feat(mission): 新增装备和商店刷新功能,重构抽卡逻辑
1. 新增按权重抽取装备卡的工具函数,支持去重后补齐 2. 重构任务界面卡牌组件: - 拆分英雄/装备/商店面板节点绑定,调整属性顺序 - 新增装备和商店刷新按钮的交互逻辑 - 替换原固定加载装备/商品列表为按权重随机抽取3个 3. 重构技能卡牌组件,改为技能商店卡项实现,简化原有逻辑 4. 修复prefab中的节点属性偏移和引用关系
This commit is contained in:
@@ -116,6 +116,46 @@ export const EquipPoolList: CardConfig[] = EquipRawList.map(data => ({
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trigger_type: CardTriggerType.Field,
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}));
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/**
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* 按权重抽取 N 张装备卡(unique 保证一次刷新内不重复,不足时允许重复补齐)。
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* @param count 需要抽取的数量
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*/
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export function drawEquipCards(count: number): CardConfig[] {
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const safeCount = Math.max(0, Math.floor(count));
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if (EquipPoolList.length === 0 || safeCount <= 0) return [];
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const picked: CardConfig[] = [];
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let available = [...EquipPoolList];
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while (picked.length < safeCount) {
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if (available.length === 0) break;
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const pick = weightedPick(available);
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if (!pick) break;
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picked.push(pick);
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available = available.filter(c => c.uuid !== pick.uuid);
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}
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// 不足时允许重复补齐
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const filled = [...picked];
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while (filled.length < safeCount) {
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const fallback = weightedPick(EquipPoolList);
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if (!fallback) break;
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filled.push(fallback);
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}
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return filled;
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}
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/** 单次按权重抽取一张卡 */
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function weightedPick(cards: CardConfig[]): CardConfig | null {
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if (cards.length === 0) return null;
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const totalWeight = cards.reduce((total, card) => total + (card.weight ?? 0), 0);
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let random = Math.random() * totalWeight;
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for (const card of cards) {
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random -= (card.weight ?? 0);
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if (random <= 0) return card;
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}
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return cards[cards.length - 1];
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}
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/**
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* 按 UUID 查找装备卡配置
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* @param uuid 装备卡 UUID
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@@ -41,8 +41,8 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
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import { GameEvent } from "../common/config/GameEvent";
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import { CardConfig, CardPoolList, CardType, drawCardsByRule, SpecialRefreshCardList, SpecialRefreshHeroType, SpecialUpgradeCardList } from "../common/config/CardSet";
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import { drawSkillCards } from "../common/config/SCardSet";
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import { EquipPoolList } from "../common/config/EquipSet";
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import { ItemCardList, drawItemCards } from "../common/config/ICardSet";
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import { drawEquipCards } from "../common/config/EquipSet";
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import { drawItemCards } from "../common/config/ICardSet";
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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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@@ -85,7 +85,9 @@ export class MissionCardComp extends CCComp {
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// ======================== 编辑器绑定节点 ========================
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/** 卡牌面板根节点(战斗阶段收起,准备阶段展开) */
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/** 英雄卡牌面板根节点(战斗阶段收起,准备阶段展开) */
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@property(Node)
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showCards: Node = null!
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@property(Node)
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cards_node: Node = null!
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/** 卡牌槽位 1 节点 */
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@@ -97,36 +99,47 @@ export class MissionCardComp extends CCComp {
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/** 卡牌槽位 3 节点 */
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@property(Node)
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card3: Node = null!
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/** 卡牌槽位 4 节点 */
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@property(Node)
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card4: Node = null!
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/** 抽卡(刷新)按钮节点 */
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@property(Node)
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cards_chou: Node = null!
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@property(Node)
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nock_node: Node = null!
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/** 英雄卡牌池cards_node显示隐藏 */
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/** 英雄面板cards_node显示隐藏 */
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@property(Node)
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showHeros: Node = null!
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@property(Node)
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closeHeros: Node = null!
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@property(Node)
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herosPanNode: Node = null!
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@property(Node)
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herosBoxNode: Node = null!
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@property(Prefab)
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heroPrefab: Prefab = null!
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@property(Node)
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showEquips: Node = null!
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@property(Node)
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closeEquips: Node = null!
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@property(Node)
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showSkills: Node = null!
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@property(Node)
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closeSkills: Node = null!
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@property(Node)
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equipsPanNode: Node = null!
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@property(Node)
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equipsBoxNode: Node = null!
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@property(Prefab)
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equipPrefab: Prefab = null!
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@property(Node)
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showSkills: Node = null!
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@property(Node)
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closeSkills: Node = null!
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@property(Node)
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skillPanNode: Node = null!
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@property(Node)
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skillBoxNode: Node = null!
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@property(Prefab)
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skillPrefab: Prefab = null!
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@property(Node)
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showShop: Node = null!
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@property(Node)
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@@ -138,6 +151,7 @@ export class MissionCardComp extends CCComp {
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@property(Prefab)
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itemPrefab: Prefab = null!
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/** 卡池升级按钮节点(已废弃,保留节点引用防止 editor 报错) */
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@property(Node)
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cards_up: Node = null!
