feat(任务): 增加准备阶段与战斗阶段的切换逻辑
- 在准备阶段显示卡牌面板和开始战斗按钮,并发放金币奖励 - 进入战斗阶段时隐藏卡牌面板并禁用按钮 - 根据波数动态计算准备阶段金币奖励 - 修复金币同步和初始化问题
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@@ -3,7 +3,7 @@ import { _decorator, instantiate, Label, Node, NodeEventType, Prefab, SpriteAtla
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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 { GameEvent } from "../common/config/GameEvent";
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import { CARD_POOL_INIT_LEVEL, CARD_POOL_MAX_LEVEL, CardConfig, CardInitCoins, CardsUpSet, getCardsByLv } from "../common/config/CardSet";
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import { CARD_POOL_INIT_LEVEL, CARD_POOL_MAX_LEVEL, CardConfig, CardsUpSet, getCardsByLv } from "../common/config/CardSet";
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import { CardComp } from "./CardComp";
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import { oops } from "db://oops-framework/core/Oops";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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@@ -25,6 +25,10 @@ export class MissionCardComp extends CCComp {
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/** 四个插卡槽位(固定顺序分发:1~4) */
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@property(Node)
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cards_node:Node = null!
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@property({ tooltip: "战斗阶段卡牌面板下移隐藏距离" })
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cardsBattleHideOffsetY: number = 1280;
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@property({ tooltip: "卡牌面板位移动画时长" })
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cardsPanelMoveDuration: number = 0.2;
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@property(Node)
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card1:Node = null!
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@property(Node)
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@@ -55,6 +59,9 @@ export class MissionCardComp extends CCComp {
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private poolLv: number = CARD_POOL_INIT_LEVEL;
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private readonly heroInfoItemGap: number = 86;
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private heroInfoSyncTimer: number = 0;
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private cardsShowPos: Vec3 = new Vec3();
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private cardsHidePos: Vec3 = new Vec3();
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private cardsPosReady: boolean = false;
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private heroInfoItems: Map<number, {
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node: Node,
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model: HeroAttrsComp,
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@@ -65,6 +72,7 @@ export class MissionCardComp extends CCComp {
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this.bindEvents();
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this.cacheCardComps();
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this.layoutCardSlots();
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this.initCardsPanelPos();
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this.onMissionStart();
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mLogger.log(this.debugMode, "MissionCardComp", "onLoad init", {
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slots: this.cardComps.length,
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@@ -82,10 +90,11 @@ export class MissionCardComp extends CCComp {
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/** 任务开始时:重置卡池等级、清空4槽、显示面板 刷新一次卡池*/
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onMissionStart() {
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this.enterPreparePhase();
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this.poolLv = CARD_POOL_INIT_LEVEL;
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const missionData = this.getMissionData();
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if (missionData) {
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missionData.coin = CardInitCoins;
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missionData.coin = Math.max(0, Math.floor(missionData.coin ?? 0));
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missionData.hero_num = 0;
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missionData.hero_max_num = 5;
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missionData.hero_extend_max_num = 6;
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@@ -136,6 +145,7 @@ export class MissionCardComp extends CCComp {
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/** 生命周期事件 */
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this.on(GameEvent.MissionStart, this.onMissionStart, this);
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this.on(GameEvent.MissionEnd, this.onMissionEnd, this);
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this.on(GameEvent.FightStart, this.onFightStart, this);
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this.on(GameEvent.CoinAdd, this.onCoinAdd, this);
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oops.message.on(GameEvent.MasterCalled, this.onMasterCalled, this);
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oops.message.on(GameEvent.HeroDead, this.onHeroDead, this);
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@@ -150,12 +160,21 @@ export class MissionCardComp extends CCComp {
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this.cards_up?.on(NodeEventType.TOUCH_CANCEL, this.onUpgradeTouchCancel, this);
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}
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private onCoinAdd(args:any){
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if (args?.syncOnly) {
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this.updatePoolLvUI();
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this.playCoinChangeAnim((args?.delta ?? 0) > 0);
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return;
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}
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const v = typeof args === 'number' ? args : (args?.delta ?? args?.value ?? 0);
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if (v === 0) return;
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this.setMissionCoin(this.getMissionCoin() + v);
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this.updatePoolLvUI();
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this.playCoinChangeAnim(v > 0);
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}
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private onFightStart() {
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this.enterBattlePhase();
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}
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/** 解除按钮监听,避免节点销毁后回调泄漏 */
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private unbindEvents() {
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@@ -271,6 +290,34 @@ export class MissionCardComp extends CCComp {
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});
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}
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private initCardsPanelPos() {
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if (!this.cards_node || !this.cards_node.isValid || this.cardsPosReady) return;
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const pos = this.cards_node.position;
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this.cardsShowPos = new Vec3(pos.x, pos.y, pos.z);
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this.cardsHidePos = new Vec3(pos.x, pos.y - Math.abs(this.cardsBattleHideOffsetY), pos.z);
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this.cardsPosReady = true;
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}
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private enterPreparePhase() {
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if (!this.cards_node || !this.cards_node.isValid) return;
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this.initCardsPanelPos();
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this.cards_node.active = true;
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Tween.stopAllByTarget(this.cards_node);
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this.cards_node.setPosition(this.cardsShowPos);
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}
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private enterBattlePhase() {
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if (!this.cards_node || !this.cards_node.isValid) return;
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this.initCardsPanelPos();
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this.cards_node.active = true;
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Tween.stopAllByTarget(this.cards_node);
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tween(this.cards_node)
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.to(this.cardsPanelMoveDuration, {
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position: this.cardsHidePos
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})
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.start();
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}
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/** 构建本次抽卡结果,保证最终可分发4条数据 */
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private buildDrawCards(): CardConfig[] {
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const cards = getCardsByLv(this.poolLv);
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@@ -1,4 +1,4 @@
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import { _decorator, Vec3,Animation, instantiate, Prefab, Node, ProgressBar, Label } from "cc";
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import { _decorator, Vec3,Animation, instantiate, Prefab, Node, NodeEventType, ProgressBar, Label } 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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@@ -30,11 +30,19 @@ export class MissionComp extends CCComp {
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private maxMonsterCount: number = 5;
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@property({ tooltip: "恢复刷怪阈值" })
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private resumeMonsterCount: number = 3;
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@property({ tooltip: "准备阶段基础金币奖励" })
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private prepareBaseCoinReward: number = 10;
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@property({ tooltip: "每波准备阶段额外金币" })
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private prepareCoinWaveGrow: number = 1;
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@property({ tooltip: "准备阶段金币奖励上限" })
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private prepareCoinRewardCap: number = 20;
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// VictoryComp:any = null;
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// reward:number = 0;
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// reward_num:number = 0;
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@property(Node)
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start_btn:Node = null!
