Compare commits
3 Commits
2234b9021d
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fb299f6328
| Author | SHA1 | Date | |
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fb299f6328 | ||
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4f95accfbf | ||
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5d55f3bdb1 |
@@ -859,7 +859,7 @@
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"_contentSize": {
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"__type__": "cc.Size",
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"width": 40,
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"height": 7
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"height": 11
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},
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"_anchorPoint": {
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"__type__": "cc.Vec2",
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@@ -1037,7 +1037,7 @@
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"_contentSize": {
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"__type__": "cc.Size",
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"width": 140,
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"height": 30
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"height": 43.333333333333336
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},
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||||
"_anchorPoint": {
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"__type__": "cc.Vec2",
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@@ -1162,7 +1162,7 @@
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"_contentSize": {
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"__type__": "cc.Size",
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"width": 40,
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"height": 7
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"height": 11
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},
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"_anchorPoint": {
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"__type__": "cc.Vec2",
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@@ -1912,8 +1912,8 @@
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},
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"_contentSize": {
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"__type__": "cc.Size",
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"width": 52,
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"height": 75
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"width": 80,
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"height": 100
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},
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"_anchorPoint": {
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"__type__": "cc.Vec2",
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@@ -1943,18 +1943,18 @@
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"_dstBlendFactor": 4,
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"_color": {
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"__type__": "cc.Color",
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"r": 255,
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"g": 255,
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"b": 255,
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"r": 253,
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"g": 213,
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"b": 0,
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"a": 255
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},
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"_spriteFrame": {
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"__uuid__": "cb93c900-b440-4571-91d1-7da1636e3d73@5c7a0",
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"__uuid__": "cb93c900-b440-4571-91d1-7da1636e3d73@79d6f",
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"__expectedType__": "cc.SpriteFrame"
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},
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"_type": 0,
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"_fillType": 0,
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"_sizeMode": 1,
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"_sizeMode": 0,
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"_fillCenter": {
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"__type__": "cc.Vec2",
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"x": 0,
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@@ -1964,7 +1964,10 @@
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"_fillRange": 0,
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"_isTrimmedMode": true,
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"_useGrayscale": false,
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"_atlas": null,
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"_atlas": {
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"__uuid__": "cb93c900-b440-4571-91d1-7da1636e3d73",
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"__expectedType__": "cc.SpriteAtlas"
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},
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"_id": ""
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},
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{
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@@ -2007,8 +2010,8 @@
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},
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"_lpos": {
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"__type__": "cc.Vec3",
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"x": 0,
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"y": 0,
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"x": -0.103,
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"y": -0.601,
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"z": 0
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},
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"_lrot": {
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@@ -2048,7 +2051,7 @@
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},
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"_contentSize": {
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"__type__": "cc.Size",
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"width": 4.38,
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"width": 7.29,
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"height": 40
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},
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"_anchorPoint": {
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@@ -2087,8 +2090,8 @@
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"_string": "1",
