更新 MissionComp.ts 中的注释说明,明确boss死亡动画后的奖励处理流程 简化 notify.prefab 结构,移除不必要的子节点和组件 更新 slist.prefab 中的资源引用
283 lines
9.3 KiB
TypeScript
283 lines
9.3 KiB
TypeScript
import { _decorator, Vec3,Animation, instantiate, Prefab, Node, ProgressBar } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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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 { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { getLevelExp, getMonsterExp, MonsterCost, MonType } from "./RogueConfig";
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import { GameEvent } from "../common/config/GameEvent";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { UIID } from "../common/config/GameUIConfig";
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import { SkillView } from "../skill/SkillView";
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import { FightSet, getLevelRewardType, CardType } from "../common/config/GameSet";
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const { ccclass, property } = _decorator;
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//@todo 需要关注 当boss死亡的时候的动画播放完成后,需要触发事件,通知 MissionComp 进行奖励处理
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/** 视图层对象 */
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@ccclass('MissionComp')
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@ecs.register('MissionComp', false)
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export class MissionComp extends CCComp {
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// VictoryComp:any = null;
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// reward:number = 0;
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// reward_num:number = 0;
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/** 剩余复活次数 */
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revive_times: number = 1;
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rewards:any[]=[]
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game_data:any={
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exp:0,
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gold:0,
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diamond:0
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}
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onLoad(){
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this.on(GameEvent.MissionStart,this.mission_start,this)
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this.on(GameEvent.MonDead,this.do_mon_dead,this)
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this.on(GameEvent.HeroDead,this.do_hero_dead,this)
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// this.on(GameEvent.FightEnd,this.fight_end,this)
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this.on(GameEvent.MissionEnd,this.mission_end,this)
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this.on(GameEvent.DO_AD_BACK,this.do_ad,this)
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this.on(GameEvent.CanUpdateLv,this.onLevelUp,this)
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this.on(GameEvent.ReviveSuccess, this.onReviveSuccess, this)
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}
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protected update(dt: number): void {
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if(!smc.mission.play) return
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if(smc.mission.pause) return
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if(smc.mission.in_fight){
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smc.vmdata.mission_data.fight_time+=dt
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smc.vmdata.mission_data.time-=dt
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}
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}
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// 升级奖励触发
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onLevelUp(event: string, args: any) {
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console.log(`[MissionComp] 英雄升级到 ${args.lv} 级!`);
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this.call_cards(args.lv)
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// 获取当前等级对应的奖励类型
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// 触发奖励选择界面 (暂时留空)
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// this.showLevelUpReward();
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}
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call_cards(lv:number){
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const rewardType = getLevelRewardType(lv);
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console.log(`[MissionComp] 触发奖励选择, 类型: ${rewardType}`);
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// 根据类型发送对应的事件
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switch (rewardType) {
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case CardType.Talent:
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oops.message.dispatchEvent(GameEvent.TalentSelect);
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break;
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case CardType.Skill:
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oops.message.dispatchEvent(GameEvent.HeroSkillSelect);
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break;
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case CardType.Partner:
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oops.message.dispatchEvent(GameEvent.ToCallFriend);
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break;
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case CardType.Potion:
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oops.message.dispatchEvent(GameEvent.ShopOpen);
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break;
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default:
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console.warn(`[MissionComp] 未知的奖励类型: ${rewardType}`);
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oops.message.dispatchEvent(GameEvent.TalentSelect); // 默认回退到天赋选择
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break;
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}
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}
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showLevelUpReward() {
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// TODO: 显示三选一技能/属性奖励界面
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console.log("[MissionComp] 显示升级奖励界面 (TODO)");
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}
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//奖励发放
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do_reward(){
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// 奖励发放
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}
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do_drop(drop_item:any[],game_data:any={exp:0,gold:0,diamond:0}){
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// console.log("[MissionComp] do_drop",drop_item,game_data)
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}
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do_mon_dead(event:any,data:any){
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// console.log("[MissionComp] do_mon_dead",event,data)
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smc.vmdata.mission_data.mon_num--
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// 计算并增加经验
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// data 应该是怪物组件或包含怪物信息的对象
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if (data && data.uuid) {
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// 默认值处理
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const level = data.lv || 1;
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// 类型推断
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let type = MonType.NORMAL;
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if (data.is_boss) {
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type = MonType.BOSS;
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} else if (data.is_elite) {
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type = MonType.ELITE;
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} else {
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// 兜底策略:根据Cost判断是否为精英怪
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const cost = MonsterCost[data.uuid] || 1;
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if (cost >= 10) {
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type = MonType.ELITE;
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}
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}
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// 获取怪物经验
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const exp = getMonsterExp(data.uuid, level, type);
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smc.updateHeroExp(exp);
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}
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}
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do_hero_dead(event:any,data:any){
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// console.log("[MissionComp] do_hero_dead",event,data)
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// 收到 HeroDead 说明已经没有复活次数了,打开失败界面,等待玩家选择(复活或结束)
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// oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false}) // 暂时不分发结束事件
