1. 新增ICardSet.ts定义商品卡池配置,包含基础/高级恢复类、属性强化类道具 2. 为MissionCardComp添加商品商店逻辑,支持购买记录追踪与显隐切换 3. 重构ItemListComp为通用商店列表组件,适配装备与商品两种商店类型
289 lines
10 KiB
TypeScript
289 lines
10 KiB
TypeScript
/**
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* @file ItemListComp.ts
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* @description 商店列表项组件(UI 视图层 + 购买逻辑)
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*
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* 职责:
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* 1. 渲染单个商品/装备卡的显示信息(名称、等级、属性词条、图标)。
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* 2. 处理购买点击 → 扣费 → 根据卡牌类型派发对应事件触发购买效果。
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*
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* 支持类型:
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* - 装备卡(trigger_type=Field)→ 派发 UseEquipCard,由 MissEquipComp 处理。
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* - 商品/药品卡(kind=Potion)→ 派发 UseItemCard,由 MissSkillsComp 处理(一次性 buff)。
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*
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* 设计说明:
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* 本组件同时服务于装备商店和商品商店,通过 cardData 的 trigger_type / kind 自动判断类型。
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*/
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import { mLogger } from "../common/Logger";
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import { _decorator, Node, Sprite, Label, NodeEventType } 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 { CardConfig, CardTriggerType, CKind } from "../common/config/CardSet";
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import { EquipPoolList } from "../common/config/EquipSet";
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import { FieldSkillSet, SkillSet } from "../common/config/SkillSet";
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import { oops } from "db://oops-framework/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { smc } from "../common/SingletonModuleComp";
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import { MissionEconomy } from "./MissionEconomy";
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const { ccclass, property } = _decorator;
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/**
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* ItemListComp —— 商店列表项(装备/商品通用)
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*
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* 由 MissionCardComp.populateEquipments() / populateShopItems() 实例化。
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* 以图标 + 名称 + 描述/属性词条 + 购买按钮的形式呈现。
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*/
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@ccclass('ItemListComp')
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@ecs.register('ItemListComp', false)
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export class ItemListComp extends CCComp {
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private debugMode: boolean = false;
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// ======================== 编辑器绑定节点 ========================
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/** 商品图标节点 */
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@property({ type: Node })
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private icon_node: Node = null;
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/** 背景节点 */
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@property({ type: Node })
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private bg_node: Node = null;
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/** 商品名称 */
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@property(Label)
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private name_label: Label = null;
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/** 描述/属性词条 1 */
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@property(Label)
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private fied1: Label = null;
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/** 描述/属性词条 2 */
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@property(Label)
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private fied2: Label = null;
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/** 描述/属性词条 3 */
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@property(Label)
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private fied3: Label = null;
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/** 等级标签 */
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@property(Label)
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private level_label: Label = null;
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/** 购买按钮节点 */
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@property({ type: Node })
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private buy_node: Node = null;
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// ======================== 运行时状态 ========================
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/** 当前商品的卡牌配置 */
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private cardData: CardConfig | null = null;
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/** 是否已购买 */
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private isPurchased: boolean = false;
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// ======================== 生命周期 ========================
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onLoad() {
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this.buy_node?.on(NodeEventType.TOUCH_END, this.onBuyClick, this);
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}
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onDestroy() {
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super.onDestroy();
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if (this.buy_node && this.buy_node.isValid) {
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this.buy_node.off(NodeEventType.TOUCH_END, this.onBuyClick, this);
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}
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}
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// ======================== 数据初始化 ========================
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/**
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* 初始化商品卡数据并渲染 UI
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*
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* @param data 商品/装备卡配置
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*/
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applyCardData(data: CardConfig): void {
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if (!data) return;
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this.cardData = data;
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this.isPurchased = false;
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this.updateUI();
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}
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// ======================== UI 渲染 ========================
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updateUI() {
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if (!this.cardData) return;
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const isEquip = this.cardData.trigger_type === CardTriggerType.Field;
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const isPotion = this.cardData.kind === CKind.Potion;
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// 名称:装备从 EquipPoolList 查找,商品直接用 cardData.name
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if (this.name_label) {
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if (isEquip) {
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const equipConfig = EquipPoolList.find(c => c.uuid === this.cardData!.uuid);
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this.name_label.string = equipConfig?.name || this.cardData.name || "";
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} else {
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this.name_label.string = this.cardData.name || "";
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}
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}
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// 等级标签(★ 表示卡牌等级)
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if (this.level_label) {
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const lv = this.cardData.card_lv ?? 1;
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this.level_label.string = lv >= 2 ? "★".repeat(lv - 1) : "";
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}
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// 描述/属性词条(最多显示 3 条)
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const fieldLabels = [this.fied1, this.fied2, this.fied3];
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if (isEquip) {
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// 装备:显示 field 词条
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const fields = this.cardData.field || [];
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for (let i = 0; i < fieldLabels.length; i++) {
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if (!fieldLabels[i]) continue;
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if (i < fields.length) {
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const fieldConfig = FieldSkillSet[fields[i]];
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fieldLabels[i].string = fieldConfig?.info || "";
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fieldLabels[i].node.active = true;
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} else {
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fieldLabels[i].string = "";
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fieldLabels[i].node.active = false;
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}
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}
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} else if (isPotion) {
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// 商品:显示技能描述 + info
