feat(map): 新增IBoxComp组件并调整ibox.prefab布局
新增IBoxComp组件用于游戏地图中的宝箱功能,包含基础UI属性定义和生命周期方法。 调整ibox.prefab的布局尺寸和子节点位置,优化视觉呈现。 移除VictoryComp中已废弃的广告复活相关代码,保持代码简洁。
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53
assets/script/game/map/IBoxComp.ts
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53
assets/script/game/map/IBoxComp.ts
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import { mLogger } from "../common/Logger";
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import { _decorator, Animation, AnimationClip, EventTouch, Label, Node, NodeEventType, Sprite, SpriteAtlas, Tween, tween, UIOpacity, Vec3, resources } 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 { CardConfig, CardType, SpecialCardList } from "../common/config/CardSet";
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import { CardUseComp } from "./CardUseComp";
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import { HeroInfo } from "../common/config/heroSet";
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import { SkillSet } from "../common/config/SkillSet";
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import { GameEvent } from "../common/config/GameEvent";
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import { oops } from "db://oops-framework/core/Oops";
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import { smc } from "../common/SingletonModuleComp";
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const { ccclass, property } = _decorator;
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/** 视图层对象 */
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@ccclass('IBoxComp')
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@ecs.register('IBoxComp', false)
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export class IBoxComp extends CCComp {
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private debugMode: boolean = true;
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/** 锁定态图标节点(显示时表示本槽位锁定) */
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@property(Node)
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Line1: Node = null!
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@property(Node)
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Line2: Node = null!
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@property(Node)
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Line3: Node = null!
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@property(Node)
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Line4: Node = null!
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@property(Node)
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Line5: Node = null!
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onAdded(args: any) {
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}
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onLoad() {
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}
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onDestroy() {
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}
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init(){
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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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this.node.destroy();
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}
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}
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9
assets/script/game/map/IBoxComp.ts.meta
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9
assets/script/game/map/IBoxComp.ts.meta
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{
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"ver": "4.0.24",
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"importer": "typescript",
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"imported": true,
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"uuid": "ac90f361-6b8d-41a2-995c-42b8b74a3a4b",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -118,75 +118,9 @@ export class VictoryComp extends CCComp {
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double_reward(){
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}
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/** 看广告复活 */
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watch_ad_revive() {
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if (!this.canRevive) {
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mLogger.log(this.debugMode, 'VictoryComp', "已经复活过,无法再次复活");
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return;
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}
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// TODO: 接入广告SDK,这里先模拟广告播放成功回调
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this.onAdReviveSuccess();
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}
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/** 广告复活成功回调 */
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private onAdReviveSuccess() {
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mLogger.log(this.debugMode, 'VictoryComp', "[VictoryComp] 广告复活成功");
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mLogger.log(this.debugMode, 'VictoryComp', "[VictoryComp] 广告复活成功")
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// 1. 标记已复活
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// this.reviveCount++;
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this.canRevive = false;
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// 2. 执行复活逻辑
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this.doReviveHero();
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// 2.1 通知 MissionComp 扣除次数
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oops.message.dispatchEvent(GameEvent.ReviveSuccess);
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// 3. 恢复游戏状态
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// smc.mission.play = true;
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smc.mission.pause = false;
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// 4. 关闭结算界面
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oops.gui.removeByNode(this.node);
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}
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/** 执行英雄复活逻辑 */
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private doReviveHero() {
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// 查找所有英雄实体并复活
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const heroes = ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp));
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let hasRevived = false;
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heroes.forEach(e => {
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const attrs = e.get(HeroAttrsComp);
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const view = e.get(HeroViewComp);
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if (attrs.fac === FacSet.HERO && attrs.is_dead) {
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// 重置属性
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attrs.is_dead = false;
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attrs.hp = attrs.Attrs[Attrs.HP_MAX]; // 满血复活
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attrs.mp = attrs.Attrs[Attrs.MP_MAX];
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attrs.is_reviving = false;
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// 视图层复活
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if (view) {
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view.alive();
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}
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hasRevived = true;
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mLogger.log(this.debugMode, 'VictoryComp', `[VictoryComp] 复活英雄: ${attrs.hero_name}`);
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}
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});
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if (hasRevived) {
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// 发送复活事件(如果有需要)
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// oops.message.dispatchEvent(GameEvent.HeroRevived);
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} else {
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mLogger.log(this.debugMode, 'VictoryComp', "[VictoryComp] 未找到可复活的英雄实体");
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}
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}
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restart(){
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this.clear_data()
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