refactor(heroCard): 重构英雄卡牌系统逻辑与UI布局
1. 重写抽卡逻辑,移除升级卡机制,改为从基础英雄池按权重抽取不重复英雄 2. 优化英雄卡入场、购买、刷新动画,新增按钮触摸反馈效果 3. 调整mission.prefab与cHero.prefab的UI元素位置与布局参数 4. 简化卡牌布局代码,交由prefab的Widget组件自动约束
This commit is contained in:
@@ -2244,7 +2244,7 @@
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"value": {
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"__type__": "cc.Vec3",
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"x": 0,
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"y": -95.715,
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"y": -110.847,
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"z": 0
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}
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},
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@@ -2523,14 +2523,14 @@
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"node": {
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"__id__": 1
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},
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"_enabled": true,
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"_enabled": false,
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"__prefab": {
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"__id__": 150
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},
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"_alignFlags": 40,
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"_alignFlags": 0,
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"_target": null,
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"_left": 245,
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"_right": 245,
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"_left": 310,
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"_right": 310,
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"_top": 0,
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"_bottom": 0,
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"_horizontalCenter": 0,
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@@ -1456,7 +1456,7 @@
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"_lpos": {
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"__type__": "cc.Vec3",
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"x": 306.634,
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"y": 451.513,
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"y": 651.253,
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"z": 0
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},
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"_lrot": {
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@@ -1975,7 +1975,7 @@
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"_left": -8.317000000000007,
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"_right": -6.6340000000000146,
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"_top": 89.63,
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"_bottom": 396.513,
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"_bottom": 596.253,
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"_horizontalCenter": 0,
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"_verticalCenter": 0,
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"_isAbsLeft": true,
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@@ -16,7 +16,7 @@
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* - 英雄卡效果事件为 GameEvent.CallHero,而非 UseSkillCard。
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*/
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import { mLogger } from "../common/Logger";
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import { _decorator, Node, Sprite, Label, NodeEventType, Vec3 } from "cc";
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import { _decorator, Node, Sprite, Label, NodeEventType, Vec3, Tween, tween, UIOpacity } 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 { CardConfig, CardType } from "../common/config/CardSet";
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@@ -88,6 +88,8 @@ export class CHeroComp extends CCComp {
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private fixedBaseZ: number = 0;
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/** 静止位置(由 MissionCardComp 布局决定) */
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private restPosition: Vec3 = new Vec3();
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/** 透明度组件(用于淡入淡出) */
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private opacityComp: UIOpacity | null = null;
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// ======================== 生命周期 ========================
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@@ -106,7 +108,12 @@ export class CHeroComp extends CCComp {
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fied3: !!this.fied3,
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buy_node: !!this.buy_node
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});
