feat(map): 重构英雄图鉴页面,实现完整的英雄卡片展示与详情功能

1.  重写HerosListComp组件,实现卡片动态生成、选中高亮、详情更新逻辑
2.  完善CardLiteComp组件,支持英雄卡渲染、点击交互与动画加载
3.  清理冗余的预制体绑定代码,修复异步加载竞态问题
4.  添加详细的日志与注释,优化可维护性
This commit is contained in:
panw
2026-05-27 15:24:40 +08:00
parent ff2785680d
commit 2f27bb7035
3 changed files with 650 additions and 586 deletions

View File

@@ -1,74 +1,415 @@
/**
* @file CardLiteComp.ts
* @description 英雄图鉴卡预制体组件UI 视图层)
*
* 职责:
* 1. 管理英雄图鉴中单张卡牌的 **显示**(名称、图标动画、费用、卡池等级、等级)。
* 2. 接收 CardConfig 数据并渲染对应卡面(英雄 / 技能 / 特殊卡)。
* 3. 点击卡牌时通过事件通知父组件HerosListComp切换选中英雄详情。
*
* 关键设计:
* - 轻量版 CardComp无拖拽使用、无锁定、无费用扣除等交互。
* - 英雄卡图标使用 AnimationClip 动态加载 idle 动画;非英雄卡使用静态图标。
* - 通过 iconVisualToken 防止异步加载竞态。
*
* 依赖:
* - CardConfig / CardType / CKind 等卡牌数据结构CardSet
* - HeroInfoheroSet—— 用于渲染英雄卡面信息
* - SkillSetSkillSet—— 用于渲染技能卡图标
* - smc —— 全局单例,访问图标图集缓存
*/
import { mLogger } from "../common/Logger";
import { _decorator, Animation, AnimationClip, EventTouch, Label, Node, NodeEventType, Sprite, SpriteAtlas, Tween, tween, UIOpacity, Vec3, resources, Light, UITransform, Widget } from "cc";
import { _decorator, Animation, AnimationClip, EventTouch, Label, Node, NodeEventType, Sprite, SpriteAtlas, Tween, tween, UIOpacity, Vec3, resources, UITransform, Widget } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { CardConfig, CardType, SpecialRefreshCardList, SpecialUpgradeCardList, CKind, CardPoolList } from "../common/config/CardSet";
import { HeroInfo } from "../common/config/heroSet";
import { SkillSet } from "../common/config/SkillSet";
import { GameEvent } from "../common/config/GameEvent";
import { oops } from "db://oops-framework/core/Oops";
import { smc } from "../common/SingletonModuleComp";
import { UIID } from "../common/config/GameUIConfig";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { TalentType } from "../common/config/TalentSet";
import { getLvColor } from "../common/config/GameSet";
import { MissionEconomy } from "./MissionEconomy";
import { smc } from "../common/SingletonModuleComp";
const { ccclass, property } = _decorator;
/**
* CardLiteComp —— 单张卡牌简单视图组件
*
* 挂载在英雄图鉴卡预制体上,由 HerosListComp 实例化并管理。
* 负责单卡的渲染与点击选择。
*/
@ccclass('CardLiteComp')
@ecs.register('CardLiteComp', false)
export class CardLiteComp extends CCComp {
/** 是否开启调试日志 */
private debugMode: boolean = true;
// ======================== 编辑器绑定节点 ========================
/** 锁定态图标节点(显示时表示本槽位锁定) */
@property(Node)
name_node=null!
/** 卡牌图标节点(英雄动画 / 技能图标) */
name_node: Node = null!
@property(Node)
icon_node=null!
/** 费用显示节点 */
icon_node: Node = null!
@property(Node)
cost_node=null!
/** 卡牌种类标识节点(如近战 / 远程 / 辅助等分类子节点的容器) */
cost_node: Node = null!
@property(Node)
Ckind_node=null!
/** 卡牌背景底框节点(按卡池等级切换子节点显示) */
Ckind_node: Node = null!
@property(Node)
BG_node=null!
