/** * @file WaveHudComp.ts * @description 战斗进度 HUD 组件(表现层) * * 职责: * 1. 清剿进度:剩余怪数(mon_num + pending_mon_num)+ 进度条。 * 2. Boss 战旗帜:单场 Boss 战定胜负,仅 1 格旗帜,战斗中脉动。 * * 数据流:NewWave 事件缓存 total/wave;update 0.2s 降频轮询 vmdata(与 syncMonsterSpawnState 同节奏)。 * 使用 oops-framework 模块:oops.message(事件解耦)。 * * 编辑器绑定:waveLab / remainLab / progress / flagsRoot(水平 Layout 容器,1 格代码生成)。 */ import { _decorator, Node, Label, ProgressBar, Sprite, Color, tween, Tween, v3, UITransform } from "cc"; import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops"; import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp"; import { GameEvent } from "../common/config/GameEvent"; import { smc } from "../common/SingletonModuleComp"; const { ccclass, property } = _decorator; @ccclass('WaveHudComp') export class WaveHudComp extends CCComp { @property({ type: Label, tooltip: "战斗标题文本" }) waveLab: Label | null = null; @property({ type: Label, tooltip: "剩余怪数文本" }) remainLab: Label | null = null; @property({ type: ProgressBar, tooltip: "清剿进度条" }) progress: ProgressBar | null = null; @property({ type: Node, tooltip: "Boss 战旗帜容器(水平 Layout,1 格代码生成)" }) flagsRoot: Node | null = null; /** 本场怪物总数(NewWave 事件载荷缓存) */ private waveTotal: number = 0; /** HUD 刷新节流计时器 */ private hudTimer: number = 0; /** Boss 战旗帜节点 */ private flagNode: Node | null = null; onLoad() { // oops.message 全局事件总线:新战斗 oops.message.on(GameEvent.NewWave, this.onNewWave, this); this.buildFlag(); } onDestroy() { oops.message.off(GameEvent.NewWave, this.onNewWave, this); } /** 静态生成 1 格 Boss 战旗帜 */ private buildFlag() { if (!this.flagsRoot) return; const cell = new Node("flag_boss"); cell.addComponent(UITransform).setContentSize(14, 14); const sp = cell.addComponent(Sprite); sp.color = new Color(220, 50, 50); sp.sizeMode = Sprite.SizeMode.CUSTOM; cell.parent = this.flagsRoot; this.flagNode = cell; } private onNewWave(event: string, data: { wave: number; total: number; bossWave: boolean }) { this.waveTotal = data.total; if (this.waveLab) this.waveLab.string = "最终 Boss 战"; if (this.flagNode) this.playFlagPulse(this.flagNode); } /** Boss 战旗帜缩放脉动 */ private playFlagPulse(cell: Node) { Tween.stopAllByTarget(cell); tween(cell) .to(0.5, { scale: v3(1.4, 1.4, 1) }) .to(0.5, { scale: v3(1, 1, 1) }) .union() .repeatForever() .start(); } protected update(dt: number) { this.hudTimer += dt; if (this.hudTimer < 0.2) return; this.hudTimer = 0; const md = smc.vmdata.mission_data; const remain = (md.mon_num || 0) + (md.pending_mon_num || 0); if (this.remainLab) this.remainLab.string = `剩余 ${remain}`; if (this.progress) { this.progress.progress = this.waveTotal > 0 ? Math.min(1, Math.max(0, (this.waveTotal - remain) / this.waveTotal)) : 0; } } }