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/** 金币显示节点(含 icon + num 子节点) */
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@@ -171,6 +185,13 @@ export class MissionCardComp extends CCComp {
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@property(Node)
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skill_refresh_num_node: Node = null!
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/** 装备刷新按钮节点 */
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@property(Node)
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equip_refresh: Node = null!;
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/** 药品刷新按钮节点 */
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@property(Node)
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shop_refresh: Node = null!;
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// ======================== 运行时状态 ========================
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/** 三个槽位对应的 CardComp 控制器缓存(有序数组) */
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@@ -413,6 +434,16 @@ export class MissionCardComp extends CCComp {
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this.skill_ad_refresh?.on(NodeEventType.TOUCH_START, this.onSkillAdDrawTouchStart, this);
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this.skill_ad_refresh?.on(NodeEventType.TOUCH_END, this.onSkillAdDrawTouchEnd, this);
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this.skill_ad_refresh?.on(NodeEventType.TOUCH_CANCEL, this.onSkillAdDrawTouchCancel, this);
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/** 装备刷新按钮 */
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this.equip_refresh?.on(NodeEventType.TOUCH_START, this.onEquipDrawTouchStart, this);
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this.equip_refresh?.on(NodeEventType.TOUCH_END, this.onEquipDrawTouchEnd, this);
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this.equip_refresh?.on(NodeEventType.TOUCH_CANCEL, this.onEquipDrawTouchCancel, this);
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/** 药品刷新按钮 */
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this.shop_refresh?.on(NodeEventType.TOUCH_START, this.onShopDrawTouchStart, this);
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this.shop_refresh?.on(NodeEventType.TOUCH_END, this.onShopDrawTouchEnd, this);
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this.shop_refresh?.on(NodeEventType.TOUCH_CANCEL, this.onShopDrawTouchCancel, this);
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}
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// ======================== 事件回调 ========================
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@@ -565,7 +596,7 @@ export class MissionCardComp extends CCComp {
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/**
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* 填充商品列表:
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* 从 ICardSet 的 ItemCardList 获取所有商品卡,
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* 从 ICardSet 按权重抽取 3 张商品卡,
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* 实例化 itemPrefab 到 shopBoxNode,
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* 每个商品项由 ItemListComp 渲染并处理购买。
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*
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@@ -578,8 +609,9 @@ export class MissionCardComp extends CCComp {
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// 清空旧列表
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this.shopBoxNode.removeAllChildren();
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// 从商品卡池获取所有商品
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for (const item of ItemCardList) {
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// 从商品卡池按权重抽取 3 张
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const items = drawItemCards(3);
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for (const item of items) {
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const node = instantiate(this.itemPrefab);
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this.shopBoxNode.addChild(node);
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const comp = node.getComponent(ItemListComp) || node.addComponent(ItemListComp);
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@@ -592,7 +624,7 @@ export class MissionCardComp extends CCComp {
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}
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// 根据物品数量设置列表面板高度
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this.resizeListBox(this.shopBoxNode, ItemCardList.length);
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this.resizeListBox(this.shopBoxNode, items.length);
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// 默认显示商店面板
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if (this.shopPanNode) {
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@@ -600,7 +632,7 @@ export class MissionCardComp extends CCComp {
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}
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mLogger.log(this.debugMode, "MissionCardComp", "populate shop items", {
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count: ItemCardList.length
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count: items.length
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});
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}
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@@ -615,7 +647,7 @@ export class MissionCardComp extends CCComp {
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if (!this.skillCardComps) return;
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for (let i = 0; i < this.skillCardComps.length; i++) {
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if (this.skillCardComps[i]) {
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this.skillCardComps[i].applyDrawCard(cards[i] ?? null);
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this.skillCardComps[i].applyCardData(cards[i] ?? null);
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}
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}
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}
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@@ -701,6 +733,16 @@ export class MissionCardComp extends CCComp {
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if (this.closeShop && this.closeShop.isValid) {
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this.closeShop.off(NodeEventType.TOUCH_END, this.onCloseShopClick, this);
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}
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if (this.equip_refresh && this.equip_refresh.isValid) {
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this.equip_refresh.off(NodeEventType.TOUCH_START, this.onEquipDrawTouchStart, this);
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this.equip_refresh.off(NodeEventType.TOUCH_END, this.onEquipDrawTouchEnd, this);
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this.equip_refresh.off(NodeEventType.TOUCH_CANCEL, this.onEquipDrawTouchCancel, this);
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}
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if (this.shop_refresh && this.shop_refresh.isValid) {
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this.shop_refresh.off(NodeEventType.TOUCH_START, this.onShopDrawTouchStart, this);
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this.shop_refresh.off(NodeEventType.TOUCH_END, this.onShopDrawTouchEnd, this);
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this.shop_refresh.off(NodeEventType.TOUCH_CANCEL, this.onShopDrawTouchCancel, this);
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}
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}
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/**
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@@ -1025,7 +1067,7 @@ export class MissionCardComp extends CCComp {
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/**
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* 填充装备列表:
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* 从 CardPoolList 获取所有装备卡(trigger_type=Field),
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* 从 EquipPoolList 按权重抽取 3 张装备卡,
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* 实例化 equipPrefab 到 equipsBoxNode,
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* 每个装备项由 EquipListComp 渲染并处理购买。
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*
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@@ -1037,8 +1079,9 @@ 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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// 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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// 从装备卡池按权重抽取 3 张
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const equips = drawEquipCards(3);
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for (const equip of equips) {
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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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@@ -1051,7 +1094,7 @@ export class MissionCardComp extends CCComp {
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}
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// 根据物品数量设置列表面板高度
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this.resizeListBox(this.equipsBoxNode, EquipPoolList.length);
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this.resizeListBox(this.equipsBoxNode, equips.length);
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// 默认显示装备面板
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if (this.equipsPanNode) {
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@@ -1059,7 +1102,7 @@ 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: EquipPoolList.length
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count: equips.length
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});
