Files
pixelheros/assets/script/game/map/MissionCardComp.ts
panw 338394f6ff feat(ui): 为抽卡和升级按钮添加触摸动画效果
- 新增按钮按下、点击和取消的缩放动画,提升交互反馈
- 添加 hero_info_node 和 hero_info_prefab 属性,为后续功能预留
- 引入新的 hnode.prefab 资源文件
- 重构按钮事件监听,从 TOUCH_END 改为多阶段触摸事件
2026-03-25 16:38:14 +08:00

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import { mLogger } from "../common/Logger";
import { _decorator, Label, Node, NodeEventType, Prefab, SpriteAtlas, Tween, 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 { GameEvent } from "../common/config/GameEvent";
import { CARD_POOL_INIT_LEVEL, CARD_POOL_MAX_LEVEL, CardConfig, CardInitCoins, CardsUpSet, getCardsByLv } from "../common/config/CardSet";
import { smc } from "../common/SingletonModuleComp";
import { CardComp } from "./CardComp";
import { oops } from "db://oops-framework/core/Oops";
const { ccclass, property } = _decorator;
/** 视图层对象 */
@ccclass('MissionCardComp')
@ecs.register('MissionCard', false)
export class MissionCardComp extends CCComp {
private debugMode: boolean = true;
private readonly cardWidth: number = 175;
private readonly buttonNormalScale: number = 1;
private readonly buttonPressScale: number = 0.94;
private readonly buttonClickScale: number = 1.06;
/** 四个插卡槽位固定顺序分发1~4 */
@property(Node)
card1:Node = null!
@property(Node)
card2:Node = null!
@property(Node)
card3:Node = null!
@property(Node)
card4:Node = null!
@property(Node)
cards_chou:Node = null!
@property(Node)
cards_up:Node = null!
@property(Node)
coins_node:Node = null!
@property(Node)
pool_lv_node:Node = null!
@property(Node)
hero_info_node:Node = null!
@property(Prefab)
hero_info_prefab:Prefab=null!
/** 预留图集缓存(后续接入按钮/卡面图标时复用) */
private uiconsAtlas: SpriteAtlas | null = null;
/** 四个槽位对应的单卡控制器缓存 */
private cardComps: CardComp[] = [];
/** 当前卡池等级(仅影响抽卡来源,不直接改卡槽现有内容) */
private poolLv: number = CARD_POOL_INIT_LEVEL;
private coin: number = CardInitCoins;
onLoad() {
/** 绑定事件 -> 缓存子控制器 -> 初始化UI状态 */
this.bindEvents();
this.cacheCardComps();
this.layoutCardSlots();
this.onMissionStart();
mLogger.log(this.debugMode, "MissionCardComp", "onLoad init", {
slots: this.cardComps.length,
poolLv: this.poolLv
});
}
onDestroy() {
this.unbindEvents();
}
init(){
this.onMissionStart();
}
/** 任务开始时重置卡池等级、清空4槽、显示面板 刷新一次卡池*/
onMissionStart() {
this.poolLv = CARD_POOL_INIT_LEVEL;
this.coin = CardInitCoins
this.layoutCardSlots();
this.clearAllCards();
if (this.cards_up) {
this.cards_up.active = true;
}
this.resetButtonScale(this.cards_chou);
this.resetButtonScale(this.cards_up);
this.updatePoolLvUI();
this.updateCoinUI();
this.node.active = true;
const cards = this.buildDrawCards();
this.dispatchCardsToSlots(cards);
mLogger.log(this.debugMode, "MissionCardComp", "mission start", {
poolLv: this.poolLv
});
}
/** 任务结束时清空4槽并隐藏面板 */
onMissionEnd() {
this.clearAllCards();
this.node.active = false;
}
start() {
}
/** 关闭面板(不销毁数据模型,仅隐藏) */
close() {
this.node.active = false;
}
/** 只处理UI层事件不做卡牌效果分发 */
private bindEvents() {
/** 生命周期事件 */
this.on(GameEvent.MissionStart, this.onMissionStart, this);
this.on(GameEvent.MissionEnd, this.onMissionEnd, this);
this.on(GameEvent.CoinAdd, this.onCoinAdd, this);
/** 按钮事件:抽卡与卡池升级 */
