refactor(talent): 天赋升级系统重构为金币消耗模式
- 移除碎片相关配置与数据结构,统一使用 costs 数组配置每级金币消耗 - 优化天赋配置文案,去除名称中的冗余字样,精简属性描述文本 - 清理 SingletonModuleComp 存档及云端同步中的碎片字段 - 修改 TalentsComp 界面逻辑,升级校验、扣除及重置返还全面切换为金币体系 - 调整界面显示细节:等级格式变更为 current/max,消耗仅显示纯数值
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@@ -24,7 +24,7 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
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import { mLogger } from "../common/Logger";
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import { smc } from "../common/SingletonModuleComp";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { TalentConfig, TalentFragmentInfo, TalentFragmentType, TalentInfo, TalentType } from "../common/config/TalentSet";
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import { TalentConfig, TalentInfo, TalentType } from "../common/config/TalentSet";
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const { ccclass, property } = _decorator;
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@@ -32,9 +32,9 @@ const { ccclass, property } = _decorator;
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* TalentsComp —— 天赋系统界面组件
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*
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* 职责:
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* 1. 展示玩家等级、当前经验、进度条、碎片库存。
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* 1. 展示玩家等级、当前经验、进度条、金币。
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* 2. 展示天赋列表及每个天赋的当前等级。
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* 3. 处理天赋升级点击事件,扣除碎片并保存。
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* 3. 处理天赋升级点击事件,扣除金币并保存。
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* 4. 处理重置天赋(看广告)功能。
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*/
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@ccclass('TalentsComp')
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@@ -53,7 +53,7 @@ export class TalentsComp extends CCComp {
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@property({ type: ProgressBar, tooltip: "经验进度条" })
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pb_exp: ProgressBar = null!;
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@property({ type: Label, tooltip: "当前碎片库存摘要文本" })
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@property({ type: Label, tooltip: "当前金币文本" })
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lbl_points: Label = null!;
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@property({ type: Node, tooltip: "天赋列表容器,用于动态添加天赋项" })
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@@ -96,12 +96,11 @@ export class TalentsComp extends CCComp {
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this.updateTalentList();
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}
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/** 更新玩家等级、经验、碎片信息 */
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/** 更新玩家等级、经验、金币信息 */
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private updatePlayerInfo() {
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const collection = smc.collection;
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let level = collection.player_level || 1;
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let exp = collection.player_exp || 0;
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const fragmentSummary = this.getFragmentSummaryText();
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// 限制最大等级
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if (level > this.MAX_PLAYER_LEVEL) {
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@@ -109,7 +108,7 @@ export class TalentsComp extends CCComp {
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}
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if (this.lbl_level) this.lbl_level.string = `Lv.${level}`;
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if (this.lbl_points) this.lbl_points.string = fragmentSummary;
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if (this.lbl_points) this.lbl_points.string = `金币: ${smc.vmdata.gold}`;
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// 计算当前等级升级所需经验
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let expRequired = this.getExpRequirement(level);
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@@ -175,18 +174,18 @@ export class TalentsComp extends CCComp {
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lblDesc.string = talentInfo.desc.replace('{value}', currentVal.toString());
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}
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if (lblLevel) lblLevel.string = `Lv.${currentLevel}`;
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if (lblLevel) lblLevel.string = `${currentLevel}/${talentInfo.maxLevel}`;
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let isMax = currentLevel >= talentInfo.maxLevel;
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const levelCost = isMax ? null : this.getLevelFragmentCost(talentInfo, currentLevel);
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const canUpgrade = !!levelCost && this.hasEnoughFragments(levelCost);
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let cost = isMax ? 0 : (talentInfo.costs[currentLevel] ?? 0);
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let canUpgrade = !isMax && smc.vmdata.gold >= cost;
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if (lblCost) {
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lblCost.string = isMax ? "已满级" : `消耗: ${this.buildFragmentCostText(levelCost!)}`;
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lblCost.string = isMax ? "已满级" : `${cost}`;
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}
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if (btnUpgrade) {
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btnUpgrade.interactable = !isMax && canUpgrade;
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btnUpgrade.interactable = canUpgrade;
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// 清除旧的监听,避免重复绑定
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btnUpgradeNode?.off(Button.EventType.CLICK);
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btnUpgradeNode?.on(Button.EventType.CLICK, () => {
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@@ -209,15 +208,11 @@ export class TalentsComp extends CCComp {
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return;
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}
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const levelCost = this.getLevelFragmentCost(talentInfo, currentLevel);
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if (!levelCost) {
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oops.gui.toast("天赋消耗配置异常");
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return;
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}
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const cost = talentInfo.costs[currentLevel] ?? 0;
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if (this.hasEnoughFragments(levelCost)) {
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// 1. 扣除单碎片消耗
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this.consumeFragments(levelCost);
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if (smc.vmdata.gold >= cost) {
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// 1. 扣除金币消耗
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smc.updateGold(-cost);
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// 2. 更新等级
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collection.talents[talentId] = currentLevel + 1;
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@@ -229,7 +224,7 @@ export class TalentsComp extends CCComp {
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oops.gui.toast("天赋升级成功");
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} else {
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oops.gui.toast("碎片不足或已满级");
