424 lines
14 KiB
GDScript
424 lines
14 KiB
GDScript
extends Panel
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class_name LuckyDrawPanel
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signal draw_completed(rewards: Array, draw_type: String)
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signal draw_failed(error_message: String)
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@onready var lucky_draw_reward: RichTextLabel = $LuckyDrawReward
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@onready var grid: GridContainer = $Grid
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@onready var reward_item: RichTextLabel = $Grid/RewardItem
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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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var reward_templates: Array[RichTextLabel] = []
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var current_rewards: Array = []
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var seed_rewards: Dictionary = {}
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var anticipation_tween: Tween = null
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# 15种模板颜色
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var template_colors: Array[Color] = [
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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),
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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),
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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),
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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),
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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)
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]
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var base_rewards: Dictionary = {
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"coins": {"name": "金币", "icon": "💰", "color": "#FFD700"},
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"exp": {"name": "经验", "icon": "⭐", "color": "#00BFFF"},
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"empty": {"name": "谢谢惠顾", "icon": "😅", "color": "#CCCCCC"}
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}
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var draw_costs: Dictionary = {
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"single": 800,
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"five": 3600,
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"ten": 6400
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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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if main_game:
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draw_completed.connect(main_game._on_lucky_draw_completed)
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draw_failed.connect(main_game._on_lucky_draw_failed)
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lucky_draw_reward.hide()
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_load_crop_data_and_build_rewards()
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_generate_reward_templates()
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_update_template_display()
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func _load_crop_data_and_build_rewards() -> void:
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if main_game and main_game.has_method("get_crop_data"):
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var crop_data = main_game.get_crop_data()
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if crop_data:
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_build_seed_rewards_from_crop_data(crop_data)
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func _build_seed_rewards_from_crop_data(crop_data: Dictionary) -> void:
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seed_rewards.clear()
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for crop_name in crop_data.keys():
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var crop_info = crop_data[crop_name]
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if crop_name == "测试作物" or not crop_info.get("能否购买", true):
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continue
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var quality = crop_info.get("品质", "普通")
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var rarity_color = _get_rarity_color(quality)
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seed_rewards[crop_name] = {
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"icon": "🌱",
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"color": rarity_color,
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"rarity": quality,
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"level": crop_info.get("等级", 1),
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"cost": crop_info.get("花费", 50)
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}
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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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func _generate_reward_templates() -> void:
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for child in grid.get_children():
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if child != reward_item:
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child.queue_free()
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reward_templates.clear()
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for i in range(15):
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var template: RichTextLabel
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if i == 0:
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template = reward_item
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else:
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template = reward_item.duplicate()
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grid.add_child(template)
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template.self_modulate = template_colors[i]
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template.bbcode_enabled = true
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template.threaded = true
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reward_templates.append(template)
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func _update_template_display() -> void:
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var sample_rewards = _generate_sample_rewards()
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for i in range(reward_templates.size()):
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var template = reward_templates[i]
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if i < sample_rewards.size():
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var reward = sample_rewards[i]
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template.text = _format_template_text(reward)
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template.show()
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else:
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template.hide()
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func _generate_sample_rewards() -> Array:
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var sample_rewards = []
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sample_rewards.append({"type": "coins", "amount_range": [100, 300], "rarity": "普通"})
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sample_rewards.append({"type": "exp", "amount_range": [50, 150], "rarity": "普通"})
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sample_rewards.append({"type": "empty", "name": "谢谢惠顾", "rarity": "空奖"})
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var quality_examples = ["普通", "优良", "稀有", "史诗", "传奇"]
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for quality in quality_examples:
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var example_seeds = []
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for seed_name in seed_rewards.keys():
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if seed_rewards[seed_name].rarity == quality:
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example_seeds.append(seed_name)
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if example_seeds.size() > 0:
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var seed_name = example_seeds[0]
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sample_rewards.append({
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"type": "seed",
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"name": seed_name,
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"rarity": quality,
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"amount_range": [1, 3] if quality != "传奇" else [1, 1]
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})
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sample_rewards.append({"type": "package", "name": "成长套餐", "rarity": "优良"})
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sample_rewards.append({"type": "package", "name": "稀有礼包", "rarity": "稀有"})
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sample_rewards.append({"type": "package", "name": "传奇大礼包", "rarity": "传奇"})
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sample_rewards.append({"type": "coins", "amount_range": [1000, 2000], "rarity": "史诗"})
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sample_rewards.append({"type": "exp", "amount_range": [500, 1000], "rarity": "传奇"})
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return sample_rewards.slice(0, 15)
