import { _decorator, Label, Node, tween, Vec3, Color, Sprite, Tween } from "cc"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { GameEvent } from "../common/config/GameEvent"; import { smc } from "../common/SingletonModuleComp"; import { CardType, FightSet } from "../common/config/GameSet"; import { getCardOptions, ICardInfo } from "../common/config/CardSet"; const { ccclass, property } = _decorator; interface ICardEvent { type?: CardType; level?: number; } /** 视图层对象 */ @ccclass('MissionCardComp') @ecs.register('MissionCard', false) export class MissionCardComp extends CCComp { /** 视图层逻辑代码分离演示 */ @property(Node) card1:Node = null! @property(Node) card2:Node = null! @property(Node) card3:Node = null! @property(Node) card4:Node = null! @property(Node) btnClose: Node = null! @property(Node) Lock: Node = null! @property(Node) unLock: Node = null! @property(Node) noStop: Node = null! card1_data: ICardInfo = null! card2_data: ICardInfo = null! card3_data: ICardInfo = null! card4_data: ICardInfo = null! // 当前卡片类型 (用于特殊获取模式) curCardType: CardType | null = null; // 是否处于锁定状态 private isLocked: boolean = true; // 是否永久解锁(本局) private isAdUnlocked: boolean = false; onLoad() { if (this.btnClose) { this.btnClose.on(Node.EventType.TOUCH_END, this.onGiveUp, this); } oops.message.on(GameEvent.TalentSelect, this.onTalentSelect, this); oops.message.on(GameEvent.HeroSkillSelect, this.onHeroSkillSelect, this); oops.message.on(GameEvent.ShopOpen, this.onShopOpen, this); oops.message.on(GameEvent.MissionStart, this.onMissionStart, this); oops.message.on(GameEvent.MissionEnd, this.onMissionEnd, this); oops.message.on(GameEvent.ToCallFriend, this.onCallFriend, this); oops.message.on(GameEvent.CanUpdateLv, this.onLevelUp, this); } onDestroy() { if (this.btnClose) { this.btnClose.off(Node.EventType.TOUCH_END, this.onGiveUp, this); } oops.message.off(GameEvent.TalentSelect, this.onTalentSelect, this); oops.message.off(GameEvent.HeroSkillSelect, this.onHeroSkillSelect, this); oops.message.off(GameEvent.ShopOpen, this.onShopOpen, this); oops.message.off(GameEvent.MissionStart, this.onMissionStart, this); oops.message.off(GameEvent.MissionEnd, this.onMissionEnd, this); oops.message.off(GameEvent.ToCallFriend, this.onCallFriend, this); oops.message.off(GameEvent.CanUpdateLv, this.onLevelUp, this); this.ent.destroy(); } init(){ this.onMissionStart(); } /** 游戏开始初始化 */ onMissionStart() { this.isLocked = true; this.isAdUnlocked = false; this.noStop.active = false; if (this.Lock) this.Lock.active = false; // 初始不显示,等待 showCardType if(this.unLock) this.unLock.active=false this.eventQueue = []; } /** 游戏结束清理 */ onMissionEnd() { this.eventQueue = []; this.node.active = false; this.hasSelected = false; // 停止所有卡片动画 const cards = [this.card1, this.card2, this.card3, this.card4]; cards.forEach(card => { if (card) { Tween.stopAllByTarget(card); const selected = card.getChildByName("selected"); if (selected) Tween.stopAllByTarget(selected); } }); } start() { // 初始隐藏或显示逻辑 this.node.active = false; this.resetCardStates(); } private resetCardStates() { const cards = [this.card1, this.card2, this.card3, this.card4]; cards.forEach(card => { if (card) { const selected = card.getChildByName("selected"); if (selected) selected.active = false; // 恢复缩放和颜色 card.setScale(1, 1, 1); const sprite = card.getComponent(Sprite); if (sprite) sprite.color = new Color(255, 255, 255); } }); } // 是否已经选择了天赋 private hasSelected: boolean = false; // 事件队列 private eventQueue: ICardEvent[] = []; private onShopOpen(event: string, args: any) { this.eventQueue.push({ type: CardType.Potion }); this.checkQueue(); } private onTalentSelect(event: string, args: any) { this.eventQueue.push({ type: CardType.Talent }); this.checkQueue(); } private onHeroSkillSelect(event: string, args: any) { this.eventQueue.push({ type: CardType.Skill }); this.checkQueue(); } private onCallFriend(event: string, args: any) { this.eventQueue.push({ type: CardType.Partner }); this.checkQueue(); } private onLevelUp(event: string, args: any) { // args.lv 是当前等级 this.eventQueue.push({ level: args.lv }); this.checkQueue(); } private checkQueue() { if (this.node.active) return; if (this.eventQueue.length === 0) return; const event = this.eventQueue.shift(); if (event) { if (event.type !== undefined) { this.showCardType(event.type); } else if (event.level !== undefined) { this.showLevelCards(event.level); } } } /** * 显示指定类型的卡牌(特殊获取模式) */ private showCardType(type: CardType) { this.curCardType = type; // 获取当前英雄等级作为参考,或者默认1级 const level = smc.vmdata.hero.lv || 1; this.fetchCards(level, type); this.openUI(); } /** * 显示等级对应的卡牌(正常升级模式) */ private showLevelCards(level: number) { if(smc.vmdata.gold < smc.vmdata.chou_gold){ oops.gui.toast("金币不足") return } smc.vmdata.gold -= smc.vmdata.chou_gold this.curCardType = null; // 混合模式,无单一类型 this.fetchCards(level); this.openUI(); } private do_hero_lv_up(){ if(smc.vmdata.gold < smc.vmdata.lvup_gold){ oops.gui.toast("金币不足") return } smc.vmdata.hero.lv++ smc.vmdata.gold -= smc.vmdata.lvup_gold smc.vmdata.lvup_gold += FightSet.LVUP_GOLD_UP*smc.vmdata.hero.lv oops.gui.toast("升级成功") oops.message.dispatchEvent(GameEvent.HeroLvUp,{lv:smc.vmdata.hero.lv}) } private openUI() { this.node.active = true; this.hasSelected = false; // 根据锁定状态显示 Lock 节点 (仅在特殊模式下可能需要锁定?或者统一逻辑) // 原逻辑:Lock.active = this.isLocked if (this.Lock) { this.Lock.active = this.isLocked; } // 显示 noStop 节点 if (this.noStop) { this.noStop.active = true; this.checkNoStop() } // 如果没有开启 noStop,则暂停怪物行动 if (!smc.data.noStop) { smc.mission.stop_mon_action = true; } this.resetCardStates(); this.playShowAnimation(); } checkNoStop(){ this.noStop.getChildByName("no").active=!smc.data.noStop // 更新暂停状态 if (this.node.active) { smc.mission.stop_mon_action = !smc.data.noStop; } } switchNoStop(){ smc.data.noStop=!smc.data.noStop this.checkNoStop() } private playShowAnimation() { const cards = [this.card1, this.card2, this.card3, this.card4]; cards.forEach((card, index) => { if (card) { card.setScale(Vec3.ZERO); tween(card) .delay(index * 0.1) .to(0.4, { scale: new Vec3(1, 1, 1) }, { easing: 'backOut' }) .start(); } }); } /** * 专门的获取卡牌方法 * @param level 等级 * @param forcedType 强制类型 (可选) */ fetchCards(level: number, forcedType?: CardType){ // 使用 CardSet 的 getCardOptions 获取卡牌 // 这里我们要获取 4 张卡牌 const options = getCardOptions(level, 4, [], forcedType); // 更新卡片数据 if (options.length > 0) this.updateCardData(1, options[0]); if (options.length > 1) this.updateCardData(2, options[1]); if (options.length > 2) this.updateCardData(3, options[2]); if (options.length > 3) this.updateCardData(4, options[3]); // 如果获取不足4张,隐藏多余的卡片节点 (UI可能需要处理空数据) if (options.length < 4 && this.card4) this.card4.active = false; if (options.length < 3 && this.card3) this.card3.active = false; if (options.length < 2 && this.card2) this.card2.active = false; if (options.length < 1 && this.card1) this.card1.active = false; } updateCardInfo(card:Node, data: ICardInfo){ if(!card) return card.active = true; // 隐藏选中状态 const selected = card.getChildByName("selected"); if(selected) selected.active = false; let name = card.getChildByName("name") if(name){ name.getComponent(Label)!.string = data.name } let info = card.getChildByName("info")?.getChildByName("Label") if(info){ // ICardInfo 已经标准化了 desc,直接使用 info.getComponent(Label)!.string = data.desc || ""; } } updateCardData(index: number, data: