1. 为装备、物品、技能卡牌组件统一添加CardUsed事件派发 2. 重构MissionCardComp的卡槽管理,改为槽位复用模式 3. 拆分并统一装备、物品、技能卡池的刷新逻辑 4. 移除冗余的UseSkillCard事件监听与处理 5. 整理并缓存各类卡槽组件引用
445 lines
15 KiB
TypeScript
445 lines
15 KiB
TypeScript
/**
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* @file SCardComp.ts
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* @description 技能商店单个技能卡项组件(UI 视图层 + 购买逻辑)
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*
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* 职责:
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* 1. 渲染单个技能卡的显示信息(名称、等级、描述词条、图标)。
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* 2. 处理购买点击 → 扣费 → 派发 UseSkillCard 事件触发技能生效。
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*
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* 技能使用机制:
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* 购买后派发 GameEvent.UseSkillCard,
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* 由 MissSkillsComp 接收并创建 SBox 实体 / SkillBoxComp 执行技能逻辑。
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*/
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import { mLogger } from "../common/Logger";
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import { _decorator, Node, Sprite, Label, NodeEventType, Vec3, UIOpacity, tween, Tween } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { CardConfig } from "../common/config/CardSet";
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import { SkillCardList } from "../common/config/SCardSet";
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import { FieldSkillSet, SkillSet, SkillConfig } from "../common/config/SkillSet";
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import { oops } from "db://oops-framework/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { smc } from "../common/SingletonModuleComp";
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import { MissionEconomy } from "./MissionEconomy";
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const { ccclass, property } = _decorator;
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/**
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* SCardComp —— 技能商店单个技能卡项
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*
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* 由 MissionCardComp.dispatchCardsToSkillSlots() 实例化。
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* 以图标 + 名称 + 描述词条 + 购买按钮的形式呈现。
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*/
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@ccclass('SCardComp')
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@ecs.register('SCardComp', false)
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export class SCardComp extends CCComp {
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private debugMode: boolean = false;
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// ======================== 编辑器绑定节点 ========================
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/** 技能图标节点 */
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@property({ type: Node })
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private icon_node: Node = null;
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/** 背景节点 */
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@property({ type: Node })
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private bg_node: Node = null;
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/** 技能名称 */
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@property(Label)
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private name_label: Label = null;
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/** 描述词条 1 */
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@property(Label)
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private fied1: Label = null;
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/** 描述词条 2 */
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@property(Label)
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private fied2: Label = null;
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/** 描述词条 3 */
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@property(Label)
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private fied3: Label = null;
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/** 等级标签 */
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@property(Label)
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private level_label: Label = null;
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/** 购买按钮节点 */
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@property({ type: Node })
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private buy_node: Node = null;
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// ======================== 运行时状态 ========================
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/** 当前技能的卡牌配置 */
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private cardData: CardConfig | null = null;
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/** 是否已购买 */
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private isPurchased: boolean = false;
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/** 透明度组件(用于淡入淡出动画) */
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private opacityComp: UIOpacity | null = null;
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/** 入场动画时长(秒) */
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private readonly enterDuration: number = 0.25;
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/** 购买/逝去动画时长(秒) */
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private readonly exitDuration: number = 0.2;
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// ======================== 生命周期 ========================
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onLoad() {
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this.buy_node?.on(NodeEventType.TOUCH_START, this.onBuyTouchStart, this);
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this.buy_node?.on(NodeEventType.TOUCH_END, this.onBuyClick, this);
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this.buy_node?.on(NodeEventType.TOUCH_CANCEL, this.onBuyTouchCancel, this);
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this.opacityComp = this.node.getComponent(UIOpacity) || this.node.addComponent(UIOpacity);
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}
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onDestroy() {
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super.onDestroy();
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if (this.buy_node && this.buy_node.isValid) {
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this.buy_node.off(NodeEventType.TOUCH_START, this.onBuyTouchStart, this);
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this.buy_node.off(NodeEventType.TOUCH_END, this.onBuyClick, this);
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this.buy_node.off(NodeEventType.TOUCH_CANCEL, this.onBuyTouchCancel, this);
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}
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}
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// ======================== 数据初始化 ========================
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/**
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* 初始化技能卡数据并渲染 UI
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*
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* 若槽位已有旧卡且显示中,先播普通逝去动画(缩小淡出),结束后切新卡;
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* 刚购买的槽位跳过逝去动画直接应用新卡(购买动画已播放大淡出)。
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*
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* @param data 技能卡配置,传 null 时清空显示
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*/
