稍微优化了一下签到系统和抽奖系统
This commit is contained in:
@@ -1,136 +1,31 @@
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extends Panel
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class_name DailyCheckInPanel
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## 每日签到系统 - 后端对接版本
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## 功能:与服务器对接的签到系统,支持实时数据同步
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## 奖励平衡性已根据 crop_data.json 调整
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signal check_in_completed(rewards: Dictionary)
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signal check_in_failed(error_message: String)
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# =============================================================================
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# 信号定义 - 用于与后端系统通信
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# =============================================================================
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signal check_in_completed(rewards: Dictionary) # 签到完成信号
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signal reward_claimed(reward_type: String, amount: int) # 奖励领取信号
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signal check_in_data_loaded(data: Dictionary) # 签到数据加载完成信号
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signal check_in_failed(error_message: String) # 签到失败信号
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# =============================================================================
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# 节点引用
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# =============================================================================
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@onready var daily_check_in_history: RichTextLabel = $Scroll/DailyCheckInHistory
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@onready var daily_check_in_reward: RichTextLabel = $DailyCheckInReward
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@onready var daily_check_in_button: Button = $DailyCheckInButton
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@onready var main_game = get_node("/root/main")
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@onready var tcp_network_manager_panel: Panel = $'../TCPNetworkManagerPanel'
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# =============================================================================
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# 数据存储
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# =============================================================================
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var check_in_data: Dictionary = {}
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var today_date: String
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var check_in_history: Dictionary = {}
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var consecutive_days: int = 0
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var has_checked_in_today: bool = false
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# 网络管理器引用
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@onready var main_game = get_node("/root/main")
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@onready var lucky_draw_panel: LuckyDrawPanel = $'../LuckyDrawPanel'
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@onready var daily_check_in_panel: DailyCheckInPanel = $'.'
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@onready var tcp_network_manager_panel: Panel = $'../TCPNetworkManagerPanel'
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@onready var item_store_panel: Panel = $'../ItemStorePanel'
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@onready var item_bag_panel: Panel = $'../ItemBagPanel'
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@onready var player_bag_panel: Panel = $'../PlayerBagPanel'
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@onready var crop_warehouse_panel: Panel = $'../CropWarehousePanel'
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@onready var crop_store_panel: Panel = $'../CropStorePanel'
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@onready var player_ranking_panel: Panel = $'../PlayerRankingPanel'
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@onready var login_panel: PanelContainer = $'../LoginPanel'
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# =============================================================================
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# 奖励配置系统 - 根据 crop_data.json 平衡调整
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# =============================================================================
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var reward_configs: Dictionary = {
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"coins": {
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"min": 200,
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"max": 500,
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"name": "钱币",
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"color": "#FFD700",
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"icon": "💰"
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},
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"exp": {
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"min": 50,
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"max": 120,
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"name": "经验",
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"color": "#00BFFF",
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"icon": "⭐"
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},
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# 种子配置根据 crop_data.json 的作物等级和价值设定
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"seeds": {
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"普通": [
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{"name": "小麦", "color": "#F4A460", "icon": "🌱", "rarity_color": "#FFFFFF"},
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{"name": "胡萝卜", "color": "#FFA500", "icon": "🌱", "rarity_color": "#FFFFFF"},
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{"name": "土豆", "color": "#D2691E", "icon": "🌱", "rarity_color": "#FFFFFF"},
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{"name": "稻谷", "color": "#DAA520", "icon": "🌱", "rarity_color": "#FFFFFF"}
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],
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"优良": [
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{"name": "玉米", "color": "#FFD700", "icon": "🌱", "rarity_color": "#00FF00"},
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{"name": "番茄", "color": "#FF6347", "icon": "🌱", "rarity_color": "#00FF00"},
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{"name": "洋葱", "color": "#DDA0DD", "icon": "🌱", "rarity_color": "#00FF00"},
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{"name": "大豆", "color": "#8FBC8F", "icon": "🌱", "rarity_color": "#00FF00"},
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{"name": "豌豆", "color": "#90EE90", "icon": "🌱", "rarity_color": "#00FF00"},
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{"name": "黄瓜", "color": "#32CD32", "icon": "🌱", "rarity_color": "#00FF00"},
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{"name": "大白菜", "color": "#F0FFF0", "icon": "🌱", "rarity_color": "#00FF00"}
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],
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"稀有": [
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{"name": "草莓", "color": "#FF69B4", "icon": "🌱", "rarity_color": "#0080FF"},
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{"name": "花椰菜", "color": "#F5F5DC", "icon": "🌱", "rarity_color": "#0080FF"},
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{"name": "柿子", "color": "#FF4500", "icon": "🌱", "rarity_color": "#0080FF"},
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{"name": "蓝莓", "color": "#4169E1", "icon": "🌱", "rarity_color": "#0080FF"},
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{"name": "树莓", "color": "#DC143C", "icon": "🌱", "rarity_color": "#0080FF"}
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],
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"史诗": [
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{"name": "葡萄", "color": "#9370DB", "icon": "🌱", "rarity_color": "#8A2BE2"},
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{"name": "南瓜", "color": "#FF8C00", "icon": "🌱", "rarity_color": "#8A2BE2"},
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{"name": "芦笋", "color": "#9ACD32", "icon": "🌱", "rarity_color": "#8A2BE2"},
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{"name": "茄子", "color": "#9400D3", "icon": "🌱", "rarity_color": "#8A2BE2"},
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{"name": "向日葵", "color": "#FFD700", "icon": "🌱", "rarity_color": "#8A2BE2"},
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{"name": "蕨菜", "color": "#228B22", "icon": "🌱", "rarity_color": "#8A2BE2"}
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],
