4 Commits

Author SHA1 Message Date
pan
0649d42a25 feat: 新增3个UI预制体并优化现有UI元素边框配置
1. 新增wbox、SInfoBox、SOInfoBox三个UI预制体资源
2. 调整aui.plist、ui5.plist、ui3.plist中的元素边框参数
3. 精简button.prefab的冗余组件与节点配置
2026-08-26 10:40:54 +08:00
pan
aca32fd5c8 refactor: 移除技能卡牌系统相关代码和资源
1. 删除MSkillBoxComp组件文件及对应的meta配置
2. 从UI配置中移除SkillBox相关注册项
3. 删除MSkillBox.prefab及其meta配置
4. 新增winbox和winboxbg弹窗预制体资源
5. 优化CardLiteComp的注释描述
2026-08-26 09:39:46 +08:00
pan
d4499d2154 refactor(ui): 移除卡牌槽组件CardComp及关联资源
1.  移除了CardComp.ts主文件和对应的prefab、meta配置文件
2.  更新了GameEvent.ts中的事件注释,修正了CardSelected和CardUsed的载荷类型描述
2026-08-26 09:34:01 +08:00
pan
8b9f940291 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
2026-08-26 09:24:41 +08:00
30 changed files with 5866 additions and 32650 deletions

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@@ -2418,8 +2418,8 @@
"rawHeight": 44,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"borderLeft": 22,
"borderRight": 22,
"packable": true,
"pixelsToUnit": 100,
"pivotX": 0.5,

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@@ -2,12 +2,12 @@
"ver": "1.1.50",
"importer": "prefab",
"imported": true,
"uuid": "053b0528-ec69-4ff8-85d7-99f128440121",
"uuid": "b7be58dc-34fa-4307-bcd3-d712cd7aadd7",
"files": [
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],
"subMetas": {},
"userData": {
"syncNodeName": "MSkillBox"
"syncNodeName": "SInfoBox"
}
}

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@@ -0,0 +1,13 @@
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"imported": true,
"uuid": "8c1e0e41-6db0-4b9e-a408-1b52707d2524",
"files": [
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],
"subMetas": {},
"userData": {
"syncNodeName": "SOInfoBox"
}
}

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@@ -0,0 +1,498 @@
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@@ -2,12 +2,12 @@
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@@ -2,12 +2,12 @@
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}

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@@ -0,0 +1,13 @@
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"borderLeft": 40,
"borderRight": 40,
"packable": true,
"pixelsToUnit": 100,
"pivotX": 0.5,
@@ -2370,10 +2370,10 @@
"height": 142,
"rawWidth": 80,
"rawHeight": 142,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"borderTop": 79,
"borderBottom": 63,
"borderLeft": 40,
"borderRight": 40,
"packable": true,
"pixelsToUnit": 100,
"pivotX": 0.5,
@@ -2416,10 +2416,10 @@
"height": 142,
"rawWidth": 80,
"rawHeight": 142,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"borderTop": 79,
"borderBottom": 63,
"borderLeft": 40,
"borderRight": 40,
"packable": true,
"pixelsToUnit": 100,
"pivotX": 0.5,

View File

@@ -5868,8 +5868,8 @@
"rawHeight": 25,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"borderLeft": 27,
"borderRight": 25,
"packable": true,
"pixelsToUnit": 100,
"pivotX": 0.5,

View File

@@ -20,9 +20,9 @@ export enum GameEvent {
CastSkill = "CastSkill",
CardsClose = "CardsClose",
CardRefresh = "CardRefresh",
/** 单张卡牌被点击选中(payload 为被点击的 CardComp 实例,用于其他卡牌联动隐藏 call_btn) */
/** 单张卡牌被点击选中(payload 为被点击的 CHeroComp 实例,用于其他卡牌联动隐藏 call_btn) */
CardSelected = "CardSelected",
/** 单张卡牌被成功使用(payload 为该卡槽组件实例 CardComp / SCardComp,用于 MissionCardComp 补卡) */
/** 单张卡牌被成功使用(payload 为该卡槽组件实例 CHeroComp / SCardComp,用于 MissionCardComp 补卡) */
CardUsed = "CardUsed",
UseHeroCard = "UseHeroCard",
UseSkillCard = "UseSkillCard",

