Compare commits
2 Commits
dca6ee555c
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78e325e8e5
| Author | SHA1 | Date | |
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78e325e8e5 | ||
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5e5a152fec |
@@ -70,10 +70,10 @@
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"height": 216,
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"rawWidth": 200,
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"rawHeight": 216,
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"borderTop": 0,
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"borderBottom": 0,
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"borderLeft": 0,
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"borderRight": 0,
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"borderTop": 57,
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"borderBottom": 45,
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"borderLeft": 56,
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"borderRight": 49,
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"packable": true,
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"pixelsToUnit": 100,
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"pivotX": 0.5,
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@@ -1152,23 +1152,23 @@
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"__id__": 50
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},
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"_resizeMode": 0,
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"_layoutType": 2,
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"_layoutType": 3,
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"_cellSize": {
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"__type__": "cc.Size",
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"width": 40,
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"height": 40
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},
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"_startAxis": 0,
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"_paddingLeft": 0,
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"_paddingRight": 0,
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"_paddingTop": 20,
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"_paddingLeft": 39.9,
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"_paddingRight": 40,
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"_paddingTop": 50,
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"_paddingBottom": 0,
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"_spacingX": 0,
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"_spacingY": 5,
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"_spacingX": 30,
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"_spacingY": 30,
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"_verticalDirection": 1,
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"_horizontalDirection": 0,
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"_constraint": 0,
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"_constraintNum": 2,
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"_constraint": 2,
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"_constraintNum": 3,
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"_affectedByScale": false,
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"_isAlign": false,
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"_id": ""
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@@ -8,7 +8,7 @@ import { WxCloudApi } from "../wx_clound_client_api/WxCloudApi";
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import { GameEvent } from "./config/GameEvent";
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import { GameScoreStats } from "./config/HeroAttrs";
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import { mLogger } from "./Logger";
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import { TalentFragmentType, TalentType } from "./config/TalentSet";
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import { TalentType } from "./config/TalentSet";
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import { gameDataSync } from "./GameDataSync";
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import { FightSet } from "./config/GameSet";
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@@ -23,7 +23,6 @@ export interface GameDate{
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talents: Record<TalentType, number>,
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player_level: number,
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player_exp: number,
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talent_fragments: Record<TalentFragmentType, number>,
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talent_points?: number,
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}
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}
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@@ -67,7 +66,6 @@ export class SingletonModuleComp extends ecs.Comp {
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talents: Record<TalentType, number>;
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player_level: number;
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player_exp: number;
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talent_fragments: Record<TalentFragmentType, number>;
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talent_points?: number;
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} = {
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talents: {
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@@ -85,16 +83,6 @@ export class SingletonModuleComp extends ecs.Comp {
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}, // 存储各个天赋的等级: { talent_id: level }
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player_level: 1, // 玩家等级
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player_exp: 0, // 玩家当前经验
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talent_fragments: {
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[TalentFragmentType.Power]: 0,