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"传奇": [
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{"name": "西瓜", "color": "#FF69B4", "icon": "🌱", "rarity_color": "#FF8C00"},
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{"name": "甘蔗", "color": "#DDA0DD", "icon": "🌱", "rarity_color": "#FF8C00"},
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{"name": "香草", "color": "#98FB98", "icon": "🌱", "rarity_color": "#FF8C00"},
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{"name": "甜菜", "color": "#DC143C", "icon": "🌱", "rarity_color": "#FF8C00"},
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{"name": "人参", "color": "#DAA520", "icon": "🌱", "rarity_color": "#FF8C00"},
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{"name": "富贵竹", "color": "#32CD32", "icon": "🌱", "rarity_color": "#FF8C00"},
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{"name": "芦荟", "color": "#9ACD32", "icon": "🌱", "rarity_color": "#FF8C00"},
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{"name": "哈密瓜", "color": "#FFB6C1", "icon": "🌱", "rarity_color": "#FF8C00"}
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]
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}
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}
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# =============================================================================
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# 系统初始化
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# =============================================================================
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func _ready() -> void:
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visibility_changed.connect(_on_visibility_changed)
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_initialize_system()
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func _initialize_system() -> void:
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"""初始化签到系统"""
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daily_check_in_reward.hide()
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today_date = Time.get_date_string_from_system()
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_update_display()
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_check_daily_status()
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# 从服务器加载签到数据
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if tcp_network_manager_panel and tcp_network_manager_panel.is_connected_to_server():
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tcp_network_manager_panel.sendGetCheckInData()
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# =============================================================================
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# 网络后端交互方法
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# =============================================================================
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## 处理服务器签到响应
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func handle_daily_check_in_response(response: Dictionary) -> void:
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var success = response.get("success", false)
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var message = response.get("message", "")
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@@ -140,71 +35,39 @@ func handle_daily_check_in_response(response: Dictionary) -> void:
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consecutive_days = response.get("consecutive_days", 0)
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has_checked_in_today = true
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# 显示奖励
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_show_reward_animation(rewards)
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# 更新按钮状态
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_set_button_state(false, "已签到", Color(0.7, 0.7, 0.7, 1))
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# 发送完成信号
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check_in_completed.emit(rewards)
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# 发送奖励信号
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for reward_type in rewards.keys():
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if reward_type == "seeds":
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for seed_reward in rewards.seeds:
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reward_claimed.emit("seed_" + seed_reward.name, seed_reward.quantity)
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elif reward_type in ["coins", "exp", "bonus_coins", "bonus_exp"]:
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reward_claimed.emit(reward_type, rewards[reward_type])
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Toast.show(message, Color.GREEN)
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print("签到成功: ", message)
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else:
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has_checked_in_today = response.get("has_checked_in", false)
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_set_button_state(false, "已签到", Color(0.7, 0.7, 0.7, 1)) if has_checked_in_today else _set_button_state(true, "签到", Color(1, 1, 0.52549, 1))
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check_in_failed.emit(message)
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Toast.show(message, Color.RED)
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print("签到失败: ", message)
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## 处理服务器签到数据响应
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func handle_check_in_data_response(response: Dictionary) -> void:
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var success = response.get("success", false)
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if success:
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check_in_data = response.get("check_in_data", {})
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check_in_history = response.get("check_in_data", {})
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consecutive_days = response.get("consecutive_days", 0)
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has_checked_in_today = response.get("has_checked_in_today", false)
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today_date = response.get("current_date", Time.get_date_string_from_system())
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# 更新显示
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_update_display()
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_check_daily_status()
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# 发送数据加载完成信号
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check_in_data_loaded.emit(check_in_data)
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print("签到数据加载成功,连续签到:", consecutive_days, "天")
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else:
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print("加载签到数据失败")
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# =============================================================================
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# 核心业务逻辑
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# =============================================================================
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## 检查今日签到状态
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func _check_daily_status() -> void:
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if has_checked_in_today:
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_set_button_state(false, "已签到", Color(0.7, 0.7, 0.7, 1))
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else:
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_set_button_state(true, "签到", Color(1, 1, 0.52549, 1))
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## 设置按钮状态
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func _set_button_state(enabled: bool, text: String, color: Color) -> void:
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daily_check_in_button.disabled = not enabled
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daily_check_in_button.text = text
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daily_check_in_button.modulate = color
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## 执行签到
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func execute_check_in() -> void:
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if has_checked_in_today:
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Toast.show("今日已签到,请明日再来", Color.ORANGE)
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@@ -214,41 +77,30 @@ func execute_check_in() -> void:
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Toast.show("未连接到服务器,无法签到", Color.RED)
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return
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# 发送签到请求到服务器
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tcp_network_manager_panel.sendDailyCheckIn()
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daily_check_in_button.disabled = true
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daily_check_in_button.text = "签到中..."