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this.buy_node?.on(NodeEventType.TOUCH_START, this.onBuyTouchStart, this);
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this.buy_node?.on(NodeEventType.TOUCH_END, this.onBuyClick, this);
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this.buy_node?.on(NodeEventType.TOUCH_CANCEL, this.onBuyTouchCancel, this);
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// 缓存透明度组件(用于淡入淡出动画)
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this.opacityComp = this.node.getComponent(UIOpacity) || this.node.addComponent(UIOpacity);
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// 补偿首次渲染:addComponent 当帧 onLoad 尚未触发,
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// 若 MissionCardComp 在 onLoad 前已 applyCardData,此处绑定就绪后重刷一次
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@@ -118,7 +125,9 @@ export class CHeroComp extends CCComp {
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onDestroy() {
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super.onDestroy();
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if (this.buy_node && this.buy_node.isValid) {
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this.buy_node.off(NodeEventType.TOUCH_START, this.onBuyTouchStart, this);
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this.buy_node.off(NodeEventType.TOUCH_END, this.onBuyClick, this);
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this.buy_node.off(NodeEventType.TOUCH_CANCEL, this.onBuyTouchCancel, this);
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}
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}
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@@ -127,6 +136,10 @@ export class CHeroComp extends CCComp {
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/**
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* 初始化英雄卡数据并渲染 UI
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*
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* 若槽位已有旧卡且处于显示状态,先播放旧卡"逝去"动画(缩小淡出),
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* 动画结束后再切换为新卡数据并播放入场动画。
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* 首次赋值(node 未激活)直接渲染,无逝去动画。
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*
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* @param data 卡牌配置,传 null 时清空显示
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*/
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applyCardData(data: CardConfig | null): void {
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@@ -142,6 +155,36 @@ export class CHeroComp extends CCComp {
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icon: data?.icon ?? null,
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nodeActiveBefore: this.node?.active
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});
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// 刚购买(已播放大逝去动画)→ 不播普通逝去动画,直接应用新卡
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if (this.isPurchased) {
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this.cardData = data;
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this.isPurchased = false;
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if (data) {
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this.node.active = true;
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this.updateUI();
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} else {
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this.applyEmptyUI();
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}
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return;
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}
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// 旧卡存在且当前显示中 → 播逝去动画,结束后再应用新卡
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if (this.cardData && this.node.active) {
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this.playRefreshExitAnim(() => {
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this.cardData = data;
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this.isPurchased = false;
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if (data) {
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this.node.active = true;
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this.updateUI();
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} else {
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this.applyEmptyUI();
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}
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});
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return;
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}
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// 首次赋值或槽位为空 → 直接渲染
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this.cardData = data;
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this.isPurchased = false;
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if (data) {
