feat(物品系统): 添加物品使用功能及相关配置
- 在GameEvent枚举中添加UseItemCard事件 - 创建ItemSet物品配置表,包含8种不同效果的物品 - 在HeroAttrsComp中添加物品使用逻辑,处理物品效果应用 - 修改MissionCardComp支持物品购买界面和购买逻辑 - 添加物品购买后的视觉反馈和状态管理
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@@ -6,6 +6,7 @@ import { BuffConf } from "../common/config/SkillSet";
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import { HeroInfo, AttrSet } from "../common/config/heroSet";
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import { HeroSkillsComp } from "./HeroSkills";
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import { smc } from "../common/SingletonModuleComp";
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import { ItemSet } from "../common/config/ItemSet";
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interface talTrigger{
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@@ -78,10 +79,17 @@ export class HeroAttrsComp extends ecs.Comp {
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onLoad() {
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// 监听升级事件
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oops.message.on(GameEvent.CanUpdateLv, this.onLevelUp, this);
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oops.message.on(GameEvent.UseItemCard, this.onUseItemCard, this);
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}
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onDestroy() {
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oops.message.off(GameEvent.CanUpdateLv, this.onLevelUp, this);
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oops.message.off(GameEvent.UseItemCard, this.onUseItemCard, this);
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}
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onUseItemCard(event: string, args: any) {
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if (!this.is_master) return;
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this.useItem(args);
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}
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/**
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@@ -579,9 +587,40 @@ export class HeroAttrsComp extends ecs.Comp {
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useValueTalByUuid(t_uuid: number) {
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const buff = this.BUFFS_TAL[t_uuid];
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if (!buff) return;
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const attrIndex = buff.attrIndex;
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delete this.BUFFS_TAL[t_uuid];
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buff.count--;
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if (buff.count <= 0) {
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delete this.BUFFS_TAL[t_uuid];
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}
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this.recalculateSingleAttr(buff.attrIndex);
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}
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/**
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* 使用物品
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* @param itemId 物品ID
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*/
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useItem(itemId: number) {
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const item = ItemSet[itemId];
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if (!item) return;
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console.log(`[HeroAttrs] 使用物品: ${item.name} (${item.desc})`);
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// 直接添加到 BUFFS_TEMP
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const attrIndex = item.attr;
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if (!this.BUFFS_TEMP[attrIndex]) {
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this.BUFFS_TEMP[attrIndex] = [];
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}
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this.BUFFS_TEMP[attrIndex].push({
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value: item.value,
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BType: item.bType,
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remainTime: item.duration
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});
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// 重新计算受影响的属性
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this.recalculateSingleAttr(attrIndex);
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oops.gui.toast(`使用了 ${item.name}`);
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}
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/**
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