refactor: 重构关卡经济与战斗流程
1. 移除战斗阶段限制,允许玩家在战斗中操作卡牌 2. 新增波次间5秒自动倒计时机制 3. 将固定波次金币奖励改为怪物死亡掉落 4. 重构卡牌面板逻辑,统一抽卡按钮状态判断 5. 清理冗余的战斗阶段状态变量与相关代码
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@@ -15,6 +15,8 @@ import { FieldSkillType } from "../common/config/SkillSet";
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import { mLogger } from "../common/Logger";
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import { SkillTriggerHelper } from "./SkillTriggerHelper";
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import { getMonsterGoldDrop } from "../map/RogueConfig";
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import { MissionEconomy } from "../map/MissionEconomy";
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/** 最终伤害数据接口
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* 用于封装一次攻击计算的所有结果数据
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@@ -473,24 +475,28 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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}
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/**
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* 延迟执行掉落逻辑
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* 怪物死亡掉落金币
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*
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* 采用延迟执行的原因:
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* 1. 避免在伤害计算过程中阻塞主线程
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* 2. 给死亡动画播放留出时间
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* 3. 可以批量处理多个掉落,优化性能
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* 实现说明:
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* - 通过 hero_uuid 查 HeroInfo 获取 monType
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* - 按怪物类型查 MonsterGoldSet 获取固定金币掉落数(Boss 有独立的高额奖励)
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* - 调用 MissionEconomy.addCoin 统一发放金币(会自动触发 UI 更新和评分统计)
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*
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* @param entity 死亡的怪物实体
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*
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* @todo 具体实现可以包括:
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* - 根据怪物等级计算基础掉落
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* - 幸运值影响掉落品质
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* - 特殊事件(双倍掉落、稀有掉落等)
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* - 掉落物在场景中的生成位置计算
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*/
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private scheduleDrop(entity: ecs.Entity): void {
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// 这里可以添加掉落逻辑
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// 例如:延迟一段时间后生成掉落物品
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const TAttrsComp = entity.get(HeroAttrsComp);
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if (!TAttrsComp) return;
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// 通过 hero_uuid 查配置获取怪物类型
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const info = HeroInfo[TAttrsComp.hero_uuid];
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const monType = info?.monType ?? 0;
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const gold = getMonsterGoldDrop(monType, !!TAttrsComp.is_boss);
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if (gold <= 0) return;
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MissionEconomy.addCoin(gold);
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mLogger.log(this.debugMode, 'HeroAtkSystem',
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` ${TAttrsComp.hero_name} 死亡掉落金币 ${gold}(monType=${monType}, isBoss=${TAttrsComp.is_boss})`);
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}
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/**
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@@ -135,9 +135,6 @@ export class MissionCardComp extends CCComp {
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// ======================== 运行时状态 ========================
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/** 当前是否为战斗阶段 */
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private isBattlePhase: boolean = false;
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/** 四个槽位对应的 CardComp 控制器缓存(有序数组) */
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private cardComps: CardComp[] = [];
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/** 技能卡槽控制器缓存 */
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@@ -203,7 +200,6 @@ export class MissionCardComp extends CCComp {
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* 6. 执行首次抽卡并分发到 4 个槽位。
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*/
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onMissionStart() {
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this.isBattlePhase = false;
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this.enterPreparePhase();
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this.poolLv = CARD_POOL_INIT_LEVEL;
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const missionData = this.getMissionData();
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@@ -326,11 +322,9 @@ export class MissionCardComp extends CCComp {
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}
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}
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/** 战斗开始:不收起面板,不再强制清空卡牌 */
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/** 战斗开始:保留卡牌面板,允许玩家在战斗阶段继续抽卡和召唤英雄 */
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private onFightStart() {
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this.isBattlePhase = true;
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this.enterBattlePhase();
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this.clearAllCards();
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// 第一次进入战斗阶段,关闭guide4
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if (!smc.finish_guides.includes(4)) {
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@@ -418,7 +412,6 @@ export class MissionCardComp extends CCComp {
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/** 新一波:展开面板 → 刷新费用 UI → 重新抽卡分发 */
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private onNewWave() {
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this.isBattlePhase = false;
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this.enterPreparePhase();
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this.updateCoinAndCostUI();
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this.layoutCardSlots();
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@@ -589,12 +582,7 @@ export class MissionCardComp extends CCComp {
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const payload = args ?? event;
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if (!payload) return;
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if (this.isBattlePhase) {
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payload.cancel = true;
