/** * @file ChipComp.ts * @description 英雄图鉴卡预制体组件(UI 视图层·精简版) * * 职责: * 1. 根据卡牌配置渲染 **图标**(英雄卡为 idle 动画,其他卡为静态图集帧)。 * 2. 根据 card_lv / kind 渲染 **背景底框**。 * * 说明: * - 仅保留图标与背景渲染能力,名称、费用、等级等展示由外部组件负责。 * - 通过 iconVisualToken 防止异步动画加载竞态。 * * 依赖: * - CardConfig / CardType / CKind / CardPoolList(CardSet) * - HeroInfo(heroSet)、SkillSet(SkillSet) * - smc —— 全局单例,访问图标图集缓存 */ import { mLogger } from "../common/Logger"; import { _decorator, Animation, AnimationClip, Node, Sprite, Vec3, resources } from "cc"; import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS"; import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { CardConfig, CardType, CKind, CardPoolList } from "../common/config/CardSet"; import { CardBgComp } from "./CardBgComp"; import { HeroInfo } from "../common/config/heroSet"; import { SkillSet } from "../common/config/SkillSet"; import { smc } from "../common/SingletonModuleComp"; const { ccclass, property } = _decorator; /** * ChipComp —— 单张卡牌图标/背景视图组件 * * 挂载在图鉴卡预制体上,仅负责图标与背景的渲染。 */ @ccclass('ChipComp') @ecs.register('ChipComp', false) export class ChipComp extends CCComp { private debugMode: boolean = false; // ======================== 编辑器绑定节点 ======================== @property(Node) icon_node: Node = null! @property(Node) BG_node: Node = null! // ======================== 运行时状态 ======================== card_uuid: number = 0 card_type: CardType = CardType.Hero private cardData: CardConfig | null = null; private iconVisualToken: number = 0; // ======================== 生命周期 ======================== onLoad() { if (!this.cardData) { this.applyEmptyUI(); } } // ======================== 对外接口 ======================== /** * 设置卡牌数据并渲染图标与背景。 * @param data 卡牌配置数据 */ setData(data: CardConfig) { if (!data) return; this.cardData = data; this.card_uuid = data.uuid; this.card_type = data.type; this.node.active = true; this.applyCardUI(); mLogger.log(this.debugMode, "ChipComp", "setData", { uuid: this.card_uuid, type: this.card_type }); } /** * 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)。 * 适用于碎片、头像、图鉴等纯展示场景。 * @param uuid 英雄 UUID */ setHeroIconByUuid(uuid: number) { const hero = HeroInfo[uuid]; if (!hero) return; this.cardData = null; this.card_uuid = uuid; this.card_type = CardType.Hero; this.node.active = true; this.iconVisualToken += 1; // 背景:按 HeroInfo.card_lv 应用英雄底框样式 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(); }); } // 图标:英雄 idle 动画(带镜像翻转) if (this.icon_node) { this.icon_node.setScale(new Vec3(-1.5, 1.5, 1)); this.updateHeroAnimation(this.icon_node, uuid, this.iconVisualToken); } } /** 清空卡牌数据并重置 UI */ clear() { this.cardData = null; this.card_uuid = 0; this.card_type = CardType.Hero; this.applyEmptyUI(); this.node.active = false; } // ======================== UI 渲染 ======================== /** 渲染图标与背景 */ private applyCardUI() { if (!this.cardData) { this.applyEmptyUI(); return; } this.iconVisualToken += 1; const kindName = CKind[this.cardData.kind]; // 背景:按 kind 显示对应底框,按 card_lv 应用等级样式 if (this.BG_node) { const bgLv = this.cardData.base_card_lv ?? this.cardData.card_lv; this.BG_node.children.forEach(child => { child.active = (child.name === kindName); const bg = child.getComponent(CardBgComp); if (bg) child.active ? bg.apply(bgLv) : bg.clear(); }); } // 图标:英雄卡播放 idle 动画,其他卡使用静态图集帧 if (this.icon_node) { const iconNode = this.icon_node; if (this.card_type === CardType.Hero) { // 英雄图标做镜像翻转(原图朝右,卡面需朝左) iconNode.setScale(new Vec3(-1.5, 1.5, 1)); this.updateHeroAnimation(iconNode, this.card_uuid, this.iconVisualToken); return; } iconNode.setScale(new Vec3(1, 1, 1)); this.clearIconAnimation(iconNode); const iconId = this.resolveCardIconId(this.card_type, this.card_uuid); if (iconId) { this.updateIcon(iconNode, iconId); } else { const sprite = iconNode.getComponent(Sprite) || iconNode.getComponentInChildren(Sprite); if (sprite) sprite.spriteFrame = null; } } } /** 渲染空槽状态:清空图标与背景 */ private applyEmptyUI() { this.iconVisualToken += 1; if (this.BG_node) { this.BG_node.children.forEach(child => { child.active = false; const bg = child.getComponent(CardBgComp); if (bg) bg.clear(); }); } if (this.icon_node) { this.icon_node.setScale(new Vec3(1, 1, 1)); this.clearIconAnimation(this.icon_node); const sprite = this.icon_node.getComponent(Sprite) || this.icon_node.getComponentInChildren(Sprite); if (sprite) sprite.spriteFrame = null; } } // ======================== 工具方法 ======================== /** 更新图标:从全局缓存图集中获取对应帧 */ private updateIcon(node: Node, iconId: string) { if (!node || !iconId) return; const sprite = node.getComponent(Sprite) || node.getComponentInChildren(Sprite); if (!sprite) return; if (smc.uiconsAtlas) { const frame = smc.uiconsAtlas.getSpriteFrame(iconId); sprite.spriteFrame = frame || null; } } /** 根据卡牌类型和 UUID 解析出图标 ID(在 SpriteAtlas 中的帧名) */ private resolveCardIconId(type: CardType, uuid: number): string { if (type === CardType.Skill) { return SkillSet[uuid]?.icon || `${uuid}`; } if (type === CardType.Hero) { return HeroInfo[uuid]?.icon || `${uuid}`; } return `${uuid}`; } /** * 为英雄卡图标加载并播放 idle 动画。 * 使用 token 做竞态保护,确保异步回调时不会覆盖已更新的图标。 */ private updateHeroAnimation(node: Node, uuid: number, token: number) { const sprite = node?.getComponent(Sprite) || node?.getComponentInChildren(Sprite); if (sprite) sprite.spriteFrame = null; const hero = HeroInfo[uuid]; if (!hero) return; const anim = node.getComponent(Animation) || node.addComponent(Animation); this.clearAnimationClips(anim); const path = `game/heros/hero/${hero.path}/idle`; resources.load(path, AnimationClip, (err, clip) => { if (err || !clip) { mLogger.log(this.debugMode, "ChipComp", `load hero animation failed ${uuid}`, err); return; } if (token !== this.iconVisualToken || !this.cardData || this.card_type !== CardType.Hero || this.card_uuid !== uuid) { return; } this.clearAnimationClips(anim); anim.addClip(clip); anim.play("idle"); }); } /** 清除图标节点上的动画(停止播放并移除所有 clip) */ 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.clips as AnimationClip[] | undefined; if (!clips || clips.length === 0) return; [...clips].forEach(clip => anim.removeClip(clip, true)); } // ======================== 生命周期钩子 ======================== /** ECS 组件移除时的释放钩子:销毁节点 */ reset() { this.node.destroy(); } }