feat(shop): 新增商品/药品卡池与商店系统

1. 新增ICardSet.ts定义商品卡池配置,包含基础/高级恢复类、属性强化类道具
2. 为MissionCardComp添加商品商店逻辑,支持购买记录追踪与显隐切换
3. 重构ItemListComp为通用商店列表组件,适配装备与商品两种商店类型
This commit is contained in:
panFD
2026-07-22 21:42:00 +08:00
parent 90db23e7c9
commit afbb349c25
3 changed files with 352 additions and 50 deletions

View File

@@ -0,0 +1,136 @@
/**
* @file ICardSet.ts
* @description 商品/药品卡池独立配置
*
* 职责:
* 定义所有商品/药品卡的静态数据与技能卡池SCardSet和装备卡池EquipSet分离。
* 商品/药品为一次性消耗品,购买后立即触发一次 buff 效果(如治疗、护盾、属性强化等)。
*
* 设计:
* - 参考 SCardSet.ts 结构,但商品是"只触发一次的 buff 技能",而非"多次触发的攻击技能"。
* - trigger_type 统一为 Instant即时触发
* - t_times 固定为 1只触发一次
* - kind 为 CKind.Potion药水类
*
* 依赖:
* - CardSet —— CardConfig / CardType / CKind / CardLV / CardTriggerType
* - SkillSet —— SkillOverrides
*/
import { CardConfig, CardType, CardLV, CKind, CardTriggerType } from "./CardSet";
import { SkillOverrides } from "./SkillSet";
/** 商品/药品卡原始数据(平铺字段,构建后转为 CardConfig */
interface ItemCardRaw {
uuid: number;
skill: number; // 关联的技能 UUIDbuff 技能)
name: string;
info: string;
cost: number; // 购买价格
weight: number; // 抽取权重
overrides?: SkillOverrides; // 技能参数覆写(如自定义治疗量、护盾值等)
}
const ItemCardData: ItemCardRaw[] = [
// ==================== 基础恢复类 ====================
{ uuid: 9101, skill: 6302, name: "治疗药水", info: "恢复全体友方 300 点生命", cost: 3, weight: 20 },
{ uuid: 9102, skill: 6301, name: "护盾药水", info: "为全体友方添加护盾,可抵挡 3 次伤害", cost: 4, weight: 15 },
{ uuid: 9103, skill: 6303, name: "金币袋", info: "立即获得 5 金币", cost: 2, weight: 15, overrides: { gold: 5 } },
// ==================== 属性强化类(单次触发) ====================
{ uuid: 9111, skill: 6401, name: "攻击药剂", info: "全体友方攻击力提升 5 点", cost: 3, weight: 12 },
{ uuid: 9112, skill: 6402, name: "生命药剂", info: "全体友方最大生命值提升 20 点", cost: 3, weight: 12 },
{ uuid: 9113, skill: 6403, name: "暴击药剂", info: "全体友方暴击率提升 10%", cost: 3, weight: 12 },
{ uuid: 9114, skill: 6404, name: "暴伤药剂", info: "全体友方暴击伤害提升 20%", cost: 3, weight: 12 },
{ uuid: 9115, skill: 6405, name: "击晕药剂", info: "全体友方击晕概率提升 10%", cost: 3, weight: 12 },
{ uuid: 9116, skill: 6408, name: "穿刺药剂", info: "全体友方穿透概率提升 20%", cost: 3, weight: 12 },
{ uuid: 9117, skill: 6409, name: "风怒药剂", info: "全体友方风怒次数提升 1 次", cost: 3, weight: 12 },
// ==================== 高级恢复类 ====================
{ uuid: 9201, skill: 6302, name: "高级治疗药水", info: "恢复全体友方 600 点生命", cost: 6, weight: 8, overrides: { ap: 600 } },
{ uuid: 9202, skill: 6301, name: "高级护盾药水", info: "为全体友方添加护盾,可抵挡 6 次伤害", cost: 8, weight: 6, overrides: { ap: 6 } },
{ uuid: 9203, skill: 6303, name: "大金币袋", info: "立即获得 12 金币", cost: 5, weight: 6, overrides: { gold: 12 } },
// ==================== 高级属性强化类 ====================
{ uuid: 9211, skill: 6401, name: "高级攻击药剂", info: "全体友方攻击力提升 10 点", cost: 6, weight: 5, overrides: { ap: 10 } },
{ uuid: 9212, skill: 6402, name: "高级生命药剂", info: "全体友方最大生命值提升 40 点", cost: 6, weight: 5, overrides: { ap: 40 } },
{ uuid: 9213, skill: 6403, name: "高级暴击药剂", info: "全体友方暴击率提升 20%", cost: 6, weight: 5, overrides: { ap: 2 } },
{ uuid: 9214, skill: 6404, name: "高级暴伤药剂", info: "全体友方暴击伤害提升 40%", cost: 6, weight: 5, overrides: { ap: 2 } },
];
/**
* 商品/药品卡池(已构建为标准 CardConfig[])。
* 所有商品卡统一配置:
* - type: Skill复用技能卡体系由 MissSkillsComp 统一处理)
* - kind: Potion药水类用于区分
