feat(map): 新增固定波次技能三选一弹窗系统
1. 新增MSkillBoxComp弹窗组件,实现固定波次触发的技能卡选择功能 2. 新增SkillBoxCardConfig配置与SkillBoxPool技能池,支持按波次配置技能 3. 重构MissionCardComp,将技能卡抽取改为固定波次弹窗触发 4. 扩展SingletonModuleComp与MissionComp,添加技能刷新次数持久化逻辑 5. 优化MissSkillsComp,新增SkillBox专属技能加载流程 6. 修复SkillBoxComp,支持自定义技能参数覆盖 7. 调整UIConfig与CardSet配置,适配新的技能卡流程
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Load Diff
@@ -73,6 +73,9 @@ export class SingletonModuleComp extends ecs.Comp {
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max_mission: 4,//最大关卡
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coin: 0,
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time: 15 * 60,//游戏时间
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// 技能三选一弹窗:刷新次数(跨波次保留,广告可叠加)
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skill_box_refresh_remain: 1, // 初始赠送的刷新次数
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skill_box_ad_refresh_remain: 0, // 看广告累计的额外次数
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},
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scores: {
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score: 0, // 基础得分
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@@ -2,9 +2,10 @@ import * as exp from "constants"
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import { HeroInfo, HeroList, HType } from "./heroSet"
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import { FightSet } from "./GameSet"
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import { oops } from "db://oops-framework/core/Oops"
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import { SkillOverrides } from "./SkillSet"
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class I18nString {
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constructor(private key: string, private params?: any[]) {}
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constructor(private key: string, private params?: any[]) { }
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private getTranslated(): string {
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let str = oops.language.getLangByID(this.key) || this.key;
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if (this.params && this.params.length > 0) {
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@@ -52,9 +53,9 @@ export interface CardConfig {
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kind: CKind
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pool_lv: CardLV
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hero_lv?: number
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card_lv?:number
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card_lv?: number
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base_pool_lv?: number
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// 技能卡扩展属性
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name?: string // 卡牌名称
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info?: string // 卡牌描述信息
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@@ -62,6 +63,25 @@ export interface CardConfig {
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t_times?: number // 触发次数
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t_inv?: number // 触发间隔(秒)
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}
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/**
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* 技能卡池专用卡牌配置(MSkillBoxComp 三选一弹窗使用)
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*
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* 在普通 CardConfig 基础上扩展:
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* - s_uuid : 实际生效的 SkillSet 条目 uuid
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* - t_num : 触发次数(可选,默认从 SkillSet 读取)
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* - overrides : 参数覆盖,参考 heroSet 中触发技能的 overrides 字段格式
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*
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* uuid 范围 9000+ 用于和普通 CardPoolList 区分,MissSkillsComp 据此识别。
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*/
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export interface SkillBoxCardConfig extends CardConfig {
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/** 实际生效的 SkillSet 技能 uuid */
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s_uuid: number
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/** 触发次数(可选,默认 1) */
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t_num?: number
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/** 技能参数覆盖,参考 SkillOverrides */
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overrides?: SkillOverrides
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}
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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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@@ -88,28 +108,28 @@ export const CardPoolList: CardConfig[] = [];
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HeroList.forEach(uuid => {
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const hero = HeroInfo[uuid];
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if (!hero) return;
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const basePoolLv = hero.pool_lv || 1;
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const baseHeroLv = hero.lv || 1;
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const baseCost = 5;
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const baseWeight = 25;
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// 生成从 basePoolLv 到 CARD_POOL_MAX_LEVEL 的卡牌
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for (let pLv = basePoolLv; pLv <= CARD_POOL_MAX_LEVEL; pLv++) {
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const offset = pLv - basePoolLv;
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const targetHeroLv = baseHeroLv + offset;
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// 英雄的最高等级 是MERGE_MAX-1
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if (targetHeroLv > FightSet.MERGE_MAX - 1) {
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break;
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}
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// cost = baseCost * 3^(lv-1): Lv1=5, Lv2=15, Lv3=45
