refactor(hero system): 重构英雄升级与卡片展示逻辑

1.  重构英雄升级方法,移除外部传入所需碎片参数,改为从配置表自动读取
2.  简化CardLiteComp.setHeroByUuid,移除卡池等级参数,直接读取英雄静态配置
3.  新增ChipComp.setHeroIconByUuid,重构英雄图标渲染逻辑
4.  新增英雄详情面板的升级功能与碎片展示
5.  新增英雄成长变化的事件监听与面板刷新逻辑
This commit is contained in:
panFD
2026-08-23 16:27:58 +08:00
parent 6eb51c8535
commit fb2c67ccab
6 changed files with 4752 additions and 1064 deletions

File diff suppressed because it is too large Load Diff

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@@ -8,7 +8,7 @@ import { GameEvent } from "./config/GameEvent";
import { GameScoreStats } from "./config/HeroAttrs"; import { GameScoreStats } from "./config/HeroAttrs";
import { mLogger } from "./Logger"; import { mLogger } from "./Logger";
import { gameDataSync } from "./GameDataSync"; import { gameDataSync } from "./GameDataSync";
import { FightSet } from "./config/GameSet"; import { FightSet, HERO_UPGRADE_NEED_FRAGMENTS } from "./config/GameSet";
/** /**
* 用远程数据覆盖本地数据(统一方法) * 用远程数据覆盖本地数据(统一方法)
@@ -351,13 +351,15 @@ export class SingletonModuleComp extends ecs.Comp {
} }
/** /**
* 消耗碎片提升英雄局外等级 * 消耗碎片提升英雄局外等级(内部查表决定所需碎片数)
* @param uuid 英雄模板 uuid * @param uuid 英雄模板 uuid
* @param needFragments 本次升级所需碎片数量(由外部配置表计算 * @returns 是否升级成功(已到满级或碎片不足时返回 false
* @returns 是否升级成功
*/ */
upgradeHero(uuid: number, needFragments: number): boolean { upgradeHero(uuid: number): boolean {
const growth = this.getHeroGrowth(uuid); const growth = this.getHeroGrowth(uuid);
const needFragments = HERO_UPGRADE_NEED_FRAGMENTS[growth.lv + 1];
// 配置表中查不到下一级 = 已到满级
if (needFragments === undefined) return false;
if (growth.fragments < needFragments) return false; if (growth.fragments < needFragments) return false;
growth.fragments -= needFragments; growth.fragments -= needFragments;
growth.lv += 1; growth.lv += 1;

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@@ -112,29 +112,22 @@ export class CardLiteComp extends CCComp {
} }
/** /**
* 便捷方法:通过英雄 UUID 和卡池等级直接设置英雄卡。 * 通过英雄 UUID 直接设置英雄卡(纯展示场景)
* 自动从 CardPoolList 查找匹配的卡牌配置 * 从 HeroInfo 读取静态配置,不再依赖 CardPoolList。
* @param uuid 英雄 UUID * @param uuid 英雄 UUID
* @param cardLv 卡牌等级(默认 1
*/ */
setHeroByUuid(uuid: number, cardLv: number = 1) { setHeroByUuid(uuid: number) {
const card = CardPoolList.find(c => c.uuid === uuid && c.card_lv === cardLv);
if (card) {
this.setData(card);
return;
}
const hero = HeroInfo[uuid]; const hero = HeroInfo[uuid];
if (hero) { if (!hero) return;
this.setData({ this.setData({
uuid: hero.uuid, uuid: hero.uuid,
type: CardType.Hero, type: CardType.Hero,
cost: 5, cost: 0,
weight: 25, weight: 0,
card_lv: cardLv, card_lv: hero.card_lv ?? 1,
kind: CKind.Hero, kind: CKind.Hero,
hero_lv: smc.getHeroOuterLv(hero.uuid) hero_lv: smc.getHeroOuterLv(hero.uuid)
}); });
}
} }
/** 查询当前是否有卡牌数据 */ /** 查询当前是否有卡牌数据 */

