feat(任务): 添加任务获取记录与显示功能
- 新增 UpdateMissionGet 事件用于通知任务卡牌获取 - 在 MissionCardComp 中派发获取事件,传递卡牌信息 - 在 MissionGetsComp 中监听事件并更新获取记录显示 - 实现重复获取时数量累加显示 - 添加任务开始时清理旧记录的功能
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@@ -69,4 +69,5 @@ export enum GameEvent {
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ToCallFriend = "ToCallFriend",
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CallFriend = "CallFriend",
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UpdateCollection = "UpdateCollection",
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UpdateMissionGet = "UpdateMissionGet",
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}
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@@ -471,6 +471,13 @@ export class MissionCardComp extends CCComp {
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break;
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}
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// 记录已获取的卡牌
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oops.message.dispatchEvent(GameEvent.UpdateMissionGet, {
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uuid: selectedData.uuid,
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icon: selectedData.icon,
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type: selectedData.type
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});
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this.close();
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})
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.start();
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@@ -11,29 +11,72 @@ const { ccclass, property } = _decorator;
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@ccclass('MissionGetsCompComp')
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@ecs.register('MissionGetsComp', false)
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export class MissionGetsCompComp extends CCComp {
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get_datas:any={};
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get_nodes:Node[]=[];
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get_datas: { [key: number]: { num: number, node: Node, type?: number } } = {};
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get_nodes: Node[] = [];
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// 图标图集缓存
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private uiconsAtlas: SpriteAtlas | null = null;
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onLoad() {
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oops.message.on(GameEvent.UpdateMissionGet, this.onUpdateMissionGet, this);
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oops.message.on(GameEvent.MissionStart, this.onMissionStart, this);
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}
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start() {
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}
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onDestroy() {
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oops.message.off(GameEvent.UpdateMissionGet, this.onUpdateMissionGet, this);
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oops.message.off(GameEvent.MissionStart, this.onMissionStart, this);
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}
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load_hui(uuid:string){
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onMissionStart(){
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// 清理旧的节点
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this.get_nodes.forEach(node => {
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if (node && node.isValid) {
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node.destroy();
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}
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});
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this.get_nodes = [];
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this.get_datas = {};
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}
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private onUpdateMissionGet(event: string, args: any) {
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if (!args || !args.uuid) return;
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const { uuid, icon, type } = args;
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this.addGet(uuid, icon, type);
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}
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addGet(uuid: number, iconName?: string, type?: number) {
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if (this.get_datas[uuid]) {
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this.get_datas[uuid].num++;
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this.updateNodeNum(this.get_datas[uuid].node, this.get_datas[uuid].num);
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} else {
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this.load_hui(uuid, iconName || uuid.toString(), type);
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}
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}
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load_hui(uuid: number, iconName: string, type?: number){
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var path = "game/gui/get";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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if (!prefab) {
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console.warn("Prefab not found:", path);
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return;
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}
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var node = instantiate(prefab);
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// 将节点添加到父节点下
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this.node.addChild(node);
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// 记录数据
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this.get_datas[uuid] = { num: 1, node: node, type: type };
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this.get_nodes.push(node);
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node.getChildByName("num").getComponent(Label).string = "1";
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const sprite = node.getChildByName("icon").getComponent(Sprite);
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if (!sprite) return;
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if (this.uiconsAtlas) {
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const frame = this.uiconsAtlas.getSpriteFrame(uuid);
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const frame = this.uiconsAtlas.getSpriteFrame(iconName);
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if (frame) {
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sprite.spriteFrame = frame;
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}
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@@ -41,11 +84,11 @@ export class MissionGetsCompComp extends CCComp {
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// 加载图集
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resources.load("gui/uicons", SpriteAtlas, (err, atlas) => {
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if (err) {
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console.error("[MissionCardComp] Failed to load uicons atlas", err);
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console.error("[MissionGetsComp] Failed to load uicons atlas", err);
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return;
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}
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this.uiconsAtlas = atlas;
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const frame = atlas.getSpriteFrame(uuid);
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const frame = atlas.getSpriteFrame(iconName);
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if (frame) {
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sprite.spriteFrame = frame;
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}
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@@ -54,7 +97,10 @@ export class MissionGetsCompComp extends CCComp {
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}
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private updateNodeNum(node: Node, num: number) {
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const label = node.getChildByName("num")?.getComponent(Label);
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if (label) {
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label.string = num.toString();
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}
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}
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/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
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