奖励已经双倍奖励

This commit is contained in:
panfudan
2025-08-19 19:40:34 +08:00
parent 22f35893d7
commit 854affeaae
32 changed files with 12848 additions and 7746 deletions

View File

@@ -1,3 +1,4 @@
import { oops } from "db://oops-framework/core/Oops";
import { WxCloudApi ,UserGameData} from "../wx_clound_client_api/WxCloudApi";
import { smc } from "./SingletonModuleComp";
@@ -47,7 +48,7 @@ export class GameDataSyncManager {
// 直接覆盖道具数据
if (remoteData.items) {
Object.assign(smc.itmes, remoteData.items);
Object.assign(smc.items, remoteData.items);
console.log(`[Initialize]: 道具数据已从${dataSource}覆盖`);
}
@@ -238,183 +239,6 @@ export class GameDataSyncManager {
}
}
/**
* 删除指定英雄
* @param heroId 英雄ID
* @returns 是否成功
*/
async deleteHero(heroId: number): Promise<boolean> {
try {
console.log(`[GameDataSyncManager]: 删除英雄 ID:${heroId}`);
const result = await WxCloudApi.deleteHero(heroId);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
delete smc.heros[heroId];
console.log(`[GameDataSyncManager]: 英雄删除成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 英雄删除失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 删除英雄异常:`, error);
return false;
}
}
// ==================== 库存管理 (items, tals, equips) ====================
/**
* 增加指定物品的数量
* @param type 库存类型 ('items', 'tals', 'equips')
* @param itemId 物品ID
* @param count 添加数量
* @returns 是否成功
*/
async addInventoryItem(type: 'items' | 'tals' | 'equips', itemId: number, count: number): Promise<boolean> {
try {
console.log(`[GameDataSyncManager]: 增加库存物品 类型:${type}, ID:${itemId}, 数量:${count}`);
const result = await WxCloudApi.addInventoryItem(type, itemId, count);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
const targetData = this.getTargetData(type);
targetData[itemId] = (targetData[itemId] || 0) + count;
console.log(`[GameDataSyncManager]: 库存物品增加成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 库存物品增加失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 增加库存物品异常:`, error);
return false;
}
}
/**
* 消耗指定数量的物品
* @param type 库存类型 ('items', 'tals', 'equips')
* @param itemId 物品ID
* @param count 消耗数量
* @returns 是否成功
*/
async consumeInventoryItem(type: 'items' | 'tals' | 'equips', itemId: number, count: number): Promise<boolean> {
try {
console.log(`[GameDataSyncManager]: 消耗库存物品 类型:${type}, ID:${itemId}, 数量:${count}`);
const result = await WxCloudApi.consumeInventoryItem(type, itemId, count);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
const targetData = this.getTargetData(type);
targetData[itemId] = Math.max(0, (targetData[itemId] || 0) - count);
console.log(`[GameDataSyncManager]: 库存物品消耗成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 库存物品消耗失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 消耗库存物品异常:`, error);
return false;
}
}
/**
* 直接设置物品的数量
* @param type 库存类型 ('items', 'tals', 'equips')
* @param itemId 物品ID
* @param count 新的数量
* @returns 是否成功
*/
async setInventoryItem(type: 'items' | 'tals' | 'equips', itemId: number, count: number): Promise<boolean> {
try {
console.log(`[GameDataSyncManager]: 设置库存物品 类型:${type}, ID:${itemId}, 数量:${count}`);
const result = await WxCloudApi.setInventoryItem(type, itemId, count);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
const targetData = this.getTargetData(type);
targetData[itemId] = count;
console.log(`[GameDataSyncManager]: 库存物品设置成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 库存物品设置失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 设置库存物品异常:`, error);
return false;
}
}
/**
* 批量更新多个物品的数量
* @param type 库存类型 ('items', 'tals', 'equips')
* @param data 更新数据对象
* @param merge 是否合并更新默认true
* @returns 是否成功
*/
async updateInventory(type: 'items' | 'tals' | 'equips', data: any, merge: boolean = true): Promise<boolean> {
try {
console.log(`[GameDataSyncManager]: 批量更新库存 类型:${type}, 数据:`, data);
const result = await WxCloudApi.updateInventory(type, data, merge);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
const targetData = this.getTargetData(type);
if (merge) {
Object.assign(targetData, data);
} else {
Object.keys(targetData).forEach(key => delete targetData[key]);
Object.assign(targetData, data);
}
console.log(`[GameDataSyncManager]: 库存批量更新成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 库存批量更新失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 批量更新库存异常:`, error);
return false;
}
}
/**
* 重置指定类型的库存为默认值
* @param type 库存类型 ('items', 'tals', 'equips')
* @returns 是否成功
*/
async resetInventory(type: 'items' | 'tals' | 'equips'): Promise<boolean> {
try {
console.log(`[GameDataSyncManager]: 重置库存 类型:${type}`);
const result = await WxCloudApi.resetInventory(type);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
const targetData = this.getTargetData(type);
Object.keys(targetData).forEach(key => delete targetData[key]);
Object.assign(targetData, result.result.data);
console.log(`[GameDataSyncManager]: 库存重置成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 库存重置失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 重置库存异常:`, error);
return false;
}
}
// ==================== 便捷方法 ====================
/**
@@ -424,7 +248,22 @@ export class GameDataSyncManager {
* @returns 是否成功
*/
async addItem(itemId: number, count: number): Promise<boolean> {
return this.addInventoryItem('items', itemId, count);
smc.items[itemId] = (smc.items[itemId] || 0) + count;
try {
console.log(`[GameDataSyncManager]: 增加道具 ID:${itemId}, 数量:${count}`);
const result = await WxCloudApi.addInventoryItem('items', itemId, count);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
console.log(`[GameDataSyncManager]: 道具增加成功`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 道具增加失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 增加道具异常:`, error);
return false;
}
}
/**
@@ -434,9 +273,30 @@ export class GameDataSyncManager {
* @returns 是否成功
*/
async consumeItem(itemId: number, count: number): Promise<boolean> {
return this.consumeInventoryItem('items', itemId, count);
if(!smc.items[itemId]||smc.items[itemId]<count){
oops.gui.toast("道具数量不足")
return false
}
try {
console.log(`[GameDataSyncManager]: 消耗道具 ID:${itemId}, 数量:${count}`);
const result = await WxCloudApi.consumeInventoryItem('items', itemId, count);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
smc.items[itemId] = Math.max(0, (smc.items[itemId] || 0) - count);
console.log(`[GameDataSyncManager]: 道具消耗成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 道具消耗失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 消耗道具异常:`, error);