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[TalentFragmentType.Tempest]: 0,
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[TalentFragmentType.Vitality]: 0,
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[TalentFragmentType.Frost]: 0,
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[TalentFragmentType.Tactics]: 0,
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[TalentFragmentType.Spirit]: 0,
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[TalentFragmentType.Trade]: 0,
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[TalentFragmentType.Fate]: 0
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}, // 当前拥有的天赋碎片库存
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talent_points: 0, // 兼容旧存档的历史字段
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};
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@@ -266,9 +254,6 @@ export class SingletonModuleComp extends ecs.Comp {
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}
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if (typeof remoteCol.player_level === 'number') this.collection.player_level = remoteCol.player_level;
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if (typeof remoteCol.player_exp === 'number') this.collection.player_exp = remoteCol.player_exp;
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if (remoteCol.talent_fragments) {
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Object.assign(this.collection.talent_fragments, remoteCol.talent_fragments);
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}
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if (typeof remoteCol.talent_points === 'number') this.collection.talent_points = remoteCol.talent_points;
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}
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}
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@@ -17,28 +17,6 @@ export enum TalentType {
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SellBonus = 11 // 出售补贴
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}
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export enum TalentFragmentType {
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Power = 1, // 力量碎片
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Tempest = 2, // 风暴碎片
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Vitality = 3, // 生机碎片
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Frost = 4, // 寒霜碎片
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Tactics = 5, // 谋略碎片
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Spirit = 6, // 灵契碎片
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Trade = 7, // 商贸碎片
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Fate = 8 // 命运碎片
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}
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export interface TalentFragmentInfo {
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/** 碎片 ID */
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id: TalentFragmentType;
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/** 碎片名称 */
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name: string;
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/** 碎片图标或标识(可选) */
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icon?: string;
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/** 该碎片可用于哪些天赋,单个碎片最多映射 3 个天赋 */
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talentIds: TalentType[];
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}
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export interface TalentInfo {
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/** 天赋 ID */
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id: number;
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@@ -52,10 +30,8 @@ export interface TalentInfo {
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maxLevel: number;
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/** 每一级的加成数值,从第1级到最大级 */
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values: number[];
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/** 每一级的消耗数量,下标 0 表示升到 1 级 */
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/** 每一级的金币消耗数量,下标 0 表示升到 1 级 */
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costs: number[];
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/** 升级所需的单碎片类型 */
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fragmentType: TalentFragmentType;
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}
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export const TalentConfig = {
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@@ -66,41 +42,29 @@ export const TalentConfig = {
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{ maxLevel: 30, expPerLevel: 200 }
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],
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// 天赋碎片配置:不同天赋可共用同一种碎片,单个碎片最多映射 3 个天赋
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fragments: [
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{ id: TalentFragmentType.Power, name: "力量碎片", icon: "◆", talentIds: [TalentType.Attack, TalentType.Critical, TalentType.Puncture] },
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{ id: TalentFragmentType.Tempest, name: "风暴碎片", icon: "◇", talentIds: [TalentType.WindFury, TalentType.RefreshDiscount] },
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{ id: TalentFragmentType.Vitality, name: "生机碎片", icon: "●", talentIds: [TalentType.Hp, TalentType.DeadTrigger, TalentType.Summon] },
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{ id: TalentFragmentType.Frost, name: "寒霜碎片", icon: "○", talentIds: [TalentType.Freeze] },
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{ id: TalentFragmentType.Tactics, name: "谋略碎片", icon: "■", talentIds: [TalentType.BuyDiscount] },
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{ id: TalentFragmentType.Spirit, name: "灵契碎片", icon: "□", talentIds: [TalentType.SellBonus] },
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{ id: TalentFragmentType.Trade, name: "商贸碎片", icon: "▲", talentIds: [] },
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{ id: TalentFragmentType.Fate, name: "命运碎片", icon: "△", talentIds: [] }
