refactor(卡牌系统): 清理废弃的卡池等级相关代码并优化抽卡接口
1. 移除了CardSkillType枚举、废弃的CardLV枚举和相关常量定义 2. 删除了已废弃的getCardPoolByLv、getCardsByLv等兼容旧接口 3. 简化drawCardsByRule接口,移除不再生效的历史参数 4. 调整MissionCardComp中调用drawCardsByRule的传参方式 5. 格式化VictoryComp中的代码格式,统一代码风格
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@@ -37,16 +37,6 @@ export enum CKind {
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Potion = 4, //药水
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}
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/** 技能卡触发类型 */
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export enum CardSkillType {
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Interval = 1, // 间隔定时触发 (战斗中每隔N秒执行)
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Field = 2, // 驻场技能 (被动光环)
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BattleStart = 3, // 战斗开始时触发一次
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BattleEnd = 4, // 战斗结束时触发一次
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HeroDead = 5, // 场上己方英雄死亡时触发
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HeroCall = 6, // 场上己方英雄召唤上场时触发
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}
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/**
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* 卡牌技能触发类型
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* - 命名对齐英雄侧 SkillTriggerType,便于跨模块认知统一
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@@ -62,19 +52,6 @@ export enum CardTriggerType {
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HeroCall = 7, // 英雄上场时触发(主角召唤 + 技能召唤 + 复活)
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}
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/**
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* 卡池等级占位枚举(已废弃分层语义)。
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* 新机制下所有英雄卡均属 LV1,不再使用卡池升级。
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* 保留枚举仅为兼容历史代码引用。
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*/
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export enum CardLV {
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LV1 = 1,
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LV2 = 2,
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LV3 = 3,
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LV4 = 4,
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LV5 = 5,
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}
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/** 通用卡牌配置 */
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export interface CardConfig {
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uuid: number
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@@ -116,24 +93,6 @@ export interface CardConfig {
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target_hero_eid?: number;
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}
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/** 升级卡折扣表(已废弃,保留以兼容历史引用) */
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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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/** 卡池升级每波减免金额(已废弃,保留以兼容历史引用) */
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export const CARD_POOL_UPGRADE_DISCOUNT_PER_WAVE = 10
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/** 卡池默认初始等级(已废弃,所有卡牌统一 LV1) */
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export const CARD_POOL_INIT_LEVEL = CardLV.LV1
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/** 卡池等级上限(已废弃,所有卡牌统一 LV1) */
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export const CARD_POOL_MAX_LEVEL = CardLV.LV1
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/** 英雄最高等级限制(已废弃,统一由 FightSet.HERO_MAX_LV 控制) */
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export const CARD_HERO_MAX_LEVEL = 1
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/** 基础卡池(英雄、技能、功能) */
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export const CardPoolList: CardConfig[] = [];
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@@ -211,11 +170,6 @@ export const SpecialRefreshCardList: Record<number, SpecialRefreshCardConfig> =
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}
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/** 规范等级到合法区间(保留以兼容历史调用,新机制下统一返回 LV1) */
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const clampCardLv = (lv: number): CardLV => {
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return CardLV.LV1;
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}
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// ============ 装备相关语义已迁移至 EquipSet.ts ============
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// 装备卡池(EquipPoolList)独立管理,不再混入 CardPoolList
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@@ -248,62 +202,27 @@ const pickCards = (cards: CardConfig[], count: number, unique: boolean = false):
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return selected
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}
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/**
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* 获取基础卡池(已废弃 lv 参数,新机制下返回完整卡池)。
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* @param lv 历史遗留参数,不再生效
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* @param onlyCurrentLv 历史遗留参数,不再生效
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*/
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export const getCardPoolByLv = (lv: number, onlyCurrentLv: boolean = false): CardConfig[] => {
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return CardPoolList;
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}
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const normalizeTypeFilter = (type: CardType | CardType[]): Set<CardType> => {
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const list = Array.isArray(type) ? type : [type]
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return new Set<CardType>(list)
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}
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/**
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* 常规发牌:前 3 英雄 + 后 1 其他;支持按类型过滤。
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* @param lv 历史遗留参数,不再生效
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* @param type 限定卡牌类型
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* @param onlyCurrentLv 历史遗留参数,不再生效
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*/
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export const getCardsByLv = (
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lv: number,
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type?: CardType | CardType[],
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onlyCurrentLv: boolean = false
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): CardConfig[] => {
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const pool = getCardPoolByLv(lv, onlyCurrentLv)
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if (type !== undefined) {
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const typeSet = normalizeTypeFilter(type)
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const filteredPool = pool.filter(card => typeSet.has(card.type))
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return pickCards(filteredPool, 4)
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}
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const heroPool = pool.filter(card => card.type === CardType.Hero)
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const otherPool = pool.filter(card => card.type !== CardType.Hero)
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const heroes = pickCards(heroPool, 3)
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const others = pickCards(otherPool, 1)
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return [...heroes, ...others]
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}
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/**
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* 通用按规则抽卡(已废弃 lv/targetPoolLv/onlyCurrentLv 参数,仅为兼容保留)。
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* 通用按规则抽卡。
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* @param options 抽卡选项
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*/
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export const drawCardsByRule = (
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lv: number,
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options: {
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count?: number
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onlyCurrentLv?: boolean
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type?: CardType | CardType[]
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heroType?: HType
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heroLv?: number
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targetPoolLv?: number
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wave?: number
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unique?: boolean
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} = {}
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): CardConfig[] => {
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const count = Math.max(0, Math.floor(options.count ?? 4))
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let pool = getCardPoolByLv(lv, options.onlyCurrentLv ?? false)
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let pool = CardPoolList
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if (options.type !== undefined) {
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const typeSet = normalizeTypeFilter(options.type)
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pool = pool.filter(card => typeSet.has(card.type))
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@@ -1473,7 +1473,7 @@ export class MissionCardComp extends CCComp {
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}
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private tryRefreshHeroCards(heroType?: HType): boolean {
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const cards = drawCardsByRule(1, {
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const cards = drawCardsByRule({
