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