feat(ui): 新增天赋详情弹窗功能
重构天赋加点逻辑:将卡片点击校验与加点弹窗逻辑内聚到TIBoxComp中,TalentsComp仅负责打开弹窗。新增天赋详情弹窗,支持展示天赋信息、前置条件校验,并根据玩家状态动态控制加点按钮显隐。
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assets/script/game/map/TIBoxComp.ts
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198
assets/script/game/map/TIBoxComp.ts
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/**
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* @file TIBoxComp.ts
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* @description 天赋详情弹窗组件(UI 视图层,TIBox.prefab 载体)
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*
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* 职责:
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* 1. 展示天赋图标 / 名称 / 当前等级 / 条幅说明(getTalentDisplayText)。
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* 2. 展示软前置行:前置天赋名称、需求等级、前置已达成勾图标(达成亮 On,未达成亮 Off)。
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* 3. 加点按钮:仅在可加点(层位已解锁 + 前置满足 + 未满级 + 点数足够)时显示;
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* 不满足条件或已满级时隐藏,弹窗仍可正常打开查看。
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* 4. 加点成功后通过 TALENT_UPDATE 事件驱动 TalentsComp 全量刷新,并同步刷新本弹窗。
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*
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* 使用(oops.gui 模块):
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* oops.gui.open(UIID.TIBox, { uuid: 9001 });
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*
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* 依赖:
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* - TalentSet(配置与校验:isTalentTierUnlocked/isTalentPrereqMet/getTalentUpgradeCost/getTalentDisplayText)
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* - smc —— 天赋等级表 / 点数 / upgradeTalent / 图标图集
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* - outlineRich —— RichText 条幅描边
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*/
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import { _decorator, EventTouch, Label, Node, NodeEventType, RichText, Sprite, SpriteFrame } 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 { TalentSet, getTalentDisplayText, getTalentUpgradeCost, isTalentPrereqMet, isTalentTierUnlocked } from "../common/config/TalentSet";
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import { GameEvent } from "../common/config/GameEvent";
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import { HRoleName } from "../common/config/heroSet";
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import { outlineRich } from "../common/RichOutline";
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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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const { ccclass, property } = _decorator;
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/** TIBox 弹窗初始化参数 */
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export interface TIBoxParams {
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/** 天赋 uuid(TalentSet key) */
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uuid: number;
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}
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/** TIBoxComp —— 天赋详情弹窗(任何状态均可点开,不可加点时隐藏加点按钮) */
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@ccclass('TIBoxComp')
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@ecs.register('TIBoxComp', false)
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export class TIBoxComp extends CCComp {
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@property({ type: Sprite, tooltip: "天赋图标" })
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icon: Sprite = null!;
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@property({ type: Label, tooltip: "天赋名称" })
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lbl_name: Label = null!;
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@property({ type: Label, tooltip: "当前天赋等级(当前/满级)" })
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lbl_level: Label = null!;
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@property({ type: Label, tooltip: "前置天赋名称(无前置时隐藏前置行)" })
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lbl_prereq_name: Label = null!;
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@property({ type: Label, tooltip: "前置天赋需求等级" })
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lbl_prereq_lv: Label = null!;
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@property({ type: Node, tooltip: "前置已达成勾图标(On)" })
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node_prereq_check_on: Node = null!;
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@property({ type: Node, tooltip: "前置未达成勾图标(Off)" })
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node_prereq_check_off: Node = null!;
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@property({ type: Node, tooltip: "前置行容器(无前置天赋时整体隐藏)" })
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node_prereq: Node = null!;
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@property({ type: RichText, tooltip: "条幅说明(当前已生效数值 / 每级引导)" })
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richtext_info: RichText = null!;
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@property({ type: Node, tooltip: "加点按钮(不可加点或满级时隐藏)" })
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node_add: Node = null!;
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@property({ type: Node, tooltip: "关闭遮罩/关闭按钮(点击关闭弹窗)" })
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node_close: Node = null!;
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/** 当前展示的天赋 uuid */
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private talent_uuid: number = 0;
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protected onLoad(): void {
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this.node_add?.on(NodeEventType.TOUCH_END, this.onAddTap, this);
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this.node_close?.on(NodeEventType.TOUCH_END, this.onCloseTap, this);
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}
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protected onDestroy(): void {
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this.node_add?.targetOff(this);
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this.node_close?.targetOff(this);
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oops.message.off(GameEvent.TALENT_UPDATE, this.refresh, this);
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}
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/**
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* oops.gui 添加到舞台回调(框架约定入口)
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* @param params 见 TIBoxParams
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*/
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onAdded(params: TIBoxParams): void {
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this.talent_uuid = params?.uuid ?? 0;
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// 加点成功后同步刷新本弹窗(等级/按钮状态),与 TalentsComp 同一事件源
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oops.message.on(GameEvent.TALENT_UPDATE, this.refresh, this);
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this.refresh();
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}
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/** 全量刷新弹窗内容 */
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private refresh(): void {
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const cfg = TalentSet[this.talent_uuid];