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"_horizontalAlign": 1,
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"_verticalAlign": 1,
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"_actualFontSize": 15,
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"_fontSize": 15,
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"_actualFontSize": 25,
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"_fontSize": 25,
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"_fontFamily": "Arial",
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"_lineHeight": 40,
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"_overflow": 0,
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@@ -2100,7 +2103,7 @@
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"_isSystemFontUsed": false,
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"_spacingX": 0,
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"_isItalic": false,
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"_isBold": false,
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"_isBold": true,
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"_isUnderline": false,
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"_underlineHeight": 2,
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"_cacheMode": 0,
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@@ -2161,7 +2164,7 @@
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"_contentSize": {
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"__type__": "cc.Size",
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"width": 10,
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"height": 10
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"height": 13
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},
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"_anchorPoint": {
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"__type__": "cc.Vec2",
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@@ -22,6 +22,8 @@ export enum GameEvent {
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CardRefresh = "CardRefresh",
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/** 单张卡牌被点击选中(payload 为被点击的 CardComp 实例,用于其他卡牌联动隐藏 call_btn) */
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CardSelected = "CardSelected",
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/** 单张卡牌被成功使用(payload 为该卡槽组件实例 CardComp / SCardComp,用于 MissionCardComp 补卡) */
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CardUsed = "CardUsed",
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UseHeroCard = "UseHeroCard",
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UseSkillCard = "UseSkillCard",
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UseSpecialCard = "UseSpecialCard",
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@@ -70,6 +70,7 @@ export class HeroAttrsComp extends ecs.Comp {
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// ==================== 脏标签标记 ====================
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dirty_hp: boolean = false; // 血量变更标记
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dirty_shield: boolean = false; // 护盾变更标记
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dirty_lv: boolean = false; // 等级变更标记
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// ==================== 技能距离缓存 ====================
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maxSkillDistance: number = 0; // 最远技能攻击距离(缓存,受MP影响)
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@@ -429,6 +430,7 @@ export class HeroAttrsComp extends ecs.Comp {
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// 重置脏标签
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this.dirty_hp = false;
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this.dirty_shield = false;
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this.dirty_lv = false;
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}
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}
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@@ -38,14 +38,15 @@ export class HeroViewComp extends CCComp {
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realDeadTime: number = 0.1
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deadCD: number = 0
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monDeadTime: number = 0.1
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hp_height:number=70
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boss_hp_height:number=120
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hp_height: number = 90
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boss_hp_height: number = 160
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// 血条显示相关
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lastBarUpdateTime: number = 0; // 最后一次血条/蓝条/护盾更新时间
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// ==================== UI 节点引用 ====================
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private top_node: Node = null!;
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private topOpacity: UIOpacity = null!;
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private topBasePos: Vec3 = v3();
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private lvLabel: Label | null = null; // 等级显示文本
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private readonly barIdleOpacity: number = 153;
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private readonly barActiveOpacity: number = 255;
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private readonly idleOpacityDelay: number = 0.25;
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@@ -116,15 +117,19 @@ export class HeroViewComp extends CCComp {
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/** 方向 */
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this.node.setScale(this.scale * Math.abs(this.node.scale.x), 1 * this.node.scale.y); // 确保 scale.x 为正后再乘方向
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this.top_node.setScale(this.scale*this.top_node.scale.x,1*this.top_node.scale.y);
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// top_node 取 abs 避免对象池复用时 scale 累乘导致血条方向反转
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this.top_node.setScale(this.scale * Math.abs(this.top_node.scale.x), 1 * this.top_node.scale.y);
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/* 显示角色血*/
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this.top_node.getChildByName("hp").active = true;
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this.top_node.getChildByName("cd").active = false;
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this.top_node.getChildByName("shield").active = false;
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this.top_node.getChildByName("lv").active = false;
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this.top_node.getChildByName("lv").active = true;
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this.top_node.active = true;