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}
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@@ -1110,11 +1153,54 @@ export class MissionCardComp extends CCComp {
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this.dispatchCardsToSkillSlots(cards);
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}
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// ======================== 装备/药品刷新按钮回调 ========================
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private onEquipDrawTouchStart() {
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this.playButtonPressAnim(this.equip_refresh);
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}
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private onEquipDrawTouchEnd() {
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oops.audio.playEffect("music/button");
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this.playButtonClickAnim(this.equip_refresh, () => this.onClickEquipRefresh());
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}
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private onEquipDrawTouchCancel() {
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this.playButtonResetAnim(this.equip_refresh);
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}
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private onShopDrawTouchStart() {
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this.playButtonPressAnim(this.shop_refresh);
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}
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private onShopDrawTouchEnd() {
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oops.audio.playEffect("music/button");
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this.playButtonClickAnim(this.shop_refresh, () => this.onClickShopRefresh());
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}
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private onShopDrawTouchCancel() {
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this.playButtonResetAnim(this.shop_refresh);
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}
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/** 装备刷新:扣费后重新抽取 3 张装备展示 */
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private onClickEquipRefresh() {
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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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this.showSmallTip("refresh_coin");
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return;
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}
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this.populateEquipments();
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}
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/** 药品刷新:扣费后重新抽取 3 张商品展示 */
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private onClickShopRefresh() {
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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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this.showSmallTip("refresh_coin");
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return;
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}
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this.populateShopItems();
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}
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/** 将三个卡槽节点映射为 CardComp,形成固定顺序控制数组 */
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private cacheCardComps() {
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if (this.card4) {
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this.card4.active = false;
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}
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const nodes = [this.card1, this.card2, this.card3];
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this.cardComps = nodes
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.map(node => node?.getComponent(CardComp))
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@@ -1431,7 +1517,7 @@ export class MissionCardComp extends CCComp {
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});
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if (this.skillCardComps) {
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this.skillCardComps.forEach(comp => {
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if (comp) comp.clearBySystem();
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if (comp) comp.applyCardData(null);
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});
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}
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}
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@@ -1502,6 +1588,30 @@ export class MissionCardComp extends CCComp {
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numLabel.string = `${MissionEconomy.getRefreshCost(this.refreshCost)}`;
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}
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}
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if (this.equip_refresh) {
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const nobg = this.equip_refresh.getChildByName("nobg");
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if (nobg) {
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nobg.active = !this.canDrawCards();
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}
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const coinNode = this.equip_refresh.getChildByName("coin");
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const numLabel = coinNode?.getChildByName("num")?.getComponent(Label);
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if (numLabel) {
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numLabel.string = `${MissionEconomy.getRefreshCost(this.refreshCost)}`;
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}
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}
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if (this.shop_refresh) {
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const nobg = this.shop_refresh.getChildByName("nobg");
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if (nobg) {
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nobg.active = !this.canDrawCards();
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}
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const coinNode = this.shop_refresh.getChildByName("coin");
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const numLabel = coinNode?.getChildByName("num")?.getComponent(Label);
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if (numLabel) {
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numLabel.string = `${MissionEconomy.getRefreshCost(this.refreshCost)}`;
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}
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}
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}
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private updateCoinAndCostUI() {
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@@ -1,392 +1,198 @@
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/**
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* @file SCardComp.ts
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* @description 技能卡牌槽位组件(UI 视图层)
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* @description 技能商店单个技能卡项组件(UI 视图层 + 购买逻辑)
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*
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* 职责:
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* 1. 管理技能卡牌槽位的显示和交互(点击使用)。
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* 2. 渲染技能卡面。
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* 3. 触发使用时扣除费用并分发 UseSkillCard 事件。
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* 1. 渲染单个技能卡的显示信息(名称、等级、描述词条、图标)。
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* 2. 处理购买点击 → 扣费 → 派发 UseSkillCard 事件触发技能生效。
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*
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* 技能使用机制:
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* 购买后派发 GameEvent.UseSkillCard,
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* 由 MissSkillsComp 接收并创建 SBox 实体 / SkillBoxComp 执行技能逻辑。
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*/
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import { mLogger } from "../common/Logger";
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import { _decorator, Animation, AnimationClip, EventTouch, Label, Node, NodeEventType, Sprite, SpriteAtlas, Tween, tween, UIOpacity, Vec3, UITransform, Widget } from "cc";
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import { _decorator, Node, Sprite, Label, NodeEventType } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
|
||||
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
|
||||
import { CardConfig, CardType, CKind } from "../common/config/CardSet";
|
||||
import { CardConfig } from "../common/config/CardSet";
|
||||
import { SkillCardList } from "../common/config/SCardSet";
|
||||
import { CardBgComp } from "./CardBgComp";
|
||||
import { FieldSkillSet, SkillSet } from "../common/config/SkillSet";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import { FieldSkillSet, SkillSet, SkillConfig } from "../common/config/SkillSet";
|
||||
import { oops } from "db://oops-framework/core/Oops";
|
||||
import { GameEvent } from "../common/config/GameEvent";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { MissionEconomy } from "./MissionEconomy";
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
/**
|
||||
* SCardComp —— 技能商店单个技能卡项
|
||||
*
|
||||
* 由 MissionCardComp.dispatchCardsToSkillSlots() 实例化。
|
||||
* 以图标 + 名称 + 描述词条 + 购买按钮的形式呈现。
|
||||
*/
|
||||
@ccclass('SCardComp')
|
||||
@ecs.register('SCardComp', false)
|
||||
export class SCardComp extends CCComp {
|
||||
private debugMode: boolean = true;
|
||||
private debugMode: boolean = false;
|
||||
|
||||
@property(Node)
|
||||
name_node: Node = null!
