Files
pixelheros/assets/script/game/map/TalentsComp.ts
walkpan bcef8fbc64 perf(talent): 优化天赋系统的图集预加载与缓存逻辑
将天赋图集预加载从天赋界面初始化时提前至游戏公共资源加载阶段,新增全局单例缓存机制替换组件自身的静态缓存,移除冗余的异步加载代码与未使用的导入语句,修正TalentItemComp的初始默认天赋类型为Attack
2026-05-11 16:08:20 +08:00

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9.6 KiB
TypeScript
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/**
* @file TalentsComp.ts
* @description 战斗结算弹窗组件UI 视图层)
*
* 职责:
* 1. 在战斗结束时弹出,展示结算信息(得分、奖励)。
* 2. 根据传入参数判断是否可复活,切换"下一步"或"复活"按钮。
* 3. 计算单局总分并存储到 smc.vmdata.scores.score。
* 4. 提供"重新开始"和"退出"两个操作入口。
*
* 关键设计:
* - onAdded(args) 接收战斗结果参数Talents / rewards / game_data / can_revive
* - calculateTotalScore() 根据 ScoreWeights 配置加权计算各项得分。
* - restart() 和 Talents_end() 通过分发 MissionEnd / MissionStart 事件驱动游戏状态切换。
*
* 依赖:
* - smc.vmdata.scores —— 全局战斗统计数据
* - ScoreWeightsScoreSet—— 得分权重配置
* - GameEvent.MissionEnd / MissionStart —— 游戏生命周期事件
*/
import { _decorator, Node, Label, Button, ProgressBar, instantiate, Prefab } 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 { mLogger } from "../common/Logger";
import { smc } from "../common/SingletonModuleComp";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { TalentConfig, TalentInfo, TalentType } from "../common/config/TalentSet";
import { TalentItemComp } from "./TalentItemComp";
const { ccclass, property } = _decorator;
/**
* TalentsComp —— 天赋系统界面组件
*
* 职责:
* 1. 展示玩家等级、当前经验、进度条、金币。
* 2. 展示天赋列表及每个天赋的当前等级。
* 3. 处理天赋升级点击事件,扣除金币并保存。
* 4. 处理重置天赋(看广告)功能。
*/
@ccclass('TalentsComp')
@ecs.register('Talents', false)
export class TalentsComp extends CCComp {
@property({ type: Node, tooltip: "标题节点" })
title_node: Node = null!;
@property({ type: Label, tooltip: "玩家等级文本,例如 'Lv.12'" })
lbl_level: Label = null!;
@property({ type: Label, tooltip: "经验文本,例如 '150/200'" })
lbl_exp: Label = null!;
@property({ type: ProgressBar, tooltip: "经验进度条" })
pb_exp: ProgressBar = null!;
@property({ type: Label, tooltip: "当前金币文本" })
lbl_points: Label = null!;
@property({ type: Node, tooltip: "天赋列表容器,用于动态添加天赋项" })
talents_content: Node = null!;
@property({ type: Prefab, tooltip: "" })
prefab_talent_item: Prefab = null!;
@property({ type: Button, tooltip: "看广告重置天赋按钮" })
btn_reset: Button = null!;
@property({ type: Button, tooltip: "返回按钮" })
btn_close: Button = null!;
/** 调试日志开关 */
debugMode: boolean = false;
/** 最大玩家等级 */
private readonly MAX_PLAYER_LEVEL = 30;
protected onLoad(): void {
// 绑定按钮事件
if (this.btn_reset && this.btn_reset.node) {
this.btn_reset.node.on(Button.EventType.CLICK, this.onResetClicked, this);
}
if (this.btn_close && this.btn_close.node) {
this.btn_close.node.on(Button.EventType.CLICK, this.onCloseClicked, this);
}
}
onAdded(args: any) {
// 直接刷新界面,因为图集已经在游戏启动时被 smc 预加载并缓存
this.refreshUI();
}
/** 刷新整体界面 */
private refreshUI() {
this.updatePlayerInfo();
this.updateTalentList();
}
/** 更新玩家等级、经验、金币信息 */
private updatePlayerInfo() {
const collection = smc.collection;
let level = collection.player_level || 1;
let exp = collection.player_exp || 0;
// 限制最大等级
if (level > this.MAX_PLAYER_LEVEL) {
level = this.MAX_PLAYER_LEVEL;
}
if (this.lbl_level) this.lbl_level.string = `Lv.${level}`;
if (this.lbl_points) this.lbl_points.string = `金币: ${smc.vmdata.gold}`;
// 计算当前等级升级所需经验
let expRequired = this.getExpRequirement(level);
if (level >= this.MAX_PLAYER_LEVEL) {
if (this.lbl_exp) this.lbl_exp.string = "已满级";
if (this.pb_exp) this.pb_exp.progress = 1;
} else {
