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pixelheros/assets/script/game/map/MissionCardComp.ts
panw e96d64a454 feat(地图): 在MissionCardComp中添加Lock节点控制
添加Lock节点属性并初始化其状态为true,用于控制任务卡片的锁定状态
2026-01-05 11:14:54 +08:00

305 lines
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TypeScript
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import { _decorator, Label, Node, tween, Vec3, Color, Sprite } 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 { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { talConf, ItalConf } from "../common/config/TalSet";
import { ItemSet } from "../common/config/ItemSet";
import { smc } from "../common/SingletonModuleComp";
const { ccclass, property } = _decorator;
export enum CardType {
Talent = 1,
Skill = 2,
Potion = 3
}
/** 视图层对象 */
@ccclass('MissionCardComp')
@ecs.register('MissionCard', false)
export class MissionCardComp extends CCComp {
/** 视图层逻辑代码分离演示 */
@property(Node)
card1:Node = null!
@property(Node)
card2:Node = null!
@property(Node)
card3:Node = null!
@property(Node)
card4:Node = null!
@property(Node)
btnClose: Node = null!
@property(Node)
Lock: Node = null!
card1_data:any = null!
card2_data:any = null!
card3_data:any = null!
card4_data:any = null!
// 当前卡片类型
curCardType: CardType = CardType.Talent;
// 已购买的卡片槽位标记 (用于物品购买)
purchasedSlots: boolean[] = [false, false, false, false, false];
onLoad() {
oops.message.on(GameEvent.TalentSelect, this.onTalentSelect, this);
oops.message.on(GameEvent.ShopOpen, this.onShopOpen, this);
}
onDestroy() {
oops.message.off(GameEvent.TalentSelect, this.onTalentSelect, this);
oops.message.off(GameEvent.ShopOpen, this.onShopOpen, this);
this.ent.destroy();
}
start() {
// 初始隐藏或显示逻辑
this.node.active = false;
this.Lock.active = true;
this.resetCardStates();
}
private resetCardStates() {
const cards = [this.card1, this.card2, this.card3, this.card4];
cards.forEach(card => {
if (card) {
const selected = card.getChildByName("selected");
if (selected) selected.active = false;
// 恢复缩放和颜色
card.setScale(1, 1, 1);
const sprite = card.getComponent(Sprite);
if (sprite) sprite.color = new Color(255, 255, 255);
}
});
// 重置购买状态
this.purchasedSlots = [false, false, false, false, false];
}
// 是否已经选择了天赋
private hasSelected: boolean = false;
private onShopOpen(event: string, args: any) {
this.node.active = true;
this.hasSelected = false;
this.curCardType = CardType.Potion;
this.resetCardStates();
this.refCards();
this.playShowAnimation();
}
private onTalentSelect(event: string, args: any) {
this.node.active = true;
this.hasSelected = false; // 重置选择状态
this.curCardType = CardType.Talent; // 记录当前类型为天赋
this.resetCardStates(); // 每次刷新前重置卡片状态
this.refCards();
this.playShowAnimation();
}
private playShowAnimation() {
const cards = [this.card1, this.card2, this.card3, this.card4];
cards.forEach((card, index) => {
if (card) {
card.setScale(Vec3.ZERO);
tween(card)
.delay(index * 0.1)
.to(0.4, { scale: new Vec3(1, 1, 1) }, { easing: 'backOut' })
.start();
}
});
}
refCards(){
// 根据当前类型获取数据
let allData: any[] = [];
if (this.curCardType === CardType.Talent) {
allData = Object.values(talConf);
}
// 后续扩展其他类型
// else if (this.curCardType === CardType.Skill) { ... }
const result: any[] = [];
const temp = [...allData];
// 简单的随机抽取算法
for (let i = 0; i < 4 && temp.length > 0; i++) {
const index = Math.floor(Math.random() * temp.length);
result.push(temp[index]);
temp.splice(index, 1);
}
// 更新卡片
if (result.length > 0) this.updateCardData(1, result[0]);
if (result.length > 1) this.updateCardData(2, result[1]);
