feat: 新增刷新石机制并优化抽卡消耗逻辑
1. 新增refresh_stone玩家数据字段与对应变更事件 2. 实现刷新石的获取、消耗和刷新可用性校验逻辑 3. 抽卡优先消耗刷新石,不足时再扣除金币 4. 为购买按钮添加可配置的消耗标签,优化UI查找逻辑 5. 更新对应预制件绑定新的消耗标签组件
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@@ -77,6 +77,7 @@ export class SingletonModuleComp extends ecs.Comp {
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level: 1,//关卡等级
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max_mission: 4,//最大关卡
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coin: 0,
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refresh_stone: 0,//刷新石(刷新卡池时优先消耗,不足时消耗金币)
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time: 15 * 60,//游戏时间
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},
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scores: {
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@@ -78,6 +78,7 @@ export enum GameEvent {
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UpdateMissionGet = "UpdateMissionGet",
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GlobalAttrChange = "GlobalAttrChange",
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CoinAdd = "CoinAdd",
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RefreshStone = "RefreshStone", // 刷新石数量变更事件
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ShowSmallTip = "ShowSmallTip",
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CardPoolUpgrade = "CardPoolUpgrade",
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TriggerSkill = "TriggerSkill", // 瞬间触发施法事件
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