/** * @file TalentsComp.ts * @description 战斗结算弹窗组件(UI 视图层) * * 职责: * 1. 在战斗结束时弹出,展示结算信息(得分、奖励)。 * 2. 根据传入参数判断是否可复活,切换"下一步"或"复活"按钮。 * 3. 计算单局总分并存储到 smc.vmdata.scores.score。 * 4. 提供"重新开始"和"退出"两个操作入口。 * * 关键设计: * - onAdded(args) 接收战斗结果参数(Talents / rewards / game_data / can_revive)。 * - calculateTotalScore() 根据 ScoreWeights 配置加权计算各项得分。 * - restart() 和 Talents_end() 通过分发 MissionEnd / MissionStart 事件驱动游戏状态切换。 * * 依赖: * - smc.vmdata.scores —— 全局战斗统计数据 * - ScoreWeights(ScoreSet)—— 得分权重配置 * - GameEvent.MissionEnd / MissionStart —— 游戏生命周期事件 */ import { _decorator, Node, Label, Button, ProgressBar, instantiate, Prefab } 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 { mLogger } from "../common/Logger"; import { smc } from "../common/SingletonModuleComp"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; const { ccclass, property } = _decorator; /** * 天赋系统配置数据 */ export const TalentConfig = { // 升级所需经验配置 expRequirements: [ { maxLevel: 10, expPerLevel: 100 }, { maxLevel: 20, expPerLevel: 150 }, { maxLevel: 30, expPerLevel: 200 } ], // 天赋升级消耗点数 costPerLevel: [1, 1, 2, 2, 3], // 第1到第5级消耗 // 天赋列表 talents: [ { id: 1, name: "攻击强化", desc: "所有英雄 ATK +3%", maxLevel: 5 }, { id: 2, name: "生命强化", desc: "所有英雄 HP +5%", maxLevel: 5 }, { id: 3, name: "暴击强化", desc: "所有英雄暴击率 +2%", maxLevel: 5 }, { id: 4, name: "风怒强化", desc: "所有英雄风怒率 +2%", maxLevel: 5 }, { id: 5, name: "冰冻强化", desc: "所有英雄冰冻率 +2%", maxLevel: 5 }, { id: 6, name: "穿刺强化", desc: "所有英雄穿刺 +0.2", maxLevel: 5 }, { id: 7, name: "护盾强化", desc: "所有护盾效果 +5%", maxLevel: 5 }, { id: 8, name: "采购优惠", desc: "购买英雄 -1金", maxLevel: 5 }, { id: 9, name: "刷新优惠", desc: "刷新重抽 -0.5金", maxLevel: 5 }, { id: 10, name: "出售补贴", desc: "出售英雄返还 +10%金币", maxLevel: 5 } ] }; /** * TalentsComp —— 天赋系统界面组件 * * 职责: * 1. 展示玩家等级、当前经验、进度条、可用天赋点。 * 2. 展示天赋列表及每个天赋的当前等级。 * 3. 处理天赋升级点击事件,扣除天赋点并保存。 * 4. 处理重置天赋(看广告)功能。 */ @ccclass('TalentsComp') @ecs.register('Talents', false) export class TalentsComp extends CCComp { @property({ type: Node, tooltip: "标题节点" }) title_node: Node = null!; @property({ type: Label, tooltip: "玩家等级文本,例如 'Lv.12'" }) lbl_level: Label = null!; @property({ type: Label, tooltip: "经验文本,例如 '150/200'" }) lbl_exp: Label = null!; @property({ type: ProgressBar, tooltip: "经验进度条" }) pb_exp: ProgressBar = null!; @property({ type: Label, tooltip: "当前可用天赋点数文本,例如 '4/30'" }) lbl_points: Label = null!; @property({ type: Node, tooltip: "天赋列表容器,用于动态添加天赋项" }) talents_content: Node = null!; @property({ type: Prefab, tooltip: "天赋项预制体\n预制体结构要求:\n- 根节点\n - lbl_name (Label): 天赋名称\n - lbl_desc (Label): 天赋描述\n - lbl_level (Label): 当前等级\n - lbl_cost (Label): 升级消耗\n - btn_upgrade (Button): 升级按钮\n - pb_level (ProgressBar或一组节点): 等级进度展示(可选)" }) prefab_talent_item: Prefab = null!; @property({ type: Button, tooltip: "看广告重置天赋按钮" }) btn_reset: Button = null!; @property({ type: Button, tooltip: "返回按钮" }) btn_close: Button = null!; /** 调试日志开关 */ debugMode: boolean = false; /** 最大玩家等级 */ private readonly MAX_PLAYER_LEVEL = 30; protected onLoad(): void { // 绑定按钮事件 if (this.btn_reset) { this.btn_reset.node.on(Button.EventType.CLICK, this.onResetClicked, this); } if (this.btn_close) { this.btn_close.node.on(Button.EventType.CLICK, this.onCloseClicked, this); } } onAdded(args: any) { this.refreshUI(); } /** 刷新整体界面 */ private refreshUI() { this.updatePlayerInfo(); this.updateTalentList(); } /** 更新玩家等级、经验、天赋点信息 */ private updatePlayerInfo() { const collection = smc.vmdata.collection; let level = collection.player_level || 1; let exp = collection.player_exp || 0; let points = collection.talent_points || 0; // 限制最大等级 if (level > this.MAX_PLAYER_LEVEL) { level = this.MAX_PLAYER_LEVEL; } if (this.lbl_level) this.lbl_level.string = `Lv.