* - trigger_type: Instant即时触发只生效一次
* - t_times: 1只触发一次
* - is_inst: true即时起效
*/
export const ItemCardList: CardConfig[] = ItemCardData.map(data => ({
uuid: data.uuid,
skill: data.skill,
type: CardType.Skill,
cost: data.cost,
weight: data.weight,
pool_lv: CardLV.LV1,
kind: CKind.Potion,
card_lv: 1,
name: data.name,
info: data.info,
is_inst: true,
t_times: 1,
t_inv: 0,
keep_waves: 0,
overrides: data.overrides,
trigger_type: CardTriggerType.Instant,
}));
/**
* 按权重抽取一张商品卡(带权重随机)。
*/
function weightedPick(cards: CardConfig[]): CardConfig | null {
if (cards.length === 0) return null;
const totalWeight = cards.reduce((total, card) => total + (card.weight ?? 0), 0);
let random = Math.random() * totalWeight;
for (const card of cards) {
random -= (card.weight ?? 0);
if (random <= 0) return card;
}
return cards[cards.length - 1];
}
/**
* 按权重抽取 N 张商品卡unique 保证一次刷新内不重复,不足时允许重复补齐)。
* @param count 需要抽取的数量
*/
export function drawItemCards(count: number): CardConfig[] {
const safeCount = Math.max(0, Math.floor(count));
if (ItemCardList.length === 0 || safeCount <= 0) return [];
const picked: CardConfig[] = [];
let available = [...ItemCardList];
while (picked.length < safeCount) {
if (available.length === 0) break;
const pick = weightedPick(available);
if (!pick) break;
picked.push(pick);
available = available.filter(c => c.uuid !== pick.uuid);
}
// 不足时允许重复补齐
const filled = [...picked];
while (filled.length < safeCount) {
const fallback = weightedPick(ItemCardList);
if (!fallback) break;
filled.push(fallback);
}
return filled;
}
/**
* 按 UUID 查找商品卡配置
* @param uuid 商品卡 UUID
*/
export function findItemCardByUuid(uuid: number): CardConfig | undefined {
return ItemCardList.find(e => e.uuid === uuid);
}

View File

@@ -1,23 +1,25 @@
/**
* @file ItemListComp.ts
* @description 装备商店单个装备项组件UI 视图层 + 购买逻辑)
* @description 商店列表项组件UI 视图层 + 购买逻辑)
*
* 职责:
* 1. 渲染单个装备卡的显示信息(名称、等级、属性词条、图标)。
* 2. 处理购买点击 → 扣费 → 派发 UseEquipCard 事件触发装备生效
* 1. 渲染单个商品/装备卡的显示信息(名称、等级、属性词条、图标)。
* 2. 处理购买点击 → 扣费 → 根据卡牌类型派发对应事件触发购买效果
*
* 装备使用机制
* 与技能卡使用流程一致——购买后派发 GameEvent.UseEquipCard
* 由 MissEquipComp 接收并创建 EquipBoxComp 实体,
* EquipBoxComp 按 Field 类型被动驻场,属性加成由 FieldSkillHelper 全局聚合。
* 支持类型
* - 装备卡trigger_type=Field→ 派发 UseEquipCard由 MissEquipComp 处理。
* - 商品/药品卡kind=Potion→ 派发 UseItemCard由 MissSkillsComp 处理(一次性 buff
*
* 设计说明:
* 本组件同时服务于装备商店和商品商店,通过 cardData 的 trigger_type / kind 自动判断类型。
*/
import { mLogger } from "../common/Logger";
import { _decorator, Node, Sprite, Label, NodeEventType } 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 { CardConfig } from "../common/config/CardSet";
import { CardConfig, CardTriggerType, CKind } from "../common/config/CardSet";
import { EquipPoolList } from "../common/config/EquipSet";
import { FieldSkillSet } from "../common/config/SkillSet";
import { FieldSkillSet, SkillSet } from "../common/config/SkillSet";
import { oops } from "db://oops-framework/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { smc } from "../common/SingletonModuleComp";
@@ -26,10 +28,10 @@ import { MissionEconomy } from "./MissionEconomy";
const { ccclass, property } = _decorator;
/**
* ItemListComp —— 装备商店单个装备项
* ItemListComp —— 商店列表项(装备/商品通用)
*