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oops.gui.toast("金币不足");
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}
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}
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@@ -239,31 +234,26 @@ export class TalentsComp extends CCComp {
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this.watch_ad().then(success => {
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if (success) {
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const collection = smc.collection;
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// 计算已消耗碎片并返还
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const refundedFragments: Partial<Record<TalentFragmentType, number>> = {};
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// 计算已消耗金币并返还
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let refundedGold = 0;
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for (let id in collection.talents) {
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let talentId = Number(id) as TalentType;
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let level = collection.talents[talentId];
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let talentInfo = TalentConfig.talents.find(t => t.id === talentId);
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if (talentInfo) {
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for (let i = 0; i < level; i++) {
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const levelCost = this.getLevelFragmentCost(talentInfo, i);
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if (!levelCost) continue;
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refundedFragments[levelCost.type] = (refundedFragments[levelCost.type] || 0) + levelCost.amount;
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refundedGold += talentInfo.costs[i] ?? 0;
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}
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}
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}
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// 重置天赋等级并返还碎片
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// 重置天赋等级并返还金币
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for (let k in collection.talents) {
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collection.talents[k as any as TalentType] = 0;
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}
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for (const fragmentType in refundedFragments) {
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const key = Number(fragmentType) as TalentFragmentType;
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const amount = refundedFragments[key] || 0;
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if (amount > 0) {
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collection.talent_fragments[key] += amount;
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}
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if (refundedGold > 0) {
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smc.updateGold(refundedGold);
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}
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// 同步到云端
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@@ -271,59 +261,13 @@ export class TalentsComp extends CCComp {
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// 刷新界面
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this.refreshUI();
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oops.gui.toast("天赋已重置,碎片已返还");
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oops.gui.toast("天赋已重置,金币已返还");
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} else {
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oops.gui.toast("广告观看失败,无法重置");
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}
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});
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}
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/** 获取升级到下一等级所需的单碎片消耗 */
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private getLevelFragmentCost(talentInfo: TalentInfo, currentLevel: number): { type: TalentFragmentType; amount: number } | null {
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if (talentInfo.fragmentType === undefined) {
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return null;
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}
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return {
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type: talentInfo.fragmentType,
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amount: talentInfo.costs[currentLevel] ?? 0
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};
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}
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/** 判断当前库存是否满足一次升级 */
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private hasEnoughFragments(cost: { type: TalentFragmentType; amount: number }): boolean {
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const bag = smc.collection.talent_fragments;
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return bag[cost.type] >= cost.amount;
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}
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/** 执行碎片扣除 */
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private consumeFragments(cost: { type: TalentFragmentType; amount: number }) {
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const bag = smc.collection.talent_fragments;
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bag[cost.type] = Math.max(0, bag[cost.type] - cost.amount);
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}
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/** 生成单次升级消耗文案 */
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private buildFragmentCostText(cost: { type: TalentFragmentType; amount: number }): string {
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const info = this.getFragmentInfo(cost.type);
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const own = smc.collection.talent_fragments[cost.type];
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const fragmentName = info ? info.name : `碎片${cost.type}`;
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return `${fragmentName} ${own}/${cost.amount}`;
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}
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/** 顶部碎片库存摘要 */
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private getFragmentSummaryText(): string {
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const bag = smc.collection.talent_fragments;
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const summary = TalentConfig.fragments
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.filter(fragment => bag[fragment.id] > 0)
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.map(fragment => `${fragment.name}:${bag[fragment.id]}`)
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.join(" ");
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return summary ? `碎片: ${summary}` : "碎片: 暂无";
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}
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/** 按碎片类型查找碎片配置 */
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private getFragmentInfo(type: TalentFragmentType): TalentFragmentInfo | undefined {
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return TalentConfig.fragments.find(fragment => fragment.id === type);
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}
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/** 模拟看广告回调,实际项目中需要替换为真实的广告SDK调用 */
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private watch_ad(): Promise<boolean> {
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return new Promise((resolve) => {
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