refactor: 清理废弃资源并优化卡牌相关逻辑

1.  删除废弃的notify.prefab和TalentSet.ts.meta文件
2.  新增MSkillBox预制体资源
3.  优化MissionCardComp抽卡按钮显示逻辑
4.  格式化CardComp.ts代码格式与变量声明
5.  优化MissionComp.ts代码格式与事件绑定
6.  更新mission.prefab布局添加技能槽位
This commit is contained in:
pan
2026-06-03 14:39:31 +08:00
parent 15c771c58c
commit 55c277016d
10 changed files with 6228 additions and 1565 deletions

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@@ -0,0 +1,13 @@
{
"ver": "1.1.50",
"importer": "prefab",
"imported": true,
"uuid": "053b0528-ec69-4ff8-85d7-99f128440121",
"files": [
".json"
],
"subMetas": {},
"userData": {
"syncNodeName": "MSkillBox"
}
}

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@@ -1,753 +0,0 @@
[
{
"__type__": "cc.Prefab",
"_name": "notify",
"_objFlags": 0,
"__editorExtras__": {},
"_native": "",
"data": {
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},
"optimizationPolicy": 0,
"persistent": false
},
{
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{
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},
{
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}
],
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{
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},
{
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},
{
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{
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],
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},
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},
{
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"_name": "lab_content",
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],
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},
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},
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@@ -1 +0,0 @@
{"ver":"1.1.50","importer":"prefab","imported":true,"uuid":"4f87bee5-d246-4e72-827a-3747a9b5bfd7","files":[".json"],"subMetas":{},"userData":{"syncNodeName":"notify"}}

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@@ -1,9 +0,0 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "76a850b1-5eda-481f-a6e1-8e12e41db6c8",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -67,19 +67,22 @@ export class CardComp extends CCComp {
// info_node=null! // info_node=null!
/** 卡牌名称标签节点 */ /** 卡牌名称标签节点 */
@property(Node) @property(Node)
name_node=null! name_node = null!
/** 卡牌图标节点(英雄动画 / 技能图标) */ /** 卡牌图标节点(英雄动画 / 技能图标) */
@property(Node) @property(Node)
icon_node=null! icon_node = null!
/** 费用显示节点 */ /** 费用显示节点 */
@property(Node) @property(Node)
cost_node=null! 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) */ /** 卡牌种类标识节点(如近战 / 远程 / 辅助等分类子节点的容器) */
@property(Node) @property(Node)
Ckind_node=null! Ckind_node = null!
/** 卡牌背景底框节点(按卡池等级切换子节点显示) */ /** 卡牌背景底框节点(按卡池等级切换子节点显示) */
@property(Node) @property(Node)
BG_node=null! BG_node = null!
/** 技能卡牌信息节点,显示技能信息*/
@property(Node)
info_node = null!
@@ -87,18 +90,18 @@ export class CardComp extends CCComp {
lvl_node: Label = null! //英雄本身的等级 lvl_node: Label = null! //英雄本身的等级
@property(Node) @property(Node)
ap_node=null! ap_node = null!
@property(Node) @property(Node)
hp_node=null! hp_node = null!
