diff --git a/assets/resources/gui/element/mission.prefab b/assets/resources/gui/element/mission.prefab index 37c7423d..2914fb32 100644 --- a/assets/resources/gui/element/mission.prefab +++ b/assets/resources/gui/element/mission.prefab @@ -5808,9 +5808,7 @@ "watchPath": "", "labelType": "cc.Label", "watchPathArr": [ - "data.stage_progress.chapter ", - "data.stage_progress.stage", - "data.stage_progress.section" + "data.stage_progress.stage" ], "_id": "" }, diff --git a/assets/script/game/common/SingletonModuleComp.ts b/assets/script/game/common/SingletonModuleComp.ts index d617cae7..2ecce6d6 100644 --- a/assets/script/game/common/SingletonModuleComp.ts +++ b/assets/script/game/common/SingletonModuleComp.ts @@ -48,11 +48,9 @@ export interface GameDate { talent_lv?: number, /** 天赋当前等级已累计的经验值 */ talent_exp?: number, - /** 关卡进度存档:当前章节-关-节 */ + /** 关卡进度存档:当前关卡号(无限关模式只记关卡号,回合恒从 1 开始) */ stage_progress?: { - chapter: number, stage: number, - section: number, }, /** 奖励领取状态:段位/闯关首达奖励的已领取标记(玩家点击领取) */ reward_claimed?: { @@ -61,7 +59,7 @@ export interface GameDate { /** 已领取的大关号 */ stage: number[], }, - /** 已通关大关的显式标记(覆盖存档停留场景,如第 10 关通关后进度停留 1-10-10) */ + /** 已通关大关的显式标记(历史遗留字段,无限关模式不再写入;仅用于兼容读取旧存档) */ passed_stages?: number[], } export interface CloudData { @@ -152,11 +150,9 @@ export class SingletonModuleComp extends ecs.Comp { talent_lv: 0, /** 当前等级已累计经验 */ talent_exp: 0, - /** 关卡进度存档:默认从 1-1-1 开始 */ + /** 关卡进度存档:默认从第 1 关开始 */ stage_progress: { - chapter: 1, stage: 1, - section: 1, }, /** 奖励领取状态(玩家点击领取,跨局保留) */ reward_claimed: { @@ -238,9 +234,7 @@ export class SingletonModuleComp extends ecs.Comp { switch_music: true, // 音乐开关(MVVM绑定字段) /** 关卡进度(MVVM绑定字段,镜像 data.stage_progress,供 HUD 实时显示) */ stage_progress: { - chapter: 1, stage: 1, - section: 1, }, }; @@ -352,26 +346,26 @@ export class SingletonModuleComp extends ecs.Comp { * 将 data 层的关卡进度镜像到 vmdata 视图层(MVVM 绑定字段)。 * Why: data.stage_progress 为云端持久权威源,vmdata.stage_progress 仅供 HUD 绑定展示; * 登录覆盖、关卡推进后都必须调用本方法保持镜像一致。 + * 旧版三段存档(chapter/stage/section)在同步时归一化为 stage 单字段。 */ public syncStageProgressToView(): void { const p = this.data.stage_progress; - // 就地更新字段而非整体替换对象:oops VM(JsonOb)只通知被赋值属性的精确路径, - // 整体替换仅派发 VC:data.stage_progress,不会触发 HUD 绑定的 - // data.stage_progress.section 等嵌套末端路径刷新,导致进度显示停留在老节 - const view = this.vmdata.stage_progress; - view.chapter = p?.chapter ?? 1; - view.stage = p?.stage ?? 1; - view.section = p?.section ?? 1; + // 旧存档归一化:兼容历史 chapter/stage/section 三段结构,仅提取 stage + const stage = Math.max(1, Math.floor(p?.stage ?? 1)); + if (p && (p.stage !== stage || (p as any).chapter !== undefined || (p as any).section !== undefined)) { + this.data.stage_progress = { stage }; + } + this.vmdata.stage_progress.stage = stage; } /** * 更新关卡进度(权威源 data + 视图镜像 vmdata),并派发事件刷新 UI。 * Why: 替代直接赋值 smc.data.stage_progress,保证视图层实时同步。 - * @param progress 新的关卡进度(章节/大关/小节均从 1 开始) + * @param progress 新的关卡进度(仅关卡号,从 1 开始) * @param is_sync 是否标记脏并触发云端/本地同步 */ - public updateStageProgress(progress: { chapter: number; stage: number; section: number }, is_sync: boolean = true): void { - this.data.stage_progress = { ...progress }; + public updateStageProgress(progress: { stage: number }, is_sync: boolean = true): void { + this.data.stage_progress = { stage: Math.max(1, Math.floor(progress.stage)) }; this.syncStageProgressToView(); if (is_sync) { gameDataSync.markDataDirty(); @@ -452,20 +446,18 @@ export class SingletonModuleComp extends ecs.Comp { } /** - * 标记大关已通关(通关点调用,覆盖存档停留场景) - * Why: 第 10 关通关后存档停留 1-10-10,无法从 stage_progress 推导已通状态, - * 需在通关时显式写入。 - * @param stage 大关号 + * 标记大关已通关(历史遗留入口) + * Why: 旧版本第 10 关通关后存档停留,无法从 stage_progress 推导已通状态,需显式标记; + * 无限关模式存档永远推进,判定已通可直接由 stage_progress 推导,无需再写入。 + * 保留空实现以避免破坏外部调用方(若有旧存档读取场景走 passed_stages 兼容)。 + * @param _stage 大关号(未使用,保留签名兼容) + * @deprecated 无限关模式无需调用,保留仅为兼容旧代码引用 */ - public markStagePassed(stage: number): void { - if (!this.data.passed_stages) this.data.passed_stages = []; - if (!this.data.passed_stages.includes(stage)) { - this.data.passed_stages.push(stage); - gameDataSync.markDataDirty(); - } + public markStagePassed(_stage: number): void { + // 无限关模式不再写入 passed_stages } - /** 判定大关是否已通关:显式标记优先,存档推进兜底(已进入后续关即已通关) */ + /** 判定大关是否已通关:旧存档显式标记兼容,无限关以存档关卡号推导(已进入后续关即已通关) */ private isStagePassed(stage: number): boolean { if ((this.data.passed_stages ?? []).includes(stage)) return true; return (this.data.stage_progress?.stage ?? 1) > stage; diff --git a/assets/script/game/common/config/GameEvent.ts b/assets/script/game/common/config/GameEvent.ts index c5ca5414..0dc41a42 100644 --- a/assets/script/game/common/config/GameEvent.ts +++ b/assets/script/game/common/config/GameEvent.ts @@ -104,15 +104,15 @@ export enum GameEvent { STAGE_PROGRESS_UPDATE = "STAGE_PROGRESS_UPDATE", /** 奖励领取完成(payload 为空,UI 刷新待领取列表/红点) */ REWARD_CLAIMED = "REWARD_CLAIMED", - /** 小节开始(payload: { chapter, stage, section },MissionMonComp 据此生成怪物) */ + /** 回合开始(payload: { stage, section },MissionMonComp 据此生成怪物) */ SectionStart = "SectionStart", - /** 小节结束(payload: { chapter, stage, section },玩家点击"下一节"后推进) */ + /** @deprecated 已废弃:无限关模式无节间结算,回合自动推进,勿再监听 */ SectionEnd = "SectionEnd", - /** 大关结束(payload: { chapter, stage },10 节打完) */ + /** @deprecated 已废弃:无限关模式无大关结算,勿再监听 */ StageEnd = "StageEnd", - /** 章节结束(payload: { chapter },10 关打完) */ + /** @deprecated 已废弃:无限关模式无章节概念,勿再监听 */ ChapterEnd = "ChapterEnd", - /** 结算弹窗点击"下一节"(payload 为空,MissionComp 据此推进到下一小节) */ + /** @deprecated 已废弃:无限关模式无"下一节"手动推进,勿再监听 */ NextSection = "NextSection", /** 结算弹窗点击"再来一次"(payload 为空,MissionComp 据此重开本关) */ RestartMission = "RestartMission", diff --git a/assets/script/game/common/config/StageSet.ts b/assets/script/game/common/config/StageSet.ts index f2bb3868..c66760af 100644 --- a/assets/script/game/common/config/StageSet.ts +++ b/assets/script/game/common/config/StageSet.ts @@ -117,12 +117,11 @@ export function getSectionType(section: number): SectionType { /** * 获取回合配置(无限关:按需动态生成,不再依赖章节静态表) - * @param chapter 章节号(无限关模式已废弃章节概念,参数仅为兼容旧调用方,恒忽略) * @param stage 关卡号(1~∞) * @param section 回合号(1~SECTIONS_PER_STAGE) * @returns 回合配置,回合号越界时返回 null */ -export function getSectionConfig(chapter: number, stage: number, section: number): SectionConfig | null { +export function getSectionConfig(stage: number, section: number): SectionConfig | null { if (section < 1 || section > SECTIONS_PER_STAGE) return null; const type = getSectionType(section); @@ -140,12 +139,11 @@ export function getSectionConfig(chapter: number, stage: number, section: number } /** - * 获取当前进度显示文本(无限关:只展示 关-回合,章节号恒忽略) - * @param chapter 章节号(兼容参数,恒忽略) + * 获取当前进度显示文本(无限关:只展示 关-回合) * @param stage 关卡号 * @param section 回合号 * @returns 格式化文本,如 "5-3" */ -export function getProgressText(chapter: number, stage: number, section: number): string { +export function getProgressText(stage: number, section: number): string { return `${stage}-${section}`; } diff --git a/assets/script/game/map/MissionComp.ts b/assets/script/game/map/MissionComp.ts index c8ae9a4b..ebee3958 100644 --- a/assets/script/game/map/MissionComp.ts +++ b/assets/script/game/map/MissionComp.ts @@ -180,11 +180,9 @@ export class MissionComp extends CCComp { // ======================== 关卡进度状态 ======================== - /** 当前章节号 */ - public currentChapter: number = 1; - /** 当前关卡号(1~10) */ + /** 当前关卡号(无限关,1~∞) */ public currentStage: number = 1; - /** 当前小节号(1~SECTIONS_PER_STAGE) */ + /** 当前回合号(1~SECTIONS_PER_STAGE) */ public currentSection: number = 1; // ======================== ECS 查询匹配器(预缓存) ======================== @@ -370,7 +368,6 @@ export class MissionComp extends CCComp { this.changePhase(MissionPhase.Prepare); // 派发首个 SectionStart,MissionMonComp 据此生成开局怪物 oops.message.dispatchEvent(GameEvent.SectionStart, { - chapter: this.currentChapter, stage: this.currentStage, section: this.currentSection, }); @@ -770,9 +767,7 @@ export class MissionComp extends CCComp { this._settleType = "final"; this._settleTitle = "本关通关"; smc.updateStageProgress({ - chapter: this.currentChapter, stage: this.currentStage + 1, - section: 1, }); if ((smc as any).updateCloudData) { (smc as any).updateCloudData(); @@ -865,57 +860,48 @@ export class MissionComp extends CCComp { // ======================== 关卡进度管理 ======================== /** - * 加载关卡进度存档(一关一局:只恢复大关,节恒从 1 开始) - * 从 smc.data.stage_progress 恢复章节/大关,缺省从 1-1-1 开始 + * 加载关卡进度存档(一关一局:只恢复大关,回合恒从 1 开始) + * 从 smc.data.stage_progress 恢复关卡号,缺省从第 1 关开始 */ private loadStageProgress() { const progress = smc.data.stage_progress; - if (progress && progress.chapter >= 1 && progress.stage >= 1) { - this.currentChapter = progress.chapter; - this.currentStage = progress.stage; - } else { - this.currentChapter = 1; - this.currentStage = 1; - } - // 一关一局:进入关卡始终从第 1 节开打 + this.currentStage = Math.max(1, Math.floor(progress?.stage ?? 