* 由 MissionCardComp.populateEquipments() 实例化。
* 以图标 + 名称 + 属性词条 + 购买按钮的形式呈现。
* 由 MissionCardComp.populateEquipments() / populateShopItems() 实例化。
* 以图标 + 名称 + 描述/属性词条 + 购买按钮的形式呈现。
*/
@ccclass('ItemListComp')
@ecs.register('ItemListComp', false)
@@ -38,7 +40,7 @@ export class ItemListComp extends CCComp {
// ======================== 编辑器绑定节点 ========================
/** 装备图标节点 */
/** 商品图标节点 */
@property({ type: Node })
private icon_node: Node = null;
@@ -46,17 +48,17 @@ export class ItemListComp extends CCComp {
@property({ type: Node })
private bg_node: Node = null;
/** 装备名称 */
/** 商品名称 */
@property(Label)
private name_label: Label = null;
/** 属性词条 1 */
/** 描述/属性词条 1 */
@property(Label)
private fied1: Label = null;
/** 属性词条 2 */
/** 描述/属性词条 2 */
@property(Label)
private fied2: Label = null;
/** 属性词条 3 */
/** 描述/属性词条 3 */
@property(Label)
private fied3: Label = null;
@@ -70,7 +72,7 @@ export class ItemListComp extends CCComp {
// ======================== 运行时状态 ========================
/** 当前装备的卡牌配置 */
/** 当前商品的卡牌配置 */
private cardData: CardConfig | null = null;
/** 是否已购买 */
private isPurchased: boolean = false;
@@ -91,9 +93,9 @@ export class ItemListComp extends CCComp {
// ======================== 数据初始化 ========================
/**
* 初始化装备卡数据并渲染 UI
* 初始化商品卡数据并渲染 UI
*
* @param data 装备卡配置(必须为 trigger_type=Field 的装备卡)
* @param data 商品/装备卡配置
*/
applyCardData(data: CardConfig): void {
if (!data) return;
@@ -107,11 +109,17 @@ export class ItemListComp extends CCComp {
updateUI() {
if (!this.cardData) return;
const cardConfig = EquipPoolList.find(c => c.uuid === this.cardData!.uuid);
const isEquip = this.cardData.trigger_type === CardTriggerType.Field;
const isPotion = this.cardData.kind === CKind.Potion;
// 名称
// 名称:装备从 EquipPoolList 查找,商品直接用 cardData.name
if (this.name_label) {
this.name_label.string = cardConfig?.name || "";
if (isEquip) {
const equipConfig = EquipPoolList.find(c => c.uuid === this.cardData!.uuid);
this.name_label.string = equipConfig?.name || this.cardData.name || "";
} else {
this.name_label.string = this.cardData.name || "";
}
}
// 等级标签(★ 表示卡牌等级)
@@ -120,25 +128,63 @@ export class ItemListComp extends CCComp {
this.level_label.string = lv >= 2 ? "★".repeat(lv - 1) : "";
}
// 属性词条(最多显示 3 条,对应 fied1/fied2/fied3
// 描述/属性词条(最多显示 3 条)
const fieldLabels = [this.fied1, this.fied2, this.fied3];
const fields = this.cardData.field || [];
for (let i = 0; i < fieldLabels.length; i++) {
if (!fieldLabels[i]) continue;
if (i < fields.length) {
const fieldConfig = FieldSkillSet[fields[i]];
fieldLabels[i].string = fieldConfig?.info || "";
fieldLabels[i].node.active = true;
} else {
fieldLabels[i].string = "";
fieldLabels[i].node.active = false;
if (isEquip) {
// 装备:显示 field 词条
const fields = this.cardData.field || [];
for (let i = 0; i < fieldLabels.length; i++) {
if (!fieldLabels[i]) continue;
if (i < fields.length) {
const fieldConfig = FieldSkillSet[fields[i]];
fieldLabels[i].string = fieldConfig?.info || "";
fieldLabels[i].node.active = true;
} else {
fieldLabels[i].string = "";
fieldLabels[i].node.active = false;
}
}
} else if (isPotion) {
// 商品:显示技能描述 + info
const skillConfig = this.cardData.skill ? SkillSet[this.cardData.skill] : null;