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const skillConfig = this.cardData.skill ? SkillSet[this.cardData.skill] : null;
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const skillInfo = skillConfig?.info || "";
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const cardInfo = this.cardData.info || "";
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if (fieldLabels[0]) {
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fieldLabels[0].string = cardInfo;
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fieldLabels[0].node.active = !!cardInfo;
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}
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if (fieldLabels[1]) {
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fieldLabels[1].string = skillInfo;
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fieldLabels[1].node.active = !!skillInfo && skillInfo !== cardInfo;
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}
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if (fieldLabels[2]) {
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fieldLabels[2].string = "";
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fieldLabels[2].node.active = false;
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}
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} else {
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// 其他类型:显示 info
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for (let i = 0; i < fieldLabels.length; i++) {
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if (!fieldLabels[i]) continue;
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fieldLabels[i].string = i === 0 ? (this.cardData.info || "") : "";
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fieldLabels[i].node.active = i === 0 && !!this.cardData.info;
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}
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}
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// 图标:装备取第一个 field 词条图标,商品取技能图标
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if (this.icon_node) {
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let iconId = "";
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if (isEquip) {
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const fields = this.cardData.field || [];
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if (fields.length > 0) {
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iconId = FieldSkillSet[fields[0]]?.icon || "";
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}
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} else if (isPotion && this.cardData.skill) {
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iconId = SkillSet[this.cardData.skill]?.icon || "";
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}
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if (iconId) {
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this.updateIcon(this.icon_node, iconId);
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}
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}
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// 购买按钮费用显示
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if (this.buy_node) {
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this.buy_node.active = true;
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const costLabel = this.buy_node.getChildByName("num")?.getComponent(Label)
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|| this.buy_node.getComponentInChildren(Label);
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if (costLabel) {
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costLabel.string = `${this.cardData.cost ?? 0}`;
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}
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}
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}
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/** 更新图标精灵 */
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private updateIcon(node: Node, iconId: string) {
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if (!node || !iconId) return;
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const sprite = node.getComponent(Sprite) || node.getComponentInChildren(Sprite);
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if (!sprite) return;
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if (smc.uiconsAtlas) {
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const frame = smc.uiconsAtlas.getSpriteFrame(iconId);
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sprite.spriteFrame = frame || null;
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}
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}
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// ======================== 购买逻辑 ========================
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/**
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* 购买点击处理:
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* 1. 扣除金币(失败则提示并中止)。
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* 2. 根据卡牌类型派发对应事件:
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* - 装备卡(trigger_type=Field)→ UseEquipCard → MissEquipComp
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* - 商品/药品卡(kind=Potion)→ UseItemCard → MissSkillsComp(一次性 buff 技能)
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* 3. 标记已购买,隐藏购买按钮。
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*/
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private onBuyClick() {
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if (!this.cardData || this.isPurchased) return;
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oops.audio.playEffect("music/button");
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// 扣费
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const cost = this.cardData.cost ?? 0;
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const success = MissionEconomy.spendCoin(cost);
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if (!success) {
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oops.message.dispatchEvent(GameEvent.ShowSmallTip, "buy_coin");
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mLogger.log(this.debugMode, "ItemListComp", "purchase failed: not enough coin", {
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uuid: this.cardData.uuid,
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cost
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});
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return;
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}
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// 根据类型派发对应事件
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const isEquip = this.cardData.trigger_type === CardTriggerType.Field;
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const isPotion = this.cardData.kind === CKind.Potion;
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if (isEquip) {
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// 装备:被动驻场,由 MissEquipComp 处理
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oops.message.dispatchEvent(GameEvent.UseEquipCard, this.cardData);
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mLogger.log(this.debugMode, "ItemListComp", "equipment purchased", {
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uuid: this.cardData.uuid,
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cost
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});
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} else if (isPotion) {
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// 商品/药品:一次性 buff 技能,由 MissSkillsComp 处理
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oops.message.dispatchEvent(GameEvent.UseItemCard, this.cardData);
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mLogger.log(this.debugMode, "ItemListComp", "item purchased", {
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uuid: this.cardData.uuid,
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skill: this.cardData.skill,
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cost
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});
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} else {
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// 默认走技能卡流程
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oops.message.dispatchEvent(GameEvent.UseSkillCard, this.cardData);
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mLogger.log(this.debugMode, "ItemListComp", "card purchased", {
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uuid: this.cardData.uuid,
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cost
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});
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}
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// 标记已购买
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this.isPurchased = true;
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if (this.buy_node) {
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this.buy_node.active = false;
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}
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}
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/** 标记为已购买状态(用于跨波次保持购买记录) */
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setPurchased(): void {
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this.isPurchased = true;
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if (this.buy_node) {
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this.buy_node.active = false;
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}
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}
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/** ECS 组件移除时销毁节点 */
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reset() {
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if (this.node && this.node.isValid) {
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this.node.destroy();
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}
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}
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}
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