refactor(map): 移除废弃的英雄信息面板HInfoComp相关代码
1. 删除HInfoComp组件文件及其元数据 2. 移除UIConfig中HInfo配置项 3. 移除CardComp中打开HInfo面板的逻辑 4. 清理注释和代码中对HInfoComp的引用 5. 更新MissionCardComp的文档注释
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@@ -1,13 +0,0 @@
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{
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"ver": "1.1.50",
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"importer": "prefab",
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"imported": true,
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"uuid": "46f1e2cb-6fa7-4e9e-b419-e424ba47fe68",
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"files": [
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".json"
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],
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"subMetas": {},
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"userData": {
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"syncNodeName": "hnode"
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}
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}
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@@ -23,7 +23,6 @@ export enum UIID {
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// Heros,
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// Talents,
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Mission,
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HInfo,
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/** 技能卡牌系统核心控制器 */
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SkillBox,
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}
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@@ -41,7 +40,6 @@ export var UIConfigData: { [key: number]: UIConfig } = {
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// [UIID.Heros]: { layer: LayerType.UI, prefab: "gui/element/heros" },
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// [UIID.Talents]: { layer: LayerType.UI, prefab: "gui/element/talents" },
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[UIID.Mission]: { layer: LayerType.UI, prefab: "gui/element/mission" },
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[UIID.HInfo]: { layer: LayerType.UI, prefab: "gui/element/hnode" },
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[UIID.SkillBox]: { layer: LayerType.UI, prefab: "gui/element/skillbox" },
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}
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@@ -475,8 +475,7 @@ export class CHeroComp extends CCComp {
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}
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/**
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* 为英雄图标加载 idle 动画剪辑,提取首帧 SpriteFrame 静止展示。
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* 与 HInfoComp 的 updateHeroAnimation 一致,零运行时开销。
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* 为英雄图标加载 idle 动画剪辑,提取首帧 SpriteFrame 静止展示,零运行时开销。
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* @param node 图标节点
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* @param uuid 英雄 UUID
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* @param token 视觉令牌
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@@ -30,8 +30,6 @@ import { SkillSet } from "../common/config/SkillSet";
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import { GameEvent } from "../common/config/GameEvent";
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import { oops } from "db://oops-framework/core/Oops";
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import { smc } from "../common/SingletonModuleComp";
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import { UIID } from "../common/config/GameUIConfig";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { MissionEconomy } from "./MissionEconomy";
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@@ -509,7 +507,7 @@ export class CardComp extends CCComp {
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}
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/**
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* 触摸结束:视为点击,触发 onCardTap(显示召唤按钮 / 打开信息面板 / 通知其他卡牌联动)。
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* 触摸结束:视为点击,触发 onCardTap(显示召唤按钮 / 通知其他卡牌联动)。
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*/
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private onCardTouchEnd(event: EventTouch) {
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if (!this.isDragging || !this.cardData || this.isUsing) return;
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@@ -526,25 +524,12 @@ export class CardComp extends CCComp {
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* 卡牌被点击(非拖拽):
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* 1. 显示本卡的召唤按钮 call_btn。
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* 2. 派发 CardSelected 事件,其他卡牌收到后隐藏各自的 call_btn。
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* 3. 英雄卡打开 HInfo 信息面板(点击查看,替代原长按)。
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* 注:不重置位置。applyCardUI 中 widget.updateAlignment() 会让节点脱离 restPosition,
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* 这里若强制 setPosition(restPosition) 会导致可见的跳位。
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*/
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private onCardTap() {
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this.showCallBtn();
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oops.message.dispatchEvent(GameEvent.CardSelected, this);
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// 英雄卡 / 升级卡打开信息面板(点击替代长按)
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const isUpgradeCard = this.card_type === CardType.SpecialUpgrade && !!this.cardData?.target_hero_eid;
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if (this.card_type === CardType.Hero || isUpgradeCard) {
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// 升级卡通过 eid 反查实体得到 hero_uuid;若实体已不存在则降级为本卡 uuid
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const heroUuid = isUpgradeCard
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? (this.queryHeroUuidByEid(this.cardData!.target_hero_eid as number) ?? this.card_uuid)
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: this.card_uuid;
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const heroLv = Math.max(1, smc.getHeroOuterLv(heroUuid));
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const poolLv = Math.max(1, this.cardData?.base_card_lv ?? this.cardData?.card_lv ?? 1);
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oops.gui.remove(UIID.HInfo);
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oops.gui.open(UIID.HInfo, { heroUuid, heroLv, poolLv });
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}
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}
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/**
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@@ -591,7 +576,7 @@ export class CardComp extends CCComp {
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/**
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* 全局触摸结束:点击落点不在召唤按钮 / 卡牌本体包围盒内时隐藏召唤按钮。
