Files
pixelheros/assets/script/game/map/CHeroComp.ts
pan 9f2599e9ec refactor: 统一将 pool_lv 重命名为 card_lv 并清理废弃代码
本次提交完成了全项目范围内的术语统一重构:
1.  将所有`pool_lv`相关变量、字段、注释替换为`card_lv`,对齐卡牌等级的业务含义
2.  移除了配置中冗余的默认`pool_lv`赋值,简化数据结构
3.  删除了废弃的`HlistComp.ts`组件及其元文件
4.  修正了多处逻辑错误,确保卡牌等级正确驱动背景框切换
5.  更新了相关注释和文档,保持代码一致性
2026-07-27 15:54:53 +08:00

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/**
* @file CHeroComp.ts
* @description 英雄卡池单个卡槽组件UI 视图层 + 购买/召唤逻辑)
*
* 职责:
* 1. 渲染单个英雄卡的显示信息(名称、等级、描述、图标、费用),
* 展示方式与 SCardComp 一致(图集静态图标 + ★等级 + 描述词条)。
* 同时支持动态升级卡SpecialUpgrade + target_hero_eid按英雄卡样式渲染。
* 2. 处理购买点击 → UseHeroCard 上限校验(guard) → 扣费 → 派发 CallHero 召唤英雄。
* 特殊卡(升级/刷新)则派发 UseSpecialCard。
* 3. 使用成功后派发 CardUsed 事件,通知 MissionCardComp 刷新英雄卡池。
*
* 与 SCardComp 的差异:
* - 数据源为 HeroInfoheroSet而非 SkillCardList / SkillSet。
* - 购买前需通过 GameEvent.UseHeroCard 做英雄数量上限校验。
* - 英雄卡效果事件为 GameEvent.CallHero而非 UseSkillCard。
*/
import { mLogger } from "../common/Logger";
import { _decorator, Node, Sprite, Label, NodeEventType, Vec3, Tween, tween, UIOpacity, SpriteFrame, resources, AnimationClip } 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 } from "../common/config/CardSet";
import { HeroInfo } from "../common/config/heroSet";
import { oops } from "db://oops-framework/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { smc } from "../common/SingletonModuleComp";
import { UIID } from "../common/config/GameUIConfig";
import { HeroAttrsComp } from "../hero/HeroAttrsComp";
import { FieldSkillType } from "../common/config/SkillSet";
import { FieldSkillHelper } from "../hero/FieldSkillHelper";
import { MissionEconomy } from "./MissionEconomy";
const { ccclass, property } = _decorator;
/**
* CHeroComp —— 英雄卡池单个英雄卡项
*
* 由 MissionCardComp.cacheCardComps() 实例化。
* 以图标 + 名称 + 描述词条 + 购买按钮的形式呈现。
*/
@ccclass('CHeroComp')
@ecs.register('CHeroComp', false)
export class CHeroComp extends CCComp {
private debugMode: boolean = true;
// ======================== 编辑器绑定节点 ========================
/** 英雄图标节点 */
@property({ type: Node })
private icon_node: Node = null;
/** 背景节点 */
@property({ type: Node })
private bg_node: Node = null;
/** 英雄名称 */
@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 ========================
/** 当前槽位承载的卡牌配置null 表示空槽 */
private cardData: CardConfig | null = null;
/** 是否已购买 */
private isPurchased: boolean = false;
/** 是否已缓存基准 Y/Z 坐标(首次 setSlotPosition 时确定) */
private hasFixedBasePosition: boolean = false;
/** 槽位基准 Y 坐标 */
private fixedBaseY: number = 0;
/** 槽位基准 Z 坐标 */
private fixedBaseZ: number = 0;
/** 静止位置(由 MissionCardComp 布局决定) */
private restPosition: Vec3 = new Vec3();
/** 透明度组件(用于淡入淡出) */
private opacityComp: UIOpacity | 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;
// ======================== 生命周期 ========================
onLoad() {
mLogger.log(this.debugMode, "CHeroComp", "onLoad bindings", {
nodeName: this.node?.name,
nodeUuid: this.node?.uuid,
hasCardData: !!this.cardData,
cardUuid: this.cardData?.uuid ?? null,
