于跳过新卡的普通逝去动画,不影响再次购买) */
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private isPurchased: boolean = false;
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/** 透明度组件(用于淡入淡出动画) */
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private opacityComp: UIOpacity | null = null;
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@@ -312,15 +312,15 @@ export class EquipListComp extends CCComp {
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/**
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* 购买点击处理:
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* 1. 扣除金币(失败则提示并中止)。
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* 2. 派发 UseSkillCard 事件,触发与技能卡相同的生效流程。
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* 3. 标记已购买,隐藏购买按钮。
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* 2. 派发 UseEquipCard 事件,触发装备生效流程。
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* 3. 播放购买动画,购买后可继续购买(购买按钮保持可见)。
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*
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* 装备生效链路:
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* UseSkillCard → MissSkillsComp.addSkill() → SBox ECS 实体 → SkillBoxComp(Field 类型)
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* UseEquipCard → MissEquipComp.addSkill() → SBox ECS 实体 → SkillBoxComp(Field 类型)
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* → FieldSkillHelper.getFieldSkillTotalValue() 全局聚合属性加成
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*/
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private onBuyClick() {
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if (!this.cardData || this.isPurchased) return;
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if (!this.cardData) return;
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// 播放按钮点击回弹动画
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this.playBtnClickAnim();
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@@ -342,13 +342,8 @@ export class EquipListComp extends CCComp {
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// 派发 UseEquipCard,装备生效流程由 MissEquipComp 接收处理
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oops.message.dispatchEvent(GameEvent.UseEquipCard, this.cardData);
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// 标记已购买
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this.isPurchased = true;
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if (this.buy_node) {
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this.buy_node.active = false;
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}
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// 播放购买动画(卡牌放大 + 淡出)
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this.isPurchased = true;
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this.playPurchaseAnim();
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// 派发 CardUsed 事件,触发整池刷新
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@@ -360,12 +355,9 @@ export class EquipListComp extends CCComp {
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});
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}
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/** 标记为已购买状态(用于跨波次保持购买记录) */
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/** 标记购买动画播放中(供外部在刷新前保持动画状态,不再用于限购) */
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setPurchased(): void {
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this.isPurchased = true;
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if (this.buy_node) {
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this.buy_node.active = false;
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}
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}
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/** ECS 组件移除时销毁节点 */
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@@ -72,7 +72,7 @@ export class ItemListComp extends CCComp {
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/** 当前商品的卡牌配置 */
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private cardData: CardConfig | null = null;
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/** 是否已购买 */
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/** 购买/逝去动画播放中标记(仅用于跳过新卡的普通逝去动画,不影响再次购买) */
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private isPurchased: boolean = false;
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/** 透明度组件(用于淡入淡出动画) */
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private opacityComp: UIOpacity | null = null;
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@@ -330,10 +330,10 @@ export class ItemListComp extends CCComp {
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* 2. 根据卡牌类型派发对应事件:
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* - 装备卡(trigger_type=Field)→ UseEquipCard → MissEquipComp
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* - 商品/药品卡(kind=Potion)→ UseItemCard → MissSkillsComp(一次性 buff 技能)
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* 3. 标记已购买,隐藏购买按钮。
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* 3. 播放购买动画,购买后可继续购买(购买按钮保持可见)。
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*/
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private onBuyClick() {
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if (!this.cardData || this.isPurchased) return;
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if (!this.cardData) return;
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// 播放按钮点击回弹动画
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this.playBtnClickAnim();
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@@ -380,25 +380,17 @@ export class ItemListComp extends CCComp {
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});
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}
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// 标记已购买
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this.isPurchased = true;
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if (this.buy_node) {
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this.buy_node.active = false;
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}
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// 播放购买动画(卡牌放大 + 淡出)
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this.isPurchased = true;
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this.playPurchaseAnim();
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// 派发 CardUsed 事件,触发整池刷新
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oops.message.dispatchEvent(GameEvent.CardUsed, this);
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}
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/** 标记为已购买状态(用于跨波次保持购买记录) */
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/** 标记购买动画播放中(供外部在刷新前保持动画状态,不再用于限购) */
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setPurchased(): void {
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this.isPurchased = true;
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if (this.buy_node) {
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this.buy_node.active = false;
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}
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}
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/** ECS 组件移除时销毁节点 */
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@@ -178,10 +178,6 @@ export class MissionCardComp extends CCComp {
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private itemCardComps: ItemListComp[] = [];
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/** 是否已召唤过英雄(用于控制其他面板按钮是否可点击) */
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private hasCalledHero: boolean = false;
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/** 已购买装备的 UUID 集合(跨波次保持,防止重复购买) */
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private purchasedEquipUuids: Set<number> = new Set();
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/** 已购买商品的 UUID 集合(跨波次保持,防止重复购买) */
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private purchasedItemUuids: Set<number> = new Set();
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// ======================== 面板轮播状态 ========================
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@@ -297,15 +293,13 @@ export class MissionCardComp extends CCComp {
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});
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this.dispatchCardsToSlots(cards);
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// 重置购买记录并填充装备商店
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this.purchasedEquipUuids.clear();
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// 填充装备商店(不限购)
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this.populateEquipments();
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// 填充技能卡槽(英雄三槽模式:sCardPrefab 实例化 3 个槽位)
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this.populateSkillCards();
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// 重置商品购买记录并填充商品商店
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this.purchasedItemUuids.clear();
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// 填充商品商店(不限购)
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this.populateShopItems();
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// 重置英雄召唤状态(游戏刚开始时其他面板不可点击)
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@@ -373,10 +367,6 @@ export class MissionCardComp extends CCComp {
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oops.message.on(GameEvent.HeroSell, this.onHeroSell, this);
