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at end of file diff --git a/assets/script/game/common/SingletonModuleComp.ts b/assets/script/game/common/SingletonModuleComp.ts index e1ef9edd..1d76ef6c 100644 --- a/assets/script/game/common/SingletonModuleComp.ts +++ b/assets/script/game/common/SingletonModuleComp.ts @@ -77,6 +77,7 @@ export class SingletonModuleComp extends ecs.Comp { level: 1,//关卡等级 max_mission: 4,//最大关卡 coin: 0, + refresh_stone: 0,//刷新石(刷新卡池时优先消耗,不足时消耗金币) time: 15 * 60,//游戏时间 }, scores: { diff --git a/assets/script/game/common/config/GameEvent.ts b/assets/script/game/common/config/GameEvent.ts index 316a58d8..3b0b0970 100644 --- a/assets/script/game/common/config/GameEvent.ts +++ b/assets/script/game/common/config/GameEvent.ts @@ -78,6 +78,7 @@ export enum GameEvent { UpdateMissionGet = "UpdateMissionGet", GlobalAttrChange = "GlobalAttrChange", CoinAdd = "CoinAdd", + RefreshStone = "RefreshStone", // 刷新石数量变更事件 ShowSmallTip = "ShowSmallTip", CardPoolUpgrade = "CardPoolUpgrade", TriggerSkill = "TriggerSkill", // 瞬间触发施法事件 diff --git a/assets/script/game/map/CHeroComp.ts b/assets/script/game/map/CHeroComp.ts index 14a9a2c1..31ac476a 100644 --- a/assets/script/game/map/CHeroComp.ts +++ b/assets/script/game/map/CHeroComp.ts @@ -75,6 +75,10 @@ export class CHeroComp extends CCComp { @property({ type: Node }) private buy_node: Node = null; + /** 消费金币标签(未绑定时回退查找 buy_node 下的 num/Label 子节点) */ + @property(Label) + private cost_label: Label = null; + // ======================== 运行时状态 ======================== /** 当前槽位承载的卡牌配置,null 表示空槽 */ @@ -313,7 +317,8 @@ export class CHeroComp extends CCComp { // 购买按钮费用显示 if (this.buy_node) { this.buy_node.active = true; - const costLabel = this.buy_node.getChildByName("num")?.getComponent(Label) + const costLabel = this.cost_label + || this.buy_node.getChildByName("num")?.getComponent(Label) || this.buy_node.getComponentInChildren(Label); if (costLabel) { costLabel.string = `${this.cardData.cost ?? 0}`; diff --git a/assets/script/game/map/EquipListComp.ts b/assets/script/game/map/EquipListComp.ts index ac04aea6..8421eb3e 100644 --- a/assets/script/game/map/EquipListComp.ts +++ b/assets/script/game/map/EquipListComp.ts @@ -69,6 +69,10 @@ export class EquipListComp extends CCComp { @property({ type: Node }) private buy_node: Node = null; + /** 消费金币标签(未绑定时回退查找 buy_node 下的 num/Label 子节点) */ + @property(Label) + private cost_label: Label = null; + // ======================== 运行时状态 ======================== /** 当前装备的卡牌配置 */ @@ -195,7 +199,8 @@ export class EquipListComp extends CCComp { // 购买按钮费用显示 if (this.buy_node) { this.buy_node.active = true; - const costLabel = this.buy_node.getChildByName("num")?.getComponent(Label) + const costLabel = this.cost_label + || this.buy_node.getChildByName("num")?.getComponent(Label) || this.buy_node.getComponentInChildren(Label); if (costLabel) { costLabel.string = `${this.cardData.cost ?? 0}`; diff --git a/assets/script/game/map/ItemListComp.ts b/assets/script/game/map/ItemListComp.ts index 3bf50593..9f38f77a 100644 --- a/assets/script/game/map/ItemListComp.ts +++ b/assets/script/game/map/ItemListComp.ts @@ -72,6 +72,10 @@ export class ItemListComp extends CCComp { @property({ type: Node }) private buy_node: Node = null; + /** 消费金币标签(未绑定时回退查找 buy_node 下的 num/Label 子节点) */ + @property(Label) + private cost_label: Label = null; + // ======================== 运行时状态 ======================== /** 当前商品的卡牌配置 */ @@ -232,7 +236,8 @@ export class ItemListComp extends CCComp { // 购买按钮费用显示 if (this.buy_node) { this.buy_node.active = true; - const costLabel = this.buy_node.getChildByName("num")?.getComponent(Label) + const costLabel = this.cost_label + || this.buy_node.getChildByName("num")?.getComponent(Label) || this.buy_node.getComponentInChildren(Label); if (costLabel) { costLabel.string = `${this.cardData.cost ?? 