icon_node: !!this.icon_node,
bg_node: !!this.bg_node,
name_label: !!this.name_label,
level_label: !!this.level_label,
fied1: !!this.fied1,
fied2: !!this.fied2,
fied3: !!this.fied3,
buy_node: !!this.buy_node
});
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);
// 卡面长按弹信息框:按下启动计时,放开/取消时关闭
this.node.on(NodeEventType.TOUCH_START, this.onInfoTouchStart, this);
this.node.on(NodeEventType.TOUCH_END, this.onInfoTouchEnd, this);
this.node.on(NodeEventType.TOUCH_CANCEL, this.onInfoTouchEnd, this);
// 缓存透明度组件(用于淡入淡出动画)
this.opacityComp = this.node.getComponent(UIOpacity) || this.node.addComponent(UIOpacity);
// 补偿首次渲染addComponent 当帧 onLoad 尚未触发,
// 若 MissionCardComp 在 onLoad 前已 applyCardData此处绑定就绪后重刷一次
if (this.cardData) {
this.updateUI();
}
}
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);
}
if (this.node && this.node.isValid) {
this.node.off(NodeEventType.TOUCH_START, this.onInfoTouchStart, this);
this.node.off(NodeEventType.TOUCH_END, this.onInfoTouchEnd, this);
this.node.off(NodeEventType.TOUCH_CANCEL, this.onInfoTouchEnd, this);
}
// 清理长按计时器,防止销毁后回调访问失效节点
this.unschedule(this.showInfo);
}
// ======================== 数据初始化 ========================
/**
* 初始化英雄卡数据并渲染 UI
*
* 若槽位已有旧卡且处于显示状态,先播放旧卡"逝去"动画(缩小淡出),
* 动画结束后再切换为新卡数据并播放入场动画。
* 首次赋值node 未激活)直接渲染,无逝去动画。
*
* @param data 卡牌配置,传 null 时清空显示
*/
applyCardData(data: CardConfig | null): void {
mLogger.log(this.debugMode, "CHeroComp", "applyCardData", {
nodeName: this.node?.name,
nodeUuid: this.node?.uuid,
uuid: data?.uuid ?? null,
type: data?.type ?? null,
name: data?.name ?? null,
card_lv: data?.card_lv ?? null,
hero_lv: data?.hero_lv ?? null,
cost: data?.cost ?? null,
icon: data?.icon ?? null,
nodeActiveBefore: this.node?.active
});
// 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;
}
// 旧卡存在且当前显示中 → 播逝去动画,结束后再应用新卡
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;
}
// 首次赋值或槽位为空 → 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() {
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) {
mLogger.log(this.debugMode, "CHeroComp", "updateUI skip: no cardData", { nodeName: this.node?.name });
return;
}
// 动态升级卡SpecialUpgrade + target_hero_eid按英雄卡样式渲染
// 通过 eid 反查场上实体得到 hero_uuid实体不存在时降级为本卡 uuid
const isUpgradeCard = this.cardData.type === CardType.SpecialUpgrade && !!this.cardData.target_hero_eid;
const renderUuid = isUpgradeCard
? (this.queryHeroUuidByEid(this.cardData.target_hero_eid as number) ?? this.cardData.uuid)
: this.cardData.uuid;
const hero = HeroInfo[renderUuid];
mLogger.log(this.debugMode, "CHeroComp", "updateUI resolve", {
nodeName: this.node?.name,
uuid: this.cardData.uuid,
type: this.cardData.type,
isUpgradeCard,
renderUuid,
heroFound: !!hero,
heroName: hero?.name ?? null,
heroPath: hero?.path ?? null,
heroInfo: hero?.info ?? null
});
// 名称
if (this.name_label) {
const finalName = hero?.name || this.cardData.name || "";
this.name_label.string = finalName;
mLogger.log(this.debugMode, "CHeroComp", "name_label assigned", {
