242 lines
6.8 KiB
TypeScript
242 lines
6.8 KiB
TypeScript
import { _decorator, resources, Sprite, SpriteAtlas ,Node, ProgressBar, tween, v3, Label, Animation, CCString, CCInteger, sp} from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { GameEvent } from "../common/config/GameEvent";
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import { CdType, SkillSet } from "../common/config/SkillSet";
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import { smc } from "../common/SingletonModuleComp";
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import { oops } from "db://oops-framework/core/Oops";
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import { MissionEvent } from "../common/config/MissionEvent";
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import { HeroInfo } from "../common/config/heroSet";
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const { ccclass, property } = _decorator;
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/** 英雄数据接口 */
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interface HeroData {
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uuid: number;
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name: string;
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type: number; // 1 被动 0 主动
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level: number;
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quality: number;
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cd: number;
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cd_time: number;
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active: boolean;
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}
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/** 视图层对象 */
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@ccclass('HeroUiComp')
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@ecs.register('HeroUi', false)
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export class HeroUiComp extends CCComp {
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heroes: HeroData[] = []
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private readonly MAX_HEROES = 3
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private readonly HERO_NODE_NAMES = ['hero1', 'hero2', 'hero3']
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/** 视图层逻辑代码分离演示 */
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onLoad() {
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this.on(GameEvent.FightReady,this.fight_ready,this)
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this.on(GameEvent.UseHeroCard,this.get_hero,this)
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this.on(GameEvent.FightEnd,this.fight_end,this)
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// this.node.getChildByName("icon").getChildByName("cd").active=false
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}
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start(){
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this.fight_ready()
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}
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fight_end(){
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this.heroes=[]
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this.clearAllHeroIcons()
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}
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fight_ready(){
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console.log("[HeroUiComp]: fight_ready",this.node)
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this.heroes = []
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for(let i = 0; i < this.MAX_HEROES; i++) {
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this.heroes.push(this.createDefaultHero())
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}
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}
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private createDefaultHero(): HeroData {
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return {
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uuid: 0,
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name: "hero",
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type: 0, //1 被动 0 主动
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level: 1,
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quality: 0,
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cd: 0,
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cd_time: 0,
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active: false,
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}
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}
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update(dt: number): void {
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if(!smc.mission.play||smc.mission.pause) return
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}
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get_hero(e: GameEvent, data: { uuid: number }) {
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console.log("[HeroUiComp]: get_hero", data)
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// 尝试升级现有英雄
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if (this.tryUpgradeExistingHero(data.uuid)) {
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return
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}
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// 添加新英雄
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this.addNewHero(data)
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}
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/**
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* 尝试升级现有英雄
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* @param uuid 英雄UUID
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* @returns 是否成功升级
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*/
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private tryUpgradeExistingHero(uuid: number): boolean {
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for (let i = 0; i < this.heroes.length; i++) {
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if (this.heroes[i].uuid === uuid) {
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this.heroes[i].level++
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// 播放升级动画
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this.playCardScaleAnimation(i)
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return true
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}
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}
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return false
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}
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/**
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* 添加新英雄
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* @param data 英雄数据
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*/
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private addNewHero(data: { uuid: number }) {
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const heroInfo = HeroInfo[data.uuid]
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if (!heroInfo) {
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console.error("[HeroUiComp]: Hero info not found for uuid:", data.uuid)
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return
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}
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// 查找空闲位置
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const emptySlotIndex = this.findEmptyHeroSlot()
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if (emptySlotIndex === -1) {
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console.warn("[HeroUiComp]: No empty slot available for new hero")
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return
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}
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// 设置英雄数据
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this.heroes[emptySlotIndex] = {
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uuid: data.uuid,
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name: heroInfo.name,
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type: heroInfo.type,
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level: 1,
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quality: heroInfo.quality,
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cd: 0,
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cd_time: 0,
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active: false,
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}
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// 更新UI
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this.updateHeroUI(emptySlotIndex, heroInfo)
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// 播放新卡牌动画
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this.playCardScaleAnimation(emptySlotIndex)
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}
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/**
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* 查找空闲英雄槽位
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* @returns 空闲槽位索引,-1表示没有空闲槽位
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*/
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private findEmptyHeroSlot(): number {
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for (let i = 0; i < this.heroes.length; i++) {
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if (this.heroes[i].uuid === 0) {
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return i
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}
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}
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return -1
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}
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/**
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* 更新英雄UI(图标和信息)
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* @param heroIndex 英雄索引
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* @param heroInfo 英雄信息
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*/
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private updateHeroUI(heroIndex: number, heroInfo: { path: string }) {
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const heroNodeName = this.HERO_NODE_NAMES[heroIndex]
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const heroNode = this.node.getChildByName(heroNodeName)
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if (!heroNode) return
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const iconNode = heroNode.getChildByName("icon")
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if (iconNode) {
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iconNode.active = true
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this.loadHeroIcon(iconNode, heroInfo.path)
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}
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}
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/**
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* 加载英雄图标
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* @param iconNode 图标节点
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* @param heroPath 英雄路径
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*/
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private loadHeroIcon(iconNode: Node, heroPath: string) {
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iconNode.parent.getChildByName("iconbg").active=false
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const icon_path = "game/heros/heros/"+heroPath
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resources.load(icon_path, sp.SkeletonData, (err, skeleton) => {
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const spine = iconNode.getComponent(sp.Skeleton);
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if (spine) {
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spine.skeletonData = skeleton;
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spine.setAnimation(0, "Idle", true);
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}
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});
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}
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/**
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* 播放卡牌缩放动画
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* @param heroIndex 英雄索引
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*/
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private playCardScaleAnimation(heroIndex: number) {
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const heroNodeName = this.HERO_NODE_NAMES[heroIndex]
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const heroNode = this.node.getChildByName(heroNodeName)
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if (!heroNode) return
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// 停止可能存在的动画
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tween(heroNode).stop()
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// 播放缩放动画:放大 -> 恢复原始大小
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tween(heroNode)
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.to(0.1, { scale: v3(1.2, 1.2, 1) }, { easing: 'backOut' })
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.to(0.15, { scale: v3(1, 1, 1) }, { easing: 'backOut' })
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.start()
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}
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/**
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* 清空英雄图标
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* @param heroIndex 英雄索引
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*/
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private clearHeroIcon(heroIndex: number) {
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const heroNodeName = this.HERO_NODE_NAMES[heroIndex]
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const heroNode = this.node.getChildByName(heroNodeName)
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if (!heroNode) return
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const iconNode = heroNode.getChildByName("icon")
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if (iconNode) {
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iconNode.active = false
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}
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heroNode.getChildByName("iconbg").active=true
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}
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/**
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* 清空所有英雄图标
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*/
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public clearAllHeroIcons() {
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for (let i = 0; i < this.MAX_HEROES; i++) {
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this.clearHeroIcon(i)
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}
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}
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/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
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reset() {
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this.node.destroy();
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}
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} |