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] as TalentFragmentInfo[],
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// 所有天赋定义(使用数组维护)
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talents: [
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{ id: TalentType.Attack, name: "攻击强化", icon: "⚔️", desc: "所有英雄 ATK +{value}%",
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maxLevel: 5, values: [3, 6, 9, 12, 15], costs: [1, 1, 2, 2, 3], fragmentType: TalentFragmentType.Power },
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{ id: TalentType.Hp, name: "生命强化", icon: "❤️", desc: "所有英雄 HP +{value}%",
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maxLevel: 5, values: [5, 10, 15, 20, 25], costs: [1, 1, 2, 2, 3], fragmentType: TalentFragmentType.Vitality },
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{ id: TalentType.Critical, name: "暴击强化", icon: "🔥", desc: "所有英雄暴击率 +{value}%",
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maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3], fragmentType: TalentFragmentType.Power },
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{ id: TalentType.WindFury, name: "风怒强化", icon: "⚡", desc: "所有英雄风怒率 +{value}%",
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maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3], fragmentType: TalentFragmentType.Tempest },
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{ id: TalentType.Freeze, name: "冰冻强化", icon: "❄️", desc: "所有英雄冰冻率 +{value}%",
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maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3], fragmentType: TalentFragmentType.Frost },
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{ id: TalentType.Puncture, name: "穿刺强化", icon: "🗡️", desc: "所有英雄穿刺 +{value}",
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maxLevel: 5, values: [0.2, 0.4, 0.6, 0.8, 1.0], costs: [1, 1, 2, 2, 3], fragmentType: TalentFragmentType.Power },
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{ id: TalentType.DeadTrigger, name: "亡语强化", icon: "🛡️", desc: "死亡触发技能额外触发次数+{value}次",
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maxLevel: 1, values: [1], costs: [25], fragmentType: TalentFragmentType.Vitality },
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{ id: TalentType.Summon, name: "召唤强化", icon: "🛡️", desc: "召唤触发技能额外触发次数+{value}次",
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maxLevel: 1, values: [1], costs: [25], fragmentType: TalentFragmentType.Vitality },
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{ id: TalentType.BuyDiscount, name: "采购优惠", icon: "🛒", desc: "购买英雄 -{value}金",
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maxLevel: 1, values: [1], costs: [10], fragmentType: TalentFragmentType.Tactics },
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{ id: TalentType.RefreshDiscount, name: "刷新优惠", icon: "🔄", desc: "刷新重抽 -{value}金",
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maxLevel: 1, values: [1], costs: [10], fragmentType: TalentFragmentType.Tempest },
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{ id: TalentType.SellBonus, name: "出售补贴", icon: "💰", desc: "出售英雄返还 +{value}金币",
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maxLevel: 1, values: [1], costs: [10], fragmentType: TalentFragmentType.Spirit }
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{ id: TalentType.Attack, name: "攻击", icon: "⚔️", desc: "+{value}%",
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maxLevel: 5, values: [3, 6, 9, 12, 15], costs: [1, 1, 2, 2, 3] },
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{ id: TalentType.Hp, name: "生命", icon: "❤️", desc: "+{value}%",
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maxLevel: 5, values: [5, 10, 15, 20, 25], costs: [1, 1, 2, 2, 3] },
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{ id: TalentType.Critical, name: "暴击率", icon: "🔥", desc: "+{value}%",
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maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3] },
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{ id: TalentType.WindFury, name: "风怒率", icon: "⚡", desc: "+{value}%",
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maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3] },
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{ id: TalentType.Freeze, name: "冰冻率", icon: "❄️", desc: "+{value}%",
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maxLevel: 5, values: [2, 4, 6, 8, 10], costs: [1, 1, 2, 2, 3] },
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{ id: TalentType.Puncture, name: "穿刺", icon: "🗡️", desc: "+{value}",
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maxLevel: 5, values: [0.2, 0.4, 0.6, 0.8, 1.0], costs: [1, 1, 2, 2, 3] },
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{ id: TalentType.DeadTrigger, name: "亡语额外触发", icon: "🛡️", desc: "+{value}次",
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maxLevel: 1, values: [1], costs: [25] },
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{ id: TalentType.Summon, name: "召唤额外触发", icon: "🛡️", desc: "+{value}次",
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maxLevel: 1, values: [1], costs: [25] },
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{ id: TalentType.BuyDiscount, name: "购买优惠", icon: "🛒", desc: "-{value}金币",
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maxLevel: 1, values: [1], costs: [10] },
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{ id: TalentType.RefreshDiscount, name: "刷新优惠", icon: "🔄", desc: "-{value}金币",
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maxLevel: 1, values: [1], costs: [10] },
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{ id: TalentType.SellBonus, name: "出售返还", icon: "💰", desc: "+{value}金币",
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maxLevel: 1, values: [1], costs: [10] }
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] as TalentInfo[]
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};
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@@ -24,7 +24,7 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