|
||||
@property(Node)
|
||||
icon_node: Node = null!
|
||||
@property(Node)
|
||||
cost_node: Node = null!
|
||||
@property(Node)
|
||||
Ckind_node: Node = null!
|
||||
@property(Node)
|
||||
BG_node: Node = null!
|
||||
@property(Node)
|
||||
info_node: Node = null!
|
||||
// ======================== 编辑器绑定节点 ========================
|
||||
|
||||
card_cost: number = 0
|
||||
card_type: CardType = CardType.Skill
|
||||
card_uuid: number = 0
|
||||
/** 技能图标节点 */
|
||||
@property({ type: Node })
|
||||
private icon_node: Node = null;
|
||||
|
||||
/** 背景节点 */
|
||||
@property({ type: Node })
|
||||
private bg_node: Node = null;
|
||||
|
||||
/** 技能名称 */
|
||||
@property(Label)
|
||||
private name_label: Label = null;
|
||||
|
||||
/** 描述词条 1 */
|
||||
@property(Label)
|
||||
private fied1: Label = null;
|
||||
/** 描述词条 2 */
|
||||
@property(Label)
|
||||
private fied2: Label = null;
|
||||
/** 描述词条 3 */
|
||||
@property(Label)
|
||||
private fied3: Label = null;
|
||||
|
||||
/** 等级标签 */
|
||||
@property(Label)
|
||||
private level_label: Label = null;
|
||||
|
||||
/** 购买按钮节点 */
|
||||
@property({ type: Node })
|
||||
private buy_node: Node = null;
|
||||
|
||||
// ======================== 运行时状态 ========================
|
||||
|
||||
/** 当前技能的卡牌配置 */
|
||||
private cardData: CardConfig | null = null;
|
||||
private touchStartY: number = 0;
|
||||
private touchStartX: number = 0;
|
||||
private isDragging: boolean = false;
|
||||
private isUsing: boolean = false;
|
||||
private restPosition: Vec3 = new Vec3();
|
||||
private hasFixedBasePosition: boolean = false;
|
||||
private fixedBaseY: number = 0;
|
||||
private fixedBaseZ: number = 0;
|
||||
private opacityComp: UIOpacity | null = null;
|
||||
private iconVisualToken: number = 0;
|
||||
/** 是否已购买 */
|
||||
private isPurchased: boolean = false;
|
||||
|
||||
// ======================== 生命周期 ========================
|
||||
|
||||
onLoad() {
|
||||
this.bindEvents();
|
||||
this.restPosition = this.node.position.clone();
|
||||
this.opacityComp = this.node.getComponent(UIOpacity) || this.node.addComponent(UIOpacity);
|
||||
this.opacityComp.opacity = 255;
|
||||
this.applyEmptyUI();
|
||||
this.buy_node?.on(NodeEventType.TOUCH_END, this.onBuyClick, this);
|
||||
}
|
||||
|
||||
onDestroy() {
|
||||
super.onDestroy();
|
||||
this.unbindEvents();
|
||||
if (this.buy_node && this.buy_node.isValid) {
|
||||
this.buy_node.off(NodeEventType.TOUCH_END, this.onBuyClick, this);
|
||||
}
|
||||
}
|
||||
|
||||
init() { }
|
||||
start() {
|
||||
this.node.active = true;
|
||||
}
|
||||
// ======================== 数据初始化 ========================
|
||||
|
||||
applyDrawCard(data: CardConfig | null): boolean {
|
||||
if (!data) return false;
|
||||
/**
|
||||
* 初始化技能卡数据并渲染 UI
|
||||
*
|
||||
* @param data 技能卡配置,传 null 时清空显示
|
||||
*/
|
||||
applyCardData(data: CardConfig | null): void {
|
||||
this.cardData = data;
|
||||
this.card_uuid = data.uuid;
|
||||
this.card_type = data.type;
|
||||
this.card_cost = Math.floor(data.cost ?? 0);
|
||||
|
||||
this.node.active = true;
|
||||
this.applyCardUI();
|
||||
this.playRefreshAnim();
|
||||
mLogger.log(this.debugMode, "SCardComp", "skill card updated", {
|
||||
uuid: this.card_uuid,
|
||||
cost: this.card_cost
|
||||
});
|
||||
return true;
|
||||
}
|
||||
|
||||
useCard(): CardConfig | null {
|
||||
if (!this.cardData || this.isUsing) return null;
|
||||
const cardCost = this.card_cost;
|
||||
|
||||
const success = MissionEconomy.spendCoin(cardCost);
|
||||
if (!success) {
|
||||
oops.message.dispatchEvent(GameEvent.ShowSmallTip, "buy_coin");
|
||||
this.playReboundAnim();
|
||||
return null;
|
||||
}
|
||||
|
||||
smc.vmdata.scores.refresh_hit_count++;
|
||||
this.isUsing = true;