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applyCardData(data: CardConfig | null): void {
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// 刚购买(已播放大逝去动画)→ 不播普通逝去动画,直接应用新卡
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if (this.isPurchased) {
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this.cardData = data;
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this.isPurchased = false;
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if (data) {
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this.node.active = true;
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this.updateUI();
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} else {
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this.applyEmptyUI();
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}
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return;
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}
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// 旧卡存在且显示中 → 播普通逝去动画,结束后切新卡
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if (this.cardData && this.node.active) {
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this.playRefreshExitAnim(() => {
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this.cardData = data;
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this.isPurchased = false;
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if (data) {
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this.node.active = true;
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this.updateUI();
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} else {
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this.applyEmptyUI();
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}
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});
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return;
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}
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// 首次赋值或空槽 → 直接渲染
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this.cardData = data;
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this.isPurchased = false;
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if (data) {
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this.node.active = true;
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this.updateUI();
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} else {
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this.applyEmptyUI();
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}
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}
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/** 清空 UI 显示 */
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private applyEmptyUI() {
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// 清理动画状态
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Tween.stopAllByTarget(this.node);
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if (this.opacityComp) {
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Tween.stopAllByTarget(this.opacityComp);
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this.opacityComp.opacity = 255;
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}
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this.node.setScale(1, 1, 1);
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if (this.name_label) this.name_label.string = "";
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if (this.level_label) this.level_label.string = "";
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const fieldLabels = [this.fied1, this.fied2, this.fied3];
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for (const label of fieldLabels) {
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if (label) {
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label.string = "";
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label.node.active = false;
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}
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}
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if (this.icon_node) {
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const sprite = this.icon_node.getComponent(Sprite) || this.icon_node.getComponentInChildren(Sprite);
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if (sprite) sprite.spriteFrame = null;
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}
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if (this.buy_node) {
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this.buy_node.active = false;
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}
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this.node.active = false;
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}
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// ======================== UI 渲染 ========================
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updateUI() {
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if (!this.cardData) return;
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const skillCard = SkillCardList.find(c => c.uuid === this.cardData!.uuid);
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const skill = this.cardData.skill ? SkillSet[this.cardData.skill] : null;
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// 名称
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if (this.name_label) {
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this.name_label.string = skillCard?.name || skill?.name || this.cardData.name || "";
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}
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// 等级标签(★ 表示卡牌等级)
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if (this.level_label) {
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const lv = this.cardData.card_lv ?? 1;
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this.level_label.string = lv >= 2 ? "★".repeat(lv - 1) : "";
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}
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// 描述词条(最多显示 3 条,对应 fied1/fied2/fied3)
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const fieldLabels = [this.fied1, this.fied2, this.fied3];
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const desc = this.getDescription(skillCard, skill);
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for (let i = 0; i < fieldLabels.length; i++) {
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if (!fieldLabels[i]) continue;
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fieldLabels[i].string = i === 0 ? desc : "";
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fieldLabels[i].node.active = i === 0 && !!desc;
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}
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// 图标
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if (this.icon_node) {
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const iconId = this.getIconId(skill);
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if (iconId) {
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this.updateIcon(this.icon_node, iconId);
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}
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}
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// 购买按钮费用显示
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if (this.buy_node) {
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this.buy_node.active = true;
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const costLabel = this.buy_node.getChildByName("num")?.getComponent(Label)
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|| this.buy_node.getComponentInChildren(Label);
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if (costLabel) {