const skillInfo = skillConfig?.info || "";
const cardInfo = this.cardData.info || "";
if (fieldLabels[0]) {
fieldLabels[0].string = cardInfo;
fieldLabels[0].node.active = !!cardInfo;
}
if (fieldLabels[1]) {
fieldLabels[1].string = skillInfo;
fieldLabels[1].node.active = !!skillInfo && skillInfo !== cardInfo;
}
if (fieldLabels[2]) {
fieldLabels[2].string = "";
fieldLabels[2].node.active = false;
}
} else {
// 其他类型:显示 info
for (let i = 0; i < fieldLabels.length; i++) {
if (!fieldLabels[i]) continue;
fieldLabels[i].string = i === 0 ? (this.cardData.info || "") : "";
fieldLabels[i].node.active = i === 0 && !!this.cardData.info;
}
}
// 图标取第一个 field 词条图标
if (this.icon_node && fields.length > 0) {
const iconId = FieldSkillSet[fields[0]]?.icon || "";
this.updateIcon(this.icon_node, iconId);
// 图标:装备取第一个 field 词条图标,商品取技能图标
if (this.icon_node) {
let iconId = "";
if (isEquip) {
const fields = this.cardData.field || [];
if (fields.length > 0) {
iconId = FieldSkillSet[fields[0]]?.icon || "";
}
} else if (isPotion && this.cardData.skill) {
iconId = SkillSet[this.cardData.skill]?.icon || "";
}
if (iconId) {
this.updateIcon(this.icon_node, iconId);
}
}
// 购买按钮费用显示
@@ -168,12 +214,10 @@ export class ItemListComp extends CCComp {
/**
* 购买点击处理:
* 1. 扣除金币(失败则提示并中止)。
* 2. 派发 UseSkillCard 事件,触发与技能卡相同的生效流程。
* 2. 根据卡牌类型派发对应事件:
* - 装备卡trigger_type=Field→ UseEquipCard → MissEquipComp
* - 商品/药品卡kind=Potion→ UseItemCard → MissSkillsComp一次性 buff 技能)
* 3. 标记已购买,隐藏购买按钮。
*
* 装备生效链路:
* UseSkillCard → MissSkillsComp.addSkill() → SBox ECS 实体 → SkillBoxComp(Field 类型)
* → FieldSkillHelper.getFieldSkillTotalValue() 全局聚合属性加成
*/
private onBuyClick() {
if (!this.cardData || this.isPurchased) return;
@@ -192,19 +236,39 @@ export class ItemListComp extends CCComp {
return;
}
// 派发 UseEquipCard装备生效流程由 MissEquipComp 接收处理
oops.message.dispatchEvent(GameEvent.UseEquipCard, this.cardData);
// 根据类型派发对应事件
const isEquip = this.cardData.trigger_type === CardTriggerType.Field;
const isPotion = this.cardData.kind === CKind.Potion;
if (isEquip) {
// 装备:被动驻场,由 MissEquipComp 处理
oops.message.dispatchEvent(GameEvent.UseEquipCard, this.cardData);
mLogger.log(this.debugMode, "ItemListComp", "equipment purchased", {
uuid: this.cardData.uuid,
cost
});
} else if (isPotion) {
// 商品/药品:一次性 buff 技能,由 MissSkillsComp 处理
oops.message.dispatchEvent(GameEvent.UseItemCard, this.cardData);
mLogger.log(this.debugMode, "ItemListComp", "item purchased", {
uuid: this.cardData.uuid,
skill: this.cardData.skill,
cost
});
} else {
// 默认走技能卡流程
oops.message.dispatchEvent(GameEvent.UseSkillCard, this.cardData);
mLogger.log(this.debugMode, "ItemListComp", "card purchased", {
uuid: this.cardData.uuid,
cost
});
}
// 标记已购买
this.isPurchased = true;
if (this.buy_node) {
this.buy_node.active = false;
}
mLogger.log(this.debugMode, "ItemListComp", "equipment purchased", {
uuid: this.cardData.uuid,
cost
});
}
/** 标记为已购买状态(用于跨波次保持购买记录) */

View File

@@ -42,6 +42,7 @@ import { GameEvent } from "../common/config/GameEvent";
import { CardConfig, CardPoolList, CardType, drawCardsByRule, SpecialRefreshCardList, SpecialRefreshHeroType, SpecialUpgradeCardList } from "../common/config/CardSet";
