Files
pixelheros/assets/script/game/map/MissionCardComp.ts
panw 78647eda29 refactor(卡牌): 将卡牌效果应用逻辑改为直接调用组件方法
移除 HeroAttrsComp 中对 UseItemCard 和 UseAttrCard 的事件监听,改为在 MissionCardComp 中直接获取主角实体并调用对应组件方法。
这样避免事件广播导致非主角实体错误响应,确保卡牌效果仅作用于主角。
具体修改:
- 天赋卡:直接调用 TalComp.addTal
- 属性卡:直接更新全局属性并调用 HeroAttrsComp.recalculateSingleAttr
- 药水卡:直接创建 BuffConf 并调用 HeroAttrsComp.addBuff
- 技能卡:暂时保留事件派发,但后续可考虑类似改造
- 伙伴卡:保留事件派发,因其涉及实体创建
2026-02-03 08:37:27 +08:00

637 lines
23 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
import { _decorator, Label, Node, tween, Vec3, Color, Sprite, Tween, SpriteAtlas, resources } 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 { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { smc } from "../common/SingletonModuleComp";
import { CardType, FightSet, CardKind } from "../common/config/GameSet";
import { getCardOptions, ICardInfo } from "../common/config/CardSet";
import { TalComp } from "../hero/TalComp";
import { HeroSkillsComp } from "../hero/HeroSkills";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { BuffConf } from "../common/config/SkillSet";
import { BType } from "../common/config/HeroAttrs";
import { AttrCards, PotionCards } from "../common/config/AttrSet";
const { ccclass, property } = _decorator;
interface ICardEvent {
type?: CardType;
level?: number;
}
/** 视图层对象 */
@ccclass('MissionCardComp')
@ecs.register('MissionCard', false)
export class MissionCardComp extends CCComp {
/** 视图层逻辑代码分离演示 */
@property(Node)
card1:Node = null!
@property(Node)
card2:Node = null!
@property(Node)
card3:Node = null!
@property(Node)
card4:Node = null!
@property(Node)
btnClose: Node = null!
@property(Node)
Lock: Node = null!
@property(Node)
unLock: Node = null!
@property(Node)
noStop: Node = null!
card1_data: ICardInfo = null!
card2_data: ICardInfo = null!
card3_data: ICardInfo = null!
card4_data: ICardInfo = null!
// 当前卡片类型 (用于特殊获取模式)
curCardType: CardType | null = null;
// 是否处于锁定状态
private isLocked: boolean = true;
// 是否永久解锁(本局)
private isAdUnlocked: boolean = false;
// 图标图集缓存
private uiconsAtlas: SpriteAtlas | null = null;
onLoad() {
if (this.btnClose) {
this.btnClose.on(Node.EventType.TOUCH_END, this.onGiveUp, this);
}
oops.message.on(GameEvent.TalentSelect, this.onTalentSelect, this);
oops.message.on(GameEvent.AttrSelect, this.onAttrSelect, this);
oops.message.on(GameEvent.HeroSkillSelect, this.onHeroSkillSelect, this);
oops.message.on(GameEvent.ShopOpen, this.onShopOpen, this);
oops.message.on(GameEvent.MissionStart, this.onMissionStart, this);
oops.message.on(GameEvent.MissionEnd, this.onMissionEnd, this);
oops.message.on(GameEvent.ToCallFriend, this.onCallFriend, this);
}
onDestroy() {
if (this.btnClose) {
this.btnClose.off(Node.EventType.TOUCH_END, this.onGiveUp, this);
}
oops.message.off(GameEvent.TalentSelect, this.onTalentSelect, this);
oops.message.off(GameEvent.AttrSelect, this.onAttrSelect, this);
oops.message.off(GameEvent.HeroSkillSelect, this.onHeroSkillSelect, this);
oops.message.off(GameEvent.ShopOpen, this.onShopOpen, this);