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# 3秒后重新启用按钮(防止网络超时)
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await get_tree().create_timer(3.0).timeout
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if daily_check_in_button.disabled and daily_check_in_button.text == "签到中...":
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daily_check_in_button.disabled = false
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daily_check_in_button.text = "签到"
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## 显示奖励动画
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func _show_reward_animation(rewards: Dictionary) -> void:
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daily_check_in_reward.text = _format_reward_text(rewards)
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daily_check_in_reward.show()
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# 创建动画效果
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var tween = create_tween()
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tween.parallel().tween_method(_animate_reward_display, 0.0, 1.0, 0.5)
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## 奖励显示动画
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func _animate_reward_display(progress: float) -> void:
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daily_check_in_reward.modulate.a = progress
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var scale = 0.8 + (0.2 * progress)
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daily_check_in_reward.scale = Vector2(scale, scale)
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# =============================================================================
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# UI显示格式化
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# =============================================================================
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## 格式化奖励显示文本
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func _format_reward_text(rewards: Dictionary) -> String:
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var text = ""
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# 显示连续签到信息
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text += "[center][color=#FF69B4]🔥 连续签到第%d天 🔥[/color][/center]\n" % consecutive_days
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if consecutive_days > 1:
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var multiplier = 1.0 + (consecutive_days - 1) * 0.1
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@@ -257,58 +109,32 @@ func _format_reward_text(rewards: Dictionary) -> String:
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else:
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text += "\n"
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# 基础奖励
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if rewards.has("coins"):
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text += "[color=%s]%s +%d %s[/color]\n" % [
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reward_configs.coins.color,
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reward_configs.coins.icon,
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rewards.coins,
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reward_configs.coins.name
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]
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text += "[color=#FFD700]💰 +%d 金币[/color]\n" % rewards.coins
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if rewards.has("exp"):
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text += "[color=%s]%s +%d %s[/color]\n" % [
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reward_configs.exp.color,
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reward_configs.exp.icon,
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rewards.exp,
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reward_configs.exp.name
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]
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text += "[color=#00BFFF]⭐ +%d 经验[/color]\n" % rewards.exp
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# 种子奖励
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if rewards.has("seeds") and rewards.seeds.size() > 0:
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for seed_reward in rewards.seeds:
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var seed_name = seed_reward.name
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var quantity = seed_reward.quantity
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var quality = seed_reward.quality
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var rarity_color = _get_rarity_color(quality)
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# 从配置中找到对应的种子信息
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var seed_info = _get_seed_info(seed_name, quality)
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if seed_info:
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text += "[color=%s]%s[/color] [color=%s]%s[/color] x%d [color=%s](%s)[/color]\n" % [
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seed_info.color, seed_info.icon, seed_info.color, seed_name, quantity, seed_info.rarity_color, quality
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]
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text += "[color=%s]🌱 %s x%d[/color] [color=%s](%s)[/color]\n" % [
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rarity_color, seed_name, quantity, rarity_color, quality
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]
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# 连续签到额外奖励
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if rewards.has("bonus_coins"):