import { drawSkillCards } from "../common/config/SCardSet";
import { EquipPoolList } from "../common/config/EquipSet";
import { ItemCardList, drawItemCards } from "../common/config/ICardSet";
import { CardComp } from "./CardComp";
import { SCardComp } from "./SCardComp";
import { EquipListComp } from "./EquipListComp";
@@ -53,6 +54,7 @@ import { HeroViewComp } from "../hero/HeroViewComp";
import { FacSet, FightSet } from "../common/config/GameSet";
import { MissionEconomy } from "./MissionEconomy";
import { UIID } from "../common/config/GameUIConfig";
import { ItemListComp } from "./ItemListComp";
const { ccclass, property } = _decorator;
@@ -175,6 +177,8 @@ export class MissionCardComp extends CCComp {
private skillCardComps: SCardComp[] = [];
/** 已购买装备的 UUID 集合(跨波次保持,防止重复购买) */
private purchasedEquipUuids: Set<number> = new Set();
/** 已购买商品的 UUID 集合(跨波次保持,防止重复购买) */
private purchasedItemUuids: Set<number> = new Set();
/** 是否已缓存卡牌面板基准缩放 */
private hasCachedCardsBaseScale: boolean = false;
/** 卡牌面板基准缩放(从场景读取) */
@@ -236,6 +240,12 @@ export class MissionCardComp extends CCComp {
if (this.closeSkills && this.closeSkills.isValid) {
this.closeSkills.off(NodeEventType.TOUCH_END, this.onCloseSkillsClick, this);
}
if (this.showShop && this.showShop.isValid) {
this.showShop.off(NodeEventType.TOUCH_END, this.onShowShopClick, this);
}
if (this.closeShop && this.closeShop.isValid) {
this.closeShop.off(NodeEventType.TOUCH_END, this.onCloseShopClick, this);
}
this.unbindEvents();
}
@@ -282,6 +292,10 @@ export class MissionCardComp extends CCComp {
this.purchasedEquipUuids.clear();
this.populateEquipments();
// 重置商品购买记录并填充商品商店
this.purchasedItemUuids.clear();
this.populateShopItems();
// 首次进入准备阶段自动抽取一次技能卡,后续刷新只能通过技能刷新按钮触发
this.initSkillCardsOnce();
@@ -292,6 +306,7 @@ export class MissionCardComp extends CCComp {
onMissionEnd() {
this.clearAllCards();
this.clearEquipments();
this.clearShopItems();
if (this.node && this.node.isValid) {
this.node.active = false;
}
@@ -337,6 +352,8 @@ export class MissionCardComp extends CCComp {
oops.message.on(GameEvent.UseSkillCard, this.onUseSkillCard, this);
// 监听装备购买事件,追踪已购记录
oops.message.on(GameEvent.UseEquipCard, this.onUseEquipCard, this);
// 监听商品购买事件,追踪已购记录
oops.message.on(GameEvent.UseItemCard, this.onUseItemCard, this);
oops.message.on(GameEvent.UseSpecialCard, this.onUseSpecialCard, this);
oops.message.on(GameEvent.ShowSmallTip, this.onShowSmallTip, this);
oops.message.on(GameEvent.CardUsed, this.onCardUsed, this);
@@ -361,6 +378,11 @@ export class MissionCardComp extends CCComp {
/** 关闭技能卡池按钮 */
this.closeSkills?.on(NodeEventType.TOUCH_END, this.onCloseSkillsClick, this);
/** 商店显示/隐藏切换按钮 */
this.showShop?.on(NodeEventType.TOUCH_END, this.onShowShopClick, this);
/** 关闭商店按钮 */
this.closeShop?.on(NodeEventType.TOUCH_END, this.onCloseShopClick, this);
/** 技能卡刷新按钮 */
this.skill_refresh?.on(NodeEventType.TOUCH_START, this.onSkillDrawTouchStart, this);
this.skill_refresh?.on(NodeEventType.TOUCH_END, this.onSkillDrawTouchEnd, this);
@@ -512,6 +534,70 @@ export class MissionCardComp extends CCComp {
this.skill_card_node.active = false;
}
// ======================== 商店面板 ========================