nodeName: this.node?.name,
finalName,
labelStringAfter: this.name_label.string,
labelNodeActive: this.name_label.node?.active,
labelNodeParentActive: this.name_label.node?.parent?.active,
labelNodeParentName: this.name_label.node?.parent?.name
});
}
// 等级标签(★ 表示卡牌等级;升级卡显示英雄目标等级)
if (this.level_label) {
if (isUpgradeCard) {
const heroLv = Math.max(1, this.cardData.hero_lv ?? 1);
this.level_label.string = heroLv > 1 ? `Lv.${heroLv - 1} -> Lv.${heroLv}` : `Lv.${heroLv}`;
} else {
const lv = this.cardData.card_lv ?? 1;
this.level_label.string = lv >= 2 ? "★".repeat(lv - 1) : "";
}
}
// 背景:按 card_lv 激活对应颜色子节点1→green 2→blue 3→purple 4→red 5→yellow
this.updateBgNode();
// 描述词条(最多显示 3 条,对应 fied1/fied2/fied3
const fieldLabels = [this.fied1, this.fied2, this.fied3];
const desc = hero?.info || this.cardData.info || "";
for (let i = 0; i < fieldLabels.length; i++) {
if (!fieldLabels[i]) continue;
fieldLabels[i].string = i === 0 ? desc : "";
fieldLabels[i].node.active = i === 0 && !!desc;
}
// 图标
if (this.icon_node) {
this.iconVisualToken += 1;
this.updateHeroAnimation(this.icon_node, renderUuid, this.iconVisualToken);
}
// 购买按钮费用显示
if (this.buy_node) {
this.buy_node.active = true;
const costLabel = this.buy_node.getChildByName("num")?.getComponent(Label)
|| this.buy_node.getComponentInChildren(Label);
if (costLabel) {
costLabel.string = `${this.cardData.cost ?? 0}`;
}
}
// 入场动画:从静止位置下方升起 + 淡入
this.playEnterAnim();
}
/**
* 根据 card_lv 切换 bg_node 下的颜色子节点显示。
* 等级与颜色对应关系:
* card_lv 1 → green
* card_lv 2 → blue
* card_lv 3 → purple
* card_lv 4 → red
* card_lv 5 → yellow
*/
private updateBgNode() {
if (!this.bg_node || !this.cardData) return;
const lvToColor: Record<number, string> = {
1: "green",
2: "blue",
3: "purple",
4: "red",
5: "yellow",
};
const targetColor = lvToColor[this.cardData.card_lv ?? 1];
this.bg_node.children.forEach(child => {
child.active = (child.name === targetColor);
});
}
// ======================== 动画效果 ========================
/** 入场动画时长(秒) */
private readonly enterDuration: number = 0.25;
/** 购买动画时长(秒) */
private readonly purchaseDuration: number = 0.2;
/**
* 播放入场动画由小变大scale 0→1+ 淡入。
* 不依赖位置,与 Widget 布局完全解耦。
*/
private playEnterAnim() {
Tween.stopAllByTarget(this.node);
if (this.opacityComp) {
Tween.stopAllByTarget(this.opacityComp);
this.opacityComp.opacity = 0;
}
this.node.setScale(0, 0, 1);
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,结束后隐藏节点。
* 动画结束由 onBuyClick 的后续逻辑CardUsed 刷新卡池)接管。
*/
private playPurchaseAnim() {
Tween.stopAllByTarget(this.node);
if (this.opacityComp) {
Tween.stopAllByTarget(this.opacityComp);
}
tween(this.node)
.to(this.purchaseDuration, { scale: new Vec3(1.1, 1.1, 1) }, { easing: 'quadIn' })
.start();
if (this.opacityComp) {
tween(this.opacityComp)
.to(this.purchaseDuration, { 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。
* 与购买动画区分:购买是放大逝去,普通刷新是缩小逝去。
* @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.purchaseDuration, { scale: new Vec3(0, 0, 1) }, { easing: 'quadIn' })