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let cost = baseCost;
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if (targetHeroLv > 1) {
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cost = baseCost * Math.pow(FightSet.MERGE_NEED, targetHeroLv - 1);
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}
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CardPoolList.push({
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uuid: hero.uuid,
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type: CardType.Hero,
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@@ -164,22 +184,27 @@ export interface SpecialRefreshCardConfig extends CardConfig {
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export const SpecialUpgradeCardList: Record<number, SpecialUpgradeCardConfig> = {
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7001: { uuid: 7001,type: CardType.SpecialUpgrade,cost: 10,weight: 16,pool_lv: CardLV.LV1,kind:CKind.Card,name:t("scard_name_7001"),info:t("scard_info_7001"),
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7001: {
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uuid: 7001, type: CardType.SpecialUpgrade, cost: 10, weight: 16, pool_lv: CardLV.LV1, kind: CKind.Card, name: t("scard_name_7001"), info: t("scard_info_7001"),
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currentLv: 1, targetLv: 2,
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},
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7002: { uuid: 7002,type: CardType.SpecialUpgrade,cost: 28,weight: 14,pool_lv: CardLV.LV2,kind:CKind.Card,name:t("scard_name_7002"),info:t("scard_info_7002"),
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7002: {
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uuid: 7002, type: CardType.SpecialUpgrade, cost: 28, weight: 14, pool_lv: CardLV.LV2, kind: CKind.Card, name: t("scard_name_7002"), info: t("scard_info_7002"),
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currentLv: 2, targetLv: 3,
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},
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}
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export const SpecialRefreshCardList: Record<number, SpecialRefreshCardConfig> = {
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7101: { uuid: 7101,type: CardType.SpecialRefresh,cost: 3,weight: 14,pool_lv: CardLV.LV1,kind:CKind.Card,name:t("scard_name_7101"),info:t("scard_info_7101"),
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7101: {
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uuid: 7101, type: CardType.SpecialRefresh, cost: 3, weight: 14, pool_lv: CardLV.LV1, kind: CKind.Card, name: t("scard_name_7101"), info: t("scard_info_7101"),
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refreshLv: 0, refreshHeroType: SpecialRefreshHeroType.Melee,
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},
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7102: { uuid: 7102,type: CardType.SpecialRefresh,cost: 3,weight: 14,pool_lv: CardLV.LV1,kind:CKind.Card,name:t("scard_name_7102"),info:t("scard_info_7102"),
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7102: {
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uuid: 7102, type: CardType.SpecialRefresh, cost: 3, weight: 14, pool_lv: CardLV.LV1, kind: CKind.Card, name: t("scard_name_7102"), info: t("scard_info_7102"),
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refreshLv: 0, refreshHeroType: SpecialRefreshHeroType.Ranged,
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},
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7103: { uuid: 7103,type: CardType.SpecialRefresh,cost: 4,weight: 12,pool_lv: CardLV.LV2,kind:CKind.Card,name:t("scard_name_7103"),info:t("scard_info_7103"),
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7103: {
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uuid: 7103, type: CardType.SpecialRefresh, cost: 4, weight: 12, pool_lv: CardLV.LV2, kind: CKind.Card, name: t("scard_name_7103"), info: t("scard_info_7103"),
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refreshLv: 3, refreshHeroType: SpecialRefreshHeroType.Any,
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},
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}
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@@ -290,3 +315,172 @@ export const drawCardsByRule = (
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const picked = pickCards(pool, count)
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return picked
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}
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/**
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* 固定波次弹出技能三选一弹窗(MissionCardComp 触发)
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* 5 个波次:1 / 5 / 10 / 15 / 20
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*/
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export const SKILL_BOX_TRIGGER_WAVES: readonly number[] = [1, 5, 10, 15, 20] as const
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/**
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* 技能卡池(MSkillBoxComp 三选一)
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*
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* 5 个硬编码独立池,key 对应触发波次,value 是该波次可刷出的 SkillBoxCardConfig 列表。
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* 每条配置:
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* - uuid 唯一且 >= 9000,用于 MissSkillsComp 识别
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* - s_uuid 指向 SkillSet 中实际生效的技能
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* - overrides 参考 heroSet 触发技能格式,对技能参数做具体覆盖
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* - cost 强制 0(免费领取)
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* - is_inst / t_times / t_inv 控制技能使用后行为
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*/
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export const SkillBoxPool: Record<number, SkillBoxCardConfig[]> = {
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// 第 1 波:基础技能(伤害/治疗/护盾基础数值)
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1: [
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{