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@property(Node)
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time_node:Node = null!
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FightTime:number = FightSet.FiIGHT_TIME
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@@ -61,6 +69,7 @@ export class MissionComp extends CCComp {
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private heapTrendBaseMB: number = -1;
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private monsterCountSyncTimer: number = 0;
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private currentWave: number = 0;
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private lastPrepareCoinWave: number = 0;
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private readonly heroViewMatcher = ecs.allOf(HeroViewComp);
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private readonly skillViewMatcher = ecs.allOf(SkillView);
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private readonly heroAttrsMatcher = ecs.allOf(HeroAttrsComp);
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@@ -75,8 +84,12 @@ export class MissionComp extends CCComp {
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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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onDestroy(){
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this.start_btn?.off(NodeEventType.TOUCH_END, this.onStartFightBtnClick, this)
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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.pause) return
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@@ -131,22 +144,35 @@ export class MissionComp extends CCComp {
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this.node.active=true
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this.data_init()
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oops.message.dispatchEvent(GameEvent.FightReady)
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this.enterPreparePhase()
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let loading=this.node.parent.getChildByName("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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this.scheduleOnce(()=>{
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this.to_fight()
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},0.1)
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}
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to_fight(){
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smc.mission.stop_spawn_mon = false;
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smc.mission.in_fight=true
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if (this.start_btn && this.start_btn.isValid) this.start_btn.active = false;
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oops.message.dispatchEvent(GameEvent.FightStart) //GameSetMonComp 监听刷怪
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}
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private enterPreparePhase() {
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smc.mission.in_fight = false;
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smc.mission.stop_spawn_mon = true;
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if (this.start_btn && this.start_btn.isValid) this.start_btn.active = true;
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}
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private onStartFightBtnClick() {
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if (!smc.mission.play) return;
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if (smc.mission.pause) return;
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if (smc.mission.in_fight) return;
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this.to_fight();
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}
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open_Victory(e:any,is_hero_dead: boolean = false){
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// 暂停游戏循环和怪物行为
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@@ -181,14 +207,13 @@ export class MissionComp extends CCComp {
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smc.mission.play=false
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smc.mission.pause = false;
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smc.mission.in_fight = false;
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if (this.start_btn && this.start_btn.isValid) this.start_btn.active = false;
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this.cleanComponents()
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this.clearBattlePools()
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this.node.active=false
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}
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data_init(){
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// 重置金币为初始值 (如果需要保留金币,请注释掉此行)
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smc.vmdata.gold = 0;
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//局内数据初始化 smc 数据初始化
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smc.mission.play = true;
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smc.mission.pause = false;
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@@ -215,6 +240,8 @@ export class MissionComp extends CCComp {
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this.heapTrendTimer = 0;
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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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smc.vmdata.mission_data.coin = 0;
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// 重置全局属性加成和主角引用 (确保新一局数据干净)
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// smc.role = null;
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@@ -229,10 +256,28 @@ export class MissionComp extends CCComp {
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if (wave <= 0) return;
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this.currentWave = wave;
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smc.vmdata.mission_data.level = wave;
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this.grantPrepareCoinByWave(wave);
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this.lastTimeSecond = -1;
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this.update_time();
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}
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private grantPrepareCoinByWave(wave: number) {
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if (wave <= 0) return;
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if (wave <= this.lastPrepareCoinWave) return;
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const base = Math.max(0, Math.floor(this.prepareBaseCoinReward));
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const grow = Math.max(0, Math.floor(this.prepareCoinWaveGrow));
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const cap = Math.max(0, Math.floor(this.prepareCoinRewardCap));
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const reward = Math.min(cap, base + (wave - 1) * grow);
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if (reward <= 0) {
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this.lastPrepareCoinWave = wave;
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return;
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}
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smc.vmdata.mission_data.coin = Math.max(0, Math.floor((smc.vmdata.mission_data.coin ?? 0) + reward));
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this.lastPrepareCoinWave = wave;
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oops.message.dispatchEvent(GameEvent.CoinAdd, { delta: reward, syncOnly: true });
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mLogger.log(this.debugMode, 'MissionComp', "prepare coin reward", { wave, reward, coin: smc.vmdata.mission_data.coin });
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}
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private getMonsterThresholds(): { max: number; resume: number } {
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const max = Math.max(1, Math.floor(this.maxMonsterCount));
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const resume = Math.min(max - 1, Math.max(0, Math.floor(this.resumeMonsterCount)));
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