refactor: 清理废弃资源并优化卡牌相关逻辑
1. 删除废弃的notify.prefab和TalentSet.ts.meta文件 2. 新增MSkillBox预制体资源 3. 优化MissionCardComp抽卡按钮显示逻辑 4. 格式化CardComp.ts代码格式与变量声明 5. 优化MissionComp.ts代码格式与事件绑定 6. 更新mission.prefab布局添加技能槽位
This commit is contained in:
@@ -27,7 +27,7 @@
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* - CardInitCoins —— 初始金币数
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* - UIID.Victory —— 结算弹窗
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*/
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import { _decorator, Vec3,Animation, instantiate, Prefab, Node, NodeEventType, ProgressBar, Label, CCInteger, tween, v3, Tween, Widget, UIOpacity } from "cc";
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import { _decorator, Vec3, Animation, instantiate, Prefab, Node, NodeEventType, ProgressBar, Label, CCInteger, tween, v3, Tween, Widget, UIOpacity } 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 { smc } from "../common/SingletonModuleComp";
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@@ -97,17 +97,17 @@ export class MissionComp extends CCComp {
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/** 卡池升级波次配置:达到对应波次时,推送卡池升级事件 */
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@property({ type: [CCInteger], tooltip: "卡池升级波次配置,例如 [10, 20] 表示第10波升到2级,第20波升到3级" })
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cardPoolUpgradeWaves: number[] = [5, 10];
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// ======================== 编辑器绑定节点 ========================
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/** 开始战斗按钮 */
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@property(Node)
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start_btn:Node = null!
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start_btn: Node = null!
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/** 时间/波数显示节点 */
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@property(Node)
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time_node:Node = null!
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time_node: Node = null!
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@property(Node)
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tooltip:Node = null!
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tooltip: Node = null!
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/** 阶段名称映射表(用于 UI 显示) */
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private static readonly PhaseNameMap: Record<MissionPhase, string> = {
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@@ -124,19 +124,19 @@ export class MissionComp extends CCComp {
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// ======================== 运行时状态 ========================
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/** 战斗已耗时(秒),正向计时 */
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clearTime:number = 0
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clearTime: number = 0
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/** 剩余复活次数 */
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revive_times: number = 1;
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/** 掉落奖励列表 */
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rewards:any[]=[]
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rewards: any[] = []
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/** 累计游戏数据 */
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game_data:any={
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exp:0,
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gold:0,
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diamond:0
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game_data: any = {
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exp: 0,
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gold: 0,
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diamond: 0
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}
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/**秒计时 */
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PhaseTime:Timer= new Timer(1)
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PhaseTime: Timer = new Timer(1)
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/** 上一次显示的时间字符串(避免重复设置) */
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private lastTimeStr: string = "";
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/** 上一次显示的秒数(避免重复计算) */
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@@ -180,18 +180,18 @@ export class MissionComp extends CCComp {
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private skillViewMatcher: any = null;
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/** 匹配拥有 HeroAttrsComp 的实体(英雄/怪物属性) */
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private heroAttrsMatcher: any = null;
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// ======================== 生命周期 ========================
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onLoad(){
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onLoad() {
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this.heroViewMatcher = ecs.allOf(HeroViewComp);
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this.skillViewMatcher = ecs.allOf(SkillView);
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this.heroAttrsMatcher = ecs.allOf(HeroAttrsComp);
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this.showMemoryPanel = false
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// 注册生命周期事件
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this.on(GameEvent.MissionEnd,this.mission_end,this)
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this.on(GameEvent.NewWave,this.onNewWave,this)
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this.on(GameEvent.DO_AD_BACK,this.do_ad,this)
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this.on(GameEvent.MissionEnd, this.mission_end, this)
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this.on(GameEvent.NewWave, this.onNewWave, this)
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this.on(GameEvent.DO_AD_BACK, this.do_ad, this)
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this.start_btn?.on(NodeEventType.TOUCH_END, this.onStartFightBtnClick, this)
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this.removeMemoryPanel()
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}
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@@ -206,7 +206,7 @@ export class MissionComp extends CCComp {
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smc.map.MapView.scene.mapLayer.stopAnimations();
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}
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onDestroy(){
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onDestroy() {
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smc.map.MapView.scene.mapLayer.playAnimations()
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super.onDestroy();
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if (this.start_btn && this.start_btn.isValid) {
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@@ -220,10 +220,10 @@ export class MissionComp extends CCComp {
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* - 战斗中 → 同步怪物状态、更新计时器
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*/
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protected update(dt: number): void {
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if(!smc.mission.play) return