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* Why: 复用 HInfoComp 的"点击外部关闭"交互模式,避免 call_btn 长期滞留。
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* Why: "点击外部关闭"交互模式,避免 call_btn 长期滞留。
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* 排除卡牌本体是防止与 onCardTap 的"点击卡牌显示 call_btn"交互相互冲突。
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* @param event 全局触摸事件
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*/
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@@ -1,715 +0,0 @@
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/**
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* @file HInfoComp.ts
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* @description 场上英雄信息卡片组件(UI 视图层)
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*
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* 职责:
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* 1. 显示单个场上英雄的实时属性信息(AP / HP / 边框品质 / idle 动画)。
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* 2. 由 MissionCardComp.ensureHeroInfoPanel() 在英雄上场时实例化并绑定数据。
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* 3. 支持点击打开英雄详情弹窗(IBox)、出售英雄等交互(当前已注释)。
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*
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* 关键设计:
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* - 通过 bindData(eid, model) 将组件与某个英雄 ECS 实体绑定。
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* - refresh() 被 MissionCardComp 定时调用以同步实时属性变化。
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* - iconVisualToken 机制与 CardComp 一致,用于异步动画加载的竞态保护。
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* - isModelAlive() 检测绑定的英雄实体是否仍存活(ECS ent 引用是否有效)。
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*
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* 依赖:
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* - HeroAttrsComp —— 英雄属性数据模型
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* - HeroInfo(heroSet)—— 英雄静态配置
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* - Hero —— 英雄 ECS 实体类(用于出售删除)
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* - UIID.IBox —— 英雄详情弹窗 ID
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*/
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import { _decorator, AnimationClip, Button, Event, EventTouch, Input, Label, Layout, Node, NodeEventType, Sprite, UITransform, input, resources, CCInteger, 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 { heroInfo, HeroInfo } from "../common/config/heroSet";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { smc } from "../common/SingletonModuleComp";
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import { Hero } from "../hero/Hero";
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import { FieldSkillType, FieldSkillSet } from "../common/config/SkillSet";
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import { buildSkillDesc } from "../common/config/HeroSkillDesc";
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import { GameEvent } from "../common/config/GameEvent";
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import { oops } from "db://oops-framework/core/Oops";
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import { UIID } from "../common/config/GameUIConfig";
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import { mLogger } from "../common/Logger";
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import { MissionHeroComp } from "./MissionHeroComp";
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import { MoveComp } from "../hero/MoveComp";
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import { FacSet, getLvColor } from "../common/config/GameSet";
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import { CKind, CardPoolList, CardConfig, CardTriggerType } from "../common/config/CardSet";
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import { SkillCardList } from "../common/config/SCardSet";
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import { EquipPoolList } from "../common/config/EquipSet";
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import { SkillSet } from "../common/config/SkillSet";
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import { CardBgComp } from "./CardBgComp";
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import { MissionEconomy } from "./MissionEconomy";
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const { property, ccclass } = _decorator;
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/**
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* HInfoComp —— 场上英雄信息面板视图组件
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*
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* 每个实例对应一个出战英雄,在卡牌面板下方横向排列。
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* 实时显示英雄的 AP / HP 和 idle 动画图标。
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*/
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@ccclass('HInfoComp')
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@ecs.register('HInfoComp', false)
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export class HInfoComp extends CCComp {
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/** 英雄 idle 动画图标节点 */
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@property(Node)
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icon_node = null!
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/** 技能图标节点 */
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@property(Node)
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skill_icon_node = null!
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/** 出售按钮节点 */
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@property(Node)
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sell_node = null!
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/** 卡牌背景底框节点(按卡池等级切换子节点显示) */
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@property(Node)
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BG_node = null!
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/** 关闭窗口按钮节点 */
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@property(Node)
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close_node = null!
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/** 英雄名字节点 */
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@property(Node)
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Name_node = null!
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/** 技能信息节点 */
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@property(Node)
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info_node = null!
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@property(Label)
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lv_node: Label = null!
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@property(Node)
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ap_node = null!
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@property(Node)
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hp_node = null!
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@property(Node)
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cd_node = null!