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import { mLogger } from "../common/Logger";
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import { smc } from "../common/SingletonModuleComp";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { TalentConfig, TalentFragmentInfo, TalentFragmentType, TalentInfo, TalentType } from "../common/config/TalentSet";
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import { TalentConfig, TalentInfo, TalentType } from "../common/config/TalentSet";
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const { ccclass, property } = _decorator;
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@@ -32,9 +32,9 @@ const { ccclass, property } = _decorator;
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* TalentsComp —— 天赋系统界面组件
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*
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* 职责:
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* 1. 展示玩家等级、当前经验、进度条、碎片库存。
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* 1. 展示玩家等级、当前经验、进度条、金币。
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* 2. 展示天赋列表及每个天赋的当前等级。
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* 3. 处理天赋升级点击事件,扣除碎片并保存。
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* 3. 处理天赋升级点击事件,扣除金币并保存。
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* 4. 处理重置天赋(看广告)功能。
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*/
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@ccclass('TalentsComp')
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@@ -53,7 +53,7 @@ export class TalentsComp extends CCComp {
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@property({ type: ProgressBar, tooltip: "经验进度条" })
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pb_exp: ProgressBar = null!;
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@property({ type: Label, tooltip: "当前碎片库存摘要文本" })
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@property({ type: Label, tooltip: "当前金币文本" })
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lbl_points: Label = null!;
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@property({ type: Node, tooltip: "天赋列表容器,用于动态添加天赋项" })
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@@ -96,12 +96,11 @@ export class TalentsComp extends CCComp {
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this.updateTalentList();
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}
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/** 更新玩家等级、经验、碎片信息 */
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/** 更新玩家等级、经验、金币信息 */
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private updatePlayerInfo() {
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const collection = smc.collection;
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let level = collection.player_level || 1;
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let exp = collection.player_exp || 0;
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const fragmentSummary = this.getFragmentSummaryText();
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// 限制最大等级
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if (level > this.MAX_PLAYER_LEVEL) {
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@@ -109,7 +108,7 @@ export class TalentsComp extends CCComp {
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}
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if (this.lbl_level) this.lbl_level.string = `Lv.${level}`;
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if (this.lbl_points) this.lbl_points.string = fragmentSummary;
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if (this.lbl_points) this.lbl_points.string = `金币: ${smc.vmdata.gold}`;
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// 计算当前等级升级所需经验
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let expRequired = this.getExpRequirement(level);
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@@ -175,18 +174,18 @@ export class TalentsComp extends CCComp {
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lblDesc.string = talentInfo.desc.replace('{value}', currentVal.toString());
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}
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if (lblLevel) lblLevel.string = `Lv.${currentLevel}`;
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if (lblLevel) lblLevel.string = `${currentLevel}/${talentInfo.maxLevel}`;
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let isMax = currentLevel >= talentInfo.maxLevel;
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const levelCost = isMax ? null : this.getLevelFragmentCost(talentInfo, currentLevel);
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const canUpgrade = !!levelCost && this.hasEnoughFragments(levelCost);
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let cost = isMax ? 0 : (talentInfo.costs[currentLevel] ?? 0);
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let canUpgrade = !isMax && smc.vmdata.gold >= cost;
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if (lblCost) {
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lblCost.string = isMax ? "已满级" : `消耗: ${this.buildFragmentCostText(levelCost!)}`;
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lblCost.string = isMax ? "已满级" : `${cost}`;
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}
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if (btnUpgrade) {
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btnUpgrade.interactable = !isMax && canUpgrade;
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btnUpgrade.interactable = canUpgrade;
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// 清除旧的监听,避免重复绑定
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btnUpgradeNode?.off(Button.EventType.CLICK);
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btnUpgradeNode?.on(Button.EventType.CLICK, () => {
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@@ -209,15 +208,11 @@ export class TalentsComp extends CCComp {
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return;
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}
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const levelCost = this.getLevelFragmentCost(talentInfo, currentLevel);