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if (!smc.mission.play) return
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// 如果是暂停状态,且不在 BattleEnd 阶段(全灭时需要播放完 fend 技能动画并自动流转),才真正停止 update 逻辑
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if(smc.mission.pause && this.currentPhase !== MissionPhase.BattleEnd) return
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if (smc.mission.pause && this.currentPhase !== MissionPhase.BattleEnd) return
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// 处理过渡阶段的计时
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if (this.currentPhase === MissionPhase.PrepareStart ||
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@@ -235,10 +235,10 @@ export class MissionComp extends CCComp {
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}
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}
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if(this.currentPhase === MissionPhase.Battle){
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if (this.currentPhase === MissionPhase.Battle) {
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this.syncMonsterSpawnState(dt)
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if(smc.mission.stop_mon_action) return
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smc.vmdata.mission_data.fight_time+=dt
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if (smc.mission.stop_mon_action) return
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smc.vmdata.mission_data.fight_time += dt
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this.clearTime += dt
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this.update_time();
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}
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@@ -247,14 +247,14 @@ export class MissionComp extends CCComp {
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// ======================== 时间显示 ========================
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/** 更新时间/波数显示(仅在秒数变化时更新以减少 Label 操作) */
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update_time(){
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update_time() {
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const remainSecond = Math.floor(this.clearTime);
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if (remainSecond === this.lastTimeSecond) return;
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this.lastTimeSecond = remainSecond;
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let m = Math.floor(remainSecond / 60);
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let s = remainSecond % 60;
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let str = `${m.toString().padStart(2, '0')}:${s.toString().padStart(2, '0')}`;
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if(str != this.lastTimeStr){
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if (str != this.lastTimeStr) {
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if (this.time_node && this.time_node.isValid) {
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const timeChild = this.time_node.getChildByName("time");
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if (timeChild) {
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@@ -269,24 +269,24 @@ export class MissionComp extends CCComp {
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// ======================== 奖励与广告 ========================
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/** 奖励发放(预留) */
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do_reward(){
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do_reward() {
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}
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/**
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* 广告回调处理:
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* 成功 → 增加刷新次数;失败 → 分发失败事件。
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*/
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do_ad(){
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if(this.ad_back()){
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do_ad() {
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if (this.ad_back()) {
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oops.message.dispatchEvent(GameEvent.AD_BACK_TRUE)
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smc.vmdata.mission_data.refresh_count+=FightSet.MORE_RC
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}else{
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smc.vmdata.mission_data.refresh_count += FightSet.MORE_RC
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} else {
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oops.message.dispatchEvent(GameEvent.AD_BACK_FALSE)
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}
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}
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/** 广告观看结果(预留,默认返回 true) */
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ad_back(){
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ad_back() {
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return true
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}
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@@ -300,18 +300,18 @@ export class MissionComp extends CCComp {
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* 4. 分发 FightReady 事件。
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* 5. 进入准备阶段并显示 loading。
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*/
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async mission_start(){
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async mission_start() {
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this.unscheduleAllCallbacks();
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this.cleanComponents();
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this.data_init()
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oops.message.dispatchEvent(GameEvent.FightReady)
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this.changePhase(MissionPhase.Prepare)
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let loading=this.node.getChildByName("loading")
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let loading = this.node.getChildByName("loading")
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if (loading) {
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loading.active=true
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this.scheduleOnce(()=>{
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loading.active=false
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},0.5)
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loading.active = true
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this.scheduleOnce(() => {
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loading.active = false
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}, 0.5)
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}
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}
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@@ -389,8 +389,8 @@ export class MissionComp extends CCComp {
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const phaseName = MissionComp.PhaseNameMap[targetPhase] || "未知";
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// 播放状态切换提示栏动效(过滤掉 None、Prepare 准备阶段、Battle 战斗中阶段)
