Files
pixelheros/assets/script/game/map/MissionCardComp.ts
walkpan 9f3a874cac fix(游戏地图): 修复英雄升级事件处理并恢复任务卡关闭延迟
取消英雄升级奖励界面的直接显示,改为分发天赋选择事件
恢复任务卡选中后的延迟关闭效果,提升玩家体验
2026-01-04 23:41:18 +08:00

193 lines
6.0 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 } 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 { talConf, ItalConf } from "../common/config/TalSet";
const { ccclass, property } = _decorator;
export enum CardType {
Talent = 1,
Skill = 2,
Potion = 3
}
/** 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!
card1_data:any = null!
card2_data:any = null!
card3_data:any = null!
card4_data:any = null!
// 当前卡片类型
curCardType: CardType = CardType.Talent;
onLoad() {
oops.message.on(GameEvent.TalentSelect, this.onTalentSelect, this);
}
onDestroy() {
oops.message.off(GameEvent.TalentSelect, this.onTalentSelect, this);
this.ent.destroy();
}
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;
}
});
}
// 是否已经选择了天赋
private hasSelected: boolean = false;
private onTalentSelect(event: string, args: any) {
this.node.active = true;
this.hasSelected = false; // 重置选择状态
this.curCardType = CardType.Talent; // 记录当前类型为天赋
this.resetCardStates(); // 每次刷新前重置卡片状态
this.refCards();
}
refCards(){
// 根据当前类型获取数据
let allData: any[] = [];
if (this.curCardType === CardType.Talent) {
allData = Object.values(talConf);
}
// 后续扩展其他类型
// else if (this.curCardType === CardType.Skill) { ... }
const result: any[] = [];
const temp = [...allData];
// 简单的随机抽取算法
for (let i = 0; i < 4 && temp.length > 0; i++) {
const index = Math.floor(Math.random() * temp.length);
result.push(temp[index]);
temp.splice(index, 1);
}
// 更新卡片
if (result.length > 0) this.updateCardData(1, result[0]);
if (result.length > 1) this.updateCardData(2, result[1]);
if (result.length > 2) this.updateCardData(3, result[2]);
if (result.length > 3) this.updateCardData(4, result[3]);
}
updateCardInfo(card:Node, data:any){
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){
// 根据类型显示不同描述目前天赋用desc
info.getComponent(Label)!.string = data.desc || "";
}
}
updateCardData(index:number, data:any){
switch (index) {
case 1:
this.card1_data = data
this.updateCardInfo(this.card1, data);
break;
case 2:
this.card2_data = data
this.updateCardInfo(this.card2, data);
break;
case 3:
this.card3_data = data
this.updateCardInfo(this.card3, data);
break;
case 4:
this.card4_data = data
this.updateCardInfo(this.card4, data);
break;
}
}
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;
let selectedData: any = null;
let selectedCardNode: Node | null = null;
switch (_index) {
case 1:
selectedData = this.card1_data;
selectedCardNode = this.card1;
break;
case 2:
selectedData = this.card2_data;
selectedCardNode = this.card2;
break;
case 3:
selectedData = this.card3_data;
selectedCardNode = this.card3;
break;
case 4:
selectedData = this.card4_data;
selectedCardNode = this.card4;
break;
}
if (selectedData && selectedCardNode) {
this.hasSelected = true;
console.log("选择卡片:", selectedData.name, "类型:", this.curCardType);
// 显示当前选中的 selected 节点
const selected = selectedCardNode.getChildByName("selected");
if(selected) selected.active = true;
// 根据类型发送不同事件
if (this.curCardType === CardType.Talent) {
oops.message.dispatchEvent(GameEvent.UseTalentCard, selectedData.uuid);
}
// 后续扩展其他类型事件
// 延迟关闭界面,让玩家看到选中效果
this.scheduleOnce(() => {
this.node.active = false;
}, 0.5);
}
}
/** 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();
}
}