refactor(ui): 将英雄等级和动画显示逻辑移至HInfoComp

- 移除HeroViewComp中等级和CD进度条的显示逻辑,简化顶部UI
- 在HInfoComp中新增英雄等级显示和动画加载功能
- 添加资源加载和动画管理逻辑,支持英雄闲置动画播放
- 优化组件生命周期管理,确保资源正确释放
This commit is contained in:
walkpan
2026-03-25 22:20:21 +08:00
parent e064c5e133
commit 7db182d9fc
2 changed files with 64 additions and 6 deletions

View File

@@ -1,6 +1,7 @@
import { _decorator, Label, Node } from "cc";
import { _decorator, Animation, AnimationClip, Label, Node, Sprite, resources } 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 { HeroInfo } from "../common/config/heroSet";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
const {property, ccclass } = _decorator;
@@ -15,6 +16,8 @@ export class HInfoComp extends CCComp {
private model: HeroAttrsComp | null = null;
private apLabel: Label | null = null;
private hpLabel: Label | null = null;
private iconVisualToken: number = 0;
private iconHeroUuid: number = 0;
onLoad() {
this.cacheLabels();
@@ -29,6 +32,13 @@ export class HInfoComp extends CCComp {
refresh() {
if (!this.model) return;
this.updateLevelUI();
const heroUuid = this.model.hero_uuid ?? 0;
if (heroUuid !== this.iconHeroUuid) {
this.iconHeroUuid = heroUuid;
this.iconVisualToken += 1;
this.updateHeroAnimation(this.icon_node, heroUuid, this.iconVisualToken);
}
if (this.apLabel) {
this.apLabel.string = `${Math.max(0, Math.floor(this.model.ap ?? 0))}`;
}
@@ -59,8 +69,58 @@ export class HInfoComp extends CCComp {
return current.getComponent(Label) || current.getComponentInChildren(Label);
}
private updateLevelUI() {
if (!this.model) return;
const lvNode = this.node.getChildByName("lv");
if (!lvNode) return;
lvNode.active = true
const lv2 = lvNode.getChildByName("lv2");
if (lv2) lv2.active = this.model.lv >= 2;
const lv3 = lvNode.getChildByName("lv3");
if (lv3) lv3.active = this.model.lv >= 3;
}
private updateHeroAnimation(node: Node, uuid: number, token: number) {
if (!node) return;
const sprite = node.getComponent(Sprite) || node.getComponentInChildren(Sprite);
if (sprite) sprite.spriteFrame = null;
const hero = HeroInfo[uuid];
if (!hero) {
this.clearIconAnimation(node);
return;
}
const anim = node.getComponent(Animation) || node.addComponent(Animation);
this.clearAnimationClips(anim);
const path = `game/heros/hero/${hero.path}/idle`;
resources.load(path, AnimationClip, (err, clip) => {
if (err || !clip) return;
if (token !== this.iconVisualToken || !this.model || this.model.hero_uuid !== uuid) {
return;
}
this.clearAnimationClips(anim);
anim.addClip(clip);
anim.play("idle");
});
}
private clearIconAnimation(node: Node) {
const anim = node?.getComponent(Animation);
if (!anim) return;
anim.stop();
this.clearAnimationClips(anim);
}
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));
}
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
reset() {
this.clearIconAnimation(this.icon_node);
this.iconVisualToken = 0;
this.iconHeroUuid = 0;
this.model = null;
this.eid = 0;
this.node.destroy();