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payload.reason = "battle_phase";
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oops.gui.toast("战斗阶段无法召唤英雄");
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return;
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}
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// 战斗阶段也允许召唤英雄(无需额外费用),仅校验英雄数量上限
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const current = this.getAliveHeroCount();
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this.syncMissionHeroData(current);
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@@ -781,10 +769,7 @@ export class MissionCardComp extends CCComp {
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* 3. 重新布局槽位 → 从卡池构建 4 张卡 → 分发到槽位。
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*/
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private onClickDraw() {
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if (this.isBattlePhase) {
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oops.gui.toast("战斗阶段无法抽卡");
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return;
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}
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// 战斗阶段和倒计时阶段均允许刷新抽卡
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const cost = MissionEconomy.getRefreshCost(this.refreshCost);
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const success = MissionEconomy.executeRefresh(this.refreshCost);
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if (!success) {
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@@ -868,22 +853,13 @@ export class MissionCardComp extends CCComp {
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private enterBattlePhase() {
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if (!this.cards_node || !this.cards_node.isValid) return;
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this.initCardsPanelPos();
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// 战斗阶段允许抽卡:nobg 按"金币是否足够"判断,而非强制置灰
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if (this.cards_chou && this.cards_chou.isValid) {
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const nobg = this.cards_chou.getChildByName("nobg");
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if (nobg) {
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nobg.active = true;
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nobg.active = !this.canDrawCards();
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}
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}
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// 战斗阶段不再隐藏抽卡面板
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// Tween.stopAllByTarget(this.cards_node);
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// tween(this.cards_node)
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// .to(this.cardsPanelMoveDuration, { scale: this.cardsHideScale })
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// .call(() => {
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// if (this.cards_node && this.cards_node.isValid) {
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// this.cards_node.active = false;
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// }
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// })
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// .start();
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}
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/** 构建本次抽卡结果,保证最终可分发3条数据 */
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@@ -1098,10 +1074,11 @@ export class MissionCardComp extends CCComp {
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}
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private updateDrawCostUI() {
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// 战斗阶段也允许抽卡,nobg 统一按"金币是否足够"判断
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if (this.cards_chou) {
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const nobg = this.cards_chou.getChildByName("nobg");
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if (nobg) {
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nobg.active = this.isBattlePhase ? true : !this.canDrawCards();
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nobg.active = !this.canDrawCards();
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}
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const coinNode = this.cards_chou.getChildByName("coin");
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const numLabel = coinNode?.getChildByName("num")?.getComponent(Label);
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@@ -49,7 +49,6 @@ import { Timer } from "db://oops-framework/core/common/timer/Timer";
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import { FieldSkillType } from "../common/config/SkillSet";
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import { FieldSkillHelper } from "../hero/FieldSkillHelper";
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import { spawningEngine } from "./RogueConfig";
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import { MissionEconomy } from "./MissionEconomy";
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const { ccclass, property } = _decorator;
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/** 任务(关卡)生命周期阶段 */
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@@ -129,6 +128,10 @@ export class MissionComp extends CCComp {
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}
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/**秒计时 */
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PhaseTime: Timer = new Timer(1)
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/** 波次间倒计时(秒) */
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private waveCountdown: number = 0;
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/** 波次间倒计时总时长(秒) */
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private readonly WAVE_COUNTDOWN_DURATION: number = 5;
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/** 上一次显示的时间字符串(避免重复设置) */
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private lastTimeStr: string = "";
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/** 上一次显示的秒数(避免重复计算) */
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@@ -159,10 +162,10 @@ export class MissionComp extends CCComp {
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private currentWave: number = 0;
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/** 是否为Boss波次 */
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private isBossWave: boolean = false;
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/** 上一次发放金币奖励的波数(防止重复发放) */
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private lastPrepareCoinWave: number = 0;
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/** 当前任务阶段 */
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public currentPhase: MissionPhase = MissionPhase.None;
