feat(卡牌): 新增卡池升级消耗金币机制
- 添加 CoinAdd 游戏事件用于金币变化通知 - 新增卡池升级消耗配置 CardsUpSet 和初始金币常量 CardInitCoins - 修改升级逻辑:检查金币是否足够,扣除相应金币后才能升级 - 更新UI显示:升级按钮显示所需金币,添加金币数量显示面板 - 禁用通知面板的动画组件以优化性能
This commit is contained in:
@@ -583,7 +583,7 @@
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},
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"_type": 0,
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"_fillType": 0,
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"_sizeMode": 1,
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"_sizeMode": 0,
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"_fillCenter": {
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"__type__": "cc.Vec2",
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"x": 0,
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@@ -691,21 +691,13 @@
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"node": {
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"__id__": 1
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},
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"_enabled": true,
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"_enabled": false,
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"__prefab": {
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"__id__": 31
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},
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"playOnLoad": true,
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"_clips": [
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{
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"__uuid__": "4cecde51-d46d-4b20-b02e-e58f063ec56f",
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"__expectedType__": "cc.AnimationClip"
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}
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],
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"_defaultClip": {
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"__uuid__": "4cecde51-d46d-4b20-b02e-e58f063ec56f",
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"__expectedType__": "cc.AnimationClip"
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},
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"_clips": [],
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"_defaultClip": null,
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"_id": ""
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},
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{
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File diff suppressed because it is too large
Load Diff
@@ -1,3 +1,5 @@
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import * as exp from "constants"
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/** 卡牌大类定义 */
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export enum CardType {
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Hero = 1,
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@@ -27,7 +29,14 @@ export interface CardConfig {
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lv: CardKind
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hero_lv?: number
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}
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export const CardsUpSet: Record<number, number> = {
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1: 50,
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2: 100,
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3: 150,
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4: 200,
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5: 250,
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}
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export const CardInitCoins = 4
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/** 卡池默认初始等级 */
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export const CARD_POOL_INIT_LEVEL = CardKind.LV1
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/** 卡池等级上限 */
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@@ -72,4 +72,5 @@ export enum GameEvent {
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UpdateCollection = "UpdateCollection",
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UpdateMissionGet = "UpdateMissionGet",
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GlobalAttrChange = "GlobalAttrChange",
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CoinAdd = "CoinAdd",
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}
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@@ -3,8 +3,10 @@ import { _decorator, Label, Node, NodeEventType, SpriteAtlas } 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 { GameEvent } from "../common/config/GameEvent";
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import { CARD_POOL_INIT_LEVEL, CARD_POOL_MAX_LEVEL, CardConfig, getCardsByLv } from "../common/config/CardSet";
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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 { smc } from "../common/SingletonModuleComp";
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import { CardComp } from "./CardComp";
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import { oops } from "db://oops-framework/core/Oops";
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const { ccclass, property } = _decorator;
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@@ -28,14 +30,14 @@ export class MissionCardComp extends CCComp {
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cards_chou:Node = null!
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@property(Node)
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cards_up:Node = null!
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@property(Node)
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coins:Node = null!
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/** 预留图集缓存(后续接入按钮/卡面图标时复用) */
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private uiconsAtlas: SpriteAtlas | null = null;
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/** 四个槽位对应的单卡控制器缓存 */
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private cardComps: CardComp[] = [];
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/** 当前卡池等级(仅影响抽卡来源,不直接改卡槽现有内容) */
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private poolLv: number = CARD_POOL_INIT_LEVEL;
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onLoad() {
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/** 绑定事件 -> 缓存子控制器 -> 初始化UI状态 */
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this.bindEvents();
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@@ -58,12 +60,14 @@ 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.poolLv = CARD_POOL_INIT_LEVEL;
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smc.vmdata.mission_data.coin=CardInitCoins //这里负责卡牌相关数据舒适化
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this.layoutCardSlots();
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this.clearAllCards();
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if (this.cards_up) {
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this.cards_up.active = true;
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}
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this.updatePoolLvUI();
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this.updateCoinUI();
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this.node.active = true;
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const cards = this.buildDrawCards();
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this.dispatchCardsToSlots(cards);
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@@ -94,10 +98,16 @@ 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.CoinAdd, this.onCoinAdd, this);
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/** 按钮事件:抽卡与卡池升级 */
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this.cards_chou?.on(NodeEventType.TOUCH_END, this.onClickDraw, this);
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this.cards_up?.on(NodeEventType.TOUCH_END, this.onClickUpgrade, this);
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}
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private onCoinAdd(args:any){
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this.updatePoolLvUI();
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this.updateCoinUI();
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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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@@ -129,12 +139,27 @@ export class MissionCardComp extends CCComp {
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mLogger.log(this.debugMode, "MissionCardComp", "pool already max", this.poolLv);
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return;
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}
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this.poolLv += 1;
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if (this.poolLv >= CARD_POOL_MAX_LEVEL && this.cards_up) {
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this.cards_up.active = false;
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const cost = this.getUpgradeCost(this.poolLv);
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const currentCoin = smc.vmdata.mission_data.coin ?? 0;
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if (currentCoin < cost) {
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oops.gui.toast(`金币不足,升级需要${cost}`);
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this.updatePoolLvUI();
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mLogger.log(this.debugMode, "MissionCardComp", "pool upgrade coin not enough", {
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poolLv: this.poolLv,
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currentCoin,
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cost
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});
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return;
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}
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smc.vmdata.mission_data.coin = currentCoin - cost;
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this.poolLv += 1;
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this.updateCoinUI();
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this.updatePoolLvUI();
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mLogger.log(this.debugMode, "MissionCardComp", "pool level up", this.poolLv);
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mLogger.log(this.debugMode, "MissionCardComp", "pool level up", {
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poolLv: this.poolLv,
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cost,
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leftCoin: smc.vmdata.mission_data.coin
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});
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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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@@ -183,14 +208,40 @@ export class MissionCardComp extends CCComp {
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startX
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});
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}
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private canUpPool() {
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if (this.poolLv >= CARD_POOL_MAX_LEVEL) return false;
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const currentCoin = smc.vmdata.mission_data.coin ?? 0;
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return currentCoin >= this.getUpgradeCost(this.poolLv);
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}
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/** 更新升级按钮上的等级文案,反馈当前卡池层级 */
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private updatePoolLvUI() {
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if (!this.cards_up) return;
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const label = this.cards_up.getComponentInChildren(Label);
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const nobg = this.cards_up.getChildByName("nobg");
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if (nobg) {
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nobg.active = !this.canUpPool();
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}
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const label = this.cards_up.getChildByName("coin").getChildByName("num").getComponent(Label);
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if (!label) return;
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label.string = `卡池Lv.${this.poolLv}`;
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mLogger.log(this.debugMode, "MissionCardComp", "pool lv ui update", this.poolLv);
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if (this.poolLv >= CARD_POOL_MAX_LEVEL) {
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label.string = `0`;
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} else {
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label.string = `${this.getUpgradeCost(this.poolLv)}`;
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}
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mLogger.log(this.debugMode, "MissionCardComp", "pool lv ui update", {
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poolLv: this.poolLv,
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cost: this.getUpgradeCost(this.poolLv)
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});
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}
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private updateCoinUI() {
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if (!this.coins) return;
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const label = this.coins.getChildByName("num")?.getComponent(Label);
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if (!label) return;
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label.string = `${smc.vmdata.mission_data.coin ?? 0}`;
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}
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private getUpgradeCost(lv: number): number {
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return CardsUpSet[lv] ?? 0;
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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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