|
||||
const used = this.cardData;
|
||||
|
||||
this.playUseDisappearAnim(() => {
|
||||
this.clearAfterUse();
|
||||
this.isUsing = false;
|
||||
oops.message.dispatchEvent(GameEvent.UseSkillCard, used);
|
||||
// 派发 CardUsed 让 MissionCardComp 刷新整个技能卡池
|
||||
oops.message.dispatchEvent(GameEvent.CardUsed, this);
|
||||
});
|
||||
return used;
|
||||
}
|
||||
|
||||
hasCard(): boolean {
|
||||
return !!this.cardData;
|
||||
}
|
||||
|
||||
setSlotPosition(x: number) {
|
||||
const current = this.node.position;
|
||||
if (!this.hasFixedBasePosition) {
|
||||
this.fixedBaseY = current.y;
|
||||
this.fixedBaseZ = current.z;
|
||||
this.hasFixedBasePosition = true;
|
||||
}
|
||||
this.restPosition = new Vec3(x, this.fixedBaseY, this.fixedBaseZ);
|
||||
if (!this.isDragging && !this.isUsing) {
|
||||
this.node.setPosition(this.restPosition);
|
||||
}
|
||||
}
|
||||
|
||||
clearBySystem() {
|
||||
Tween.stopAllByTarget(this.node);
|
||||
if (this.opacityComp) {
|
||||
Tween.stopAllByTarget(this.opacityComp);
|
||||
this.opacityComp.opacity = 255;
|
||||
}
|
||||
this.cardData = null;
|
||||
this.card_uuid = 0;
|
||||
this.card_cost = 0;
|
||||
this.isDragging = false;
|
||||
this.isUsing = false;
|
||||
this.node.setPosition(this.restPosition);
|
||||
this.node.setScale(new Vec3(1, 1, 1));
|
||||
this.applyEmptyUI();
|
||||
this.node.active = false;
|
||||
}
|
||||
|
||||
private clearAfterUse() {
|
||||
Tween.stopAllByTarget(this.node);
|
||||
if (this.opacityComp) {
|
||||
Tween.stopAllByTarget(this.opacityComp);
|
||||
this.opacityComp.opacity = 255;
|
||||
}
|
||||
this.cardData = null;
|
||||
this.card_uuid = 0;
|
||||
this.card_cost = 0;
|
||||
this.isDragging = false;
|
||||
this.node.setPosition(this.restPosition);
|
||||
this.node.setScale(new Vec3(1, 1, 1));
|
||||
this.applyEmptyUI();
|
||||
this.node.active = false;
|
||||
}
|
||||
|
||||
private bindEvents() {
|
||||
this.node.on(NodeEventType.TOUCH_START, this.onCardTouchStart, this);
|
||||
this.node.on(NodeEventType.TOUCH_MOVE, this.onCardTouchMove, this);
|
||||
this.node.on(NodeEventType.TOUCH_END, this.onCardTouchEnd, this);
|
||||
this.node.on(NodeEventType.TOUCH_CANCEL, this.onCardTouchCancel, this);
|
||||
}
|
||||
|
||||
private unbindEvents() {
|
||||
if (this.node && this.node.isValid) {
|
||||
this.node.off(NodeEventType.TOUCH_START, this.onCardTouchStart, this);
|
||||
this.node.off(NodeEventType.TOUCH_MOVE, this.onCardTouchMove, this);
|
||||
this.node.off(NodeEventType.TOUCH_END, this.onCardTouchEnd, this);
|
||||
this.node.off(NodeEventType.TOUCH_CANCEL, this.onCardTouchCancel, this);
|
||||
}
|
||||
}
|
||||
|
||||
private onCardTouchStart(event: EventTouch) {
|
||||
if (!this.cardData || this.isUsing) return;
|
||||
this.touchStartY = event.getUILocation().y;
|
||||
this.touchStartX = event.getUILocation().x;
|
||||
this.isDragging = true;
|
||||
}
|
||||
|
||||
private onCardTouchMove(event: EventTouch) {
|
||||
if (!this.isDragging || !this.cardData || this.isUsing) return;
|
||||
// 技能卡不支持上拉移动
|
||||
}
|
||||
|
||||
private onCardTouchEnd(event: EventTouch) {
|
||||
if (!this.isDragging || !this.cardData || this.isUsing) return;
|
||||
const endY = event.getUILocation().y;
|
||||
const endX = event.getUILocation().x;
|
||||
const deltaY = endY - this.touchStartY;
|
||||
const deltaX = endX - this.touchStartX;
|
||||
this.isDragging = false;
|
||||
|
||||
// 点击触发
|
||||
if (Math.abs(deltaY) < 20 && Math.abs(deltaX) < 20) {
|
||||
const used = this.useCard();
|
||||
if (!used) {
|
||||
this.playReboundAnim();
|
||||
}
|
||||
return;
|
||||
}
|
||||
this.playReboundAnim();
|
||||
}
|
||||
|
||||
private onCardTouchCancel() {
|
||||
if (!this.isDragging || this.isUsing) return;
|