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text += "\n[color=#FFD700]🎁 连续签到奖励:[/color]\n"
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text += "[color=%s]%s +%d %s[/color] [color=#FFD700]✨[/color]\n" % [
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reward_configs.coins.color,
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reward_configs.coins.icon,
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rewards.bonus_coins,
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reward_configs.coins.name
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]
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text += "[color=#FFD700]💰 +%d 额外金币[/color] [color=#FFD700]✨[/color]\n" % rewards.bonus_coins
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if rewards.has("bonus_exp"):
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if not rewards.has("bonus_coins"):
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text += "\n[color=#FFD700]🎁 连续签到奖励:[/color]\n"
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text += "[color=%s]%s +%d %s[/color] [color=#FFD700]✨[/color]\n" % [
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reward_configs.exp.color,
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reward_configs.exp.icon,
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rewards.bonus_exp,
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reward_configs.exp.name
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]
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text += "[color=#00BFFF]⭐ +%d 额外经验[/color] [color=#FFD700]✨[/color]\n" % rewards.bonus_exp
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# 下一个奖励预告
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var next_bonus_day = 0
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if consecutive_days < 3:
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next_bonus_day = 3
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@@ -318,6 +144,8 @@ func _format_reward_text(rewards: Dictionary) -> String:
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next_bonus_day = 14
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elif consecutive_days < 21:
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next_bonus_day = 21
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elif consecutive_days < 30:
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next_bonus_day = 30
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if next_bonus_day > 0:
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var days_needed = next_bonus_day - consecutive_days
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@@ -325,52 +153,18 @@ func _format_reward_text(rewards: Dictionary) -> String:
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return text
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## 获取种子信息
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func _get_seed_info(seed_name: String, quality: String) -> Dictionary:
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if quality in reward_configs.seeds:
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for seed in reward_configs.seeds[quality]:
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if seed.name == seed_name:
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return seed
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return {}
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func _get_rarity_color(rarity: String) -> String:
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match rarity:
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"普通": return "#90EE90"
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"优良": return "#87CEEB"
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"稀有": return "#DDA0DD"
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"史诗": return "#9932CC"
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"传奇": return "#FF8C00"
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_: return "#FFFFFF"
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## 格式化历史记录文本
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func _format_history_text(date: String, rewards: Dictionary) -> String:
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var text = "[color=#87CEEB]📅 %s[/color] " % date
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var reward_parts = []
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if rewards.has("coins"):
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reward_parts.append("[color=%s]%s %d[/color]" % [
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reward_configs.coins.color,
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reward_configs.coins.name,
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rewards.coins
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])
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if rewards.has("exp"):
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reward_parts.append("[color=%s]%s %d[/color]" % [
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reward_configs.exp.color,
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reward_configs.exp.name,
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rewards.exp
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])
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if rewards.has("seeds") and rewards.seeds.size() > 0:
|
||||
for seed_reward in rewards.seeds:
|
||||
var seed_name = seed_reward.name
|
||||
var quantity = seed_reward.quantity
|
||||
var quality = seed_reward.quality
|
||||
var seed_info = _get_seed_info(seed_name, quality)
|
||||
if seed_info:
|
||||
reward_parts.append("[color=%s]%s x%d[/color]" % [
|
||||
seed_info.color, seed_name, quantity
|
||||
])
|
||||
|
||||
