Files
pixelheros/assets/script/game/map/HlistComp.ts
panw 10acb8c068 feat(英雄列表): 添加轮播动画效果以提升用户体验
- 新增两个英雄图标节点用于扩展轮播视图
- 实现平滑的轮播动画,点击前后按钮时图标会滑动切换
- 添加动画状态锁防止动画冲突
- 重构英雄信息更新逻辑,支持五节点轮播布局
- 使用tween实现位置动画,优化视觉流畅度
2026-04-01 17:25:59 +08:00

244 lines
9.2 KiB
TypeScript

import { _decorator, Animation, AnimationClip, Button, Event, Label, Node, NodeEventType, Sprite, resources, tween, Vec3 } 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, HeroList } from "../common/config/heroSet";
import { IType, SkillSet } from "../common/config/SkillSet";
import { oops } from "db://oops-framework/core/Oops";
import { mLogger } from "../common/Logger";
const {property, ccclass } = _decorator;
/** 视图层对象 */
@ccclass('HListComp')
@ecs.register('HListComp', false)
export class HListComp extends CCComp {
@property(Node)
hero_icon=null!
@property(Node)
phero_icon=null!
@property(Node)
nhero_icon=null!
@property(Node)
phero1_icon=null!
@property(Node)
nhero1_icon=null!
@property(Node)
ap_node=null!
@property(Node)
hp_node=null!
@property(Node)
info_node=null!
@property(Node)
name_node=null!
@property(Node)
pre_btn=null!
@property(Node)
next_btn=null!
huuid:number=null!
private currentIndex: number = 0;
private iconVisualTokens: Map<Node, number> = new Map();
private isAnimating: boolean = false;
private carouselNodes: Node[] = [];
private fixedPositions: Vec3[] = [];
debugMode: boolean = false;
onLoad() {
this.pre_btn?.on(NodeEventType.TOUCH_END, this.onPreClick, this);
this.next_btn?.on(NodeEventType.TOUCH_END, this.onNextClick, this);
}
start() {
if (this.phero1_icon && this.phero_icon && this.hero_icon && this.nhero_icon && this.nhero1_icon) {
this.carouselNodes = [this.phero1_icon, this.phero_icon, this.hero_icon, this.nhero_icon, this.nhero1_icon];
this.fixedPositions = this.carouselNodes.map(n => n.position.clone());
}
if (HeroList && HeroList.length > 0) {
this.currentIndex = 0;
this.initAllNodes();
this.updateHeroInfo();
}
}
private onPreClick() {
if (!HeroList || HeroList.length === 0 || this.isAnimating || this.carouselNodes.length < 5) return;
this.isAnimating = true;
this.currentIndex = (this.currentIndex - 1 + HeroList.length) % HeroList.length;
const [n0, n1, n2, n3, n4] = this.carouselNodes;
// n4 instantly jumps from rightmost to leftmost position to get ready to slide in
n4.setPosition(new Vec3(this.fixedPositions[0].x, n4.position.y, n4.position.z));
this.updateNodeAnimationByOffset(n4, -2);
this.updateHeroInfo();
tween(n0).to(0.2, { position: new Vec3(this.fixedPositions[1].x, n0.position.y, n0.position.z) }).start();
tween(n1).to(0.2, { position: new Vec3(this.fixedPositions[2].x, n1.position.y, n1.position.z) }).start();
tween(n2).to(0.2, { position: new Vec3(this.fixedPositions[3].x, n2.position.y, n2.position.z) }).start();
tween(n3).to(0.2, { position: new Vec3(this.fixedPositions[4].x, n3.position.y, n3.position.z) })
.call(() => {
this.carouselNodes = [n4, n0, n1, n2, n3];
this.isAnimating = false;
})
.start();
}
private onNextClick() {
if (!HeroList || HeroList.length === 0 || this.isAnimating || this.carouselNodes.length < 5) return;
this.isAnimating = true;
this.currentIndex = (this.currentIndex + 1) % HeroList.length;
const [n0, n1, n2, n3, n4] = this.carouselNodes;
// n0 instantly jumps from leftmost to rightmost position to get ready to slide in
n0.setPosition(new Vec3(this.fixedPositions[4].x, n0.position.y, n0.position.z));
this.updateNodeAnimationByOffset(n0, 2);
this.updateHeroInfo();
tween(n1).to(0.2, { position: new Vec3(this.fixedPositions[0].x, n1.position.y, n1.position.z) }).start();
tween(n2).to(0.2, { position: new Vec3(this.fixedPositions[1].x, n2.position.y, n2.position.z) }).start();
tween(n3).to(0.2, { position: new Vec3(this.fixedPositions[2].x, n3.position.y, n3.position.z) }).start();
tween(n4).to(0.2, { position: new Vec3(this.fixedPositions[3].x, n4.position.y, n4.position.z) })