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func _format_template_text(reward: Dictionary) -> String:
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var text = "[center]"
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match reward.type:
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"empty":
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text += "[color=%s]%s[/color]\n" % [base_rewards.empty.color, base_rewards.empty.icon]
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text += "[color=%s]%s[/color]" % [base_rewards.empty.color, reward.get("name", "谢谢惠顾")]
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"package":
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var rarity_color = _get_rarity_color(reward.get("rarity", "普通"))
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text += "[color=%s]🎁[/color]\n" % [rarity_color]
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text += "[color=%s]%s[/color]\n" % [rarity_color, reward.get("name", "礼包")]
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text += "[color=#CCCCCC](%s)[/color]" % reward.get("rarity", "普通")
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"coins":
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var rarity_color = _get_rarity_color(reward.get("rarity", "普通"))
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text += "[color=%s]%s[/color]\n" % [rarity_color, base_rewards.coins.icon]
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if reward.has("amount_range"):
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text += "[color=%s]%d-%d[/color]\n" % [rarity_color, reward.amount_range[0], reward.amount_range[1]]
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text += "[color=%s]%s[/color]" % [rarity_color, base_rewards.coins.name]
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"exp":
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var rarity_color = _get_rarity_color(reward.get("rarity", "普通"))
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text += "[color=%s]%s[/color]\n" % [rarity_color, base_rewards.exp.icon]
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if reward.has("amount_range"):
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text += "[color=%s]%d-%d[/color]\n" % [rarity_color, reward.amount_range[0], reward.amount_range[1]]
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text += "[color=%s]%s[/color]" % [rarity_color, base_rewards.exp.name]
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"seed":
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if reward.has("name") and reward.name in seed_rewards:
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var seed_info = seed_rewards[reward.name]
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text += "[color=%s]%s[/color]\n" % [seed_info.color, seed_info.icon]
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text += "[color=%s]%s[/color]\n" % [seed_info.color, reward.name]
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if reward.has("amount_range"):
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text += "[color=%s]x%d-%d[/color]\n" % [seed_info.color, reward.amount_range[0], reward.amount_range[1]]
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text += "[color=#CCCCCC](%s)[/color]" % seed_info.rarity
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else:
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text += "[color=#90EE90]🌱[/color]\n"
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text += "[color=#90EE90]种子[/color]"
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text += "[/center]"
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return text
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func _perform_network_draw(draw_type: String) -> void:
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if not tcp_network_manager_panel or not tcp_network_manager_panel.is_connected_to_server():
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_show_error_message("网络未连接,无法进行抽奖")
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return
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var cost = draw_costs.get(draw_type, 800)
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if main_game and main_game.money < cost:
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_show_error_message("金币不足,需要 %d 金币" % cost)
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return
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var success = tcp_network_manager_panel.sendLuckyDraw(draw_type)
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if not success:
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_show_error_message("发送抽奖请求失败")
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return
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_show_waiting_animation()
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func _show_waiting_animation() -> void:
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_set_draw_buttons_enabled(false)
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lucky_draw_reward.hide()
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_play_anticipation_animation()
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func handle_lucky_draw_response(response: Dictionary) -> void:
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_stop_anticipation_animation()
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_set_draw_buttons_enabled(true)
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if response.get("success", false):
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var rewards = response.get("rewards", [])
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var draw_type = response.get("draw_type", "single")
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var cost = response.get("cost", 0)
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_show_server_draw_results(rewards, draw_type, cost)
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draw_completed.emit(rewards, draw_type)
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else:
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var error_message = response.get("message", "抽奖失败")
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_show_error_message(error_message)
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draw_failed.emit(error_message)
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func _show_server_draw_results(rewards: Array, draw_type: String, cost: int) -> void:
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current_rewards = rewards
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var result_text = _format_server_draw_results(rewards, draw_type, cost)
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lucky_draw_reward.text = result_text
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lucky_draw_reward.show()
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_play_result_animation()
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func _format_server_draw_results(rewards: Array, draw_type: String, cost: int) -> String:
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var type_names = {"single": "单抽", "five": "五连抽", "ten": "十连抽"}
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var text = "[center][color=#FFD700]🎊 %s结果 🎊[/color][/center]\n" % type_names.get(draw_type, draw_type)
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text += "[center][color=#87CEEB]消费 %d 金币[/color][/center]\n" % cost
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var stats = _count_server_reward_rarity(rewards)
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var stat_parts = []
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if stats.legendary > 0:
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stat_parts.append("[color=#FF8C00]🏆传奇x%d[/color]" % stats.legendary)
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if stats.epic > 0:
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stat_parts.append("[color=#9932CC]💎史诗x%d[/color]" % stats.epic)
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if stats.rare > 0:
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stat_parts.append("[color=#DDA0DD]⭐稀有x%d[/color]" % stats.rare)
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if stats.package > 0:
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stat_parts.append("[color=#FF69B4]🎁礼包x%d[/color]" % stats.package)
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if stat_parts.size() > 0:
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text += "[center]%s[/center]\n" % " ".join(stat_parts)
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text += "\n"
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for reward in rewards:
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text += _format_single_server_reward(reward) + "\n"
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if stats.empty_only:
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text += "[center][color=#87CEEB]💪 别灰心,下次一定能中大奖![/color][/center]"
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elif stats.legendary > 0:
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text += "[center][color=#FF8C00]🎉 恭喜获得传奇奖励![/color][/center]"
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elif stats.epic > 0:
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text += "[center][color=#9932CC]✨ 史诗奖励,运气不错![/color][/center]"
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return text
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func _count_server_reward_rarity(rewards: Array) -> Dictionary:
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var stats = {"legendary": 0, "epic": 0, "rare": 0, "package": 0, "empty": 0, "empty_only": false}