BG_node: Node = null!
@property(Node)
pool_lv_node=null! //英雄对应的卡池等级
pool_lv_node: Node = null!
@property(Label)
lvl_node: Label = null! //英雄本身的等级
lvl_node: Label = null!
// ======================== 运行时状态 ========================
/** 当前卡牌的金币费用 */
card_cost:number=0
/** 当前卡牌类型(英雄 / 技能 / 特殊升级 / 特殊刷新) */
card_type:CardType=CardType.Hero
/** 当前卡牌的唯一标识 UUID */
card_uuid:number=0
card_cost: number = 0
card_type: CardType = CardType.Hero
card_uuid: number = 0
private cardData: CardConfig | null = null;
private iconVisualToken: number = 0;
private opacityComp: UIOpacity | null = null;
/** 点击回调(由外部 HerosListComp 设置) */
onClickCallback: ((comp: CardLiteComp) => void) | null = null;
// ======================== 生命周期 ========================
onLoad() {
this.bindEvents();
this.opacityComp = this.node.getComponent(UIOpacity) || this.node.addComponent(UIOpacity);
this.opacityComp.opacity = 255;
if (!this.cardData) {
this.applyEmptyUI();
}
}
onDestroy() {
super.onDestroy();
this.unbindEvents();
}
start() {
this.node.active = true;
}
// ======================== 对外接口 ========================
/**
* 设置卡牌数据并渲染。
* @param data 卡牌配置数据
*/
setData(data: CardConfig) {
if (!data) return;
this.cardData = data;
this.card_uuid = data.uuid;
this.card_type = data.type;
this.card_cost = data.cost ?? 0;
this.node.active = true;
this.applyCardUI();
mLogger.log(this.debugMode, "CardLiteComp", "setData", {
uuid: this.card_uuid,
type: this.card_type,
cost: this.card_cost
});
}
/**
* 便捷方法:通过英雄 UUID 和卡池等级直接设置英雄卡。
* 自动从 CardPoolList 查找匹配的卡牌配置。
* @param uuid 英雄 UUID
* @param poolLv 卡池等级(默认 1
*/
setHeroByUuid(uuid: number, poolLv: number = 1) {
const card = CardPoolList.find(c => c.uuid === uuid && c.pool_lv === poolLv);
if (card) {
this.setData(card);
return;
}
const hero = HeroInfo[uuid];
if (hero) {
this.setData({
uuid: hero.uuid,
type: CardType.Hero,
cost: 5,
weight: 25,
pool_lv: poolLv as any,
kind: CKind.Hero,
hero_lv: hero.lv || 1
});
}
}
/** 查询当前是否有卡牌数据 */
hasCard(): boolean {
return !!this.cardData;
}
/** 获取当前卡牌数据 */
getCardData(): CardConfig | null {
return this.cardData;
}
/**
* 清空卡牌数据并重置 UI。
*/
clear() {
this.cardData = null;
this.card_uuid = 0;
this.card_cost = 0;
this.card_type = CardType.Hero;
this.applyEmptyUI();
this.node.active = false;
}
// ======================== 事件绑定 ========================
private bindEvents() {
this.node.on(NodeEventType.TOUCH_END, this.onCardClick, this);
}
private unbindEvents() {
if (this.node && this.node.isValid) {
this.node.off(NodeEventType.TOUCH_END, this.onCardClick, this);
}
}
/** 点击卡牌:触发回调通知父组件 */
private onCardClick(event: EventTouch) {
if (!this.cardData) return;
event.propagationStopped = true;
if (this.onClickCallback) {
this.onClickCallback(this);
}
mLogger.log(this.debugMode, "CardLiteComp", "card clicked", {
uuid: this.card_uuid,
type: this.card_type
});
}
// ======================== UI 渲染 ========================
/**
* 根据当前 cardData 渲染卡面。
*
* 渲染逻辑根据卡牌类型分三路:
* 1. 英雄卡显示英雄名、等级、idle 动画。
* 2. 技能卡:显示技能名、静态图标。
* 3. 特殊卡:显示卡名、静态图标。
*
* 同时根据 pool_lv 切换背景底框,根据 kind 切换种类标识。
*/
private applyCardUI() {
if (!this.cardData) {
this.applyEmptyUI();
return;