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costLabel.string = `${this.cardData.cost ?? 0}`;
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}
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}
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// 播放入场动画(由小变大 + 淡入)
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this.playEnterAnim();
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}
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// ======================== 动画 ========================
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/** 播放入场动画:卡牌由小变大(scale 0→1)+ 淡入 */
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private playEnterAnim() {
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Tween.stopAllByTarget(this.node);
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if (this.opacityComp) {
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Tween.stopAllByTarget(this.opacityComp);
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}
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this.node.setScale(0, 0, 1);
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if (this.opacityComp) {
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this.opacityComp.opacity = 0;
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}
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tween(this.node)
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.to(this.enterDuration, { scale: new Vec3(1, 1, 1) }, { easing: 'backOut' })
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.start();
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if (this.opacityComp) {
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tween(this.opacityComp)
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.to(this.enterDuration, { opacity: 255 })
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.start();
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}
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}
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/** 播放购买动画:卡牌放大(scale 1→1.1)+ 淡出 */
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private playPurchaseAnim() {
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Tween.stopAllByTarget(this.node);
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if (this.opacityComp) {
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Tween.stopAllByTarget(this.opacityComp);
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}
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tween(this.node)
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.to(this.exitDuration, { scale: new Vec3(1.1, 1.1, 1) }, { easing: 'quadIn' })
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.start();
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if (this.opacityComp) {
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tween(this.opacityComp)
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.to(this.exitDuration, { opacity: 0 })
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.start();
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}
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}
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/**
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* 播放普通刷新"逝去"动画:旧卡缩小(scale 1→0)+ 淡出,结束后回调切换新卡。
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* @param onComplete 动画结束回调,用于应用新卡数据
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*/
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private playRefreshExitAnim(onComplete: () => void) {
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Tween.stopAllByTarget(this.node);
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if (this.opacityComp) {
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Tween.stopAllByTarget(this.opacityComp);
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}
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tween(this.node)
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.to(this.exitDuration, { scale: new Vec3(0, 0, 1) }, { easing: 'quadIn' })
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.start();
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if (this.opacityComp) {
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tween(this.opacityComp)
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.to(this.exitDuration, { opacity: 0 })
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.call(onComplete)
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.start();
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} else {
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this.scheduleOnce(onComplete, this.exitDuration);
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}
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}
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// ======================== 按钮动画 ========================
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/** 按钮正常缩放 */
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private readonly btnNormalScale: number = 1;
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/** 按钮按下缩放 */
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private readonly btnPressScale: number = 0.92;
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/** 按钮点击回弹峰值缩放 */
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private readonly btnClickScale: number = 1.08;
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/** 购买按钮按下:缩小反馈 */
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private onBuyTouchStart() {
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this.playBtnScaleTo(this.btnPressScale, 0.06);
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}
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/** 购买按钮取消:恢复缩放 */
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private onBuyTouchCancel() {
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this.playBtnScaleTo(this.btnNormalScale, 0.08);
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}
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/** 按钮缩放动画(通用) */
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private playBtnScaleTo(scale: number, duration: number) {
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if (!this.buy_node || !this.buy_node.isValid) return;
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Tween.stopAllByTarget(this.buy_node);
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tween(this.buy_node)
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.to(duration, { scale: new Vec3(scale, scale, 1) })
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.start();
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}
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/** 按钮点击回弹动画:先弹到峰值再回到正常 */
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private playBtnClickAnim() {
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if (!this.buy_node || !this.buy_node.isValid) return;
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Tween.stopAllByTarget(this.buy_node);
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tween(this.buy_node)
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.to(0.05, { scale: new Vec3(this.btnClickScale, this.btnClickScale, 1) })
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.to(0.08, { scale: new Vec3(this.btnNormalScale, this.btnNormalScale, 1) })
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.start();
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}
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/** 获取技能描述:驻场技能取 FieldSkillSet,其余取技能/卡牌配置 */
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private getDescription(skillCard: CardConfig | undefined, skill: SkillConfig | null): string {
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if (!this.cardData) return "";