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this.open_Victory(null,true)
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}
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do_ad(){
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if(this.ad_back()){
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oops.message.dispatchEvent(GameEvent.AD_BACK_TRUE)
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smc.vmdata.mission_data.refresh_count+=FightSet.MORE_RC
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}else{
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oops.message.dispatchEvent(GameEvent.AD_BACK_FALSE)
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}
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}
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ad_back(){
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return true
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}
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async mission_start(){
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// 防止上一局的 fight_end 延迟回调干扰新局
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this.unscheduleAllCallbacks();
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// 确保清理上一局的残留实体
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this.cleanComponents();
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// console.log("[MissionComp] ** 1 ** mission_start")
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oops.message.dispatchEvent(GameEvent.FightReady)
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this.node.active=true
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this.data_init()
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let loading=this.node.parent.getChildByName("loading")
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loading.active=true
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this.scheduleOnce(()=>{
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loading.active=false
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},0.5)
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this.scheduleOnce(()=>{
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this.to_fight()
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},0.1)
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}
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to_fight(){
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smc.mission.in_fight=true
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oops.message.dispatchEvent(GameEvent.FightStart) //GameSetMonComp 监听刷怪
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this.call_cards(smc.vmdata.hero.lv)
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}
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open_Victory(e:any,is_hero_dead: boolean = false){
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// 暂停游戏循环和怪物行为
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// smc.mission.play = false;
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smc.mission.pause = true;
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// oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false})
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console.log("[MissionComp] open_Victory",is_hero_dead,this.revive_times)
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oops.gui.open(UIID.Victory,{
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victory:false,
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rewards:this.rewards,
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game_data:this.game_data,
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can_revive: is_hero_dead && this.revive_times > 0
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})
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}
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/** 复活成功回调,扣除次数 */
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onReviveSuccess() {
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if (this.revive_times > 0) {
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this.revive_times--;
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console.log(`[MissionComp] 玩家复活,剩余次数: ${this.revive_times}`);
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}
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}
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fight_end(){
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// console.log("任务结束")
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// 延迟0.5秒后执行任务结束逻辑
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this.scheduleOnce(() => {
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smc.mission.play=false
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this.cleanComponents()
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}, 0.5)
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}
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mission_end(){
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// console.log("[MissionComp] mission_end")
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// 合并 FightEnd 逻辑:清理组件、停止游戏循环
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smc.mission.play=false
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this.cleanComponents()
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this.node.active=false
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}
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data_init(){
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//局内数据初始化 smc 数据初始化
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smc.mission.play = true;
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smc.mission.pause = false;
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smc.mission.stop_mon_action = false;
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smc.vmdata.mission_data.in_fight=false
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smc.vmdata.mission_data.fight_time=0
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smc.vmdata.mission_data.level=0
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smc.vmdata.mission_data.time=15*60
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this.rewards=[] // 改为数组,用于存储掉落物品列表
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this.revive_times = 1; // 每次任务开始重置复活次数
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// 重置英雄数据,确保新一局是初始状态
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smc.vmdata.hero = {
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name:'',
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path:'',
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as:0,
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type:0,
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lv:0,
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exp:0,
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exp_max:100,
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exp_pre:0,
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hp:50,
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hp_max:100,
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mp:50,
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mp_max:100,
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def:0,
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ap:0,
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dis:0,
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crt:0,
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speed:0,
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skills:[],
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buff:[],
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tal:[],
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info:'',
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};
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// 重置金币为初始值 (如果需要保留金币,请注释掉此行)
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smc.vmdata.gold = 200;
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// console.log("[MissionComp]局内数据初始化",smc.vmdata.mission_data)
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}
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private cleanComponents() {
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// 优化销毁顺序:直接销毁实体,让ECS系统自动处理组件清理
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// 这样可以避免在组件reset方法中访问已经被销毁的实体引用
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ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {
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entity.destroy();
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});
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ecs.query(ecs.allOf(SkillView)).forEach(entity => {
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entity.destroy();
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});
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}
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/** 视图层逻辑代码分离演示 */
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/** 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 */
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reset() {
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this.node.destroy();
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}
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} |