feat(天赋系统): 实现天赋选择功能并完善卡片交互逻辑
添加天赋选择事件触发机制,在战斗开始时触发天赋选择界面 重构MissionCardComp类,实现天赋卡片的随机生成、显示和选择功能 为卡片添加选中状态标记和交互处理 更新prefab资源以支持新的天赋选择界面
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@@ -1,73 +1,169 @@
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import { _decorator, Label, Node } 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 { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { talConf, ItalConf } from "../common/config/TalSet";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@ccclass('ModuleViewComp')
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@ecs.register('ModuleView', false)
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export class ModuleViewComp extends CCComp {
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@ccclass('MissionCardComp')
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@ecs.register('MissionCard', false)
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export class MissionCardComp extends CCComp {
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/** 视图层逻辑代码分离演示 */
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@property(Node)
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card1:Node = null
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card1:Node = null!
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@property(Node)
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card2:Node = null
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card2:Node = null!
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@property(Node)
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card3:Node = null
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card3:Node = null!
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@property(Node)
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card4:Node = null
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card4:Node = null!
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card1_data:ItalConf = null!
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card2_data:ItalConf = null!
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card3_data:ItalConf = null!
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card4_data:ItalConf = null!
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onLoad() {
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oops.message.on(GameEvent.TalentSelect, this.onTalentSelect, this);
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}
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onDestroy() {
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oops.message.off(GameEvent.TalentSelect, this.onTalentSelect, this);
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this.ent.destroy();
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}
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card1_data:any = {}
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card2_data:any = {}
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card3_data:any = {}
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card4_data:any = {}
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start() {
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this.card1.active=true
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this.card2.active=true
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this.card3.active=true
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this.card4.active=true
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// 初始隐藏或显示逻辑
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this.node.active = false;
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this.resetCardStates();
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}
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private resetCardStates() {
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const cards = [this.card1, this.card2, this.card3, this.card4];
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cards.forEach(card => {
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if (card) {
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const selected = card.getChildByName("selected");
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if (selected) selected.active = false;
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}
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});
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}
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// 是否已经选择了天赋
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private hasSelected: boolean = false;
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private onTalentSelect(event: string, args: any) {
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this.node.active = true;
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this.hasSelected = false; // 重置选择状态
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this.resetCardStates(); // 每次刷新前重置卡片状态
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this.refCards();
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}
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refCards(){
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// 随机获取4个不一样的天赋
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const allTalents = Object.values(talConf);
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const result: ItalConf[] = [];
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const temp = [...allTalents];
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// 简单的随机抽取算法
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for (let i = 0; i < 4 && temp.length > 0; i++) {
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const index = Math.floor(Math.random() * temp.length);
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result.push(temp[index]);
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temp.splice(index, 1);
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}
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// 更新卡片
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if (result.length > 0) this.updateCardData(1, result[0]);
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if (result.length > 1) this.updateCardData(2, result[1]);
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if (result.length > 2) this.updateCardData(3, result[2]);
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if (result.length > 3) this.updateCardData(4, result[3]);
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}
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updateCardInfo(card:Node,data:any){
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updateCardInfo(card:Node, data:ItalConf){
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if(!card) return
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card.active = true;
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// 隐藏选中状态
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const selected = card.getChildByName("selected");
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if(selected) selected.active = false;
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let name = card.getChildByName("name")
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if(name){
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name.getComponent(Label).string = data.name
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name.getComponent(Label)!.string = data.name
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}
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let info = card.getChildByName("info").getChildByName("Label")
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let info = card.getChildByName("info")?.getChildByName("Label")
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if(info){
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info.getComponent(Label).string = data.info
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info.getComponent(Label)!.string = data.desc
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}
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}
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updateCardData(index:number,data:any){
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updateCardData(index:number, data:ItalConf){
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switch (index) {
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case 1:
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this.card1_data = data
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this.updateCardInfo(this.card1, data);
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break;
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case 2:
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this.card2_data = data
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this.updateCardInfo(this.card2, data);
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break;
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case 3:
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this.card3_data = data
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this.updateCardInfo(this.card3, data);
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break;
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case 4:
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this.card4_data = data
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this.updateCardInfo(this.card4, data);
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break;
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}
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}
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selectCard(index:number){
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selectCard(e:any,index:string){
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console.log("selectCard",index)
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let _index = parseInt(index);
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// 如果已经选择过,则不再处理
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if(this.hasSelected) return;
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let selectedTalent: ItalConf | null = null;
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let selectedCardNode: Node | null = null;
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switch (_index) {
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case 1:
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selectedTalent = this.card1_data;
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selectedCardNode = this.card1;
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break;
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case 2:
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selectedTalent = this.card2_data;
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selectedCardNode = this.card2;
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break;
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case 3:
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selectedTalent = this.card3_data;
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selectedCardNode = this.card3;
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break;
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case 4:
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selectedTalent = this.card4_data;
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selectedCardNode = this.card4;
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break;
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}
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if (selectedTalent && selectedCardNode) {
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this.hasSelected = true;
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console.log("选择天赋:", selectedTalent.name);
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// 显示当前选中的 selected 节点
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const selected = selectedCardNode.getChildByName("selected");
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if(selected) selected.active = true;
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// 发送事件
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oops.message.dispatchEvent(GameEvent.UseTalentCard, selectedTalent.uuid);
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// 延迟关闭界面,让玩家看到选中效果
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// this.scheduleOnce(() => {
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// this.node.active = false;
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// }, 0.5);
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}
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}
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/** 全局消息逻辑处理 */
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// private onHandler(event: string, args: any) {
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// switch (event) {
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// case ModuleEvent.Cmd:
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// break;
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// }
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// }
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/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
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reset() {
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@@ -147,6 +147,7 @@ export class MissionComp extends CCComp {
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to_fight(){
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smc.mission.in_fight=true
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oops.message.dispatchEvent(GameEvent.FightStart) //GameSetMonComp 监听刷怪
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oops.message.dispatchEvent(GameEvent.TalentSelect)
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}
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