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uuid: 9001, type: CardType.Skill, cost: 0, weight: 0, pool_lv: CardLV.LV1, kind: CKind.Skill, card_lv: 1,
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name: t("skillbox_name_9001"), info: t("skillbox_info_9001"),
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is_inst: true, t_times: 1, t_inv: 0,
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s_uuid: 6401, t_num: 1, overrides: { ap: 120 }
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},
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{
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uuid: 9002, type: CardType.Skill, cost: 0, weight: 0, pool_lv: CardLV.LV1, kind: CKind.Skill, card_lv: 1,
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name: t("skillbox_name_9002"), info: t("skillbox_info_9002"),
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is_inst: true, t_times: 1, t_inv: 0,
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s_uuid: 6402, t_num: 1, overrides: { ap: 150 }
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},
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{
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uuid: 9003, type: CardType.Skill, cost: 0, weight: 0, pool_lv: CardLV.LV1, kind: CKind.Skill, card_lv: 1,
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name: t("skillbox_name_9003"), info: t("skillbox_info_9003"),
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is_inst: true, t_times: 1, t_inv: 0,
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s_uuid: 6403, t_num: 1, overrides: { ap: 100, hit_count: 2 }
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},
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{
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uuid: 9004, type: CardType.Skill, cost: 0, weight: 0, pool_lv: CardLV.LV1, kind: CKind.Skill, card_lv: 1,
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name: t("skillbox_name_9004"), info: t("skillbox_info_9004"),
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is_inst: true, t_times: 1, t_inv: 0,
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s_uuid: 6404, t_num: 1, overrides: { ap: 110 }
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},
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],
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// 第 5 波:中级技能(伤害提升,带附加效果)
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5: [
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{
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uuid: 9005, type: CardType.Skill, cost: 0, weight: 0, pool_lv: CardLV.LV2, kind: CKind.Skill, card_lv: 1,
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name: t("skillbox_name_9005"), info: t("skillbox_info_9005"),
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is_inst: true, t_times: 1, t_inv: 0,
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s_uuid: 6405, t_num: 1, overrides: { ap: 130, crt: 10 }
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},
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{
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uuid: 9006, type: CardType.Skill, cost: 0, weight: 0, pool_lv: CardLV.LV2, kind: CKind.Skill, card_lv: 1,
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name: t("skillbox_name_9006"), info: t("skillbox_info_9006"),
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is_inst: true, t_times: 1, t_inv: 0,
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s_uuid: 6406, t_num: 1, overrides: { ap: 140, hit_count: 2 }
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},
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{
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uuid: 9007, type: CardType.Skill, cost: 0, weight: 0, pool_lv: CardLV.LV2, kind: CKind.Skill, card_lv: 1,
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name: t("skillbox_name_9007"), info: t("skillbox_info_9007"),
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is_inst: true, t_times: 1, t_inv: 0,
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s_uuid: 6304, t_num: 1, overrides: { ap: 160 }
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},
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{
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uuid: 9008, type: CardType.Skill, cost: 0, weight: 0, pool_lv: CardLV.LV2, kind: CKind.Skill, card_lv: 1,
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name: t("skillbox_name_9008"), info: t("skillbox_info_9008"),
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is_inst: false, t_times: 3, t_inv: 2,
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s_uuid: 6401, t_num: 3, overrides: { ap: 100 }
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},
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],
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// 第 10 波:高级技能(高伤害/多段/持续)
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10: [
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{
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uuid: 9009, type: CardType.Skill, cost: 0, weight: 0, pool_lv: CardLV.LV3, kind: CKind.Skill, card_lv: 1,
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name: t("skillbox_name_9009"), info: t("skillbox_info_9009"),
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is_inst: true, t_times: 1, t_inv: 0,
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s_uuid: 6305, t_num: 1, overrides: { ap: 200 }
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},
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{
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uuid: 9010, type: CardType.Skill, cost: 0, weight: 0, pool_lv: CardLV.LV3, kind: CKind.Skill, card_lv: 1,
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name: t("skillbox_name_9010"), info: t("skillbox_info_9010"),
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is_inst: true, t_times: 1, t_inv: 0,
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s_uuid: 6405, t_num: 1, overrides: { ap: 220, hit_count: 3, crt: 15 }
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},
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{
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uuid: 9011, type: CardType.Skill, cost: 0, weight: 0, pool_lv: CardLV.LV3, kind: CKind.Skill, card_lv: 1,