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/** 绑定的英雄 ECS 实体 ID */
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private eid: number = 0;
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/** 绑定的英雄属性数据模型引用 */
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private model: HeroAttrsComp | null = null;
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/** 是否为静态预览模式(卡牌点击查看,非场上英雄) */
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private isPreview: boolean = false;
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/** 静态预览数据 */
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private previewUuid: number = 0;
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private previewLv: number = 1;
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private previewPoolLv: number = 1;
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private isSkillCard: boolean = false;
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/** 是否为装备卡预览(决定从 EquipPoolList 查询配置) */
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private isEquipCard: boolean = false;
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/** 英雄名字标签缓存引用 */
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private nameLabel: Label | null = null;
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/** 技能信息标签缓存引用 */
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private infoLabel: Label | null = null;
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/** infos 逐条展示的 Label 池(索引0复用预制体 Label,其余动态创建) */
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private infoLineLabels: Label[] = [];
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/** AP 标签缓存引用 */
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private apLabel: Label | null = null;
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/** AP 加成标签缓存引用 */
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private apPlusLabel: Label | null = null;
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/** HP 标签缓存引用 */
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private hpLabel: Label | null = null;
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/** HP 加成标签缓存引用 */
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private hpPlusLabel: Label | null = null;
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/** CD 标签缓存引用 */
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private cdLabel: Label | null = null;
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/** 图标视觉令牌(异步加载竞态保护) */
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private iconVisualToken: number = 0;
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/** 当前显示的英雄 UUID(避免相同 UUID 重复加载动画) */
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private iconHeroUuid: number = 0;
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/** 调试日志开关 */
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private debugMode: boolean = true;
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onLoad() {
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this.cacheLabels();
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this.bindEvents();
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}
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onAdded(args: { eid?: number; heroUuid?: number; heroLv?: number; poolLv?: number; isSkillCard?: boolean, isEquipCard?: boolean }) {
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if (args?.heroUuid) {
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this.bindPreviewData(args.heroUuid, args.heroLv ?? 1, args.poolLv ?? 1, args.isSkillCard ?? false, args.isEquipCard ?? false);
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return;
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}
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const eid = args?.eid ?? 0;
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if (!eid) return;
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let foundModel: HeroAttrsComp | null = null;
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ecs.query(ecs.allOf(HeroAttrsComp)).forEach((entity: ecs.Entity) => {
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if (entity.eid === eid) {
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foundModel = entity.get(HeroAttrsComp);
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}
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});
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if (foundModel) {
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this.bindData(eid, foundModel);
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} else {
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this.isClosing = true;
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oops.gui.remove(UIID.HInfo);
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}
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}