.call(() => {
this.carouselNodes = [n1, n2, n3, n4, n0];
this.isAnimating = false;
})
.start();
}
private getHeroUuid(offset: number): number {
const len = HeroList.length;
return HeroList[(this.currentIndex + offset + len * 5) % len];
}
private updateNodeAnimationByOffset(node: Node, offset: number) {
const uuid = this.getHeroUuid(offset);
this.updateHeroAnimation(node, uuid);
}
private updateHeroInfo() {
this.huuid = this.getHeroUuid(0);
const hero = HeroInfo[this.huuid];
if (!hero) return;
this.setLabelText(this.name_node, hero.name);
this.setLabelText(this.ap_node, `攻击力: ${hero.ap}`);
this.setLabelText(this.hp_node, `生命值: ${hero.hp}`);
this.updateSkillInfo(hero);
}
private initAllNodes() {
if (this.carouselNodes.length < 5) return;
this.updateNodeAnimationByOffset(this.carouselNodes[0], -2);
this.updateNodeAnimationByOffset(this.carouselNodes[1], -1);
this.updateNodeAnimationByOffset(this.carouselNodes[2], 0);
this.updateNodeAnimationByOffset(this.carouselNodes[3], 1);
this.updateNodeAnimationByOffset(this.carouselNodes[4], 2);
}
private setLabelText(node: Node, text: string) {
if (!node) return;
const label = node.getComponent(Label) || node.getComponentInChildren(Label);
if (label) {
label.string = text;
}
}
private updateHeroAnimation(node: Node, uuid: number) {
if (!node) return;
const sprite = node.getComponent(Sprite) || node.getComponentInChildren(Sprite);
if (sprite) sprite.spriteFrame = null;
const hero = HeroInfo[uuid];
if (!hero) return;
const anim = node.getComponent(Animation) || node.addComponent(Animation);
this.clearAnimationClips(anim);
let token = (this.iconVisualTokens.get(node) || 0) + 1;
this.iconVisualTokens.set(node, token);
const path = `game/heros/hero/${hero.path}/idle`;
resources.load(path, AnimationClip, (err, clip) => {
if (err || !clip) {
mLogger.log(this.debugMode, "HListComp", `load hero animation failed ${uuid}`, err);
return;
}
if (token !== this.iconVisualTokens.get(node)) {
return;
}
this.clearAnimationClips(anim);
anim.addClip(clip);
anim.play("idle");
});
}
private clearAnimationClips(anim: Animation) {
const clips = anim.clips;
if (clips && clips.length > 0) {
for (let i = clips.length - 1; i >= 0; i--) {
const clip = clips[i];
if (clip) anim.removeClip(clip, true);
}
}
}
private findNodeByName(root: Node, name: string): Node | null {
if (!root) return null;
if (root.name === name) return root;
for (let i = 0; i < root.children.length; i++) {
const res = this.findNodeByName(root.children[i], name);
if (res) return res;
}
return null;
}
private updateSkillInfo(hero: any) {
if (!this.info_node) return;
const skills = Object.values(hero.skills || {});
for (let i = 1; i <= 5; i++) {
let line = this.findNodeByName(this.info_node, `Line${i}`) || this.findNodeByName(this.info_node, `line${i}`);
if (!line) continue;
const skill: any = skills[i - 1];
if (skill) {
line.active = true;
const skillId = skill.uuid;
const config = SkillSet[skillId];
const text = config ? `${config.name} Lv.${skill.lv} CD:${skill.cd}s ${config.info}` : `未知技能 CD:${skill.cd}s`;
const noteNode = this.findNodeByName(line, "note");
const label = noteNode?.getComponent(Label) || noteNode?.getComponentInChildren(Label) || line.getComponentInChildren(Label);
if (label) {
label.string = text;
}
this.updateLineTypeIcon(line, config?.IType);
} else {
line.active = false;
}
}
}
private updateLineTypeIcon(line: Node, iType?: IType) {
const meleeNode = this.findNodeByName(line, "Melee");
const remoteNode = this.findNodeByName(line, "remote");
const supportNode = this.findNodeByName(line, "support");
if (meleeNode) meleeNode.active = iType === IType.Melee;
if (remoteNode) remoteNode.active = iType === IType.remote;
if (supportNode) supportNode.active = iType === IType.support;
}
/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
reset() {
this.node.destroy();
}
}