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2025-06-23 16:09:04 +08:00
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extends Panel
class_name LuckyDrawPanel
## 幸运抽奖系统 - 后端对接版本
## 功能:与服务器对接的抽奖系统,支持实时数据同步和平衡调整
## 奖励平衡性已根据 crop_data.json 调整
# =============================================================================
# 信号定义 - 用于与后端系统通信
# =============================================================================
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
# =============================================================================
# 节点引用
# =============================================================================
#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
# =============================================================================
# 数据存储
# =============================================================================
var reward_templates: Array[RichTextLabel] = []
var current_rewards: Array = []
var network_manager = null
var main_game = null
# 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
]
# =============================================================================
# 基础奖励配置 - 根据 crop_data.json 调整
# =============================================================================
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"}
}
# 根据 crop_data.json 动态构建的种子奖励
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
}
# =============================================================================
# 奖励池配置 - 根据后端数据动态更新
# =============================================================================
var server_reward_pools: Dictionary = {}
# =============================================================================
# 系统初始化
# =============================================================================
func _ready() -> void:
_initialize_system()
func _initialize_system() -> void:
"""初始化抽奖系统"""
# 获取网络管理器和主游戏引用
network_manager = get_node("/root/main/UI/TCPNetworkManager")
main_game = get_node("/root/main")
# 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)
lucky_draw_reward.hide()
_load_crop_data_and_build_rewards()
_generate_reward_templates()
_update_template_display()
func _load_crop_data_and_build_rewards() -> void:
"""从主游戏加载作物数据并构建种子奖励"""
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)
func _build_seed_rewards_from_crop_data(crop_data: Dictionary) -> void:
"""根据 crop_data.json 构建种子奖励配置"""
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
var quality = crop_info.get("品质", "普通")
var rarity_color = _get_rarity_color(quality)
seed_rewards[crop_name] = {
"icon": "🌱",
"color": rarity_color,
"rarity": quality,
"level": crop_info.get("等级", 1),
"cost": crop_info.get("花费", 50)
}
func _get_rarity_color(rarity: String) -> String:
"""根据稀有度获取颜色"""
match rarity:
"普通":
return "#90EE90"
"优良":
return "#87CEEB"
"稀有":
return "#DDA0DD"
"史诗":
return "#9932CC"
"传奇":
return "#FF8C00"
_:
return "#FFFFFF"
# =============================================================================
# 核心功能
# =============================================================================
## 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()
for i in range(reward_templates.size()):
var template = reward_templates[i]
if i < sample_rewards.size():
var reward = sample_rewards[i]
template.text = _format_template_text(reward)
template.show()
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 = []
for seed_name in seed_rewards.keys():
if seed_rewards[seed_name].rarity == quality:
example_seeds.append(seed_name)
if example_seeds.size() > 0:
var seed_name = example_seeds[0] # 取第一个作为示例
sample_rewards.append({
"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
## 格式化模板文本
func _format_template_text(reward: Dictionary) -> String:
var text = "[center]"
match reward.type:
"empty":
text += "[color=%s]%s[/color]\n" % [base_rewards.empty.color, base_rewards.empty.icon]
text += "[color=%s]%s[/color]" % [base_rewards.empty.color, reward.get("name", "谢谢惠顾")]
"package":
var rarity_color = _get_rarity_color(reward.get("rarity", "普通"))
text += "[color=%s]🎁[/color]\n" % [rarity_color]
text += "[color=%s]%s[/color]\n" % [rarity_color, reward.get("name", "礼包")]
text += "[color=#CCCCCC](%s)[/color]" % reward.get("rarity", "普通")
"coins":
var rarity_color = _get_rarity_color(reward.get("rarity", "普通"))
text += "[color=%s]%s[/color]\n" % [rarity_color, base_rewards.coins.icon]
if reward.has("amount_range"):