// ======================== 运行时状态 ======================== // ======================== 运行时状态 ========================
/** 当前卡牌的金币费用 */ /** 当前卡牌的金币费用 */
card_cost:number=0 card_cost: number = 0
/** 当前卡牌类型(英雄 / 技能 / 特殊升级 / 特殊刷新) */ /** 当前卡牌类型(英雄 / 技能 / 特殊升级 / 特殊刷新) */
card_type:CardType=CardType.Hero card_type: CardType = CardType.Hero
/** 当前卡牌的唯一标识 UUID */ /** 当前卡牌的唯一标识 UUID */
card_uuid:number=0 card_uuid: number = 0
/** 是否处于锁定状态(锁定且有卡时,抽卡分发会被跳过) */ /** 是否处于锁定状态(锁定且有卡时,抽卡分发会被跳过) */
private isLocked: boolean = false; private isLocked: boolean = false;
/** 当前槽位承载的卡牌数据null 表示空槽 */ /** 当前槽位承载的卡牌数据null 表示空槽 */
@@ -156,7 +159,7 @@ export class CardComp extends CCComp {
} }
/** 外部初始化入口(由 MissionCardComp 调用) */ /** 外部初始化入口(由 MissionCardComp 调用) */
init(){ init() {
this.onMissionStart(); this.onMissionStart();
} }
@@ -183,7 +186,7 @@ export class CardComp extends CCComp {
* @param card 卡牌节点引用(历史遗留参数,当前未使用) * @param card 卡牌节点引用(历史遗留参数,当前未使用)
* @param data 卡牌配置数据 * @param data 卡牌配置数据
*/ */
updateCardInfo(card:Node, data: CardConfig){ updateCardInfo(card: Node, data: CardConfig) {
this.applyDrawCard(data); this.applyDrawCard(data);
} }
@@ -218,7 +221,7 @@ export class CardComp extends CCComp {
* @param index 索引字符串(历史遗留参数) * @param index 索引字符串(历史遗留参数)
*/ */
selectCard(e: any, index: string) { selectCard(e: any, index: string) {
this.useCard(); this.useCard();
} }
@@ -680,7 +683,7 @@ export class CardComp extends CCComp {
if (widget) widget.updateAlignment(); if (widget) widget.updateAlignment();
} }
if(this.card_type===CardType.Hero){ if (this.card_type === CardType.Hero) {
const hero = HeroInfo[this.card_uuid]; const hero = HeroInfo[this.card_uuid];
const heroLv = Math.max(1, this.cardData.hero_lv ?? hero?.lv ?? 1); const heroLv = Math.max(1, this.cardData.hero_lv ?? hero?.lv ?? 1);
this.setLabel(this.name_node, `${hero?.name || ""}`); this.setLabel(this.name_node, `${hero?.name || ""}`);
@@ -695,7 +698,7 @@ export class CardComp extends CCComp {
this.ap_node.active = true; this.ap_node.active = true;
this.hp_node.active = true; this.hp_node.active = true;
}else if(this.card_type===CardType.Skill){ } else if (this.card_type === CardType.Skill) {
if (this.lvl_node) this.lvl_node.node.active = false; if (this.lvl_node) this.lvl_node.node.active = false;
// 技能卡:显示技能名 + 品质后缀 + 描述 // 技能卡:显示技能名 + 品质后缀 + 描述
const skill = SkillSet[this.card_uuid]; const skill = SkillSet[this.card_uuid];
@@ -706,7 +709,7 @@ export class CardComp extends CCComp {
this.ap_node.active = false; this.ap_node.active = false;
this.hp_node.active = false; this.hp_node.active = false;
}else{ } else {
if (this.lvl_node) this.lvl_node.node.active = false; if (this.lvl_node) this.lvl_node.node.active = false;
// 特殊卡(升级 / 刷新):显示卡名 + 品质后缀 + 描述 // 特殊卡(升级 / 刷新):显示卡名 + 品质后缀 + 描述
const specialCard = this.card_type === CardType.SpecialUpgrade const specialCard = this.card_type === CardType.SpecialUpgrade

View File

@@ -603,13 +603,17 @@ export class MissionCardComp extends CCComp {