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@@ -154,6 +197,12 @@ export class CHeroComp extends CCComp {
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/** 清空 UI 显示 */
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private applyEmptyUI() {
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Tween.stopAllByTarget(this.node);
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if (this.opacityComp) {
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Tween.stopAllByTarget(this.opacityComp);
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this.opacityComp.opacity = 255;
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}
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this.node.setScale(1, 1, 1);
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if (this.name_label) this.name_label.string = "";
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if (this.level_label) this.level_label.string = "";
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const fieldLabels = [this.fied1, this.fied2, this.fied3];
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@@ -252,6 +301,122 @@ export class CHeroComp extends CCComp {
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costLabel.string = `${this.cardData.cost ?? 0}`;
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}
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}
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// 入场动画:从静止位置下方升起 + 淡入
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this.playEnterAnim();
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}
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// ======================== 动画效果 ========================
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/** 入场动画时长(秒) */
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private readonly enterDuration: number = 0.25;
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/** 购买动画时长(秒) */
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private readonly purchaseDuration: number = 0.2;
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/**
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* 播放入场动画:由小变大(scale 0→1)+ 淡入。
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* 不依赖位置,与 Widget 布局完全解耦。
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*/
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private playEnterAnim() {
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Tween.stopAllByTarget(this.node);
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if (this.opacityComp) {
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Tween.stopAllByTarget(this.opacityComp);
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this.opacityComp.opacity = 0;
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}
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this.node.setScale(0, 0, 1);
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tween(this.node)
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.to(this.enterDuration, { scale: new Vec3(1, 1, 1) }, { easing: 'backOut' })
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.start();
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if (this.opacityComp) {
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tween(this.opacityComp)
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.to(this.enterDuration, { opacity: 255 })
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.start();
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}
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}
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/**
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* 播放购买动画:卡牌放大(scale 1→1.1)+ 淡出,结束后隐藏节点。
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* 动画结束由 onBuyClick 的后续逻辑(CardUsed 刷新卡池)接管。
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*/
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private playPurchaseAnim() {
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Tween.stopAllByTarget(this.node);
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if (this.opacityComp) {
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Tween.stopAllByTarget(this.opacityComp);
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}
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tween(this.node)
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.to(this.purchaseDuration, { scale: new Vec3(1.1, 1.1, 1) }, { easing: 'quadIn' })
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.start();
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if (this.opacityComp) {
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tween(this.opacityComp)
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.to(this.purchaseDuration, { opacity: 0 })
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.start();
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}
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}
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/**