oops.message.off(GameEvent.MissionStart, this.onMissionStart, this);
oops.message.off(GameEvent.MissionEnd, this.onMissionEnd, this);
oops.message.off(GameEvent.ToCallFriend, this.onCallFriend, this);
this.ent.destroy();
}
init(){
this.onMissionStart();
}
/** 游戏开始初始化 */
onMissionStart() {
this.isLocked = true;
this.isAdUnlocked = false;
this.noStop.active = false;
if (this.Lock) this.Lock.active = false; // 初始不显示,等待 showCardType
if(this.unLock) this.unLock.active=false
this.eventQueue = [];
}
/** 游戏结束清理 */
onMissionEnd() {
this.eventQueue = [];
this.node.active = false;
this.hasSelected = false;
// 停止所有卡片动画
const cards = [this.card1, this.card2, this.card3, this.card4];
cards.forEach(card => {
if (card) {
Tween.stopAllByTarget(card);
const selected = card.getChildByName("selected");
if (selected) Tween.stopAllByTarget(selected);
}
});
}
start() {
// 初始隐藏或显示逻辑
this.node.active = false;
this.resetCardStates();
}
private resetCardStates() {
const cards = [this.card1, this.card2, this.card3, this.card4];
cards.forEach(card => {
if (card) {
const selected = card.getChildByName("selected");
if (selected) selected.active = false;
// 恢复缩放和颜色
card.setScale(1, 1, 1);
const sprite = card.getComponent(Sprite);
if (sprite) sprite.color = new Color(255, 255, 255);
}
});
}
// 是否已经选择了天赋
private hasSelected: boolean = false;
// 事件队列
private eventQueue: ICardEvent[] = [];
private onShopOpen(event: string, args: any) {
this.eventQueue.push({ type: CardType.Potion });
this.checkQueue();
}
private onAttrSelect(event: string, args: any) {
this.eventQueue.push({ type: CardType.Attr });
this.checkQueue();
}
private onTalentSelect(event: string, args: any) {
this.eventQueue.push({ type: CardType.Talent });
this.checkQueue();
}
private onHeroSkillSelect(event: string, args: any) {
this.eventQueue.push({ type: CardType.Skill });
this.checkQueue();
}
private onCallFriend(event: string, args: any) {
this.eventQueue.push({ type: CardType.Partner });
this.checkQueue();
}
private checkQueue() {
if (this.node.active) return;
if (this.eventQueue.length === 0) return;
const event = this.eventQueue.shift();
if (event) {
if (event.type !== undefined) {
this.showCardType(event.type);
}
}
}
/**
* 显示指定类型的卡牌(特殊获取模式)
*/
private showCardType(type: CardType) {
this.curCardType = type;
// 获取当前英雄等级作为参考或者默认1级
const level = smc.vmdata.hero.lv || 1;
this.fetchCards(level, type);
this.openUI();
}
private openUI() {
this.node.active = true;
this.hasSelected = false;
// 根据锁定状态显示 Lock 节点 (仅在特殊模式下可能需要锁定?或者统一逻辑)
// 原逻辑Lock.active = this.isLocked
if (this.Lock) {
this.Lock.active = this.isLocked;
}
// 显示 noStop 节点
if (this.noStop) {
this.noStop.active = true;
this.checkNoStop()
}
// 如果没有开启 noStop则暂停怪物行动
if (!smc.data.noStop) {
smc.mission.stop_mon_action = true;
}
this.resetCardStates();
this.playShowAnimation();
}
checkNoStop(){
this.noStop.getChildByName("no").active=!smc.data.noStop
// 更新暂停状态
if (this.node.active) {
smc.mission.stop_mon_action = !smc.data.noStop;
}