this.cardsHideScale = new Vec3(0, 0, this.cardsBaseScale.z); this.cardsHideScale = new Vec3(0, 0, this.cardsBaseScale.z);
} }
/** 进入准备阶段:展开卡牌面板(立即恢复缩放,无动画) */ /** 进入准备阶段:展开卡牌面板(立即恢复缩放,无动画)+ 显示抽卡按钮 */
private enterPreparePhase() { private enterPreparePhase() {
if (!this.cards_node || !this.cards_node.isValid) return; if (!this.cards_node || !this.cards_node.isValid) return;
this.initCardsPanelPos(); this.initCardsPanelPos();
this.cards_node.active = true; this.cards_node.active = true;
Tween.stopAllByTarget(this.cards_node); Tween.stopAllByTarget(this.cards_node);
this.cards_node.setScale(this.cardsShowScale); this.cards_node.setScale(this.cardsShowScale);
// 准备阶段:显示抽卡按钮
if (this.cards_chou && this.cards_chou.isValid) {
this.cards_chou.active = true;
}
} }
private enterBattlePhase() { private enterBattlePhase() {
@@ -625,6 +629,10 @@ export class MissionCardComp extends CCComp {
// } // }
// }) // })
// .start(); // .start();
// 战斗阶段:隐藏抽卡按钮
if (this.cards_chou && this.cards_chou.isValid) {
this.cards_chou.active = false;
}
} }
/** 构建本次抽卡结果保证最终可分发3条数据 */ /** 构建本次抽卡结果保证最终可分发3条数据 */

View File

@@ -27,7 +27,7 @@
* - CardInitCoins —— 初始金币数 * - CardInitCoins —— 初始金币数
* - UIID.Victory —— 结算弹窗 * - UIID.Victory —— 结算弹窗
*/ */
import { _decorator, Vec3,Animation, instantiate, Prefab, Node, NodeEventType, ProgressBar, Label, CCInteger, tween, v3, Tween, Widget, UIOpacity } from "cc"; import { _decorator, Vec3, Animation, instantiate, Prefab, Node, NodeEventType, ProgressBar, Label, CCInteger, tween, v3, Tween, Widget, UIOpacity } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { smc } from "../common/SingletonModuleComp"; import { smc } from "../common/SingletonModuleComp";
@@ -102,12 +102,12 @@ export class MissionComp extends CCComp {
/** 开始战斗按钮 */ /** 开始战斗按钮 */
@property(Node) @property(Node)
start_btn:Node = null! start_btn: Node = null!
/** 时间/波数显示节点 */ /** 时间/波数显示节点 */
@property(Node) @property(Node)
time_node:Node = null! time_node: Node = null!
@property(Node) @property(Node)
tooltip:Node = null! tooltip: Node = null!
/** 阶段名称映射表(用于 UI 显示) */ /** 阶段名称映射表(用于 UI 显示) */
private static readonly PhaseNameMap: Record<MissionPhase, string> = { private static readonly PhaseNameMap: Record<MissionPhase, string> = {
@@ -124,19 +124,19 @@ export class MissionComp extends CCComp {
// ======================== 运行时状态 ======================== // ======================== 运行时状态 ========================
/** 战斗已耗时(秒),正向计时 */ /** 战斗已耗时(秒),正向计时 */
clearTime:number = 0 clearTime: number = 0
/** 剩余复活次数 */ /** 剩余复活次数 */
revive_times: number = 1; revive_times: number = 1;
/** 掉落奖励列表 */ /** 掉落奖励列表 */
rewards:any[]=[] rewards: any[] = []
/** 累计游戏数据 */ /** 累计游戏数据 */
game_data:any={ game_data: any = {
exp:0, exp: 0,
gold:0, gold: 0,
diamond:0 diamond: 0
} }
/**秒计时 */ /**秒计时 */
PhaseTime:Timer= new Timer(1) PhaseTime: Timer = new Timer(1)
/** 上一次显示的时间字符串(避免重复设置) */ /** 上一次显示的时间字符串(避免重复设置) */