1)); + // 一关一局:进入关卡始终从第 1 回合开打 this.currentSection = 1; // 加载完成后将权威进度镜像到 vmdata,驱动 HUD 实时显示 smc.syncStageProgressToView(); mLogger.log(this.debugMode, 'MissionComp', - `[StageProgress] 加载进度: ${getProgressText(this.currentChapter, this.currentStage, this.currentSection)}`); + `[StageProgress] 加载进度: ${getProgressText(this.currentStage, this.currentSection)}`); } /** - * 推进到下一小节(节间自动推进): - * 1. 节号 +1,派发 SectionStart 触发 MissionMonComp 生成下一节怪物(从右侧跑入)。 + * 推进到下一回合(回合间自动推进): + * 1. 回合号 +1,派发 SectionStart 触发 MissionMonComp 生成下一回合怪物(从右侧跑入)。 * 2. 不清理英雄/技能实体、不重置局内数据、不重新三选一——英雄保留并自动归位(编队排队)。 * 3. 进度实时镜像到 HUD,但不写持久存档(存档只在整关通关时推进到下一关)。 * * 调用时机:PrepareStart 过场倒计时结束(autoNextPhase)。 - * 保证:仅 1~4 节清场后触发,末节(BOSS_SECTION)已走 open_Victory 结算,不会推进。 + * 保证:仅 1~4 回合清场后触发,末回合(BOSS_SECTION)已走 open_Victory 结算,不会推进。 */ private advanceToNextSection() { this.currentSection++; - // 节号实时同步到 HUD(内存进度,不持久化;整关通关时才统一写大关存档)。 + // 回合号实时同步到 HUD(内存进度,不持久化;整关通关时才统一写大关存档)。 // 直接写 vmdata 视图层而非走 syncStageProgressToView(后者从 data 读,而 data 仍停留在大关起点) const view = smc.vmdata.stage_progress; - view.chapter = this.currentChapter; view.stage = this.currentStage; - view.section = this.currentSection; oops.message.dispatchEvent(GameEvent.STAGE_PROGRESS_UPDATE); - // 触发 SectionStart 事件,MissionMonComp 据此生成下一节怪物(从右侧跑入) + // 触发 SectionStart 事件,MissionMonComp 据此生成下一回合怪物(从右侧跑入) oops.message.dispatchEvent(GameEvent.SectionStart, { - chapter: this.currentChapter, stage: this.currentStage, section: this.currentSection, }); mLogger.log(this.debugMode, 'MissionComp', - `[StageProgress] 进入小节: ${getProgressText(this.currentChapter, this.currentStage, this.currentSection)}`); + `[StageProgress] 进入回合: ${getProgressText(this.currentStage, this.currentSection)}`); } /** - * 重开本关:清理战场并重置数据,从本关第 1 节重新开始 - * Why: 一关一局,失败"再来一次"即整关重打(节恒从 1 开始) + * 重开本关:清理战场并重置数据,从本关第 1 回合重新开始 + * Why: 一关一局,失败"再来一次"即整关重打(回合恒从 1 开始) */ private restartCurrentMission() { // 清理战场与局内数据 @@ -926,21 +912,20 @@ export class MissionComp extends CCComp { this._victory = false; this._settleType = "defeat"; this._settleTitle = ""; - // 一关一局:重开从第 1 节开始 + // 一关一局:重开从第 1 回合开始 this.currentSection = 1; // 进入准备阶段 this.changePhase(MissionPhase.Prepare); // 触发 MissionStart 重置开局免费抽卡 oops.message.dispatchEvent(GameEvent.MissionStart, {}); oops.message.dispatchEvent(GameEvent.FightReady); - // 触发 SectionStart 重新生成本关第 1 节怪物 + // 触发 SectionStart 