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@@ -79,39 +79,35 @@ export class ChipComp extends CCComp {
} }
/** /**
* 便捷方法:通过英雄 UUID 和卡池等级直接设置英雄卡 * 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)
* 自动从 CardPoolList 查找匹配的卡牌配置 * 适用于碎片、头像、图鉴等纯展示场景
* @param uuid 英雄 UUID * @param uuid 英雄 UUID
* @param cardLv 卡牌等级(默认 1
*/ */
setHeroByUuid(uuid: number, cardLv: number = 1) { setHeroIconByUuid(uuid: number) {
const card = CardPoolList.find(c => c.uuid === uuid && c.card_lv === cardLv);
if (card) {
this.setData(card);
return;
}
const hero = HeroInfo[uuid]; const hero = HeroInfo[uuid];
if (hero) { if (!hero) return;
this.setData({ this.cardData = null;
uuid: hero.uuid, this.card_uuid = uuid;
type: CardType.Hero, this.card_type = CardType.Hero;
cost: 0, this.node.active = true;
weight: 0, this.iconVisualToken += 1;
card_lv: cardLv,
kind: CKind.Hero, // 背景:按 HeroInfo.card_lv 应用英雄底框样式
hero_lv: smc.getHeroOuterLv(hero.uuid) if (this.BG_node) {
const cardLv = hero.card_lv ?? 1;
const kindName = CKind[CKind.Hero];
this.BG_node.children.forEach(child => {
child.active = (child.name === kindName);
const bg = child.getComponent(CardBgComp);
if (bg) child.active ? bg.apply(cardLv) : bg.clear();
}); });
} }
}
/** 查询当前是否有卡牌数据 */ // 图标:英雄 idle 动画(带镜像翻转)
hasCard(): boolean { if (this.icon_node) {
return !!this.cardData; this.icon_node.setScale(new Vec3(-1.5, 1.5, 1));
} this.updateHeroAnimation(this.icon_node, uuid, this.iconVisualToken);
}
/** 获取当前卡牌数据 */
getCardData(): CardConfig | null {
return this.cardData;
} }
/** 清空卡牌数据并重置 UI */ /** 清空卡牌数据并重置 UI */

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@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "dc823f36-51eb-405f-8361-7027eb49c8a6",
"files": [],
"subMetas": {},
"userData": {}
}