if (result.length > 2) this.updateCardData(3, result[2]);
if (result.length > 3) this.updateCardData(4, result[3]);
}
updateCardInfo(card:Node, data:any){
if(!card) return
card.active = true;
// 隐藏选中状态
const selected = card.getChildByName("selected");
if(selected) selected.active = false;
let name = card.getChildByName("name")
if(name){
name.getComponent(Label)!.string = data.name
}
let info = card.getChildByName("info")?.getChildByName("Label")
if(info){
// 根据类型显示不同描述目前天赋用desc
let desc = data.desc || "";
// 如果是物品,显示价格
if (this.curCardType === CardType.Potion && data.price) {
desc += `\n价格: ${data.price}`;
}
info.getComponent(Label)!.string = desc;
}
}
updateCardData(index:number, data:any){
switch (index) {
case 1:
this.card1_data = data
this.updateCardInfo(this.card1, data);
break;
case 2:
this.card2_data = data
this.updateCardInfo(this.card2, data);
break;
case 3:
this.card3_data = data
this.updateCardInfo(this.card3, data);
break;
case 4:
this.card4_data = data
this.updateCardInfo(this.card4, data);
break;
}
}
selectCard(e:any,index:string){
console.log("selectCard",index)
let _index = parseInt(index);
// 如果已经选择过,则不再处理
if(this.hasSelected) return;
let selectedData: any = null;
let selectedCardNode: Node | null = null;
switch (_index) {
case 1:
selectedData = this.card1_data;
selectedCardNode = this.card1;
break;
case 2:
selectedData = this.card2_data;
selectedCardNode = this.card2;
break;
case 3:
selectedData = this.card3_data;
selectedCardNode = this.card3;
break;
case 4:
selectedData = this.card4_data;
selectedCardNode = this.card4;
break;
}
if (selectedData && selectedCardNode) {
// 处理物品购买逻辑
if (this.curCardType === CardType.Potion) {
if (this.purchasedSlots[_index]) {
oops.gui.toast("该物品已购买");
return;
}
if (smc.vmdata.gold < selectedData.price) {
oops.gui.toast("金币不足");
return;
}
// 扣除金币
smc.updateGold(-selectedData.price);
// 发送使用物品事件
oops.message.dispatchEvent(GameEvent.UseItemCard, selectedData.id);
// 标记已购买
this.purchasedSlots[_index] = true;
// 视觉反馈 (变灰)
const sprite = selectedCardNode.getComponent(Sprite);
if (sprite) sprite.color = new Color(150, 150, 150);
oops.gui.toast("购买成功");
// 检查是否所有卡片都已购买,如果是则关闭
let allPurchased = true;
// 检查当前显示的卡片是否都买了
if (this.card1.active && !this.purchasedSlots[1]) allPurchased = false;
if (this.card2.active && !this.purchasedSlots[2]) allPurchased = false;
if (this.card3.active && !this.purchasedSlots[3]) allPurchased = false;
if (this.card4.active && !this.purchasedSlots[4]) allPurchased = false;
if (allPurchased) {
this.node.active = false;
}
return;
}
this.hasSelected = true;
console.log("选择卡片:", selectedData.name, "类型:", this.curCardType);
// 未选中的卡片缩小
const cards = [this.card1, this.card2, this.card3, this.card4];
cards.forEach(card => {
if (card && card !== selectedCardNode) {
tween(card).to(0.2, { scale: Vec3.ZERO }).start();
}
});
// 显示当前选中的 selected 节点
const selected = selectedCardNode.getChildByName("selected");
if(selected) {
selected.active = true;
selected.setScale(Vec3.ZERO);
tween(selected).to(0.2, { scale: new Vec3(1, 1, 1) }, { easing: 'backOut' }).start();
}
// 选中卡片动效后触发逻辑
tween(selectedCardNode)
.to(0.1, { scale: new Vec3(1.1, 1.1, 1.1) })
.to(0.1, { scale: new Vec3(1, 1, 1) })
.delay(0.5)
.call(() => {
// 根据类型发送不同事件
if (this.curCardType === CardType.Talent) {
oops.message.dispatchEvent(GameEvent.UseTalentCard, selectedData.uuid);
}
// 后续扩展其他类型事件
this.node.active = false;
})
.start();
}
}
/**
* 关闭界面
*/
close() {
this.node.active = false;
}
/** 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();
}
}