Files
heros/assets/script/game/map/HInfoComp.ts
walkpan e011cba047 feat(gui): 优化角色界面Prefab结构与按钮交互
- 调整角色控制器Prefab中节点的组件ID引用
- 修正部分节点的激活状态与位置信息
- 更新按钮组件及点击事件绑定,改进英雄购买交互逻辑
- 替换文本标签组件,新增字体样式与阴影效果提升可读性
- 增加背景与装饰组件,优化界面视觉层次与布局
- 调整图片资源引用,修改部分Sprite颜色及灰度设置
- 优化UITransform组件配置,调整节点尺寸与锚点位置
- 引入新的Widget组件,完善布局自适应能力
- 增加输入事件阻断组件,防止界面误触操作
- 整体提升界面元素结构清晰度与交互体验一致性
2025-10-20 23:37:38 +08:00

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import { _decorator, Animation, AnimationClip, Component, instantiate, Label, Node, Prefab, resources, Sprite, SpriteFrame, v3, tween, Vec3 } from 'cc';
import { oops } from 'db://oops-framework/core/Oops';
import { getHeroList, HeroInfo, HType, HTypeName } from '../common/config/heroSet';
import { smc } from '../common/SingletonModuleComp';
import { GameEvent } from '../common/config/GameEvent';
import { CCComp } from 'db://oops-framework/module/common/CCComp';
import { ecs } from 'db://oops-framework/libs/ecs/ECS';
const { ccclass, property } = _decorator;
@ccclass('HInfoComp')
@ecs.register('HInfoComp', false)
export class HInfoComp extends CCComp {
h_uuid:number=0
name_node:any=null
type_node:any=null
ap_node:any=null
hp_node:any=null
def_node:any=null
// 重新定义节点映射,使名称更清晰
// 当前显示的英雄节点数组7个位置
heroNodes: (Node | null)[] = [null, null, null, null, null, null, null];
// 英雄位置定义
hero_pos:any={
0:v3(420,-109,0), // 不在屏幕内
1:v3(280,-109,0),
2:v3(140,-109,0),
3:v3(0,-109,0),
4:v3(-140,-109,0),
5:v3(-280,-109,0),
6:v3(-420,-109,0), // 不在屏幕内
}
// 动画锁定标志:防止快速点击导致的动画冲突
private isMoving: boolean = false;
// 保存待处理的setTimeout句柄用于取消前一个异步操作
private moveTimeoutId: any = null;
protected onLoad(): void {
// this.on(GameEvent.MissionStart,this.mission_start,this)
}
// 位置索引常量
private static center_pos = 3;
start() {
this.name_node=this.node.getChildByName("hero").getChildByName("hname").getChildByName("name")
this.type_node=this.node.getChildByName("hero").getChildByName("hname").getChildByName("type")
this.ap_node=this.node.getChildByName("info").getChildByName("base").getChildByName("ap").getChildByName("num")
this.hp_node=this.node.getChildByName("info").getChildByName("base").getChildByName("hp").getChildByName("num")
this.def_node=this.node.getChildByName("info").getChildByName("base").getChildByName("def").getChildByName("num")
this.h_uuid=smc.fight_hero
this.update_data(this.h_uuid)
this.load_all_hero(this.h_uuid)
}
update(deltaTime: number) {
}
update_data(uuid:number){
this.h_uuid=uuid
this.name_node.getComponent(Label).string=HeroInfo[uuid].name
this.type_node.getComponent(Label).string=HTypeName[HeroInfo[uuid].type]
this.ap_node.getComponent(Label).string=HeroInfo[uuid].ap.toString()
this.hp_node.getComponent(Label).string=HeroInfo[uuid].hp.toString()
this.def_node.getComponent(Label).string=HeroInfo[uuid].def.toString()
}
load_all_hero(uuid:number){
// 清除之前的英雄节点
this.claear_hero();
// 获取英雄列表(优先显示拥有的英雄)
let heros = getHeroList();
let currentIndex = heros.indexOf(uuid);
// 载入7个英雄节点当前英雄及前后各3个
for(let i = 0; i < 7; i++) {
// 计算索引位置(考虑循环)
let indexOffset = i - 3; // -3, -2, -1, 0, 1, 2, 3
let heroIndex = currentIndex + indexOffset;
// 处理循环边界
if(heroIndex < 0) {
heroIndex = heros.length + heroIndex;
} else if(heroIndex >= heros.length) {
heroIndex = heroIndex - heros.length;
}
// 获取英雄UUID
let heroUuid = heros[heroIndex];
// 载入英雄预制体并设置位置
this.heroNodes[i] = this.load_hui(heroUuid, i);
}
this.is_lucky()
}
load_hui(uuid:number, pos_index: number){
var path = "game/gui/hui";
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
// 将节点添加到父节点下
this.node.getChildByName("hero").addChild(node);
// 设置节点位置
node.setPosition(this.hero_pos[pos_index]);
// 加载并播放动画
let anm_path=HeroInfo[uuid].path;