||||
this.isDragging = false;
|
||||
this.playReboundAnim();
|
||||
}
|
||||
|
||||
private applyCardUI() {
|
||||
if (!this.cardData) {
|
||||
this.isPurchased = false;
|
||||
if (data) {
|
||||
this.node.active = true;
|
||||
this.updateUI();
|
||||
} else {
|
||||
this.applyEmptyUI();
|
||||
return;
|
||||
}
|
||||
this.iconVisualToken += 1;
|
||||
if (this.opacityComp) this.opacityComp.opacity = 255;
|
||||
this.node.setPosition(this.restPosition.x, this.restPosition.y, this.restPosition.z);
|
||||
|
||||
const kindName = CKind[this.cardData.kind];
|
||||
|
||||
if (this.BG_node) {
|
||||
const bgLv = this.cardData.base_pool_lv ?? this.cardData.pool_lv;
|
||||
this.BG_node.children.forEach(child => {
|
||||
child.active = (child.name === kindName);
|
||||
const bg = child.getComponent(CardBgComp);
|
||||
if (bg) child.active ? bg.apply(bgLv) : bg.clear();
|
||||
});
|
||||
}
|
||||
|
||||
if (this.Ckind_node) {
|
||||
this.Ckind_node.children.forEach(child => {
|
||||
child.active = (child.name === kindName);
|
||||
});
|
||||
}
|
||||
|
||||
this.node.children.forEach(child => {
|
||||
const widget = child.getComponent(Widget);
|
||||
if (widget) widget.updateAlignment();
|
||||
child.children.forEach(subChild => {
|
||||
const subWidget = subChild.getComponent(Widget);
|
||||
if (subWidget) subWidget.updateAlignment();
|
||||
});
|
||||
});
|
||||
|
||||
const s_uuid = this.cardData.skill ?? this.card_uuid;
|
||||
const skill = SkillSet[s_uuid];
|
||||
const skillCard = SkillCardList.find(c => c.uuid === this.card_uuid);
|
||||
const card_lv = Math.max(1, Math.floor(this.cardData.card_lv ?? 1));
|
||||
const spSuffix = card_lv >= 2 ? "★".repeat(card_lv - 1) : "";
|
||||
this.setLabel(this.name_node, `${spSuffix}${skillCard?.name || skill?.name || ""}${spSuffix}`);
|
||||
|
||||
if (this.info_node) {
|
||||
this.info_node.active = true;
|
||||
// 驻场技能卡描述取 FieldSkillSet;其他卡牌取卡牌/技能配置
|
||||
let desc = "";
|
||||
if (this.cardData.field && this.cardData.field.length > 0) {
|
||||
desc = FieldSkillSet[this.cardData.field[0]]?.info || "";
|
||||
}
|
||||
if (!desc) {
|
||||
desc = skillCard?.info || skill?.info || this.cardData?.info || "";
|
||||
}
|
||||
// 与 HlistComp 保持一致:优先查找名为 "info" 的子节点上的 Label
|
||||
const infoLabel = this.info_node.getChildByName("info")?.getComponent(Label)
|
||||
|| this.info_node.getComponent(Label)
|
||||
|| this.info_node.getComponentInChildren(Label);
|
||||
if (infoLabel) infoLabel.string = desc;
|
||||
}
|
||||
|
||||
if (this.cost_node) {
|
||||
this.cost_node.active = true;
|
||||
const numNode = this.cost_node.getChildByName("num");
|
||||
if (numNode) {
|
||||
this.setLabel(numNode, `${this.card_cost}`);
|
||||
}
|
||||
}
|
||||
|
||||
const iconNode = this.icon_node as Node;
|
||||
if (iconNode) {
|
||||
iconNode.setScale(new Vec3(1, 1, 1));
|
||||
this.clearIconAnimation(iconNode);
|
||||
// 驻场技能卡(skill=undefined 但有 field)使用 FieldSkillSet 中的图标
|
||||
let iconId: string;
|
||||
if (!this.cardData.skill && this.cardData.field && this.cardData.field.length > 0) {
|
||||
const fieldUuid = this.cardData.field[0];
|
||||
iconId = FieldSkillSet[fieldUuid]?.icon || `${fieldUuid}`;
|
||||
} else {
|
||||
iconId = skill?.icon || `${s_uuid}`;
|
||||
}
|
||||
this.updateIcon(iconNode, iconId);
|
||||
}
|
||||
}
|
||||
|
||||
private playRefreshAnim() {
|
||||
Tween.stopAllByTarget(this.node);
|
||||
this.node.setPosition(this.restPosition);
|
||||
this.node.setScale(new Vec3(0.92, 0.92, 1));
|
||||
tween(this.node)
|
||||
.to(0.08, { scale: new Vec3(1.06, 1.06, 1) })
|
||||
.to(0.1, { scale: new Vec3(1, 1, 1) })
|
||||
.start();
|
||||
}
|
||||
|
||||
private playReboundAnim() {
|
||||
Tween.stopAllByTarget(this.node);
|
||||
