refactor(ChipComp): 重构英雄图鉴卡组件逻辑
1. 移除非英雄卡牌渲染能力,仅保留英雄卡展示逻辑 2. 简化背景框切换逻辑,使用常量映射直接匹配颜色节点 3. 清理冗余的卡牌配置依赖与工具方法 4. 统一对外接口为setHeroByUuid,移除旧的setData和setHeroIconByUuid
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@@ -3,34 +3,28 @@
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* @description 英雄图鉴卡预制体组件(UI 视图层·精简版)
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*
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* 职责:
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* 1. 根据卡牌配置渲染 **图标**(英雄卡为 idle 动画,其他卡为静态图集帧)。
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* 2. 根据 card_lv / kind 渲染 **背景底框**。
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* 1. 根据英雄 UUID 渲染 **图标**(idle 动画)。
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* 2. 根据 HeroInfo.card_lv 切换 **背景底框颜色**(BG_node 下的 green/blue/purple/yellow/red 子节点)。
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*
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* 说明:
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* - 仅保留图标与背景渲染能力,名称、费用、等级等展示由外部组件负责。
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* - 仅处理英雄展示,数据源为 heroSet 的 HeroInfo,不依赖 CardSet。
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* - 通过 iconVisualToken 防止异步动画加载竞态。
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*
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* 依赖:
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* - CardConfig / CardType / CKind / CardPoolList(CardSet)
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* - HeroInfo(heroSet)、SkillSet(SkillSet)
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* - smc —— 全局单例,访问图标图集缓存
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*/
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import { mLogger } from "../common/Logger";
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import { _decorator, Animation, AnimationClip, Node, Sprite, Vec3, resources } 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 { CardConfig, CardType, CKind, CardPoolList } from "../common/config/CardSet";
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import { CardBgComp } from "./CardBgComp";
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import { HeroInfo } from "../common/config/heroSet";
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import { SkillSet } from "../common/config/SkillSet";
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import { smc } from "../common/SingletonModuleComp";
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const { ccclass, property } = _decorator;
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/** card_lv → BG_node 子节点(颜色)名映射:1=green 2=blue 3=purple 4=yellow 5=red */
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const BG_COLORS = ["green", "blue", "purple", "yellow", "red"];
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/**
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* ChipComp —— 单张卡牌图标/背景视图组件
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* ChipComp —— 单张英雄卡图标/背景视图组件
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*
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* 挂载在图鉴卡预制体上,仅负责图标与背景的渲染。
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* 挂载在图鉴卡预制体上,仅负责英雄图标(idle 动画)与背景底框的渲染。
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*/
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@ccclass('ChipComp')
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@ecs.register('ChipComp', false)
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@@ -47,165 +41,53 @@ export class ChipComp extends CCComp {
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// ======================== 运行时状态 ========================
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card_uuid: number = 0
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card_type: CardType = CardType.Hero
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private cardData: CardConfig | null = null;
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private iconVisualToken: number = 0;
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// ======================== 生命周期 ========================
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onLoad() {
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if (!this.cardData) {
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this.applyEmptyUI();
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}
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}
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// ======================== 对外接口 ========================
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/**
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* 设置卡牌数据并渲染图标与背景。
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* @param data 卡牌配置数据
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* 通过英雄 UUID 渲染英雄卡(idle 动画图标 + 背景底框)。
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* @param uuid 英雄 UUID(须存在于 HeroInfo)
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*/
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setData(data: CardConfig) {
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if (!data) return;
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this.cardData = data;
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this.card_uuid = data.uuid;
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this.card_type = data.type;
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this.node.active = true;
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this.applyCardUI();
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mLogger.log(this.debugMode, "ChipComp", "setData", {
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uuid: this.card_uuid,
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type: this.card_type
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});
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}
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/**
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* 通过英雄 UUID 直接渲染英雄图标(自动播放 idle 动画并应用背景)。
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* 适用于碎片、头像、图鉴等纯展示场景。
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* @param uuid 英雄 UUID
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*/
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setHeroIconByUuid(uuid: number) {
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setHeroByUuid(uuid: number) {
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const hero = HeroInfo[uuid];
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if (!hero) return;
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this.cardData = null;
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this.card_uuid = uuid;
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this.card_type = CardType.Hero;
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this.node.active = true;
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this.iconVisualToken += 1;
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// 背景:按 HeroInfo.card_lv 应用英雄底框样式
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// 背景:按 card_lv 切换颜色底框(green/blue/purple/yellow/red)
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if (this.BG_node) {
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const cardLv = hero.card_lv ?? 1;
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const kindName = CKind[CKind.Hero];
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this.BG_node.children.forEach(child => {
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child.active = (child.name === kindName);
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const bg = child.getComponent(CardBgComp);
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if (bg) child.active ? bg.apply(cardLv) : bg.clear();
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});
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const color = BG_COLORS[Math.min(Math.max(hero.card_lv ?? 1, 1), 5) - 1];
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this.BG_node.children.forEach(child => child.active = (child.name === color));
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}
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// 图标:英雄 idle 动画(带镜像翻转)
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// 图标:idle 动画(镜像翻转,原图朝右,卡面需朝左)
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if (this.icon_node) {
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this.icon_node.setScale(new Vec3(-1.5, 1.5, 1));
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this.updateHeroAnimation(this.icon_node, uuid, this.iconVisualToken);
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}