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name: t("skillbox_name_9011"), info: t("skillbox_info_9011"),
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is_inst: false, t_times: 4, t_inv: 1.5,
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s_uuid: 6402, t_num: 4, overrides: { ap: 130, frz: 10 }
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},
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{
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uuid: 9012, type: CardType.Skill, cost: 0, weight: 0, pool_lv: CardLV.LV3, kind: CKind.Skill, card_lv: 1,
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name: t("skillbox_name_9012"), info: t("skillbox_info_9012"),
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is_inst: true, t_times: 1, t_inv: 0,
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s_uuid: 6406, t_num: 1, overrides: { ap: 240, bck: 20 }
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},
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],
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// 第 15 波:精英技能(高额暴击/多段)
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15: [
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{
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uuid: 9013, type: CardType.Skill, cost: 0, weight: 0, pool_lv: CardLV.LV3, kind: CKind.Skill, card_lv: 2,
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name: t("skillbox_name_9013"), info: t("skillbox_info_9013"),
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is_inst: true, t_times: 1, t_inv: 0,
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s_uuid: 6304, t_num: 1, overrides: { ap: 280, hit_count: 3 }
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},
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{
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uuid: 9014, type: CardType.Skill, cost: 0, weight: 0, pool_lv: CardLV.LV3, kind: CKind.Skill, card_lv: 2,
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name: t("skillbox_name_9014"), info: t("skillbox_info_9014"),
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is_inst: true, t_times: 1, t_inv: 0,
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s_uuid: 6305, t_num: 1, overrides: { ap: 320, crt: 25 }
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},
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{
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uuid: 9015, type: CardType.Skill, cost: 0, weight: 0, pool_lv: CardLV.LV3, kind: CKind.Skill, card_lv: 2,
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name: t("skillbox_name_9015"), info: t("skillbox_info_9015"),
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is_inst: false, t_times: 5, t_inv: 1.2,
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s_uuid: 6406, t_num: 5, overrides: { ap: 200, hit_count: 2, bck: 30 }
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},
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],
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// 第 20 波:终极技能(全屏/极限数值)
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20: [
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{
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uuid: 9016, type: CardType.Skill, cost: 0, weight: 0, pool_lv: CardLV.LV3, kind: CKind.Skill, card_lv: 3,
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name: t("skillbox_name_9016"), info: t("skillbox_info_9016"),
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is_inst: true, t_times: 1, t_inv: 0,
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s_uuid: 6304, t_num: 1, overrides: { ap: 400, hit_count: 4, crt: 30 }
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},
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{
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uuid: 9017, type: CardType.Skill, cost: 0, weight: 0, pool_lv: CardLV.LV3, kind: CKind.Skill, card_lv: 3,
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name: t("skillbox_name_9017"), info: t("skillbox_info_9017"),
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is_inst: true, t_times: 1, t_inv: 0,
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s_uuid: 6305, t_num: 1, overrides: { ap: 500, crt: 40, frz: 20 }
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},
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{
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uuid: 9018, type: CardType.Skill, cost: 0, weight: 0, pool_lv: CardLV.LV3, kind: CKind.Skill, card_lv: 3,
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name: t("skillbox_name_9018"), info: t("skillbox_info_9018"),
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is_inst: true, t_times: 1, t_inv: 0,
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s_uuid: 6406, t_num: 1, overrides: { ap: 600, hit_count: 5, bck: 50 }
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},
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],
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}
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/**
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* 从指定波次的技能池中抽取 N 张卡(加权随机,去重,不足循环补齐)
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*
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* @param wave 触发波次(1/5/10/15/20),若该波次无池则返回空数组
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* @param count 期望返回卡牌数(默认 3)
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* @returns 抽中的 SkillBoxCardConfig 列表(长度 = count)
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*/
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export function getSkillBoxCards(wave: number, count: number = 3): SkillBoxCardConfig[] {
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const pool = SkillBoxPool[wave] || [];
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if (pool.length === 0) return [];
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const result: SkillBoxCardConfig[] = [];
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const usedIndexes = new Set<number>();
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for (let i = 0; i < count; i++) {
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const available: number[] = [];