text += " ".join(reward_parts)
|
||||
return text
|
||||
|
||||
## 更新显示内容
|
||||
func _update_display() -> void:
|
||||
var history_text = "[center][color=#FFB6C1]📋 签到历史[/color][/center]\n"
|
||||
|
||||
# 显示连续签到状态
|
||||
if consecutive_days > 0:
|
||||
history_text += "[center][color=#FF69B4]🔥 当前连续签到: %d天[/color][/center]\n" % consecutive_days
|
||||
if consecutive_days >= 30:
|
||||
@@ -380,61 +174,43 @@ func _update_display() -> void:
|
||||
|
||||
history_text += "\n"
|
||||
|
||||
if check_in_data.size() == 0:
|
||||
if check_in_history.size() == 0:
|
||||
history_text += "[center][color=#DDDDDD]暂无签到记录[/color][/center]"
|
||||
else:
|
||||
# 按日期排序显示历史记录
|
||||
var sorted_dates = check_in_data.keys()
|
||||
sorted_dates.sort()
|
||||
sorted_dates.reverse() # 最新的在前
|
||||
# 按时间排序显示历史记录
|
||||
var sorted_times = check_in_history.keys()
|
||||
sorted_times.sort()
|
||||
sorted_times.reverse()
|
||||
|
||||
for date in sorted_dates:
|
||||
var day_data = check_in_data[date]
|
||||
var rewards = day_data.get("rewards", {})
|
||||
var day_consecutive = day_data.get("consecutive_days", 1)
|
||||
|
||||
history_text += _format_history_text(date, rewards)
|
||||
history_text += " [color=#90EE90](连续%d天)[/color]\n" % day_consecutive
|
||||
history_text += "-----------------------------------------------------------------------------------------------------------------\n"
|
||||
for time_key in sorted_times:
|
||||
var reward_text = check_in_history[time_key]
|
||||
history_text += "[color=#87CEEB]%s[/color] [color=#90EE90]%s[/color]\n" % [time_key, reward_text]
|
||||
history_text += "---------------------------------------------\n"
|
||||
|
||||
daily_check_in_history.text = history_text
|
||||
|
||||
# =============================================================================
|
||||
# 事件处理
|
||||
# =============================================================================
|
||||
|
||||
## 关闭面板按钮
|
||||
func _on_quit_button_pressed() -> void:
|
||||
self.hide()
|
||||
|
||||
## 签到按钮
|
||||
func _on_daily_check_in_button_pressed() -> void:
|
||||
execute_check_in()
|
||||
|
||||
|
||||
#面板显示与隐藏切换处理
|
||||
func _on_visibility_changed():
|
||||
if visible:
|
||||
GlobalVariables.isZoomDisabled = true
|
||||
pass
|
||||
else:
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
pass
|
||||
# =============================================================================
|
||||
# 公共接口方法 - 供主游戏调用
|
||||
# =============================================================================
|
||||
|
||||
## 刷新签到数据
|
||||
# 公共接口
|
||||
func refresh_check_in_data() -> void:
|
||||
if tcp_network_manager_panel and tcp_network_manager_panel.is_connected_to_server():
|
||||
tcp_network_manager_panel.sendGetCheckInData()
|
||||
|
||||
## 获取当前签到状态
|
||||
func get_check_in_status() -> Dictionary:
|
||||
return {
|
||||
"has_checked_in_today": has_checked_in_today,
|
||||
"consecutive_days": consecutive_days,
|
||||
"today_date": today_date
|
||||
"consecutive_days": consecutive_days
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -1,79 +1,46 @@
|
||||
extends Panel
|
||||
class_name LuckyDrawPanel
|
||||
|
||||
signal draw_completed(rewards: Array, draw_type: String)
|
||||
signal draw_failed(error_message: String)
|
||||
|
||||
signal draw_completed(rewards: Array, draw_type: String) # 抽奖完成信号
|
||||
signal reward_obtained(reward_type: String, amount: int) # 奖励获得信号
|
||||
signal draw_failed(error_message: String) # 抽奖失败信号
|
||||
|
||||
|
||||
#这个展示抽奖获得的奖励
|
||||
@onready var lucky_draw_reward: RichTextLabel = $LuckyDrawReward
|
||||
#这个是展示有哪些奖励选项,最多15个,奖励就在这里面随机挑选
|
||||
@onready var grid: GridContainer = $Grid
|
||||
#这个是奖励模板
|
||||
@onready var reward_item: RichTextLabel = $Grid/RewardItem
|
||||
@onready var main_game = get_node("/root/main")
|
||||
@onready var tcp_network_manager_panel: Panel = $'../TCPNetworkManagerPanel'
|
||||
|
||||
var reward_templates: Array[RichTextLabel] = []
|
||||
var current_rewards: Array = []
|
||||
@onready var main_game = get_node("/root/main")
|
||||
|
||||
@onready var daily_check_in_panel: DailyCheckInPanel = $'../DailyCheckInPanel'
|
||||
@onready var tcp_network_manager_panel: Panel = $'../TCPNetworkManagerPanel'
|
||||
@onready var item_store_panel: Panel = $'../ItemStorePanel'
|
||||
@onready var item_bag_panel: Panel = $'../ItemBagPanel'
|
||||
@onready var player_bag_panel: Panel = $'../PlayerBagPanel'
|
||||
@onready var crop_warehouse_panel: Panel = $'../CropWarehousePanel'
|
||||
@onready var crop_store_panel: Panel = $'../CropStorePanel'
|
||||
@onready var player_ranking_panel: Panel = $'../PlayerRankingPanel'
|
||||
@onready var login_panel: PanelContainer = $'../LoginPanel'
|
||||
|
||||
|
||||
# 15种不同的模板颜色
|
||||
var template_colors: Array[Color] = [
|
||||
Color(1.0, 0.8, 0.8, 1.0), # 淡红色
|
||||
Color(0.8, 1.0, 0.8, 1.0), # 淡绿色
|
||||
Color(0.8, 0.8, 1.0, 1.0), # 淡蓝色
|
||||
Color(1.0, 1.0, 0.8, 1.0), # 淡黄色
|
||||
Color(1.0, 0.8, 1.0, 1.0), # 淡紫色
|
||||
Color(0.8, 1.0, 1.0, 1.0), # 淡青色
|
||||
Color(1.0, 0.9, 0.8, 1.0), # 淡橙色
|
||||
Color(0.9, 0.8, 1.0, 1.0), # 淡紫蓝色
|
||||
Color(0.8, 1.0, 0.9, 1.0), # 淡薄荷色
|
||||
Color(1.0, 0.8, 0.9, 1.0), # 淡粉色
|
||||
Color(0.9, 1.0, 0.8, 1.0), # 淡柠檬色
|
||||
Color(0.8, 0.9, 1.0, 1.0), # 淡天蓝色
|
||||
Color(1.0, 0.95, 0.8, 1.0), # 淡香槟色
|
||||
Color(0.85, 0.8, 1.0, 1.0), # 淡薰衣草色
|
||||
Color(0.95, 1.0, 0.85, 1.0) # 淡春绿色
|
||||
]
|
||||
|
||||
var seed_rewards: Dictionary = {}
|
||||
var anticipation_tween: Tween = null
|
||||
|
||||
# 15种模板颜色
|
||||
var template_colors: Array[Color] = [
|
||||
Color(1.0, 0.8, 0.8, 1.0), Color(0.8, 1.0, 0.8, 1.0), Color(0.8, 0.8, 1.0, 1.0),
|
||||
Color(1.0, 1.0, 0.8, 1.0), Color(1.0, 0.8, 1.0, 1.0), Color(0.8, 1.0, 1.0, 1.0),
|
||||