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/**
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* 静态预览模式刷新:从 HeroInfo 配置读取初始数据。
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*/
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private refreshPreview() {
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const heroUuid = this.previewUuid;
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const heroLv = Math.max(1, this.previewLv);
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// 技能卡无等级概念,隐藏等级节点;英雄卡显示等级
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if (this.lv_node) {
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if (this.isSkillCard) {
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this.lv_node.node.active = false;
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} else {
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this.lv_node.node.active = true;
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this.lv_node.string = `Lv.${heroLv}`;
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this.lv_node.color = getLvColor(heroLv);
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}
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}
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const kindName = this.isSkillCard ? CKind[CKind.Skill] : CKind[CKind.Hero];
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if (this.BG_node) {
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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(this.previewPoolLv) : bg.clear();
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});
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}
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if (this.isSkillCard) {
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// ================= 技能卡预览 =================
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// 互斥:技能卡只显示技能图标,隐藏英雄图标
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if (this.icon_node) this.icon_node.active = false;
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if (this.skill_icon_node) this.skill_icon_node.active = true;
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// 根据来源从对应卡池查询配置
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const config = this.isEquipCard
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? EquipPoolList.find(c => c.uuid === heroUuid)
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: (SkillCardList.find(c => c.uuid === heroUuid) ?? CardPoolList.find(c => c.uuid === heroUuid));
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if (!config) return;
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if (this.nameLabel) this.nameLabel.string = config.name ?? "";
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if (this.apLabel) {
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this.apLabel.string = "-";
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if (this.apPlusLabel) this.apPlusLabel.node.active = false;
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}
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if (this.hpLabel) {
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this.hpLabel.string = "-";
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if (this.hpPlusLabel) this.hpPlusLabel.node.active = false;
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}
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if (this.infoLabel) {
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this.renderFallbackLines(config.info ?? "");
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}
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if (this.cdLabel) {
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this.cdLabel.string = config.t_inv ? `${config.t_inv}s` : "0s";
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}
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// 更新技能图标
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if (heroUuid !== this.iconHeroUuid) {
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this.iconHeroUuid = heroUuid;
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this.iconVisualToken += 1;
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this.updateSkillAnimation(this.skill_icon_node, config, this.iconVisualToken);
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}
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} else {
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// ================= 英雄卡预览 =================
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// 互斥:英雄卡只显示英雄图标,隐藏技能图标
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if (this.icon_node) this.icon_node.active = true;
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if (this.skill_icon_node) this.skill_icon_node.active = false;
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const hero = HeroInfo[heroUuid];
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if (!hero) return;
