/** * @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, Animation, AnimationClip, Button, Event, Label, Node, NodeEventType, Sprite, resources, CCInteger } 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"; import { smc } from "../common/SingletonModuleComp"; import { TalentType } from "../common/config/TalentSet"; import { Hero } from "../hero/Hero"; import { FieldSkillType } 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 } from "../common/config/CardSet"; 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! /** 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; /** 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; /** 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 }) { if (args?.heroUuid) { this.bindPreviewData(args.heroUuid, args.heroLv ?? 1, args.poolLv ?? 1); 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 hero = HeroInfo[heroUuid]; if (!hero) return; const heroLv = Math.max(1, this.previewLv); if (this.lv_node) { this.lv_node.string = `Lv.${heroLv}`; this.lv_node.color = getLvColor(heroLv); } const kindName = CKind[CKind.Hero]; if (this.BG_node) { this.BG_node.children.forEach(child => { child.active = (child.name === kindName); const bg = child.getComponent(CardBgComp); if (bg) child.active ? bg.apply(this.previewPoolLv) : bg.clear(); }); } if (heroUuid !== this.iconHeroUuid) { this.iconHeroUuid = heroUuid; this.iconVisualToken += 1; this.updateHeroAnimation(this.icon_node, heroUuid, this.iconVisualToken); } if (this.nameLabel) { this.nameLabel.string = hero.name ?? ""; } if (this.apLabel) { const ap = Math.max(0, Math.floor((hero.ap ?? 0) * heroLv)); this.apLabel.string = `${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 = `${hp}`; if (this.hpPlusLabel) this.hpPlusLabel.node.active = false; } if (this.infoLabel) { this.infoLabel.string = buildSkillDesc(hero); } if (this.cdLabel) { const skillKeys = hero.skills ? Object.keys(hero.skills) : []; const displaySkill = skillKeys.length > 1 ? hero.skills[skillKeys[1]] : (skillKeys.length > 0 ? hero.skills[skillKeys[0]] : null); this.cdLabel.string = displaySkill?.cd ? `${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 配置 × 等级计算初始值,不绑定 ECS 实体。 */ bindPreviewData(heroUuid: number, heroLv: number, poolLv: number) { this.isPreview = true; this.previewUuid = heroUuid; this.previewLv = heroLv; this.previewPoolLv = poolLv; if (this.sell_node) this.sell_node.active = false; if (this.close_node) this.close_node.active = false; 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.${currentLv}`; this.lv_node.color = getLvColor(currentLv); } // ---- 卡池等级标识 ---- const kindName = CKind[CKind.Hero]; if (this.BG_node) { this.BG_node.children.forEach(child => { child.active = (child.name === kindName); const bg = child.getComponent(CardBgComp); if (bg) child.active ? bg.apply(this.model.base_pool_lv ?? this.model.pool_lv ?? 1) : bg.clear(); }); } // ---- 图标动画(仅在 UUID 变化时重新加载) ---- const heroUuid = this.model.hero_uuid ?? 0; if (heroUuid !== this.iconHeroUuid) { this.iconHeroUuid = heroUuid; this.iconVisualToken += 1; this.updateHeroAnimation(this.icon_node, heroUuid, this.iconVisualToken); } // ---- 名字标签 ---- if (this.nameLabel) { this.nameLabel.string = this.model.hero_name ?? ""; } // ---- 技能信息标签 ---- if (this.infoLabel) { const heroData = HeroInfo[heroUuid]; this.infoLabel.string = heroData ? buildSkillDesc(heroData) : ""; } // ---- 数值标签 ---- if (this.apLabel) { const currentAp = Math.max(0, Math.floor(this.model.ap ?? 0)); const baseAp = Math.max(0, Math.floor(this.model.base_ap ?? 0)); this.apLabel.string = `${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.hp_max ?? 0)); 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; } // ======================== 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 = this.info_node.children[0] || this.info_node; this.infoLabel = child.getComponent(Label) || child.addComponent(Label); this.infoLabel.fontSize = 20; this.infoLabel.lineHeight = 28; this.infoLabel.overflow = Label.Overflow.SHRINK; this.infoLabel.horizontalAlign = Label.HorizontalAlign.LEFT; this.infoLabel.verticalAlign = Label.VerticalAlign.TOP; } } 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 ======================== /** * 为英雄图标加载并播放 idle 动画(带竞态保护)。 * @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) { 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) return; if (this.isPreview) { if (this.previewUuid !== uuid) return; } else { if (!this.model || this.model.hero_uuid !== uuid) return; } this.clearAnimationClips(anim); anim.addClip(clip); anim.play("idle"); }); } /** 停止并清除图标节点上的动画 */ private clearIconAnimation(node: Node) { const anim = node?.getComponent(Animation); if (!anim) return; anim.stop(); this.clearAnimationClips(anim); } /** 移除 Animation 组件上的全部 AnimationClip */ 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)); } // ======================== 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); } 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); // } } /** * 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:清理动画资源并销毁节点 */ reset() { this.clearIconAnimation(this.icon_node); this.iconVisualToken = 0; this.iconHeroUuid = 0; this.model = null; this.eid = 0; this.isPreview = false; this.previewUuid = 0; this.previewLv = 1; this.previewPoolLv = 1; } }