View File

@@ -23,9 +23,6 @@ export enum UIID {
// Heros,
// Talents,
Mission,
HInfo,
/** 技能卡牌系统核心控制器 */
SkillBox,
}
/** 打开界面方式的配置数据 */
@@ -41,7 +38,5 @@ export var UIConfigData: { [key: number]: UIConfig } = {
// [UIID.Heros]: { layer: LayerType.UI, prefab: "gui/element/heros" },
// [UIID.Talents]: { layer: LayerType.UI, prefab: "gui/element/talents" },
[UIID.Mission]: { layer: LayerType.UI, prefab: "gui/element/mission" },
[UIID.HInfo]: { layer: LayerType.UI, prefab: "gui/element/hnode" },
[UIID.SkillBox]: { layer: LayerType.UI, prefab: "gui/element/skillbox" },
}

View File

@@ -475,8 +475,7 @@ export class CHeroComp extends CCComp {
}
/**
* 为英雄图标加载 idle 动画剪辑,提取首帧 SpriteFrame 静止展示。
* 与 HInfoComp 的 updateHeroAnimation 一致,零运行时开销。
* 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。
* @param node 图标节点
* @param uuid 英雄 UUID
* @param token 视觉令牌

File diff suppressed because it is too large Load Diff

View File

@@ -1 +0,0 @@
{"ver":"4.0.24","importer":"typescript","imported":true,"uuid":"c4842465-1171-41b1-85ab-66922e63d734","files":[],"subMetas":{},"userData":{}}

View File

@@ -8,7 +8,7 @@
* 3. 点击卡牌时通过事件通知父组件(HerosListComp)切换选中英雄详情。
*
* 关键设计:
* - 轻量版 CardComp,仅用于英雄展示,无拖拽使用、无锁定、无费用扣除等交互。
* - 轻量展示组件,仅用于英雄展示,无拖拽使用、无锁定、无费用扣除等交互。
* - 英雄卡图标加载 idle 动画剪辑并提取首帧静态展示。
* - 通过 iconVisualToken 防止异步加载竞态。
*