0}`; diff --git a/assets/script/game/map/MissionCardComp.ts b/assets/script/game/map/MissionCardComp.ts index 30a8f8a8..6ff24095 100644 --- a/assets/script/game/map/MissionCardComp.ts +++ b/assets/script/game/map/MissionCardComp.ts @@ -376,6 +376,7 @@ 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.MasterCalled, this.onMasterCalled, this); oops.message.on(GameEvent.HeroDead, this.onHeroDead, this); oops.message.on(GameEvent.HeroSell, this.onHeroSell, this); @@ -442,6 +443,11 @@ export class MissionCardComp extends CCComp { } } + /** 刷新石数量变更:刷新刷新按钮的可用状态与费用显示 */ + private onRefreshStone() { + this.updateDrawCostUI(); + } + /** 战斗开始:保留卡牌面板,允许玩家在战斗阶段继续抽卡和召唤英雄 */ private onFightStart() { this.enterBattlePhase(); @@ -620,6 +626,7 @@ 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.MasterCalled, this.onMasterCalled, this); oops.message.off(GameEvent.HeroDead, this.onHeroDead, this); oops.message.off(GameEvent.HeroSell, this.onHeroSell, this); @@ -1700,7 +1707,8 @@ export class MissionCardComp extends CCComp { } private canDrawCards() { - return MissionEconomy.getCoin() >= MissionEconomy.getRefreshCost(this.refreshCost); + // 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); } private updateDrawCostUI() { diff --git a/assets/script/game/map/MissionEconomy.ts b/assets/script/game/map/MissionEconomy.ts index 1a3be978..38cf6d8f 100644 --- a/assets/script/game/map/MissionEconomy.ts +++ b/assets/script/game/map/MissionEconomy.ts @@ -52,10 +52,48 @@ export class MissionEconomy { return Math.floor(cost); } + /** 获取当前刷新石数量 */ + static getRefreshStone(): number { + return Math.max(0, Math.floor(smc.vmdata.mission_data.refresh_stone ?? 0)); + } + + /** + * 增加刷新石 + * @param amount 增加数量,<=0 时忽略 + */ + static addRefreshStone(amount: number) { + if (amount <= 0) return; + amount = Math.floor(amount); + smc.vmdata.mission_data.refresh_stone = this.getRefreshStone() + amount; + + // 发送 UI 更新事件(复用 RefreshStone 事件通知刷新按钮状态刷新) + oops.message.dispatchEvent(GameEvent.RefreshStone, { delta: amount }); + } + + /** + * 判断当前是否可以执行一次刷新(有刷新石或金币足够) + */ + static canRefresh(baseCost: number = 1): boolean { + if (this.getRefreshStone() > 0) return true; + return this.getCoin() >= this.getRefreshCost(baseCost); + } + /** - * 执行刷新卡牌并扣除金币 + * 执行刷新卡牌: + * 1. 刷新石 > 0 时优先扣除 1 颗刷新石(不消耗金币)。 + * 2. 刷新石不足时扣除金币(含刷新优惠折扣)。 */ static executeRefresh(baseCost: number = 1): boolean { + // 优先消耗刷新石 + const stones = this.getRefreshStone(); + if (stones > 0) { + smc.vmdata.mission_data.refresh_stone = stones - 1; + smc.vmdata.scores.refresh_count++; + oops.message.dispatchEvent(GameEvent.RefreshStone, { delta: -1 }); + return true; + } + + // 刷新石不足 → 扣除金币 const cost = this.getRefreshCost(baseCost); const success = this.spendCoin(cost); if (success) { diff --git a/assets/script/game/map/SCardComp.ts b/assets/script/game/map/SCardComp.ts index 930221b7..8cf1dc45 100644 --- a/assets/script/game/map/SCardComp.ts +++ b/assets/script/game/map/SCardComp.ts @@ -69,6 +69,10 @@ export class SCardComp extends CCComp { @property({ type: Node }) private buy_node: Node = null; + /** 消费金币标签(未绑定时回退查找 buy_node 下的 num/Label 子节点) */ + @property(Label) + private cost_label: Label = null; + // ======================== 运行时状态 ======================== /** 当前技能的卡牌配置 */ @@ -232,7 +236,8 @@ export class SCardComp extends CCComp { // 购买按钮费用显示 if (this.buy_node) { this.buy_node.active = true; - const costLabel = this.buy_node.getChildByName("num")?.getComponent(Label) + const costLabel = this.cost_label + || this.buy_node.getChildByName("num")?.getComponent(Label) || this.buy_node.getComponentInChildren(Label); if (costLabel) { costLabel.string = `${this.cardData.cost ?? 0}`;