return false;
}
}
/**
* 增加天赋点
* @param talId 天赋ID
@@ -444,7 +304,24 @@ export class GameDataSyncManager {
* @returns 是否成功
*/
async addTalent(talId: number, count: number): Promise<boolean> {
return this.addInventoryItem('tals', talId, count);
try {
console.log(`[GameDataSyncManager]: 增加天赋点 ID:${talId}, 数量:${count}`);
const result = await WxCloudApi.addInventoryItem('tals', talId, count);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
smc.tals[talId] = (smc.tals[talId] || 0) + count;
console.log(`[GameDataSyncManager]: 天赋点增加成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 天赋点增加失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 增加天赋点异常:`, error);
return false;
}
}
/**
@@ -454,7 +331,51 @@ export class GameDataSyncManager {
* @returns 是否成功
*/
async consumeTalent(talId: number, count: number): Promise<boolean> {
return this.consumeInventoryItem('tals', talId, count);
try {
console.log(`[GameDataSyncManager]: 消耗天赋点 ID:${talId}, 数量:${count}`);
const result = await WxCloudApi.consumeInventoryItem('tals', talId, count);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
smc.tals[talId] = Math.max(0, (smc.tals[talId] || 0) - count);
console.log(`[GameDataSyncManager]: 天赋点消耗成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 天赋点消耗失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 消耗天赋点异常:`, error);
return false;
}
}
/**
* 设置天赋点数量
* @param talId 天赋ID
* @param count 数量
* @returns 是否成功
*/
async setTalent(talId: number, count: number): Promise<boolean> {
try {
console.log(`[GameDataSyncManager]: 设置天赋点数量 ID:${talId}, 数量:${count}`);
const result = await WxCloudApi.setInventoryItem('tals', talId, count);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
smc.tals[talId] = count;
console.log(`[GameDataSyncManager]: 天赋点数量设置成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 天赋点数量设置失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 设置天赋点数量异常:`, error);
return false;
}
}
/**
@@ -464,7 +385,24 @@ export class GameDataSyncManager {
* @returns 是否成功
*/
async addEquipment(equipId: number, count: number): Promise<boolean> {
return this.addInventoryItem('equips', equipId, count);
try {
console.log(`[GameDataSyncManager]: 增加装备 ID:${equipId}, 数量:${count}`);
const result = await WxCloudApi.addInventoryItem('equips', equipId, count);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
smc.equips[equipId] = (smc.equips[equipId] || 0) + count;
console.log(`[GameDataSyncManager]: 装备增加成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 装备增加失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 增加装备异常:`, error);
return false;
}
}
/**
@@ -474,29 +412,55 @@ export class GameDataSyncManager {
* @returns 是否成功
*/
async consumeEquipment(equipId: number, count: number): Promise<boolean> {
return this.consumeInventoryItem('equips', equipId, count);
}
// ==================== 私有辅助方法 ====================
/**
* 根据类型获取对应的目标数据对象
* @param type 库存类型
* @returns 对应的数据对象
*/
private getTargetData(type: 'items' | 'tals' | 'equips'): any {
switch (type) {
case 'items':
return smc.itmes;
case 'tals':
return smc.tals;
case 'equips':
return smc.equips;
default:
throw new Error(`未知的库存类型: ${type}`);
try {
console.log(`[GameDataSyncManager]: 消耗装备 ID:${equipId}, 数量:${count}`);
const result = await WxCloudApi.consumeInventoryItem('equips', equipId, count);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
smc.equips[equipId] = Math.max(0, (smc.equips[equipId] || 0) - count);
console.log(`[GameDataSyncManager]: 装备消耗成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 装备消耗失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 消耗装备异常:`, error);
return false;
}
}
/**
* 设置装备数量
* @param equipId 装备ID
* @param count 数量
* @returns 是否成功
*/
async setEquipment(equipId: number, count: number): Promise<boolean> {
try {
console.log(`[GameDataSyncManager]: 设置装备数量 ID:${equipId}, 数量:${count}`);
const result = await WxCloudApi.setInventoryItem('equips', equipId, count);
if (result.result.code === 200) {
// 远程修改成功,同步本地数据
smc.equips[equipId] = count;
console.log(`[GameDataSyncManager]: 装备数量设置成功,本地数据已同步`);
return true;
} else {
console.warn(`[GameDataSyncManager]: 装备数量设置失败: ${result.result.msg}`);
return false;
}
} catch (error) {
console.error(`[GameDataSyncManager]: 设置装备数量异常:`, error);
return false;
}
}
/**
* 从云端加载所有游戏数据并同步到本地
* @returns 是否成功
@@ -513,7 +477,7 @@ export class GameDataSyncManager {
smc.data = cloudData.data;
smc.fight_heros = cloudData.fight_heros;
smc.heros = cloudData.heros;
smc.itmes = cloudData.items;
smc.items = cloudData.items;
smc.tals = cloudData.tals;
smc.equips = cloudData.equips;
@@ -545,23 +509,31 @@ export const gameDataSyncManager = GameDataSyncManager.getInstance();
使用示例:
// 1. 出战英雄管理
await gameDataSyncManager.setFightHero(0, 5001); // 设置位置0的英雄
await gameDataSyncManager.swapFightHeros(0, 1); // 交换位置0和1的英雄
await gameDataSyncManager.updateFightHeros({0: 5001, 1: 5005}); // 批量更新
await gameDataSyncManager.resetFightHeros(); // 重置为默认配置
// 2. 英雄管理
await gameDataSyncManager.addHero(5008, {uuid: 5008, lv: 1}); // 添加新英雄
await gameDataSyncManager.levelUpHero(5001, 5); // 英雄升级5级
await gameDataSyncManager.setHeroProperty(5001, "exp", 1000); // 设置英雄经验
await gameDataSyncManager.addHero(5008, {uuid: 5008, lv: 1}); // 添加新英雄
await gameDataSyncManager.levelUpHero(5001, 100, 50, 5); // 英雄升级5级
await gameDataSyncManager.setHeroProperty(5001, "exp", 1000); // 设置英雄经验
// 3. 库存管理
// 3. 道具管理 (items)
await gameDataSyncManager.addItem(1001, 10); // 增加道具
await gameDataSyncManager.consumeItem(1001, 2); // 消耗道具
await gameDataSyncManager.addTalent(2001, 5); // 增加天赋点
await gameDataSyncManager.addEquipment(3001, 2); // 增加装备
await gameDataSyncManager.consumeItem(1001, 2); // 消耗道具
await gameDataSyncManager.setItem(1001, 5); // 设置道具数量
// 4. 数据加载
await gameDataSyncManager.loadAllGameData(); // 从云端加载所有数据
// 4. 天赋点管理 (tals)
await gameDataSyncManager.addTalent(2001, 5); // 增加天赋点
await gameDataSyncManager.consumeTalent(2001, 2); // 消耗天赋点
await gameDataSyncManager.setTalent(2001, 10); // 设置天赋点数量
// 5. 装备管理 (equips)
await gameDataSyncManager.addEquipment(3001, 2); // 增加装备
await gameDataSyncManager.consumeEquipment(3001, 1); // 消耗装备
await gameDataSyncManager.setEquipment(3001, 3); // 设置装备数量
// 6. 数据加载
await gameDataSyncManager.loadAllGameData(); // 从云端加载所有数据
注意:所有方法都返回 Promise<boolean>true表示成功false表示失败
只有在远程修改成功后,本地数据才会被同步修改