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@@ -25,8 +25,12 @@ import { mLogger } from "../common/Logger";
import { HeroInfo, HeroList } from "../common/config/heroSet"; import { HeroInfo, HeroList } from "../common/config/heroSet";
import { buildSkillDesc } from "../common/config/HeroSkillDesc"; import { buildSkillDesc } from "../common/config/HeroSkillDesc";
import { CKind } from "../common/config/CardSet"; import { CKind } from "../common/config/CardSet";
import { GameEvent } from "../common/config/GameEvent";
import { HERO_UPGRADE_NEED_FRAGMENTS } from "../common/config/GameSet";
import { CardBgComp } from "./CardBgComp"; import { CardBgComp } from "./CardBgComp";
import { CardLiteComp } from "./CardLiteComp"; import { CardLiteComp } from "./CardLiteComp";
import { ChipComp } from "./ChipComp";
import { smc } from "../common/SingletonModuleComp";
const { property, ccclass } = _decorator; const { property, ccclass } = _decorator;
@@ -41,6 +45,9 @@ export class HerosListComp extends CCComp {
@property(Node) @property(Node)
ap_node = null! ap_node = null!
@property(Node)
def_node = null!
@property(Node) @property(Node)
hp_node = null! hp_node = null!
@@ -69,6 +76,18 @@ export class HerosListComp extends CCComp {
@property(Node) @property(Node)
type_node = null! type_node = null!
/** 升级按钮节点 */
@property(Node)
upgrade_btn = null!
/** 碎片数量显示节点Label */
@property(Node)
fragment_node = null!
/** 碎片图标节点(挂载 ChipComp 用于渲染碎片图标) */
@property(Node)
chip_node = null!
// ======================== 运行时状态 ======================== // ======================== 运行时状态 ========================
huuid: number = 0 huuid: number = 0
@@ -84,15 +103,49 @@ export class HerosListComp extends CCComp {
} }
protected onEnable(): void { protected onEnable(): void {
oops.message.on(GameEvent.HERO_GROWTH_UPDATE, this.onGrowthUpdate, this)
if (this.cards_node && this.cards_node.children.length > 0) { if (this.cards_node && this.cards_node.children.length > 0) {
this.onCardSelect(this.huuid || HeroList[0]) this.onCardSelect(this.huuid || HeroList[0])
} }
} }
protected onDisable(): void {
oops.message.off(GameEvent.HERO_GROWTH_UPDATE, this.onGrowthUpdate, this)
}
private onGrowthUpdate() {
if (this.huuid) {
this.updateHeroDetail(this.huuid)
}
}
closeHeros() { closeHeros() {
this.node.active = false this.node.active = false
} }
/**
* 升级按钮点击回调
* 消耗碎片提升英雄局外等级,成功后刷新详情面板
*/
onUpgradeClick() {
const uuid = this.huuid
if (!uuid) return
const success = smc.upgradeHero(uuid)
if (success) {
mLogger.log(this.debugMode, "HerosListComp", `英雄 ${uuid} 升级成功`)
this.updateHeroDetail(uuid)
} else {
const growth = smc.getHeroGrowth(uuid)
const need = HERO_UPGRADE_NEED_FRAGMENTS[growth.lv + 1]
mLogger.log(this.debugMode, "HerosListComp", `英雄 ${uuid} 升级失败`, {
currentLv: growth.lv,
fragments: growth.fragments,
needFragments: need ?? "MAX",
})
}
}
// ======================== 卡片列表 ======================== // ======================== 卡片列表 ========================
private initCardList() { private initCardList() {
@@ -136,7 +189,7 @@ export class HerosListComp extends CCComp {
}) })
const comp = cardNode.getComponent(CardLiteComp) || cardNode.addComponent(CardLiteComp) const comp = cardNode.getComponent(CardLiteComp) || cardNode.addComponent(CardLiteComp)
comp.setHeroByUuid(uuid, hero.card_lv ?? 1) comp.setHeroByUuid(uuid)
comp.onClickCallback = (cardComp: CardLiteComp) => { comp.onClickCallback = (cardComp: CardLiteComp) => {
this.onCardSelect(uuid) this.onCardSelect(uuid)
this.highlightCard(cardNode) this.highlightCard(cardNode)
@@ -197,6 +250,7 @@ export class HerosListComp extends CCComp {
const suffix = heroLv >= 2 ? "★".repeat(heroLv - 1) : "" const suffix = heroLv >= 2 ? "★".repeat(heroLv - 1) : ""
this.setLabelText(this.name_node, `${suffix}${hero.name || ""}${suffix}`) this.setLabelText(this.name_node, `${suffix}${hero.name || ""}${suffix}`)
this.setLabelText(this.ap_node, `${(hero.ap ?? 0) * heroLv}`) this.setLabelText(this.ap_node, `${(hero.ap ?? 0) * heroLv}`)
this.setLabelText(this.def_node, `${(hero.def ?? 0) * heroLv}`)
this.setLabelText(this.hp_node, `${(hero.hp ?? 0) * heroLv}`) this.setLabelText(this.hp_node, `${(hero.hp ?? 0) * heroLv}`)
this.updateCdDisplay(hero) this.updateCdDisplay(hero)
@@ -213,6 +267,7 @@ export class HerosListComp extends CCComp {
this.updateLvDisplay(hero) this.updateLvDisplay(hero)
this.updateTypeDisplay(hero) this.updateTypeDisplay(hero)
this.updateHeroAnimation(uuid) this.updateHeroAnimation(uuid)
this.updateGrowthPanel(uuid)
} }
private updatePoolLvBg(poolLv: number) { private updatePoolLvBg(poolLv: number) {
@@ -261,6 +316,38 @@ export class HerosListComp extends CCComp {
}) })
} }
/**
* 更新局外成长面板:碎片数量与升级按钮状态
* @param uuid 英雄模板 uuid
*/
private updateGrowthPanel(uuid: number) {
const growth = smc.getHeroGrowth(uuid)
const needFragments = HERO_UPGRADE_NEED_FRAGMENTS[growth.lv + 1]
const isMaxLv = needFragments === undefined
// 碎片数量显示:当前拥有 / 下一级所需(满级时显示 MAX
if (this.fragment_node) {
const fragmentText = isMaxLv
? `${growth.fragments} / MAX`
: `${growth.fragments} / ${needFragments}`
this.setLabelText(this.fragment_node, fragmentText)
}
// 碎片图标:使用 ChipComp 渲染英雄图标(自动读取 HeroInfo 配置)
if (this.chip_node) {
const chipComp = this.chip_node.getComponent(ChipComp) || this.chip_node.addComponent(ChipComp)
chipComp.setHeroIconByUuid(uuid)
}
// 升级按钮状态:未满级且碎片足够时可用
if (this.upgrade_btn) {
const canUpgrade = !isMaxLv && growth.fragments >= needFragments
this.upgrade_btn.active = true
const btnComp = this.upgrade_btn.getComponent("cc.Button") as import("cc").Button | null
if (btnComp) btnComp.interactable = canUpgrade
}
}
// ======================== 英雄动画 ======================== // ======================== 英雄动画 ========================
private updateHeroAnimation(uuid: number) { private updateHeroAnimation(uuid: number) {