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count: 3,
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type: CardType.Hero,
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heroType,
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@@ -4,7 +4,7 @@
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*
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*/
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import { _decorator, instantiate, Label ,Prefab,Node, Sprite, Animation, AnimationClip, resources, UITransform, Widget, ProgressBar, Tween, NodeEventType } from "cc";
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import { _decorator, instantiate, Label, Prefab, Node, Sprite, Animation, AnimationClip, resources, UITransform, Widget, ProgressBar, Tween, NodeEventType } 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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@@ -13,7 +13,7 @@ import { GameEvent } from "../common/config/GameEvent";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { FacSet } from "../common/config/GameSet";
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import { HeroInfo } from "../common/config/heroSet";
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import { CKind, CardType, CardLV, CardConfig } from "../common/config/CardSet";
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import { CKind, CardType, CardConfig } from "../common/config/CardSet";
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import { CardComp } from "./CardComp";
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import { HighlightSet, HighlightType, HighlightLevel } from "../common/config/HighlightSet";
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import { LangPrefix, lang, langf } from "../common/LangUtil";
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@@ -33,7 +33,7 @@ const { ccclass, property } = _decorator;
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export class VictoryComp extends CCComp {
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@property(Node)
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mvp_node=null!
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mvp_node = null!
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// ======================== 结算 UI 绑定 ========================
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@property({ type: Label, tooltip: "总分文本" })
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@@ -63,16 +63,16 @@ export class VictoryComp extends CCComp {
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/** 调试日志开关 */
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debugMode: boolean = false;
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/** 奖励等级(预留) */
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reward_lv:number=1
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reward_lv: number = 1
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/** 奖励数量(预留) */
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reward_num:number=2
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reward_num: number = 2
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/** 掉落奖励列表 */
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rewards:any[]=[]
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rewards: any[] = []
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/** 累计游戏数据(经验 / 金币 / 钻石) */
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game_data:any={
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exp:0,
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gold:0,
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diamond:0
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game_data: any = {
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exp: 0,
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gold: 0,
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diamond: 0
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}
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// ======================== 复活相关 ========================
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@@ -82,7 +82,7 @@ export class VictoryComp extends CCComp {
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/** 加载时隐藏 loading 遮罩 */
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protected onLoad(): void {
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this.node.getChildByName("loading").active=false
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this.node.getChildByName("loading").active = false
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}
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/**
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@@ -94,14 +94,14 @@ export class VictoryComp extends CCComp {
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* @param args.can_revive 是否可复活
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*/
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onAdded(args: any) {
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this.node.getChildByName("loading").active=false
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mLogger.log(this.debugMode, 'VictoryComp', "[VictoryComp] onAdded",args)
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if(args.game_data){
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this.game_data=args.game_data
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this.node.getChildByName("loading").active = false
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mLogger.log(this.debugMode, 'VictoryComp', "[VictoryComp] onAdded", args)
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if (args.game_data) {
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this.game_data = args.game_data
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}
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// 根据是否可复活决定按钮显示
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this.node.getChildByName("btns").getChildByName("next").active=!args.can_revive
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this.node.getChildByName("btns").getChildByName("next").active = !args.can_revive
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// 计算总分
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this.calculateTotalScore();
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@@ -404,24 +404,24 @@ export class VictoryComp extends CCComp {
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// ======================== 操作入口 ========================
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/** 退出战斗:清理数据 → 触发任务结束 → 关闭弹窗 */
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victory_end(){
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victory_end() {
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this.clear_data()
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oops.message.dispatchEvent(GameEvent.MissionEnd)
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oops.gui.removeByNode(this.node)
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}
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/** 清理运行时数据:解除暂停标志 */
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clear_data(){
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smc.mission.pause=false
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clear_data() {
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smc.mission.pause = false
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}
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/** 看广告双倍奖励(预留) */
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watch_ad(){
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watch_ad() {
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return true
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}
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/** 双倍奖励发放(预留) */
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double_reward(){
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double_reward() {
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}
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@@ -432,20 +432,20 @@ export class VictoryComp extends CCComp {
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* 3. 显示 loading 遮罩,延迟 0.5 秒后触发 MissionStart。
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* 4. 关闭弹窗。
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*/
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restart(){
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restart() {
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this.clear_data()
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oops.message.dispatchEvent(GameEvent.MissionEnd)
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this.node.getChildByName("loading").active=true
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this.scheduleOnce(()=>{
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this.node.getChildByName("loading").active = true
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this.scheduleOnce(() => {
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oops.gui.open(UIID.Mission)
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this.node.getChildByName("loading").active=false
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this.node.getChildByName("loading").active = false
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oops.gui.removeByNode(this.node)
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},0.5)
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}, 0.5)
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}
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/** 物品展示回调(预留) */
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item_show(e:any,val:any){
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mLogger.log(this.debugMode, 'VictoryComp', "item_show",val)
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item_show(e: any, val: any) {
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mLogger.log(this.debugMode, 'VictoryComp', "item_show", val)
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}
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protected onDestroy(): void {
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