}
switchNoStop(){
smc.data.noStop=!smc.data.noStop
this.checkNoStop()
}
private playShowAnimation() {
const cards = [this.card1, this.card2, this.card3, this.card4];
cards.forEach((card, index) => {
if (card) {
card.setScale(Vec3.ZERO);
tween(card)
.delay(index * 0.1)
.to(0.4, { scale: new Vec3(1, 1, 1) }, { easing: 'backOut' })
.start();
}
});
}
/**
* 专门的获取卡牌方法
* @param level 等级
* @param forcedType 强制类型 (可选)
*/
fetchCards(level: number, forcedType?: CardType){
// 使用 CardSet 的 getCardOptions 获取卡牌
// 这里我们要获取 4 张卡牌
const options = getCardOptions(level, 4, [], forcedType);
console.log("[MissionCard]获取到的卡牌选项:", options);
// 更新卡片数据
if (options.length > 0) this.updateCardData(1, options[0]);
if (options.length > 1) this.updateCardData(2, options[1]);
if (options.length > 2) this.updateCardData(3, options[2]);
if (options.length > 3) this.updateCardData(4, options[3]);
// 如果获取不足4张隐藏多余的卡片节点 (UI可能需要处理空数据)
if (options.length < 4 && this.card4) this.card4.active = false;
if (options.length < 3 && this.card3) this.card3.active = false;
if (options.length < 2 && this.card2) this.card2.active = false;
if (options.length < 1 && this.card1) this.card1.active = false;
}
updateCardInfo(card:Node, data: ICardInfo){
if(!card) return
card.active = true;
// 隐藏选中状态
const selected = card.getChildByName("selected");
if(selected) selected.active = false;
let name = card.getChildByName("name")
if(name){
name.getComponent(Label)!.string = data.name
}
let info = card.getChildByName("info")?.getChildByName("Label")
if(info){
// ICardInfo 已经标准化了 desc直接使用
info.getComponent(Label)!.string = data.desc || "";
}
// 先隐藏所有类型标识
const typeNodes = ["Atk", "Atked", "Buff", "Attr", "Skill", "Hp", "Dead", "Partner"];
// 1. 处理 card 直接子节点
typeNodes.forEach(nodeName => {
const node = card.getChildByName(nodeName);
if (node) node.active = false;
});
// 2. 处理 card/type 下的子节点
const typeContainer = card.getChildByName("type");
if (typeContainer) {
typeNodes.forEach(nodeName => {
const node = typeContainer.getChildByName(nodeName);
if (node) node.active = false;
});
}
// 根据 kind 激活对应节点
let activeNodeName = "";
switch (data.kind) {
case CardKind.Atk:
activeNodeName = "Atk";
break;
case CardKind.Atted:
activeNodeName = "Atked";
break;
case CardKind.Buff:
activeNodeName = "Buff";
break;
case CardKind.Attr:
activeNodeName = "Attr";
break;
case CardKind.Skill:
activeNodeName = "Skill";
break;
case CardKind.Hp:
activeNodeName = "Hp";
break;
case CardKind.Dead:
activeNodeName = "Dead";
break;
case CardKind.Partner:
activeNodeName = "Partner";
break;
}
if (activeNodeName) {
// 激活 card 下的节点
const activeNode = card.getChildByName(activeNodeName);
if (activeNode) activeNode.active = true;
// 激活 card/type 下的节点
if (typeContainer) {
const activeTypeNode = typeContainer.getChildByName(activeNodeName);
if (activeTypeNode) activeTypeNode.active = true;
}
}
// 更新图标 (如果存在 icon 节点)
// 注意:根据 Prefab 分析icon 可能在 card/Mask/icon 路径下,也可能在各个分类节点下
// 这里尝试统一查找 icon 节点
let iconNode: Node | null = null;
