/** * @file SCardComp.ts * @description 技能商店单个技能卡项组件(UI 视图层 + 购买逻辑) * * 职责: * 1. 渲染单个技能卡的显示信息(名称、等级、描述词条、图标)。 * 2. 处理购买点击 → 扣费 → 派发 UseSkillCard 事件触发技能生效。 * * 技能使用机制: * 购买后派发 GameEvent.UseSkillCard, * 由 MissSkillsComp 接收并创建 SBox 实体 / SkillBoxComp 执行技能逻辑。 */ import { mLogger } from "../common/Logger"; import { _decorator, Node, Sprite, Label, NodeEventType, Vec3, UIOpacity, tween, Tween } 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 } from "../common/config/CardSet"; import { SkillCardList } from "../common/config/SCardSet"; import { FieldSkillSet, SkillSet, SkillConfig } from "../common/config/SkillSet"; import { oops } from "db://oops-framework/core/Oops"; import { GameEvent } from "../common/config/GameEvent"; import { smc } from "../common/SingletonModuleComp"; import { MissionEconomy } from "./MissionEconomy"; const { ccclass, property } = _decorator; /** * SCardComp —— 技能商店单个技能卡项 * * 由 MissionCardComp.dispatchCardsToSkillSlots() 实例化。 * 以图标 + 名称 + 描述词条 + 购买按钮的形式呈现。 */ @ccclass('SCardComp') @ecs.register('SCardComp', false) export class SCardComp extends CCComp { private debugMode: boolean = false; // ======================== 编辑器绑定节点 ======================== /** 技能图标节点 */ @property({ type: Node }) private icon_node: Node = null; /** 背景节点 */ @property({ type: Node }) private bg_node: Node = null; /** 技能名称 */ @property(Label) private name_label: Label = null; /** 描述词条 1 */ @property(Label) private fied1: Label = null; /** 描述词条 2 */ @property(Label) private fied2: Label = null; /** 描述词条 3 */ @property(Label) private fied3: Label = null; /** 等级标签 */ @property(Label) private level_label: Label = null; /** 购买按钮节点 */ @property({ type: Node }) private buy_node: Node = null; // ======================== 运行时状态 ======================== /** 当前技能的卡牌配置 */ private cardData: CardConfig | null = null; /** 是否已购买 */ private isPurchased: boolean = false; /** 透明度组件(用于淡入淡出动画) */ private opacityComp: UIOpacity | null = null; /** 入场动画时长(秒) */ private readonly enterDuration: number = 0.25; /** 购买/逝去动画时长(秒) */ private readonly exitDuration: number = 0.2; // ======================== 生命周期 ======================== onLoad() { this.buy_node?.on(NodeEventType.TOUCH_START, this.onBuyTouchStart, this); this.buy_node?.on(NodeEventType.TOUCH_END, this.onBuyClick, this); this.buy_node?.on(NodeEventType.TOUCH_CANCEL, this.onBuyTouchCancel, this); this.opacityComp = this.node.getComponent(UIOpacity) || this.node.addComponent(UIOpacity); } onDestroy() { super.onDestroy(); if (this.buy_node && this.buy_node.isValid) { this.buy_node.off(NodeEventType.TOUCH_START, this.onBuyTouchStart, this); this.buy_node.off(NodeEventType.TOUCH_END, this.onBuyClick, this); this.buy_node.off(NodeEventType.TOUCH_CANCEL, this.onBuyTouchCancel, this); } } // ======================== 数据初始化 ======================== /** * 初始化技能卡数据并渲染 UI * * 若槽位已有旧卡且显示中,先播普通逝去动画(缩小淡出),结束后切新卡; * 刚购买的槽位跳过逝去动画直接应用新卡(购买动画已播放大淡出)。 * * @param data 技能卡配置,传 null 时清空显示 */ applyCardData(data: CardConfig | null): void { // 刚购买(已播放大逝去动画)→ 不播普通逝去动画,直接应用新卡 if (this.isPurchased) { this.cardData = data; this.isPurchased = false; if (data) { this.node.active = true; this.updateUI(); } else { this.applyEmptyUI(); } return; } // 旧卡存在且显示中 → 播普通逝去动画,结束后切新卡 if (this.cardData && this.node.active) { this.playRefreshExitAnim(() => { this.cardData = data; this.isPurchased = false; if (data) { this.node.active = true; this.updateUI(); } else { this.applyEmptyUI(); } }); return; } // 首次赋值或空槽 → 直接渲染 this.cardData = data; this.isPurchased = false; if (data) { this.node.active = true; this.updateUI(); } else { this.applyEmptyUI(); } } /** 清空 UI 显示 */ private applyEmptyUI() { // 清理动画状态 Tween.stopAllByTarget(this.node); if (this.opacityComp) { Tween.stopAllByTarget(this.opacityComp); this.opacityComp.opacity = 255; } this.node.setScale(1, 1, 1); if (this.name_label) this.name_label.string = ""; if (this.level_label) this.level_label.string = ""; const fieldLabels = [this.fied1, this.fied2, this.fied3]; for (const label of fieldLabels) { if (label) { label.string = ""; label.node.active = false; } } if (this.icon_node) { const sprite = this.icon_node.getComponent(Sprite) || this.icon_node.getComponentInChildren(Sprite); if (sprite) sprite.spriteFrame = null; } if (this.buy_node) { this.buy_node.active = false; } this.node.active = false; } // ======================== UI 渲染 ======================== updateUI() { if (!this.cardData) return; const skillCard = SkillCardList.find(c => c.uuid === this.cardData!.uuid); const skill = this.cardData.skill ? SkillSet[this.cardData.skill] : null; // 名称 if (this.name_label) { this.name_label.string = skillCard?.name || skill?.name || this.cardData.name || ""; } // 等级标签(★ 表示卡牌等级) if (this.level_label) { const lv = this.cardData.card_lv ?? 1; this.level_label.string = lv >= 2 ? "★".repeat(lv - 1) : ""; } // 描述词条(最多显示 3 条,对应 fied1/fied2/fied3) const fieldLabels = [this.fied1, this.fied2, this.fied3]; const desc = this.getDescription(skillCard, skill); for (let i = 0; i < fieldLabels.length; i++) { if (!fieldLabels[i]) continue; fieldLabels[i].string = i === 0 ? desc : ""; fieldLabels[i].node.active = i === 0 && !!desc; } // 图标 if (this.icon_node) { const iconId = this.getIconId(skill); if (iconId) { this.updateIcon(this.icon_node, iconId); } } // 购买按钮费用显示 if (this.buy_node) { this.buy_node.active = true; const costLabel = this.buy_node.getChildByName("num")?.getComponent(Label) || this.buy_node.getComponentInChildren(Label); if (costLabel) { costLabel.string = `${this.cardData.cost ?? 0}`; } } // 播放入场动画(由小变大 + 淡入) this.playEnterAnim(); } // ======================== 动画 ======================== /** 播放入场动画:卡牌由小变大(scale 0→1)+ 淡入 */ private playEnterAnim() { Tween.stopAllByTarget(this.node); if (this.opacityComp) { Tween.stopAllByTarget(this.opacityComp); } this.node.setScale(0, 0, 1); if (this.opacityComp) { this.opacityComp.opacity = 0; } tween(this.node) .to(this.enterDuration, { scale: new Vec3(1, 1, 1) }, { easing: 'backOut' }) .start(); if (this.opacityComp) { tween(this.opacityComp) .to(this.enterDuration, { opacity: 255 }) .start(); } } /** 播放购买动画:卡牌放大(scale 1→1.1)+ 淡出 */ private playPurchaseAnim() { Tween.stopAllByTarget(this.node); if (this.opacityComp) { Tween.stopAllByTarget(this.opacityComp); } tween(this.node) .to(this.exitDuration, { scale: new Vec3(1.1, 1.1, 1) }, { easing: 'quadIn' }) .start(); if (this.opacityComp) { tween(this.opacityComp) .to(this.exitDuration, { opacity: 0 }) .start(); } } /** * 播放普通刷新"逝去"动画:旧卡缩小(scale 1→0)+ 淡出,结束后回调切换新卡。 * @param onComplete 动画结束回调,用于应用新卡数据 */ private playRefreshExitAnim(onComplete: () => void) { Tween.stopAllByTarget(this.node); if (this.opacityComp) { Tween.stopAllByTarget(this.opacityComp); } tween(this.node) .to(this.exitDuration, { scale: new Vec3(0, 0, 1) }, { easing: 'quadIn' }) .start(); if (this.opacityComp) { tween(this.opacityComp) .to(this.exitDuration, { opacity: 0 }) .call(onComplete) .start(); } else { this.scheduleOnce(onComplete, this.exitDuration); } } // ======================== 按钮动画 ======================== /** 按钮正常缩放 */ private readonly btnNormalScale: number = 1; /** 按钮按下缩放 */ private readonly btnPressScale: number = 0.92; /** 按钮点击回弹峰值缩放 */ private readonly btnClickScale: number = 1.08; /** 购买按钮按下:缩小反馈 */ private onBuyTouchStart() { this.playBtnScaleTo(this.btnPressScale, 0.06); } /** 购买按钮取消:恢复缩放 */ private onBuyTouchCancel() { this.playBtnScaleTo(this.btnNormalScale, 0.08); } /** 按钮缩放动画(通用) */ private playBtnScaleTo(scale: number, duration: number) { if (!this.buy_node || !this.buy_node.isValid) return; Tween.stopAllByTarget(this.buy_node); tween(this.buy_node) .to(duration, { scale: new Vec3(scale, scale, 1) }) .start(); } /** 按钮点击回弹动画:先弹到峰值再回到正常 */ private playBtnClickAnim() { if (!this.buy_node || !this.buy_node.isValid) return; Tween.stopAllByTarget(this.buy_node); tween(this.buy_node) .to(0.05, { scale: new Vec3(this.btnClickScale, this.btnClickScale, 1) }) .to(0.08, { scale: new Vec3(this.btnNormalScale, this.btnNormalScale, 1) }) .start(); } /** 获取技能描述:驻场技能取 FieldSkillSet,其余取技能/卡牌配置 */ private getDescription(skillCard: CardConfig | undefined, skill: SkillConfig | null): string { if (!this.cardData) return ""; if (this.cardData.field && this.cardData.field.length > 0) { return FieldSkillSet[this.cardData.field[0]]?.info || ""; } return skillCard?.info || skill?.info || this.cardData.info || ""; } /** 获取技能图标 id:驻场技能取 FieldSkillSet.icon,其余取 SkillSet.icon */ private getIconId(skill: SkillConfig | null): string { if (!this.cardData) return ""; if (!this.cardData.skill && this.cardData.field && this.cardData.field.length > 0) { const fieldUuid = this.cardData.field[0]; return FieldSkillSet[fieldUuid]?.icon || `${fieldUuid}`; } return skill?.icon || `${this.cardData.skill ?? this.cardData.uuid}`; } /** 更新图标精灵 */ 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; } } // ======================== 购买逻辑 ======================== /** * 购买点击处理: * 1. 扣除金币(失败则提示并中止)。 * 2. 派发 UseSkillCard 事件,触发技能生效流程。 * 3. 标记已购买,隐藏购买按钮。 */ private onBuyClick() { if (!this.cardData || this.isPurchased) return; // 播放按钮点击回弹动画 this.playBtnClickAnim(); oops.audio.playEffect("music/button"); // 扣费 const cost = this.cardData.cost ?? 0; const success = MissionEconomy.spendCoin(cost); if (!success) { oops.message.dispatchEvent(GameEvent.ShowSmallTip, "buy_coin"); mLogger.log(this.debugMode, "SCardComp", "purchase failed: not enough coin", { uuid: this.cardData.uuid, cost }); return; } smc.vmdata.scores.refresh_hit_count++; // 派发 UseSkillCard,技能生效流程由 MissSkillsComp 接收处理 oops.message.dispatchEvent(GameEvent.UseSkillCard, this.cardData); // 标记已购买 this.isPurchased = true; if (this.buy_node) { this.buy_node.active = false; } // 播放购买动画(卡牌放大 + 淡出) this.playPurchaseAnim(); // 派发 CardUsed 事件,通知 MissionCardComp 刷新技能卡池 oops.message.dispatchEvent(GameEvent.CardUsed, this); mLogger.log(this.debugMode, "SCardComp", "skill card purchased", { uuid: this.cardData.uuid, cost }); } /** 标记为已购买状态 */ setPurchased(): void { this.isPurchased = true; if (this.buy_node) { this.buy_node.active = false; } } /** * 接收 MissionCardComp 分发的卡牌并刷新显示。 * @param data 卡牌配置,null 时清空显示 * @returns 是否成功接收(true = 接收并刷新 UI) */ applyDrawCard(data: CardConfig | null): boolean { this.applyCardData(data); return !!data; } /** * 系统清槽:任务开始/结束时强制重置。 * 清空数据与 UI 并隐藏节点。 */ clearBySystem() { this.cardData = null; this.isPurchased = false; this.applyEmptyUI(); this.node.active = false; } /** ECS 组件移除时销毁节点 */ reset() { if (this.node && this.node.isValid) { this.node.destroy(); } } }