ICardInfo) { // 使用动态属性访问 (this as any)[`card${index}_data`] = data; this.updateCardInfo((this as any)[`card${index}`], data); } selectCard(e: any, index: string) { console.log("selectCard", index) let _index = parseInt(index); // 如果已经选择过,则不再处理 if (this.hasSelected) return; // 动态获取数据和节点 let selectedData: ICardInfo = (this as any)[`card${_index}_data`]; let selectedCardNode: Node | null = (this as any)[`card${_index}`]; if (selectedData && selectedCardNode) { this.hasSelected = true; console.log("选择卡片:", selectedData.name, "类型:", selectedData.type); // 未选中的卡片缩小 const cards = [this.card1, this.card2, this.card3, this.card4]; cards.forEach(card => { if (card && card !== selectedCardNode) { tween(card).to(0.2, { scale: Vec3.ZERO }).start(); } }); // 显示当前选中的 selected 节点 const selected = selectedCardNode.getChildByName("selected"); if(selected) { selected.active = true; selected.setScale(Vec3.ZERO); tween(selected).to(0.2, { scale: new Vec3(1, 1, 1) }, { easing: 'backOut' }).start(); } // 选中卡片动效后触发逻辑 tween(selectedCardNode) .to(0.1, { scale: new Vec3(1.1, 1.1, 1.1) }) .to(0.1, { scale: new Vec3(1, 1, 1) }) .delay(0.5) .call(() => { // 根据类型发送不同事件 switch (selectedData.type) { case CardType.Talent: smc.addTalentRecord(selectedData.uuid); oops.message.dispatchEvent(GameEvent.UseTalentCard, selectedData.uuid); break; case CardType.Skill: smc.addSkillRecord(selectedData.uuid); oops.message.dispatchEvent(GameEvent.UseSkillCard, selectedData.uuid); break; case CardType.Partner: oops.message.dispatchEvent(GameEvent.CallFriend, { uuid: selectedData.uuid }); break; case CardType.Potion: // Potion 在 CardSet 中也是 uuid oops.message.dispatchEvent(GameEvent.UseItemCard, selectedData.uuid); break; case CardType.Attr: oops.message.dispatchEvent(GameEvent.UseAttrCard, selectedData.uuid); break; } this.close(); }) .start(); } } /** 看广告关闭 Lock */ watchAdCloseLock() { // TODO: 此处接入 IAA 广告 SDK console.log("播放激励视频广告..."); // 模拟广告播放成功回调 this.isLocked = false; this.isAdUnlocked = true; if (this.Lock) { this.Lock.active = false; oops.gui.toast("解锁成功"); } this.closeUnLock(); } coinCloseLock(){ let cost = smc.vmdata.mission_data.unlockCoin; if (smc.vmdata.gold >= cost) { // 扣除金币 if (smc.updateGold(-cost)) { this.isLocked = false; if (this.Lock) { this.Lock.active = false; } oops.gui.toast("解锁成功"); this.closeUnLock(); } else { oops.gui.toast("交易失败"); } } else { oops.gui.toast("金币不足"); } } showUnLock(){ if (this.unLock) { this.unLock.active = true; this.unLock.setScale(Vec3.ZERO); tween(this.unLock) .to(0.2, { scale: new Vec3(1, 1, 1) }, { easing: 'backOut' }) .start(); } } closeUnLock(){ if (this.unLock && this.unLock.active) { tween(this.unLock) .to(0.2, { scale: Vec3.ZERO }, { easing: 'backIn' }) .call(() => { this.unLock.active = false; }) .start(); } } /** 放弃选择 */ onGiveUp() { if (this.hasSelected) return; this.hasSelected = true; // 隐藏关闭按钮 if (this.btnClose) { this.btnClose.active = false; } const cards = [this.card1, this.card2, this.card3, this.card4]; let delayTime = 0.2; cards.forEach(card => { if (card && card.active) { tween(card).to(delayTime, { scale: Vec3.ZERO }).start(); } }); // 动画结束后关闭 this.scheduleOnce(() => { this.close(); }, delayTime); } /** * 关闭界面 */ close() { this.node.active = false; // 恢复游戏运行状态(取消暂停) smc.mission.stop_mon_action = false; // 关闭时隐藏按钮,避免下次打开其他类型时闪烁 if (this.btnClose) { this.btnClose.active = false; } // 关闭时隐藏 Lock 节点 if (this.Lock) { this.Lock.active = false; } // 关闭时隐藏 noStop 节点 if (this.noStop) { this.noStop.active = false; } // 恢复锁定状态(如果没有永久解锁) if (!this.isAdUnlocked) { this.isLocked = true; } this.checkQueue(); } /** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */ reset() { this.node.destroy(); } }