Files
pixelheros/assets/script/game/common/config/GameEvent.ts
pan 88ac1337a4 feat: 添加段位和闯关奖励领取系统
1. 新增REWARD_CLAIMED游戏事件用于通知奖励领取完成
2. 新建RewardSet配置文件,定义段位和闯关奖励数据结构与具体配置
3. 在SingletonModuleComp中新增奖励领取相关逻辑:
   - 新增奖励领取状态存档字段
   - 实现可领取奖励查询、奖励领取、通关标记等方法
   - 新增统一的奖励发放工具方法
2026-09-11 17:08:55 +08:00

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TypeScript
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/*
* @Author: dgflash
* @Date: 2021-11-23 15:28:39
* @LastEditors: dgflash
* @LastEditTime: 2022-01-26 16:42:00
*/
/** 游戏事件 */
export enum GameEvent {
/** 游戏服务器连接成功 */
GameServerConnected = "GameServerConnected",
/** 登陆成功 */
LoginSuccess = "LoginSuccess",
MAP_MOVE_END_LEFT = "MAP_MOVE_END_LEFT",
MAP_MOVE_END_RIGHT = "MAP_MOVE_END_RIGHT",
GuideStart = "GuideStart",
GuideEnd = "GuideEnd",
GuideComplete = "GuideComplete",
CastSkill = "CastSkill",
CardsClose = "CardsClose",
CardRefresh = "CardRefresh",
/** 单张卡牌被点击选中(payload 为被点击的 CHeroComp 实例,用于其他卡牌联动隐藏 call_btn) */
CardSelected = "CardSelected",
/** 单张卡牌被成功使用(payload 为该卡槽组件实例 CHeroComp / SCardComp,用于 MissionCardComp 补卡) */
CardUsed = "CardUsed",
UseHeroCard = "UseHeroCard",
UseSkillCard = "UseSkillCard",
UseSpecialCard = "UseSpecialCard",
CallHero = "CallHero",
Zhaohuan = "Zhaohuan",
MissionLoss = "MissionLoss",
MissionWin = "MissionWin",
MissionStart = "MissionStart",
FightReady = "FightReady",
FightStart = "FightStart",
FightPause = "FightPause",
FightResume = "FightResume",
MissionEnd = "MissionEnd",
MissionComplete = "MissionComplete",//战斗结算完成
HeroSkillSelect = "HeroSkillSelect",
HeroSkillSelectEnd = "HeroSkillSelectEnd",
HeroSelect = "HeroSelect",
EnhancementSelect = "EnhancementSelect",
CanUpdateLv = "CanUpdateLv",
UseEnhancement = "UseEnhancement",
MasterCalled = "MasterCalled",
CastHeroSkill = "CastHeroSkill",
EquipAdd = "EquipAdd",
EquipSelect = "EquipSelect",
FuncSelect = "FuncSelect",
TalentSelect = "TalentSelect",
UseTalentCard = "UseTalentCard",
UseItemCard = "UseItemCard",
UseAttrCard = "UseAttrCard",
AttrSelect = "AttrSelect",
NewWave = "NewWave",
AD_BACK_TRUE = "AD_BACK_TRUE",
AD_BACK_FALSE = "AD_BACK_FALSE",
DO_AD_BACK = "DO_AD_BACK",
ShopOpen = "ShopOpen",
HerosOpen = "HerosOpen",
RestOpen = "RestOpen",
HeroInfoOpen = "HeroInfoOpen",
HeroLvUp = "HeroLvUp",
HeroUnlock = "HeroUnlock",
MonDead = "MonDead",
HeroDead = "HeroDead",
HeroSell = "HeroSell",
/** 英雄面板升级按钮点击事件(payload: { eid },由 MissionCardComp 执行升级) */
HeroUpgrade = "HeroUpgrade",
GOLD_UPDATE = "GOLD_UPDATE",
DIAMOND_UPDATE = "DIAMOND_UPDATE",
MEAT_UPDATE = "MEAT_UPDATE",
ReviveSuccess = "ReviveSuccess",
ToCallFriend = "ToCallFriend",
CallFriend = "CallFriend",
UpdateCollection = "UpdateCollection",
UpdateMissionGet = "UpdateMissionGet",
GlobalAttrChange = "GlobalAttrChange",
CoinAdd = "CoinAdd",
SILVER_UPDATE = "SILVER_UPDATE", // 银币数量变更事件(刷新卡牌消耗)
ShowSmallTip = "ShowSmallTip",
CardPoolUpgrade = "CardPoolUpgrade",
TriggerSkill = "TriggerSkill", // 瞬间触发施法事件
RemoveSkillBox = "RemoveSkillBox", // 技能盒销毁事件
UseEquipCard = "UseEquipCard", // 装备卡购买使用事件
RemoveEquipBox = "RemoveEquipBox", // 装备盒销毁事件
HeroBoxEmptyClick = "HeroBoxEmptyClick", // 英雄面板空槽位点击事件(展示英雄卡池)
BossWarning = "BossWarning", // Boss 回合战斗开始预警(payload: { wave, eta },eta 为 Boss 预计进场秒数)
/** 回合清屏(场上+待刷怪全灭),payload: { wave, clearTime, allAlive, fastClear } */
WaveClear = "WaveClear",
/** Boss 实体刷出瞬间(payload: { pos },供登场震屏/音效定位) */
BossSpawn = "BossSpawn",
/** 金币飞行表现(payload: { worldPos, gold, isBoss },账务已即时结算,纯视觉事件) */
CoinFly = "CoinFly",
/** 连杀达阈值(payload: { count, tier },tier 0/1/2 对应 5/10/20 连杀) */
ComboReach = "ComboReach",
/** 英雄局外成长数据变更(碎片/等级更新,payload 为空,UI 重新读取 smc.data.hero_growth) */
HERO_GROWTH_UPDATE = "HERO_GROWTH_UPDATE",
/** 天赋数据变更(等级/点数更新,payload 为空,UI 重新读取 smc.data.talents / talent_points) */
TALENT_UPDATE = "TALENT_UPDATE",
/** 关卡进度变更(payload 为空,UI 重新读取 smc.vmdata.stage_progress) */
STAGE_PROGRESS_UPDATE = "STAGE_PROGRESS_UPDATE",
/** 奖励领取完成(payload 为空,UI 刷新待领取列表/红点) */
REWARD_CLAIMED = "REWARD_CLAIMED",
/** 小节开始(payload: { chapter, stage, section },MissionMonComp 据此生成怪物) */
SectionStart = "SectionStart",
/** 小节结束(payload: { chapter, stage, section },玩家点击"下一节"后推进) */
SectionEnd = "SectionEnd",
/** 大关结束(payload: { chapter, stage },10 节打完) */
StageEnd = "StageEnd",
/** 章节结束(payload: { chapter },10 关打完) */
ChapterEnd = "ChapterEnd",
/** 结算弹窗点击"下一节"(payload 为空,MissionComp 据此推进到下一小节) */
NextSection = "NextSection",
/** 结算弹窗点击"再来一次"(payload 为空,MissionComp 据此重开本关) */
RestartMission = "RestartMission",
}