/** * @file EquipListComp.ts * @description 装备商店单个装备项组件(UI 视图层 + 购买逻辑) * * 职责: * 1. 渲染单个装备卡的显示信息(名称、等级、属性词条、图标)。 * 2. 处理购买点击 → 扣费 → 派发 UseSkillCard 事件触发装备生效。 * * 装备使用机制: * 与技能卡使用流程一致——购买后派发 GameEvent.UseSkillCard, * 由 MissSkillsComp 接收并创建 SkillBoxComp 实体, * SkillBoxComp 按 Field 类型被动驻场,属性加成由 FieldSkillHelper 全局聚合。 */ import { mLogger } from "../common/Logger"; import { _decorator, Node, Sprite, Label, NodeEventType } 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 { CardConfig, CardPoolList } from "../common/config/CardSet"; import { FieldSkillSet } from "../common/config/SkillSet"; import { oops } from "db://oops-framework/core/Oops"; import { GameEvent } from "../common/config/GameEvent"; import { smc } from "../common/SingletonModuleComp"; import { MissionEconomy } from "./MissionEconomy"; const { ccclass, property } = _decorator; /** * EquipListComp —— 装备商店单个装备项 * * 由 MissionCardComp.populateEquipments() 实例化。 * 以图标 + 名称 + 属性词条 + 购买按钮的形式呈现。 */ @ccclass('EquipListComp') @ecs.register('EquipListComp', false) export class EquipListComp extends CCComp { private debugMode: boolean = false; // ======================== 编辑器绑定节点 ======================== /** 装备图标节点 */ @property({ type: Node }) private icon_node: Node = null; /** 背景节点 */ @property({ type: Node }) private bg_node: Node = null; /** 装备名称 */ @property(Label) private name_label: Label = null; /** 属性词条 1 */ @property(Label) private fied1: Label = null; /** 属性词条 2 */ @property(Label) private fied2: Label = null; /** 属性词条 3 */ @property(Label) private fied3: Label = null; /** 等级标签 */ @property(Label) private level_label: Label = null; /** 购买按钮节点 */ @property({ type: Node }) private buy_node: Node = null; // ======================== 运行时状态 ======================== /** 当前装备的卡牌配置 */ private cardData: CardConfig | null = null; /** 是否已购买 */ private isPurchased: boolean = false; // ======================== 生命周期 ======================== onLoad() { this.buy_node?.on(NodeEventType.TOUCH_END, this.onBuyClick, this); } onDestroy() { super.onDestroy(); if (this.buy_node && this.buy_node.isValid) { this.buy_node.off(NodeEventType.TOUCH_END, this.onBuyClick, this); } } // ======================== 数据初始化 ======================== /** * 初始化装备卡数据并渲染 UI * * @param data 装备卡配置(必须为 trigger_type=Field 的装备卡) */ applyCardData(data: CardConfig): void { if (!data) return; this.cardData = data; this.isPurchased = false; this.updateUI(); } // ======================== UI 渲染 ======================== updateUI() { if (!this.cardData) return; const cardConfig = CardPoolList.find(c => c.uuid === this.cardData!.uuid); // 名称 if (this.name_label) { this.name_label.string = cardConfig?.name || ""; } // 等级标签(★ 表示卡牌等级) if (this.level_label) { const lv = this.cardData.card_lv ?? 1; this.level_label.string = lv >= 2 ? "★".repeat(lv - 1) : ""; } // 属性词条(最多显示 3 条,对应 fied1/fied2/fied3) const fieldLabels = [this.fied1, this.fied2, this.fied3]; const fields = this.cardData.field || []; for (let i = 0; i < fieldLabels.length; i++) { if (!fieldLabels[i]) continue; if (i < fields.length) { const fieldConfig = FieldSkillSet[fields[i]]; fieldLabels[i].string = fieldConfig?.info || ""; fieldLabels[i].node.active = true; } else { fieldLabels[i].string = ""; fieldLabels[i].node.active = false; } } // 图标(取第一个 field 词条的图标) if (this.icon_node && fields.length > 0) { const iconId = FieldSkillSet[fields[0]]?.icon || ""; this.updateIcon(this.icon_node, iconId); } // 购买按钮费用显示 if (this.buy_node) { this.buy_node.active = true; const costLabel = this.buy_node.getChildByName("num")?.getComponent(Label) || this.buy_node.getComponentInChildren(Label); if (costLabel) { costLabel.string = `${this.cardData.cost ?? 0}`; } } } /** 更新图标精灵 */ private updateIcon(node: Node, iconId: string) { if (!node || !iconId) return; const sprite = node.getComponent(Sprite) || node.getComponentInChildren(Sprite); if (!sprite) return; if (smc.uiconsAtlas) { const frame = smc.uiconsAtlas.getSpriteFrame(iconId); sprite.spriteFrame = frame || null; } } // ======================== 购买逻辑 ======================== /** * 购买点击处理: * 1. 扣除金币(失败则提示并中止)。 * 2. 派发 UseSkillCard 事件,触发与技能卡相同的生效流程。 * 3. 标记已购买,隐藏购买按钮。 * * 装备生效链路: * UseSkillCard → MissSkillsComp.addSkill() → SBox ECS 实体 → SkillBoxComp(Field 类型) * → FieldSkillHelper.getFieldSkillTotalValue() 全局聚合属性加成 */ private onBuyClick() { if (!this.cardData || this.isPurchased) return; oops.audio.playEffect("music/button"); // 扣费 const cost = this.cardData.cost ?? 0; const success = MissionEconomy.spendCoin(cost); if (!success) { oops.message.dispatchEvent(GameEvent.ShowSmallTip, "buy_coin"); mLogger.log(this.debugMode, "EquipListComp", "purchase failed: not enough coin", { uuid: this.cardData.uuid, cost }); return; } // 派发 UseSkillCard,装备生效流程与技能卡一致 oops.message.dispatchEvent(GameEvent.UseSkillCard, this.cardData); // 标记已购买 this.isPurchased = true; if (this.buy_node) { this.buy_node.active = false; } mLogger.log(this.debugMode, "EquipListComp", "equipment purchased", { uuid: this.cardData.uuid, cost }); } /** 标记为已购买状态(用于跨波次保持购买记录) */ setPurchased(): void { this.isPurchased = true; if (this.buy_node) { this.buy_node.active = false; } } /** ECS 组件移除时销毁节点 */ reset() { if (this.node && this.node.isValid) { this.node.destroy(); } } }