Files
pixelheros/assets/script/game/map/EquipListComp.ts
pan fd056b4433 refactor(game): 拆分装备卡配置与逻辑,独立管理装备系统
1. 将装备卡从原技能卡池拆分至独立的EquipSet.ts配置
2. 新增专用的装备盒实体与事件流程,替换原有技能卡复用逻辑
3. 调整FieldSkillHelper以支持装备卡的属性加成统计
4. 优化装备商店与抽卡逻辑,移除装备卡的抽卡参与
2026-07-22 12:55:57 +08:00

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/**
* @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 UseEquipCard 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.UseEquipCard
* 由 MissEquipComp 接收并创建 EquipBoxComp 实体,
* EquipBoxComp 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 } from "../common/config/CardSet";
import { EquipPoolList } from "../common/config/EquipSet";
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 = EquipPoolList.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 UseEquipCard装备生效流程由 MissEquipComp 接收处理
oops.message.dispatchEvent(GameEvent.UseEquipCard, 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();
}
}
}