this.cards_chou?.on(NodeEventType.TOUCH_START, this.onDrawTouchStart, this);
this.cards_chou?.on(NodeEventType.TOUCH_END, this.onDrawTouchEnd, this);
this.cards_chou?.on(NodeEventType.TOUCH_CANCEL, this.onDrawTouchCancel, this);
this.cards_up?.on(NodeEventType.TOUCH_START, this.onUpgradeTouchStart, this);
this.cards_up?.on(NodeEventType.TOUCH_END, this.onUpgradeTouchEnd, this);
this.cards_up?.on(NodeEventType.TOUCH_CANCEL, this.onUpgradeTouchCancel, this);
}
private onCoinAdd(args:any){
const v = typeof args === 'number' ? args : (args?.delta ?? args?.value ?? 0);
this.coin = Math.max(0, (this.coin ?? 0) + v);
this.updatePoolLvUI();
this.updateCoinUI();
}
/** 解除按钮监听,避免节点销毁后回调泄漏 */
private unbindEvents() {
this.cards_chou?.off(NodeEventType.TOUCH_START, this.onDrawTouchStart, this);
this.cards_chou?.off(NodeEventType.TOUCH_END, this.onDrawTouchEnd, this);
this.cards_chou?.off(NodeEventType.TOUCH_CANCEL, this.onDrawTouchCancel, this);
this.cards_up?.off(NodeEventType.TOUCH_START, this.onUpgradeTouchStart, this);
this.cards_up?.off(NodeEventType.TOUCH_END, this.onUpgradeTouchEnd, this);
this.cards_up?.off(NodeEventType.TOUCH_CANCEL, this.onUpgradeTouchCancel, this);
}
private onDrawTouchStart() {
this.playButtonPressAnim(this.cards_chou);
}
private onDrawTouchEnd() {
this.playButtonClickAnim(this.cards_chou, () => this.onClickDraw());
}
private onDrawTouchCancel() {
this.playButtonResetAnim(this.cards_chou);
}
private onUpgradeTouchStart() {
this.playButtonPressAnim(this.cards_up);
}
private onUpgradeTouchEnd() {
this.playButtonClickAnim(this.cards_up, () => this.onClickUpgrade());
}
private onUpgradeTouchCancel() {
this.playButtonResetAnim(this.cards_up);
}
/** 将四个卡槽节点映射为 CardComp形成固定顺序控制数组 */
private cacheCardComps() {
const nodes = [this.card1, this.card2, this.card3, this.card4];
this.cardComps = nodes
.map(node => node?.getComponent(CardComp))
.filter((comp): comp is CardComp => !!comp);
}
/** 抽卡按钮每次固定抽4张然后顺序分发给4个单卡脚本 */
private onClickDraw() {
mLogger.log(this.debugMode, "MissionCardComp", "click draw", {
poolLv: this.poolLv
});
this.layoutCardSlots();
const cards = this.buildDrawCards();
this.dispatchCardsToSlots(cards);
}
/** 升级按钮:仅提升卡池等级,卡槽是否更新由下一次抽卡触发 */
private onClickUpgrade() {
if (this.poolLv >= CARD_POOL_MAX_LEVEL) {
mLogger.log(this.debugMode, "MissionCardComp", "pool already max", this.poolLv);
return;
}
const cost = this.getUpgradeCost(this.poolLv);
const currentCoin = this.coin ?? 0;
if (currentCoin < cost) {
oops.gui.toast(`金币不足,升级需要${cost}`);
this.updatePoolLvUI();
mLogger.log(this.debugMode, "MissionCardComp", "pool upgrade coin not enough", {
poolLv: this.poolLv,
currentCoin,
cost
});
return;
}
this.coin = currentCoin - cost;
this.poolLv += 1;
this.updateCoinUI();
this.updatePoolLvUI();
mLogger.log(this.debugMode, "MissionCardComp", "pool level up", {
poolLv: this.poolLv,
cost,
leftCoin: this.coin
});
}
/** 构建本次抽卡结果保证最终可分发4条数据 */
private buildDrawCards(): CardConfig[] {
const cards = getCardsByLv(this.poolLv);
/** 正常情况下直接取前4 */
if (cards.length >= 4) return cards.slice(0, 4);
/** 兜底当返回不足4张时循环补齐保证分发不缺位 */
const filled = [...cards];
while (filled.length < 4) {
const fallback = getCardsByLv(this.poolLv);
if (fallback.length === 0) break;
