Files
pixelheros/assets/script/game/map/TalentsComp.ts
panw 9baddd5462 feat(数据同步): 重构云端数据同步机制,引入防抖与本地缓存
- 新增 GameDataSync 类,封装数据同步逻辑,支持防抖与时间戳冲突解决
- 重构 SingletonModuleComp 的云端同步方法,统一调用 GameDataSync
- 优化 TalentsComp 天赋升级流程,使用新的同步机制
- 添加本地缓存支持,提升离线体验与数据恢复能力
2026-04-28 16:15:48 +08:00

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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";
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、可用天赋点。
* 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,扣除天赋点并保存。
* 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: "当前可用天赋点数文本,例如 '4/30'" })
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: "天赋项预制体\n预制体结构要求:\n- 根节点\n - lbl_name (Label): 天赋名称\n - lbl_desc (Label): 天赋描述\n - lbl_level (Label): 当前等级\n - lbl_cost (Label): 升级消耗\n - btn_upgrade (Button): 升级按钮\n - pb_level (ProgressBar或一组节点): 等级进度展示(可选)" })
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.on(Button.EventType.CLICK, this.onResetClicked, this);
}
if (this.btn_close) {
this.btn_close.node.on(Button.EventType.CLICK, this.onCloseClicked, this);
}
}
onAdded(args: any) {
this.refreshUI();
}
/** 刷新整体界面 */
private refreshUI() {
this.updatePlayerInfo();
this.updateTalentList();
}
/** 更新玩家等级、经验、天赋点信息 */
private updatePlayerInfo() {
const collection = smc.collection;
let level = collection.player_level || 1;
let exp = collection.player_exp || 0;
let points = collection.talent_points || 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 = `天赋点: ${points}/${this.MAX_PLAYER_LEVEL}`;
// 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;
if (!collection.talents) collection.talents = {};
// 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);
this.updateTalentItem(itemNode, talentInfo, collection.talents[talentInfo.id as TalentType] || 0);
});
} 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) {
this.updateTalentItem(itemNode, talentInfo, collection.talents[talentInfo.id as TalentType] || 0);
}
});
}
}
/** 更新单个天赋项的显示 */
private updateTalentItem(itemNode: Node, talentInfo: TalentInfo, currentLevel: number) {
let lblName = itemNode.getChildByName("lbl_name")?.getComponent(Label);
let lblDesc = itemNode.getChildByName("lbl_desc")?.getComponent(Label);
let lblLevel = itemNode.getChildByName("lbl_level")?.getComponent(Label);
let lblCost = itemNode.getChildByName("lbl_cost")?.getComponent(Label);
let btnUpgradeNode = itemNode.getChildByName("btn_upgrade");
let btnUpgrade = btnUpgradeNode?.getComponent(Button);
if (lblName) {
lblName.string = (talentInfo.icon ? `${talentInfo.icon} ` : '') + talentInfo.name;
}
if (lblDesc) {
let currentVal = currentLevel === 0 ? 0 : talentInfo.values[currentLevel - 1];
lblDesc.string = talentInfo.desc.replace('{value}', currentVal.toString());
}
if (lblLevel) lblLevel.string = `Lv.${currentLevel}`;
let isMax = currentLevel >= talentInfo.maxLevel;
let cost = isMax ? 0 : talentInfo.costs[currentLevel];
let points = smc.collection.talent_points || 0;
if (lblCost) {
lblCost.string = isMax ? "已满级" : `消耗: ${cost}`;
}
if (btnUpgrade) {
btnUpgrade.interactable = !isMax && points >= cost;
// 清除旧的监听,避免重复绑定
btnUpgradeNode?.off(Button.EventType.CLICK);
btnUpgradeNode?.on(Button.EventType.CLICK, () => {
this.onUpgradeClicked(talentInfo.id, currentLevel, cost);
}, this);
}
}
/** 点击升级按钮 */
private onUpgradeClicked(talentId: TalentType, currentLevel: number, cost: number) {
const collection = smc.collection;
let points = collection.talent_points || 0;
if (points >= cost && currentLevel < 5) {
// 1. 扣除消耗
collection.talent_points -= 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("天赋点不足或已满级");
}
}
/** 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;
// 计算已消耗的天赋点总和
let refundedPoints = 0;
for (let id in collection.talents) {
let talentId = Number(id) as TalentType;
let level = collection.talents[talentId] || 0;
let talentInfo = TalentConfig.talents.find(t => t.id === talentId);
if (talentInfo) {
for (let i = 0; i < level; i++) {
refundedPoints += talentInfo.costs[i];
}
}
}
// 重置天赋等级并返还点数
collection.talents = {};
collection.talent_points += refundedPoints;
// 限制不超过最大点数(30)
if (collection.talent_points > this.MAX_PLAYER_LEVEL) {
collection.talent_points = this.MAX_PLAYER_LEVEL;
}
// 同步到云端
smc.updateCloudData();
// 刷新界面
this.refreshUI();
oops.gui.toast("天赋已重置,点数已返还");
} 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");
}
/** ECS 组件移除时销毁节点 */
reset() {
this.node.destroy();
}
}