tween(this.node)
|
||||
.to(0.12, {
|
||||
position: new Vec3(this.restPosition.x, this.restPosition.y, this.restPosition.z),
|
||||
scale: new Vec3(1, 1, 1)
|
||||
})
|
||||
.start();
|
||||
}
|
||||
|
||||
private playUseDisappearAnim(onComplete: () => void) {
|
||||
const targetPos = new Vec3(this.restPosition.x, this.restPosition.y + 120, this.restPosition.z);
|
||||
Tween.stopAllByTarget(this.node);
|
||||
if (this.opacityComp) {
|
||||
Tween.stopAllByTarget(this.opacityComp);
|
||||
this.opacityComp.opacity = 255;
|
||||
tween(this.opacityComp)
|
||||
.to(0.18, { opacity: 0 })
|
||||
.start();
|
||||
}
|
||||
tween(this.node)
|
||||
.to(0.18, {
|
||||
position: targetPos,
|
||||
scale: new Vec3(0.8, 0.8, 1)
|
||||
})
|
||||
.call(onComplete)
|
||||
.start();
|
||||
}
|
||||
|
||||
/** 清空 UI 显示 */
|
||||
private applyEmptyUI() {
|
||||
if (this.BG_node) {
|
||||
this.BG_node.children.forEach(child => {
|
||||
child.active = false;
|
||||
const bg = child.getComponent(CardBgComp);
|
||||
if (bg) bg.clear();
|
||||
});
|
||||
}
|
||||
this.node.children.forEach(child => {
|
||||
const widget = child.getComponent(Widget);
|
||||
if (widget) widget.updateAlignment();
|
||||
child.children.forEach(subChild => {
|
||||
const subWidget = subChild.getComponent(Widget);
|
||||
if (subWidget) subWidget.updateAlignment();
|
||||
});
|
||||
});
|
||||
this.iconVisualToken += 1;
|
||||
this.setLabel(this.name_node, "");
|
||||
if (this.cost_node) {
|
||||
const numNode = this.cost_node.getChildByName("num");
|
||||
if (numNode) {
|
||||
this.setLabel(numNode, "");
|
||||
if (this.name_label) this.name_label.string = "";
|
||||
if (this.level_label) this.level_label.string = "";
|
||||
const fieldLabels = [this.fied1, this.fied2, this.fied3];
|
||||
for (const label of fieldLabels) {
|
||||
if (label) {
|
||||
label.string = "";
|
||||
label.node.active = false;
|
||||
}
|
||||
this.cost_node.active = false;
|
||||
}
|
||||
if (this.Ckind_node) {
|
||||
this.Ckind_node.children.forEach(child => {
|
||||
child.active = false;
|
||||
});
|
||||
}
|
||||
if (this.info_node) this.info_node.active = false;
|
||||
|
||||
if (this.icon_node) {
|
||||
(this.icon_node as Node).setScale(new Vec3(1, 1, 1));
|
||||
this.clearIconAnimation(this.icon_node as Node);
|
||||
const sprite = this.icon_node.getComponent(Sprite) || this.icon_node.getComponentInChildren(Sprite);
|
||||
if (sprite) sprite.spriteFrame = null;
|
||||
}
|
||||
if (this.buy_node) {
|
||||
this.buy_node.active = false;
|
||||
}
|
||||
this.node.active = false;
|
||||
}
|
||||
|
||||
private setLabel(node: Node | null, value: string) {
|
||||
if (!node) return;
|
||||
const label = node.getComponent(Label) || node.getComponentInChildren(Label);
|
||||
if (label) label.string = value;
|
||||
// ======================== UI 渲染 ========================
|
||||
|
||||
updateUI() {
|
||||
if (!this.cardData) return;
|
||||
|
||||
const skillCard = SkillCardList.find(c => c.uuid === this.cardData!.uuid);
|
||||
const skill = this.cardData.skill ? SkillSet[this.cardData.skill] : null;
|
||||
|
||||
// 名称
|
||||
if (this.name_label) {
|
||||
this.name_label.string = skillCard?.name || skill?.name || this.cardData.name || "";
|
||||
}
|
||||
|
||||
// 等级标签(★ 表示卡牌等级)
|
||||
if (this.level_label) {
|
||||
const lv = this.cardData.card_lv ?? 1;
|
||||
this.level_label.string = lv >= 2 ? "★".repeat(lv - 1) : "";
|
||||
}
|
||||
|
||||
// 描述词条(最多显示 3 条,对应 fied1/fied2/fied3)
|
||||
const fieldLabels = [this.fied1, this.fied2, this.fied3];
|
||||
const desc = this.getDescription(skillCard, skill);
|
||||
for (let i = 0; i < fieldLabels.length; i++) {
|
||||
if (!fieldLabels[i]) continue;
|
||||
fieldLabels[i].string = i === 0 ? desc : "";