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if (!levelCost) {
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oops.gui.toast("天赋消耗配置异常");
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return;
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}
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const cost = talentInfo.costs[currentLevel] ?? 0;
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if (this.hasEnoughFragments(levelCost)) {
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// 1. 扣除单碎片消耗
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this.consumeFragments(levelCost);
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if (smc.vmdata.gold >= cost) {
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// 1. 扣除金币消耗
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smc.updateGold(-cost);
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// 2. 更新等级
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collection.talents[talentId] = currentLevel + 1;
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@@ -229,7 +224,7 @@ export class TalentsComp extends CCComp {
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oops.gui.toast("天赋升级成功");
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} else {
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oops.gui.toast("碎片不足或已满级");
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oops.gui.toast("金币不足");
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}
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}
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@@ -239,31 +234,26 @@ export class TalentsComp extends CCComp {
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this.watch_ad().then(success => {
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if (success) {
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const collection = smc.collection;
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// 计算已消耗碎片并返还
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const refundedFragments: Partial<Record<TalentFragmentType, number>> = {};
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// 计算已消耗金币并返还
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let refundedGold = 0;
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for (let id in collection.talents) {
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let talentId = Number(id) as TalentType;
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let level = collection.talents[talentId];
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let talentInfo = TalentConfig.talents.find(t => t.id === talentId);
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if (talentInfo) {
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for (let i = 0; i < level; i++) {
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const levelCost = this.getLevelFragmentCost(talentInfo, i);
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if (!levelCost) continue;
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refundedFragments[levelCost.type] = (refundedFragments[levelCost.type] || 0) + levelCost.amount;
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refundedGold += talentInfo.costs[i] ?? 0;
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}
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}
|
||||
}
|
||||
|
||||
// 重置天赋等级并返还碎片
|
||||
// 重置天赋等级并返还金币
|
||||
for (let k in collection.talents) {
|
||||
collection.talents[k as any as TalentType] = 0;
|
||||
}
|
||||
for (const fragmentType in refundedFragments) {
|
||||
const key = Number(fragmentType) as TalentFragmentType;
|
||||
const amount = refundedFragments[key] || 0;
|
||||
if (amount > 0) {
|
||||
collection.talent_fragments[key] += amount;
|
||||
}
|
||||
|
||||
if (refundedGold > 0) {
|
||||
smc.updateGold(refundedGold);
|
||||
}
|
||||
|
||||
// 同步到云端
|
||||
@@ -271,59 +261,13 @@ export class TalentsComp extends CCComp {
|
||||
|
||||
// 刷新界面
|
||||
this.refreshUI();
|
||||
oops.gui.toast("天赋已重置,碎片已返还");
|
||||
oops.gui.toast("天赋已重置,金币已返还");
|
||||
} else {
|
||||
oops.gui.toast("广告观看失败,无法重置");
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/** 获取升级到下一等级所需的单碎片消耗 */
|
||||
private getLevelFragmentCost(talentInfo: TalentInfo, currentLevel: number): { type: TalentFragmentType; amount: number } | null {
|
||||
if (talentInfo.fragmentType === undefined) {
|
||||
return null;
|
||||
}
|
||||
return {
|
||||
type: talentInfo.fragmentType,
|
||||
amount: talentInfo.costs[currentLevel] ?? 0
|
||||
};
|
||||
}
|
||||
|
||||
/** 判断当前库存是否满足一次升级 */
|
||||
private hasEnoughFragments(cost: { type: TalentFragmentType; amount: number }): boolean {
|
||||
const bag = smc.collection.talent_fragments;
|
||||
return bag[cost.type] >= cost.amount;
|
||||
}
|
||||
|
||||
/** 执行碎片扣除 */
|
||||
private consumeFragments(cost: { type: TalentFragmentType; amount: number }) {
|
||||
const bag = smc.collection.talent_fragments;
|
||||
bag[cost.type] = Math.max(0, bag[cost.type] - cost.amount);
|
||||
}
|
||||
|
||||
/** 生成单次升级消耗文案 */
|
||||
private buildFragmentCostText(cost: { type: TalentFragmentType; amount: number }): string {
|
||||
const info = this.getFragmentInfo(cost.type);
|
||||
const own = smc.collection.talent_fragments[cost.type];
|
||||
const fragmentName = info ? info.name : `碎片${cost.type}`;
|
||||
return `${fragmentName} ${own}/${cost.amount}`;
|
||||
}
|
||||
|
||||
/** 顶部碎片库存摘要 */
|
||||
private getFragmentSummaryText(): string {
|
||||
const bag = smc.collection.talent_fragments;
|
||||
const summary = TalentConfig.fragments
|
||||
.filter(fragment => bag[fragment.id] > 0)
|
||||
.map(fragment => `${fragment.name}:${bag[fragment.id]}`)
|
||||
.join(" ");
|
||||
return summary ? `碎片: ${summary}` : "碎片: 暂无";
|
||||
}
|
||||
|
||||
/** 按碎片类型查找碎片配置 */
|
||||
private getFragmentInfo(type: TalentFragmentType): TalentFragmentInfo | undefined {
|
||||
return TalentConfig.fragments.find(fragment => fragment.id === type);
|
||||
}
|
||||
|
||||
/** 模拟看广告回调,实际项目中需要替换为真实的广告SDK调用 */
|
||||
private watch_ad(): Promise<boolean> {
|
||||
return new Promise((resolve) => {
|
||||
|
||||
Reference in New Issue
Block a user