.start();
if (this.opacityComp) {
tween(this.opacityComp)
.to(this.purchaseDuration, { opacity: 0 })
.call(onComplete)
.start();
} else {
// 无透明度组件时直接延迟回调
this.scheduleOnce(onComplete, this.purchaseDuration);
}
}
// ======================== 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(onComplete?: () => void) {
if (!this.buy_node || !this.buy_node.isValid) {
onComplete?.();
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) })
.call(() => onComplete?.())
.start();
}
/**
* 通过 eid 反查场上英雄实体的 hero_uuid。
* 用于动态升级卡渲染:升级卡绑定的是 eid但显示需要 HeroInfo[uuid]。
* @returns 找到则返回 hero_uuid找不到实体已销毁等返回 null
*/
private queryHeroUuidByEid(eid: number): number | null {
if (!eid) return null;
const entity = ecs.getEntityByEid(eid);
if (!entity) return null;
const model = entity.get(HeroAttrsComp);
if (!model) return null;
return model.hero_uuid ?? null;
}
/**
* 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。
* @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 || !node.isValid) return;
// 相同英雄 UUID 不重复加载,避免刷新卡池时闪烁
if (this.iconHeroUuid === uuid) return;
this.iconHeroUuid = uuid;
const sprite = node.getComponent(Sprite) || node.getComponentInChildren(Sprite);
if (sprite) sprite.spriteFrame = null;
const hero = HeroInfo[uuid];
if (!hero) {
mLogger.log(this.debugMode, "CHeroComp", "updateHeroAnimation hero not found", {
nodeName: this.node?.name,
uuid
});
return;
}
const path = `game/heros/hero/${hero.path}/idle`;
mLogger.log(this.debugMode, "CHeroComp", "updateHeroAnimation load", {
nodeName: this.node?.name,
uuid,
path,
token
});
resources.load(path, AnimationClip, (err, clip) => {
if (err || !clip) {
mLogger.log(this.debugMode, "CHeroComp", "updateHeroAnimation load failed", {
nodeName: this.node?.name,
uuid,
path,
message: err?.message ?? null
});
return;
}
// 竞态保护:仅允许最新一次图标请求落地
if (token !== this.iconVisualToken) return;
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)
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;
}
});
}
// ======================== 长按信息框 ========================
/** 长按时长(秒) */
private static readonly LONG_PRESS_TIME: number = 0.5;
/** 信息框是否已弹出(区分长按完成与短按取消) */
private info_shown: boolean = false;
/** 卡面按下:启动长按计时 */
private onInfoTouchStart() {
if (!this.cardData) return;
this.info_shown = false;
this.scheduleOnce(this.showInfo, CHeroComp.LONG_PRESS_TIME);
}
/** 卡面放开/取消:已弹出则关闭信息框,未弹出则取消长按计时 */
private onInfoTouchEnd() {
this.unschedule(this.showInfo);
if (this.info_shown) {
this.info_shown = false;
// oops.gui 移除信息框
oops.gui.remove(UIID.HInfo);
}
}
/**
* 长按到点:弹出英雄信息框。
* 升级卡SpecialUpgrade + target_hero_eid通过 eid 反查场上实体得到 hero_uuid
* 与 updateUI 的渲染逻辑保持一致。
*/
private showInfo() {
if (!this.cardData) return;
this.info_shown = true;
const isUpgradeCard = this.cardData.type === CardType.SpecialUpgrade && !!this.cardData.target_hero_eid;
const heroUuid = isUpgradeCard
? (this.queryHeroUuidByEid(this.cardData.target_hero_eid as number) ?? this.cardData.uuid)
: this.cardData.uuid;