resources.load("game/heros/hero/"+anm_path+"/idle", AnimationClip, (err, clip) => {
if (!err && clip) {
let animComponent = node.getComponent(Animation);
if(animComponent) {
animComponent.addClip(clip);
animComponent.play("idle");
}
} else {
console.error(`[HInfoComp]: Failed to load animation for hero ${uuid}`, err);
}
});
return node;
}
mission_start(){
this.claear_hero()
}
is_lucky(){
this.node.getChildByName("buy").active=!smc.heros.includes(this.h_uuid)
}
claear_hero(){
for (let i = 0; i < this.heroNodes.length; i++) {
if (this.heroNodes[i]) {
this.heroNodes[i].destroy();
this.heroNodes[i] = null;
}
}
}
next_hero(){
// 检查是否正在动画中,防止快速点击导致的冲突
if (this.isMoving) return;
// 获取英雄列表(优先显示拥有的英雄)
let heros = getHeroList();
let index = heros.indexOf(this.h_uuid);
index++;
if(index == heros.length) index = 0;
let nextHero = heros[index];
// 更新数据
this.h_uuid = nextHero;
smc.updateFihgtHero(nextHero)
this.update_data(nextHero);
// 执行平滑移动动画
this.moveHeroesRight();
this.is_lucky()
}
prev_hero(){
// 检查是否正在动画中,防止快速点击导致的冲突
if (this.isMoving) return;
// 获取英雄列表(优先显示拥有的英雄)
let heros = getHeroList();
let index = heros.indexOf(this.h_uuid);
index--;
if(index == -1) index = heros.length - 1;
let prevHero = heros[index];
// 更新数据
this.h_uuid = prevHero;
smc.updateFihgtHero(prevHero)
this.update_data(prevHero);
// 执行平滑移动动画
this.moveHeroesLeft();
this.is_lucky()
}
buy_hero(){
console.info("[HInfoComp]:buy_hero",this.h_uuid)
this.node.getChildByName("buy").active=false
smc.addHero(this.h_uuid)
this.load_all_hero(this.h_uuid)
this.is_lucky()
}
start_mission() {
oops.message.dispatchEvent(GameEvent.MissionStart, {})
this.node.active=false;
}
moveHeroesLeft() {
// 取消前一个待处理的异步操作
if (this.moveTimeoutId !== null) {
clearTimeout(this.moveTimeoutId);
}
// 设置动画锁定
this.isMoving = true;
// 在动画开始前直接销毁hero_pos[6]上的节点
if (this.heroNodes[6]) {
this.heroNodes[6].destroy();
this.heroNodes[6] = null;
}
// 移动所有现有节点向左除了已销毁的heroNodes[6]
for (let i = 0; i < 6; i++) {
if (this.heroNodes[i]) {
// 计算目标位置:向左移动
let targetPos = this.hero_pos[i + 1];
// 使用Tween执行平滑移动
tween(this.heroNodes[i])
.to(0.2, { position: targetPos })
.start();
}
}
// 延迟重排数组和创建新节点,等待动画完成
this.moveTimeoutId = setTimeout(() => {
// 移动数组元素(向后平移)
for (let i = 6; i > 0; i--) {
this.heroNodes[i] = this.heroNodes[i - 1];
}
// 创建新节点放在hero_pos[0]位置
let heros = getHeroList();
let currentIndex = heros.indexOf(this.h_uuid);
let newIndex = currentIndex - 3; // 新的最左侧英雄索引
// 处理循环边界
if (newIndex < 0) {
newIndex = heros.length + newIndex;
}
this.heroNodes[0] = this.load_hui(heros[newIndex], 0);
// 动画完成,解除锁定
this.isMoving = false;
this.moveTimeoutId = null;
}, 200); // 与动画时间保持一致
}
moveHeroesRight() {
// 取消前一个待处理的异步操作
if (this.moveTimeoutId !== null) {
clearTimeout(this.moveTimeoutId);
}
// 设置动画锁定
this.isMoving = true;
// 在动画开始前直接销毁hero_pos[0]上的节点
if (this.heroNodes[0]) {
this.heroNodes[0].destroy();
this.heroNodes[0] = null;
}
// 移动所有现有节点向右除了已销毁的heroNodes[0]
for (let i = 1; i < this.heroNodes.length; i++) {
if (this.heroNodes[i]) {
// 计算目标位置:向右移动
let targetPos = this.hero_pos[i - 1];
// 使用Tween执行平滑移动
tween(this.heroNodes[i])
.to(0.2, { position: targetPos })
.start();
}
}
// 延迟重排数组和创建新节点,等待动画完成
this.moveTimeoutId = setTimeout(() => {
// 移动数组元素(向前平移)
for (let i = 0; i < 6; i++) {
this.heroNodes[i] = this.heroNodes[i + 1];
}
// 创建新节点放在hero_pos[6]位置
let heros = getHeroList();
let currentIndex = heros.indexOf(this.h_uuid);
let newIndex = currentIndex + 3; // 新的最右侧英雄索引
// 处理循环边界
if (newIndex >= heros.length) {
newIndex = newIndex - heros.length;
}
this.heroNodes[6] = this.load_hui(heros[newIndex], 6);
// 动画完成,解除锁定
this.isMoving = false;
this.moveTimeoutId = null;
}, 200); // 与动画时间保持一致
}
reset() {
this.node.destroy()
}
}