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* 播放普通刷新"逝去"动画:旧卡缩小(scale 1→0)+ 淡出,结束后回调切换新卡。
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* 与购买动画区分:购买是放大逝去,普通刷新是缩小逝去。
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* @param onComplete 动画结束回调,用于应用新卡数据
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*/
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private playRefreshExitAnim(onComplete: () => void) {
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Tween.stopAllByTarget(this.node);
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if (this.opacityComp) {
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Tween.stopAllByTarget(this.opacityComp);
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}
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tween(this.node)
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.to(this.purchaseDuration, { scale: new Vec3(0, 0, 1) }, { easing: 'quadIn' })
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.start();
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if (this.opacityComp) {
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tween(this.opacityComp)
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.to(this.purchaseDuration, { opacity: 0 })
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.call(onComplete)
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.start();
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} else {
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// 无透明度组件时直接延迟回调
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this.scheduleOnce(onComplete, this.purchaseDuration);
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}
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}
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// ======================== 按钮动画 ========================
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/** 按钮正常缩放 */
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private readonly btnNormalScale: number = 1;
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/** 按钮按下缩放 */
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private readonly btnPressScale: number = 0.92;
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/** 按钮点击回弹峰值缩放 */
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private readonly btnClickScale: number = 1.08;
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/** 购买按钮按下:缩小反馈 */
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private onBuyTouchStart() {
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this.playBtnScaleTo(this.btnPressScale, 0.06);
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}
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/** 购买按钮取消:恢复缩放 */
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private onBuyTouchCancel() {
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this.playBtnScaleTo(this.btnNormalScale, 0.08);
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}
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/** 按钮缩放动画(通用) */
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private playBtnScaleTo(scale: number, duration: number) {
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if (!this.buy_node || !this.buy_node.isValid) return;
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Tween.stopAllByTarget(this.buy_node);
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tween(this.buy_node)
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.to(duration, { scale: new Vec3(scale, scale, 1) })
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.start();
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}
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/** 按钮点击回弹动画:先弹到峰值再回到正常 */
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private playBtnClickAnim(onComplete?: () => void) {
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if (!this.buy_node || !this.buy_node.isValid) {
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onComplete?.();
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return;
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}
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Tween.stopAllByTarget(this.buy_node);
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tween(this.buy_node)
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.to(0.05, { scale: new Vec3(this.btnClickScale, this.btnClickScale, 1) })
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.to(0.08, { scale: new Vec3(this.btnNormalScale, this.btnNormalScale, 1) })
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.call(() => onComplete?.())
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.start();
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}
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/**
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@@ -298,15 +463,19 @@ export class CHeroComp extends CCComp {
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/**
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* 购买点击处理:
