feat(奖励系统): 实现等级奖励分发和收集品显示功能

- 新增GameEvent.UpdateCollection事件用于更新收集品显示
- 将CardType枚举移至GameSet并添加getLevelRewardType函数
- 修改MissionComp根据等级分发不同类型奖励事件
- 实现MissionGetsComp收集品数量显示功能
- 在SingletonModuleComp中添加收集品更新事件触发
This commit is contained in:
walkpan
2026-01-05 20:06:23 +08:00
parent 93e0ab083b
commit 9bf8ad2625
7 changed files with 121 additions and 154 deletions

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@@ -179,6 +179,7 @@ export class SingletonModuleComp extends ecs.Comp {
}
this.vmdata.collection.talents[id]++;
console.log(`[SMC] 记录天赋获取: ID=${id}, 次数=${this.vmdata.collection.talents[id]}`);
oops.message.dispatchEvent(GameEvent.UpdateCollection);
}
/**
@@ -191,6 +192,7 @@ export class SingletonModuleComp extends ecs.Comp {
}
this.vmdata.collection.skill.count++;
console.log(`[SMC] 记录技能获取: ID=${id}, 次数=${this.vmdata.collection.skill.count}`);
oops.message.dispatchEvent(GameEvent.UpdateCollection);
}
/**
* 记录好友获取
@@ -202,6 +204,7 @@ export class SingletonModuleComp extends ecs.Comp {
}
this.vmdata.collection.friend.count++;
console.log(`[SMC] 记录好友获取: ID=${id}, 次数=${this.vmdata.collection.friend.count}`);
oops.message.dispatchEvent(GameEvent.UpdateCollection);
}
vmAdd() {

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@@ -1,121 +0,0 @@
/**
* 英雄升级经验配置表
* ExpConf[lv] 返回从当前等级到下一级所需的经验值
* 1-30级:初始值20,每级提升约20%
* 31-100级:每级在前一级基础上+1000
*/
export const ExpConf: number[] = [
// Lv1-10
0,20, 24, 29, 35, 42, 50, 60, 72, 86, 103,
// Lv11-20
124, 149, 179, 215, 258, 310, 372, 446, 535, 642,
// Lv21-30
770, 924, 1109, 1331, 1597, 1916, 2299, 2759, 3311, 4000,
// Lv31-40
5000, 6000, 7000, 8000, 9000, 10000, 11000, 12000, 13000, 14000,
// Lv41-50
15000, 16000, 17000, 18000, 19000, 20000, 21000, 22000, 23000, 24000,
// Lv51-60
25000, 26000, 27000, 28000, 29000, 30000, 31000, 32000, 33000, 34000,
// Lv61-70
35000, 36000, 37000, 38000, 39000, 40000, 41000, 42000, 43000, 44000,
// Lv71-80
45000, 46000, 47000, 48000, 49000, 50000, 51000, 52000, 53000, 54000,
// Lv81-90
55000, 56000, 57000, 58000, 59000, 60000, 61000, 62000, 63000, 64000,
// Lv91-100
65000, 66000, 67000, 68000, 69000, 70000, 71000, 72000, 73000, 74000
];
/**
* 怪物击杀经验配置表
* MonExp[lv] 返回该等级怪物提供的经验值
*
* 设计规则:
* - 1-10级: 5个怪物 = ExpConf[lv-1],即 MonExp[lv] = ExpConf[lv-1] / 5
* - 11-20级: 10个怪物 = ExpConf[lv-1],即 MonExp[lv] = ExpConf[lv-1] / 10
* - 21-30级: 15个怪物 = ExpConf[lv-1],即 MonExp[lv] = ExpConf[lv-1] / 15
* - 31级及以上: 固定为30级的经验值即 MonExp[lv] = MonExp[30]
*
* 索引说明MonExp[1] 表示1级怪物的经验值
*/
export const MonExp: number[] = [
// Lv0-10
0, 4, 5, 6, 7, 8, 10, 12, 14, 17, 21,
// Lv11-20
12, 15, 18, 22, 26, 31, 37, 45, 54, 64,
// Lv21-30
51, 62, 74, 89, 106, 128, 153, 184, 221, 267,
// Lv31-40
267, 267, 267, 267, 267, 267, 267, 267, 267, 267,
// Lv41-50
267, 267, 267, 267, 267, 267, 267, 267, 267, 267,
// Lv51-60
267, 267, 267, 267, 267, 267, 267, 267, 267, 267,
// Lv61-70
267, 267, 267, 267, 267, 267, 267, 267, 267, 267,
// Lv71-80
267, 267, 267, 267, 267, 267, 267, 267, 267, 267,
// Lv81-90
267, 267, 267, 267, 267, 267, 267, 267, 267, 267,
// Lv91-100
267, 267, 267, 267, 267, 267, 267, 267, 267, 267
];
/**
* 等级属性成长系数配置
* 用于计算角色/怪物升级时各属性的增长值
*
* 计算公式:
* - 当前等级属性 = 基础属性 × (1 + 等级 × 成长系数)
* 例如10级角色HP = 基础HP × (1 + 10 × 0.08) = 基础HP × 1.8
*/
export const LevelAttrGrowthConfig = {
/** 生命值成长系数每级增长8% */
hp: 0.08,
/** 魔法值成长系数每级增长6% */
mp: 0.06,
/** 攻击力成长系数每级增长5% */
ap: 0.05,
/** 防御力成长系数每级增长4% */
def: 0.04
};
/**
* 根据等级计算属性值
* @param baseValue 基础属性值
* @param level 当前等级
* @param growthRate 成长系数
* @returns 计算后的属性值(向下取整)
*/
export function calculateAttrByLevel(baseValue: number, level: number, growthRate: number): number {
return Math.floor(baseValue * (1 + level * growthRate));
}
/**
* 根据等级计算所有属性
* @param baseHP 基础生命值
* @param baseMP 基础魔法值
* @param baseAP 基础攻击力
* @param baseDEF 基础防御力
* @param level 当前等级
* @returns 包含所有计算后属性的对象
*/
export function calculateAllAttrsByLevel(
baseHP: number,
baseMP: number,
baseAP: number,
baseDEF: number,
level: number
): { hp: number; mp: number; ap: number; def: number } {
return {
hp: calculateAttrByLevel(baseHP, level, LevelAttrGrowthConfig.hp),
mp: calculateAttrByLevel(baseMP, level, LevelAttrGrowthConfig.mp),
ap: calculateAttrByLevel(baseAP, level, LevelAttrGrowthConfig.ap),
def: calculateAttrByLevel(baseDEF, level, LevelAttrGrowthConfig.def)
};
}