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for (let j = 0; j < pool.length; j++) {
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if (!usedIndexes.has(j)) available.push(j);
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}
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// 池内卡片不足时,允许重复
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const candidates = available.length > 0 ? available : Array.from({ length: pool.length }, (_, k) => k);
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const pick = candidates[Math.floor(Math.random() * candidates.length)];
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usedIndexes.add(pick);
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result.push(pool[pick]);
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}
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return result;
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}
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@@ -39,5 +39,5 @@ export var UIConfigData: { [key: number]: UIConfig } = {
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// [UIID.Talents]: { layer: LayerType.UI, prefab: "gui/element/talents" },
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[UIID.Mission]: { layer: LayerType.UI, prefab: "gui/element/mission" },
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[UIID.HInfo]: { layer: LayerType.UI, prefab: "gui/element/hnode" },
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[UIID.SkillBox]: { layer: LayerType.UI, prefab: "gui/element/skillbox" },
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[UIID.SkillBox]: { layer: LayerType.UI, prefab: "gui/element/MSkillBox" },
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}
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266
assets/script/game/map/MSkillBoxComp.ts
Normal file
266
assets/script/game/map/MSkillBoxComp.ts
Normal file
@@ -0,0 +1,266 @@
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/**
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* @file MSkillBoxComp.ts
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* @description 固定波次触发的「技能卡三选一」弹窗组件(UI 视图层 + 流程控制)
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*
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||||
* 职责:
|
||||
* 1. 由 MissionCardComp 在 NewWave 事件且当前波次 ∈ {1, 5, 10, 15, 20} 时
|
||||
* 通过 `oops.gui.open(UIID.SkillBox, { wave, poolLv })` 弹出。
|
||||
* 2. 从 SkillBoxPool[wave] 抽 3 张卡,渲染到 card1 / card2 / card3 三个 CardComp 槽位。
|
||||
* 3. 玩家点中其中一张卡后,直接以该卡为 payload 分发 UseSkillCard 事件,
|
||||
* 由 MissSkillsComp 接管并实例化 SkillBoxComp(走 SkillBoxCardConfig 路径)。
|
||||
* 4. 提供「刷新」按钮(扣除 refreshRemain 一次)和「看广告刷新」按钮(回调留空,
|
||||
* 待接入广告 SDK 后会把 adRefreshRemain 累加 +3)。
|
||||
*
|
||||
* 关键设计:
|
||||
* - **强制必选**:不绑定关闭按钮,玩家只能点中 3 张卡之一才能关闭弹窗。
|
||||
* - **免费领取**:cost 强制 0,dispatchEvent(UseSkillCard) 不走 CoinAdd 扣费。
|
||||
* - **次数持久化**:refreshRemain / adRefreshRemain 存于 smc.vmdata.mission_data,
|
||||
* 跨波次保留,每局 mission 开始时由 MissionComp.data_init() 重置为 1/0。
|
||||
*
|
||||
* 依赖:
|
||||
* - CardComp —— 复用其渲染/交互逻辑(免费版:card_cost=0)
|
||||
* - SkillBoxPool / getSkillBoxCards (CardSet) —— 5 级硬编码技能池
|
||||
* - GameEvent.UseSkillCard —— 技能使用事件
|
||||
* - UIID.SkillBox (GameUIConfig) —— 弹窗 prefab 路径
|
||||
* - smc.vmdata.mission_data —— 刷新次数持久化
|
||||
*/
|
||||
import { mLogger } from "../common/Logger";
|
||||
import { _decorator, Label, Node, Button } 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 { GameEvent } from "../common/config/GameEvent";
|
||||
import { oops } from "db://oops-framework/core/Oops";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { getSkillBoxCards, SkillBoxCardConfig } from "../common/config/CardSet";
|
||||
import { UIID } from "../common/config/GameUIConfig";
|
||||
import { CardComp } from "./CardComp";
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
/**
|
||||
* MSkillBoxComp —— 技能三选一弹窗控制器
|
||||
*
|
||||
* 由 oops.gui.open(UIID.SkillBox, { wave, poolLv }) 实例化。
|
||||
*/
|
||||
@ccclass('MSkillBoxComp')
|
||||
@ecs.register('MSkillBoxComp', false)
|
||||
export class MSkillBoxComp extends CCComp {
|
||||
/** 是否启用调试日志 */
|
||||
private debugMode: boolean = true;
|
||||
|
||||
// ======================== 编辑器绑定节点 ========================
|
||||
|
||||
/** 卡牌槽位 1 节点(需挂 CardComp) */
|
||||
@property(Node)
|
||||
card1: Node = null!
|
||||
/** 卡牌槽位 2 节点(需挂 CardComp) */
|
||||
@property(Node)
|
||||
card2: Node = null!
|
||||
/** 卡牌槽位 3 节点(需挂 CardComp) */
|
||||
@property(Node)
|
||||
card3: Node = null!
|
||||
/** 刷新按钮(消耗 1 次 refreshRemain 重抽 3 张) */
|
||||
@property(Node)
|
||||
refreshBtn: Node = null!
|
||||
/** 看广告刷新按钮(回调留空,后续接入广告 SDK 后累加 adRefreshRemain +3) */
|
||||
@property(Node)
|
||||
adRefreshBtn: Node = null!
|
||||
/** 刷新次数显示标签(可选,显示 "1/1" 形式) */
|
||||
@property(Label)
|
||||
refreshCountLabel: Label = null!
|
||||
|
||||
// ======================== 运行时状态 ========================
|
||||
|
||||
/** 当前波次(1/5/10/15/20) */
|
||||
private currentWave: number = 0;
|
||||
/** 当前卡池等级(预留扩展,目前未使用) */
|
||||
private currentPoolLv: number = 1;
|
||||
/** 3 个 CardComp 子控制器引用(有序) */
|
||||
private cardComps: CardComp[] = [];
|
||||
/** 是否已派发 UseSkillCard(防重复触发关闭) */
|
||||
private hasPicked: boolean = false;
|
||||
|
||||
// ======================== 生命周期 ========================
|
||||
|
||||
onLoad() {
|
||||
// 监听任务结束,自动关闭弹窗(避免玩家关游戏时残留)
|
||||
oops.message.on(GameEvent.MissionEnd, this.onMissionEnd, this);
|
||||
this.bindEvents();
|
||||
}
|
||||
|
||||
onAdded(args: { wave?: number; poolLv?: number }) {
|
||||
this.currentWave = Math.max(0, Math.floor(Number(args?.wave ?? 0)));
|
||||
this.currentPoolLv = Math.max(1, Math.floor(Number(args?.poolLv ?? 1)));
|
||||
this.hasPicked = false;
|
||||
this.cacheCardComps();
|
||||
this.rollAndRender();
|
||||
this.refreshRefreshCountUI();
|
||||
mLogger.log(this.debugMode, "MSkillBoxComp", "opened", {
|
||||
wave: this.currentWave,
|
||||
poolLv: this.currentPoolLv,
|
||||
refreshRemain: this.getRefreshRemain(),
|
||||
adRefreshRemain: this.getAdRefreshRemain(),
|
||||
});
|
||||
}
|
||||
|
||||
onDestroy() {
|
||||
super.onDestroy();
|
||||
this.unbindEvents();
|
||||
oops.message.off(GameEvent.MissionEnd, this.onMissionEnd, this);