private lastTimeStr: string = ""; private lastTimeStr: string = "";
/** 上一次显示的秒数(避免重复计算) */ /** 上一次显示的秒数(避免重复计算) */
@@ -183,15 +183,15 @@ export class MissionComp extends CCComp {
// ======================== 生命周期 ======================== // ======================== 生命周期 ========================
onLoad(){ onLoad() {
this.heroViewMatcher = ecs.allOf(HeroViewComp); this.heroViewMatcher = ecs.allOf(HeroViewComp);
this.skillViewMatcher = ecs.allOf(SkillView); this.skillViewMatcher = ecs.allOf(SkillView);
this.heroAttrsMatcher = ecs.allOf(HeroAttrsComp); this.heroAttrsMatcher = ecs.allOf(HeroAttrsComp);
this.showMemoryPanel = false this.showMemoryPanel = false
// 注册生命周期事件 // 注册生命周期事件
this.on(GameEvent.MissionEnd,this.mission_end,this) this.on(GameEvent.MissionEnd, this.mission_end, this)
this.on(GameEvent.NewWave,this.onNewWave,this) this.on(GameEvent.NewWave, this.onNewWave, this)
this.on(GameEvent.DO_AD_BACK,this.do_ad,this) this.on(GameEvent.DO_AD_BACK, this.do_ad, this)
this.start_btn?.on(NodeEventType.TOUCH_END, this.onStartFightBtnClick, this) this.start_btn?.on(NodeEventType.TOUCH_END, this.onStartFightBtnClick, this)
this.removeMemoryPanel() this.removeMemoryPanel()
} }
@@ -206,7 +206,7 @@ export class MissionComp extends CCComp {
smc.map.MapView.scene.mapLayer.stopAnimations(); smc.map.MapView.scene.mapLayer.stopAnimations();
} }
onDestroy(){ onDestroy() {
smc.map.MapView.scene.mapLayer.playAnimations() smc.map.MapView.scene.mapLayer.playAnimations()
super.onDestroy(); super.onDestroy();
if (this.start_btn && this.start_btn.isValid) { if (this.start_btn && this.start_btn.isValid) {
@@ -220,10 +220,10 @@ export class MissionComp extends CCComp {
* - 战斗中 → 同步怪物状态、更新计时器 * - 战斗中 → 同步怪物状态、更新计时器
*/ */
protected update(dt: number): void { protected update(dt: number): void {
if(!smc.mission.play) return if (!smc.mission.play) return
// 如果是暂停状态,且不在 BattleEnd 阶段(全灭时需要播放完 fend 技能动画并自动流转),才真正停止 update 逻辑 // 如果是暂停状态,且不在 BattleEnd 阶段(全灭时需要播放完 fend 技能动画并自动流转),才真正停止 update 逻辑
if(smc.mission.pause && this.currentPhase !== MissionPhase.BattleEnd) return if (smc.mission.pause && this.currentPhase !== MissionPhase.BattleEnd) return
// 处理过渡阶段的计时 // 处理过渡阶段的计时
if (this.currentPhase === MissionPhase.PrepareStart || if (this.currentPhase === MissionPhase.PrepareStart ||
@@ -235,10 +235,10 @@ export class MissionComp extends CCComp {
} }
} }
if(this.currentPhase === MissionPhase.Battle){ if (this.currentPhase === MissionPhase.Battle) {
this.syncMonsterSpawnState(dt) this.syncMonsterSpawnState(dt)
if(smc.mission.stop_mon_action) return if (smc.mission.stop_mon_action) return
smc.vmdata.mission_data.fight_time+=dt smc.vmdata.mission_data.fight_time += dt
this.clearTime += dt this.clearTime += dt
this.update_time(); this.update_time();
} }
@@ -247,14 +247,14 @@ export class MissionComp extends CCComp {
// ======================== 时间显示 ======================== // ======================== 时间显示 ========================
/** 更新时间/波数显示(仅在秒数变化时更新以减少 Label 操作) */ /** 更新时间/波数显示(仅在秒数变化时更新以减少 Label 操作) */