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@@ -67,4 +67,5 @@ export enum GameEvent {
ReviveSuccess = "ReviveSuccess",
ToCallFriend = "ToCallFriend",
CallFriend = "CallFriend",
UpdateCollection = "UpdateCollection",
}

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@@ -22,6 +22,30 @@ export enum BoxSet {
//攻击距离
}
export enum CardType {
Talent = 1,
Skill = 2,
Potion = 3,
Partner = 4
}
/**
* 获取等级对应的奖励类型
* @param level 当前等级
* @returns 奖励类型 CardType
*/
export function getLevelRewardType(level: number): CardType {
if (level === 1) {
return CardType.Skill;
} else if (level >= 2 && level <= 5) {
return CardType.Talent;
} else if (level === 6) {
return CardType.Partner;
} else {
return CardType.Potion; // 以后暂时都是物品
}
}
export enum FacSet {
HERO=0,
MON=1,

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@@ -8,16 +8,10 @@ import { CanSelectHeros, HeroInfo } from "../common/config/heroSet";
import { CanSelectSkills, SkillSet } from "../common/config/SkillSet";
import { ItemSet } from "../common/config/ItemSet";
import { smc } from "../common/SingletonModuleComp";
import { CardType } from "../common/config/GameSet";
const { ccclass, property } = _decorator;
export enum CardType {
Talent = 1,
Skill = 2,
Potion = 3,
Partner = 4
}
/** 视图层对象 */
@ccclass('MissionCardComp')
@ecs.register('MissionCard', false)

