feat(战斗系统): 实现怪物金币掉落计算和抽卡升级消耗
- 添加calculateMonsterGold函数计算不同怪物类型的金币掉落 - 修改SingletonModuleComp初始化金币为0并添加抽卡和升级消耗 - 在MissionCardComp中添加抽卡和升级的金币检查逻辑 - 清理FightSet中无用配置并添加金币相关常量 - 在MissionComp中实现金币奖励计算和局内数据初始化
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@@ -1,15 +1,15 @@
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import { _decorator, Vec3,Animation, instantiate, Prefab, Node, ProgressBar } from "cc";
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import { _decorator, Vec3,Animation, instantiate, Prefab, Node, 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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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { MonsterCost, MonType } from "./RogueConfig";
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import { MonsterCost, MonType, calculateMonsterGold } from "./RogueConfig";
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import { GameEvent } from "../common/config/GameEvent";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { UIID } from "../common/config/GameUIConfig";
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import { SkillView } from "../skill/SkillView";
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import { FightSet, getLevelRewardType, CardType } from "../common/config/GameSet";
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import { FightSet, getLevelRewardType, CardType, FacSet } from "../common/config/GameSet";
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const { ccclass, property } = _decorator;
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@@ -22,10 +22,18 @@ export class MissionComp extends CCComp {
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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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coins_node:Node = null!
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@property(Node)
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lv_node:Node = null!
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@property(Node)
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chou_node:Node = null!
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@property(Node)
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time_node:Node = null!
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/** 剩余复活次数 */
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revive_times: number = 1;
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rewards:any[]=[]
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game_data:any={
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exp:0,
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@@ -41,6 +49,7 @@ export class MissionComp extends CCComp {
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this.on(GameEvent.DO_AD_BACK,this.do_ad,this)
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this.on(GameEvent.CanUpdateLv,this.onLevelUp,this)
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this.on(GameEvent.ReviveSuccess, this.onReviveSuccess, 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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@@ -96,10 +105,7 @@ export class MissionComp extends CCComp {
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do_reward(){
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// 奖励发放
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}
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do_drop(drop_item:any[],game_data:any={exp:0,gold:0,diamond:0}){
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// console.log("[MissionComp] do_drop",drop_item,game_data)
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}
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do_mon_dead(event:any,data:any){
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// console.log("[MissionComp] do_mon_dead",event,data)
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smc.vmdata.mission_data.mon_num--
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@@ -122,17 +128,26 @@ export class MissionComp extends CCComp {
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type = MonType.ELITE;
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}
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}
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this.cal_gold_reward(data, type);
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}
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}
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cal_gold_reward(data: any, type: MonType) {
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const cost = MonsterCost[data.uuid] || 1;
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const level = data.lv || 1;
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let add_gold = calculateMonsterGold(data.uuid, level, type);
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smc.updateGold(add_gold, false);
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}
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do_hero_dead(event:any,data:any){
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// console.log("[MissionComp] do_hero_dead",event,data)
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// 收到 HeroDead 说明已经没有复活次数了,打开失败界面,等待玩家选择(复活或结束)
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// oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false}) // 暂时不分发结束事件
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this.open_Victory(null,true)
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}
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do_ad(){
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do_ad(){
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if(this.ad_back()){
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oops.message.dispatchEvent(GameEvent.AD_BACK_TRUE)
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smc.vmdata.mission_data.refresh_count+=FightSet.MORE_RC
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@@ -147,7 +162,7 @@ export class MissionComp extends CCComp {
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}
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async mission_start(){
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// 防止上一局的 fight_end 延迟回调干扰新局
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this.unscheduleAllCallbacks();
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@@ -217,6 +232,10 @@ export class MissionComp extends CCComp {
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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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smc.vmdata.chou_gold = FightSet.CHOU_GOLD;
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smc.vmdata.lvup_gold = FightSet.LVUP_GOLD_UP;
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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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@@ -252,8 +271,7 @@ export class MissionComp extends CCComp {
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tal:[],
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info:'',
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};
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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 = 200;
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// console.log("[MissionComp]局内数据初始化",smc.vmdata.mission_data)
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}
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