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if (!cfg) return;
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const levels = smc.getTalentLevels();
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const lv = levels[this.talent_uuid] ?? 0;
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// 图标:技能图标图集(gui/ui7)优先,资源目录回退(与 TalentItemComp 口径一致)
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if (this.icon && cfg.icon) {
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let frame: SpriteFrame | null = null;
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if (smc.skillIconsAtlas) {
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frame = smc.skillIconsAtlas.getSpriteFrame(cfg.icon);
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}
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if (!frame) {
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frame = oops.res.get("game/heros/cards/" + cfg.icon, SpriteFrame) as SpriteFrame;
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}
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if (frame) this.icon.spriteFrame = frame;
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}
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if (this.lbl_name) this.lbl_name.string = cfg.name;
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if (this.lbl_level) this.lbl_level.string = `${lv}/${cfg.max_lv}`;
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// 条幅说明:已加点显示当前生效数值,未加点显示每级引导
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if (this.richtext_info) this.richtext_info.string = outlineRich(this.buildDetailText(cfg, lv));
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// 软前置行:无前置整体隐藏;有前置展示名称/需求等级/达成勾
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const hasPrereq = !!(cfg.prereq_uuid && cfg.prereq_lv);
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if (this.node_prereq) this.node_prereq.active = hasPrereq;
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if (hasPrereq) {
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const preCfg = TalentSet[cfg.prereq_uuid!];
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const preMet = isTalentPrereqMet(levels, cfg);
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if (this.lbl_prereq_name) this.lbl_prereq_name.string = preCfg ? preCfg.name : `天赋${cfg.prereq_uuid}`;
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if (this.lbl_prereq_lv) this.lbl_prereq_lv.string = `${cfg.prereq_lv}`;
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if (this.node_prereq_check_on) this.node_prereq_check_on.active = preMet;
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if (this.node_prereq_check_off) this.node_prereq_check_off.active = !preMet;
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}
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// 加点按钮:层位解锁 + 前置满足 + 未满级 + 点数足够时才显示
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if (this.node_add) this.node_add.active = this.canUpgrade(lv, cfg.tier, levels);
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}
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/**
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* 构建天赋详情条幅文本:当前生效数值 + 下一级预览 + 满级提示
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* @param cfg 天赋配置
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* @param lv 当前等级
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*/
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private buildDetailText(cfg: typeof TalentSet[number], lv: number): string {
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const lines: string[] = [];
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// 当前已生效数值(Lv0 显示每级引导)
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lines.push(getTalentDisplayText(cfg, lv));
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// 未满级:追加下一级预览
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if (lv < cfg.max_lv) {
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lines.push(`<color=#E0A93D>下一级:${getTalentDisplayText(cfg, lv + 1)}</color>`);
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} else {
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lines.push(`<color=#FFD700>已满级</color>`);
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}
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// 职业限定提示
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if (cfg.role !== undefined) {
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lines.push(`<color=#AAAAAA>仅${HRoleName[cfg.role]}生效</color>`);
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}
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return lines.join("\n");
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}
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/**
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* 当前是否可加点(与 smc.upgradeTalent 校验口径一致,仅做 UI 预判定)
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* @param lv 当前等级
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* @param tier 所属层位
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* @param levels 天赋等级表
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*/
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private canUpgrade(lv: number, tier: number, levels: Record<number, number>): boolean {
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const cfg = TalentSet[this.talent_uuid];
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if (!cfg) return false;
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if (lv >= cfg.max_lv) return false;
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if (!isTalentTierUnlocked(levels, tier)) return false;
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if (!isTalentPrereqMet(levels, cfg)) return false;
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return smc.getTalentPoints() >= getTalentUpgradeCost(tier);
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}
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/** 加点按钮点击:升级成功后由 TALENT_UPDATE 事件驱动刷新(含本弹窗) */
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private onAddTap(event?: EventTouch): void {
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if (event) event.propagationStopped = true;
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oops.audio.playEffect("music/button");
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smc.upgradeTalent(this.talent_uuid);
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}
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/** 点击关闭 */
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private onCloseTap(event?: EventTouch): void {
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if (event) event.propagationStopped = true;
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oops.audio.playEffect("music/button");
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oops.gui.removeByNode(this.node);
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}
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/** ECS 组件移除时销毁节点(CCComp 抽象方法实现) */
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reset(): void {
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if (this.node && this.node.isValid) {
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this.node.destroy();
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}
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}
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}
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