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@@ -42,7 +42,7 @@ export class SingletonModuleComp extends ecs.Comp {
5005:{uuid:5005,lv:1},
5007:{uuid:5007,lv:1},
};
itmes:any={
items:any={
}
tals:any={
}
@@ -151,10 +151,17 @@ export class SingletonModuleComp extends ecs.Comp {
// ==================== 统一的数据操作接口 ====================
/**
* 增加游戏数据属性(统一接口)
* @param property 属性名
* property list:
* ***gold:金币
* ***diamond:钻石
* ***meat:肉
* ***exp:经验
* ***score:分数
* ***mission:关卡
* @param value 增加的值
* @param autoSave 是否自动保存 (默认true)
* @returns 操作结果
@@ -221,6 +228,14 @@ export class SingletonModuleComp extends ecs.Comp {
return true;
}
addItem(item_uuid:number,count:number,autoSave:boolean=true){
if(this.isWxClient()){
this.gameDataSyncManager.addItem(item_uuid,count);
}
else{
this.items[item_uuid] = (this.items[item_uuid] || 0) + count;
}
}
}

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@@ -19,6 +19,7 @@ export enum UIID {
HeroInfo,
Victory,
HeroSelect,
ItemInfo,
// Shop_Page,
// Hero_Page,
}
@@ -32,6 +33,7 @@ export var UIConfigData: { [key: number]: UIConfig } = {
[UIID.HeroInfo]: { layer: LayerType.UI, prefab: "gui/Hinfo" },
[UIID.Victory]: { layer: LayerType.UI, prefab: "gui/element/victory" },
[UIID.HeroSelect]: { layer: LayerType.UI, prefab: "gui/hero_select" },
[UIID.ItemInfo]: { layer: LayerType.UI, prefab: "gui/element/item_info" },
// [UIID.Shop_Page]: { layer: LayerType.UI, prefab: "gui/shop_page" },
// [UIID.Hero_Page]: { layer: LayerType.UI, prefab: "gui/heros_page" },
// [UIID.Toast]: { layer: LayerType.PopUp, prefab: "common/prefab/toast" },

