feat: 新增装备商店系统,调整英雄站位与抽卡逻辑
1. 重构抽卡函数,新增排除装备卡参数,装备卡改为商店直购 2. 添加装备商店面板,支持装备浏览与购买,跨波次保留购买记录 3. 调整英雄出场点位坐标,优化战场布局 4. 扩展技能卡槽位,新增两行技能槽位置 5. 重构EquipListComp组件,适配装备商店UI逻辑 6. 删除废弃的melist预制件与相关元文件 7. 调整hnode预制件布局参数
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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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* @description 装备商店单个装备项组件(UI 视图层 + 购买逻辑)
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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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* 1. 渲染单个装备卡的显示信息(名称、等级、属性词条、图标)。
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* 2. 处理购买点击 → 扣费 → 派发 UseSkillCard 事件触发装备生效。
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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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* 装备使用机制:
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* 与技能卡使用流程一致——购买后派发 GameEvent.UseSkillCard,
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* 由 MissSkillsComp 接收并创建 SkillBoxComp 实体,
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* SkillBoxComp 按 Field 类型被动驻场,属性加成由 FieldSkillHelper 全局聚合。
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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 { _decorator, Node, Sprite, Label, 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 { CardConfig, CardPoolList } from "../common/config/CardSet";
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import { 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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import { MissionEconomy } from "./MissionEconomy";
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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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* EquipListComp —— 装备商店单个装备项
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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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* 由 MissionCardComp.populateEquipments() 实例化。
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* 以图标 + 名称 + 属性词条 + 购买按钮的形式呈现。
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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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private debugMode: boolean = false;
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// ======================== 编辑器绑定节点 ========================
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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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/** 背景节点 */
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@property({ type: Node })
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private bg_node: Node = null;
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/** 装备名称 */
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@property(Label)
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private name_label: Label = null;
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/** 属性词条 1 */
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@property(Label)
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private fied1: Label = null;
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/** 属性词条 2 */
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@property(Label)
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private fied2: Label = null;
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/** 属性词条 3 */
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@property(Label)
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private fied3: Label = null;
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/** 等级标签 */
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@property(Label)
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private level_label: Label = null;
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/** 购买按钮节点 */
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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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/** 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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private isPurchased: boolean = false;
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// ======================== 生命周期 ========================
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onLoad() {
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this.buy_node?.on(NodeEventType.TOUCH_END, this.onBuyClick, this);
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}
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onDestroy() {
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super.onDestroy();
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if (this.buy_node && this.buy_node.isValid) {
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this.buy_node.off(NodeEventType.TOUCH_END, this.onBuyClick, this);
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}
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}
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// ======================== 数据初始化 ========================
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init() {
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/**
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* 初始化装备卡数据并渲染 UI
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*
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* @param data 装备卡配置(必须为 trigger_type=Field 的装备卡)
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*/
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applyCardData(data: CardConfig): void {
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if (!data) return;
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this.cardData = data;
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this.isPurchased = false;
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this.updateUI();
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}
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private registerTrigger(): void {
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}
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// ======================== UI 渲染 ========================
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updateUI() {
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if (!this.cardData) return;
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const cardConfig = CardPoolList.find(c => c.uuid === this.cardData!.uuid);
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// 名称
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if (this.name_label) {
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this.name_label.string = cardConfig?.name || "";
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}
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// 等级标签(★ 表示卡牌等级)
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if (this.level_label) {
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const lv = this.cardData.card_lv ?? 1;
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this.level_label.string = lv >= 2 ? "★".repeat(lv - 1) : "";
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}
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// 属性词条(最多显示 3 条,对应 fied1/fied2/fied3)
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const fieldLabels = [this.fied1, this.fied2, this.fied3];
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const fields = this.cardData.field || [];
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for (let i = 0; i < fieldLabels.length; i++) {
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if (!fieldLabels[i]) continue;
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if (i < fields.length) {
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const fieldConfig = FieldSkillSet[fields[i]];
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fieldLabels[i].string = fieldConfig?.info || "";
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fieldLabels[i].node.active = true;
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} else {
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fieldLabels[i].string = "";
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fieldLabels[i].node.active = false;
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}
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}
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// 图标(取第一个 field 词条的图标)
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if (this.icon_node && fields.length > 0) {
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const iconId = FieldSkillSet[fields[0]]?.icon || "";
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this.updateIcon(this.icon_node, iconId);
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}
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// 购买按钮费用显示
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if (this.buy_node) {
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this.buy_node.active = true;
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const costLabel = this.buy_node.getChildByName("num")?.getComponent(Label)
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|| this.buy_node.getComponentInChildren(Label);
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if (costLabel) {
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costLabel.string = `${this.cardData.cost ?? 0}`;
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}
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}
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}
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/** 更新图标精灵 */
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private updateIcon(node: Node, iconId: string) {
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if (!node || !iconId) return;
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const sprite = node.getComponent(Sprite) || node.getComponentInChildren(Sprite);
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if (!sprite) return;
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if (smc.uiconsAtlas) {
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const frame = smc.uiconsAtlas.getSpriteFrame(iconId);
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sprite.spriteFrame = frame || null;
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}
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}
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// ======================== 购买逻辑 ========================
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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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*
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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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* → 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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oops.audio.playEffect("music/button");
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// 扣费
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const cost = this.cardData.cost ?? 0;
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const success = MissionEconomy.spendCoin(cost);
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if (!success) {
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oops.message.dispatchEvent(GameEvent.ShowSmallTip, "buy_coin");
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mLogger.log(this.debugMode, "EquipListComp", "purchase failed: not enough coin", {
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uuid: this.cardData.uuid,
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cost
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});
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return;
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}
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// 派发 UseSkillCard,装备生效流程与技能卡一致
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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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mLogger.log(this.debugMode, "EquipListComp", "equipment purchased", {
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uuid: this.cardData.uuid,
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cost
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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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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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reset() {
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if (this.node && this.node.isValid) {
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