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279 lines
9.8 KiB
279 lines
9.8 KiB
import { Label, Node, Tween, UIOpacity, Vec3 } from 'cc';
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import { GEvent } from 'db://assets/mx/module/event/GEvent';
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import { GBundle } from '../../game/ConfigRes';
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import { CoinFly } from './CoinFly';
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/** 单次最多飘出 coinFly 数量 */
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const MAX_FLY_COUNT = 8;
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/** 多枚依次起飞间隔(秒) */
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const FLY_STAGGER_SEC = 0.05;
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/** coinFly prefab 默认 scale=0.6;原放大×2,再缩小 40% */
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const FLY_VISUAL_SCALE = 0.6 * 2 * 0.6;
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/** +1 相对桃子图标右侧本地偏移(父节点已缩放) */
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const PLUS_OFFSET_X = 40 / FLY_VISUAL_SCALE;
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/** 挂在桃子上的 +1 节点名(回池前拆掉) */
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const PLUS_CHILD = 'dropPlusOne';
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/**
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* 战斗内金币飘字:使用 battleGame/prefab/coinFly。
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* 起点击杀/回收点,终点底部 btnCoin/金币。
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*/
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export class BattlePeachCoinFlyPresenter {
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private _moneyNode: Node | null = null;
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private _flyLayer: Node | null = null;
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private _flyPending = 0;
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private _flyComplete: (() => void) | null = null;
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/** 掉落 +1 飘字 */
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private readonly _plusQueue: Node[] = [];
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/** 绑定飞向目标(btnCoin/金币)与飞行层(ui_fly) */
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bind(moneyNode: Node | null | undefined, flyLayer: Node | null | undefined): void {
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this._moneyNode = moneyNode?.isValid ? moneyNode : null;
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this._flyLayer = flyLayer?.isValid ? flyLayer : null;
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}
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/** 注销 */
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unbind(): void {
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this._recycleAllPlus();
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this._moneyNode = null;
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this._flyLayer = null;
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this._flyPending = 0;
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this._flyComplete = null;
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}
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/**
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* 从节点世界坐标飘仙桃到 ui_money。
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* @param startNode skill1 / skill2 根节点
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* @param peachCount 回收蟠桃数量(决定飘出枚数上限)
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* @param onAllArrived 全部到达后回调(在此发放蟠桃)
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*/
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playFromNode(startNode: Node | null | undefined, peachCount: number, onAllArrived: () => void): void {
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if (peachCount <= 0) {
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onAllArrived();
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return;
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}
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const start = startNode?.isValid ? startNode.worldPosition.clone() : null;
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if (!start) {
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console.log('[BattlePeachCoinFly] 起点无效,跳过飘字');
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onAllArrived();
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return;
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}
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this._playFromWorldStart(start, peachCount, onAllArrived);
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}
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/**
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* 从世界坐标飘仙桃到 ui_money。
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* @param startWorld 起点世界坐标
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* @param peachCount 蟠桃数量
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* @param onAllArrived 全部到达后回调
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*/
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playFromWorld(startWorld: Readonly<Vec3>, peachCount: number, onAllArrived: () => void): void {
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if (peachCount <= 0) {
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onAllArrived();
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return;
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}
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this._playFromWorldStart(startWorld.clone(), peachCount, onAllArrived);
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}
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/**
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* 击杀掉落飞桃:先弹跳再飞向 ui_money,不占用回收完成回调。
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* @param startWorld 死亡世界坐标
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* @param peachCount Monster.peach
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*/
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playKillDrop(startWorld: Readonly<Vec3>, peachCount: number): void {
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if (peachCount <= 0) return;
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const n = this._spawnCoinFlies(startWorld.clone(), peachCount, null, true);
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if (n <= 0) {
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console.log('[BattlePeachCoinFly] 击杀掉桃未生成');
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}
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}
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/**
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* AI 击杀掉落:原地弹跳后回池,不飞向本机 ui_money。
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* @param startWorld 死亡世界坐标
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* @param peachCount Monster.peach
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*/
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playKillDropLocal(startWorld: Readonly<Vec3>, peachCount: number): void {
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if (peachCount <= 0) return;
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const n = this._spawnCoinFlies(startWorld.clone(), peachCount, null, false);
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if (n <= 0) {
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console.log('[BattlePeachCoinFly] AI 击杀掉桃未生成');
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}
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}
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/**
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* 乾坤袋回收:与怪物死亡产桃相同(coinFly 弹跳 + battleText「+1」飞向 ui_money)。
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* @param startWorld 起点世界坐标
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* @param peachCount 回收蟠桃数量
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* @param onAllArrived 全部到达 ui_money 后回调
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*/
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playRecycleFromWorld(startWorld: Readonly<Vec3>, peachCount: number, onAllArrived: () => void): void {
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this.playFromWorld(startWorld, peachCount, onAllArrived);
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}
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/** 从世界坐标飘仙桃到 ui_money(coinFly,多枚) */
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private _playFromWorldStart(startWorld: Vec3, peachCount: number, onAllArrived: () => void): void {
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this._flyPending = 0;
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this._flyComplete = onAllArrived;
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const spawned = this._spawnCoinFlies(startWorld, peachCount, this._onOneCoinFlyArrived.bind(this), true);
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if (spawned <= 0) {
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this._flyComplete = null;
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onAllArrived();
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}
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}
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/**
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* 生成 coinFly:先原地弹跳;toMoney 时再飞向 ui_money。
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* @param startWorld 起点
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* @param peachCount 桃子数量
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* @param onArrive 单枚到达;击杀掉落可空
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* @param toMoney 是否飞向本机 ui_money
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*/
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private _spawnCoinFlies(
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startWorld: Vec3,
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peachCount: number,
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onArrive: (() => void) | null,
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toMoney: boolean,
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): number {
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const flyLayer = this._flyLayer;
