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pixelheros/assets/script/game/map/MissionComp.ts
walkpan 4a2768cb13 refactor(游戏逻辑): 统一使用is_master判断玩家角色并简化暂停逻辑
将多处使用FacSet.HERO判断玩家角色的代码改为使用is_master属性
将stop_mon_action控制逻辑简化为统一的pause状态管理
在MissionComp初始化时确保pause状态正确重置
2026-01-03 19:33:53 +08:00

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import { _decorator, Vec3,Animation, instantiate, Prefab, Node, ProgressBar } 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 { smc } from "../common/SingletonModuleComp";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { getLevelExp, getMonsterExp, MonsterCost, MonType } from "./RogueConfig";
import { GameEvent } from "../common/config/GameEvent";
import { HeroViewComp } from "../hero/HeroViewComp";
import { UIID } from "../common/config/GameUIConfig";
import { SkillView } from "../skill/SkillView";
import { FightSet } from "../common/config/GameSet";
const { ccclass, property } = _decorator;
//@todo this is a test
/** 视图层对象 */
@ccclass('MissionComp')
@ecs.register('MissionComp', false)
export class MissionComp extends CCComp {
// VictoryComp:any = null;
// reward:number = 0;
// reward_num:number = 0;
/** 剩余复活次数 */
revive_times: number = 1;
rewards:any[]=[]
game_data:any={
exp:0,
gold:0,
diamond:0
}
onLoad(){
this.on(GameEvent.MissionStart,this.mission_start,this)
this.on(GameEvent.MonDead,this.do_mon_dead,this)
this.on(GameEvent.HeroDead,this.do_hero_dead,this)
// this.on(GameEvent.FightEnd,this.fight_end,this)
this.on(GameEvent.MissionEnd,this.mission_end,this)
this.on(GameEvent.DO_AD_BACK,this.do_ad,this)
this.on(GameEvent.CanUpdateLv,this.onLevelUp,this)
this.on(GameEvent.ReviveSuccess, this.onReviveSuccess, this)
}
protected update(dt: number): void {
if(!smc.mission.play) return
if(smc.mission.pause) return
if(smc.mission.in_fight){
smc.vmdata.mission_data.fight_time+=dt
smc.vmdata.mission_data.time-=dt
}
}
// 升级奖励触发
onLevelUp(event: string, args: any) {
console.log(`[MissionComp] 英雄升级到 ${args.lv} 级!`);
// 同步等级到 ECS 组件,防止被 updateHeroInfo 覆盖回旧值
ecs.query(ecs.allOf(HeroAttrsComp)).forEach(e => {
const attrs = e.get(HeroAttrsComp);
if (attrs && attrs.is_master) {
attrs.lv = args.lv;
// 这里可以扩展:更新英雄属性,如 HP 上限等
}
});
// 触发奖励选择界面 (暂时留空)
this.showLevelUpReward();
}
showLevelUpReward() {
// TODO: 显示三选一技能/属性奖励界面
console.log("[MissionComp] 显示升级奖励界面 (TODO)");
}
//奖励发放
do_reward(){
// 奖励发放
}
do_drop(drop_item:any[],game_data:any={exp:0,gold:0,diamond:0}){
// console.log("[MissionComp] do_drop",drop_item,game_data)
}
do_mon_dead(event:any,data:any){
// console.log("[MissionComp] do_mon_dead",event,data)
smc.vmdata.mission_data.mon_num--
// 计算并增加经验
// data 应该是怪物组件或包含怪物信息的对象
if (data && data.uuid) {
// 默认值处理
const level = data.lv || 1;
// 类型推断
let type = MonType.NORMAL;
if (data.is_boss) {
type = MonType.BOSS;
} else if (data.is_elite) {
type = MonType.ELITE;
} else {
// 兜底策略根据Cost判断是否为精英怪
const cost = MonsterCost[data.uuid] || 1;
if (cost >= 10) {
type = MonType.ELITE;
}
}
// 获取怪物经验
const exp = getMonsterExp(data.uuid, level, type);
smc.updateHeroExp(exp);
}
}
do_hero_dead(event:any,data:any){
// console.log("[MissionComp] do_hero_dead",event,data)
// 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)
// oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false}) // 暂时不分发结束事件
this.open_Victory(null,true)
}
do_ad(){
if(this.ad_back()){
oops.message.dispatchEvent(GameEvent.AD_BACK_TRUE)
smc.vmdata.mission_data.refresh_count+=FightSet.MORE_RC
}else{
oops.message.dispatchEvent(GameEvent.AD_BACK_FALSE)
}
}
ad_back(){
return true
}
async mission_start(){
// 防止上一局的 fight_end 延迟回调干扰新局
this.unscheduleAllCallbacks();
// 确保清理上一局的残留实体
this.cleanComponents();
// console.log("[MissionComp] ** 1 ** mission_start")
oops.message.dispatchEvent(GameEvent.FightReady)
this.node.active=true
this.data_init()
let loading=this.node.parent.getChildByName("loading")
loading.active=true
this.scheduleOnce(()=>{
loading.active=false
},0.5)
this.scheduleOnce(()=>{
this.to_fight()
},0.1)
}
to_fight(){
smc.mission.in_fight=true
oops.message.dispatchEvent(GameEvent.FightStart) //GameSetMonComp 监听刷怪
}
open_Victory(e:any,is_hero_dead: boolean = false){
// 暂停游戏循环和怪物行为
// smc.mission.play = false;
smc.mission.pause = true;
// oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false})
console.log("[MissionComp] open_Victory",is_hero_dead,this.revive_times)
oops.gui.open(UIID.Victory,{
victory:false,
rewards:this.rewards,
game_data:this.game_data,
can_revive: is_hero_dead && this.revive_times > 0
})
}
/** 复活成功回调,扣除次数 */
onReviveSuccess() {
if (this.revive_times > 0) {
this.revive_times--;
console.log(`[MissionComp] 玩家复活,剩余次数: ${this.revive_times}`);
}
}
fight_end(){
// console.log("任务结束")
// 延迟0.5秒后执行任务结束逻辑
this.scheduleOnce(() => {
smc.mission.play=false
this.cleanComponents()
}, 0.5)
}
mission_end(){
// console.log("[MissionComp] mission_end")
// 合并 FightEnd 逻辑:清理组件、停止游戏循环
smc.mission.play=false
this.cleanComponents()
this.node.active=false
}
data_init(){
//局内数据初始化 smc 数据初始化
smc.mission.play = true;
smc.mission.pause = false;
smc.mission.stop_mon_action = false;
smc.vmdata.mission_data.in_fight=false
smc.vmdata.mission_data.fight_time=0
smc.vmdata.mission_data.level=0
smc.vmdata.mission_data.time=15*60
this.rewards=[] // 改为数组,用于存储掉落物品列表
this.revive_times = 1; // 每次任务开始重置复活次数
// console.log("[MissionComp]局内数据初始化",smc.vmdata.mission_data)
}
private cleanComponents() {
// 优化销毁顺序直接销毁实体让ECS系统自动处理组件清理
// 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
ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {
entity.destroy();
});
ecs.query(ecs.allOf(SkillView)).forEach(entity => {
entity.destroy();
});
}
/** 视图层逻辑代码分离演示 */
/** 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();
}
}