filled.push(fallback[filled.length % fallback.length]);
}
return filled;
}
/** 全量分发给4槽每个槽位是否接收由 CardComp 自己判断(锁定可跳过) */
private dispatchCardsToSlots(cards: CardConfig[]) {
for (let i = 0; i < this.cardComps.length; i++) {
const accepted = this.cardComps[i].applyDrawCard(cards[i] ?? null);
mLogger.log(this.debugMode, "MissionCardComp", "dispatch card", {
index: i,
card: cards[i]?.uuid ?? 0,
accepted
});
}
}
/** 系统清空4槽用于任务切换 */
private clearAllCards() {
this.cardComps.forEach(comp => comp.clearBySystem());
}
private layoutCardSlots() {
const count = this.cardComps.length;
if (count === 0) return;
const startX = -((count - 1) * this.cardWidth) / 2;
for (let i = 0; i < count; i++) {
const x = startX + i * this.cardWidth;
this.cardComps[i].setSlotPosition(x);
}
mLogger.log(this.debugMode, "MissionCardComp", "layout card slots", {
count,
cardWidth: this.cardWidth,
startX
});
}
private playButtonPressAnim(node: Node | null) {
if (!node || !node.isValid) return;
Tween.stopAllByTarget(node);
tween(node)
.to(0.06, {
scale: new Vec3(this.buttonPressScale, this.buttonPressScale, 1)
})
.start();
}
private playButtonClickAnim(node: Node | null, onComplete: () => void) {
if (!node || !node.isValid) {
onComplete();
return;
}
Tween.stopAllByTarget(node);
tween(node)
.to(0.05, {
scale: new Vec3(this.buttonClickScale, this.buttonClickScale, 1)
})
.call(onComplete)
.to(0.08, {
scale: new Vec3(this.buttonNormalScale, this.buttonNormalScale, 1)
})
.start();
}
private playButtonResetAnim(node: Node | null) {
if (!node || !node.isValid) return;
Tween.stopAllByTarget(node);
tween(node)
.to(0.08, {
scale: new Vec3(this.buttonNormalScale, this.buttonNormalScale, 1)
})
.start();
}
private resetButtonScale(node: Node | null) {
if (!node || !node.isValid) return;
Tween.stopAllByTarget(node);
node.setScale(this.buttonNormalScale, this.buttonNormalScale, 1);
}
private canUpPool() {
if (this.poolLv >= CARD_POOL_MAX_LEVEL) return false;
const currentCoin = this.coin ?? 0;
return currentCoin >= this.getUpgradeCost(this.poolLv);
}
/** 更新升级按钮上的等级文案,反馈当前卡池层级 */
private updatePoolLvUI() {
if (!this.cards_up) return;
const nobg = this.cards_up.getChildByName("nobg");
if (nobg) {
nobg.active = !this.canUpPool();
}
const label = this.cards_up.getChildByName("coin").getChildByName("num").getComponent(Label);
if (!label) return;
if (this.poolLv >= CARD_POOL_MAX_LEVEL) {
label.string = `0`;
} else {
label.string = `${this.getUpgradeCost(this.poolLv)}`;
}
if (this.pool_lv_node) {
for (let i = 1; i <= CARD_POOL_MAX_LEVEL; i++) {
const n = this.pool_lv_node.getChildByName(`lv${i}`);
if (n) n.active = i === this.poolLv;
}
}
mLogger.log(this.debugMode, "MissionCardComp", "pool lv ui update", {
poolLv: this.poolLv,
cost: this.getUpgradeCost(this.poolLv)
});
}
private updateCoinUI() {
if (!this.coins_node) return;
const label = this.coins_node.getChildByName("num")?.getComponent(Label);
if (!label) return;
label.string = `${this.coin ?? 0}`;
}
private getUpgradeCost(lv: number): number {
return CardsUpSet[lv] ?? 0;
}
/** 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.resetButtonScale(this.cards_chou);
this.resetButtonScale(this.cards_up);
this.node.destroy();
}
}