378 lines
13 KiB
TypeScript
378 lines
13 KiB
TypeScript
/**
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* @file EquipListComp.ts
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* @description 装备商店单个装备项组件(UI 视图层 + 购买逻辑)
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*
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* 职责:
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* 1. 渲染单个装备卡的显示信息(名称、等级、属性词条、图标)。
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* 2. 处理购买点击 → 扣费 → 派发 UseEquipCard 事件触发装备生效。
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*
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* 装备使用机制:
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* 与技能卡使用流程一致——购买后派发 GameEvent.UseEquipCard,
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* 由 MissEquipComp 接收并创建 EquipBoxComp 实体,
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* EquipBoxComp 按 Field 类型被动驻场,属性加成由 FieldSkillHelper 全局聚合。
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*/
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import { mLogger } from "../common/Logger";
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import { _decorator, Node, Label, RichText, 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 { EquipPoolList } from "../common/config/EquipSet";
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import { buildEquipRich } from "../common/config/HeroSkillDesc";
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import { oops } from "db://oops-framework/core/Oops";
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import { getCardIconId, setSpriteFrame } from "../common/CardIconHelper";
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import { GameEvent } from "../common/config/GameEvent";
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import { MissionEconomy } from "./MissionEconomy";
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const { ccclass, property } = _decorator;
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/**
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* EquipListComp —— 装备商店单个装备项
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*
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* 由 MissionCardComp.populateEquipments() 实例化。
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* 以图标 + 名称 + 属性词条 + 购买按钮的形式呈现。
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*/
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@ccclass('EquipListComp')
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@ecs.register('EquipListComp', false)
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export class EquipListComp 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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/** 装备图标节点 */
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@property({ type: Node })
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private icon_node: Node = null;
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/** 背景节点(含 green/blue/purple/red/yellow 颜色子节点,按 card_lv 激活) */
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@property({ type: Node })
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private bg_node: Node = null;
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/** 装备名称 */
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@property(Label)
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private name_label: Label = null;
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/** 属性词条富文本(多行,数值绿色高亮,由 buildEquipRich 按 FieldDescSet 实时渲染) */
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@property(RichText)
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private info_rich: RichText = 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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/** 消费金币标签(未绑定时回退查找 buy_node 下的 num/Label 子节点) */
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@property(Label)
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private cost_label: Label = null;
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// ======================== 运行时状态 ========================
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/** 当前装备的卡牌配置 */
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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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* 初始化装备卡数据并渲染 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 装备卡配置(必须为 trigger_type=Field 的装备卡)
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*/
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applyCardData(data: CardConfig): void {
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if (!data) return;
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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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this.updateUI();
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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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this.updateUI();
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});
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return;
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}
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// 首次赋值 → 直接渲染
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this.cardData = data;
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this.isPurchased = false;
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this.updateUI();
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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 cardConfig = EquipPoolList.find(c => c.uuid === this.cardData!.uuid);
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// 名称
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if (this.name_label) {
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this.name_label.string = cardConfig?.name || "";
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}
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// 等级标签(Lv.1 / Lv.2 / Lv.3)
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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.${lv}`;
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}
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// 背景:按 card_lv 激活对应颜色子节点(1→green 2→blue 3→purple 4→red 5→yellow)
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this.updateBgNode();
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// 属性词条富文本(多词条装备由 buildEquipRich 按 \n 多行渲染,数值实时高亮)
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if (this.info_rich) {
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const desc = buildEquipRich(this.cardData.field || []);
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this.info_rich.string = desc;
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this.info_rich.node.active = !!desc;
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}
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// 图标(共享工具解析:cardData.icon → FieldSkillSet → SkillSet)
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if (this.icon_node) {
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const iconId = getCardIconId(this.cardData);
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if (iconId) {
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setSpriteFrame(this.icon_node, iconId);
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}
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}
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// 购买按钮费用显示
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if (this.buy_node) {
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this.buy_node.active = true;
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const costLabel = this.cost_label
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|| this.buy_node.getChildByName("num")?.getComponent(Label)
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|| this.buy_node.getComponentInChildren(Label);
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if (costLabel) {
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costLabel.string = `${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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/**
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* 根据 card_lv 切换 bg_node 下的颜色子节点显示。
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* 等级与颜色对应关系:
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* card_lv 1 → green
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* card_lv 2 → blue
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* card_lv 3 → purple
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* card_lv 4 → red
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* card_lv 5 → yellow
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*/
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private updateBgNode() {
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if (!this.bg_node || !this.cardData) return;
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const lvToColor: Record<number, string> = {
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1: "green",
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2: "blue",
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3: "purple",
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4: "red",
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5: "yellow",
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};
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const targetColor = lvToColor[this.cardData.card_lv ?? 1];
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this.bg_node.children.forEach(child => {
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child.active = (child.name === targetColor);
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});
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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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// ======================== 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,触发与技能卡相同的生效流程。
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* 3. 标记已购买,隐藏购买按钮。
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*
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* 装备生效链路:
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* UseSkillCard → MissSkillsComp.addSkill() → SBox ECS 实体 → SkillBoxComp(Field 类型)
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* → FieldSkillHelper.getFieldSkillTotalValue() 全局聚合属性加成
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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, "EquipListComp", "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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// 派发 UseEquipCard,装备生效流程由 MissEquipComp 接收处理
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oops.message.dispatchEvent(GameEvent.UseEquipCard, 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,触发整池刷新
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oops.message.dispatchEvent(GameEvent.CardUsed, this);
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mLogger.log(this.debugMode, "EquipListComp", "equipment 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(用于跨波次保持购买记录) */
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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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/** 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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