}
this.iconVisualToken += 1;
if (this.opacityComp) this.opacityComp.opacity = 255;
mLogger.log(this.debugMode, "CardLiteComp", "applyCardUI nodes", {
uuid: this.card_uuid,
hasName: !!this.name_node,
hasIcon: !!this.icon_node,
hasCost: !!this.cost_node,
hasBG: !!this.BG_node,
hasPoolLv: !!this.pool_lv_node,
hasLvl: !!this.lvl_node,
bgChildren: this.BG_node?.children.map(c => c.name) || [],
poolChildren: this.pool_lv_node?.children.map(c => c.name) || [],
nodeActive: this.node.active,
nodeScale: this.node.scale.toString(),
nodePos: this.node.position.toString(),
parentName: this.node.parent?.name || "none",
});
const kindName = CKind[this.cardData.kind];
if (this.BG_node) {
this.BG_node.children.forEach(child => {
child.active = (child.name === kindName);
});
}
const cardLvStr = `lv${this.cardData.pool_lv}`;
if (this.pool_lv_node) {
this.pool_lv_node.children.forEach(child => {
child.active = (child.name === cardLvStr);
});
}
if (this.card_type === CardType.Hero) {
const hero = HeroInfo[this.card_uuid];
const heroLv = Math.max(1, this.cardData.hero_lv ?? hero?.lv ?? 1);
this.setLabel(this.name_node, `${hero?.name || ""}`);
if (this.lvl_node) {
this.lvl_node.string = `Lv.${heroLv}`;
this.lvl_node.color = getLvColor(heroLv);
this.lvl_node.node.active = true;
}
} else if (this.card_type === CardType.Skill) {
if (this.lvl_node) this.lvl_node.node.active = false;
const skill = SkillSet[this.card_uuid];
const skillCard = CardPoolList.find(c => c.uuid === this.card_uuid);
const card_lv = Math.max(1, Math.floor(this.cardData.card_lv ?? 1));
const spSuffix = card_lv >= 2 ? "★".repeat(card_lv - 1) : "";
this.setLabel(this.name_node, `${spSuffix}${skillCard?.name || skill?.name || ""}${spSuffix}`);
} else {
if (this.lvl_node) this.lvl_node.node.active = false;
const specialCard = this.card_type === CardType.SpecialUpgrade
? SpecialUpgradeCardList[this.card_uuid]
: SpecialRefreshCardList[this.card_uuid];
const card_lv = Math.max(1, Math.floor(this.cardData.card_lv ?? 1));
const spSuffix = card_lv >= 2 ? "★".repeat(card_lv - 1) : "";
this.setLabel(this.name_node, `${spSuffix}${specialCard?.name || ""}${spSuffix}`);
}
if (this.cost_node) {
this.cost_node.active = true;
const numNode = this.cost_node.getChildByName("num");
if (numNode) {
this.setLabel(numNode, `${this.card_cost}`);
}
}
if (this.icon_node) {
const iconNode = this.icon_node;
if (this.card_type === CardType.Hero) {
iconNode.setScale(new Vec3(-1.5, 1.5, 1));
this.updateHeroAnimation(iconNode, this.card_uuid, this.iconVisualToken);
return;
}
iconNode.setScale(new Vec3(1, 1, 1));
this.clearIconAnimation(iconNode);
const iconId = this.resolveCardIconId(this.card_type, this.card_uuid);
if (iconId) {
this.updateIcon(iconNode, iconId);
} else {
const sprite = iconNode?.getComponent(Sprite) || iconNode?.getComponentInChildren(Sprite);
if (sprite) sprite.spriteFrame = null;
}
}
}
/**
* 渲染空槽状态:清空名称、费用、等级、图标等。
*/
private applyEmptyUI() {
this.iconVisualToken += 1;
this.setLabel(this.name_node, "");
if (this.cost_node) {
const numNode = this.cost_node.getChildByName("num");
if (numNode) {
this.setLabel(numNode, "");