View File

@@ -1,715 +0,0 @@
/**
* @file HInfoComp.ts
* @description 场上英雄信息卡片组件(UI 视图层)
*
* 职责:
* 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)。
* 2. 由 MissionCardComp.ensureHeroInfoPanel() 在英雄上场时实例化并绑定数据。
* 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)。
*
* 关键设计:
* - 通过 bindData(eid, model) 将组件与某个英雄 ECS 实体绑定。
* - refresh() 被 MissionCardComp 定时调用以同步实时属性变化。
* - iconVisualToken 机制与 CardComp 一致,用于异步动画加载的竞态保护。
* - isModelAlive() 检测绑定的英雄实体是否仍存活(ECS ent 引用是否有效)。
*
* 依赖:
* - HeroAttrsComp —— 英雄属性数据模型
* - HeroInfo(heroSet)—— 英雄静态配置
* - Hero —— 英雄 ECS 实体类(用于出售删除)
* - UIID.IBox —— 英雄详情弹窗 ID
*/
import { _decorator, AnimationClip, Button, Event, EventTouch, Input, Label, Layout, Node, NodeEventType, Sprite, UITransform, input, resources, CCInteger, SpriteFrame } 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, HeroInfo } from "../common/config/heroSet";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { smc } from "../common/SingletonModuleComp";
import { Hero } from "../hero/Hero";
import { FieldSkillType, FieldSkillSet } from "../common/config/SkillSet";
import { buildSkillDesc } from "../common/config/HeroSkillDesc";
import { GameEvent } from "../common/config/GameEvent";
import { oops } from "db://oops-framework/core/Oops";
import { UIID } from "../common/config/GameUIConfig";
import { mLogger } from "../common/Logger";
import { MissionHeroComp } from "./MissionHeroComp";
import { MoveComp } from "../hero/MoveComp";
import { FacSet, getLvColor } from "../common/config/GameSet";
import { CKind, CardPoolList, CardConfig, CardTriggerType } from "../common/config/CardSet";
import { SkillCardList } from "../common/config/SCardSet";
import { EquipPoolList } from "../common/config/EquipSet";
import { SkillSet } from "../common/config/SkillSet";
import { CardBgComp } from "./CardBgComp";
import { MissionEconomy } from "./MissionEconomy";
const { property, ccclass } = _decorator;
/**
* HInfoComp —— 场上英雄信息面板视图组件
*
* 每个实例对应一个出战英雄,在卡牌面板下方横向排列。
* 实时显示英雄的 AP / HP 和 idle 动画图标。
*/
@ccclass('HInfoComp')
@ecs.register('HInfoComp', false)
export class HInfoComp extends CCComp {
/** 英雄 idle 动画图标节点 */
@property(Node)
icon_node = null!
/** 技能图标节点 */
@property(Node)
skill_icon_node = null!
/** 出售按钮节点 */
@property(Node)
sell_node = null!
/** 卡牌背景底框节点(按卡池等级切换子节点显示) */
@property(Node)
BG_node = null!
/** 关闭窗口按钮节点 */
@property(Node)
close_node = null!
/** 英雄名字节点 */
@property(Node)
Name_node = null!
/** 技能信息节点 */
@property(Node)
info_node = null!
@property(Label)
lv_node: Label = null!
@property(Node)
ap_node = null!
@property(Node)
hp_node = null!
@property(Node)
cd_node = null!
/** 绑定的英雄 ECS 实体 ID */
private eid: number = 0;
/** 绑定的英雄属性数据模型引用 */
private model: HeroAttrsComp | null = null;
/** 是否为静态预览模式(卡牌点击查看,非场上英雄) */
private isPreview: boolean = false;
/** 静态预览数据 */
private previewUuid: number = 0;
private previewLv: number = 1;
private previewPoolLv: number = 1;
private isSkillCard: boolean = false;
/** 是否为装备卡预览(决定从 EquipPoolList 查询配置) */
private isEquipCard: boolean = false;
/** 英雄名字标签缓存引用 */
private nameLabel: Label | null = null;
/** 技能信息标签缓存引用 */
private infoLabel: Label | null = null;
/** infos 逐条展示的 Label 池(索引0复用预制体 Label,其余动态创建) */
private infoLineLabels: Label[] = [];
/** AP 标签缓存引用 */
private apLabel: Label | null = null;
/** AP 加成标签缓存引用 */
private apPlusLabel: Label | null = null;
/** HP 标签缓存引用 */
private hpLabel: Label | null = null;
/** HP 加成标签缓存引用 */
private hpPlusLabel: Label | null = null;
/** CD 标签缓存引用 */
private cdLabel: Label | null = null;
/** 图标视觉令牌(异步加载竞态保护) */
private iconVisualToken: number = 0;
/** 当前显示的英雄 UUID(避免相同 UUID 重复加载动画) */
private iconHeroUuid: number = 0;
/** 调试日志开关 */
private debugMode: boolean = true;
onLoad() {
this.cacheLabels();
this.bindEvents();
}
onAdded(args: { eid?: number; heroUuid?: number; heroLv?: number; poolLv?: number; isSkillCard?: boolean, isEquipCard?: boolean }) {
if (args?.heroUuid) {
this.bindPreviewData(args.heroUuid, args.heroLv ?? 1, args.poolLv ?? 1, args.isSkillCard ?? false, args.isEquipCard ?? false);
return;
}
const eid = args?.eid ?? 0;
if (!eid) return;
let foundModel: HeroAttrsComp | null = null;
ecs.query(ecs.allOf(HeroAttrsComp)).forEach((entity: ecs.Entity) => {
if (entity.eid === eid) {
foundModel = entity.get(HeroAttrsComp);
}
});
if (foundModel) {
this.bindData(eid, foundModel);
} else {
this.isClosing = true;
oops.gui.remove(UIID.HInfo);
}
}
/**
