Files
pixelheros/assets/script/game/map/MissionComp.ts
walkpan bbcee36dec refactor: 移除关卡奖励触发逻辑与经验计算
- 删除通过 getLevelRewardType 触发不同类型奖励事件的复杂逻辑
- 移除战斗后基于怪物UUID和等级的经验值计算
- 简化 call_cards 方法,使其为空实现
2026-03-11 19:12:06 +08:00

312 lines
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TypeScript
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import { _decorator, Vec3,Animation, instantiate, Prefab, Node, ProgressBar, Label } 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 { smc } from "../common/SingletonModuleComp";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { MonsterCost, MonType, calculateMonsterGold, getLevelExp, calculateMonsterExp, SpecialMonsterSchedule } from "./RogueConfig";
import { GameEvent } from "../common/config/GameEvent";
import { HeroViewComp } from "../hero/HeroViewComp";
import { UIID } from "../common/config/GameUIConfig";
import { SkillView } from "../skill/SkillView";
import { FightSet, CardType, FacSet } from "../common/config/GameSet";
import { mLogger } from "../common/Logger";
const { ccclass, property } = _decorator;
//@todo 需要关注 当boss死亡的时候的动画播放完成后需要触发事件通知 MissionComp 进行奖励处理
/** 视图层对象 */
@ccclass('MissionComp')
@ecs.register('MissionComp', false)
export class MissionComp extends CCComp {
@property({ tooltip: "是否启用调试日志" })
private debugMode: boolean = false;
// VictoryComp:any = null;
// reward:number = 0;
// reward_num:number = 0;
@property(Node)
coins_node:Node = null!
@property(Node)
lv_node:Node = null!
@property(Node)
chou_node:Node = null!
@property(Node)
time_node:Node = null!
@property(Node)
hero_info_node:Node = null!
@property(Node)
update_node:Node = null!
FightTime:number = FightSet.FiIGHT_TIME
/** 剩余复活次数 */
revive_times: number = 1;
rewards:any[]=[]
game_data:any={
exp:0,
gold:0,
diamond:0
}
private lastTimeStr: string = "";
// 记录已触发的特殊刷怪索引
private spawnedSpecialIndices: Set<number> = new Set();
onLoad(){
this.on(GameEvent.MissionStart,this.mission_start,this)
this.on(GameEvent.MonDead,this.do_mon_dead,this)
this.on(GameEvent.HeroDead,this.do_hero_dead,this)
// this.on(GameEvent.FightEnd,this.fight_end,this)
this.on(GameEvent.MissionEnd,this.mission_end,this)
this.on(GameEvent.DO_AD_BACK,this.do_ad,this)
this.on(GameEvent.CanUpdateLv,this.onLevelUp,this)
this.on(GameEvent.ReviveSuccess, this.onReviveSuccess, this)
}
protected update(dt: number): void {
if(!smc.mission.play) return
if(smc.mission.pause) return
if(smc.mission.in_fight){
if(smc.mission.stop_mon_action) return
smc.vmdata.mission_data.fight_time+=dt
this.FightTime-=dt
// 检查特殊刷怪时间
this.checkSpecialSpawns(smc.vmdata.mission_data.fight_time);
this.update_time();
}
}
update_time(){
let time = Math.max(0, this.FightTime);
let m = Math.floor(time / 60);
let s = Math.floor(time % 60);
let str = `${m.toString().padStart(2, '0')}:${s.toString().padStart(2, '0')}`;
if(str != this.lastTimeStr){
this.time_node.getChildByName("time").getComponent(Label).string = str;
this.lastTimeStr = str;
}
}
private checkSpecialSpawns(fightTime: number) {
SpecialMonsterSchedule.forEach((item, index) => {
if (!this.spawnedSpecialIndices.has(index) && fightTime >= item.time) {
this.spawnedSpecialIndices.add(index);
mLogger.log(this.debugMode, 'MissionComp', ` 触发特殊刷怪: ${item.desc}`);
oops.message.dispatchEvent("SpawnSpecialMonster", {
uuid: item.uuid,
type: item.type,
level: item.level
});
}
});
}
// 升级奖励触发
onLevelUp(event: string, args: any) {
mLogger.log(this.debugMode, 'MissionComp', ` 英雄升级到 ${args.lv} 级!`);
// 默认每级都触发属性选择
// oops.message.dispatchEvent(GameEvent.AttrSelect);
this.call_cards(args.lv)
}
call_cards(lv:number){
}
showLevelUpReward() {
// TODO: 显示三选一技能/属性奖励界面
mLogger.log(this.debugMode, 'MissionComp', " 显示升级奖励界面 (TODO)");
}
//奖励发放
do_reward(){
// 奖励发放
