496 lines
17 KiB
TypeScript
496 lines
17 KiB
TypeScript
/**
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* @file HInfoComp.ts
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* @description 场上英雄信息卡片组件(UI 视图层)
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*
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* 职责:
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* 1. 显示单个场上英雄的实时属性信息(AP / HP / 边框品质 / idle 动画)。
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* 2. 由 MissionCardComp.ensureHeroInfoPanel() 在英雄上场时实例化并绑定数据。
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* 3. 支持点击打开英雄详情弹窗(IBox)、出售英雄等交互(当前已注释)。
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*
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* 关键设计:
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* - 通过 bindData(eid, model) 将组件与某个英雄 ECS 实体绑定。
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* - refresh() 被 MissionCardComp 定时调用以同步实时属性变化。
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* - iconVisualToken 机制与 CardComp 一致,用于异步动画加载的竞态保护。
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* - isModelAlive() 检测绑定的英雄实体是否仍存活(ECS ent 引用是否有效)。
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*
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* 依赖:
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* - HeroAttrsComp —— 英雄属性数据模型
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* - HeroInfo(heroSet)—— 英雄静态配置
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* - Hero —— 英雄 ECS 实体类(用于出售删除)
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* - UIID.IBox —— 英雄详情弹窗 ID
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*/
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import { _decorator, Animation, AnimationClip, Button, Event, Label, Node, NodeEventType, Sprite, resources, CCInteger } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { HeroInfo } from "../common/config/heroSet";
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import { HeroAttrsComp } from "../hero/HeroAttrsComp";
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import { smc } from "../common/SingletonModuleComp";
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import { TalentType } from "../common/config/TalentSet";
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import { Hero } from "../hero/Hero";
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import { FieldSkillType } from "../common/config/SkillSet";
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import { GameEvent } from "../common/config/GameEvent";
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import { oops } from "db://oops-framework/core/Oops";
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import { UIID } from "../common/config/GameUIConfig";
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import { mLogger } from "../common/Logger";
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import { MissionHeroComp } from "./MissionHeroComp";
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import { MoveComp } from "../hero/MoveComp";
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import { FacSet, getLvColor } from "../common/config/GameSet";
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import { MissionEconomy } from "./MissionEconomy";
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const {property, ccclass } = _decorator;
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/**
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* HInfoComp —— 场上英雄信息面板视图组件
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*
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* 每个实例对应一个出战英雄,在卡牌面板下方横向排列。
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* 实时显示英雄的 AP / HP 和 idle 动画图标。
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*/
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@ccclass('HInfoComp')
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@ecs.register('HInfoComp', false)
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export class HInfoComp extends CCComp {
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/** 英雄 idle 动画图标节点 */
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@property(Node)
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icon_node=null!
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/** 出售按钮节点 */
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@property(Node)
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sell_node=null!
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/** 关闭窗口按钮节点 */
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@property(Node)
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close_node=null!
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/** 英雄名字节点 */
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@property(Node)
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Name_node=null!
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/** 技能信息节点 */
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@property(Node)
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info_node=null!
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@property(Label)
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lv_node: Label = null!
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@property(Node)
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pool_lvnode: Node = null!
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@property(Node)
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ap_node=null!
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@property(Node)
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hp_node=null!