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if (targetPhase !== MissionPhase.None &&
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targetPhase !== MissionPhase.Prepare &&
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if (targetPhase !== MissionPhase.None &&
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targetPhase !== MissionPhase.Prepare &&
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targetPhase !== MissionPhase.Battle) {
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this.playTooltipAnim(phaseName);
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}
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@@ -404,7 +404,7 @@ export class MissionComp extends CCComp {
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const wave = Math.max(1, this.currentWave || (smc.vmdata && smc.vmdata.mission_data ? smc.vmdata.mission_data.level : 1) || 1);
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label.string = `第 ${wave}/15 波`;
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}
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// 阶段切换动感表现:只在进入战斗阶段跳动一下,让流程充满心流体验
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if (targetPhase === MissionPhase.BattleStart) {
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Tween.stopAllByTarget(this.time_node);
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@@ -449,6 +449,10 @@ export class MissionComp extends CCComp {
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smc.mission.stop_spawn_mon = false;
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smc.mission.in_fight = true;
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smc.vmdata.mission_data.in_fight = true;
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// 战斗阶段:隐藏开始按钮
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if (this.start_btn && this.start_btn.isValid) {
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this.start_btn.active = false;
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}
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oops.message.dispatchEvent(GameEvent.FightStart);
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break;
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@@ -462,7 +466,7 @@ export class MissionComp extends CCComp {
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smc.vmdata.scores.wave_win_count++;
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// 【评分系统 - 战绩分】记录每回合结束时场上留存的敌人数量(扣分项)
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smc.vmdata.scores.wave_remain_monsters += smc.vmdata.mission_data.mon_num;
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let allAlive = true;
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let hasHero = false;
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ecs.query(this.heroAttrsMatcher).forEach(entity => {
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@@ -485,7 +489,7 @@ export class MissionComp extends CCComp {
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// 触发战斗结束技能(fend)
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this.triggerHeroBattleSkills(false);
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// 战斗结束阶段,给予所有英雄恢复70%血量的技能效果
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this.healAllHeroes();
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break;
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@@ -496,7 +500,7 @@ export class MissionComp extends CCComp {
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smc.mission.stop_spawn_mon = true;
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// 不隐藏开始按钮
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break;
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case MissionPhase.None:
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smc.mission.in_fight = false;
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smc.vmdata.mission_data.in_fight = false;
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@@ -529,7 +533,7 @@ export class MissionComp extends CCComp {
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this.changePhase(MissionPhase.PrepareStart);
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} else {
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this.changePhase(MissionPhase.Settle);
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// 此时已经经过了 2s,可以真正执行结算弹窗或清理逻辑
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if (smc.mission.play) {
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// 如果游戏还在运行中,说明是通过 open_Victory 进来的
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@@ -559,7 +563,7 @@ export class MissionComp extends CCComp {
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* - 分发 FightStart 事件
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* - 触发英雄战斗开始技能
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*/
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to_fight(){
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to_fight() {
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this.changePhase(MissionPhase.PrepareEnd);
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}
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@@ -609,14 +613,14 @@ export class MissionComp extends CCComp {
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const attrs = entity.get(HeroAttrsComp);
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const view = entity.get(HeroViewComp);
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if (!attrs || !view || attrs.fac !== FacSet.HERO) return;
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// 计算恢复量:基于配置的百分比(如 70%)的最大生命值
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const healAmount = Math.floor(attrs.hp_max * finalHealRate);
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// 应用恢复量,不超过最大生命值
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attrs.hp = Math.min(attrs.hp_max, attrs.hp + healAmount);
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attrs.dirty_hp = true;
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// 重置复活次数,使得下回合可以继续复活
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attrs.revived_count = 0;
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@@ -642,7 +646,7 @@ export class MissionComp extends CCComp {
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* @param e 事件对象(未使用)
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* @param is_hero_dead 是否因英雄全灭触发
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*/
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open_Victory(e:any,is_hero_dead: boolean = false){
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open_Victory(e: any, is_hero_dead: boolean = false) {
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// 战斗失败或胜利,标记暂停状态以切断波次流转逻辑
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smc.mission.pause = true;
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// 直接切入 BattleEnd,触发 fend 表现
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@@ -652,9 +656,9 @@ export class MissionComp extends CCComp {
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/** 战斗结束:延迟清理组件和对象池 */
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fight_end(){
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fight_end() {
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// 这里只是强制清理关卡,为了防止重复弹窗,标记 play = false
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smc.mission.play=false
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smc.mission.play = false