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if (heroUuid !== this.iconHeroUuid) {
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this.iconHeroUuid = heroUuid;
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this.iconVisualToken += 1;
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this.updateHeroAnimation(this.icon_node, heroUuid, this.iconVisualToken);
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}
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if (this.nameLabel) this.nameLabel.string = hero.name ?? "";
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if (this.apLabel) {
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const ap = Math.max(0, Math.floor((hero.ap ?? 0) * heroLv));
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this.apLabel.string = `${ap}`;
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if (this.apPlusLabel) this.apPlusLabel.node.active = false;
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}
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if (this.hpLabel) {
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const hp = Math.max(0, Math.floor((hero.hp ?? 0) * heroLv));
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this.hpLabel.string = `${hp}`;
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if (this.hpPlusLabel) this.hpPlusLabel.node.active = false;
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}
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if (this.infoLabel) {
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this.renderHeroInfoLines(hero);
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}
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if (this.cdLabel) {
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const skillKeys = hero.skills ? Object.keys(hero.skills) : [];
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const displaySkill = skillKeys.length > 1 ? hero.skills[skillKeys[1]] : (skillKeys.length > 0 ? hero.skills[skillKeys[0]] : null);
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this.cdLabel.string = displaySkill?.cd ? `${displaySkill.cd.toFixed(1)}s` : "0s";
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}
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}
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}
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/** 是否正在关闭中,防止重复调用 remove */
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private isClosing: boolean = false;
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update(dt: number) {
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if (this.isClosing) return;
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if (this.isPreview) return;
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if (!this.isModelAlive()) {
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this.isClosing = true;
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oops.gui.remove(UIID.HInfo);
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return;
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}
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this.refresh();
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}
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onDestroy() {
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super.onDestroy();
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this.unbindEvents();
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}
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||||
|
||||
/**
|
||||
* 绑定英雄数据:关联实体 ID 和属性模型,并立即刷新显示。
|
||||
* @param eid 英雄 ECS 实体 ID
|
||||
* @param model 英雄属性组件引用
|
||||
*/
|
||||
bindData(eid: number, model: HeroAttrsComp) {
|
||||
this.eid = eid;
|
||||
this.model = model;
|
||||
this.isPreview = false;
|
||||
if (this.sell_node) this.sell_node.active = true;
|
||||
if (this.close_node) this.close_node.active = true;
|
||||
this.cacheLabels();
|
||||
this.refresh();
|
||||
}
|
||||
|
||||
/**
|
||||
* 绑定静态预览数据(卡牌点击查看)。
|
||||
* 通过 HeroInfo/CardPoolList 配置 × 等级计算初始值,不绑定 ECS 实体。
|
||||
*/
|
||||
bindPreviewData(heroUuid: number, heroLv: number, poolLv: number, isSkillCard: boolean = false, isEquipCard: boolean = false) {
|
||||
this.isPreview = true;
|
||||
this.previewUuid = heroUuid;
|
||||
this.previewLv = heroLv;
|
||||
this.previewPoolLv = poolLv;
|
||||
this.isSkillCard = isSkillCard;
|
||||
this.isEquipCard = isEquipCard;
|
||||
if (this.sell_node) this.sell_node.active = false;
|
||||
if (this.close_node) this.close_node.active = true;
|
||||
this.cacheLabels();
|
||||
this.refresh();
|
||||
}
|
||||
|
||||
/**
|
||||
* 刷新显示:
|
||||
* 1. 根据英雄等级切换高级 / 普通边框。
|
||||
* 2. 若英雄 UUID 发生变化,重新加载 idle 动画。
|
||||
* 3. 更新 AP / HP 数值标签。
|
||||
*/
|
||||
refresh() {
|
||||
if (this.isPreview) {
|
||||
this.refreshPreview();
|
||||
return;
|
||||
}
|
||||
if (!this.model) return;
|
||||
|
||||