if (this.lbl_exp) this.lbl_exp.string = `${exp}/${expRequired}`;
if (this.pb_exp) this.pb_exp.progress = exp / expRequired;
}
}
/** 获取对应等级的升级所需经验 */
private getExpRequirement(level: number): number {
for (let config of TalentConfig.expRequirements) {
if (level <= config.maxLevel) {
return config.expPerLevel;
}
}
return TalentConfig.expRequirements[TalentConfig.expRequirements.length - 1].expPerLevel;
}
/** 动态生成或更新天赋列表 */
private updateTalentList() {
if (!this.talents_content || !this.prefab_talent_item) return;
const collection = smc.collection;
// 如果内容为空,则实例化预制体
if (this.talents_content.children.length === 0) {
TalentConfig.talents.forEach(talentInfo => {
let itemNode = instantiate(this.prefab_talent_item);
this.talents_content.addChild(itemNode);
let comp = itemNode.getComponent(TalentItemComp);
if (comp) {
comp.updateItem(talentInfo, collection.talents[talentInfo.id as TalentType], this.onUpgradeClicked.bind(this));
}
});
} else {
// 否则直接更新现有节点
TalentConfig.talents.forEach((talentInfo, index) => {
let itemNode = this.talents_content.children[index];
if (itemNode) {
let comp = itemNode.getComponent(TalentItemComp);
if (comp) {
comp.updateItem(talentInfo, collection.talents[talentInfo.id as TalentType], this.onUpgradeClicked.bind(this));
}
}
});
}
}
/** 点击升级按钮 */
private onUpgradeClicked(talentId: TalentType, currentLevel: number) {
const collection = smc.collection;
const talentInfo = TalentConfig.talents.find(t => t.id === talentId);
if (!talentInfo) {
oops.gui.toast("天赋配置不存在");
return;
}
if (currentLevel >= talentInfo.maxLevel) {
oops.gui.toast("该天赋已满级");
return;
}
const cost = talentInfo.costs[currentLevel] ?? 0;
if (smc.vmdata.gold >= cost) {
// 1. 扣除金币消耗
smc.updateGold(-cost);
// 2. 更新等级
collection.talents[talentId] = currentLevel + 1;
// 3. 同步数据(通过 SingletonModuleComp 新增的机制,这里会触发标记脏数据并自动尝试云端同步)
smc.updateCloudData();
// 4. 刷新 UI
this.refreshUI();
oops.gui.toast("天赋升级成功");
} else {
oops.gui.toast("金币不足");
}
}
/** 点击重置按钮 */
private onResetClicked() {
// 看广告回调(预留)
this.watch_ad().then(success => {
if (success) {
const collection = smc.collection;
// 计算已消耗金币并返还
let refundedGold = 0;
for (let id in collection.talents) {
let talentId = Number(id) as TalentType;
let level = collection.talents[talentId];
let talentInfo = TalentConfig.talents.find(t => t.id === talentId);
if (talentInfo) {
for (let i = 0; i < level; i++) {
refundedGold += talentInfo.costs[i] ?? 0;
}
}
}
// 重置天赋等级并返还金币
for (let k in collection.talents) {
collection.talents[k as any as TalentType] = 0;
}
if (refundedGold > 0) {
smc.updateGold(refundedGold);
}
// 同步到云端
smc.updateCloudData();
// 刷新界面
this.refreshUI();
oops.gui.toast("天赋已重置,金币已返还");
} else {
oops.gui.toast("广告观看失败,无法重置");
}
});
}
/** 模拟看广告回调实际项目中需要替换为真实的广告SDK调用 */
private watch_ad(): Promise<boolean> {
return new Promise((resolve) => {
// 模拟广告播放延迟
setTimeout(() => {
resolve(true);
}, 500);
});
}
/** 点击返回按钮 */
private onCloseClicked() {
oops.gui.removeByNode(this.node); //
}
protected onDestroy(): void {
mLogger.log(this.debugMode, 'TalentsComp', "释放界面");
if (this.btn_reset && this.btn_reset.node && this.btn_reset.node.isValid) {
this.btn_reset.node.off(Button.EventType.CLICK, this.onResetClicked, this);
}
if (this.btn_close && this.btn_close.node && this.btn_close.node.isValid) {
this.btn_close.node.off(Button.EventType.CLICK, this.onCloseClicked, this);
}
}
/** ECS 组件移除时销毁节点 */
reset() {
this.node.destroy();
}
}