1. 重构卡牌配置定义,明确Field类型为装备卡并支持单卡多词条 2. 添加装备卡判断和词条计数工具函数 3. 新增EquipListComp装备列表组件 4. 更新aui.plist和预制体UI资源适配新装备系统 5. 补充多词条装备示例配置
154 lines
5.5 KiB
TypeScript
154 lines
5.5 KiB
TypeScript
/**
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* @file EquipListComp.ts
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* @description 单个技能卡效果控制组件(UI 视图层 + 逻辑层)
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*
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* 职责:
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* 1. 表示一张已使用的技能卡在战场上的 **可视化实体**。
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* 2. 按 trigger_type 类型化分发触发逻辑(即时 / 定时 / 驻场 / 事件型)。
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* 3. 显示技能图标和剩余触发次数。
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* 4. 触发结束后自动销毁。
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*
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* 触发类型(CardTriggerType):
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* - Instant (1):init 时立即触发一次(按 t_times 控制次数,跨波次 NewWave 时再次触发)
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* - Interval (2):监听 FightStart → update 帧驱动按 t_inv 间隔重复触发(按 t_times 控制每波次数)
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* - Field (3):被动生效,不主动施法(实际由 FieldSkillSet 处理)
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* - FightStart (4):监听 FightStart 事件,按 trigger_limit 全局累计上限
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* - FightEnd (5):监听 FightEnd 事件(每波结束派发),按 trigger_limit 全局累计上限
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* - HeroDead (6):监听 HeroDead 事件(仅英雄阵营派发,怪物死亡不触发)
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* - HeroCall (7):监听 MasterCalled(主角/技能召唤)+ ReviveSuccess(复活)
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*
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* 关键设计:
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* - 事件型(4-7)统一走 onEventTrigger 入口,仅作触发信号,不读取 payload
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* - 触发上限:Instant/Interval 按 t_times(每波内),事件型按 trigger_limit(全局)
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* - 跨波次:keep_waves 控制存活;事件型 trigger_count 不随波次重置
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* - 销毁时通过 GameEvent.RemoveSkillBox 通知 MissSkillsComp 回收槽位
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*
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* 依赖:
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* - CardPoolList / CardTriggerType(CardSet)—— 查询技能卡的触发配置
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* - SkillSet —— 技能静态配置(icon 字段)
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* - GameEvent —— 各类游戏事件
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* - smc.mission —— 游戏运行状态
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*/
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import { mLogger } from "../common/Logger";
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import { _decorator, Node, Prefab, Sprite, Label, Vec3, resources, SpriteAtlas, tween, v3, Tween, NodeEventType } 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 { CardPoolList, CardTriggerType } from "../common/config/CardSet";
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import { SkillSet, SkillOverrides, FieldSkillSet } 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 { UIID } from "../common/config/GameUIConfig";
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const { ccclass, property } = _decorator;
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/**
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* EquipListComp —— 单个技能卡效果视图 + 逻辑组件
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*
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* 由 MissSkillsComp.addSkill() 实例化并初始化。
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* 在战场上以图标 + 剩余次数的形式呈现。
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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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/** 调试日志开关 */
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private debugMode: boolean = true;
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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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@property({ type: Node })
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private bg_node: Node = null;
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@property(Label)
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private name_label: Label = null;
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@property(Label)
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private fied1: Label = null;
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@property(Label)
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private fied2: Label = null;
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@property(Label)
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private fied3: Label = null;
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@property(Label)
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private level_label: Label = null;
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@property({ type: Node })
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private buy_node: Node = null;
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// ======================== 技能配置 ========================
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/** 技能 UUID */
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private s_uuid: number = 0;
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/** 卡牌等级 */
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private card_lv: number = 1;
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/** 是否为即时技能(true=使用后立即触发,false=战斗中定时触发) */
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private is_instant: boolean = true;
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/** 总触发次数 */
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private trigger_times: number = 1;
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/** 触发间隔(秒,仅持续技能有效) */
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private trigger_interval: number = 0;
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/** 维持的波次数(-1表示直到战斗结束,0表示不跨波次,>0表示维持的具体波次数) */
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private keep_waves: number = 0;
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/** 技能覆写参数(自定义伤害、Buff等) */
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private overrides?: SkillOverrides;
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/** 驻场技能 UUID 列表 */
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public field: number[] = [];
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/** 卡牌自定义图标ID(优先级最高,未定义则按 trigger_type 自动取) */
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private card_icon?: string;
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// ======================== 触发类型化扩展 ========================
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/** 触发类型(默认即时,保持向后兼容) */
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private trigger_type: CardTriggerType = CardTriggerType.Instant;
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/** 事件型触发的全局次数上限(Infinity 表示无上限) */
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private trigger_limit: number = Infinity;
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/** 事件型已触发次数 */
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private trigger_count: number = 0;
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// ======================== 运行时状态 ========================
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/** 已触发次数 */
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private current_trigger_times: number = 0;
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/** 当前计时器(秒) */
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private timer: number = 0;
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/** 是否处于战斗中(仅战斗中持续技能才计时) */
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private in_combat: boolean = false;
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/** 是否已初始化 */
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private initialized: boolean = false;
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onLoad() {
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}
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onDestroy() {
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}
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init() {
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}
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private registerTrigger(): void {
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}
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updateUI() {
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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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