import { _decorator, instantiate, Label ,Prefab,Node} 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 { smc } from "../common/SingletonModuleComp"; import { GameEvent } from "../common/config/GameEvent"; import { it } from "node:test"; import { HeroAttrsComp } from "../hero/HeroAttrsComp"; import { HeroViewComp } from "../hero/HeroViewComp"; import { FacSet } from "../common/config/GameSet"; import { Attrs } from "../common/config/HeroAttrs"; import { ScoreWeights } from "../common/config/ScoreSet"; const { ccclass, property } = _decorator; /** 视图层对象 */ @ccclass('VictoryComp') @ecs.register('Victory', false) export class VictoryComp extends CCComp { reward_lv:number=1 reward_num:number=2 rewards:any[]=[] game_data:any={ exp:0, gold:0, diamond:0 } // 复活相关配置 private canRevive: boolean = false; // 是否可以复活(由MissionComp传入) // private reviveCount: number = 0; // 已复活次数 - 移交 MissionComp 管理 /** 视图层逻辑代码分离演示 */ protected onLoad(): void { this.node.getChildByName("loading").active=false // this.canRevive = true; // this.reviveCount = 0; } onAdded(args: any) { this.node.getChildByName("loading").active=false console.log("[VictoryComp] onAdded",args) if(args.game_data){ this.game_data=args.game_data } // 接收复活参数 if (args.can_revive !== undefined) { this.canRevive = args.can_revive; } else { this.canRevive = false; // 默认不可复活 } this.node.getChildByName("btns").getChildByName("next").active=!args.can_revive this.node.getChildByName("btns").getChildByName("alive").active=args.can_revive // 只有在不能复活(彻底结算)时才计算总分 if (!this.canRevive) { this.calculateTotalScore(); } } /** * 计算单局总分并更新到 smc.scores.score */ private calculateTotalScore() { const s = smc.vmdata.scores; let totalScore = 0; // 1. 战斗行为分 totalScore += s.crt_count * ScoreWeights.CRT_KILL; totalScore += s.wf_count * ScoreWeights.WF_TRIGGER; totalScore += s.dod_count * ScoreWeights.DODGE_SUCCESS; totalScore += s.back_count * ScoreWeights.BACK_SUCCESS; totalScore += s.stun_count * ScoreWeights.STUN_SUCCESS; totalScore += s.freeze_count * ScoreWeights.FREEZE_SUCCESS; // 2. 伤害转化分 totalScore += s.total_dmg * ScoreWeights.DMG_FACTOR; totalScore += s.avg_dmg * ScoreWeights.AVG_DMG_FACTOR; totalScore += s.thorns_dmg * ScoreWeights.THORNS_DMG_FACTOR; totalScore += s.crit_dmg_total * ScoreWeights.CRIT_DMG_FACTOR; // 3. 击杀得分 totalScore += s.melee_kill_count * ScoreWeights.KILL_MELEE; totalScore += s.remote_kill_count * ScoreWeights.KILL_REMOTE; totalScore += s.elite_kill_count * ScoreWeights.KILL_ELITE; totalScore += s.boss_kill_count * ScoreWeights.KILL_BOSS; // 4. 生存得分 totalScore += s.heal_total * ScoreWeights.HEAL_FACTOR; totalScore += s.lifesteal_total * ScoreWeights.LIFESTEAL_FACTOR; // 5. 资源得分 totalScore += s.exp_total * ScoreWeights.EXP_FACTOR; totalScore += s.gold_total * ScoreWeights.GOLD_FACTOR; // 更新总分(向下取整) s.score = Math.floor(totalScore); console.log(`[VictoryComp] 结算总分: ${s.score}`); } victory_end(){ this.clear_data() oops.message.dispatchEvent(GameEvent.MissionEnd) oops.gui.removeByNode(this.node) } clear_data(){ smc.mission.pause=false } //看广告双倍 watch_ad(){ return true } double_reward(){ // console.log("[VictoryComp]double_reward",smc.items,this.rewards) } /** 看广告复活 */ watch_ad_revive() { if (!this.canRevive) { console.log("已经复活过,无法再次复活"); return; } // TODO: 接入广告SDK,这里先模拟广告播放成功回调 this.onAdReviveSuccess(); } /** 广告复活成功回调 */ private onAdReviveSuccess() { console.log("[VictoryComp] 广告复活成功"); // 1. 标记已复活 // this.reviveCount++; this.canRevive = false; // 2. 执行复活逻辑 this.doReviveHero(); // 2.1 通知 MissionComp 扣除次数 oops.message.dispatchEvent(GameEvent.ReviveSuccess); // 3. 恢复游戏状态 // smc.mission.play = true; smc.mission.pause = false; // 4. 关闭结算界面 oops.gui.removeByNode(this.node); } /** 执行英雄复活逻辑 */ private doReviveHero() { // 查找所有英雄实体并复活 const heroes = ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)); let hasRevived = false; heroes.forEach(e => { const attrs = e.get(HeroAttrsComp); const view = e.get(HeroViewComp); if (attrs.fac === FacSet.HERO && attrs.is_dead) { // 重置属性 attrs.is_dead = false; attrs.hp = attrs.Attrs[Attrs.HP_MAX]; // 满血复活 attrs.mp = attrs.Attrs[Attrs.MP_MAX]; attrs.is_reviving = false; // 视图层复活 if (view) { view.alive(); } hasRevived = true; console.log(`[VictoryComp] 复活英雄: ${attrs.hero_name}`); } }); if (hasRevived) { // 发送复活事件(如果有需要) // oops.message.dispatchEvent(GameEvent.HeroRevived); } else { console.warn("[VictoryComp] 未找到可复活的英雄实体"); } } restart(){ this.clear_data() // 确保游戏结束事件被触发,以便重置状态 oops.message.dispatchEvent(GameEvent.MissionEnd) this.node.getChildByName("loading").active=true this.scheduleOnce(()=>{ oops.message.dispatchEvent(GameEvent.MissionStart) this.node.getChildByName("loading").active=false oops.gui.removeByNode(this.node) },0.5) } item_show(e:any,val:any){ // console.log("item_show",val) } protected onDestroy(): void { // console.log("释放胜利界面"); } /** 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() } }