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const moneyNode = this._moneyNode;
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if (!flyLayer?.isValid) {
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console.log('[BattlePeachCoinFly] flyLayer 未绑定,跳过飘字');
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return 0;
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}
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if (toMoney && !moneyNode?.isValid) {
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console.log('[BattlePeachCoinFly] ui_money 未绑定,跳过飘字');
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return 0;
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}
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if (!flyLayer.active) flyLayer.active = true;
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const endPos = toMoney && moneyNode?.isValid ? moneyNode.worldPosition.clone() : null;
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const flyCount = Math.min(Math.max(1, peachCount), MAX_FLY_COUNT);
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let spawned = 0;
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for (let i = 0; i < flyCount; i++) {
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const node = gg.res.getNode('prefab/', 'coinFly', GBundle.BattleGame);
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if (!node?.isValid) {
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console.log('[BattlePeachCoinFly] coinFly 节点池不足', i);
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continue;
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}
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flyLayer.addChild(node);
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node.setScale(FLY_VISUAL_SCALE, FLY_VISUAL_SCALE, 1);
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node.setWorldPosition(
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startWorld.x + (Math.random() - 0.5) * 40,
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startWorld.y + (Math.random() - 0.5) * 30,
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startWorld.z,
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);
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const comp = node.getComponent(CoinFly);
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if (!comp) {
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console.log('[BattlePeachCoinFly] coinFly 缺少 CoinFly 组件');
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gg.res.putNode(node);
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continue;
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}
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spawned++;
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if (onArrive) this._flyPending++;
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this._attachPlus(node);
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comp.flyAni(endPos, this._onPeachDone, i * FLY_STAGGER_SEC);
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}
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return spawned;
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}
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/**
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* 把 battleText「+1」挂到桃子右侧,跟随弹跳/飞向 ui_money。
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* @param peach 桃子节点
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*/
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private _attachPlus(peach: Node): void {
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let node: Node | null = null;
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try {
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node = gg.res.getNode('prefab/', 'battleText', GBundle.BattleGame);
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} catch (err) {
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console.log('[BattlePeachCoinFly] battleText 取节点失败', String(err));
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return;
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}
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if (!node?.isValid) {
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console.log('[BattlePeachCoinFly] battleText 预制体缺失');
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return;
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}
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const lab = node.getComponent(Label);
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if (!lab) {
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console.log('[BattlePeachCoinFly] battleText 无 Label');
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gg.res.putNode(node);
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return;
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}
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lab.string = '+1';
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const arrow = node.getChildByName('上箭头');
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if (arrow) arrow.active = false;
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let fade = node.getComponent(UIOpacity);
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if (!fade) fade = node.addComponent(UIOpacity);
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fade.opacity = 255;
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node.name = PLUS_CHILD;
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node.parent = peach;
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node.active = true;
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node.setScale(1 / FLY_VISUAL_SCALE, 1 / FLY_VISUAL_SCALE, 1);
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node.setPosition(PLUS_OFFSET_X, 0, 0);
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this._plusQueue.push(node);
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}
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/** 桃子动画结束:拆 +1,再走到达计数 */
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private readonly _onPeachDone = (peach?: Node): void => {
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if (peach?.isValid) this._putPlusChild(peach);
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if (this._flyPending > 0) this._onOneCoinFlyArrived();
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};
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/**
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* 从桃子上拆下 +1 并回池。
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* @param peach 桃子节点
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*/
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private _putPlusChild(peach: Node): void {
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const plus = peach.getChildByName(PLUS_CHILD);
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if (!plus?.isValid) return;
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this._removePlusFromQueue(plus);
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this._putPlus(plus);
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}
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/**
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* 从跟踪队列移除。
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* @param node +1 节点
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*/
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private _removePlusFromQueue(node: Node): void {
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for (let i = 0; i < this._plusQueue.length; i++) {
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if (this._plusQueue[i] !== node) continue;
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this._plusQueue.splice(i, 1);
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return;
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}
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}
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/** 回收全部 +1 */
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private _recycleAllPlus(): void {
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for (let i = 0; i < this._plusQueue.length; i++) {
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this._putPlus(this._plusQueue[i]);
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}
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this._plusQueue.length = 0;
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}
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/**
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* 回池单条 +1。
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* @param node battleText 节点
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*/
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private _putPlus(node: Node): void {
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if (!node?.isValid) return;
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Tween.stopAllByTarget(node);
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const fade = node.getComponent(UIOpacity);
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if (fade) {
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Tween.stopAllByTarget(fade);
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fade.opacity = 255;
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}
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node.removeFromParent();
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gg.res.putNode(node);
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}
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/** 单枚 coinFly 到达 ui_money */
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private _onOneCoinFlyArrived(): void {
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this._flyPending = Math.max(0, this._flyPending - 1);
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if (this._flyPending > 0) return;
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const done = this._flyComplete;
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this._flyComplete = null;
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done?.();
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GEvent.Ins.emit(GEvent.UpdateGameCoinNum);
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}
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}
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