Files
pixelheros/assets/script/game/map/SCardComp.ts
panFD 24eb72ef99 feat(map): 为三类商店卡牌组件添加动画交互效果
1.  新增按钮按下/取消缩放反馈、点击回弹动画
2.  新增卡牌入场淡入放大、购买放大淡出、刷新缩小淡出动画
3.  优化卡片切换逻辑,支持按状态播放对应动画
4.  同步重构了ItemListComp、EquipListComp、SCardComp三个组件
5.  删除了废弃的装备预制体元数据文件
2026-07-26 14:48:43 +08:00

421 lines
14 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
/**
* @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();
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;
}
}
/** ECS 组件移除时销毁节点 */
reset() {
if (this.node && this.node.isValid) {
this.node.destroy();
}
}
}