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* 1. 英雄卡先通过 UseHeroCard 事件做数量上限校验(guard 模式,可被取消)。
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* 2. 扣除金币(失败则提示并中止)。
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* 3. 按卡牌类型分发效果:英雄卡 → CallHero 召唤英雄;特殊卡 → UseSpecialCard。
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* 4. 派发 CardUsed 通知 MissionCardComp 刷新英雄卡池。
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* 5. 标记已购买,隐藏购买按钮。
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* 1. 播放按钮点击回弹动画。
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* 2. 英雄卡先通过 UseHeroCard 事件做数量上限校验(guard 模式,可被取消)。
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* 3. 扣除金币(失败则提示并中止)。
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* 4. 按卡牌类型分发效果:英雄卡 → CallHero 召唤英雄;特殊卡 → UseSpecialCard。
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* 5. 派发 CardUsed 通知 MissionCardComp 刷新英雄卡池。
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* 6. 标记已购买,隐藏购买按钮。
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*/
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private onBuyClick() {
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if (!this.cardData || this.isPurchased) return;
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// 播放按钮点击回弹动画(视觉反馈,不阻塞后续逻辑)
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this.playBtnClickAnim();
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oops.audio.playEffect("music/button");
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// 英雄卡数量上限校验:guard 模式,MissionCardComp 可设 cancel=true 阻止使用
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@@ -353,6 +522,9 @@ export class CHeroComp extends CCComp {
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break;
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}
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// 播放购买动画(缩小淡出),刷新卡池由 CardUsed 事件触发
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this.playPurchaseAnim();
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// 标记已购买
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this.isPurchased = true;
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if (this.buy_node) {
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@@ -3,9 +3,9 @@
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* @description 卡牌系统核心控制器(战斗 UI 层 + 业务逻辑层)
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*
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* 职责:
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* 1. **卡牌分发管理** —— 从卡池抽取 3 张卡,分发到 3 个 CHeroComp 槽位。
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* 抽卡规则:场上已有英雄时按权重混合"对应英雄的升级卡" + "其他英雄卡" + "刷新卡";
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* 场上无英雄时仅抽取英雄卡和刷新卡。
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* 1. **卡牌分发管理** —— 从卡池抽取 3 张英雄卡,分发到 3 个 CHeroComp 槽位。
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* 抽卡规则:从基础英雄卡池按权重抽取,同一次抽卡内英雄不重复;
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* 场上已召唤的英雄不再刷出。
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* 2. **金币费用管理** —— 抽卡费用(refreshCost)的扣除。
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* 3. **英雄数量上限校验** —— 在 UseHeroCard 事件的 guard 阶段判断是否允许再召唤英雄。
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* 4. **场上英雄信息面板(HInfoComp 列表)同步** ——
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@@ -17,7 +17,7 @@
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* 关键设计:
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* - 3 个 CHeroComp 由 cardPrefab 动态实例化生成,通过 cacheCardComps() 映射为有序数组 cardComps[],
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* 之后所有分发、清空操作均通过此数组进行。
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* - buildDrawCards() 动态合并升级卡池和基础卡池后抽取 3 张,不足时循环补齐。
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* - buildDrawCards() 从基础英雄卡池按权重抽取 3 张,不足时循环补齐。
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* - 英雄上限校验(onUseHeroCard)采用 guard/cancel 模式:
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* CHeroComp 发出 UseHeroCard 事件并传入 guard 对象,
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* 本组件可通过 guard.cancel=true 阻止使用。
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@@ -25,7 +25,7 @@
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* 历史:
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* 旧版本曾包含"卡池等级(poolLv)"机制和"三合一合成腾位"判断,已全部移除:
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* - 卡牌不再分级,所有英雄卡统一 lv1。
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* - 英雄升级仅通过升级卡(SpecialUpgrade)触发,按 UUID 精确升级场上对应英雄。
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* - 升级卡机制已移除,英雄卡池只出普通英雄卡;英雄升级仅通过升级卡(SpecialUpgrade)触发。
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*
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* 依赖:
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* - CHeroComp —— 单卡槽位
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@@ -39,7 +39,7 @@ import { _decorator, instantiate, Label, Node, NodeEventType, Prefab, Tween, twe