|
||||
}
|
||||
|
||||
onMissionEnd() {
|
||||
// 任务结束时强制关闭弹窗
|
||||
oops.gui.remove(UIID.SkillBox);
|
||||
}
|
||||
|
||||
init() {
|
||||
// 弹窗组件无需额外 init,onAdded 阶段完成所有初始化
|
||||
}
|
||||
|
||||
update(dt: number) {
|
||||
// 弹窗无帧更新逻辑
|
||||
}
|
||||
|
||||
reset() {
|
||||
// ECS 组件移除时清理
|
||||
}
|
||||
|
||||
// ======================== 内部:CardComp 缓存 ========================
|
||||
|
||||
/**
|
||||
* 缓存 3 个卡槽上的 CardComp 引用。
|
||||
* 与 MissionCardComp.cacheCardComps() 同源实现,确保即开即用。
|
||||
*/
|
||||
private cacheCardComps() {
|
||||
this.cardComps = [];
|
||||
const slots: (Node | null)[] = [this.card1, this.card2, this.card3];
|
||||
for (let i = 0; i < slots.length; i++) {
|
||||
const node = slots[i];
|
||||
if (!node) continue;
|
||||
const comp = node.getComponent(CardComp) || node.addComponent(CardComp);
|
||||
this.cardComps.push(comp);
|
||||
}
|
||||
}
|
||||
|
||||
// ======================== 内部:抽卡与渲染 ========================
|
||||
|
||||
/**
|
||||
* 从 SkillBoxPool[currentWave] 抽 3 张并渲染到 3 个卡槽。
|
||||
* 渲染时强制 cost=0,触发 free 路径。
|
||||
*/
|
||||
private rollAndRender() {
|
||||
const cards = getSkillBoxCards(this.currentWave, 3);
|
||||
for (let i = 0; i < this.cardComps.length; i++) {
|
||||
const comp = this.cardComps[i];
|
||||
if (!comp) continue;
|
||||
if (i < cards.length) {
|
||||
comp.applyDrawCard(cards[i]);
|
||||
comp.card_cost = 0; // 强制免费
|
||||
} else {
|
||||
comp.clearBySystem();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** 重新抽 3 张(玩家点 refreshBtn) */
|
||||
private reroll() {
|
||||
if (this.hasPicked) return;
|
||||
this.rollAndRender();
|
||||
mLogger.log(this.debugMode, "MSkillBoxComp", "reroll", {
|
||||
refreshRemain: this.getRefreshRemain(),
|
||||
adRefreshRemain: this.getAdRefreshRemain(),
|
||||
});
|
||||
}
|
||||
|
||||
// ======================== 内部:刷新次数持久化 ========================
|
||||
|
||||
/** 读取当前总可用刷新次数(普通 + 广告奖励) */
|
||||
private getRefreshRemain(): number {
|
||||
const d = smc.vmdata?.mission_data;
|
||||
if (!d) return 0;
|
||||
return Math.max(0, Math.floor(Number(d.skill_box_refresh_remain ?? 0)));
|
||||
}
|
||||
|
||||
/** 读取广告奖励次数(待接入 SDK 后使用) */
|
||||
private getAdRefreshRemain(): number {
|
||||
const d = smc.vmdata?.mission_data;
|
||||
if (!d) return 0;
|
||||
return Math.max(0, Math.floor(Number(d.skill_box_ad_refresh_remain ?? 0)));
|
||||
}
|
||||
|
||||
/** 消耗一次刷新(优先用普通次数,再用广告奖励) */
|
||||
private consumeRefresh(): boolean {
|
||||
const d = smc.vmdata?.mission_data;
|
||||
if (!d) return false;
|
||||
const remain = this.getRefreshRemain();
|
||||
const adRemain = this.getAdRefreshRemain();
|
||||
if (remain + adRemain <= 0) return false;
|
||||
if (remain > 0) {
|
||||
d.skill_box_refresh_remain = remain - 1;
|
||||
} else {
|
||||
d.skill_box_ad_refresh_remain = adRemain - 1;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/** 同步刷新次数显示 */
|
||||
private refreshRefreshCountUI() {
|
||||
if (!this.refreshCountLabel) return;
|
||||
const total = this.getRefreshRemain() + this.getAdRefreshRemain();
|
||||
this.refreshCountLabel.string = `${total}`;
|
||||
}
|
||||
|
||||
// ======================== 内部:玩家选择 ========================
|
||||
|
||||
/**
|
||||
* 监听每个 CardComp 的 UseSkillCard 派发,以关闭弹窗。
|
||||
* 由于 CardComp.useCard 内部已经 dispatchEvent(UseSkillCard, payload),
|
||||
* 这里只需监听事件并在识别为本弹窗的卡时关闭。
|
||||
*/
|
||||
private onSkillCardUsed(event: string, args: any) {
|
||||
if (this.hasPicked) return;
|
||||
const payload = args ?? event;
|
||||
if (!payload) return;
|
||||
const uuid = Number(payload?.uuid ?? 0);
|
||||
// 仅处理本弹窗抽出的 SkillBox 卡(uuid >= 9000)
|
||||
if (uuid < 9000) return;
|
||||
this.hasPicked = true;
|
||||
mLogger.log(this.debugMode, "MSkillBoxComp", "player picked skill card", { uuid });
|
||||
oops.gui.remove(UIID.SkillBox);
|
||||
}
|
||||
|
||||
// ======================== 按钮事件 ========================
|
||||
|
||||
private bindEvents() {
|
||||
this.refreshBtn?.on(Button.EventType.CLICK, this.onRefreshClick, this);
|
||||
this.adRefreshBtn?.on(Button.EventType.CLICK, this.onAdRefreshClick, this);
|
||||
oops.message.on(GameEvent.UseSkillCard, this.onSkillCardUsed, this);
|
||||
}
|
||||
|
||||
private unbindEvents() {
|
||||
this.refreshBtn?.off(Button.EventType.CLICK, this.onRefreshClick, this);
|
||||
this.adRefreshBtn?.off(Button.EventType.CLICK, this.onAdRefreshClick, this);
|
||||
oops.message.off(GameEvent.UseSkillCard, this.onSkillCardUsed, this);
|
||||
}
|
||||
|
||||
private onRefreshClick() {
|
||||
if (this.hasPicked) return;
|
||||
if (this.getRefreshRemain() + this.getAdRefreshRemain() <= 0) {
|
||||
oops.gui.toast("刷新次数已用完,请观看广告获取");
|
||||
return;
|
||||
}
|
||||
if (!this.consumeRefresh()) return;
|
||||
this.reroll();
|
||||
this.refreshRefreshCountUI();
|
||||
}
|
||||
|
||||
private onAdRefreshClick() {
|
||||
// TODO: 接入广告 SDK 后,在广告播放成功回调中:
|
||||
// smc.vmdata.mission_data.skill_box_ad_refresh_remain += 3;
|
||||
// this.refreshRefreshCountUI();
|
||||
// 当前为占位实现,仅打印日志提示
|
||||
mLogger.log(this.debugMode, "MSkillBoxComp", "onAdRefreshClick", "TODO: 接入广告 SDK,成功后 adRefreshRemain += 3");
|
||||
oops.gui.toast("广告功能即将上线");
|
||||
}
|
||||
}
|
||||
9
assets/script/game/map/MSkillBoxComp.ts.meta
Normal file
9
assets/script/game/map/MSkillBoxComp.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "85b247fa-1f22-411a-b3a6-82e9797512e1",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -28,6 +28,7 @@ import { SkillBoxComp } from "./SkillBoxComp";
|
||||
import { oops } from "db://oops-framework/core/Oops";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { SkillBoxCardConfig } from "../common/config/CardSet";
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
/** 技能槽位数据结构 */
|
||||
@@ -55,7 +56,7 @@ export class MissSkillsComp extends CCComp {
|
||||
private debugMode: boolean = true;
|
||||
|
||||
/** 技能卡 Prefab(在编辑器中赋值) */
|
||||
@property({type: Prefab})
|
||||
@property({ type: Prefab })
|
||||
private skill_box: Prefab = null;
|
||||
|
||||
/**
|
||||
@@ -67,13 +68,13 @@ export class MissSkillsComp extends CCComp {
|
||||
{ x: -320, y: 240, used: false, node: null },
|
||||
{ x: -240, y: 240, used: false, node: null },
|
||||
{ x: -160, y: 240, used: false, node: null },
|
||||