${level}`; if (this.lbl_points) this.lbl_points.string = `天赋点: ${points}/${this.MAX_PLAYER_LEVEL}`; // 计算当前等级升级所需经验 let expRequired = this.getExpRequirement(level); if (level >= this.MAX_PLAYER_LEVEL) { if (this.lbl_exp) this.lbl_exp.string = "已满级"; if (this.pb_exp) this.pb_exp.progress = 1; } else { if (this.lbl_exp) this.lbl_exp.string = `${exp}/${expRequired}`; if (this.pb_exp) this.pb_exp.progress = exp / expRequired; } } /** 获取对应等级的升级所需经验 */ private getExpRequirement(level: number): number { for (let config of TalentConfig.expRequirements) { if (level <= config.maxLevel) { return config.expPerLevel; } } return TalentConfig.expRequirements[TalentConfig.expRequirements.length - 1].expPerLevel; } /** 动态生成或更新天赋列表 */ private updateTalentList() { if (!this.talents_content || !this.prefab_talent_item) return; const collection = smc.vmdata.collection; if (!collection.talents) collection.talents = {}; // 如果内容为空,则实例化预制体 if (this.talents_content.children.length === 0) { TalentConfig.talents.forEach(talentInfo => { let itemNode = instantiate(this.prefab_talent_item); this.talents_content.addChild(itemNode); this.updateTalentItem(itemNode, talentInfo, collection.talents[talentInfo.id] || 0); }); } else { // 否则直接更新现有节点 TalentConfig.talents.forEach((talentInfo, index) => { let itemNode = this.talents_content.children[index]; if (itemNode) { this.updateTalentItem(itemNode, talentInfo, collection.talents[talentInfo.id] || 0); } }); } } /** 更新单个天赋项的显示 */ private updateTalentItem(itemNode: Node, talentInfo: any, currentLevel: number) { let lblName = itemNode.getChildByName("lbl_name")?.getComponent(Label); let lblDesc = itemNode.getChildByName("lbl_desc")?.getComponent(Label); let lblLevel = itemNode.getChildByName("lbl_level")?.getComponent(Label); let lblCost = itemNode.getChildByName("lbl_cost")?.getComponent(Label); let btnUpgradeNode = itemNode.getChildByName("btn_upgrade"); let btnUpgrade = btnUpgradeNode?.getComponent(Button); if (lblName) lblName.string = talentInfo.name; if (lblDesc) lblDesc.string = talentInfo.desc; if (lblLevel) lblLevel.string = `Lv.${currentLevel}`; let isMax = currentLevel >= talentInfo.maxLevel; let cost = isMax ? 0 : TalentConfig.costPerLevel[currentLevel]; let points = smc.vmdata.collection.talent_points || 0; if (lblCost) { lblCost.string = isMax ? "已满级" : `消耗: ${cost}点`; } if (btnUpgrade) { btnUpgrade.interactable = !isMax && points >= cost; // 清除旧的监听,避免重复绑定 btnUpgradeNode?.off(Button.EventType.CLICK); btnUpgradeNode?.on(Button.EventType.CLICK, () => { this.onUpgradeClicked(talentInfo.id, currentLevel, cost); }, this); } } /** 点击升级按钮 */ private onUpgradeClicked(talentId: number, currentLevel: number, cost: number) { const collection = smc.vmdata.collection; let points = collection.talent_points || 0; if (points >= cost && currentLevel < 5) { // 扣除天赋点 collection.talent_points -= cost; // 增加天赋等级 collection.talents[talentId] = currentLevel + 1; // 同步到云端 smc.updateCloudData(); // 刷新界面 this.refreshUI(); oops.gui.toast("天赋升级成功"); } else { oops.gui.toast("天赋点不足或已满级"); } } /** 点击重置按钮 */ private onResetClicked() { // 看广告回调(预留) this.watch_ad().then(success => { if (success) { const collection = smc.vmdata.collection; // 计算已消耗的天赋点总和 let refundedPoints = 0; for (let id in collection.talents) { let level = collection.talents[id]; for (let i = 0; i < level; i++) { refundedPoints += TalentConfig.costPerLevel[i]; } } // 重置天赋等级并返还点数 collection.talents = {}; collection.talent_points += refundedPoints; // 限制不超过最大点数(30) if (collection.talent_points > this.MAX_PLAYER_LEVEL) { collection.talent_points = this.MAX_PLAYER_LEVEL; } // 同步到云端 smc.updateCloudData(); // 刷新界面 this.refreshUI(); oops.gui.toast("天赋已重置,点数已返还"); } else { oops.gui.toast("广告观看失败,无法重置"); } }); } /** 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 { return new Promise((resolve) => { // 模拟广告播放延迟 setTimeout(() => { resolve(true); }, 500); }); } /** 点击返回按钮 */ private onCloseClicked() { oops.gui.removeByNode(this.node); // } protected onDestroy(): void { mLogger.log(this.debugMode, 'TalentsComp', "释放界面"); } /** ECS 组件移除时销毁节点 */ reset() { this.node.destroy(); } }