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@@ -1,31 +1,217 @@
/*
type:
1 普通消耗品,武器升级或技能升级原材料
2 可双击打开,如宝箱,
ghstone:0, //英雄石 绿色 普通英雄升星
bhstone:0, //英雄石 蓝色 稀有英雄升星
phlestone:0, //英雄石 紫色 史诗英雄升星
rhstone:0, //英雄石 红色 传说英雄升星
herocard:0, //英雄卡,抽卡凭证
ckey:0, //铜钥匙 解锁稀有英雄 也可以直接兑换金币
skey:0, //银钥匙 解锁史诗英雄 也可以直接兑换金币
gkey:0, //金钥匙 解锁传说英雄 也可以直接兑换金币
*/
import * as exp from "constants";
import { QualitySet } from "./BoxSet";
export const Items={
1001:{uuid: 1001,path: "1001",type:1,quality:QualitySet.GREEN,name: "经验药水",info:"增加英雄经验", },
1002:{uuid: 1002,path: "1002",type:1,quality:QualitySet.BLUE,name: "绿色英雄石",info:"稀有英雄升星必须材料", },
1003:{uuid: 1003,path: "1003",type:1,quality:QualitySet.BLUE,name: "蓝色英雄石",info:"史诗英雄升星必须材料", },
1004:{uuid: 1004,path: "1004",type:1,quality:QualitySet.PURPLE,name: "紫色英雄石",info:"传说英雄升星必须材料", },
1005:{uuid: 1005,path: "1005",type:1,quality:QualitySet.ORANGE,name: "红色英雄石",info:"传说英雄升星必须材料", },
1006:{uuid: 1006,path: "1006",type:1,quality:QualitySet.GREEN,name: "招募劵",info:"可以在英雄酒馆招募英雄", },
1007:{uuid: 1007,path: "1007",type:1,quality:QualitySet.BLUE,name: "铜钥匙",info:"解锁稀有英雄 也可以直接兑换金币", },
1008:{uuid: 1008,path: "1008",type:1,quality:QualitySet.PURPLE,name: "银钥匙",info:"解锁史诗英雄 也可以直接兑换金币", },
1009:{uuid: 1009,path: "1009",type:1,quality:QualitySet.ORANGE,name: "金钥匙",info:"解锁传说英雄 也可以直接兑换金币", },
export enum ItemType{
NORMAL=0,//普通
SPECIAL=1,//特殊 可双击打开
EQUIP=2,//装备
}
// 掉落物品接口
export interface DropItem {
item_uuid: number; // 物品ID
probability: number; // 掉落概率 (0-1之间)
minCount: number; // 最小掉落数量
maxCount: number; // 最大掉落数量
baseCount: number; // 基础掉落数量
growthRate: number; // 增长参数
}
// 怪物掉落配置接口
export interface MonsterDropConfig {
monsterId: number; // 怪物ID
quality: QualitySet; // 怪物品质
drops: DropItem[]; // 掉落物品列表
}
export const Items={
1001:{uuid: 1001,path: "1001",type:1,quality:QualitySet.GREEN,name: "绿色英雄石",info:"稀有英雄升星必须材料", },
1002:{uuid: 1002,path: "1002",type:1,quality:QualitySet.BLUE,name: "蓝色英雄石",info:"史诗英雄升星必须材料", },
1003:{uuid: 1003,path: "1003",type:1,quality:QualitySet.PURPLE,name: "紫色英雄石",info:"传说英雄升星必须材料", },
1004:{uuid: 1004,path: "1004",type:1,quality:QualitySet.ORANGE,name: "红色英雄石",info:"传说英雄升星必须材料", },
1005:{uuid: 1005,path: "1005",type:1,quality:QualitySet.ORANGE,name: "招募劵",info:"可以在英雄酒馆招募英雄", },
1006:{uuid: 1006,path: "1006",type:1,quality:QualitySet.BLUE,name: "铜钥匙",info:"解锁稀有英雄 也可以直接兑换金币", },
1007:{uuid: 1007,path: "1007",type:1,quality:QualitySet.PURPLE,name: "银钥匙",info:"解锁史诗英雄 也可以直接兑换金币", },
1008:{uuid: 1008,path: "1008",type:1,quality:QualitySet.ORANGE,name: "金钥匙",info:"解锁传说英雄 也可以直接兑换金币", },
}
export enum DropKey{
ItemUUId=0, // 物品ID
Pro=1, // 概率
Diff=2, // 上下限差值
Base=3, // 基础数量
GrowthRate=4, // 增长参数
}
// 怪物掉落配置表 - 按照DropKey顺序配置
export const MonsterDropTable: { [monsterId: number]: [number, number, number, number, number][] } = {
// 普通怪物 - 绿色品质
5201: [ // 兽人战士
[Items[1001].uuid, 1.0, 0, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个绿色英雄石
[Items[1006].uuid, 0.3, 0, 1, 0.1] // [item_uuid, probability, diff, baseCount, growthRate] - 30%概率掉落铜钥匙
],
5202: [ // 兽人刺客
[Items[1001].uuid, 1.0, 0, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个绿色英雄石
[Items[1006].uuid, 0.4, 0, 1, 0.1] // [item_uuid, probability, diff, baseCount, growthRate] - 40%概率掉落铜钥匙
],
5203: [ // 兽人护卫
[Items[1001].uuid, 1.0, 0, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个绿色英雄石
[Items[1006].uuid, 0.3, 0, 1, 0.1] // [item_uuid, probability, diff, baseCount, growthRate] - 30%概率掉落铜钥匙
],
5204: [ // 石卫
[Items[1001].uuid, 1.0, 0, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个绿色英雄石
[Items[1006].uuid, 0.35, 0, 1, 0.1] // [item_uuid, probability, diff, baseCount, growthRate] - 35%概率掉落铜钥匙
],
5205: [ // 土卫
[Items[1001].uuid, 1.0, 0, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个绿色英雄石
[Items[1006].uuid, 0.35, 0, 1, 0.1] // [item_uuid, probability, diff, baseCount, growthRate] - 35%概率掉落铜钥匙
],
5206: [ // 树卫
[Items[1001].uuid, 1.0, 0, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个绿色英雄石
[Items[1006].uuid, 0.35, 0, 1, 0.1] // [item_uuid, probability, diff, baseCount, growthRate] - 35%概率掉落铜钥匙
],
5219: [ // 牛头战士
[Items[1001].uuid, 1.0, 1, 1, 0.25], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1-2个绿色英雄石
[Items[1006].uuid, 0.4, 0, 1, 0.15] // [item_uuid, probability, diff, baseCount, growthRate] - 40%概率掉落铜钥匙
],
5220: [ // 牛头战士
[Items[1001].uuid, 1.0, 0, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个绿色英雄石
[Items[1006].uuid, 0.3, 0, 1, 0.1] // [item_uuid, probability, diff, baseCount, growthRate] - 30%概率掉落铜钥匙
],
5221: [ // 牛头战士
[Items[1001].uuid, 1.0, 0, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个绿色英雄石
[Items[1006].uuid, 0.4, 0, 1, 0.1] // [item_uuid, probability, diff, baseCount, growthRate] - 40%概率掉落铜钥匙
],
5222: [ // 独眼巨人
[Items[1001].uuid, 1.0, 0, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个绿色英雄石
[Items[1006].uuid, 0.3, 0, 1, 0.1] // [item_uuid, probability, diff, baseCount, growthRate] - 30%概率掉落铜钥匙
],
5223: [ // 独眼巨人
[Items[1001].uuid, 1.0, 0, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个绿色英雄石
[Items[1006].uuid, 0.3, 0, 1, 0.1] // [item_uuid, probability, diff, baseCount, growthRate] - 30%概率掉落铜钥匙
],
5224: [ // 独眼巨人
[Items[1001].uuid, 1.0, 0, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个绿色英雄石
[Items[1006].uuid, 0.4, 0, 1, 0.1] // [item_uuid, probability, diff, baseCount, growthRate] - 40%概率掉落铜钥匙
],
// 精英怪物 - 蓝色品质
5225: [ // 精英独眼
[Items[1001].uuid, 1.0, 1, 2, 0.3], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落2-3个绿色英雄石
[Items[1002].uuid, 1.0, 0, 1, 0.25], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个蓝色英雄石
[Items[1006].uuid, 0.6, 1, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 60%概率掉落铜钥匙
[Items[1007].uuid, 0.2, 0, 1, 0.15] // [item_uuid, probability, diff, baseCount, growthRate] - 20%概率掉落银钥匙
],
5226: [ // 精英牛头
[Items[1001].uuid, 1.0, 1, 2, 0.3], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落2-3个绿色英雄石
[Items[1002].uuid, 1.0, 0, 1, 0.25], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个蓝色英雄石
[Items[1006].uuid, 0.6, 1, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 60%概率掉落铜钥匙
[Items[1007].uuid, 0.2, 0, 1, 0.15] // [item_uuid, probability, diff, baseCount, growthRate] - 20%概率掉落银钥匙
],
5227: [ // 精英兽人
[Items[1001].uuid, 1.0, 1, 2, 0.3], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落2-3个绿色英雄石
[Items[1002].uuid, 1.0, 0, 1, 0.25], // [item_uuid, probability, diff, baseCount, growthRate] - 100%掉落1个蓝色英雄石
[Items[1006].uuid, 0.6, 1, 1, 0.2], // [item_uuid, probability, diff, baseCount, growthRate] - 60%概率掉落铜钥匙
[Items[1007].uuid, 0.2, 0, 1, 0.15] // [item_uuid, probability, diff, baseCount, growthRate] - 20%概率掉落银钥匙
]
};
// 怪物掉落管理器
export class MonsterDropManager {
/**
* 根据怪物ID获取掉落配置
* @param monsterId 怪物ID
* @returns 掉落配置
*/
static getDropConfig(monsterId: number): [number, number, number, number, number][] | null {
return MonsterDropTable[monsterId] || null;
}
/**
* 计算指定关卡数的掉落数量
* @param baseCount 基础数量
* @param growthRate 增长参数
* @param stageNumber 关卡数
* @param diff 上下限差值
* @returns 计算后的掉落数量
*/
static calculateDropCount(baseCount: number, growthRate: number, stageNumber: number, diff: number): number {
// 公式:基础数量 * 增长参数 * 关卡数 + (0-差值的随机数)
const calculatedCount = baseCount * growthRate * stageNumber;
const randomBonus = Math.floor(Math.random() * (diff + 1)); // 0到diff的随机数
const finalCount = calculatedCount + randomBonus;
// 允许掉落数量为0
return Math.max(0, Math.floor(finalCount));
}
/**
* 计算怪物掉落物品
* @param monsterId 怪物ID
* @param stageNumber 关卡数
* @param playerLuck 玩家幸运值加成
* @returns 掉落物品数组
*/
static calculateMonsterDrops(monsterId: number, stageNumber: number, playerLuck: number = 0): Array<{item_uuid: number, count: number}> {
const dropArray = this.getDropConfig(monsterId);
if (!dropArray) {
console.warn(`[MonsterDropManager]: No drop config found for monster ${monsterId}`);
return [];
}
const result: Array<{item_uuid: number, count: number}> = [];
const luckBonus = 1 + (playerLuck * 0.01); // 幸运值加成
// 处理所有掉落物品(统一按概率处理)
dropArray.forEach(dropData => {
const [item_uuid, probability, diff, baseCount, growthRate] = dropData;
if (Math.random() < probability) {
// 使用新的计算公式:基础值*关卡数*增长参数+(0-差值的随机数)
const finalCount = this.calculateDropCount(baseCount, growthRate, stageNumber, diff);
const countWithLuck = Math.floor(finalCount * luckBonus);
result.push({
item_uuid: item_uuid,
count: Math.max(1, countWithLuck) // 确保至少掉落1个
});
}
});
return result;
}
/**
* 预览指定关卡数的掉落数量(不包含随机因素)
* @param monsterId 怪物ID
* @param stageNumber 关卡数
* @returns 掉落物品预览数组
*/
static previewMonsterDrops(monsterId: number, stageNumber: number): Array<{item_uuid: number, baseCount: number, calculatedCount: number, maxCount: number}> {
const dropArray = this.getDropConfig(monsterId);
if (!dropArray) {
console.warn(`[MonsterDropManager]: No drop config found for monster ${monsterId}`);
return [];
}
const result: Array<{item_uuid: number, baseCount: number, calculatedCount: number, maxCount: number}> = [];
// 处理所有掉落物品
dropArray.forEach(dropData => {
const [item_uuid, probability, diff, baseCount, growthRate] = dropData;
const calculatedCount = baseCount * growthRate * stageNumber;
const maxCount = calculatedCount + diff;
result.push({
item_uuid: item_uuid,
baseCount: baseCount,
calculatedCount: Math.floor(calculatedCount),
maxCount: Math.floor(maxCount)
});
});
return result;
}
}