{ x: -80, y: 240, used: false, node: null },
|
||||
{ x: 0, y: 240, used: false, node: null },
|
||||
{ x: -80, y: 240, used: false, node: null },
|
||||
{ x: 0, y: 240, used: false, node: null },
|
||||
{ x: -320, y: 320, used: false, node: null },
|
||||
{ x: -240, y: 320, used: false, node: null },
|
||||
{ x: -160, y: 320, used: false, node: null },
|
||||
{ x: -80, y: 320, used: false, node: null },
|
||||
{ x: 0, y: 320, used: false, node: null },
|
||||
{ x: -80, y: 320, used: false, node: null },
|
||||
{ x: 0, y: 320, used: false, node: null },
|
||||
];
|
||||
|
||||
/** 注册事件监听 */
|
||||
@@ -141,17 +142,36 @@ export class MissSkillsComp extends CCComp {
|
||||
* 处理使用技能卡事件:提取 uuid 和 card_lv 后调用 addSkill。
|
||||
* @param event 事件名
|
||||
* @param args 卡牌数据(含 uuid、card_lv)
|
||||
*
|
||||
* 兼容两种数据源:
|
||||
* - 普通卡池(uuid < 9000):走 addSkill(uuid, card_lv) 旧流程
|
||||
* - SkillBox 卡池(uuid >= 9000 且 payload 含 s_uuid):
|
||||
* 视为 SkillBoxCardConfig,使用 addSkillByConfig 走新流程
|
||||
*/
|
||||
private onUseSkillCard(event: string, args: any) {
|
||||
const payload = args ?? event;
|
||||
const uuid = Number(payload?.uuid ?? 0);
|
||||
const card_lv = Math.max(1, Math.floor(Number(payload?.card_lv ?? 1)));
|
||||
if (!uuid) return;
|
||||
this.addSkill(uuid, card_lv);
|
||||
if (this.isSkillBoxPayload(payload)) {
|
||||
this.addSkillByConfig(payload as SkillBoxCardConfig);
|
||||
} else {
|
||||
this.addSkill(uuid, card_lv);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 判断 payload 是否为 SkillBox 三选一弹窗的卡牌配置。
|
||||
* 识别规则:uuid >= 9000 且 payload 含 s_uuid 字段。
|
||||
*/
|
||||
private isSkillBoxPayload(payload: any): boolean {
|
||||
if (!payload) return false;
|
||||
const uuid = Number(payload.uuid ?? 0);
|
||||
return uuid >= 9000 && Number(payload.s_uuid ?? 0) > 0;
|
||||
}
|
||||
|
||||
start() {
|
||||
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -166,7 +186,7 @@ export class MissSkillsComp extends CCComp {
|
||||
addSkill(uuid: number, card_lv: number) {
|
||||
// 技能节点的父容器
|
||||
var parent = smc.map.MapView.scene.entityLayer!.node!.getChildByName("SKILL")!;
|
||||
|
||||
|
||||
if (!this.skill_box) {
|
||||
mLogger.error(this.debugMode, "MissSkillsComp", "skill_box prefab not set");
|
||||
return;
|
||||
@@ -183,7 +203,7 @@ export class MissSkillsComp extends CCComp {
|
||||
const node = instantiate(this.skill_box);
|
||||
node.parent = parent;
|
||||
node.setPosition(new Vec3(this.slots[emptyIndex].x, this.slots[emptyIndex].y, 0));
|
||||
|
||||
|
||||
this.slots[emptyIndex].used = true;
|
||||
this.slots[emptyIndex].node = node;
|
||||
|
||||
@@ -192,6 +212,37 @@ export class MissSkillsComp extends CCComp {
|
||||
comp.init(uuid, card_lv);
|
||||
}
|
||||
|
||||
/**
|
||||
* 在场上添加一个 SkillBox 弹窗产出的技能卡(uuid >= 9000):
|
||||
* 流程与 addSkill 相同,但初始化走 initWithConfig 以支持 overrides / s_uuid。
|
||||
*
|
||||
* @param skillBoxCard SkillBoxCardConfig 完整卡牌配置
|
||||
*/
|
||||
addSkillByConfig(skillBoxCard: SkillBoxCardConfig) {
|
||||
var parent = smc.map.MapView.scene.entityLayer!.node!.getChildByName("SKILL")!;
|
||||
|
||||
if (!this.skill_box) {
|
||||
mLogger.error(this.debugMode, "MissSkillsComp", "skill_box prefab not set");
|
||||
return;
|
||||
}
|
||||
|
||||
const emptyIndex = this.slots.findIndex(slot => !slot.used);
|
||||
if (emptyIndex === -1) {
|
||||
mLogger.warn(this.debugMode, "MissSkillsComp", "skill_box slots are full");
|
||||
return;
|
||||
}
|
||||
|
||||
const node = instantiate(this.skill_box);
|
||||
node.parent = parent;
|
||||
node.setPosition(new Vec3(this.slots[emptyIndex].x, this.slots[emptyIndex].y, 0));
|
||||
|
||||
this.slots[emptyIndex].used = true;
|
||||
this.slots[emptyIndex].node = node;
|
||||
|
||||
const comp = node.getComponent(SkillBoxComp) || node.addComponent(SkillBoxComp);
|
||||
comp.initWithConfig(skillBoxCard);
|
||||
}
|
||||
|
||||
/** ECS 组件移除时销毁节点 */
|
||||
reset() {
|
||||
this.node.destroy();
|
||||
|
||||
@@ -37,7 +37,7 @@ import { _decorator, instantiate, Label, Node, NodeEventType, Prefab, SpriteAtla
|
||||
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import { CARD_POOL_INIT_LEVEL, CARD_POOL_MAX_LEVEL, CARD_POOL_UPGRADE_DISCOUNT_PER_WAVE, CardConfig, CardType, CardsUpSet, drawCardsByRule, getCardsByLv, SpecialRefreshCardList, SpecialRefreshHeroType, SpecialUpgradeCardList } from "../common/config/CardSet";
|
||||
import { CARD_POOL_INIT_LEVEL, CARD_POOL_MAX_LEVEL, CARD_POOL_UPGRADE_DISCOUNT_PER_WAVE, CardConfig, CardType, CardsUpSet, drawCardsByRule, getCardsByLv, SKILL_BOX_TRIGGER_WAVES, SpecialRefreshCardList, SpecialRefreshHeroType, SpecialUpgradeCardList } from "../common/config/CardSet";
|
||||
import { CardComp } from "./CardComp";
|
||||
import { oops } from "db://oops-framework/core/Oops";
|
||||
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
|
||||
@@ -48,6 +48,7 @@ import { FacSet, FightSet } from "../common/config/GameSet";
|
||||
import { MoveComp } from "../hero/MoveComp";
|
||||
import { MissionHeroComp } from "./MissionHeroComp";
|
||||
import { MissionEconomy } from "./MissionEconomy";
|
||||
import { UIID } from "../common/config/GameUIConfig";
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@@ -323,13 +324,35 @@ export class MissionCardComp extends CCComp {
|
||||
}
|
||||
|
||||
/** 新一波:展开面板 → 刷新费用 UI → 重新抽卡分发 */
|
||||
private onNewWave() {
|
||||
private onNewWave(event?: string, args?: any) {
|
||||
this.isBattlePhase = false;
|
||||
this.enterPreparePhase();
|
||||
this.updateCoinAndCostUI();
|
||||
this.layoutCardSlots();
|
||||
const cards = this.buildDrawCards();
|
||||
this.dispatchCardsToSlots(cards);
|
||||
|
||||
// 固定波次(1/5/10/15/20)弹出技能三选一弹窗
|
||||
const wave = Number(args?.wave ?? 0);
|
||||
if (this.isSkillBoxTriggerWave(wave)) {
|
||||
this.openSkillBox(wave);
|
||||
}
|
||||
}
|
||||
|
||||
/** 判断 wave 是否属于技能弹窗触发波次 */
|
||||
private isSkillBoxTriggerWave(wave: number): boolean {
|
||||
if (!wave || wave <= 0) return false;
|
||||
return SKILL_BOX_TRIGGER_WAVES.includes(wave);
|
||||
}
|
||||
|
||||
/** 打开技能三选一弹窗(MSkillBoxComp) */
|
||||
private openSkillBox(wave: number) {
|
||||
if (smc.map?.MapView) {
|
||||
oops.gui.open(UIID.SkillBox, { wave, poolLv: this.poolLv });
|
||||
mLogger.log(this.debugMode, "MissionCardComp", "openSkillBox", { wave, poolLv: this.poolLv });