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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";
|
||||
import { GameEvent } from "../common/config/GameEvent";
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import { CardConfig, CardPoolList, CardType, drawCardsByRule, SpecialRefreshCardList, SpecialRefreshHeroType, SpecialUpgradeCardList } from "../common/config/CardSet";
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import { CardConfig, CardPoolList, CardType, drawCardsByRule, SpecialRefreshCardList, SpecialRefreshHeroType } from "../common/config/CardSet";
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import { drawSkillCards } from "../common/config/SCardSet";
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import { drawEquipCards } from "../common/config/EquipSet";
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import { drawItemCards } from "../common/config/ICardSet";
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@@ -70,8 +70,6 @@ const { ccclass, property } = _decorator;
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export class MissionCardComp extends CCComp {
|
||||
/** 是否启用调试日志 */
|
||||
private debugMode: boolean = false;
|
||||
/** 卡牌槽位宽度(像素),用于水平等距布局 */
|
||||
private readonly cardWidth: number = 175;
|
||||
/** 按钮正常缩放 */
|
||||
private readonly buttonNormalScale: number = 1;
|
||||
/** 按钮按下缩放 */
|
||||
@@ -217,14 +215,6 @@ export class MissionCardComp extends CCComp {
|
||||
private cardsShowScale: Vec3 = new Vec3(1, 1, 1);
|
||||
/** 卡牌面板收起态缩放(scale=0 隐藏) */
|
||||
private cardsHideScale: Vec3 = new Vec3(0, 0, 1);
|
||||
/** 卡牌原始定位点 */
|
||||
private cardsPos = [-220, 0, 220]
|
||||
/**
|
||||
* 必出升级卡的轮询索引:每次刷新按场上可升级英雄 UUID 升序轮询选 1 张。
|
||||
* 每次 buildDrawCards 取模更新,保证多次刷新时升级卡依次切换。
|
||||
*/
|
||||
private upgradeRotationIndex: number = 0;
|
||||
|
||||
/** 卡牌面板显示位置 Y 坐标 */
|
||||
private readonly cardPanelShowY: number = 0;
|
||||
/** 卡牌面板隐藏位置 Y 坐标(向下 700) */
|
||||
@@ -801,8 +791,6 @@ export class MissionCardComp extends CCComp {
|
||||
if (!uuid) return;
|
||||
let success = false;
|
||||
if (type === CardType.SpecialUpgrade) {
|
||||
const template = SpecialUpgradeCardList[uuid];
|
||||
if (!template) return;
|
||||
const targetHeroEid = Number(payload?.target_hero_eid ?? 0);
|
||||
success = this.tryUpgradeHeroByEid(targetHeroEid);
|
||||
if (!success) {
|
||||
@@ -1337,123 +1325,42 @@ export class MissionCardComp extends CCComp {
|
||||
}
|
||||
|
||||
/**
|
||||
* 构建本次抽卡结果,保证最终可分发 3 条数据。
|
||||
* 构建本次抽卡结果,返回 3 张英雄卡。
|
||||
*
|
||||
* 抽卡规则:
|
||||
* 1. **必出规则**:当场上有可升级英雄时,每次刷新必出 1 张升级卡,并放在返回数组首位(对应卡池最左侧槽位)。
|
||||
* 多次刷新时,按场上英雄 target_hero_eid 升序循环切换升级卡(upgradeRotationIndex)。
|
||||
* 2. 其余 2 张从混合池(剩余升级卡 + 基础英雄卡)按权重抽取。
|
||||
* 规则:
|
||||
* 1. 从基础英雄卡池按权重抽取,同一次抽卡内英雄不重复。
|
||||
* 2. 过滤掉场上已召唤的英雄(已召唤的英雄不再刷出,仅通过升级卡升级)。
|
||||
* 3. 不足 3 张时循环补齐(允许重复)。
|
||||
*
|
||||
* 特殊规则:当场存活英雄数已达 HERO_MAX_NUM 时,全部出升级卡(若全部已满级则降级回混合池)。
|
||||
* 注:升级卡机制已移除,英雄卡池只出普通英雄卡。
|
||||
*/
|
||||
private buildDrawCards(): CardConfig[] {
|
||||
const upgradeCards = this.buildHeroUpgradeCards();
|
||||
const aliveHeroCount = this.getAliveHeroCount();
|
||||
const heroMax = this.getMissionHeroMaxNum();
|
||||
|
||||
// 英雄已满员且有可升级的英雄 → 只出升级卡
|
||||
if (aliveHeroCount >= heroMax && upgradeCards.length > 0) {
|
||||
const picked = this.pickMixedCards(upgradeCards, 3, upgradeCards);
|
||||
if (picked.length >= 3) return picked.slice(0, 3);
|
||||
/** 兜底:不足 3 张时循环补齐 */
|
||||
const filled = [...picked];
|
||||
while (filled.length < 3) {
|
||||
filled.push(upgradeCards[filled.length % upgradeCards.length]);
|
||||
}
|
||||
return filled;
|
||||
}
|
||||
|
||||
const heroCards = CardPoolList.filter(c => c.type === CardType.Hero);
|
||||
// 过滤掉场上已召唤英雄的普通英雄卡:已召唤的英雄只能通过升级卡升级,不再刷出普通卡
|
||||
const aliveHeroUuids = this.getAliveHeroUuids();
|
||||
const availableHeroCards = heroCards.filter(c => !aliveHeroUuids.has(c.uuid));
|
||||
|
||||
// 英雄池只刷英雄卡(含动态升级卡 + 未召唤英雄的普通卡)
|
||||
const mixedPool: CardConfig[] = [...upgradeCards, ...availableHeroCards];
|
||||
if (mixedPool.length === 0) return [];
|
||||
if (availableHeroCards.length === 0) return [];
|
||||
|
||||
const result: CardConfig[] = [];
|
||||
const usedUpgradeTargets = new Set<number>();
|
||||
const usedHeroUuids = new Set<number>();
|
||||
const usedUuids = new Set<number>();
|
||||
|
||||
// 必出 1 张升级卡,按 UUID 升序轮询,放在返回数组首位(对应最左侧卡槽)
|
||||
if (upgradeCards.length > 0) {
|
||||
const idx = this.upgradeRotationIndex % upgradeCards.length;
|
||||
this.upgradeRotationIndex = (this.upgradeRotationIndex + 1) % upgradeCards.length;
|
||||
const mandatory = upgradeCards[idx];
|
||||
result.push(mandatory);
|
||||
usedUpgradeTargets.add(mandatory.target_hero_eid ?? 0);
|
||||
}
|
||||
|
||||
// 剩余张数从混合池抽取,排除已选升级卡 target_hero_eid 和已选英雄卡 uuid
|
||||
const remainingCount = 3 - result.length;
|
||||
if (remainingCount > 0) {
|
||||
const remainingPool = mixedPool.filter(c => {
|
||||
if (c.type === CardType.SpecialUpgrade && c.target_hero_eid) {