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this.changePhase(MissionPhase.BattleEnd);
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}
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@@ -665,9 +669,9 @@ export class MissionComp extends CCComp {
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* - 清理组件和对象池
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* - 隐藏节点
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*/
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mission_end(){
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mission_end() {
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this.unscheduleAllCallbacks();
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smc.mission.play=false
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smc.mission.play = false
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smc.mission.pause = false;
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this.changePhase(MissionPhase.None);
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this.cleanComponents()
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@@ -682,7 +686,7 @@ export class MissionComp extends CCComp {
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* - 奖励列表 / 复活次数
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* - 性能监控基准值
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*/
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data_init(){
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data_init() {
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if (!this.PhaseTime) {
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this.PhaseTime = new Timer(1);
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}
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@@ -690,16 +694,16 @@ export class MissionComp extends CCComp {
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smc.mission.pause = false;
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smc.mission.stop_mon_action = false;
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smc.mission.stop_spawn_mon = false;
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smc.vmdata.mission_data.in_fight=false
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smc.vmdata.mission_data.fight_time=0
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smc.vmdata.mission_data.in_fight = false
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smc.vmdata.mission_data.fight_time = 0
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this.clearTime = 0
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smc.vmdata.mission_data.mon_num=0
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smc.vmdata.mission_data.mon_num = 0
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smc.vmdata.mission_data.level = 1
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smc.vmdata.mission_data.mon_max = Math.max(1, Math.floor(this.maxMonsterCount))
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this.currentPhase = MissionPhase.None;
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this.currentWave = 1;
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this.isBossWave = false;
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this.rewards=[]
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this.rewards = []
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this.revive_times = 1;
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this.lastTimeStr = "";
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this.lastTimeSecond = -1;
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@@ -714,9 +718,9 @@ export class MissionComp extends CCComp {
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this.heapTrendBaseMB = -1;
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this.monsterCountSyncTimer = 0;
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this.lastPrepareCoinWave = 0;
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spawningEngine.reset();
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// 重置所有的战局得分数据,防止上一局的数据污染
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smc.resetScores();
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@@ -740,9 +744,9 @@ export class MissionComp extends CCComp {
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private onNewWave(event: string, data: any) {
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const wave = Number(data?.wave ?? 0);
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if (wave <= 0) return;
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this.isBossWave = !!data?.bossWave;
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if (wave > 1) {
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// 在新一波到来时,先进入 BattleEnd,触发上一波的战斗结束技能 (fend),2秒后自动进入下一波的准备阶段
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this.changePhase(MissionPhase.BattleEnd);
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@@ -773,7 +777,7 @@ export class MissionComp extends CCComp {
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if (upgradeIndex !== -1) {
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// 根据配置的索引,计算目标等级(初始等级 + index + 1)
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// 例如 index=0,对应等级为2;index=1,对应等级为3
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const targetLv = upgradeIndex + 2;
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const targetLv = upgradeIndex + 2;
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oops.message.dispatchEvent(GameEvent.CardPoolUpgrade, { wave, targetLv });
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mLogger.log(this.debugMode, 'MissionComp', "card pool upgrade event pushed", { wave, targetLv });
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}
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@@ -836,7 +840,7 @@ export class MissionComp extends CCComp {
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}
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});
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this.handleHeroWipe(heroCount);
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// 怪物全灭检测:如果战斗阶段场上没有任何活着的怪物,且待刷新的怪物队列也为空,直接结束战斗进入下一波的准备阶段
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const pendingCount = smc.vmdata.mission_data.pending_mon_num || 0;
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if (monsterCount === 0 && pendingCount === 0 && smc.mission.play && !smc.mission.pause && this.currentPhase === MissionPhase.Battle) {
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@@ -844,7 +848,7 @@ export class MissionComp extends CCComp {
|
||||
// 如果能获取当前已部署英雄数最好,这里简化处理,大于 4 个就算高存活
|
||||
heroesAliveRatio = Math.min(1.0, heroCount / 4.0);
|
||||
spawningEngine.updateAdaptive(heroesAliveRatio, this.clearTime);
|
||||
|
||||
|
||||
if (this.currentWave >= 15) {
|
||||
// 15 波通关
|
||||
this.open_Victory(null, false);
|
||||
@@ -853,7 +857,7 @@ export class MissionComp extends CCComp {
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
smc.vmdata.mission_data.mon_num = monsterCount;
|
||||
const { max, resume } = this.getMonsterThresholds();
|
||||
smc.vmdata.mission_data.mon_max = max;
|
||||
@@ -938,7 +942,7 @@ export class MissionComp extends CCComp {
|
||||
skillNodes: skillRoot?.children.length || 0
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
// ======================== 性能监控面板 ========================
|
||||
|
||||
/** 性能监控相关代码 */
|
||||
|
||||
Reference in New Issue
Block a user