Color(1.0, 0.9, 0.8, 1.0), Color(0.9, 0.8, 1.0, 1.0), Color(0.8, 1.0, 0.9, 1.0),
|
||||
Color(1.0, 0.8, 0.9, 1.0), Color(0.9, 1.0, 0.8, 1.0), Color(0.8, 0.9, 1.0, 1.0),
|
||||
Color(1.0, 0.95, 0.8, 1.0), Color(0.85, 0.8, 1.0, 1.0), Color(0.95, 1.0, 0.85, 1.0)
|
||||
]
|
||||
|
||||
var base_rewards: Dictionary = {
|
||||
"coins": {"name": "金币", "icon": "💰", "color": "#FFD700"},
|
||||
"exp": {"name": "经验", "icon": "⭐", "color": "#00BFFF"},
|
||||
"empty": {"name": "谢谢惠顾", "icon": "😅", "color": "#CCCCCC"}
|
||||
}
|
||||
|
||||
var seed_rewards: Dictionary = {}
|
||||
|
||||
# 抽奖费用配置
|
||||
var draw_costs: Dictionary = {
|
||||
"single": 800,
|
||||
"five": 3600, # 800 * 5 * 0.9 = 3600
|
||||
"ten": 6400 # 800 * 10 * 0.8 = 6400
|
||||
"five": 3600,
|
||||
"ten": 6400
|
||||
}
|
||||
|
||||
var server_reward_pools: Dictionary = {}
|
||||
|
||||
func _ready() -> void:
|
||||
visibility_changed.connect(_on_visibility_changed)
|
||||
_initialize_system()
|
||||
|
||||
#初始化抽奖系统
|
||||
func _initialize_system() -> void:
|
||||
|
||||
# 连接信号
|
||||
if main_game:
|
||||
draw_completed.connect(main_game._on_lucky_draw_completed)
|
||||
draw_failed.connect(main_game._on_lucky_draw_failed)
|
||||
@@ -83,21 +50,18 @@ func _initialize_system() -> void:
|
||||
_generate_reward_templates()
|
||||
_update_template_display()
|
||||
|
||||
#从主游戏加载作物数据并构建种子奖励
|
||||
func _load_crop_data_and_build_rewards() -> void:
|
||||
if main_game and main_game.has_method("get_crop_data"):
|
||||
var crop_data = main_game.get_crop_data()
|
||||
if crop_data:
|
||||
_build_seed_rewards_from_crop_data(crop_data)
|
||||
|
||||
#根据 crop_data.json 构建种子奖励配置
|
||||
func _build_seed_rewards_from_crop_data(crop_data: Dictionary) -> void:
|
||||
seed_rewards.clear()
|
||||
|
||||
for crop_name in crop_data.keys():
|
||||
var crop_info = crop_data[crop_name]
|
||||
|
||||
# 跳过测试作物和不能购买的作物
|
||||
if crop_name == "测试作物" or not crop_info.get("能否购买", true):
|
||||
continue
|
||||
|
||||
@@ -105,59 +69,43 @@ func _build_seed_rewards_from_crop_data(crop_data: Dictionary) -> void:
|
||||
var rarity_color = _get_rarity_color(quality)
|
||||
|
||||
seed_rewards[crop_name] = {
|
||||
"icon": "🌱",
|
||||
"color": rarity_color,
|
||||
"icon": "🌱",
|
||||
"color": rarity_color,
|
||||
"rarity": quality,
|
||||
"level": crop_info.get("等级", 1),
|
||||
"cost": crop_info.get("花费", 50)
|
||||
}
|
||||
|
||||
#根据稀有度获取颜色
|
||||
func _get_rarity_color(rarity: String) -> String:
|
||||
match rarity:
|
||||
"普通":
|
||||
return "#90EE90"
|
||||
"优良":
|
||||
return "#87CEEB"
|
||||
"稀有":
|
||||
return "#DDA0DD"
|
||||
"史诗":
|
||||
return "#9932CC"
|
||||
"传奇":
|
||||
return "#FF8C00"
|
||||
_:
|
||||
return "#FFFFFF"
|
||||
"普通": return "#90EE90"
|
||||
"优良": return "#87CEEB"
|
||||
"稀有": return "#DDA0DD"
|
||||
"史诗": return "#9932CC"
|
||||
"传奇": return "#FF8C00"
|
||||
_: return "#FFFFFF"
|
||||
|
||||
|
||||
## 生成15个奖励模板
|
||||
func _generate_reward_templates() -> void:
|
||||
# 清空现有模板
|
||||
for child in grid.get_children():
|
||||
if child != reward_item:
|
||||
child.queue_free()
|
||||
|
||||
reward_templates.clear()
|
||||
|
||||
# 生成15个模板(包括原有的一个)
|
||||
for i in range(15):
|
||||
var template: RichTextLabel
|
||||
|
||||
if i == 0:
|
||||
# 使用原有的模板
|
||||
template = reward_item
|
||||
else:
|
||||
# 创建新的模板
|
||||
template = reward_item.duplicate()
|
||||
grid.add_child(template)
|
||||
|
||||
# 设置不同的颜色
|
||||
template.self_modulate = template_colors[i]
|
||||
template.bbcode_enabled = true
|
||||
template.threaded = true
|
||||
|
||||
reward_templates.append(template)
|
||||
|
||||
## 更新模板显示
|
||||
func _update_template_display() -> void:
|
||||
var sample_rewards = _generate_sample_rewards()
|
||||
|
||||
@@ -170,16 +118,13 @@ func _update_template_display() -> void:
|
||||
else:
|
||||
template.hide()
|
||||
|
||||
## 生成示例奖励显示
|
||||
func _generate_sample_rewards() -> Array:
|
||||
var sample_rewards = []
|
||||
|
||||
# 添加基础奖励示例
|
||||
sample_rewards.append({"type": "coins", "amount_range": [100, 300], "rarity": "普通"})
|
||||
sample_rewards.append({"type": "exp", "amount_range": [50, 150], "rarity": "普通"})
|
||||
sample_rewards.append({"type": "empty", "name": "谢谢惠顾", "rarity": "空奖"})
|
||||
|
||||
# 添加各品质种子示例
|
||||
var quality_examples = ["普通", "优良", "稀有", "史诗", "传奇"]
|
||||
for quality in quality_examples:
|
||||
var example_seeds = []
|
||||
@@ -188,26 +133,22 @@ func _generate_sample_rewards() -> Array:
|
||||
example_seeds.append(seed_name)
|
||||
|
||||
if example_seeds.size() > 0:
|
||||
var seed_name = example_seeds[0] # 取第一个作为示例
|
||||
var seed_name = example_seeds[0]
|
||||
sample_rewards.append({
|
||||
"type": "seed",
|
||||
"name": seed_name,
|
||||
"type": "seed",
|
||||
"name": seed_name,
|
||||
"rarity": quality,
|
||||
"amount_range": [1, 3] if quality != "传奇" else [1, 1]
|
||||
})
|
||||
|
||||
# 添加礼包示例
|
||||
sample_rewards.append({"type": "package", "name": "成长套餐", "rarity": "优良"})
|
||||
sample_rewards.append({"type": "package", "name": "稀有礼包", "rarity": "稀有"})
|
||||
sample_rewards.append({"type": "package", "name": "传奇大礼包", "rarity": "传奇"})
|
||||
|
||||
# 添加高级奖励示例
|
||||
sample_rewards.append({"type": "coins", "amount_range": [1000, 2000], "rarity": "史诗"})
|
||||
sample_rewards.append({"type": "exp", "amount_range": [500, 1000], "rarity": "传奇"})
|
||||
|
||||
return sample_rewards.slice(0, 15) # 只取前15个
|
||||
return sample_rewards.slice(0, 15)
|
||||
|
||||
## 格式化模板文本
|
||||
func _format_template_text(reward: Dictionary) -> String:
|
||||
var text = "[center]"
|
||||
|
||||
@@ -251,44 +192,30 @@ func _format_template_text(reward: Dictionary) -> String:
|
||||
text += "[/center]"
|
||||
return text
|
||||
|
||||
## 执行网络抽奖
|
||||
func _perform_network_draw(draw_type: String) -> void:
|
||||
if not tcp_network_manager_panel or not tcp_network_manager_panel.is_connected_to_server():