|
||||
return !usedUpgradeTargets.has(c.target_hero_eid);
|
||||
}
|
||||
if (c.type === CardType.Hero) {
|
||||
return !usedHeroUuids.has(c.uuid);
|
||||
}
|
||||
return true;
|
||||
});
|
||||
const rest = this.pickMixedCards(remainingPool, remainingCount, upgradeCards);
|
||||
rest.forEach(c => {
|
||||
result.push(c);
|
||||
if (c.type === CardType.SpecialUpgrade && c.target_hero_eid) {
|
||||
usedUpgradeTargets.add(c.target_hero_eid);
|
||||
}
|
||||
if (c.type === CardType.Hero) {
|
||||
usedHeroUuids.add(c.uuid);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// 兜底:不足 3 张时从未使用的英雄卡中补齐,避免出现重复英雄
|
||||
// 按权重抽取,同一次抽卡内英雄不重复
|
||||
while (result.length < 3) {
|
||||
const fillCard = availableHeroCards.find(c => !usedHeroUuids.has(c.uuid));
|
||||
if (!fillCard) break;
|
||||
result.push(fillCard);
|
||||
usedHeroUuids.add(fillCard.uuid);
|
||||
const pool = availableHeroCards.filter(c => !usedUuids.has(c.uuid));
|
||||
if (pool.length === 0) break;
|
||||
const pick = this.weightedPick(pool);
|
||||
if (!pick) break;
|
||||
result.push(pick);
|
||||
usedUuids.add(pick.uuid);
|
||||
}
|
||||
|
||||
// 兜底:不足 3 张时循环补齐(允许重复)
|
||||
while (result.length < 3) {
|
||||
result.push(availableHeroCards[result.length % availableHeroCards.length]);
|
||||
}
|
||||
return result.slice(0, 3);
|
||||
}
|
||||
|
||||
/**
|
||||
* 从混合池中按权重抽取 n 张卡。
|
||||
* 升级卡之间强制 unique(同一个 target_hero_eid 只能出现一次)。
|
||||
* 英雄卡之间强制 unique(同一个 uuid 只能出现一次),避免同一次发牌出现重复英雄。
|
||||
*/
|
||||
private pickMixedCards(pool: CardConfig[], count: number, upgradeCards: CardConfig[]): CardConfig[] {
|
||||
if (pool.length === 0 || count <= 0) return [];
|
||||
const selected: CardConfig[] = [];
|
||||
const usedUpgradeTargets = new Set<number>();
|
||||
const usedHeroUuids = new Set<number>();
|
||||
|
||||
while (selected.length < count) {
|
||||
const available = pool.filter(c => {
|
||||
if (c.type === CardType.SpecialUpgrade && c.target_hero_eid) {
|
||||
return !usedUpgradeTargets.has(c.target_hero_eid);
|
||||
}
|
||||
if (c.type === CardType.Hero) {
|
||||
return !usedHeroUuids.has(c.uuid);
|
||||
}
|
||||
return true;
|
||||
});
|
||||
if (available.length === 0) break;
|
||||
const pick = this.weightedPick(available);
|
||||
if (!pick) break;
|
||||
selected.push(pick);
|
||||
if (pick.type === CardType.SpecialUpgrade && pick.target_hero_eid) {
|
||||
usedUpgradeTargets.add(pick.target_hero_eid);
|
||||
}
|
||||
if (pick.type === CardType.Hero) {
|
||||
usedHeroUuids.add(pick.uuid);
|
||||
}
|
||||
}
|
||||
return selected;
|
||||
}
|
||||
|
||||
/** 单次按权重抽取一张卡 */
|
||||
private weightedPick(cards: CardConfig[]): CardConfig | null {
|
||||
if (cards.length === 0) return null;
|
||||
@@ -1466,38 +1373,6 @@ export class MissionCardComp extends CCComp {
|
||||
return cards[cards.length - 1];
|
||||
}
|
||||
|
||||
/**
|
||||
* 扫描场上存活英雄,为每个英雄实体生成一张升级卡(按 eid 绑定)。
|
||||
* - 已达 HERO_MAX_LV 的英雄不出卡。
|
||||
* - 同 eid 只生成一张(eid 本就唯一,不会重复)。
|
||||
* - cost = 模板 cost + (当前等级 - 1) * BASE_COST,等级越高升级越贵。
|
||||
*/
|
||||
private buildHeroUpgradeCards(): CardConfig[] {
|
||||
const template = SpecialUpgradeCardList[7001];
|
||||
if (!template) return [];
|
||||
|
||||
const actors = this.queryAliveHeroActors();
|
||||
if (actors.length === 0) return [];
|
||||
|
||||
const result: CardConfig[] = [];
|
||||
for (const actor of actors) {
|
||||
const eid = actor.eid;
|
||||
const lv = actor.model.lv;
|
||||
if (lv >= FightSet.HERO_MAX_LV) continue; // 已达上限不再出升级卡
|
||||
const dynamicCost = template.cost + (lv - 1) * FightSet.BASE_COST;
|
||||
result.push({
|
||||
...template,
|
||||
cost: dynamicCost,
|
||||
weight: template.weight,
|
||||
target_hero_eid: eid,
|
||||
hero_lv: lv + 1,
|
||||
});
|
||||
}
|
||||
// 按 target_hero_eid 升序排序,保证返回顺序稳定(便于 buildDrawCards 按顺序轮询)
|
||||
result.sort((a, b) => (a.target_hero_eid ?? 0) - (b.target_hero_eid ?? 0));
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* 构建技能卡抽卡结果,返回 3 张。
|
||||
*
|
||||
@@ -1571,18 +1446,7 @@ export class MissionCardComp extends CCComp {
|
||||
}
|
||||
|
||||
private layoutCardSlots() {
|
||||
if (!this.cardComps) return;
|
||||
const count = this.cardComps.length;
|
||||
if (count === 0) return;
|
||||
for (let i = 0; i < count; i++) {
|
||||
if (this.cardComps[i]) {
|
||||
this.cardComps[i].setSlotPosition(this.cardsPos[i]);
|
||||
}
|
||||
}
|
||||
mLogger.log(this.debugMode, "MissionCardComp", "layout card slots", {
|
||||
count,
|
||||
cardWidth: this.cardWidth
|
||||
});
|
||||
// 布局由 cHero.prefab 根节点 Widget 约束控制,代码不再覆盖位置
|
||||
}
|
||||
|
||||
private playButtonPressAnim(node: Node | null) {
|
||||
@@ -1727,7 +1591,7 @@ export class MissionCardComp extends CCComp {
|
||||
|
||||
/**
|
||||
* 获取场上所有存活英雄的 hero_uuid 集合。
|
||||
* 用于抽卡时过滤:已召唤的英雄不再从普通英雄卡池中刷出,只能通过升级卡升级。
|
||||
* 用于抽卡时过滤:已召唤的英雄不再从普通英雄卡池中刷出。
|
||||
*/
|
||||
private getAliveHeroUuids(): Set<number> {
|
||||
const uuids = new Set<number>();
|
||||
|
||||
Reference in New Issue
Block a user