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/** 绑定的英雄 ECS 实体 ID */
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private eid: number = 0;
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/** 绑定的英雄属性数据模型引用 */
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private model: HeroAttrsComp | null = null;
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/** 是否为静态预览模式(卡牌点击查看,非场上英雄) */
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private isPreview: boolean = false;
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/** 静态预览数据 */
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private previewUuid: number = 0;
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private previewLv: number = 1;
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private previewPoolLv: number = 1;
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/** 英雄名字标签缓存引用 */
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private nameLabel: Label | null = null;
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/** 技能信息标签缓存引用 */
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private infoLabel: Label | null = null;
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/** AP 标签缓存引用 */
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private apLabel: Label | null = null;
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/** AP 加成标签缓存引用 */
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private apPlusLabel: Label | null = null;
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/** HP 标签缓存引用 */
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private hpLabel: Label | null = null;
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/** HP 加成标签缓存引用 */
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private hpPlusLabel: Label | null = null;
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/** 图标视觉令牌(异步加载竞态保护) */
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private iconVisualToken: number = 0;
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/** 当前显示的英雄 UUID(避免相同 UUID 重复加载动画) */
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private iconHeroUuid: number = 0;
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/** 调试日志开关 */
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private debugMode: boolean = true;
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onLoad() {
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this.cacheLabels();
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this.bindEvents();
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}
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onAdded(args: { eid?: number; heroUuid?: number; heroLv?: number; poolLv?: number }) {
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if (args?.heroUuid) {
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this.bindPreviewData(args.heroUuid, args.heroLv ?? 1, args.poolLv ?? 1);
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return;
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}
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const eid = args?.eid ?? 0;
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if (!eid) return;
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let foundModel: HeroAttrsComp | null = null;
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ecs.query(ecs.allOf(HeroAttrsComp)).forEach((entity: ecs.Entity) => {
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if (entity.eid === eid) {
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foundModel = entity.get(HeroAttrsComp);
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}
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});
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if (foundModel) {
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this.bindData(eid, foundModel);
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} else {
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this.isClosing = true;
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oops.gui.remove(UIID.HInfo);
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}
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}
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/**
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* 静态预览模式刷新:从 HeroInfo 配置读取初始数据。
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*/
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private refreshPreview() {
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const heroUuid = this.previewUuid;
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const hero = HeroInfo[heroUuid];
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if (!hero) return;
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const heroLv = Math.max(1, this.previewLv);
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if (this.lv_node) {
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this.lv_node.string = `Lv.${heroLv}`;
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this.lv_node.color = getLvColor(heroLv);
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}
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if (this.pool_lvnode) {
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const poolLvStr = `lv${this.previewPoolLv}`;
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this.pool_lvnode.children.forEach(child => {
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child.active = (child.name === poolLvStr);
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});
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}
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if (heroUuid !== this.iconHeroUuid) {
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this.iconHeroUuid = heroUuid;
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this.iconVisualToken += 1;
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this.updateHeroAnimation(this.icon_node, heroUuid, this.iconVisualToken);
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}
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if (this.nameLabel) {
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this.nameLabel.string = hero.name ?? "";
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}
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if (this.apLabel) {
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const ap = Math.max(0, Math.floor((hero.ap ?? 0) * heroLv));
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this.apLabel.string = `${ap}`;
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if (this.apPlusLabel) this.apPlusLabel.node.active = false;
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}
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if (this.hpLabel) {
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const hp = Math.max(0, Math.floor((hero.hp ?? 0) * heroLv));
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this.hpLabel.string = `${hp}`;
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if (this.hpPlusLabel) this.hpPlusLabel.node.active = false;
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}
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}
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/** 是否正在关闭中,防止重复调用 remove */
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private isClosing: boolean = false;
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update(dt: number) {
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if (this.isClosing) return;
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if (this.isPreview) return;
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if (!this.isModelAlive()) {
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this.isClosing = true;
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oops.gui.remove(UIID.HInfo);
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return;
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}
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this.refresh();
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}
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onDestroy() {
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super.onDestroy();
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this.unbindEvents();
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}
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/**
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* 绑定英雄数据:关联实体 ID 和属性模型,并立即刷新显示。
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* @param eid 英雄 ECS 实体 ID
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* @param model 英雄属性组件引用
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*/
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bindData(eid: number, model: HeroAttrsComp) {
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this.eid = eid;
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this.model = model;
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this.isPreview = false;
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if (this.sell_node) this.sell_node.active = true;
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if (this.close_node) this.close_node.active = true;
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this.cacheLabels();
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this.refresh();
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}