// ---- 卡牌等级显示 ----
|
||||
if (this.lv_node) {
|
||||
const currentLv = this.model.lv ?? 1;
|
||||
this.lv_node.string = `Lv.${currentLv}`;
|
||||
this.lv_node.color = getLvColor(currentLv);
|
||||
}
|
||||
|
||||
// ---- 卡池等级标识 ----
|
||||
const kindName = CKind[CKind.Hero];
|
||||
if (this.BG_node) {
|
||||
this.BG_node.children.forEach(child => {
|
||||
child.active = (child.name === kindName);
|
||||
const bg = child.getComponent(CardBgComp);
|
||||
if (bg) child.active ? bg.apply(this.model.base_card_lv ?? this.model.card_lv ?? 1) : bg.clear();
|
||||
});
|
||||
}
|
||||
|
||||
// ---- 图标动画(仅在 UUID 变化时重新加载) ----
|
||||
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);
|
||||
}
|
||||
|
||||
// ---- 名字标签 ----
|
||||
if (this.nameLabel) {
|
||||
this.nameLabel.string = this.model.hero_name ?? "";
|
||||
}
|
||||
|
||||
// ---- 技能信息标签 ----
|
||||
if (this.infoLabel) {
|
||||
const heroData = HeroInfo[heroUuid];
|
||||
if (heroData) {
|
||||
this.renderHeroInfoLines(heroData);
|
||||
} else {
|
||||
this.renderFallbackLines("");
|
||||
}
|
||||
}
|
||||
|
||||
// ---- 数值标签 ----
|
||||
// 攻击力显示最终值(含计时 buff 修饰),实时反映药水等限时强化
|
||||
if (this.apLabel) {
|
||||
const currentAp = Math.max(0, Math.floor(this.model.getFinalAp()));
|
||||
const baseAp = Math.max(0, Math.floor(this.model.base_ap ?? 0));
|
||||
this.apLabel.string = `${currentAp}`;
|
||||
if (this.apPlusLabel) {
|
||||
const diff = currentAp - baseAp;
|
||||
if (diff !== 0) {
|
||||
this.apPlusLabel.string = diff > 0 ? `(+${diff})` : `(${diff})`;
|
||||
this.apPlusLabel.node.active = true;
|
||||
} else {
|
||||
this.apPlusLabel.node.active = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (this.hpLabel) {
|
||||
const currentHp = Math.max(0, Math.floor(this.model.getFinalHpMax()));
|
||||
const baseHp = Math.max(0, Math.floor(this.model.base_hp ?? 0));
|
||||
this.hpLabel.string = `${currentHp}`;
|
||||
if (this.hpPlusLabel) {
|
||||
const diff = currentHp - baseHp;
|
||||
if (diff !== 0) {
|
||||
this.hpPlusLabel.string = diff > 0 ? `(+${diff})` : `(${diff})`;
|
||||
this.hpPlusLabel.node.active = true;
|
||||
} else {
|
||||
this.hpPlusLabel.node.active = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (this.cdLabel) {
|
||||
const skillIds = this.model.getSkillIds();
|
||||
const displaySkillId = skillIds[1] ?? skillIds[0] ?? 0;
|
||||
if (displaySkillId) {
|
||||
const effectiveCd = this.model.getEffectiveSkillCd(displaySkillId);
|
||||
this.cdLabel.string = effectiveCd > 0 ? `${effectiveCd.toFixed(1)}s` : "0s";
|
||||
} else {
|
||||
this.cdLabel.string = "0s";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 检测绑定的英雄实体是否仍存活。
|
||||
* 通过检查 model 上的 ent 引用判断 ECS 实体是否已被回收。
|
||||
*/
|
||||
isModelAlive(): boolean {
|
||||
return !!(this.model as any)?.ent;
|
||||
}
|
||||
|
||||
/**
|
||||
* 逐条展示英雄能力说明:infos 每项一行(自动加 Lv 前缀,Lv 着色)。
|
||||
* 复用预制体首条 Label,其余按需创建/隐藏,避免频繁增删节点。
|
||||
* 未配置 infos 时(如怪物)回退为单行 buildSkillDesc 描述。
|
||||
* @param hero 英雄静态配置
|
||||
*/
|
||||
private renderHeroInfoLines(hero: heroInfo) {
|
||||
if (!this.infoLabel) return;
|
||||
const hasInfos = !!(hero.infos?.length);
|
||||
const count = hasInfos ? hero.infos!.length : 1;
|
||||
|
||||
// 按需扩容 Label 池(克隆首条保持样式一致)
|
||||
for (let i = this.infoLineLabels.length; i < count; i++) {
|
||||
const node = new Node(`info_${i}`);
|
||||
node.layer = this.info_node.layer;
|
||||
this.info_node.addChild(node);
|
||||
const label = node.addComponent(Label);
|
||||
label.fontSize = this.infoLabel.fontSize;
|
||||
label.lineHeight = this.infoLabel.lineHeight;
|
||||
label.horizontalAlign = Label.HorizontalAlign.LEFT;
|
||||
label.verticalAlign = Label.VerticalAlign.TOP;
|
||||
label.color = this.infoLabel.color;
|
||||
this.infoLineLabels.push(label);
|
||||
}
|
||||
|
||||
for (let i = 0; i < this.infoLineLabels.length; i++) {
|
||||
const label = this.infoLineLabels[i];
|
||||
if (i < count) {
|
||||
label.node.active = true;
|
||||
if (hasInfos) {
|
||||
label.string = `Lv${i + 1}. ${hero.infos![i]}`;
|
||||
// 无富文本时用白色突出 Lv 前缀外的正文,保持简洁
|
||||
label.color = this.infoLabel.color;
|
||||
} else {
|
||||
label.string = buildSkillDesc(hero);
|
||||
}
|
||||
} else {
|
||||
label.node.active = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 单行文本展示(技能卡/无配置英雄):隐藏逐条 Label 池,只保留首行。
|
||||
* @param text 展示文本
|
||||
*/
|
||||
private renderFallbackLines(text: string) {
|
||||
if (!this.infoLabel) return;
|
||||
this.infoLabel.node.active = true;
|
||||
this.infoLabel.string = text;
|
||||
for (let i = 1; i < this.infoLineLabels.length; i++) {
|
||||
this.infoLineLabels[i].node.active = false;
|
||||
}
|
||||
}
|
||||
|
||||
// ======================== 内部工具方法 ========================
|
||||
|
||||
/** 缓存 AP / HP Label 引用,避免每次刷新都遍历节点树 */
|
||||
private cacheLabels() {
|
||||
if (!this.nameLabel && this.Name_node) {
|
||||
this.nameLabel = this.Name_node.getComponent(Label) || this.Name_node.getComponentInChildren(Label);