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@@ -9,7 +9,7 @@ import { GameEvent } from "../common/config/GameEvent";
import { HeroViewComp } from "../hero/HeroViewComp";
import { UIID } from "../common/config/GameUIConfig";
import { SkillView } from "../skill/SkillView";
import { FightSet } from "../common/config/GameSet";
import { FightSet, getLevelRewardType, CardType } from "../common/config/GameSet";
const { ccclass, property } = _decorator;
@@ -54,7 +54,31 @@ export class MissionComp extends CCComp {
// 升级奖励触发
onLevelUp(event: string, args: any) {
console.log(`[MissionComp] 英雄升级到 ${args.lv} 级!`);
oops.message.dispatchEvent(GameEvent.TalentSelect)
// 获取当前等级对应的奖励类型
const rewardType = getLevelRewardType(args.lv);
console.log(`[MissionComp] 触发奖励选择, 类型: ${rewardType}`);
// 根据类型发送对应的事件
switch (rewardType) {
case CardType.Talent:
oops.message.dispatchEvent(GameEvent.TalentSelect);
break;
case CardType.Skill:
oops.message.dispatchEvent(GameEvent.HeroSkillSelect);
break;
case CardType.Partner:
oops.message.dispatchEvent(GameEvent.ToCallFriend);
break;
case CardType.Potion:
oops.message.dispatchEvent(GameEvent.ShopOpen);
break;
default:
console.warn(`[MissionComp] 未知的奖励类型: ${rewardType}`);
oops.message.dispatchEvent(GameEvent.TalentSelect); // 默认回退到天赋选择
break;
}
// 触发奖励选择界面 (暂时留空)
// this.showLevelUpReward();
}

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@@ -1,6 +1,9 @@
import { _decorator, Node } from "cc";
import { _decorator, Node, Label } 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 { GameEvent } from "../common/config/GameEvent";
import { smc } from "../common/SingletonModuleComp";
const { ccclass, property } = _decorator;
@@ -8,34 +11,73 @@ const { ccclass, property } = _decorator;
@ccclass('MissionGetsCompComp')
@ecs.register('MissionGetsComp', false)
export class MissionGetsCompComp extends CCComp {
@property(Node)
get0:Node = null!
@property(Node)
get1:Node = null!
@property(Node)
get2:Node = null!
@property(Node)
get3:Node = null!
@property(Node)
get4:Node = null!
@property(Node)
get5:Node = null!
/** 视图层逻辑代码分离演示 */
@property(Node)
get0:Node = null!
@property(Node)
get1:Node = null!
@property(Node)
get2:Node = null!
@property(Node)
get3:Node = null!
@property(Node)
get4:Node = null!
@property(Node)
get5:Node = null!
start() {
// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
// this.on(ModuleEvent.Cmd, this.onHandler, this);
oops.message.on(GameEvent.UpdateCollection, this.updateView, this);
this.updateView();
}
/** 全局消息逻辑处理 */
// private onHandler(event: string, args: any) {
// switch (event) {
// case ModuleEvent.Cmd:
// break;
// }
// }
onDestroy() {
oops.message.off(GameEvent.UpdateCollection, this.updateView, this);
}
private updateView() {
if (!smc.vmdata || !smc.vmdata.collection) return;
const data = smc.vmdata.collection;
// Talents (get0 - get3)
const talentIds = Object.keys(data.talents);
const talentNodes = [this.get0, this.get1, this.get2, this.get3];
for (let i = 0; i < talentNodes.length; i++) {
const node = talentNodes[i];
if (i < talentIds.length) {
const id = Number(talentIds[i]); // Object.keys returns strings
const count = data.talents[id];
this.updateNodeNum(node, count);
} else {
this.updateNodeNum(node, 0);
}
}
// Skill (get4)
this.updateNodeNum(this.get4, data.skill.count);
// Friend (get5)
this.updateNodeNum(this.get5, data.friend.count);
}
private updateNodeNum(node: Node, num: number) {
if (!node) return;
// Try to find Label on the node itself
let label = node.getComponent(Label);
// If not found, try to find a child named "num" with Label
if (!label) {
const numNode = node.getChildByName("num");
if (numNode) {
label = numNode.getComponent(Label);
}
}
if (label) {
label.string = num > 0 ? num.toString() : "";
}
}
/** 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 */
reset() {
this.node.destroy();
}
}
}