text += "[color=%s]%d-%d[/color]\n" % [rarity_color, reward.amount_range[0], reward.amount_range[1]]
text += "[color=%s]%s[/color]" % [rarity_color, base_rewards.coins.name]
"exp":
var rarity_color = _get_rarity_color(reward.get("rarity", "普通"))
text += "[color=%s]%s[/color]\n" % [rarity_color, base_rewards.exp.icon]
if reward.has("amount_range"):
text += "[color=%s]%d-%d[/color]\n" % [rarity_color, reward.amount_range[0], reward.amount_range[1]]
text += "[color=%s]%s[/color]" % [rarity_color, base_rewards.exp.name]
"seed":
if reward.has("name") and reward.name in seed_rewards:
var seed_info = seed_rewards[reward.name]
text += "[color=%s]%s[/color]\n" % [seed_info.color, seed_info.icon]
text += "[color=%s]%s[/color]\n" % [seed_info.color, reward.name]
if reward.has("amount_range"):
text += "[color=%s]x%d-%d[/color]\n" % [seed_info.color, reward.amount_range[0], reward.amount_range[1]]
text += "[color=#CCCCCC](%s)[/color]" % seed_info.rarity
else:
text += "[color=#90EE90]🌱[/color]\n"
text += "[color=#90EE90]种子[/color]"
text += "[/center]"
return text
## 执行网络抽奖
func _perform_network_draw(draw_type: String) -> void:
"""通过网络请求执行抽奖"""
if not network_manager or not network_manager.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 = network_manager.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)
## 显示等待动画
func _show_waiting_animation(draw_type: String) -> void:
"""显示抽奖等待动画"""
# 禁用抽奖按钮
_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:
"""处理来自服务器的抽奖响应"""
# 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):
var rewards = response.get("rewards", [])
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:
"""显示服务器返回的抽奖结果"""
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 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)
if stats.epic > 0:
stat_parts.append("[color=#9932CC]💎史诗x%d[/color]" % stats.epic)
if stats.rare > 0:
stat_parts.append("[color=#DDA0DD]⭐稀有x%d[/color]" % stats.rare)
if stats.package > 0:
stat_parts.append("[color=#FF69B4]🎁礼包x%d[/color]" % stats.package)
if stat_parts.size() > 0:
text += "[center]%s[/center]\n" % " ".join(stat_parts)
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:
text += "[center][color=#FF8C00]🎉 恭喜获得传奇奖励![/color][/center]"
elif stats.epic > 0:
text += "[center][color=#9932CC]✨ 史诗奖励,运气不错![/color][/center]"
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
}
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
if reward.get("type") == "package":
stats.package += 1
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]
"package":
var reward_name = reward.get("name", "礼包")
text = "[color=%s]🎁 %s[/color]\n" % [rarity_color, reward_name]
text += "[color=#DDDDDD]内含:[/color] "
var content_parts = []
if reward.has("contents"):
for content in reward.contents:
var part = _format_package_content(content)
if part != "":
content_parts.append(part)
text += " ".join(content_parts)
"coins":
var amount = reward.get("amount", 0)
text = "[color=%s]💰 金币 +%d[/color]" % [rarity_color, amount]
"exp":
var amount = reward.get("amount", 0)
text = "[color=%s]⭐ 经验 +%d[/color]" % [rarity_color, amount]
"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
]
_:
text = "[color=#CCCCCC]未知奖励[/color]"
return text
## 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 ""
## 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()
for template in reward_templates:
if template.visible:
anticipation_tween.parallel().tween_method(
func(progress: float): _anticipation_flash(template, progress),
0.0, 1.0, 0.5
)
var anticipation_tween: Tween = null
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
template.modulate = Color(flash_intensity, flash_intensity, flash_intensity, 1.0)
## 停止期待动画
func _stop_anticipation_animation() -> void:
"""停止期待动画"""
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]
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)
## 显示错误信息
func _show_error_message(message: String) -> void:
"""显示错误信息"""
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/TenLuckyDrawButton
]
for button in buttons:
if button:
button.disabled = not enabled
# =============================================================================
# 公共接口方法
# =============================================================================
## 获取当前奖励结果
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:
"""刷新奖励显示"""
_load_crop_data_and_build_rewards()
_update_template_display()