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mLogger.log(this.debugMode, "ChipComp", "setHeroByUuid", { uuid });
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}
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/** 清空卡牌数据并重置 UI */
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/** 清空并重置 UI */
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clear() {
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this.cardData = null;
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this.card_uuid = 0;
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this.card_type = CardType.Hero;
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this.applyEmptyUI();
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this.node.active = false;
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}
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// ======================== UI 渲染 ========================
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/** 渲染图标与背景 */
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private applyCardUI() {
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if (!this.cardData) {
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this.applyEmptyUI();
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return;
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}
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this.iconVisualToken += 1;
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const kindName = CKind[this.cardData.kind];
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// 背景:按 kind 显示对应底框,按 card_lv 应用等级样式
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if (this.BG_node) {
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const bgLv = this.cardData.base_card_lv ?? this.cardData.card_lv;
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this.BG_node.children.forEach(child => {
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child.active = (child.name === kindName);
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const bg = child.getComponent(CardBgComp);
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if (bg) child.active ? bg.apply(bgLv) : bg.clear();
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});
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}
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// 图标:英雄卡播放 idle 动画,其他卡使用静态图集帧
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if (this.icon_node) {
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const iconNode = this.icon_node;
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if (this.card_type === CardType.Hero) {
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// 英雄图标做镜像翻转(原图朝右,卡面需朝左)
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iconNode.setScale(new Vec3(-1.5, 1.5, 1));
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this.updateHeroAnimation(iconNode, this.card_uuid, this.iconVisualToken);
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return;
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}
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iconNode.setScale(new Vec3(1, 1, 1));
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this.clearIconAnimation(iconNode);
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const iconId = this.resolveCardIconId(this.card_type, this.card_uuid);
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if (iconId) {
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this.updateIcon(iconNode, iconId);
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} else {
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const sprite = iconNode.getComponent(Sprite) || iconNode.getComponentInChildren(Sprite);
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if (sprite) sprite.spriteFrame = null;
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}
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}
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}
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/** 渲染空槽状态:清空图标与背景 */
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private applyEmptyUI() {
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this.iconVisualToken += 1;
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if (this.BG_node) {
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this.BG_node.children.forEach(child => {
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child.active = false;
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const bg = child.getComponent(CardBgComp);
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if (bg) bg.clear();
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});
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this.BG_node.children.forEach(child => child.active = false);
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}
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if (this.icon_node) {
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this.icon_node.setScale(new Vec3(1, 1, 1));
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this.clearIconAnimation(this.icon_node);
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const sprite = this.icon_node.getComponent(Sprite) || this.icon_node.getComponentInChildren(Sprite);
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if (sprite) sprite.spriteFrame = null;
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}
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this.node.active = false;
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}
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// ======================== 工具方法 ========================
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/** 更新图标:从全局缓存图集中获取对应帧 */
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private updateIcon(node: Node, iconId: string) {
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if (!node || !iconId) return;
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const sprite = node.getComponent(Sprite) || node.getComponentInChildren(Sprite);
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if (!sprite) return;
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if (smc.uiconsAtlas) {
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const frame = smc.uiconsAtlas.getSpriteFrame(iconId);
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sprite.spriteFrame = frame || null;
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}
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}
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/** 根据卡牌类型和 UUID 解析出图标 ID(在 SpriteAtlas 中的帧名) */
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private resolveCardIconId(type: CardType, uuid: number): string {
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if (type === CardType.Skill) {
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return SkillSet[uuid]?.icon || `${uuid}`;
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}
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if (type === CardType.Hero) {
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return HeroInfo[uuid]?.icon || `${uuid}`;
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}
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return `${uuid}`;
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}
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// ======================== 动画 ========================
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/**
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* 为英雄卡图标加载并播放 idle 动画。
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* 为英雄图标加载并播放 idle 动画。
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* 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。
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*/
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private updateHeroAnimation(node: Node, uuid: number, token: number) {
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@@ -221,7 +103,7 @@ export class ChipComp extends CCComp {
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mLogger.log(this.debugMode, "ChipComp", `load hero animation failed ${uuid}`, err);
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return;
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}
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if (token !== this.iconVisualToken || !this.cardData || this.card_type !== CardType.Hero || this.card_uuid !== uuid) {
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if (token !== this.iconVisualToken || this.card_uuid !== uuid) {
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return;
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}
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this.clearAnimationClips(anim);
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