refactor(map): 使用Timer统一管理状态机阶段计时

替换scheduleOnce为Timer实例,统一管理任务阶段过渡计时
将open_Victory和fight_end的延迟逻辑移至autoNextPhase处理
This commit is contained in:
panw
2026-04-14 10:40:54 +08:00
parent acd8d108e9
commit beff0d624a

View File

@@ -44,6 +44,7 @@ import { Monster } from "../hero/Mon";
import { Skill } from "../skill/Skill"; import { Skill } from "../skill/Skill";
import { Tooltip } from "../skill/Tooltip"; import { Tooltip } from "../skill/Tooltip";
import { CardInitCoins } from "../common/config/CardSet"; import { CardInitCoins } from "../common/config/CardSet";
import { Timer } from "db://oops-framework/core/common/timer/Timer";
const { ccclass, property } = _decorator; const { ccclass, property } = _decorator;
/** 任务(关卡)生命周期阶段 */ /** 任务(关卡)生命周期阶段 */
@@ -113,7 +114,8 @@ export class MissionComp extends CCComp {
gold:0, gold:0,
diamond:0 diamond:0
} }
/**2秒计时 */
PhaseTime:Timer= new Timer(2)
/** 上一次显示的时间字符串(避免重复设置) */ /** 上一次显示的时间字符串(避免重复设置) */
private lastTimeStr: string = ""; private lastTimeStr: string = "";
/** 上一次显示的秒数(避免重复计算) */ /** 上一次显示的秒数(避免重复计算) */
@@ -181,6 +183,17 @@ export class MissionComp extends CCComp {
protected update(dt: number): void { protected update(dt: number): void {
if(!smc.mission.play) return if(!smc.mission.play) return
if(smc.mission.pause) return if(smc.mission.pause) return
// 处理过渡阶段的计时
if (this.currentPhase === MissionPhase.PrepareStart ||
this.currentPhase === MissionPhase.PrepareEnd ||
this.currentPhase === MissionPhase.BattleStart ||
this.currentPhase === MissionPhase.BattleEnd) {
if (this.PhaseTime.update(dt)) {
this.autoNextPhase();
}
}
if(this.currentPhase === MissionPhase.Battle){ if(this.currentPhase === MissionPhase.Battle){
this.syncMonsterSpawnState(dt) this.syncMonsterSpawnState(dt)
if(smc.mission.stop_mon_action) return if(smc.mission.stop_mon_action) return
@@ -266,8 +279,8 @@ export class MissionComp extends CCComp {
const oldPhase = this.currentPhase; const oldPhase = this.currentPhase;
this.currentPhase = targetPhase; this.currentPhase = targetPhase;
// 取消状态机内部产生的定时流转任务,防止状态错乱 // 重置状态机的计时器
this.unschedule(this.autoNextPhase); this.PhaseTime.reset();
switch (targetPhase) { switch (targetPhase) {
case MissionPhase.PrepareStart: case MissionPhase.PrepareStart:
@@ -275,7 +288,6 @@ export class MissionComp extends CCComp {
smc.vmdata.mission_data.in_fight = false; smc.vmdata.mission_data.in_fight = false;
smc.mission.stop_spawn_mon = true; smc.mission.stop_spawn_mon = true;
if (this.start_btn && this.start_btn.isValid) this.start_btn.active = false; if (this.start_btn && this.start_btn.isValid) this.start_btn.active = false;
this.scheduleOnce(this.autoNextPhase, 2);
break; break;
case MissionPhase.Prepare: case MissionPhase.Prepare:
@@ -284,13 +296,11 @@ export class MissionComp extends CCComp {
case MissionPhase.PrepareEnd: case MissionPhase.PrepareEnd:
if (this.start_btn && this.start_btn.isValid) this.start_btn.active = false; if (this.start_btn && this.start_btn.isValid) this.start_btn.active = false;
this.scheduleOnce(this.autoNextPhase, 2);
break; break;
case MissionPhase.BattleStart: case MissionPhase.BattleStart:
// 触发战斗开始技能fstart // 触发战斗开始技能fstart
this.triggerHeroBattleSkills(true); this.triggerHeroBattleSkills(true);
this.scheduleOnce(this.autoNextPhase, 2);
break; break;
case MissionPhase.Battle: case MissionPhase.Battle:
@@ -336,6 +346,28 @@ export class MissionComp extends CCComp {
case MissionPhase.BattleStart: case MissionPhase.BattleStart:
this.changePhase(MissionPhase.Battle); this.changePhase(MissionPhase.Battle);
break; break;
case MissionPhase.BattleEnd:
// BattleEnd 计时结束后,如果是因为全灭或手动调用的 fight_end进入 Settle
// 需要注意的是open_Victory / fight_end 现在只需切换到 BattleEnd 即可Settle 由这里自动接管
this.changePhase(MissionPhase.Settle);
// 此时已经经过了 2s可以真正执行结算弹窗或清理逻辑
if (smc.mission.play) {
// 如果游戏还在运行中,说明是通过 open_Victory 进来的
smc.mission.pause = true;
mLogger.log(this.debugMode, 'MissionComp', " autoNextPhase -> open_Victory logic", this.revive_times);
oops.gui.open(UIID.Victory, {
victory: false,
rewards: this.rewards,
game_data: this.game_data,
can_revive: this.revive_times > 0
});
} else {
// 如果 play 已经是 false说明是通过 fight_end 进来的
this.cleanComponents();
this.clearBattlePools();
}
break;
} }
} }
@@ -403,33 +435,17 @@ export class MissionComp extends CCComp {
* @param is_hero_dead 是否因英雄全灭触发 * @param is_hero_dead 是否因英雄全灭触发
*/ */
open_Victory(e:any,is_hero_dead: boolean = false){ open_Victory(e:any,is_hero_dead: boolean = false){
// 直接切入 BattleEnd触发 fend 表现
// 倒计时逻辑已在 update 中由 PhaseTime 接管2s 后将触发 autoNextPhase 弹窗结算
this.changePhase(MissionPhase.BattleEnd); this.changePhase(MissionPhase.BattleEnd);
// 延迟 2s 后进入结算,让 BattleEnd 阶段的表现能够播完
this.scheduleOnce(() => {
this.changePhase(MissionPhase.Settle);
smc.mission.pause = true;
mLogger.log(this.debugMode, 'MissionComp', " open_Victory",is_hero_dead,this.revive_times)
oops.gui.open(UIID.Victory,{
victory:false,
rewards:this.rewards,
game_data:this.game_data,
can_revive: is_hero_dead && this.revive_times > 0
})
}, 2);
} }
/** 战斗结束:延迟清理组件和对象池 */ /** 战斗结束:延迟清理组件和对象池 */
fight_end(){ fight_end(){
// 这里只是强制清理关卡,为了防止重复弹窗,标记 play = false
smc.mission.play=false
this.changePhase(MissionPhase.BattleEnd); this.changePhase(MissionPhase.BattleEnd);
this.scheduleOnce(() => {
this.changePhase(MissionPhase.Settle);
smc.mission.play=false
this.cleanComponents()
this.clearBattlePools()
}, 2)
} }
/** /**