* 静态预览模式刷新:从 HeroInfo 配置读取初始数据。
*/
private refreshPreview() {
const heroUuid = this.previewUuid;
const heroLv = Math.max(1, this.previewLv);
// 技能卡无等级概念,隐藏等级节点;英雄卡显示等级
if (this.lv_node) {
if (this.isSkillCard) {
this.lv_node.node.active = false;
} else {
this.lv_node.node.active = true;
this.lv_node.string = `Lv.${heroLv}`;
this.lv_node.color = getLvColor(heroLv);
}
}
const kindName = this.isSkillCard ? CKind[CKind.Skill] : CKind[CKind.Hero];
if (this.BG_node) {
this.BG_node.children.forEach(child => {
child.active = (child.name === kindName);
const bg = child.getComponent(CardBgComp);
if (bg) child.active ? bg.apply(this.previewPoolLv) : bg.clear();
});
}
if (this.isSkillCard) {
// ================= 技能卡预览 =================
// 互斥:技能卡只显示技能图标,隐藏英雄图标
if (this.icon_node) this.icon_node.active = false;
if (this.skill_icon_node) this.skill_icon_node.active = true;
// 根据来源从对应卡池查询配置
const config = this.isEquipCard
? EquipPoolList.find(c => c.uuid === heroUuid)
: (SkillCardList.find(c => c.uuid === heroUuid) ?? CardPoolList.find(c => c.uuid === heroUuid));
if (!config) return;
if (this.nameLabel) this.nameLabel.string = config.name ?? "";
if (this.apLabel) {
this.apLabel.string = "-";
if (this.apPlusLabel) this.apPlusLabel.node.active = false;
}
if (this.hpLabel) {
this.hpLabel.string = "-";
if (this.hpPlusLabel) this.hpPlusLabel.node.active = false;
}
if (this.infoLabel) {
this.renderFallbackLines(config.info ?? "");
}
if (this.cdLabel) {
this.cdLabel.string = config.t_inv ? `${config.t_inv}s` : "0s";
}
// 更新技能图标
if (heroUuid !== this.iconHeroUuid) {
this.iconHeroUuid = heroUuid;
this.iconVisualToken += 1;
this.updateSkillAnimation(this.skill_icon_node, config, this.iconVisualToken);
}
} else {
// ================= 英雄卡预览 =================
// 互斥:英雄卡只显示英雄图标,隐藏技能图标
if (this.icon_node) this.icon_node.active = true;
if (this.skill_icon_node) this.skill_icon_node.active = false;
const hero = HeroInfo[heroUuid];
if (!hero) return;
if (heroUuid !== this.iconHeroUuid) {
this.iconHeroUuid = heroUuid;
this.iconVisualToken += 1;
this.updateHeroAnimation(this.icon_node, heroUuid, this.iconVisualToken);
}
if (this.nameLabel) this.nameLabel.string = hero.name ?? "";
if (this.apLabel) {
const ap = Math.max(0, Math.floor((hero.ap ?? 0) * heroLv));
this.apLabel.string = `${ap}`;
if (this.apPlusLabel) this.apPlusLabel.node.active = false;
}
if (this.hpLabel) {
const hp = Math.max(0, Math.floor((hero.hp ?? 0) * heroLv));
this.hpLabel.string = `${hp}`;
if (this.hpPlusLabel) this.hpPlusLabel.node.active = false;
}
if (this.infoLabel) {
this.renderHeroInfoLines(hero);
}
if (this.cdLabel) {
const skillKeys = hero.skills ? Object.keys(hero.skills) : [];
const displaySkill = skillKeys.length > 1 ? hero.skills[skillKeys[1]] : (skillKeys.length > 0 ? hero.skills[skillKeys[0]] : null);
this.cdLabel.string = displaySkill?.cd ? `${displaySkill.cd.toFixed(1)}s` : "0s";
}
}
}
/** 是否正在关闭中,防止重复调用 remove */
private isClosing: boolean = false;
update(dt: number) {
if (this.isClosing) return;
if (this.isPreview) return;
if (!this.isModelAlive()) {
this.isClosing = true;
oops.gui.remove(UIID.HInfo);
return;
}
this.refresh();
}
onDestroy() {
super.onDestroy();
this.unbindEvents();
}
/**
* 绑定英雄数据:关联实体 ID 和属性模型,并立即刷新显示。
* @param eid 英雄 ECS 实体 ID
* @param model 英雄属性组件引用
*/
bindData(eid: number, model: HeroAttrsComp) {
this.eid = eid;
this.model = model;
this.isPreview = false;
if (this.sell_node) this.sell_node.active = true;
if (this.close_node) this.close_node.active = true;
this.cacheLabels();
this.refresh();
}
/**
* 绑定静态预览数据(卡牌点击查看)。
* 通过 HeroInfo/CardPoolList 配置 × 等级计算初始值,不绑定 ECS 实体。
*/
bindPreviewData(heroUuid: number, heroLv: number, poolLv: number, isSkillCard: boolean = false, isEquipCard: boolean = false) {
this.isPreview = true;
this.previewUuid = heroUuid;
this.previewLv = heroLv;
this.previewPoolLv = poolLv;
this.isSkillCard = isSkillCard;
this.isEquipCard = isEquipCard;
if (this.sell_node) this.sell_node.active = false;
if (this.close_node) this.close_node.active = true;
this.cacheLabels();
this.refresh();
}
/**
* 刷新显示:
* 1. 根据英雄等级切换高级 / 普通边框。
* 2. 若英雄 UUID 发生变化,重新加载 idle 动画。
* 3. 更新 AP / HP 数值标签。
*/
refresh() {
if (this.isPreview) {
this.refreshPreview();
return;
}
if (!this.model) return;
// ---- 卡牌等级显示 ----
if (this.lv_node) {
const currentLv = this.model.lv ?? 1;
this.lv_node.string = `Lv.${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;
}
}