|
||||
_show_error_message("网络未连接,无法进行抽奖")
|
||||
return
|
||||
|
||||
# 检查费用
|
||||
var cost = draw_costs.get(draw_type, 800)
|
||||
if main_game and main_game.money < cost:
|
||||
_show_error_message("金币不足,需要 %d 金币" % cost)
|
||||
return
|
||||
|
||||
# 发送抽奖请求
|
||||
var success = tcp_network_manager_panel.sendLuckyDraw(draw_type)
|
||||
if not success:
|
||||
_show_error_message("发送抽奖请求失败")
|
||||
return
|
||||
|
||||
# 显示等待动画
|
||||
_show_waiting_animation(draw_type)
|
||||
_show_waiting_animation()
|
||||
|
||||
## 显示等待动画
|
||||
func _show_waiting_animation(draw_type: String) -> void:
|
||||
# 禁用抽奖按钮
|
||||
func _show_waiting_animation() -> void:
|
||||
_set_draw_buttons_enabled(false)
|
||||
|
||||
# 隐藏结果区域
|
||||
lucky_draw_reward.hide()
|
||||
|
||||
# 播放期待动画
|
||||
_play_anticipation_animation()
|
||||
|
||||
## 处理服务器抽奖响应
|
||||
func handle_lucky_draw_response(response: Dictionary) -> void:
|
||||
# 停止期待动画
|
||||
_stop_anticipation_animation()
|
||||
|
||||
# 重新启用按钮
|
||||
_set_draw_buttons_enabled(true)
|
||||
|
||||
if response.get("success", false):
|
||||
@@ -296,44 +223,30 @@ func handle_lucky_draw_response(response: Dictionary) -> void:
|
||||
var draw_type = response.get("draw_type", "single")
|
||||
var cost = response.get("cost", 0)
|
||||
|
||||
# 显示抽奖结果
|
||||
_show_server_draw_results(rewards, draw_type, cost)
|
||||
|
||||
# 发送信号
|
||||
draw_completed.emit(rewards, draw_type)
|
||||
|
||||
else:
|
||||
var error_message = response.get("message", "抽奖失败")
|
||||
_show_error_message(error_message)
|
||||
draw_failed.emit(error_message)
|
||||
|
||||
## 显示服务器返回的抽奖结果
|
||||
func _show_server_draw_results(rewards: Array, draw_type: String, cost: int) -> void:
|
||||
current_rewards = rewards
|
||||
|
||||
# 显示结果(动画已在handle_lucky_draw_response中停止)
|
||||
var result_text = _format_server_draw_results(rewards, draw_type, cost)
|
||||
lucky_draw_reward.text = result_text
|
||||
lucky_draw_reward.show()
|
||||
|
||||
# 播放结果动画
|
||||
_play_result_animation()
|
||||
|
||||
## 格式化服务器抽奖结果文本
|
||||
func _format_server_draw_results(rewards: Array, draw_type: String, cost: int) -> String:
|
||||
var type_names = {
|
||||
"single": "单抽",
|
||||
"five": "五连抽",
|
||||
"ten": "十连抽"
|
||||
}
|
||||
var type_names = {"single": "单抽", "five": "五连抽", "ten": "十连抽"}
|
||||
|
||||
var text = "[center][color=#FFD700]🎊 %s结果 🎊[/color][/center]\n" % type_names.get(draw_type, draw_type)
|
||||
text += "[center][color=#87CEEB]消费 %d 金币[/color][/center]\n" % cost
|
||||
|
||||
# 统计稀有度
|
||||
var stats = _count_server_reward_rarity(rewards)
|
||||
|
||||
# 显示稀有度统计
|
||||
var stat_parts = []
|
||||
if stats.legendary > 0:
|
||||
stat_parts.append("[color=#FF8C00]🏆传奇x%d[/color]" % stats.legendary)
|
||||
@@ -349,11 +262,9 @@ func _format_server_draw_results(rewards: Array, draw_type: String, cost: int) -
|
||||
|
||||
text += "\n"
|
||||
|
||||
# 显示具体奖励
|
||||
for reward in rewards:
|
||||
text += _format_single_server_reward(reward) + "\n"
|
||||
|
||||
# 鼓励文案
|
||||
if stats.empty_only:
|
||||
text += "[center][color=#87CEEB]💪 别灰心,下次一定能中大奖![/color][/center]"
|
||||
elif stats.legendary > 0:
|
||||
@@ -363,28 +274,16 @@ func _format_server_draw_results(rewards: Array, draw_type: String, cost: int) -
|
||||
|
||||
return text
|
||||
|
||||
## 统计服务器奖励稀有度
|
||||
func _count_server_reward_rarity(rewards: Array) -> Dictionary:
|
||||
var stats = {
|
||||
"legendary": 0,
|
||||
"epic": 0,
|
||||
"rare": 0,
|
||||
"package": 0,
|
||||
"empty": 0,
|
||||
"empty_only": false
|
||||
}
|
||||
var stats = {"legendary": 0, "epic": 0, "rare": 0, "package": 0, "empty": 0, "empty_only": false}
|
||||
|
||||
for reward in rewards:
|
||||
var rarity = reward.get("rarity", "普通")
|
||||
match rarity:
|
||||
"传奇":
|
||||
stats.legendary += 1
|
||||
"史诗":
|
||||
stats.epic += 1
|
||||
"稀有":
|
||||
stats.rare += 1
|
||||
"空奖":
|
||||
stats.empty += 1
|
||||
"传奇": stats.legendary += 1
|
||||
"史诗": stats.epic += 1
|
||||
"稀有": stats.rare += 1
|
||||
"空奖": stats.empty += 1
|
||||
|
||||
if reward.get("type") == "package":
|
||||
stats.package += 1
|
||||
@@ -392,21 +291,17 @@ func _count_server_reward_rarity(rewards: Array) -> Dictionary:
|
||||
stats.empty_only = (stats.empty == rewards.size() and rewards.size() == 1)
|
||||
return stats
|
||||
|
||||
## 格式化单个服务器奖励显示
|
||||
func _format_single_server_reward(reward: Dictionary) -> String:
|
||||
var text = ""
|
||||
var reward_type = reward.get("type", "")
|
||||
var rarity = reward.get("rarity", "普通")
|
||||
var rarity_color = _get_rarity_color(rarity)
|
||||
|
||||
match reward_type:
|
||||
"empty":
|
||||
var reward_name = reward.get("name", "空奖励")
|
||||
text = "[color=%s]😅 %s[/color]" % [rarity_color, reward_name]
|
||||
return "[color=%s]😅 %s[/color]" % [rarity_color, reward.get("name", "空奖励")]
|
||||
|
||||
"package":
|
||||
var reward_name = reward.get("name", "礼包")
|
||||
text = "[color=%s]🎁 %s[/color]\n" % [rarity_color, reward_name]
|
||||
var text = "[color=%s]🎁 %s[/color]\n" % [rarity_color, reward.get("name", "礼包")]
|
||||
text += "[color=#DDDDDD]内含:[/color] "
|
||||
|
||||
var content_parts = []
|
||||
@@ -417,50 +312,35 @@ func _format_single_server_reward(reward: Dictionary) -> String:
|
||||
content_parts.append(part)
|
||||
|
||||
text += " ".join(content_parts)
|
||||
return text
|
||||
|
||||
"coins":
|
||||
var amount = reward.get("amount", 0)
|
||||
text = "[color=%s]💰 金币 +%d[/color]" % [rarity_color, amount]
|
||||
return "[color=%s]💰 金币 +%d[/color]" % [rarity_color, reward.get("amount", 0)]
|
||||
|
||||
"exp":
|
||||
var amount = reward.get("amount", 0)
|
||||
text = "[color=%s]⭐ 经验 +%d[/color]" % [rarity_color, amount]
|
||||
return "[color=%s]⭐ 经验 +%d[/color]" % [rarity_color, reward.get("amount", 0)]