// 1. 尝试查找通用的 mask/icon (根据之前 card.prefab 分析,有个 Mask/icon 节点)
const maskNode = card.getChildByName("Mask");
if (maskNode) {
iconNode = maskNode.getChildByName("icon");
}
if (iconNode && data.icon) {
this.updateIcon(iconNode, data.icon);
}
}
private updateIcon(node: Node, iconId: string) {
if (!node || !iconId) return;
const sprite = node.getComponent(Sprite);
if (!sprite) return;
if (this.uiconsAtlas) {
const frame = this.uiconsAtlas.getSpriteFrame(iconId);
if (frame) {
sprite.spriteFrame = frame;
}
} else {
// 加载图集
resources.load("gui/uicons", SpriteAtlas, (err, atlas) => {
if (err) {
console.error("[MissionCardComp] Failed to load uicons atlas", err);
return;
}
this.uiconsAtlas = atlas;
const frame = atlas.getSpriteFrame(iconId);
if (frame) {
sprite.spriteFrame = frame;
}
});
}
}
updateCardData(index: number, data: ICardInfo) {
// 使用动态属性访问
(this as any)[`card${index}_data`] = data;
this.updateCardInfo((this as any)[`card${index}`], data);
}
selectCard(e: any, index: string) {
console.log("selectCard", index)
let _index = parseInt(index);
// 如果已经选择过,则不再处理
if (this.hasSelected) return;
// 动态获取数据和节点
let selectedData: ICardInfo = (this as any)[`card${_index}_data`];
let selectedCardNode: Node | null = (this as any)[`card${_index}`];
if (selectedData && selectedCardNode) {
this.hasSelected = true;
console.log("选择卡片:", selectedData.name, "类型:", selectedData.type);
// 未选中的卡片缩小
const cards = [this.card1, this.card2, this.card3, this.card4];
cards.forEach(card => {
if (card && card !== selectedCardNode) {
tween(card).to(0.2, { scale: Vec3.ZERO }).start();
}
});
// 显示当前选中的 selected 节点
const selected = selectedCardNode.getChildByName("selected");
if(selected) {
selected.active = true;
selected.setScale(Vec3.ZERO);
tween(selected).to(0.2, { scale: new Vec3(1, 1, 1) }, { easing: 'backOut' }).start();
}
// 选中卡片动效后触发逻辑
tween(selectedCardNode)
.to(0.1, { scale: new Vec3(1.1, 1.1, 1.1) })
.to(0.1, { scale: new Vec3(1, 1, 1) })
.delay(0.5)
.call(() => {
// 根据类型直接操作 smc.role (如果是主角)
// 确保只影响主角,避免广播事件导致所有实体生效
const role = smc.role;
if (role) {
switch (selectedData.type) {
case CardType.Talent:
smc.addTalentRecord(selectedData.uuid);
// 直接调用 TalComp 添加天赋
const talComp = role.get(TalComp);
if (talComp) {
talComp.addTal(selectedData.uuid);
}
break;
case CardType.Skill:
smc.addSkillRecord(selectedData.uuid);
// 直接调用 HeroSkillsComp 添加技能
const skillComp = role.get(HeroSkillsComp);
if (skillComp) {
// 假设 HeroSkillsComp 有 addSkill 方法,如果没有需要根据实际情况调整
// 这里暂时假设通过事件触发或需要补充直接调用的方法
// 由于 HeroSkillsComp 之前可能主要依赖初始化,这里可能需要补充 addSkill 逻辑
// 或者如果 HeroSkillsComp 监听了 UseSkillCard 且判断了 is_master可以保留事件但需谨慎
// 为了完全隔离,建议在 HeroSkillsComp 中暴露 addSkill 接口
// 目前先保留事件派发,但在 HeroSkillsComp 中加强 is_master 判断
// 或者skillComp.addSkill(selectedData.uuid);
oops.message.dispatchEvent(GameEvent.UseSkillCard, selectedData.uuid);
}
break;
case CardType.Partner:
// 伙伴是召唤新实体,依然适合用事件,或者直接调用 summon 方法
oops.message.dispatchEvent(GameEvent.CallFriend, { uuid: selectedData.uuid });
break;
case CardType.Potion:
// 药水直接作用于 HeroAttrsComp