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for reward in rewards:
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var rarity = reward.get("rarity", "普通")
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match rarity:
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"传奇": stats.legendary += 1
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"史诗": stats.epic += 1
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"稀有": stats.rare += 1
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"空奖": stats.empty += 1
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if reward.get("type") == "package":
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stats.package += 1
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stats.empty_only = (stats.empty == rewards.size() and rewards.size() == 1)
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return stats
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func _format_single_server_reward(reward: Dictionary) -> String:
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var reward_type = reward.get("type", "")
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var rarity = reward.get("rarity", "普通")
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var rarity_color = _get_rarity_color(rarity)
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match reward_type:
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"empty":
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return "[color=%s]😅 %s[/color]" % [rarity_color, reward.get("name", "空奖励")]
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"package":
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var text = "[color=%s]🎁 %s[/color]\n" % [rarity_color, reward.get("name", "礼包")]
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text += "[color=#DDDDDD]内含:[/color] "
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var content_parts = []
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if reward.has("contents"):
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for content in reward.contents:
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var part = _format_package_content(content)
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if part != "":
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content_parts.append(part)
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text += " ".join(content_parts)
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return text
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"coins":
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return "[color=%s]💰 金币 +%d[/color]" % [rarity_color, reward.get("amount", 0)]
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"exp":
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return "[color=%s]⭐ 经验 +%d[/color]" % [rarity_color, reward.get("amount", 0)]
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"seed":
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return "[color=%s]🌱 %s x%d[/color] [color=#CCCCCC](%s)[/color]" % [
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rarity_color, reward.get("name", "种子"), reward.get("amount", 0), rarity
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]
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_:
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return "[color=#CCCCCC]未知奖励[/color]"
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func _format_package_content(content: Dictionary) -> String:
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var content_type = content.get("type", "")
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var amount = content.get("amount", 0)
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match content_type:
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"coins": return "[color=#FFD700]💰%d[/color]" % amount
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"exp": return "[color=#00BFFF]⭐%d[/color]" % amount
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"seed": return "[color=#90EE90]🌱%sx%d[/color]" % [content.get("name", "种子"), amount]
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_: return ""
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func _play_anticipation_animation() -> void:
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_stop_anticipation_animation()
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anticipation_tween = create_tween()
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anticipation_tween.set_loops()
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for template in reward_templates:
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if template.visible:
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anticipation_tween.parallel().tween_method(
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func(progress: float): _anticipation_flash(template, progress),
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0.0, 1.0, 0.8
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)
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func _anticipation_flash(template: RichTextLabel, progress: float) -> void:
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var flash_intensity = 1.0 + sin(progress * PI * 2) * 0.2
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template.modulate = Color(flash_intensity, flash_intensity, flash_intensity, 1.0)
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func _stop_anticipation_animation() -> void:
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if anticipation_tween:
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anticipation_tween.kill()
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anticipation_tween = null
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for template in reward_templates:
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template.modulate = Color.WHITE
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func _play_result_animation() -> void:
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var tween = create_tween()
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lucky_draw_reward.modulate.a = 0.0
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lucky_draw_reward.scale = Vector2(0.8, 0.8)
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tween.parallel().tween_property(lucky_draw_reward, "modulate:a", 1.0, 0.5)
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tween.parallel().tween_property(lucky_draw_reward, "scale", Vector2(1.0, 1.0), 0.5)
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tween.tween_callback(func(): lucky_draw_reward.modulate.a = 1.0)
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func _show_error_message(message: String) -> void:
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lucky_draw_reward.text = "[center][color=#FF6B6B]❌ %s[/color][/center]" % message
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lucky_draw_reward.show()
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await get_tree().create_timer(2.0).timeout
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lucky_draw_reward.hide()
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func _set_draw_buttons_enabled(enabled: bool) -> void:
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var buttons = [
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$HBox/LuckyDrawButton,
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$HBox/FiveLuckyDrawButton,
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$HBox/TenLuckyDrawButton
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]
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for button in buttons:
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if button:
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button.disabled = not enabled
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# 事件处理
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func _on_quit_button_pressed() -> void:
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self.hide()
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func _on_lucky_draw_button_pressed() -> void:
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_perform_network_draw("single")
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func _on_five_lucky_draw_button_pressed() -> void:
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_perform_network_draw("five")
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func _on_ten_lucky_draw_button_pressed() -> void:
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_perform_network_draw("ten")
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func _on_visibility_changed():
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if visible:
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GlobalVariables.isZoomDisabled = true
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else:
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GlobalVariables.isZoomDisabled = false
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# 公共接口
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func get_current_rewards() -> Array:
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return current_rewards
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func clear_draw_results() -> void:
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current_rewards.clear()
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lucky_draw_reward.hide()
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func refresh_reward_display() -> void:
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_load_crop_data_and_build_rewards()
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_update_template_display()
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