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this.setTopBarOpacity(false);
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// 初始化等级显示
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this.lv_show();
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// 🔥 重置血条 UI 显示状态
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if (this.model) {
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this.hp_show();
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@@ -157,6 +162,12 @@ export class HeroViewComp extends CCComp {
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// 确保血条等UI始终在最上层显示
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this.top_node.setSiblingIndex(999);
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// 缓存等级显示 Label(lv 节点下的 Label 子节点)
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const lvNode = this.top_node.getChildByName("lv");
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if (lvNode) {
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this.lvLabel = lvNode.getChildByName("Label")?.getComponent(Label) ?? null;
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}
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}
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@@ -195,6 +206,11 @@ export class HeroViewComp extends CCComp {
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this.show_shield(this.model.shield);
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this.model.dirty_shield = false;
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}
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if (this.model.dirty_lv) {
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this.lv_show();
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this.model.dirty_lv = false;
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}
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}
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public cd_show() {
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@@ -237,6 +253,12 @@ export class HeroViewComp extends CCComp {
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return this.model.hp >= this.model.hp_max;
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}
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/** 更新等级显示 */
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private lv_show() {
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if (!this.lvLabel || !this.model) return;
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this.lvLabel.string = String(this.model.lv);
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}
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private setTopBarOpacity(isActive: boolean) {
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if (!this.top_node || !this.top_node.isValid) return;
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if (this.topOpacity) {
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@@ -347,18 +347,26 @@ export class CardComp extends CCComp {
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/**
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* 根据卡牌类型分发对应的游戏效果事件。
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* - 英雄卡 → CallHero
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* - 技能卡 → UseSkillCard
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* - 特殊升级 / 特殊刷新 → UseSpecialCard
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*
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* 卡牌使用成功后会派发 CardUsed 事件(携带本卡槽组件),
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* 由 MissionCardComp 接收并立即补充一张新卡到该槽位。
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* SpecialRefresh 例外:其效果本身会重填所有槽位,无需重复补卡。
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*
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* @param payload 被使用的卡牌数据
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*/
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private executeCardEffectEntry(payload: CardConfig) {
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switch (payload.type) {
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case CardType.Hero:
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oops.message.dispatchEvent(GameEvent.CallHero, payload);
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oops.message.dispatchEvent(GameEvent.CardUsed, this);
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break;
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case CardType.SpecialUpgrade:
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oops.message.dispatchEvent(GameEvent.UseSpecialCard, payload);
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oops.message.dispatchEvent(GameEvent.CardUsed, this);
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break;
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case CardType.SpecialRefresh:
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// 刷新卡效果(tryRefreshHeroCards)会重填全部 3 槽,此处不再补卡
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oops.message.dispatchEvent(GameEvent.UseSpecialCard, payload);
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break;
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}
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@@ -287,6 +287,7 @@ export class MissionCardComp extends CCComp {
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oops.message.on(GameEvent.UseSkillCard, this.onUseSkillCard, 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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/** 按钮触控事件:抽卡 */
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this.cards_chou?.on(NodeEventType.TOUCH_START, this.onDrawTouchStart, this);
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@@ -431,10 +432,9 @@ export class MissionCardComp extends CCComp {
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}
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private onUseSkillCard(event: string, args: any) {
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// 选择技能后关闭弹窗
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if (this.skill_card_node && this.skill_card_node.isValid) {
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this.skill_card_node.active = false;
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}
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// 购买技能卡后不再关闭弹窗:技能卡池与英雄卡池保持一致,
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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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// 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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@@ -460,6 +460,7 @@ export class MissionCardComp extends CCComp {
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oops.message.off(GameEvent.UseSkillCard, this.onUseSkillCard, 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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if (this.cards_chou && this.cards_chou.isValid) {