|
||||
fieldLabels[i].node.active = i === 0 && !!desc;
|
||||
}
|
||||
|
||||
// 图标
|
||||
if (this.icon_node) {
|
||||
const iconId = this.getIconId(skill);
|
||||
if (iconId) {
|
||||
this.updateIcon(this.icon_node, iconId);
|
||||
}
|
||||
}
|
||||
|
||||
// 购买按钮费用显示
|
||||
if (this.buy_node) {
|
||||
this.buy_node.active = true;
|
||||
const costLabel = this.buy_node.getChildByName("num")?.getComponent(Label)
|
||||
|| this.buy_node.getComponentInChildren(Label);
|
||||
if (costLabel) {
|
||||
costLabel.string = `${this.cardData.cost ?? 0}`;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** 获取技能描述:驻场技能取 FieldSkillSet,其余取技能/卡牌配置 */
|
||||
private getDescription(skillCard: CardConfig | undefined, skill: SkillConfig | null): string {
|
||||
if (!this.cardData) return "";
|
||||
if (this.cardData.field && this.cardData.field.length > 0) {
|
||||
return FieldSkillSet[this.cardData.field[0]]?.info || "";
|
||||
}
|
||||
return skillCard?.info || skill?.info || this.cardData.info || "";
|
||||
}
|
||||
|
||||
/** 获取技能图标 id:驻场技能取 FieldSkillSet.icon,其余取 SkillSet.icon */
|
||||
private getIconId(skill: SkillConfig | null): string {
|
||||
if (!this.cardData) return "";
|
||||
if (!this.cardData.skill && this.cardData.field && this.cardData.field.length > 0) {
|
||||
const fieldUuid = this.cardData.field[0];
|
||||
return FieldSkillSet[fieldUuid]?.icon || `${fieldUuid}`;
|
||||
}
|
||||
return skill?.icon || `${this.cardData.skill ?? this.cardData.uuid}`;
|
||||
}
|
||||
|
||||
/** 更新图标精灵 */
|
||||
private updateIcon(node: Node, iconId: string) {
|
||||
if (!node || !iconId) return;
|
||||
const sprite = node.getComponent(Sprite) || node.getComponentInChildren(Sprite);
|
||||
@@ -397,17 +203,60 @@ export class SCardComp extends CCComp {
|
||||
}
|
||||
}
|
||||
|
||||
private clearIconAnimation(node: Node) {
|
||||
const anim = node?.getComponent(Animation);
|
||||
if (!anim) return;
|
||||
anim.stop();
|
||||
const clips = (anim as any).clips as AnimationClip[] | undefined;
|
||||
if (!clips || clips.length === 0) return;
|
||||
[...clips].forEach(clip => anim.removeClip(clip, true));
|
||||
// ======================== 购买逻辑 ========================
|
||||
|
||||
/**
|
||||
* 购买点击处理:
|
||||
* 1. 扣除金币(失败则提示并中止)。
|
||||
* 2. 派发 UseSkillCard 事件,触发技能生效流程。
|
||||
* 3. 标记已购买,隐藏购买按钮。
|
||||
*/
|
||||
private onBuyClick() {
|
||||
if (!this.cardData || this.isPurchased) return;
|
||||
|
||||
oops.audio.playEffect("music/button");
|
||||
|
||||
// 扣费
|
||||
const cost = this.cardData.cost ?? 0;
|
||||
const success = MissionEconomy.spendCoin(cost);
|
||||
if (!success) {
|
||||
oops.message.dispatchEvent(GameEvent.ShowSmallTip, "buy_coin");
|
||||
mLogger.log(this.debugMode, "SCardComp", "purchase failed: not enough coin", {
|
||||
uuid: this.cardData.uuid,
|
||||
cost
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
smc.vmdata.scores.refresh_hit_count++;
|
||||
|
||||
// 派发 UseSkillCard,技能生效流程由 MissSkillsComp 接收处理
|
||||
oops.message.dispatchEvent(GameEvent.UseSkillCard, this.cardData);
|
||||
|
||||
// 标记已购买
|
||||
this.isPurchased = true;
|
||||
if (this.buy_node) {
|
||||
this.buy_node.active = false;
|
||||
}
|
||||
|
||||
mLogger.log(this.debugMode, "SCardComp", "skill card purchased", {
|
||||
uuid: this.cardData.uuid,
|
||||
cost
|
||||
});
|
||||
}
|
||||
|
||||
/** ECS 组件移除时的释放钩子:销毁节点 */
|
||||
/** 标记为已购买状态 */
|
||||
setPurchased(): void {
|
||||
this.isPurchased = true;
|
||||
if (this.buy_node) {
|
||||
this.buy_node.active = false;
|
||||
}
|
||||
}
|
||||
|
||||
/** ECS 组件移除时销毁节点 */
|
||||
reset() {
|
||||
this.node.destroy();
|
||||
if (this.node && this.node.isValid) {
|
||||
this.node.destroy();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user