update_time(){ update_time() {
const remainSecond = Math.floor(this.clearTime); const remainSecond = Math.floor(this.clearTime);
if (remainSecond === this.lastTimeSecond) return; if (remainSecond === this.lastTimeSecond) return;
this.lastTimeSecond = remainSecond; this.lastTimeSecond = remainSecond;
let m = Math.floor(remainSecond / 60); let m = Math.floor(remainSecond / 60);
let s = remainSecond % 60; let s = remainSecond % 60;
let str = `${m.toString().padStart(2, '0')}:${s.toString().padStart(2, '0')}`; let str = `${m.toString().padStart(2, '0')}:${s.toString().padStart(2, '0')}`;
if(str != this.lastTimeStr){ if (str != this.lastTimeStr) {
if (this.time_node && this.time_node.isValid) { if (this.time_node && this.time_node.isValid) {
const timeChild = this.time_node.getChildByName("time"); const timeChild = this.time_node.getChildByName("time");
if (timeChild) { if (timeChild) {
@@ -269,24 +269,24 @@ export class MissionComp extends CCComp {
// ======================== 奖励与广告 ======================== // ======================== 奖励与广告 ========================
/** 奖励发放(预留) */ /** 奖励发放(预留) */
do_reward(){ do_reward() {
} }
/** /**
* 广告回调处理: * 广告回调处理:
* 成功 → 增加刷新次数;失败 → 分发失败事件。 * 成功 → 增加刷新次数;失败 → 分发失败事件。
*/ */
do_ad(){ do_ad() {
if(this.ad_back()){ if (this.ad_back()) {
oops.message.dispatchEvent(GameEvent.AD_BACK_TRUE) oops.message.dispatchEvent(GameEvent.AD_BACK_TRUE)
smc.vmdata.mission_data.refresh_count+=FightSet.MORE_RC smc.vmdata.mission_data.refresh_count += FightSet.MORE_RC
}else{ } else {
oops.message.dispatchEvent(GameEvent.AD_BACK_FALSE) oops.message.dispatchEvent(GameEvent.AD_BACK_FALSE)
} }
} }
/** 广告观看结果(预留,默认返回 true */ /** 广告观看结果(预留,默认返回 true */
ad_back(){ ad_back() {
return true return true
} }
@@ -300,18 +300,18 @@ export class MissionComp extends CCComp {
* 4. 分发 FightReady 事件。 * 4. 分发 FightReady 事件。
* 5. 进入准备阶段并显示 loading。 * 5. 进入准备阶段并显示 loading。
*/ */
async mission_start(){ async mission_start() {
this.unscheduleAllCallbacks(); this.unscheduleAllCallbacks();
this.cleanComponents(); this.cleanComponents();
this.data_init() this.data_init()
oops.message.dispatchEvent(GameEvent.FightReady) oops.message.dispatchEvent(GameEvent.FightReady)
this.changePhase(MissionPhase.Prepare) this.changePhase(MissionPhase.Prepare)
let loading=this.node.getChildByName("loading") let loading = this.node.getChildByName("loading")
if (loading) { if (loading) {
loading.active=true loading.active = true
this.scheduleOnce(()=>{ this.scheduleOnce(() => {
loading.active=false loading.active = false
},0.5) }, 0.5)
} }
} }
@@ -449,6 +449,10 @@ export class MissionComp extends CCComp {
smc.mission.stop_spawn_mon = false; smc.mission.stop_spawn_mon = false;
smc.mission.in_fight = true; smc.mission.in_fight = true;
smc.vmdata.mission_data.in_fight = true; smc.vmdata.mission_data.in_fight = true;
// 战斗阶段:隐藏开始按钮
if (this.start_btn && this.start_btn.isValid) {
this.start_btn.active = false;