}
do_mon_dead(event:any,data:any){
// mLogger.log(this.debugMode, 'MissionComp', " do_mon_dead",event,data)
smc.vmdata.mission_data.mon_num--
// 计算并增加经验
// data 应该是怪物组件或包含怪物信息的对象
if (data && data.uuid) {
// 默认值处理
const level = data.lv || 1;
// 类型推断
let type = MonType.NORMAL;
if (data.is_boss) {
type = MonType.BOSS;
} else if (data.is_elite) {
type = MonType.ELITE;
} else {
// 兜底策略根据Cost判断是否为精英怪
const cost = MonsterCost[data.uuid] || 1;``
if (cost >= 10) {
type = MonType.ELITE;
}
}
this.cal_gold_reward(data, type);
}
}
cal_gold_reward(data: any, type: MonType) {
const cost = MonsterCost[data.uuid] || 1;
const level = data.lv || 1;
let add_gold = calculateMonsterGold(data.uuid, level, type);
smc.updateGold(add_gold, false);
}
do_hero_dead(event:any,data:any){
// 收到 HeroDead 说明已经没有复活次数了,打开失败界面,等待玩家选择(复活或结束)
// oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false}) // 暂时不分发结束事件
this.open_Victory(null,true)
}
do_ad(){
if(this.ad_back()){
oops.message.dispatchEvent(GameEvent.AD_BACK_TRUE)
smc.vmdata.mission_data.refresh_count+=FightSet.MORE_RC
}else{
oops.message.dispatchEvent(GameEvent.AD_BACK_FALSE)
}
}
ad_back(){
return true
}
async mission_start(){
// 防止上一局的 fight_end 延迟回调干扰新局
this.unscheduleAllCallbacks();
// 确保清理上一局的残留实体
this.cleanComponents();
oops.message.dispatchEvent(GameEvent.FightReady)
this.node.active=true
this.data_init()
let loading=this.node.parent.getChildByName("loading")
loading.active=true
this.scheduleOnce(()=>{
loading.active=false
},0.5)
this.scheduleOnce(()=>{
this.to_fight()
},0.1)
}
to_fight(){
smc.mission.in_fight=true
oops.message.dispatchEvent(GameEvent.FightStart) //GameSetMonComp 监听刷怪
}
open_Victory(e:any,is_hero_dead: boolean = false){
// 暂停游戏循环和怪物行为
// smc.mission.play = false;
smc.mission.pause = true;
// oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false})
mLogger.log(this.debugMode, 'MissionComp', " open_Victory",is_hero_dead,this.revive_times)
oops.gui.open(UIID.Victory,{
victory:false,
rewards:this.rewards,
game_data:this.game_data,
can_revive: is_hero_dead && this.revive_times > 0
})
}
/** 复活成功回调,扣除次数 */
onReviveSuccess() {
if (this.revive_times > 0) {
this.revive_times--;
mLogger.log(this.debugMode, 'MissionComp', ` 玩家复活,剩余次数: ${this.revive_times}`);
}
}
fight_end(){
// mLogger.log(this.debugMode, 'MissionComp', "任务结束")
// 延迟0.5秒后执行任务结束逻辑
this.scheduleOnce(() => {
smc.mission.play=false
this.cleanComponents()
}, 0.5)
}
mission_end(){
// mLogger.log(this.debugMode, 'MissionComp', " mission_end")
// 合并 FightEnd 逻辑:清理组件、停止游戏循环
smc.mission.play=false
this.cleanComponents()
this.node.active=false
}
data_init(){
// 重置金币为初始值 (如果需要保留金币,请注释掉此行)
smc.vmdata.gold = 0;
//局内数据初始化 smc 数据初始化
smc.mission.play = true;
smc.mission.pause = false;
smc.mission.stop_mon_action = false;
smc.vmdata.mission_data.in_fight=false
smc.vmdata.mission_data.fight_time=0
smc.vmdata.mission_data.level=0
this.FightTime=FightSet.FiIGHT_TIME
this.rewards=[] // 改为数组,用于存储掉落物品列表
this.revive_times = 1; // 每次任务开始重置复活次数
this.spawnedSpecialIndices.clear(); // 重置特殊刷怪记录
// 重置全局属性加成和主角引用 (确保新一局数据干净)
// smc.role = null;
// 重置英雄数据,确保新一局是初始状态
smc.vmdata.hero = {
name:'',
path:'',
as:0,
type:0,
lv:1,
exp:0,
exp_max: getLevelExp(1),
exp_pre:0,
hp:50,
hp_max:100,
mp:50,
mp_max:100,
def:0,
ap:0,
dis:0,
crt:0,
speed:0,
skills:[],
buff:[],
tal:[],
info:'',
};
// mLogger.log(this.debugMode, 'MissionComp', "局内数据初始化",smc.vmdata.mission_data)
}
private cleanComponents() {
// 优化销毁顺序直接销毁实体让ECS系统自动处理组件清理
// 这样可以避免在组件reset方法中访问已经被销毁的实体引用
ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {
entity.destroy();
});
ecs.query(ecs.allOf(SkillView)).forEach(entity => {
entity.destroy();
});
}
/** 视图层逻辑代码分离演示 */
/** 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();
}
}