const heroLv = Math.max(1, this.cardData.hero_lv ?? 1);
const poolLv = Math.max(1, this.cardData.base_card_lv ?? this.cardData.card_lv ?? 1);
// oops.gui 打开 HInfo 英雄卡预览
oops.gui.remove(UIID.HInfo);
oops.gui.open(UIID.HInfo, { heroUuid, heroLv, poolLv });
}
// ======================== 购买逻辑 ========================
/**
* 购买点击处理:
* 1. 播放按钮点击回弹动画。
* 2. 英雄卡先通过 UseHeroCard 事件做数量上限校验guard 模式,可被取消)。
* 3. 扣除金币(失败则提示并中止)。
* 4. 按卡牌类型分发效果:英雄卡 → CallHero 召唤英雄;特殊卡 → UseSpecialCard。
* 5. 派发 CardUsed 通知 MissionCardComp 刷新英雄卡池。
* 6. 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(视觉反馈,不阻塞后续逻辑)
this.playBtnClickAnim();
oops.audio.playEffect("music/button");
// 英雄卡数量上限校验guard 模式MissionCardComp 可设 cancel=true 阻止使用
if (this.cardData.type === CardType.Hero) {
const guard = {
cancel: false,
reason: "",
uuid: this.cardData.uuid,
hero_lv: this.cardData.hero_lv ?? 1,
card_lv: this.cardData.base_card_lv ?? this.cardData.card_lv ?? 1
};
oops.message.dispatchEvent(GameEvent.UseHeroCard, guard);
if (guard.cancel) return;
}
// 扣费(英雄卡享受驻场"购买优惠"折扣)
let cost = this.cardData.cost ?? 0;
if (this.cardData.type === CardType.Hero) {
const discount = FieldSkillHelper.getFieldSkillTotalValue(FieldSkillType.BuyDiscount);
cost = Math.max(0, cost - discount);
}
const success = MissionEconomy.spendCoin(Math.floor(cost));
if (!success) {
oops.message.dispatchEvent(GameEvent.ShowSmallTip, "buy_coin");
mLogger.log(this.debugMode, "CHeroComp", "purchase failed: not enough coin", {
uuid: this.cardData.uuid,
cost
});
return;
}
smc.vmdata.scores.refresh_hit_count++;
const used = this.cardData;
// 按卡牌类型分发效果事件
switch (used.type) {
case CardType.Hero:
oops.message.dispatchEvent(GameEvent.CallHero, used);
break;
case CardType.SpecialUpgrade:
case CardType.SpecialRefresh:
oops.message.dispatchEvent(GameEvent.UseSpecialCard, used);
break;
}
// 播放购买动画(缩小淡出),刷新卡池由 CardUsed 事件触发
this.playPurchaseAnim();
// 标记已购买
this.isPurchased = true;
if (this.buy_node) {
this.buy_node.active = false;
}
// 通知 MissionCardComp本槽位卡牌已使用刷新英雄卡池
oops.message.dispatchEvent(GameEvent.CardUsed, this);
mLogger.log(this.debugMode, "CHeroComp", "hero card purchased", {
uuid: used.uuid,
type: used.type,
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;
}
/**
* 设置槽位的水平位置(由 MissionCardComp 布局计算后调用)。
* 首次调用时缓存基准 Y/Z后续仅更新 X。
* @param x 目标水平坐标
*/
setSlotPosition(x: number) {
const current = this.node.position;
if (!this.hasFixedBasePosition) {
this.fixedBaseY = current.y;
this.fixedBaseZ = current.z;
this.hasFixedBasePosition = true;
}
this.restPosition = new Vec3(x, this.fixedBaseY, this.fixedBaseZ);
this.node.setPosition(this.restPosition);
}
/**
* 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。
*
* 仅在 setSlotPosition 初始化过静止位置后才恢复位置,
* 否则 restPosition 为默认 (0,0,0),会把所有槽位重置到中心。
*/
clearBySystem() {
this.cardData = null;
this.isPurchased = false;
if (this.hasFixedBasePosition) {
this.node.setPosition(this.restPosition);
}
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();
}
}
}