|
||||
}
|
||||
if (!this.infoLabel && this.info_node) {
|
||||
this.infoLabel = this.info_node.getComponentInChildren(Label);
|
||||
if (!this.infoLabel) {
|
||||
const child = new Node("info_0");
|
||||
child.layer = this.info_node.layer;
|
||||
this.info_node.addChild(child);
|
||||
this.infoLabel = child.addComponent(Label);
|
||||
this.infoLabel.fontSize = 20;
|
||||
this.infoLabel.lineHeight = 28;
|
||||
this.infoLabel.horizontalAlign = Label.HorizontalAlign.LEFT;
|
||||
this.infoLabel.verticalAlign = Label.VerticalAlign.TOP;
|
||||
}
|
||||
// 垂直 Layout 让多条 Label 自动逐行排布
|
||||
let layout = this.info_node.getComponent(Layout);
|
||||
if (!layout) layout = this.info_node.addComponent(Layout);
|
||||
layout.type = Layout.Type.VERTICAL;
|
||||
layout.resizeMode = Layout.ResizeMode.CONTAINER;
|
||||
layout.spacingY = 4;
|
||||
this.infoLineLabels = [this.infoLabel];
|
||||
}
|
||||
if (!this.apLabel && this.ap_node) {
|
||||
this.apLabel = this.ap_node.getChildByName("val")?.getComponent(Label) || null;
|
||||
this.apPlusLabel = this.ap_node.getChildByName("plus")?.getComponent(Label) || null;
|
||||
}
|
||||
if (!this.hpLabel && this.hp_node) {
|
||||
this.hpLabel = this.hp_node.getChildByName("val")?.getComponent(Label) || null;
|
||||
this.hpPlusLabel = this.hp_node.getChildByName("plus")?.getComponent(Label) || null;
|
||||
}
|
||||
if (!this.cdLabel && this.cd_node) {
|
||||
this.cdLabel = this.cd_node.getChildByName("val")?.getComponent(Label) || null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 按节点路径查找 Label 组件
|
||||
* @param path 从当前节点开始的子节点名称路径数组
|
||||
* @returns 找到的 Label 组件,或 null
|
||||
*/
|
||||
private findLabelByPath(path: string[]): Label | null {
|
||||
let current: Node | null = this.node;
|
||||
for (let i = 0; i < path.length; i++) {
|
||||
current = current?.getChildByName(path[i]) ?? null;
|
||||
if (!current) return null;
|
||||
}
|
||||
return current.getComponent(Label) || current.getComponentInChildren(Label);
|
||||
}
|
||||
|
||||
// ======================== 英雄动画 ========================
|
||||
|
||||
/**
|
||||
* 为英雄图标加载 idle 动画剪辑,提取首帧 SpriteFrame 静止展示。
|
||||
* 不经 Animation 组件采样,零运行时开销;帧名各异也无需关心。
|
||||
* @param node 图标节点
|
||||
* @param uuid 英雄 UUID
|
||||
* @param token 视觉令牌
|
||||
*/
|
||||
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) return;
|
||||
const path = `game/heros/hero/${hero.path}/idle`;
|
||||
resources.load(path, AnimationClip, (err, clip) => {
|
||||
if (err || !clip) return;
|
||||
if (token !== this.iconVisualToken) return;
|
||||
if (this.isPreview) {
|
||||
if (this.previewUuid !== uuid) return;
|
||||
} else {
|
||||
if (!this.model || this.model.hero_uuid !== uuid) return;
|
||||
}
|
||||
// 异步加载期间面板可能已关闭销毁
|
||||
if (!node || !node.isValid) return;
|
||||
const target = node.getComponent(Sprite) || node.getComponentInChildren(Sprite);
|
||||
if (!target || !target.isValid) return;
|
||||
// 帧动画数据存于 spriteFrame 轨道的 _channel._curve._values(裸 SpriteFrame 数组)。
|
||||
// 注:_values 为引擎私有字段,但本版本公开 values getter 反序列化后为空,只能读私有字段取首帧。
|
||||
let firstFrame: SpriteFrame | undefined;
|
||||
for (const track of clip.tracks) {
|
||||
const curve = (track as unknown as { channel?: { curve?: { _values?: unknown[] } } }).channel?.curve;
|
||||
const frame = curve?._values?.[0];
|
||||
if (frame instanceof SpriteFrame) {
|
||||
firstFrame = frame;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (firstFrame) {
|
||||
target.spriteFrame = firstFrame;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 为技能图标加载静态图片。
|
||||
* 图标来源优先级:config.icon > 按 trigger_type 自动取(Interval→SkillSet,Field→FieldSkillSet)。
|
||||
* @param node 图标节点
|
||||
* @param config 卡牌配置
|
||||
* @param token 视觉令牌
|
||||
*/
|
||||
private updateSkillAnimation(node: Node, config: CardConfig, token: number) {
|
||||
if (!node) return;
|
||||
const sprite = node.getComponent(Sprite) || node.getComponentInChildren(Sprite);
|
||||
if (!sprite) return;
|
||||
sprite.spriteFrame = null;
|
||||
|
||||
// 优先使用卡牌自定义 icon;未定义则按 trigger_type 自动取
|
||||
let iconId: string | undefined = config.icon;
|
||||
if (!iconId) {
|
||||
if (config.trigger_type === CardTriggerType.Interval) {
|
||||
iconId = config.skill ? SkillSet[config.skill]?.icon : undefined;
|
||||
} else if (config.trigger_type === CardTriggerType.Field) {
|
||||
const fieldUuid = config.field?.[0]?.uuid;
|
||||
iconId = fieldUuid ? FieldSkillSet[fieldUuid]?.icon : undefined;
|
||||
}
|
||||
}
|
||||
if (!iconId) return;
|
||||
|
||||
// 与 CardComp / SCardComp 一致:仅信任全局缓存的 uiconsAtlas
|
||||
if (smc.uiconsAtlas) {
|
||||
const frame = smc.uiconsAtlas.getSpriteFrame(iconId);
|
||||
if (token === this.iconVisualToken) {
|
||||
sprite.spriteFrame = frame || null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ======================== 交互 ========================
|
||||
|
||||
private bindEvents() {
|
||||
this.sell_node?.on(Button.EventType.CLICK, this.onSellHero, this);
