refactor(game): 拆分装备卡配置与逻辑,独立管理装备系统
1. 将装备卡从原技能卡池拆分至独立的EquipSet.ts配置 2. 新增专用的装备盒实体与事件流程,替换原有技能卡复用逻辑 3. 调整FieldSkillHelper以支持装备卡的属性加成统计 4. 优化装备商店与抽卡逻辑,移除装备卡的抽卡参与
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@@ -39,7 +39,8 @@ import { _decorator, instantiate, Label, Node, NodeEventType, Prefab, Tween, twe
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { GameEvent } from "../common/config/GameEvent";
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import { CardConfig, CardPoolList, CardType, drawCardsByRule, isEquipmentCard, SpecialRefreshCardList, SpecialRefreshHeroType, SpecialUpgradeCardList } from "../common/config/CardSet";
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import { CardConfig, CardPoolList, CardType, drawCardsByRule, SpecialRefreshCardList, SpecialRefreshHeroType, SpecialUpgradeCardList } from "../common/config/CardSet";
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import { EquipPoolList } from "../common/config/EquipSet";
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import { CardComp } from "./CardComp";
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import { SCardComp } from "./SCardComp";
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import { EquipListComp } from "./EquipListComp";
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@@ -319,6 +320,8 @@ export class MissionCardComp extends CCComp {
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oops.message.on(GameEvent.HeroSell, this.onHeroSell, this);
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oops.message.on(GameEvent.UseHeroCard, this.onUseHeroCard, this);
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oops.message.on(GameEvent.UseSkillCard, this.onUseSkillCard, this);
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// 监听装备购买事件,追踪已购记录
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oops.message.on(GameEvent.UseEquipCard, this.onUseEquipCard, this);
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oops.message.on(GameEvent.UseSpecialCard, this.onUseSpecialCard, this);
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oops.message.on(GameEvent.ShowSmallTip, this.onShowSmallTip, this);
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oops.message.on(GameEvent.CardUsed, this.onCardUsed, this);
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@@ -475,12 +478,6 @@ export class MissionCardComp extends CCComp {
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// 由 onCardUsed 立即向被使用的槽位补充一张新技能卡。
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// 弹窗由外部(按钮/阶段切换)控制显隐。
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// 追踪装备购买记录(EquipListComp 购买后也会派发此事件)
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const usedCard = args as CardConfig;
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if (usedCard && isEquipmentCard(usedCard)) {
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this.purchasedEquipUuids.add(usedCard.uuid);
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}
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// 修复:独立判断 guide2 的关闭 和 guide3 的开启
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if (!smc.finish_guides.includes(2)) {
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smc.finish_guides.push(2);
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@@ -495,6 +492,14 @@ export class MissionCardComp extends CCComp {
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this.scheduleOnce(() => this.updateCoinAndCostUI(), 0);
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}
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/** 装备购买事件回调:记录已购 UUID,防止重复购买 */
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private onUseEquipCard(event: string, args: any) {
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const usedCard = args as CardConfig;
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if (usedCard) {
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this.purchasedEquipUuids.add(usedCard.uuid);
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}
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}
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/** 解除按钮监听,避免节点销毁后回调泄漏 */
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private unbindEvents() {
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oops.message.off(GameEvent.CoinAdd, this.onCoinAdd, this);
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@@ -503,6 +508,7 @@ export class MissionCardComp extends CCComp {
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oops.message.off(GameEvent.HeroSell, this.onHeroSell, this);
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oops.message.off(GameEvent.UseHeroCard, this.onUseHeroCard, this);
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oops.message.off(GameEvent.UseSkillCard, this.onUseSkillCard, this);
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oops.message.off(GameEvent.UseEquipCard, this.onUseEquipCard, this);
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oops.message.off(GameEvent.UseSpecialCard, this.onUseSpecialCard, this);
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oops.message.off(GameEvent.ShowSmallTip, this.onShowSmallTip, this);
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oops.message.off(GameEvent.CardUsed, this.onCardUsed, this);
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@@ -744,10 +750,8 @@ export class MissionCardComp extends CCComp {
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// 清空旧列表
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this.equipsBoxNode.removeAllChildren();
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// 获取所有装备卡
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const equipments = CardPoolList.filter(c => isEquipmentCard(c));
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for (const equip of equipments) {
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// 从独立装备卡池获取所有装备
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for (const equip of EquipPoolList) {
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const node = instantiate(this.equipPrefab);
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this.equipsBoxNode.addChild(node);
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const comp = node.getComponent(EquipListComp) || node.addComponent(EquipListComp);
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@@ -765,7 +769,7 @@ export class MissionCardComp extends CCComp {
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}
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mLogger.log(this.debugMode, "MissionCardComp", "populate equipments", {
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count: equipments.length
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count: EquipPoolList.length
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});
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}
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@@ -1082,13 +1086,11 @@ export class MissionCardComp extends CCComp {
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private buildSkillDrawCards(): CardConfig[] {
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const currentWave = this.getCurrentWave();
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// 使用明确规则的 drawCardsByRule,指定只要 3 张技能卡,并且过滤对应 wave
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// 装备卡已改为商店直购,不再参与抽卡
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const cards = drawCardsByRule(1, {
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count: 3,
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type: CardType.Skill,
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wave: currentWave,
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unique: true, // 保证技能牌不重复
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excludeEquipment: true, // 排除装备卡
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});
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if (cards.length >= 3) return cards.slice(0, 3);
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@@ -1099,7 +1101,6 @@ export class MissionCardComp extends CCComp {
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type: CardType.Skill,
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wave: currentWave,
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unique: true,
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excludeEquipment: true,
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});
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if (fallback.length === 0) break;
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