}
oops.message.dispatchEvent(GameEvent.FightStart); oops.message.dispatchEvent(GameEvent.FightStart);
break; break;
@@ -559,7 +563,7 @@ export class MissionComp extends CCComp {
* - 分发 FightStart 事件 * - 分发 FightStart 事件
* - 触发英雄战斗开始技能 * - 触发英雄战斗开始技能
*/ */
to_fight(){ to_fight() {
this.changePhase(MissionPhase.PrepareEnd); this.changePhase(MissionPhase.PrepareEnd);
} }
@@ -642,7 +646,7 @@ export class MissionComp extends CCComp {
* @param e 事件对象(未使用) * @param e 事件对象(未使用)
* @param is_hero_dead 是否因英雄全灭触发 * @param is_hero_dead 是否因英雄全灭触发
*/ */
open_Victory(e:any,is_hero_dead: boolean = false){ open_Victory(e: any, is_hero_dead: boolean = false) {
// 战斗失败或胜利,标记暂停状态以切断波次流转逻辑 // 战斗失败或胜利,标记暂停状态以切断波次流转逻辑
smc.mission.pause = true; smc.mission.pause = true;
// 直接切入 BattleEnd触发 fend 表现 // 直接切入 BattleEnd触发 fend 表现
@@ -652,9 +656,9 @@ export class MissionComp extends CCComp {
/** 战斗结束:延迟清理组件和对象池 */ /** 战斗结束:延迟清理组件和对象池 */
fight_end(){ fight_end() {
// 这里只是强制清理关卡,为了防止重复弹窗,标记 play = false // 这里只是强制清理关卡,为了防止重复弹窗,标记 play = false
smc.mission.play=false smc.mission.play = false
this.changePhase(MissionPhase.BattleEnd); this.changePhase(MissionPhase.BattleEnd);
} }
@@ -665,9 +669,9 @@ export class MissionComp extends CCComp {
* - 清理组件和对象池 * - 清理组件和对象池
* - 隐藏节点 * - 隐藏节点
*/ */
mission_end(){ mission_end() {
this.unscheduleAllCallbacks(); this.unscheduleAllCallbacks();
smc.mission.play=false smc.mission.play = false
smc.mission.pause = false; smc.mission.pause = false;
this.changePhase(MissionPhase.None); this.changePhase(MissionPhase.None);
this.cleanComponents() this.cleanComponents()
@@ -682,7 +686,7 @@ export class MissionComp extends CCComp {
* - 奖励列表 / 复活次数 * - 奖励列表 / 复活次数
* - 性能监控基准值 * - 性能监控基准值
*/ */
data_init(){ data_init() {
if (!this.PhaseTime) { if (!this.PhaseTime) {
this.PhaseTime = new Timer(1); this.PhaseTime = new Timer(1);
} }
@@ -690,16 +694,16 @@ export class MissionComp extends CCComp {
smc.mission.pause = false; smc.mission.pause = false;
smc.mission.stop_mon_action = false; smc.mission.stop_mon_action = false;
smc.mission.stop_spawn_mon = false; smc.mission.stop_spawn_mon = false;
smc.vmdata.mission_data.in_fight=false smc.vmdata.mission_data.in_fight = false
smc.vmdata.mission_data.fight_time=0 smc.vmdata.mission_data.fight_time = 0
this.clearTime = 0 this.clearTime = 0
smc.vmdata.mission_data.mon_num=0 smc.vmdata.mission_data.mon_num = 0
smc.vmdata.mission_data.level = 1 smc.vmdata.mission_data.level = 1
smc.vmdata.mission_data.mon_max = Math.max(1, Math.floor(this.maxMonsterCount)) smc.vmdata.mission_data.mon_max = Math.max(1, Math.floor(this.maxMonsterCount))
this.currentPhase = MissionPhase.None; this.currentPhase = MissionPhase.None;
this.currentWave = 1; this.currentWave = 1;
this.isBossWave = false; this.isBossWave = false;
this.rewards=[] this.rewards = []
this.revive_times = 1; this.revive_times = 1;
this.lastTimeStr = ""; this.lastTimeStr = "";
this.lastTimeSecond = -1; this.lastTimeSecond = -1;