View File

@@ -13,6 +13,7 @@ import { EquipSpecialAttr } from "../common/config/Equips";
import { FightSet, getExpDrops, getStoneDrops, TooltipTypes } from "../common/config/Mission";
import { RandomManager } from "db://oops-framework/core/common/random/RandomManager";
import { EnhancementType } from "../common/config/LevelUp";
import { MonsterDropManager } from "../common/config/Items";
const { ccclass, property } = _decorator;
@@ -254,11 +255,16 @@ export class HeroViewComp extends CCComp {
this.is_count_dead=true
if(this.fac==FacSet.MON){
this.scheduleOnce(()=>{
oops.message.dispatchEvent(GameEvent.MonDead)
let drop_item=this.do_drop()
if(drop_item.length>0){
oops.message.dispatchEvent(GameEvent.MonDead,{mon_uuid:this.hero_uuid,drops:drop_item})
}
},0.1)
}
if(this.fac==FacSet.HERO){
oops.message.dispatchEvent(GameEvent.HeroDead)
this.scheduleOnce(()=>{
oops.message.dispatchEvent(GameEvent.HeroDead,{hero_uuid:this.hero_uuid})
},0.1)
}
if(this.fac==FacSet.HERO){
@@ -268,7 +274,11 @@ export class HeroViewComp extends CCComp {
}
do_drop(){
let drop_item=MonsterDropManager.calculateMonsterDrops(this.hero_uuid,smc.data.mission,1)
console.log("[HeroViewComp]:do_drop",this.hero_uuid,drop_item)
return drop_item
}
add_debuff(type:number,deV:number,deC:number,deR:number){
let n_deR=deR-this.Attrs[BuffAttr.DEBUFF_DOWN]
let r=RandomManager.instance.getRandomInt(0,100) // 随机数

View File

@@ -52,7 +52,7 @@ export class SkillConComp extends CCComp {
}
if(skills[1]){
if(this.HeroView.fac==FacSet.HERO) {
console.log("[SkillConComp] 角色状态:",this.HeroView.hero_name+"=>能量:"+this.HeroView.power+"/"+this.HeroView.power_max,skills)
// console.log("[SkillConComp] 角色状态:",this.HeroView.hero_name+"=>能量:"+this.HeroView.power+"/"+this.HeroView.power_max,skills)
}
this.HeroView.power+=(1+this.HeroView.Attrs[BuffAttr.POWER_UP])*dt*SKILL_CONST.POWER_UP
let progress=this.HeroView.power/this.HeroView.power_max
@@ -223,7 +223,7 @@ export class SkillConComp extends CCComp {
onDestroy() {
// 清理所有定时器
console.log("[SkillConComp]:onDestroy:",this.node.name)
// console.log("[SkillConComp]:onDestroy:",this.node.name)
Object.values(this._timers).forEach(clearTimeout);
this._timers = {};
// 移除事件监听