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oops.message.on(GameEvent.HeroLvUp, this.onHeroLvUp, this);
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oops.message.on(GameEvent.UseHeroCard, this.onUseHeroCard, this);
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// 监听装备购买事件,追踪已购记录
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oops.message.on(GameEvent.UseEquipCard, this.onUseEquipCard, this);
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// 监听商品购买事件,追踪已购记录
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oops.message.on(GameEvent.UseItemCard, this.onUseItemCard, this);
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oops.message.on(GameEvent.UseSpecialCard, this.onUseSpecialCard, this);
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oops.message.on(GameEvent.ShowSmallTip, this.onShowSmallTip, this);
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oops.message.on(GameEvent.CardUsed, this.onCardUsed, this);
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@@ -556,10 +546,6 @@ export class MissionCardComp extends CCComp {
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if (i < targetCount) {
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comp.applyCardData(items[i]);
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// 已购买的商品标记为已购
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if (this.purchasedItemUuids.has(items[i].uuid)) {
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comp.setPurchased();
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}
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} else {
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// 多余槽位清空
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comp.applyCardData(null as unknown as CardConfig);
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@@ -613,21 +599,7 @@ export class MissionCardComp extends CCComp {
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}
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}
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/** 装备购买事件回调:记录已购 UUID,防止重复购买 */
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private onUseEquipCard(event: string, args: any) {
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const usedCard = args as CardConfig;
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if (usedCard) {
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this.purchasedEquipUuids.add(usedCard.uuid);
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}
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}
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/** 商品购买事件回调:记录已购 UUID,防止重复购买 */
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private onUseItemCard(event: string, args: any) {
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const usedCard = args as CardConfig;
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if (usedCard) {
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this.purchasedItemUuids.add(usedCard.uuid);
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}
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}
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// ======================== 装备/商品购买事件已移除限购逻辑 ========================
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/** 解除按钮监听,避免节点销毁后回调泄漏 */
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private unbindEvents() {
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@@ -638,8 +610,6 @@ export class MissionCardComp extends CCComp {
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oops.message.off(GameEvent.HeroSell, this.onHeroSell, this);
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oops.message.off(GameEvent.HeroLvUp, this.onHeroLvUp, this);
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oops.message.off(GameEvent.UseHeroCard, this.onUseHeroCard, this);
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oops.message.off(GameEvent.UseEquipCard, this.onUseEquipCard, this);
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oops.message.off(GameEvent.UseItemCard, this.onUseItemCard, this);
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oops.message.off(GameEvent.UseSpecialCard, this.onUseSpecialCard, this);
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oops.message.off(GameEvent.ShowSmallTip, this.onShowSmallTip, this);
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oops.message.off(GameEvent.CardUsed, this.onCardUsed, this);
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@@ -1109,10 +1079,6 @@ export class MissionCardComp extends CCComp {
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if (i < targetCount) {
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comp.applyCardData(equips[i]);
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// 已购买的装备标记为已购
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if (this.purchasedEquipUuids.has(equips[i].uuid)) {
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comp.setPurchased();
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}
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} else {
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// 多余槽位清空
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comp.applyCardData(null as unknown as CardConfig);
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@@ -1970,8 +1936,6 @@ export class MissionCardComp extends CCComp {
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this.cardComps = [];
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this.heroBoxComps = [];
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this.skillCardComps = [];
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this.purchasedEquipUuids.clear();
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this.purchasedItemUuids.clear();
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if (this.node && this.node.isValid) {
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this.node.destroy();
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@@ -71,7 +71,7 @@ export class SCardComp extends CCComp {
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/** 当前技能的卡牌配置 */
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private cardData: CardConfig | null = null;
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/** 是否已购买 */
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/** 购买/逝去动画播放中标记(仅用于跳过新卡的普通逝去动画,不影响再次购买) */
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private isPurchased: boolean = false;
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/** 透明度组件(用于淡入淡出动画) */
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private opacityComp: UIOpacity | null = null;
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@@ -354,10 +354,10 @@ export class SCardComp extends CCComp {
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* 购买点击处理:
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* 1. 扣除金币(失败则提示并中止)。
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* 2. 派发 UseSkillCard 事件,触发技能生效流程。
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* 3. 标记已购买,隐藏购买按钮。
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* 3. 播放购买动画,购买后可继续购买(购买按钮保持可见)。
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*/
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private onBuyClick() {
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if (!this.cardData || this.isPurchased) return;
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if (!this.cardData) return;
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// 播放按钮点击回弹动画
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this.playBtnClickAnim();
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@@ -381,13 +381,8 @@ export class SCardComp extends CCComp {
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// 派发 UseSkillCard,技能生效流程由 MissSkillsComp 接收处理
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oops.message.dispatchEvent(GameEvent.UseSkillCard, this.cardData);
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// 标记已购买
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this.isPurchased = true;
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if (this.buy_node) {
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this.buy_node.active = false;
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}
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// 播放购买动画(卡牌放大 + 淡出)
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this.isPurchased = true;
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this.playPurchaseAnim();
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// 派发 CardUsed 事件,通知 MissionCardComp 刷新技能卡池
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@@ -399,12 +394,9 @@ export class SCardComp extends CCComp {
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});
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}
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/** 标记为已购买状态 */
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/** 标记购买动画播放中(供外部在刷新前保持动画状态,不再用于限购) */
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setPurchased(): void {
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this.isPurchased = true;
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if (this.buy_node) {
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this.buy_node.active = false;
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}
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}
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/**
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