const attrsComp = role.get(HeroAttrsComp);
if (attrsComp) {
const potion = PotionCards[selectedData.uuid];
if (potion) {
const buffConf: BuffConf = {
buff: potion.attr,
value: potion.value,
BType: BType.RATIO,
time: potion.duration,
chance: 1,
};
attrsComp.addBuff(buffConf);
smc.updateHeroInfo(attrsComp);
oops.gui.toast(potion.desc);
}
}
break;
case CardType.Attr:
// 属性卡:更新全局属性并刷新主角
const attrCard = AttrCards[selectedData.uuid];
if (attrCard) {
if (!smc.global_attrs[attrCard.attr]) {
smc.global_attrs[attrCard.attr] = [0, 0];
}
const current = smc.global_attrs[attrCard.attr];
current[0] += attrCard.value;
current[1] += 1;
console.log(`[MissionCard] 全局属性更新: Attr=${attrCard.attr}, Add=${attrCard.value}, Total=${current[0]}`);
// 直接触发主角属性重算
const attrsComp = role.get(HeroAttrsComp);
if (attrsComp) {
attrsComp.recalculateSingleAttr(attrCard.attr);
smc.updateHeroInfo(attrsComp);
}
oops.gui.toast(attrCard.desc);
}
break;
}
} else {
console.warn("[MissionCard] 主角实体无效,无法应用卡牌效果");
}
// 记录已获取的卡牌
oops.message.dispatchEvent(GameEvent.UpdateMissionGet, {
uuid: selectedData.uuid,
icon: selectedData.icon,
kind: selectedData.kind
});
this.close();
})
.start();
}
}
/** 看广告关闭 Lock */
watchAdCloseLock() {
// TODO: 此处接入 IAA 广告 SDK
console.log("播放激励视频广告...");
// 模拟广告播放成功回调
this.isLocked = false;
this.isAdUnlocked = true;
if (this.Lock) {
this.Lock.active = false;
oops.gui.toast("解锁成功");
}
this.closeUnLock();
}
coinCloseLock(){
let cost = smc.vmdata.mission_data.unlockCoin;
if (smc.vmdata.gold >= cost) {
// 扣除金币
if (smc.updateGold(-cost)) {
this.isLocked = false;
if (this.Lock) {
this.Lock.active = false;
}
oops.gui.toast("解锁成功");
this.closeUnLock();
} else {
oops.gui.toast("交易失败");
}
} else {
oops.gui.toast("金币不足");
}
}
showUnLock(){
if (this.unLock) {
this.unLock.active = true;
this.unLock.setScale(Vec3.ZERO);
tween(this.unLock)
.to(0.2, { scale: new Vec3(1, 1, 1) }, { easing: 'backOut' })
.start();
}
}
closeUnLock(){
if (this.unLock && this.unLock.active) {
tween(this.unLock)
.to(0.2, { scale: Vec3.ZERO }, { easing: 'backIn' })
.call(() => {
this.unLock.active = false;
})
.start();
}
}
/** 放弃选择 */
onGiveUp() {
if (this.hasSelected) return;
this.hasSelected = true;
// 隐藏关闭按钮
if (this.btnClose) {
this.btnClose.active = false;
}
const cards = [this.card1, this.card2, this.card3, this.card4];
let delayTime = 0.2;
cards.forEach(card => {
if (card && card.active) {
tween(card).to(delayTime, { scale: Vec3.ZERO }).start();
}
});
// 动画结束后关闭
this.scheduleOnce(() => {
this.close();
}, delayTime);
}
/**
* 关闭界面
*/
close() {
this.node.active = false;
// 恢复游戏运行状态(取消暂停)
smc.mission.stop_mon_action = false;
// 关闭时隐藏按钮,避免下次打开其他类型时闪烁
if (this.btnClose) {
this.btnClose.active = false;
}
// 关闭时隐藏 Lock 节点
if (this.Lock) {
this.Lock.active = false;
}
// 关闭时隐藏 noStop 节点
if (this.noStop) {
this.noStop.active = false;
}
// 恢复锁定状态(如果没有永久解锁)
if (!this.isAdUnlocked) {
this.isLocked = true;
}
this.checkQueue();
}
/** 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();
}
}