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/** 是否处于波次间倒计时状态 */
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private isWaveCountdown: boolean = false;
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// ======================== ECS 查询匹配器(预缓存) ========================
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@@ -219,9 +222,18 @@ export class MissionComp extends CCComp {
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// 如果是暂停状态,且不在 BattleEnd 阶段(全灭时需要播放完 fend 技能动画并自动流转),才真正停止 update 逻辑
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if (smc.mission.pause && this.currentPhase !== MissionPhase.BattleEnd) return
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// 波次间倒计时:PrepareStart 复用为倒计时阶段,5 秒后自动进入下一波
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if (this.currentPhase === MissionPhase.PrepareStart) {
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this.waveCountdown -= dt;
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this.updateCountdownUI();
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if (this.waveCountdown <= 0) {
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this.autoNextPhase();
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}
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return;
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}
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// 处理过渡阶段的计时
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if (this.currentPhase === MissionPhase.PrepareStart ||
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this.currentPhase === MissionPhase.PrepareEnd ||
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if (this.currentPhase === MissionPhase.PrepareEnd ||
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this.currentPhase === MissionPhase.BattleStart ||
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this.currentPhase === MissionPhase.BattleEnd) {
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if (this.PhaseTime.update(dt)) {
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@@ -260,6 +272,39 @@ export class MissionComp extends CCComp {
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}
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}
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// ======================== 波次倒计时 ========================
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/** 进入波次间倒计时:重置倒计时并显示提示 */
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private startWaveCountdown() {
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this.waveCountdown = this.WAVE_COUNTDOWN_DURATION;
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this.isWaveCountdown = true;
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this.updateCountdownUI(true);
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}
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/** 更新倒计时 UI(显示剩余秒数) */
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private updateCountdownUI(force: boolean = false) {
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if (!this.isWaveCountdown) return;
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const remain = Math.max(0, Math.ceil(this.waveCountdown));
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if (!force && remain === this.lastTimeSecond) return;
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this.lastTimeSecond = remain;
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if (this.time_node && this.time_node.isValid) {
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const phaseNode = this.time_node.getChildByPath("Phase/Label");
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if (phaseNode) {
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const label = phaseNode.getComponent(Label);
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if (label) {
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label.string = `下一波 ${remain}s`;
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}
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}
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}
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}
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/** 结束波次间倒计时 */
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private stopWaveCountdown() {
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this.isWaveCountdown = false;
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this.lastTimeSecond = -1;
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}
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// ======================== 奖励与广告 ========================
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/** 奖励发放(预留) */
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@@ -425,7 +470,13 @@ export class MissionComp extends CCComp {
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smc.mission.in_fight = false;
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smc.vmdata.mission_data.in_fight = false;
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smc.mission.stop_spawn_mon = true;
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// 不隐藏开始按钮,点击事件在 onStartFightBtnClick 内部做了阶段拦截
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// 波次间倒计时:隐藏开始按钮(nobg 激活表示不可点击状态)
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if (this.start_btn && this.start_btn.isValid) {
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const nobg = this.start_btn.getChildByName("nobg");
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if (nobg) nobg.active = true;
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}
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// 启动 5 秒倒计时,由 update 驱动自动进入下一波
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this.startWaveCountdown();
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oops.message.dispatchEvent("PhasePrepareStart");
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break;
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@@ -526,7 +577,9 @@ export class MissionComp extends CCComp {
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private autoNextPhase() {
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switch (this.currentPhase) {
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case MissionPhase.PrepareStart:
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this.changePhase(MissionPhase.Prepare);
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// 波次间倒计时结束,停止倒计时状态,直接进入 PrepareEnd(不再等待玩家点击)
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this.stopWaveCountdown();
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this.changePhase(MissionPhase.PrepareEnd);
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break;
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case MissionPhase.PrepareEnd:
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this.changePhase(MissionPhase.BattleStart);
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@@ -728,7 +781,6 @@ export class MissionComp extends CCComp {