View File

@@ -0,0 +1,222 @@
import { _decorator, Component, Node, Label, Sprite, resources, SpriteFrame } from 'cc';
import { Items } from '../common/config/Items';
import { QualitySet } from '../common/config/BoxSet';
import { oops } from 'db://oops-framework/core/Oops';
import { UIID } from '../common/config/GameUIConfig';
const { ccclass, property } = _decorator;
@ccclass('ItemComp')
export class ItemComp extends Component {
item_uuid: number = 0;
item_count: number = 1;
type: number = 0;
slot: number = 0;
no_show:boolean=false
start() {
console.log("[ItemComp]:start");
}
update(deltaTime: number) {
}
/**
* 更新物品数据
* @param hero_uuid 物品ID
* @param count 物品数量
* @param args 额外参数
*/
update_data(hero_uuid: number, count: number = 1, args: any = {}) {
this.item_uuid = hero_uuid;
this.item_count = count;
this.type = args.type || 0;
this.slot = args.slot || 0;
this.no_show = args.no_show || false;
console.log("[ItemComp]:update_data", hero_uuid, count, this.type, this.slot, args);
// 获取物品配置
const itemData = Items[hero_uuid];
if (!itemData) {
console.error("[ItemComp]: Item not found", hero_uuid);
return;
}
// 设置物品图标
this.setItemIcon(itemData.path);
// 设置品质边框
this.setQualityFrame(itemData.quality);
// 设置数量显示
this.setItemCount(count);
// 设置选中状态
if (args.selected) {
this.setSelected(true);
} else {
this.setSelected(false);
}
}
/**
* 设置物品图标
* @param iconPath 图标路径
*/
private setItemIcon(iconPath: string) {
let path=`gui/items/${iconPath}`
console.log("[ItemComp]: setItemIcon", path);
resources.load(path, SpriteFrame, (err, spriteFrame) => {
if (err) {
console.error("[ItemComp]: Failed to load item icon", iconPath, err);
return;
}
console.log("[ItemComp]: setItemIcon", iconPath, spriteFrame);
this.node.getChildByName("icon").getComponent(Sprite)!.spriteFrame = spriteFrame;
});
}
/**
* 设置品质边框
* @param quality 品质类型
*/
private setQualityFrame(quality: QualitySet) {
// 隐藏所有品质边框
this.hideAllQualityFrames();
// 根据品质显示对应边框
switch (quality) {
case QualitySet.GREEN:
this.node.getChildByName("q1").active = true;
break;
case QualitySet.BLUE:
this.node.getChildByName("q2").active = true;
break;
case QualitySet.PURPLE:
this.node.getChildByName("q3").active = true;
break;
case QualitySet.ORANGE:
this.node.getChildByName("q4").active = true;
break;
default:
// 默认使用绿色边框
this.node.getChildByName("q").active = true;
break;
}
}
/**
* 隐藏所有品质边框
*/
private hideAllQualityFrames() {
this.node.getChildByName("q").active = false;
this.node.getChildByName("q1").active = false;
this.node.getChildByName("q2").active = false;
this.node.getChildByName("q3").active = false;
this.node.getChildByName("q4").active = false;
this.node.getChildByName("focus").active = false;
}
/**
* 设置物品数量
* @param count 数量
*/
private setItemCount(count: number) {
this.node.getChildByName("num").getComponent(Label)!.string = count.toString();
}
/**
* 设置选中状态
* @param selected 是否选中
*/
private setSelected(selected: boolean) {
this.node.getChildByName("focus").active = selected;
}
/**
* 物品点击事件
*/
do_click() {
console.log("[ItemComp]: Item clicked", this.item_uuid, this.item_count);
// 根据类型处理不同逻辑
switch (this.type) {
case 1: // 普通点击
this.onItemClick();
break;
case 2: // 选择物品
this.onItemSelect();
break;
case 3: // 使用物品
this.onItemUse();
break;
default:
this.onItemClick();
break;
}
}
/**
* 普通物品点击
*/
private onItemClick() {
// 显示物品信息或执行其他逻辑
console.log("[ItemComp]: Show item info", this.item_uuid);
}
/**
* 选择物品
*/
private onItemSelect() {
// 处理物品选择逻辑
console.log("[ItemComp]: Item selected", this.item_uuid);
}
/**
* 使用物品
*/
private onItemUse() {
// 处理物品使用逻辑
console.log("[ItemComp]: Use item", this.item_uuid);
}
show_item_info(){
if(this.no_show){
return
}
oops.gui.open(UIID.ItemInfo, { item_uuid: this.item_uuid ,count:this.item_count});
}
/**
* 获取物品UUID
*/
getItemUUID(): number {
return this.item_uuid;
}
/**
* 获取物品数量
*/
getItemCount(): number {
return this.item_count;
}
addItemCount(count:number){
this.item_count+=count
this.setItemCount(this.item_count)
}
/**
* 设置物品类型
*/
setItemType(type: number) {
this.type = type;
}
/**
* 设置物品槽位
*/
setItemSlot(slot: number) {
this.slot = slot;
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "691f8376-3937-42db-ae4b-771d4cc67b25",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,295 @@
import { _decorator, Component, Node, Label, Sprite, resources, SpriteFrame, input, Input, EventTouch, EventMouse, Vec3, Vec2, UITransform, Color } from 'cc';
import { Items } from '../common/config/Items';
import { QualitySet } from '../common/config/BoxSet';
import { oops } from 'db://oops-framework/core/Oops';
const { ccclass, property } = _decorator;
@ccclass('ItemInfoComp')
export class ItemInfoComp extends Component {
item_uuid: number = 0;
item_count: number = 1;
// 触摸监听相关
private touchListener: any = null;
private isListening: boolean = false;
start() {
console.log("[ItemInfoComp]:start");
}
onAdded(args: any) {
console.log("[ItemInfoComp]:onAdded", args);
this.setupTouchListener();
this.update_data(args);
}
update(deltaTime: number) {
}
onDestroy() {
this.removeTouchListener();
}
/**
* 设置触摸监听
*/
private setupTouchListener() {
if (this.isListening) return;
// 监听触摸开始事件
this.touchListener = input.on(Input.EventType.TOUCH_START, this.onTouchStart, this);
this.isListening = true;
console.log("[ItemInfoComp]: Touch listener setup");
}
/**
* 移除触摸监听
*/
private removeTouchListener() {
if (this.touchListener && this.isListening) {
input.off(Input.EventType.TOUCH_START, this.onTouchStart, this);
this.isListening = false;
this.touchListener = null;
console.log("[ItemInfoComp]: Touch listener removed");
}
}
/**
* 触摸开始事件处理
* @param event 触摸事件
*/
private onTouchStart(event: EventTouch) {
const touchPos = event.getLocation();
const nodePos = this.node.getWorldPosition();
// 检查触摸点是否在弹窗范围内
if (!this.isTouchInNodeBounds(touchPos, nodePos)) {
console.log("[ItemInfoComp]: Touch outside bounds, closing popup");
this.closeItemInfo();
}
}
/**
* 检查触摸点是否在节点范围内
* @param touchPos 触摸点世界坐标
* @param nodePos 节点世界坐标
* @returns 是否在范围内
*/
private isTouchInNodeBounds(touchPos: Vec2, nodePos: Vec3): boolean {
const nodeSize = this.node.getComponent(UITransform)?.contentSize;
if (!nodeSize) return false;
// 计算节点的边界
const halfWidth = nodeSize.width * 0.5;
const halfHeight = nodeSize.height * 0.5;
// 检查触摸点是否在节点范围内
const inX = Math.abs(touchPos.x - nodePos.x) <= halfWidth;
const inY = Math.abs(touchPos.y - nodePos.y) <= halfHeight;
return inX && inY;
}
/**
* 更新物品数据
* @param args 物品参数 {item_uuid: number, count?: number}
*/
update_data(args: any) {
console.log("[ItemInfoComp]:update_data", args);
if (!args || !args.item_uuid) {
console.error("[ItemInfoComp]: Invalid args", args);
return;
}
this.item_uuid = args.item_uuid;
this.item_count = args.count || 1;
// 获取物品配置
const itemData = Items[this.item_uuid];
if (!itemData) {
console.error("[ItemInfoComp]: Item not found", this.item_uuid);
return;
}
// 设置物品图标
this.setItemIcon(itemData.path);
// 设置品质边框
this.setQualityFrame(itemData.quality);
// 设置品质文字描述
this.setQualityText(itemData.quality);
// 设置数量显示
this.setItemCount(this.item_count);
// 设置物品名称
this.setItemName(itemData.name);
// 设置物品描述
this.setItemInfo(itemData.info);
}
/**
* 设置物品图标
* @param iconPath 图标路径
*/
private setItemIcon(iconPath: string) {
let path=`gui/items/${iconPath}`
console.log("[ItemComp]: setItemIcon", path);
resources.load(path, SpriteFrame, (err, spriteFrame) => {
if (err) {
console.error("[ItemComp]: Failed to load item icon", iconPath, err);
return;
}
console.log("[ItemComp]: setItemIcon", iconPath, spriteFrame);
this.node.getChildByName("item").getChildByName("icon").getComponent(Sprite)!.spriteFrame = spriteFrame;
});
}
/**
* 设置品质边框
* @param quality 品质类型
*/