}
this.cost_node.active = false;
}
if (this.lvl_node) this.lvl_node.node.active = false;
if (this.BG_node) {
this.BG_node.children.forEach(child => child.active = false);
}
if (this.pool_lv_node) {
this.pool_lv_node.children.forEach(child => child.active = false);
}
if (this.icon_node) {
(this.icon_node as Node).setScale(new Vec3(1, 1, 1));
this.clearIconAnimation(this.icon_node as Node);
const sprite = this.icon_node?.getComponent(Sprite) || this.icon_node?.getComponentInChildren(Sprite);
if (sprite) sprite.spriteFrame = null;
}
}
// ======================== 动画 ========================
/**
* 入场动画:先缩小再弹大再回归正常比例。
*/
playRefreshAnim() {
Tween.stopAllByTarget(this.node);
this.node.setScale(new Vec3(0.92, 0.92, 1));
tween(this.node)
.to(0.08, { scale: new Vec3(1.06, 1.06, 1) })
.to(0.1, { scale: new Vec3(1, 1, 1) })
.start();
}
// ======================== 工具方法 ========================
/**
* 安全设置文本,兼容节点上或子节点上的 Label。
*/
private setLabel(node: Node | null, value: string) {
if (!node) return;
const label = node.getComponent(Label) || node.getComponentInChildren(Label);
if (label) label.string = value;
}
/**
* 更新图标:从全局缓存图集中获取对应帧。
*/
private updateIcon(node: Node, iconId: string) {
if (!node || !iconId) return;
const sprite = node.getComponent(Sprite) || node.getComponentInChildren(Sprite);
if (!sprite) return;
if (smc.uiconsAtlas) {
const frame = smc.uiconsAtlas.getSpriteFrame(iconId);
sprite.spriteFrame = frame || null;
}
}
/**
* 根据卡牌类型和 UUID 解析出图标 ID在 SpriteAtlas 中的帧名)。
*/
private resolveCardIconId(type: CardType, uuid: number): string {
if (type === CardType.Skill) {
return SkillSet[uuid]?.icon || `${uuid}`;
}
if (type === CardType.Hero) {
return HeroInfo[uuid]?.icon || `${uuid}`;
}
return `${uuid}`;
}
/**
* 为英雄卡图标加载并播放 idle 动画。
* 使用 token 做竞态保护,确保异步回调时不会覆盖已更新的图标。
*/
private updateHeroAnimation(node: Node, uuid: number, token: number) {
const sprite = node?.getComponent(Sprite) || node?.getComponentInChildren(Sprite);
if (sprite) sprite.spriteFrame = null;
const hero = HeroInfo[uuid];
if (!hero) return;
const anim = node.getComponent(Animation) || node.addComponent(Animation);
this.clearAnimationClips(anim);
const path = `game/heros/hero/${hero.path}/idle`;
resources.load(path, AnimationClip, (err, clip) => {
if (err || !clip) {
mLogger.log(this.debugMode, "CardLiteComp", `load hero animation failed ${uuid}`, err);
return;
}
if (token !== this.iconVisualToken || !this.cardData || this.card_type !== CardType.Hero || this.card_uuid !== uuid) {
return;
}
this.clearAnimationClips(anim);
anim.addClip(clip);
anim.play("idle");
});
}
/** 清除图标节点上的动画(停止播放并移除所有 clip */
private clearIconAnimation(node: Node) {
const anim = node?.getComponent(Animation);
if (!anim) return;
anim.stop();
this.clearAnimationClips(anim);
}
/** 移除 Animation 组件上的全部 AnimationClip */
private clearAnimationClips(anim: Animation) {
const clips = (anim as any).clips as AnimationClip[] | undefined;
if (!clips || clips.length === 0) return;
[...clips].forEach(clip => anim.removeClip(clip, true));
}
// ======================== 生命周期钩子 ========================
/** ECS 组件移除时的释放钩子:销毁节点 */
reset() {