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/**
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* 绑定静态预览数据(卡牌点击查看)。
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* 通过 HeroInfo 配置 × 等级计算初始值,不绑定 ECS 实体。
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*/
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bindPreviewData(heroUuid: number, heroLv: number, poolLv: number) {
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this.isPreview = true;
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this.previewUuid = heroUuid;
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this.previewLv = heroLv;
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this.previewPoolLv = poolLv;
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if (this.sell_node) this.sell_node.active = false;
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if (this.close_node) this.close_node.active = false;
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this.cacheLabels();
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this.refresh();
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}
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/**
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* 刷新显示:
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* 1. 根据英雄等级切换高级 / 普通边框。
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* 2. 若英雄 UUID 发生变化,重新加载 idle 动画。
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* 3. 更新 AP / HP 数值标签。
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*/
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refresh() {
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if (this.isPreview) {
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this.refreshPreview();
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return;
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}
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if (!this.model) return;
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// ---- 卡牌等级显示 ----
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if (this.lv_node) {
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const currentLv = this.model.lv ?? 1;
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this.lv_node.string = `Lv.${currentLv}`;
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this.lv_node.color = getLvColor(currentLv);
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}
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// ---- 卡池等级标识 ----
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if (this.pool_lvnode) {
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const poolLvStr = `lv${this.model.pool_lv ?? 1}`;
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this.pool_lvnode.children.forEach(child => {
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// if (child.name === "light") {
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// child.active = false;
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// } else if (child.name === "bg") {
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// child.active = true;
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// } else {
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child.active = (child.name === poolLvStr);
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// }
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});
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}
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// ---- 图标动画(仅在 UUID 变化时重新加载) ----
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const heroUuid = this.model.hero_uuid ?? 0;
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if (heroUuid !== this.iconHeroUuid) {
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this.iconHeroUuid = heroUuid;
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this.iconVisualToken += 1;
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this.updateHeroAnimation(this.icon_node, heroUuid, this.iconVisualToken);
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}
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// ---- 名字标签 ----
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if (this.nameLabel) {
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this.nameLabel.string = this.model.hero_name ?? "";
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}
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// ---- 技能信息标签 ----
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if (this.infoLabel) {
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const heroData = HeroInfo[heroUuid];
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this.infoLabel.string = heroData?.info ?? "";
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}
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// ---- 数值标签 ----
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if (this.apLabel) {
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const currentAp = Math.max(0, Math.floor(this.model.ap ?? 0));
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const baseAp = Math.max(0, Math.floor(this.model.base_ap ?? 0));
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this.apLabel.string = `${currentAp}`;
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if (this.apPlusLabel) {
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const diff = currentAp - baseAp;
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if (diff !== 0) {
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this.apPlusLabel.string = diff > 0 ? `(+${diff})` : `(${diff})`;
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this.apPlusLabel.node.active = true;
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} else {
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this.apPlusLabel.node.active = false;
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}
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}
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}
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if (this.hpLabel) {
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const currentHp = Math.max(0, Math.floor(this.model.hp_max ?? 0));
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const baseHp = Math.max(0, Math.floor(this.model.base_hp ?? 0));
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this.hpLabel.string = `${currentHp}`;
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if (this.hpPlusLabel) {
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const diff = currentHp - baseHp;
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if (diff !== 0) {
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this.hpPlusLabel.string = diff > 0 ? `(+${diff})` : `(${diff})`;
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this.hpPlusLabel.node.active = true;
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} else {
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this.hpPlusLabel.node.active = false;
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}
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}
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}
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}
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/**
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* 检测绑定的英雄实体是否仍存活。
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* 通过检查 model 上的 ent 引用判断 ECS 实体是否已被回收。
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*/
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isModelAlive(): boolean {
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return !!(this.model as any)?.ent;
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}
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// ======================== 内部工具方法 ========================
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/** 缓存 AP / HP Label 引用,避免每次刷新都遍历节点树 */
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private cacheLabels() {
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if (!this.nameLabel && this.Name_node) {
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this.nameLabel = this.Name_node.getComponent(Label) || this.Name_node.getComponentInChildren(Label);
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}
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if (!this.infoLabel && this.info_node) {
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this.infoLabel = this.info_node.getComponent(Label) || this.info_node.getComponentInChildren(Label);
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}
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if (!this.apLabel && this.ap_node) {
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this.apLabel = this.ap_node.getChildByName("val")?.getComponent(Label) || null;
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this.apPlusLabel = this.ap_node.getChildByName("plus")?.getComponent(Label) || null;
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}
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if (!this.hpLabel && this.hp_node) {
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this.hpLabel = this.hp_node.getChildByName("val")?.getComponent(Label) || null;
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this.hpPlusLabel = this.hp_node.getChildByName("plus")?.getComponent(Label) || null;