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this.heapTrendTimer = 0;
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this.heapTrendBaseMB = -1;
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this.monsterCountSyncTimer = 0;
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this.lastPrepareCoinWave = 0;
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spawningEngine.reset();
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@@ -746,8 +798,9 @@ export class MissionComp extends CCComp {
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* 新一波事件回调:
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* 1. 进入准备阶段。
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* 2. 更新当前波数。
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* 3. 发放本波金币奖励。
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* 4. 刷新时间显示。
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* 3. 刷新时间显示。
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*
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* 注意:金币不再按波次固定发放,改为怪物死亡时掉落(见 HeroAtkSystem)。
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*
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* @param event 事件名
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* @param data { wave: number }
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@@ -772,7 +825,7 @@ export class MissionComp extends CCComp {
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this.currentWave = wave;
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smc.vmdata.mission_data.level = wave;
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this.grantPrepareCoinByWave(wave);
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// 金币改为怪物死亡掉落(见 HeroAtkSystem),不再每波固定发放
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this.lastTimeSecond = -1;
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this.clearTime = 0;
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this.update_time();
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@@ -794,26 +847,6 @@ export class MissionComp extends CCComp {
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}
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}
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/**
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* 按波数发放固定金币奖励(外加技能加成)。
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* 第1波不发放(使用初始金币),从第2波起发放。
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* 仅在波数首次到达时发放,防止重复。
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*
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* @param wave 当前波数
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*/
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private grantPrepareCoinByWave(wave: number) {
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if (wave <= 1) return;
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if (wave <= this.lastPrepareCoinWave) return;
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// 波次金币公式: baseReward + (wave-1) * waveGrow,且不超过 prepareMaxCoinReward
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const calculatedReward = FightSet.WAVE_COIN_BASE + (wave - 1) * FightSet.WAVE_COIN_GROW;
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const waveReward = Math.min(FightSet.WAVE_COIN_MAX, calculatedReward);
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const reward = MissionEconomy.executeWaveGold(waveReward);
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this.lastPrepareCoinWave = wave;
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mLogger.log(this.debugMode, "MissionComp", "grantPrepareCoinByWave", { wave, waveReward, reward, coin: smc.vmdata.mission_data.coin });
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}
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// ======================== 怪物数量管理 ========================
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/**
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@@ -76,6 +76,40 @@ for (const key in HeroInfo) {
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}
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}
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// ======================== 2.5 怪物金币掉落配置 ========================
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/**
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* 怪物金币掉落配置(按 MonType 分类)
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* - base: 普通怪物死亡时掉落的固定金币数
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* - boss: Boss 怪物死亡时掉落的固定金币数(仅对 Boss 类型生效)
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*
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* 设计说明:
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* 金币不再按波次固定发放,改为每只怪物死亡时掉落。
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* Boss 提供高额固定金币奖励,作为战斗收益的核心来源。
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*/
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export const MonsterGoldSet: Record<number, { base: number; boss: number }> = {
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[MonType.Melee]: { base: 1, boss: 0 },
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[MonType.Heavy]: { base: 2, boss: 0 },
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[MonType.Long]: { base: 2, boss: 0 },
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[MonType.Support]: { base: 3, boss: 0 },
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[MonType.Summoner]: { base: 3, boss: 0 },
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[MonType.Assassin]: { base: 3, boss: 0 },
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[MonType.MeleeBoss]: { base: 0, boss: 15 },
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[MonType.LongBoss]: { base: 0, boss: 15 },
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};
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/**
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* 获取指定怪物类型的金币掉落数量
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* @param monType 怪物类型(MonType)
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* @param isBoss 是否为 Boss
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* @returns 掉落的金币数量(≥0)
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*/
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export function getMonsterGoldDrop(monType: number, isBoss: boolean): number {
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const cfg = MonsterGoldSet[monType];
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if (!cfg) return 0;
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return Math.max(0, Math.floor(isBoss ? cfg.boss : cfg.base));
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}
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// ======================== 3. 波次级强化库 ========================
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/**
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Reference in New Issue
Block a user