|
||||
} else {
|
||||
mLogger.warn(this.debugMode, "MissionCardComp", "openSkillBox skipped, smc.map.MapView not ready");
|
||||
}
|
||||
}
|
||||
|
||||
/** 解除按钮监听,避免节点销毁后回调泄漏 */
|
||||
@@ -637,12 +660,8 @@ export class MissionCardComp extends CCComp {
|
||||
|
||||
/** 构建本次抽卡结果,保证最终可分发3条数据 */
|
||||
private buildDrawCards(): CardConfig[] {
|
||||
let targetType: CardType | CardType[] | undefined = undefined;
|
||||
if (this.isBattlePhase) {
|
||||
targetType = CardType.Skill;
|
||||
} else {
|
||||
targetType = [CardType.Hero, CardType.SpecialRefresh];
|
||||
}
|
||||
// 技能卡已不再通过常规刷新分发,统一走 MSkillBoxComp 固定波次弹窗
|
||||
const targetType: CardType[] = [CardType.Hero, CardType.SpecialRefresh];
|
||||
const cards = getCardsByLv(this.poolLv, targetType);
|
||||
|
||||
/** 正常情况下直接取前3 */
|
||||
|
||||
@@ -727,6 +727,9 @@ export class MissionComp extends CCComp {
|
||||
smc.vmdata.mission_data.coin = Math.max(0, Math.floor(CardInitCoins));
|
||||
// 【评分系统 - 效率分】记录初始获得的金币收入
|
||||
smc.vmdata.scores.gold_earned += smc.vmdata.mission_data.coin;
|
||||
// 技能三选一弹窗:每局重置 1 次普通刷新 + 清零广告累计次数
|
||||
smc.vmdata.mission_data.skill_box_refresh_remain = 1;
|
||||
smc.vmdata.mission_data.skill_box_ad_refresh_remain = 0;
|
||||
}
|
||||
|
||||
// ======================== 波次管理 ========================
|
||||
|
||||
@@ -29,8 +29,8 @@ import { mLogger } from "../common/Logger";
|
||||
import { _decorator, Node, Prefab, Sprite, Label, Vec3, resources, SpriteAtlas } 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 { CardPoolList } from "../common/config/CardSet";
|
||||
import { SkillSet } from "../common/config/SkillSet";
|
||||
import { CardPoolList, SkillBoxCardConfig } from "../common/config/CardSet";
|
||||
import { SkillOverrides, SkillSet } from "../common/config/SkillSet";
|
||||
import { oops } from "db://oops-framework/core/Oops";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
@@ -49,8 +49,8 @@ export class SkillBoxComp extends CCComp {
|
||||
private debugMode: boolean = true;
|
||||
|
||||
/** 技能图标节点 */
|
||||
@property({type: Node})
|
||||
private icon_node:Node= null;
|
||||
@property({ type: Node })
|
||||
private icon_node: Node = null;
|
||||
|
||||
/** 剩余次数标签 */
|
||||
@property(Label)
|
||||
@@ -68,6 +68,8 @@ export class SkillBoxComp extends CCComp {
|
||||
private trigger_times: number = 1;
|
||||
/** 触发间隔(秒,仅持续技能有效) */
|
||||
private trigger_interval: number = 0;
|
||||
/** 技能参数覆盖(来自 SkillBoxCardConfig.overrides,触发时随事件派发) */
|
||||
private skill_overrides: SkillOverrides | null = null;
|
||||
|
||||
// ======================== 运行时状态 ========================
|
||||
|
||||
@@ -115,7 +117,7 @@ export class SkillBoxComp extends CCComp {
|
||||
init(uuid: number, card_lv: number) {
|
||||
this.s_uuid = uuid;
|
||||
this.card_lv = card_lv;
|
||||
|
||||
|
||||
// 查询触发配置
|
||||
const config = CardPoolList.find(c => c.uuid === uuid);
|
||||
if (config) {
|
||||
@@ -123,6 +125,7 @@ export class SkillBoxComp extends CCComp {
|
||||
this.trigger_times = config.t_times ?? 1;
|
||||
this.trigger_interval = config.t_inv ?? 0;
|
||||
}
|
||||
this.skill_overrides = null;
|
||||
|
||||
this.current_trigger_times = 0;
|
||||
this.timer = 0;
|
||||
@@ -143,6 +146,39 @@ export class SkillBoxComp extends CCComp {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 使用 SkillBoxCardConfig 初始化(MSkillBoxComp 三选一弹窗场景)
|
||||
*
|
||||
* 与 init(uuid, card_lv) 的区别:
|
||||
* - 直接以 s_uuid 字段作为实际生效技能
|
||||
* - 触发参数(is_inst / t_times / t_inv)取自 SkillBoxCardConfig
|
||||
* - overrides 在 triggerSkill 时随事件一起派发,由技能执行系统按需应用
|
||||
*/
|
||||
initWithConfig(skillBoxCard: SkillBoxCardConfig) {
|
||||
this.s_uuid = skillBoxCard.s_uuid;
|
||||
this.card_lv = Math.max(1, Math.floor(skillBoxCard.card_lv ?? 1));
|
||||
this.is_instant = skillBoxCard.is_inst ?? true;
|
||||
this.trigger_times = skillBoxCard.t_num ?? skillBoxCard.t_times ?? 1;
|
||||
this.trigger_interval = skillBoxCard.t_inv ?? 0;
|
||||
this.skill_overrides = skillBoxCard.overrides ?? null;
|
||||
|
||||
this.current_trigger_times = 0;
|
||||
this.timer = 0;
|
||||
this.initialized = true;
|
||||
|
||||
this.updateUI();
|
||||
|
||||
if (this.is_instant) {
|
||||
this.triggerSkill();
|
||||
this.current_trigger_times++;
|
||||
if (this.current_trigger_times >= this.trigger_times) {
|
||||
this.scheduleOnce(() => {
|
||||
this.node.destroy();
|
||||
}, 1.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新 UI:
|
||||
* - 图标:从 uicons 图集获取。
|
||||
@@ -160,7 +196,7 @@ export class SkillBoxComp extends CCComp {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// 更新剩余次数标签
|
||||
if (this.info_label) {
|
||||
if (!this.is_instant) {
|
||||
@@ -178,7 +214,7 @@ export class SkillBoxComp extends CCComp {
|
||||
private onFightStart() {
|
||||
if (!this.initialized) return;
|
||||
this.in_combat = true;
|
||||
|
||||
|
||||
if (!this.is_instant) {
|
||||
this.timer = 0; // 重置计时器
|
||||
}
|
||||
@@ -201,7 +237,7 @@ export class SkillBoxComp extends CCComp {
|
||||
private handleNewWave() {
|
||||
if (!this.initialized) return;
|
||||
this.in_combat = false;
|
||||
|
||||
|
||||
if (!this.is_instant) {
|
||||
if (this.current_trigger_times >= this.trigger_times) {
|
||||
this.node.destroy();
|
||||
@@ -233,7 +269,7 @@ export class SkillBoxComp extends CCComp {
|
||||
this.triggerSkill();
|
||||
this.current_trigger_times++;
|
||||
this.updateUI();
|
||||
|
||||
|
||||
// 次数用完 → 延迟销毁
|
||||
if (this.current_trigger_times >= this.trigger_times) {
|
||||
this.scheduleOnce(() => {
|
||||
@@ -256,12 +292,14 @@ export class SkillBoxComp extends CCComp {
|
||||
const localPos = this.node.position;
|
||||
const parentPos = this.node.parent ? this.node.parent.position : new Vec3(0, 0, 0);
|
||||
targetPos.set(parentPos.x + localPos.x, parentPos.y + localPos.y, 0);
|
||||
|
||||
|
||||
// 将 SkillBoxCardConfig 的 overrides 一起派发,技能执行系统可按需合并到基础 SkillSet 配置
|
||||
oops.message.dispatchEvent(GameEvent.TriggerSkill, {
|
||||
s_uuid: this.s_uuid,
|
||||
isCardSkill: true, // 标记为卡牌技能(区别于英雄自身技能)
|
||||
card_lv: this.card_lv,
|
||||
targetPos: targetPos
|
||||
targetPos: targetPos,
|
||||
overrides: this.skill_overrides ?? undefined
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user