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if (this.cardData.field && this.cardData.field.length > 0) {
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return FieldSkillSet[this.cardData.field[0]]?.info || "";
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}
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return skillCard?.info || skill?.info || this.cardData.info || "";
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}
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/** 获取技能图标 id:驻场技能取 FieldSkillSet.icon,其余取 SkillSet.icon */
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private getIconId(skill: SkillConfig | null): string {
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if (!this.cardData) return "";
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if (!this.cardData.skill && this.cardData.field && this.cardData.field.length > 0) {
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const fieldUuid = this.cardData.field[0];
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return FieldSkillSet[fieldUuid]?.icon || `${fieldUuid}`;
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}
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return skill?.icon || `${this.cardData.skill ?? this.cardData.uuid}`;
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}
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/** 更新图标精灵 */
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private updateIcon(node: Node, iconId: string) {
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if (!node || !iconId) return;
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const sprite = node.getComponent(Sprite) || node.getComponentInChildren(Sprite);
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if (!sprite) return;
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if (smc.uiconsAtlas) {
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const frame = smc.uiconsAtlas.getSpriteFrame(iconId);
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sprite.spriteFrame = frame || null;
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}
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}
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// ======================== 购买逻辑 ========================
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/**
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* 购买点击处理:
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* 1. 扣除金币(失败则提示并中止)。
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* 2. 派发 UseSkillCard 事件,触发技能生效流程。
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* 3. 标记已购买,隐藏购买按钮。
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*/
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private onBuyClick() {
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if (!this.cardData || this.isPurchased) return;
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// 播放按钮点击回弹动画
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this.playBtnClickAnim();
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oops.audio.playEffect("music/button");
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// 扣费
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const cost = this.cardData.cost ?? 0;
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const success = MissionEconomy.spendCoin(cost);
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if (!success) {
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oops.message.dispatchEvent(GameEvent.ShowSmallTip, "buy_coin");
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mLogger.log(this.debugMode, "SCardComp", "purchase failed: not enough coin", {
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uuid: this.cardData.uuid,
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cost
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});
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return;
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}
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smc.vmdata.scores.refresh_hit_count++;
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// 派发 UseSkillCard,技能生效流程由 MissSkillsComp 接收处理
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oops.message.dispatchEvent(GameEvent.UseSkillCard, this.cardData);
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// 标记已购买
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this.isPurchased = true;
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if (this.buy_node) {
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this.buy_node.active = false;
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}
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// 播放购买动画(卡牌放大 + 淡出)
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this.playPurchaseAnim();
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// 派发 CardUsed 事件,通知 MissionCardComp 刷新技能卡池
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oops.message.dispatchEvent(GameEvent.CardUsed, this);
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mLogger.log(this.debugMode, "SCardComp", "skill card purchased", {
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uuid: this.cardData.uuid,
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cost
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});
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}
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/** 标记为已购买状态 */
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setPurchased(): void {
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this.isPurchased = true;
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if (this.buy_node) {
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this.buy_node.active = false;
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}
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}
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/**
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* 接收 MissionCardComp 分发的卡牌并刷新显示。
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* @param data 卡牌配置,null 时清空显示
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* @returns 是否成功接收(true = 接收并刷新 UI)
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*/
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applyDrawCard(data: CardConfig | null): boolean {
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this.applyCardData(data);
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return !!data;
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}
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/**
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* 系统清槽:任务开始/结束时强制重置。
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* 清空数据与 UI 并隐藏节点。
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*/
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clearBySystem() {
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this.cardData = null;
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this.isPurchased = false;
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this.applyEmptyUI();
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this.node.active = false;
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}
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/** ECS 组件移除时销毁节点 */
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reset() {
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if (this.node && this.node.isValid) {
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this.node.destroy();
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}
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}
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}
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