private setQualityFrame(quality: QualitySet) {
// 隐藏所有品质边框
this.hideAllQualityFrames();
// 根据品质显示对应边框
switch (quality) {
case QualitySet.GREEN:
this.node.getChildByName("item").getChildByName("q1").active = true;
break;
case QualitySet.BLUE:
this.node.getChildByName("item").getChildByName("q2").active = true;
break;
case QualitySet.PURPLE:
this.node.getChildByName("item").getChildByName("q3").active = true;
break;
case QualitySet.ORANGE:
this.node.getChildByName("item").getChildByName("q4").active = true;
break;
default:
// 默认使用绿色边框
this.node.getChildByName("item").getChildByName("q").active = true;
break;
}
}
/**
* 隐藏所有品质边框
*/
private hideAllQualityFrames() {
this.node.getChildByName("item").getChildByName("q").active = false;
this.node.getChildByName("item").getChildByName("q1").active = false;
this.node.getChildByName("item").getChildByName("q2").active = false;
this.node.getChildByName("item").getChildByName("q3").active = false;
this.node.getChildByName("item").getChildByName("q4").active = false;
}
/**
* 设置物品数量
* @param count 数量
*/
private setItemCount(count: number) {
if (count > 1) {
this.node.getChildByName("item").getChildByName("num").getComponent(Label)!.string = count.toString();
this.node.getChildByName("item").getChildByName("num").active = true;
} else {
this.node.getChildByName("item").getChildByName("num").active = false;
}
}
/**
* 设置物品名称
* @param name 物品名称
*/
private setItemName(name: string) {
this.node.getChildByName("name").getComponent(Label)!.string = name;
}
/**
* 设置物品描述
* @param info 物品描述
*/
private setItemInfo(info: string) {
this.node.getChildByName("info").getComponent(Label)!.string = info;
}
/**
* 设置品质文字描述
* @param quality 品质类型
*/
private setQualityText(quality: QualitySet) {
switch (quality) {
case QualitySet.GREEN:
this.node.getChildByName("quality").getChildByName("Label").getComponent(Label)!.string = "优秀";
this.node.getChildByName("quality").getChildByName("Label").getComponent(Label)!.color = new Color(76, 175, 80, 255); // 现代绿色
break;
case QualitySet.BLUE:
this.node.getChildByName("quality").getChildByName("Label").getComponent(Label)!.string = "精良";
this.node.getChildByName("quality").getChildByName("Label").getComponent(Label)!.color = new Color(33, 150, 243, 255); // 现代蓝色
break;
case QualitySet.PURPLE:
this.node.getChildByName("quality").getChildByName("Label").getComponent(Label)!.string = "史诗";
this.node.getChildByName("quality").getChildByName("Label").getComponent(Label)!.color = new Color(156, 39, 176, 255); // 现代紫色
break;
case QualitySet.ORANGE:
this.node.getChildByName("quality").getChildByName("Label").getComponent(Label)!.string = "传说";
this.node.getChildByName("quality").getChildByName("Label").getComponent(Label)!.color = new Color(255, 87, 34, 255); // 现代橙色
break;
default:
this.node.getChildByName("quality").getChildByName("Label").getComponent(Label)!.string = "普通";
this.node.getChildByName("quality").getChildByName("Label").getComponent(Label)!.color = new Color(158, 158, 158, 255); // 现代灰色
break;
}
}
/**
* 获取物品UUID
*/
getItemUUID(): number {
return this.item_uuid;
}
/**
* 获取物品数量
*/
getItemCount(): number {
return this.item_count;
}
/**
* 关闭物品信息弹窗
*/
closeItemInfo() {
console.log("[ItemInfoComp]: Close item info");
this.removeTouchListener();
oops.gui.removeByNode(this.node)
}
/**
* 使用物品
*/
useItem() {
console.log("[ItemInfoComp]: Use item", this.item_uuid);
// 这里可以添加使用物品的逻辑
// 比如消耗物品、触发效果等
}
/**
* 丢弃物品
*/
dropItem() {
console.log("[ItemInfoComp]: Drop item", this.item_uuid);
// 这里可以添加丢弃物品的逻辑
// 比如从背包中移除、显示确认对话框等
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "627ed4fe-6a6c-4591-96fb-df08a6ebed95",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -1,4 +1,4 @@
import { _decorator,Button,EventHandler,EventTouch,Label,NodeEventType,resources,Sprite,SpriteAtlas,tween,UITransform,v3, Vec3,Animation, UI, instantiate, Prefab, screen } from "cc";
import { _decorator, Vec3,Animation, instantiate, Prefab, Node } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { smc } from "../common/SingletonModuleComp";
@@ -10,6 +10,7 @@ import { HeroViewComp } from "../hero/HeroViewComp";
import { MonModelComp } from "../hero/MonModelComp";
import { SkillCom } from "../skills/SkillCom";
import { UIID } from "../common/config/GameUIConfig";
import { ItemComp } from "./ItemComp";
const { ccclass, property } = _decorator;
@@ -22,7 +23,7 @@ export class MissionComp extends CCComp {
// VictoryComp:any = null;
// reward:number = 0;
// reward_num:number = 0;
rewards:any[]=[]
onLoad(){
this.on(GameEvent.MissionStart,this.mission_start,this)
@@ -45,10 +46,61 @@ export class MissionComp extends CCComp {
do_reward(){
// 奖励发放
}
do_mon_dead(){
do_drop(drop_item:any[]){
console.log("[MissionComp] do_drop",drop_item)
let parent=this.node.getChildByName("reward").getChildByName("items")
let items=parent.children
if(drop_item.length>0){
for(let i=0;i<drop_item.length;i++){
let d_item=drop_item[i]
// 查找是否已存在该物品
const existingItem = this.rewards.find(item => item.item_uuid === d_item.item_uuid);
if(existingItem){
// 如果已存在该物品,累加数量
existingItem.count += d_item.count;
}else{
// 如果不存在该物品,添加新物品
this.rewards.push({item_uuid: d_item.item_uuid, count: d_item.count});
}
}
}
for(let i=0;i<items.length;i++){
let hitem=items[i].getComponent(ItemComp)
for(let j=0;j<drop_item.length;j++){
let d_item=drop_item[j]
if(d_item.item_uuid==hitem.item_uuid){
hitem.addItemCount(d_item.count)
drop_item.splice(j,1)
smc.addItem(d_item.item_uuid,d_item.count)
break
}
}
}
if(drop_item.length>0){
console.log("[MissionComp] do_drop 剩余物品",drop_item)
for(let i=0;i<drop_item.length;i++){
let d_item=drop_item[i]
let path="game/gui/item"
const prefab = oops.res.get(path, Prefab);
if (!prefab) {
console.error("[MissionComp=>do_drop] 预制体加载失败:", path);
return;
}
const node = instantiate(prefab) as unknown as Node;
node.parent=parent
node.getComponent(ItemComp)!.update_data(d_item.item_uuid,d_item.count)
smc.addItem(d_item.item_uuid,d_item.count)
}
}
}
do_mon_dead(event:any,data:any){
console.log("[MissionComp] do_mon_dead",event,data)
smc.vmdata.mission_data.mon_num--
console.log("[MissionComp] do_mon_dead",smc.vmdata.mission_data.mon_num)
if(data.drops){
if(data.drops.length>0){
this.do_drop(data.drops)
}
}
if(smc.vmdata.mission_data.mon_num<=0) {
smc.vmdata.mission_data.level++
if(smc.vmdata.mission_data.level < smc.vmdata.mission_data.max_mission){
@@ -57,15 +109,16 @@ export class MissionComp extends CCComp {
}
smc.addGameProperty("mission",1)
oops.message.dispatchEvent(GameEvent.FightEnd,{victory:true})
oops.gui.open(UIID.Victory,{victory:true})
oops.gui.open(UIID.Victory,{victory:true,rewards:this.rewards})
}
}
do_hero_dead(){
do_hero_dead(event:any,data:any){
console.log("[MissionComp] do_hero_dead",event,data)
smc.vmdata.mission_data.hero_num--
console.log("[MissionComp] do_hero_dead",smc.vmdata.mission_data.hero_num)
if(smc.vmdata.mission_data.hero_num<=0) {
oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false})
oops.gui.open(UIID.Victory,{victory:false})
oops.gui.open(UIID.Victory,{victory:false,rewards:this.rewards})
}
}
do_ad(){
@@ -109,7 +162,7 @@ export class MissionComp extends CCComp {
to_end_fight(){
oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false})
oops.gui.open(UIID.Victory,{victory:false})
oops.gui.open(UIID.Victory,{victory:false,rewards:this.rewards})
}
@@ -135,6 +188,8 @@ export class MissionComp extends CCComp {
smc.vmdata.mission_data.in_fight=false
smc.vmdata.mission_data.fight_time=0
smc.vmdata.mission_data.level=0
this.rewards=[] // 改为数组,用于存储掉落物品列表
this.node.getChildByName("reward").getChildByName("items").removeAllChildren()
console.log("[MissionComp]局内数据初始化",smc.vmdata.mission_data)
}