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this.cards_chou.off(NodeEventType.TOUCH_START, this.onDrawTouchStart, this);
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this.cards_chou.off(NodeEventType.TOUCH_END, this.onDrawTouchEnd, this);
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@@ -572,6 +573,47 @@ export class MissionCardComp extends CCComp {
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});
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}
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/**
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* 单张卡牌被成功使用后的补卡回调:
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* - payload 为该卡槽组件实例(CardComp 或 SCardComp)。
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* - 命中英雄卡槽 → 调用 buildSingleHeroCard 补一张英雄/升级卡。
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* - 命中技能卡槽 → 调用 buildSingleSkillCard 补一张技能卡。
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* - 未命中任何槽位(如已销毁/未缓存)→ 忽略。
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*
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* Why: 购买一张卡后立即补充新卡,避免出现空槽,提升抽卡体验;
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* 英雄卡池与技能卡池遵循同一逻辑。
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*/
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private onCardUsed(event: string, args: any) {
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const source = args;
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if (!source) return;
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const heroIdx = this.cardComps.findIndex(c => c === source);
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if (heroIdx >= 0) {
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const card = this.buildSingleHeroCard();
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if (card) {
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this.cardComps[heroIdx].applyDrawCard(card);
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}
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mLogger.log(this.debugMode, "MissionCardComp", "refill hero slot", {
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index: heroIdx,
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uuid: card?.uuid ?? 0
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});
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return;
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}
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const skillIdx = this.skillCardComps.findIndex(c => c === source);
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if (skillIdx >= 0) {
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const card = this.buildSingleSkillCard();
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if (card) {
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this.skillCardComps[skillIdx].applyDrawCard(card);
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}
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mLogger.log(this.debugMode, "MissionCardComp", "refill skill slot", {
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index: skillIdx,
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uuid: card?.uuid ?? 0
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});
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return;
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}
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}
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// ======================== 按钮触控回调 ========================
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/** 抽卡按钮按下反馈 */
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@@ -957,6 +999,58 @@ export class MissionCardComp extends CCComp {
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return filled;
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||||
}
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||||
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||||
/**
|
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* 构建单张英雄池卡牌,用于购买后补卡。
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||||
*
|
||||
* 规则与 buildDrawCards 保持一致(不含"必出轮询"逻辑):
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* 1. 满员且有可升级英雄 → 仅从升级卡池按权重抽 1 张。
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* 2. 否则从 升级卡 + 未召唤英雄卡 的混合池按权重抽 1 张。
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*
|
||||
* @returns 卡牌数据;池为空时返回 null
|
||||
*/
|
||||
private buildSingleHeroCard(): CardConfig | null {
|
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const upgradeCards = this.buildHeroUpgradeCards();
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const aliveHeroCount = this.getAliveHeroCount();
|
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const heroMax = this.getMissionHeroMaxNum();
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||||
|
||||
if (aliveHeroCount >= heroMax && upgradeCards.length > 0) {
|
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return this.weightedPick(upgradeCards);
|
||||
}
|
||||
|
||||
const heroCards = CardPoolList.filter(c => c.type === CardType.Hero);
|
||||
const aliveHeroUuids = this.getAliveHeroUuids();
|
||||
const availableHeroCards = heroCards.filter(c => !aliveHeroUuids.has(c.uuid));
|
||||
|
||||
const mixedPool: CardConfig[] = [...upgradeCards, ...availableHeroCards];
|
||||
if (mixedPool.length === 0) return null;
|
||||
return this.weightedPick(mixedPool);
|
||||
}
|
||||
|
||||
/**
|
||||
* 构建单张技能卡,用于购买后补卡。
|
||||
* 规则与 buildSkillDrawCards 对齐(按当前 wave 过滤)。
|
||||
*
|
||||
* @returns 卡牌数据;池为空时返回 null
|
||||
*/
|
||||
private buildSingleSkillCard(): CardConfig | null {
|
||||
const currentWave = this.getCurrentWave();
|
||||
const cards = drawCardsByRule(1, {
|
||||
count: 1,
|
||||
type: CardType.Skill,
|
||||
wave: currentWave,
|
||||
unique: true
|
||||
});
|
||||
if (cards.length > 0) return cards[0];
|
||||
|
||||
// 兜底:放宽 wave 限制再尝试
|
||||
const fallback = drawCardsByRule(1, {
|
||||
count: 1,
|
||||
type: CardType.Skill,
|
||||
unique: true
|
||||
});
|
||||
return fallback[0] ?? null;
|
||||
}
|
||||
|
||||
private tryRefreshHeroCards(heroType?: HType): boolean {
|
||||
const cards = drawCardsByRule(1, {
|
||||
count: 3,
|
||||
@@ -1199,6 +1293,7 @@ export class MissionCardComp extends CCComp {
|
||||
}
|
||||
model.updateSkillDistanceCache();
|
||||
model.dirty_hp = true;
|
||||
model.dirty_lv = true;
|
||||
oops.message.dispatchEvent(GameEvent.HeroLvUp, {
|
||||
uuid: model.hero_uuid,
|
||||
lv: nextLv
|
||||
|
||||
@@ -109,6 +109,8 @@ export class SCardComp extends CCComp {
|
||||
this.clearAfterUse();
|
||||
this.isUsing = false;
|
||||
oops.message.dispatchEvent(GameEvent.UseSkillCard, used);
|
||||
// 派发 CardUsed 让 MissionCardComp 立即补一张新技能卡到本槽位
|
||||
oops.message.dispatchEvent(GameEvent.CardUsed, this);
|
||||
});
|
||||
return used;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user