refactor(hero): 重构护盾数值逻辑,使用快照最大值作为进度分母
1. 新增shield_max字段存储护盾获得时的快照值,作为护盾进度条固定分母 2. 修改add_shield方法为覆盖式设置护盾,新增注释说明设计原因 3. 移除HeroTopBarComp中冗余的NumberFormatter导入和动态创建的护盾数值标签 4. 重构护盾进度条更新逻辑,使用快照值计算进度,修复原进度条异常问题
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@@ -1,10 +1,10 @@
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import { _decorator, ProgressBar, Sprite, UIOpacity, UITransform, Vec3, v3, tween, Tween, Color, clamp, Node, Label, LabelOutline } from "cc";
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import { _decorator, ProgressBar, Sprite, UIOpacity, Vec3, v3, tween, Tween, Color, clamp, Node } 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 { HeroAttrsComp } from "./HeroAttrsComp";
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import { BuffComp } from "./BuffComp";
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import { BuffList, BuffCategory, DEBUFF_ICON_MAP } from "../common/config/BuffSet";
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import { FacSet, NumberFormatter } from "../common/config/GameSet";
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import { FacSet } from "../common/config/GameSet";
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const { ccclass, property } = _decorator;
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@@ -44,8 +44,6 @@ export class HeroTopBarComp extends CCComp {
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private debuffNode: Node = null!;
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/** 当前点亮的 debuff 图标节点名集合(用于 diff,避免每帧重复 set active) */
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private activeDebuffNames: Set<string> = new Set();
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/** 护盾数值文本(护盾条节点下动态创建,显示当前护盾数值) */
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private shieldLabel: Label = null!;
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// ==================== 配置 ====================
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private hp_height: number = 90;
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@@ -143,9 +141,9 @@ export class HeroTopBarComp extends CCComp {
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/**
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* 更新护盾数值条。
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*
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* Why 进度按 shield / max(hpMax, shield) 计算:护盾无固定上限,
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* 写死满条会导致受击时进度条不动;以血条上限为分母可在护盾被削减时实时反映下降,
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* 同时护盾条作为血条之上的覆盖层,视觉上表现为护盾先行消耗。
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* Why 分母用 shield_max 快照而非实时值:护盾为覆盖语义且可能远超血条上限,
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* 若分母随扣盾变小,进度条会永远满格不动;以护盾获得时的值为分母,
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* 扣盾时进度实时下降,覆盖新护盾时回到满格。
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* @param shield 当前护盾值(可为 0,此时隐藏护盾条)
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*/
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public shieldShow(shield: number = 0): void {
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@@ -154,25 +152,8 @@ export class HeroTopBarComp extends CCComp {
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this.shieldProgressBar.node.active = active;
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if (!active) return;
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// 进度分母取护盾与血条上限的较大值,保证比例稳定在 [0,1] 且随扣盾实时下降
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const hpMax = this._model ? this._model.getFinalHpMax() : 0;
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const divisor = Math.max(hpMax, shield, 1);
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this.shieldProgressBar.progress = clamp(shield / divisor, 0, 1);
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// 数值文本:懒加载创建,随护盾条节点一起显隐
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if (!this.shieldLabel) {
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const labelNode = new Node("shield_num");
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const ui = labelNode.addComponent(UITransform);
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labelNode.setParent(this.shieldProgressBar.node);
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this.shieldLabel = labelNode.addComponent(Label);
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this.shieldLabel.fontSize = 10;
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this.shieldLabel.lineHeight = 10;
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this.shieldLabel.color = new Color("#FFFFFF");
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const outline = labelNode.addComponent(LabelOutline);
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outline.color = new Color("#000000");
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outline.width = 1;
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}
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this.shieldLabel.string = NumberFormatter.formatNumber(Math.floor(shield));
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const divisor = this._model ? this._model.shield_max : 0;
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this.shieldProgressBar.progress = divisor > 0 ? clamp(shield / divisor, 0, 1) : 1;
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}
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/**
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