View File

@@ -38,8 +38,13 @@ export class MissionHomeComp extends CCComp {
uodate_data(){
smc.syncData()
}
isWxClient(){
return typeof wx !== 'undefined' && typeof (wx as any).getSystemInfoSync === 'function';
}
btn_func(e:string,data:any){
smc.syncDataFromLocal() //调试用,正式环境去掉
if(!this.isWxClient()){
smc.syncDataFromLocal() //调试用,正式环境去掉
}
// console.log("[MissionHomeComp]:btn_func",e,data)
let page_heros=this.node.getChildByName("heros_page")
let page_shop=this.node.getChildByName("shop_page")

View File

@@ -1,9 +1,10 @@
import { _decorator, instantiate, Label ,Prefab,resources,Sprite,SpriteAtlas,v3} from "cc";
import { _decorator, instantiate, Label ,Prefab,Node} from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { smc } from "../common/SingletonModuleComp";
import { GameEvent } from "../common/config/GameEvent";
import { ItemComp } from "./ItemComp";
const { ccclass, property } = _decorator;
@@ -14,13 +15,18 @@ export class VictoryComp extends CCComp {
reward_lv:number=1
reward_num:number=2
rewards:any[]=[]
/** 视图层逻辑代码分离演示 */
protected onLoad(): void {
}
onAdded(args: any) {
console.log("[VictoryComp] onAdded",args)
console.log("[VictoryComp] onAdded",args,smc.items)
if(args.rewards){
this.add_reward(args.rewards)
this.rewards=args.rewards
}
this.node.getChildByName("title").getChildByName("victory").active=args.victory
this.node.getChildByName("title").getChildByName("defeat").active=!args.victory
this.node.getChildByName("btns").getChildByName("next").active=false
@@ -29,12 +35,39 @@ export class VictoryComp extends CCComp {
},0.2)
}
add_reward(rewards:any[]){
let parent=this.node.getChildByName("box").getChildByName("items")
let items=parent.children
for(let i=0;i<rewards.length;i++){
let d_item=rewards[i]
let path="game/gui/item"
const prefab = oops.res.get(path, Prefab);
if (!prefab) {
console.error("[MissionComp=>do_drop] 预制体加载失败:", path);
return;
}
const node = instantiate(prefab) as unknown as Node;
node.parent=parent
node.getComponent(ItemComp)!.update_data(d_item.item_uuid,d_item.count,{no_show:true})
}
}
victory_end(){
oops.message.dispatchEvent(GameEvent.MissionEnd)
oops.gui.removeByNode(this.node)
}
//看广告双倍
watch_ad(){
return true
}
double_reward(){
if(this.watch_ad()){
this.rewards.forEach(d_item=>{
smc.addItem(d_item.item_uuid,d_item.count)
})
this.node.getChildByName("btns").getChildByName("double").active=false
}
console.log("[VictoryComp]double_reward",smc.items,this.rewards)
}
restart(){
oops.message.dispatchEvent(GameEvent.MissionStart)
oops.gui.removeByNode(this.node)