|
||||
this.close_node?.on(Button.EventType.CLICK, this.onClosePanel, this);
|
||||
// this.node.on(NodeEventType.TOUCH_END, this.onOpenIBox, this);
|
||||
// 监听全局触摸结束:点击本体节点以外区域时关闭面板
|
||||
input.on(Input.EventType.TOUCH_END, this.onGlobalTouchEnd, this);
|
||||
}
|
||||
|
||||
private unbindEvents() {
|
||||
if (this.sell_node && this.sell_node.isValid) {
|
||||
this.sell_node.off(Button.EventType.CLICK, this.onSellHero, this);
|
||||
}
|
||||
if (this.close_node && this.close_node.isValid) {
|
||||
this.close_node.off(Button.EventType.CLICK, this.onClosePanel, this);
|
||||
}
|
||||
// if (this.node && this.node.isValid) {
|
||||
// this.node.off(NodeEventType.TOUCH_END, this.onOpenIBox, this);
|
||||
// }
|
||||
input.off(Input.EventType.TOUCH_END, this.onGlobalTouchEnd, this);
|
||||
}
|
||||
|
||||
/**
|
||||
* 全局触摸结束处理:点击落点不在本体节点包围盒内时关闭面板。
|
||||
* Why: 弹窗常见的"点击空白处关闭"交互,用全局 input + 包围盒命中检测实现,
|
||||
* 无需额外遮罩节点,也不会误关面板内部(含子按钮)的点击。
|
||||
* @param event 全局触摸事件
|
||||
*/
|
||||
private onGlobalTouchEnd(event: EventTouch) {
|
||||
if (this.isClosing) return;
|
||||
const transform = this.node.getComponent(UITransform);
|
||||
if (!transform) {
|
||||
// 缺少 UITransform 时保守处理为关闭
|
||||
this.onClosePanel();
|
||||
return;
|
||||
}
|
||||
const worldRect = transform.getBoundingBoxToWorld();
|
||||
const uiPos = event.getUILocation();
|
||||
if (!worldRect.contains(uiPos)) {
|
||||
this.onClosePanel();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 点击关闭按钮时关闭英雄信息面板
|
||||
*/
|
||||
private onClosePanel() {
|
||||
if (this.isClosing) return;
|
||||
this.isClosing = true;
|
||||
oops.gui.remove(UIID.HInfo);
|
||||
}
|
||||
|
||||
/**
|
||||
* 点击面板时打开英雄详情弹窗(IBox)。
|
||||
* 传入英雄 UUID、等级和技能列表。
|
||||
*/
|
||||
private onOpenIBox() {
|
||||
// if (this.isClosing) return;
|
||||
// if (!this.model) return;
|
||||
// if (!this.isModelAlive()) return;
|
||||
// const heroUuid = this.model.hero_uuid ?? 0;
|
||||
// if (!heroUuid || !HeroInfo[heroUuid]) return;
|
||||
// const heroLv = Math.max(1, Math.floor(this.model.lv ?? 1));
|
||||
|
||||
// this.isClosing = true;
|
||||
// oops.gui.remove(UIID.HInfo); // 打开 IBox 前关闭自身
|
||||
// oops.gui.remove(UIID.IBox);
|
||||
// oops.gui.open(UIID.IBox, {
|
||||
// heroUuid,
|
||||
// heroLv,
|
||||
// skills: this.model.skills
|
||||
// });
|
||||
}
|
||||
|
||||
/**
|
||||
* 出售英雄:通过 Hero.removeByEid 移除 ECS 实体,
|
||||
* 并关闭详情弹窗。
|
||||
*/
|
||||
private onSellHero(event?: Event) {
|
||||
if (this.isClosing) return;
|
||||
if (!this.eid) return;
|
||||
const heroLv = Math.max(1, Math.floor(this.model?.lv ?? 1));
|
||||
const removed = Hero.removeByEid(this.eid);
|
||||
mLogger.log(this.debugMode, "HInfoComp", "onSellHero", {
|
||||
eid: this.eid,
|
||||
heroLv,
|
||||
isAlive: this.isModelAlive(),
|
||||
removed
|
||||
});
|
||||
if (!removed) return;
|
||||
|
||||
// 使用统一经济管理入口出售英雄(按等级计算卖价)
|
||||
MissionEconomy.executeSellHero(heroLv);
|
||||
|
||||
// 派发英雄出售事件,通知 MissionCardComp 更新场上英雄数量
|
||||
oops.message.dispatchEvent(GameEvent.HeroSell, { eid: this.eid });
|
||||
|
||||
this.isClosing = true;
|
||||
oops.gui.remove(UIID.HInfo);
|
||||
}
|
||||
|
||||
/** ECS 组件移除时的释放钩子:重置绑定状态 */
|
||||
reset() {
|
||||
this.iconVisualToken = 0;
|
||||
this.iconHeroUuid = 0;
|
||||
this.model = null;
|
||||
this.eid = 0;
|
||||
this.isPreview = false;
|
||||
this.previewUuid = 0;
|
||||
this.previewLv = 1;
|
||||
this.previewPoolLv = 1;
|
||||
}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "a832f87d-c91f-4b24-ad64-47eb59d658a7",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -121,7 +121,7 @@ export class HeroMoreCom extends Component {
|
||||
this.closeSelf();
|
||||
return;
|
||||
}
|
||||
// 按 eid 查找英雄实体(与 HInfoComp 口径一致)
|
||||
// 按 eid 查找英雄实体
|
||||
let foundModel: HeroAttrsComp | null = null;
|
||||
ecs.query(ecs.allOf(HeroAttrsComp)).forEach((entity: ecs.Entity) => {
|
||||
if (entity.eid === eid) {
|
||||
|
||||
@@ -9,12 +9,10 @@
|
||||
* 2. **金币费用管理** —— 抽卡费用(refreshCost)的扣除。
|
||||
* 3. **英雄数量由机制固定** —— 开局 3 次免费三选一召唤满 3 个英雄,玩家无法扩充,
|
||||
* UseHeroCard 事件的 guard 入口保留但不再做满员拦截。
|
||||
* 4. **场上英雄信息面板(HInfoComp 列表)同步** ——
|
||||
* 英雄上场时实例化面板,死亡时移除,定时刷新属性显示。
|
||||
* 5. **特殊卡执行** —— 处理英雄升级卡(SpecialUpgrade,按 UUID 精确升级)和
|
||||
* 4. **特殊卡执行** —— 处理英雄升级卡(SpecialUpgrade,按 UUID 精确升级)和
|
||||
* 英雄刷新卡(SpecialRefresh)。
|
||||
* 6. **准备/战斗阶段切换** —— 控制卡牌面板的 展开/收起 动画。
|
||||
* 7. **战前英雄限定** —— 仅开局提供 3 次免费三选一,showHeros 按钮初始即永久隐藏,
|
||||
* 5. **准备/战斗阶段切换** —— 控制卡牌面板的 展开/收起 动画。
|
||||
* 6. **战前英雄限定** —— 仅开局提供 3 次免费三选一,showHeros 按钮初始即永久隐藏,
|
||||
* 后续不再提供手动插卡入口。
|
||||
*
|
||||
* 关键设计:
|
||||
@@ -33,7 +31,6 @@
|
||||
*
|
||||
* 依赖:
|
||||
* - CHeroComp —— 单卡槽位
|
||||
* - HInfoComp —— 英雄信息面板
|
||||
* - CardSet 模块 —— 卡池配置、抽卡规则、特殊卡数据
|
||||
* - HeroAttrsComp —— 英雄属性(升级)
|
||||
* - smc.vmdata.mission_data —— 局内数据(coin / hero_num)
|
||||
|
||||
Reference in New Issue
Block a user