重新生成本关第 1 回合怪物 oops.message.dispatchEvent(GameEvent.SectionStart, { - chapter: this.currentChapter, stage: this.currentStage, section: this.currentSection, }); mLogger.log(this.debugMode, 'MissionComp', - `[StageProgress] 重开本关: ${getProgressText(this.currentChapter, this.currentStage, this.currentSection)}`); + `[StageProgress] 重开本关: ${getProgressText(this.currentStage, this.currentSection)}`); } // ======================== 回合管理 ======================== diff --git a/assets/script/game/map/MissionMonComp.ts b/assets/script/game/map/MissionMonComp.ts index 0ca4fd6f..6dc07b3e 100644 --- a/assets/script/game/map/MissionMonComp.ts +++ b/assets/script/game/map/MissionMonComp.ts @@ -124,12 +124,11 @@ export class MissionMonCompComp extends CCComp { start() { } /** - * 小节开始事件回调:生成怪物列表并按节奏刷出 + * 回合开始事件回调:生成怪物列表并按节奏刷出 * @param event 事件名 - * @param data { chapter, stage, section } + * @param data { stage, section } */ private onSectionStart(event: string, data: any) { - const chapter = Number(data?.chapter ?? 1); const stage = Number(data?.stage ?? 1); const section = Number(data?.section ?? 1); @@ -142,15 +141,15 @@ export class MissionMonCompComp extends CCComp { smc.vmdata.mission_data.mon_num = 0; smc.vmdata.mission_data.pending_mon_num = 0; - // 从生成引擎获取本小节怪物列表 - const monsters = spawningEngine.generateSectionMonsters(chapter, stage, section); + // 从生成引擎获取本回合怪物列表 + const monsters = spawningEngine.generateSectionMonsters(stage, section); this.sectionTargetCount = monsters.length; if (TestModeConfig.enable) { mLogger.log(this.debugMode, 'MissionMonComp', "[MissionMonComp] 测试模式已开启"); } mLogger.log(this.debugMode, 'MissionMonComp', - `[MissionMonComp] 小节 ${chapter}-${stage}-${section} 生成完成,怪物总数: ${this.sectionTargetCount}`); + `[MissionMonComp] 回合 ${stage}-${section} 生成完成,怪物总数: ${this.sectionTargetCount}`); // 按批次拆分:batch=0 立即刷,batch=1 进入待刷队列 const immediate: GeneratedMonster[] = []; diff --git a/assets/script/game/map/RogueConfig.ts b/assets/script/game/map/RogueConfig.ts index 8d773427..dd4bc868 100644 --- a/assets/script/game/map/RogueConfig.ts +++ b/assets/script/game/map/RogueConfig.ts @@ -255,18 +255,17 @@ export class StageSpawningEngine { /** * 生成指定回合的怪物列表 - * @param chapter 章节号(无限关模式已废弃章节概念,兼容参数恒忽略) * @param stage 关卡号(1~∞) * @param section 回合号(1~SECTIONS_PER_STAGE) * @returns 怪物列表(按刷出顺序排列) */ - generateSectionMonsters(chapter: number, stage: number, section: number): GeneratedMonster[] { + generateSectionMonsters(stage: number, section: number): GeneratedMonster[] { // 测试模式拦截:完全绕过生成引擎,直接返回硬编码测试怪 if (TestModeConfig.enable) { return this.generateTestWave(); } - const cfg = getSectionConfig(chapter, stage, section); + const cfg = getSectionConfig(stage, section); if (!cfg) { // 配置缺失兜底:生成 3 只 Lv1 近战小怪 return this.makeFallbackMonsters();