|
||||
|
||||
"seed":
|
||||
var reward_name = reward.get("name", "种子")
|
||||
var amount = reward.get("amount", 0)
|
||||
text = "[color=%s]🌱 %s x%d[/color] [color=#CCCCCC](%s)[/color]" % [
|
||||
rarity_color, reward_name, amount, rarity
|
||||
return "[color=%s]🌱 %s x%d[/color] [color=#CCCCCC](%s)[/color]" % [
|
||||
rarity_color, reward.get("name", "种子"), reward.get("amount", 0), rarity
|
||||
]
|
||||
|
||||
_:
|
||||
text = "[color=#CCCCCC]未知奖励[/color]"
|
||||
|
||||
return text
|
||||
return "[color=#CCCCCC]未知奖励[/color]"
|
||||
|
||||
## 格式化礼包内容
|
||||
func _format_package_content(content: Dictionary) -> String:
|
||||
var content_type = content.get("type", "")
|
||||
var amount = content.get("amount", 0)
|
||||
|
||||
match content_type:
|
||||
"coins":
|
||||
return "[color=#FFD700]💰%d[/color]" % amount
|
||||
"exp":
|
||||
return "[color=#00BFFF]⭐%d[/color]" % amount
|
||||
"seed":
|
||||
var seed_name = content.get("name", "种子")
|
||||
return "[color=#90EE90]🌱%sx%d[/color]" % [seed_name, amount]
|
||||
_:
|
||||
return ""
|
||||
"coins": return "[color=#FFD700]💰%d[/color]" % amount
|
||||
"exp": return "[color=#00BFFF]⭐%d[/color]" % amount
|
||||
"seed": return "[color=#90EE90]🌱%sx%d[/color]" % [content.get("name", "种子"), amount]
|
||||
_: return ""
|
||||
|
||||
## 播放期待动画(简化版)
|
||||
func _play_anticipation_animation() -> void:
|
||||
"""播放期待动画"""
|
||||
# 停止之前的动画
|
||||
_stop_anticipation_animation()
|
||||
|
||||
# 创建简单的闪烁动画
|
||||
anticipation_tween = create_tween()
|
||||
anticipation_tween.set_loops()
|
||||
|
||||
@@ -468,72 +348,42 @@ func _play_anticipation_animation() -> void:
|
||||
if template.visible:
|
||||
anticipation_tween.parallel().tween_method(
|
||||
func(progress: float): _anticipation_flash(template, progress),
|
||||
0.0, 1.0, 0.5
|
||||
0.0, 1.0, 0.8
|
||||
)
|
||||
|
||||
|
||||
|
||||
func _anticipation_flash(template: RichTextLabel, progress: float) -> void:
|
||||
"""期待动画闪烁效果"""
|
||||
var flash_intensity = 1.0 + sin(progress * PI * 2) * 0.3
|
||||
var flash_intensity = 1.0 + sin(progress * PI * 2) * 0.2
|
||||
template.modulate = Color(flash_intensity, flash_intensity, flash_intensity, 1.0)
|
||||
|
||||
## 停止期待动画
|
||||
func _stop_anticipation_animation() -> void:
|
||||
if anticipation_tween:
|
||||
anticipation_tween.kill()
|
||||
anticipation_tween = null
|
||||
|
||||
# 恢复所有模板的正常颜色
|
||||
for i in range(reward_templates.size()):
|
||||
var template = reward_templates[i]
|
||||
for template in reward_templates:
|
||||
template.modulate = Color.WHITE
|
||||
|
||||
## 播放结果动画
|
||||
func _play_result_animation() -> void:
|
||||
var tween = create_tween()
|
||||
|
||||
# 奖励区域动画
|
||||
lucky_draw_reward.modulate.a = 0.0
|
||||
lucky_draw_reward.scale = Vector2(0.8, 0.8)
|
||||
|
||||
tween.parallel().tween_property(lucky_draw_reward, "modulate:a", 1.0, 0.5)
|
||||
tween.parallel().tween_property(lucky_draw_reward, "scale", Vector2(1.0, 1.0), 0.5)
|
||||
tween.tween_callback(func(): lucky_draw_reward.modulate.a = 1.0)
|
||||
|
||||
## 显示错误信息
|
||||
func _show_error_message(message: String) -> void:
|
||||
lucky_draw_reward.text = "[center][color=#FF6B6B]❌ %s[/color][/center]" % message
|
||||
lucky_draw_reward.show()
|
||||
|
||||
# 2秒后隐藏错误信息
|
||||
await get_tree().create_timer(2.0).timeout
|
||||
lucky_draw_reward.hide()
|
||||
|
||||
# =============================================================================
|
||||
# 事件处理
|
||||
# =============================================================================
|
||||
|
||||
## 关闭面板
|
||||
func _on_quit_button_pressed() -> void:
|
||||
self.hide()
|
||||
|
||||
## 单次抽奖
|
||||
func _on_lucky_draw_button_pressed() -> void:
|
||||
_perform_network_draw("single")
|
||||
|
||||
## 五连抽
|
||||
func _on_five_lucky_draw_button_pressed() -> void:
|
||||
_perform_network_draw("five")
|
||||
|
||||
## 十连抽
|
||||
func _on_ten_lucky_draw_button_pressed() -> void:
|
||||
_perform_network_draw("ten")
|
||||
|
||||
## 设置抽奖按钮可用状态
|
||||
func _set_draw_buttons_enabled(enabled: bool) -> void:
|
||||
var buttons = [
|
||||
$HBox/LuckyDrawButton,
|
||||
$HBox/FiveLuckyDrawButton,
|
||||
$HBox/FiveLuckyDrawButton,
|
||||
$HBox/TenLuckyDrawButton
|
||||
]
|
||||
|
||||
@@ -541,30 +391,33 @@ func _set_draw_buttons_enabled(enabled: bool) -> void:
|
||||
if button:
|
||||
button.disabled = not enabled
|
||||
|
||||
# =============================================================================
|
||||
# 公共接口方法
|
||||
# =============================================================================
|
||||
# 事件处理
|
||||
func _on_quit_button_pressed() -> void:
|
||||
self.hide()
|
||||
|
||||
## 获取当前奖励结果
|
||||
func _on_lucky_draw_button_pressed() -> void:
|
||||
_perform_network_draw("single")
|
||||
|
||||
func _on_five_lucky_draw_button_pressed() -> void:
|
||||
_perform_network_draw("five")
|
||||
|
||||
func _on_ten_lucky_draw_button_pressed() -> void:
|
||||
_perform_network_draw("ten")
|
||||
|
||||
func _on_visibility_changed():
|
||||
if visible:
|
||||
GlobalVariables.isZoomDisabled = true
|
||||
else:
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
|
||||
# 公共接口
|
||||
func get_current_rewards() -> Array:
|
||||
return current_rewards
|
||||
|
||||
## 清空抽奖结果
|
||||
func clear_draw_results() -> void:
|
||||
current_rewards.clear()
|
||||
lucky_draw_reward.hide()
|
||||
|
||||
## 刷新奖励显示(当作物数据更新时调用)
|
||||
func refresh_reward_display() -> void:
|
||||
_load_crop_data_and_build_rewards()
|
||||
_update_template_display()
|
||||
|
||||
|
||||
#面板显示与隐藏切换处理
|
||||
func _on_visibility_changed():
|
||||
if visible:
|
||||
GlobalVariables.isZoomDisabled = true
|
||||
pass
|
||||
else:
|
||||
GlobalVariables.isZoomDisabled = false
|
||||
pass
|
||||
|
||||
Reference in New Issue
Block a user