View File

@@ -1,9 +0,0 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "a832f87d-c91f-4b24-ad64-47eb59d658a7",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -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) {

View File

@@ -1,83 +0,0 @@
/**
* @file MSkillBoxComp.ts
* @description 技能卡牌选择器
*
* 职责:
*
* 关键设计:
*
* 依赖:
*/
import { mLogger } from "../common/Logger";
import { _decorator, instantiate, Label, Node, NodeEventType, Prefab, SpriteAtlas, Tween, tween, Vec3, Widget } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
const { ccclass, property } = _decorator;
/**
* MSkillBoxComp —— 技能卡牌系统核心控制器
*
* 管理 3 个卡牌槽位的抽卡分发、卡池升级、金币费用、
* 在 1,5,10,15,20 回合弹出技能卡牌三选一
*/
@ccclass('MSkillBoxComp')
@ecs.register('MissionCard', false)
export class MSkillBoxComp extends CCComp {
/** 是否启用调试日志 */
private debugMode: boolean = false;
// ======================== 编辑器绑定节点 ========================
/** 卡牌槽位 1 节点 */
@property(Node)
card1: Node = null!
/** 卡牌槽位 2 节点 */
@property(Node)
card2: Node = null!
/** 卡牌槽位 3 节点 */
@property(Node)
card3: Node = null!
/** 刷新按钮 */
@property(Node)
refreshBtn: Node = null!
/** 看广告刷新按钮 */
@property(Node)
adRefreshBtn: Node = null!
/**
* 组件加载:
*/
onLoad() {
}
onAdded(args: any) {
}
onDestroy() {
}
init() {
}
update(dt: number) {
}
private bindEvents() {
}
reset() {
}
}

View File

@@ -1,9 +0,0 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "85b247fa-1f22-411a-b3a6-82e9797512e1",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -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)