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}
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}
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/**
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* 按节点路径查找 Label 组件
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* @param path 从当前节点开始的子节点名称路径数组
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* @returns 找到的 Label 组件,或 null
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*/
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private findLabelByPath(path: string[]): Label | null {
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let current: Node | null = this.node;
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for (let i = 0; i < path.length; i++) {
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current = current?.getChildByName(path[i]) ?? null;
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if (!current) return null;
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}
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return current.getComponent(Label) || current.getComponentInChildren(Label);
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}
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// ======================== 英雄动画 ========================
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/**
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* 为英雄图标加载并播放 idle 动画(带竞态保护)。
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* @param node 图标节点
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* @param uuid 英雄 UUID
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* @param token 视觉令牌
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*/
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private updateHeroAnimation(node: Node, uuid: number, token: number) {
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if (!node) return;
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const sprite = node.getComponent(Sprite) || node.getComponentInChildren(Sprite);
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if (sprite) sprite.spriteFrame = null;
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const hero = HeroInfo[uuid];
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if (!hero) {
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this.clearIconAnimation(node);
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return;
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}
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const anim = node.getComponent(Animation) || node.addComponent(Animation);
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this.clearAnimationClips(anim);
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const path = `game/heros/hero/${hero.path}/idle`;
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resources.load(path, AnimationClip, (err, clip) => {
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if (err || !clip) return;
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if (token !== this.iconVisualToken) return;
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if (this.isPreview) {
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if (this.previewUuid !== uuid) return;
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} else {
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if (!this.model || this.model.hero_uuid !== uuid) return;
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}
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this.clearAnimationClips(anim);
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anim.addClip(clip);
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anim.play("idle");
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});
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}
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/** 停止并清除图标节点上的动画 */
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private clearIconAnimation(node: Node) {
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const anim = node?.getComponent(Animation);
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if (!anim) return;
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anim.stop();
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this.clearAnimationClips(anim);
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}
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/** 移除 Animation 组件上的全部 AnimationClip */
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private clearAnimationClips(anim: Animation) {
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const clips = (anim as any).clips as AnimationClip[] | undefined;
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if (!clips || clips.length === 0) return;
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[...clips].forEach(clip => anim.removeClip(clip, true));
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}
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// ======================== 交互 ========================
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private bindEvents() {
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this.sell_node?.on(Button.EventType.CLICK, this.onSellHero, this);
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this.close_node?.on(Button.EventType.CLICK, this.onClosePanel, this);
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// this.node.on(NodeEventType.TOUCH_END, this.onOpenIBox, this);
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}
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private unbindEvents() {
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if (this.sell_node && this.sell_node.isValid) {
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this.sell_node.off(Button.EventType.CLICK, this.onSellHero, this);
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}
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if (this.close_node && this.close_node.isValid) {
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this.close_node.off(Button.EventType.CLICK, this.onClosePanel, this);
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}
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// if (this.node && this.node.isValid) {
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// this.node.off(NodeEventType.TOUCH_END, this.onOpenIBox, this);
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// }
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}
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/**
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* 点击关闭按钮时关闭英雄信息面板
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*/
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private onClosePanel() {
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if (this.isClosing) return;
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this.isClosing = true;
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oops.gui.remove(UIID.HInfo);
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}
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/**
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* 点击面板时打开英雄详情弹窗(IBox)。
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* 传入英雄 UUID、等级和技能列表。
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*/
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private onOpenIBox() {
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// if (this.isClosing) return;
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// if (!this.model) return;
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// if (!this.isModelAlive()) return;
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// const heroUuid = this.model.hero_uuid ?? 0;
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// if (!heroUuid || !HeroInfo[heroUuid]) return;
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// const heroLv = Math.max(1, Math.floor(this.model.lv ?? 1));
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// this.isClosing = true;
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// oops.gui.remove(UIID.HInfo); // 打开 IBox 前关闭自身
|
||
// oops.gui.remove(UIID.IBox);
|
||
// oops.gui.open(UIID.IBox, {
|
||
// heroUuid,
|
||
// heroLv,
|
||
// skills: this.model.skills
|
||
// });
|
||
}
|
||
|
||
/**
|
||
* 出售英雄:通过 Hero.removeByEid 移除 ECS 实体,
|
||
* 并关闭详情弹窗。
|
||
*/
|
||
private onSellHero(event?: Event) {
|
||
if (this.isClosing) return;
|
||
if (!this.eid) return;
|
||
const heroLv = Math.max(1, Math.floor(this.model?.lv ?? 1));
|
||
const removed = Hero.removeByEid(this.eid);
|
||
mLogger.log(this.debugMode, "HInfoComp", "onSellHero", {
|
||
eid: this.eid,
|
||
heroLv,
|
||
isAlive: this.isModelAlive(),
|
||
removed
|
||
});
|
||
if (!removed) return;
|
||
|
||
// 使用统一经济管理入口出售英雄(按等级计算卖价)
|
||
MissionEconomy.executeSellHero(heroLv);
|
||
|
||
// 派发英雄出售事件,通知 MissionCardComp 更新场上英雄数量
|
||
oops.message.dispatchEvent(GameEvent.HeroSell, { eid: this.eid });
|
||
|
||
this.isClosing = true;
|
||
oops.gui.remove(UIID.HInfo);
|
||
}
|
||
|
||
/** ECS 组件移除时的释放钩子:清理动画资源并销毁节点 */
|
||
reset() {
|
||
this.clearIconAnimation(this.icon_node);
|
||
this.iconVisualToken = 0;
|
||
this.iconHeroUuid = 0;
|
||
this.model = null;
|
||
this.eid = 0;
|
||
this.isPreview = false;
|
||
this.previewUuid = 0;
|
||
this.previewLv = 1;
|
||
this.previewPoolLv = 1;
|
||
}
|
||
}
|