/**
* 商店显隐切换按钮回调:
* 切换 shopPanNode 的 active 状态。
*/
private onShowShopClick() {
if (!this.shopPanNode || !this.shopPanNode.isValid) return;
oops.audio.playEffect("music/button");
this.shopPanNode.active = !this.shopPanNode.active;
}
/** 关闭商店按钮回调 */
private onCloseShopClick() {
if (!this.shopPanNode || !this.shopPanNode.isValid) return;
oops.audio.playEffect("music/button");
this.shopPanNode.active = false;
}
/**
* 填充商品列表:
* 从 ICardSet 的 ItemCardList 获取所有商品卡,
* 实例化 itemPrefab 到 shopBoxNode
* 每个商品项由 ItemListComp 渲染并处理购买。
*
* 商品为一次性 buff 技能Instant 触发t_times=1
* 购买后立即生效,由 MissSkillsComp 统一处理技能逻辑。
*/
private populateShopItems() {
if (!this.shopBoxNode || !this.itemPrefab) return;
// 清空旧列表
this.shopBoxNode.removeAllChildren();
// 从商品卡池获取所有商品
for (const item of ItemCardList) {
const node = instantiate(this.itemPrefab);
this.shopBoxNode.addChild(node);
const comp = node.getComponent(ItemListComp) || node.addComponent(ItemListComp);
comp.applyCardData(item);
// 已购买的商品标记为已购
if (this.purchasedItemUuids.has(item.uuid)) {
comp.setPurchased();
}
}
// 默认显示商店面板
if (this.shopPanNode) {
this.shopPanNode.active = true;
}
mLogger.log(this.debugMode, "MissionCardComp", "populate shop items", {
count: ItemCardList.length
});
}
/** 清空商品列表 */
private clearShopItems() {
if (this.shopBoxNode && this.shopBoxNode.isValid) {
this.shopBoxNode.removeAllChildren();
}
}
private dispatchCardsToSkillSlots(cards: CardConfig[]) {
if (!this.skillCardComps) return;
for (let i = 0; i < this.skillCardComps.length; i++) {
@@ -548,6 +634,14 @@ export class MissionCardComp extends CCComp {
}
}
/** 商品购买事件回调:记录已购 UUID防止重复购买 */
private onUseItemCard(event: string, args: any) {
const usedCard = args as CardConfig;
if (usedCard) {
this.purchasedItemUuids.add(usedCard.uuid);
}
}
/** 解除按钮监听,避免节点销毁后回调泄漏 */
private unbindEvents() {
oops.message.off(GameEvent.CoinAdd, this.onCoinAdd, this);
@@ -557,6 +651,7 @@ export class MissionCardComp extends CCComp {
oops.message.off(GameEvent.UseHeroCard, this.onUseHeroCard, this);
oops.message.off(GameEvent.UseSkillCard, this.onUseSkillCard, this);
oops.message.off(GameEvent.UseEquipCard, this.onUseEquipCard, this);
oops.message.off(GameEvent.UseItemCard, this.onUseItemCard, this);
oops.message.off(GameEvent.UseSpecialCard, this.onUseSpecialCard, this);
oops.message.off(GameEvent.ShowSmallTip, this.onShowSmallTip, this);
oops.message.off(GameEvent.CardUsed, this.onCardUsed, this);
@@ -587,6 +682,12 @@ export class MissionCardComp extends CCComp {
this.skill_ad_refresh.off(NodeEventType.TOUCH_END, this.onSkillAdDrawTouchEnd, this);
this.skill_ad_refresh.off(NodeEventType.TOUCH_CANCEL, this.onSkillAdDrawTouchCancel, this);
}
if (this.showShop && this.showShop.isValid) {
this.showShop.off(NodeEventType.TOUCH_END, this.onShowShopClick, this);
}
if (this.closeShop && this.closeShop.isValid) {
this.closeShop.off(NodeEventType.TOUCH_END, this.onCloseShopClick, this);
}
}
/**
@@ -1467,6 +1568,7 @@ export class MissionCardComp extends CCComp {
this.cardComps = [] as any;
this.skillCardComps = [] as any;
this.purchasedEquipUuids.clear();
this.purchasedItemUuids.clear();
if (this.node && this.node.isValid) {
this.node.destroy();